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  1. #1
    D. Ring
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    FFRK - A Light Among Shadows (FF6) Event & Strategies

    "Leave us. the dog eats strangers..." - Shadow

    "What a cute doggy!" - Relm

    "You're a human being, before you're a soldier." -

    Event Start Date: December 7
    Event Bonus Battle: December 10
    Event End Date: December 17

    All information is taken from a mixture of Reddit/Spreadsheets/Kongpakbao Site.

    Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: https://www.reddit.com/r/FFRecordKee...jp_megathread/

    Notable Rewards

    GENERAL MOTHERFUCKING LEO!!!!!!

    New Characters Acquired
    General Leo (Combat:5, Knight:5, Samurai:4)

    Old Characters Acquired
    Relm
    Shadow
    Sabin
    Edgar

    New Memory Crystals
    Leo MC1/MC2

    Old Memory Crystals
    Relm MC1/MC2
    Shadow MC1/MC2
    Sabin MC1/MC2
    Edgar MC1/MC2

    New Record Materia
    Leo MC1: ATK and DEF +10% for each KO'd or missing party member.
    Leo MC2: Attack turns into an ability (group, 1.00 PHY) with 4.5 cast time

    New Record Sphere
    Leo
    Gau
    Strago

    Characters Needed for Battles
    None

    Cid Missions
    Defeat the Ultimate+ Dungeon with a party consisting of only FFVI Characters.

    Relics

    Banner 1
    Spoiler: show
    Custom Bioblaster: OSB, Edgar, 1 hit (9.60/10.60/11.60 if the target has 1/2/3 status ailments) Ranged All Target Poison/Non-Elemental PHY and Breaks DMG Cap (DMG can go up to 99,999) and Enemy Poison Status (15%), Blind Status (15%), Silence Status (15%), and Petrify Status (15%)
    Magical Brush: BSB, Relm, 3 hit (3.13 per hit) All Target Holy/Non-Elemental MAG and All Allies Cura (h55) and Guts Status & Self Haste + Burst Mode [Attack: Instant Cast Single Target Curaja (h105) Defend: All Allies Cure (h25)]
    Koga Blade: BSB, Shadow, 7 hit (0.69 per hit) Ranged All Target Dark/Non-Elemental PHY and Self En-Dark for 25 seconds & Self Haste + Burst Mode [Attack: 4 hit (0.47 per hit) Single Target Dark/Non-Elemental PHY with short cast time Defend: 2 hit (0.60 per hit) All Target Dark/Non-Elemental PHY with short cast time]
    Imperial Sword: SSB, Leo, 6 hit (0.80/0.90/1.00/1.25 per hit [if there are 3/2/1 enemies]) All Target Holy/Non-Elemental PHY and Enemy Imperil Holy for 25 seconds
    Mutsunokami: SSB, Cyan, 4 hit (1.90 per hit) Single Target Non-Elemental PHY and All Allies Magical Blink
    Excalibur: SSB, Celes, 5 hit (1.58 per hit) Single Target Non-Elemental PHY and Self Grand Cross for 25 seconds
    Luminous Robe: SB, Relm, All Allies Hastega and Critical Hit Rate 50% for 25 seconds


    Banner 2
    Spoiler: show
    Custom Bioblaster: OSB, Edgar, 1 hit (9.60/10.60/11.60 if the target has 1/2/3 status ailments) Ranged All Target Poison/Non-Elemental PHY and Breaks DMG Cap (DMG can go up to 99,999) and Enemy Poison Status (15%), Blind Status (15%), Silence Status (15%), and Petrify Status (15%)
    Godhand: BSB, Sabin, 7-10 hit (at 700/1250/1700 ATK) (0.70 per hit) Single Target Fire/Non-Elemental PHY and Self En-Fire for 25 seconds & Self Haste + Burst Mode [Attack: 4 hit (0.40 per hit) Single Target Fire/Non-Elemental PHY and Self ATK/DEF +10/20/30/40/50/60/70/80% increasing with every use to the user for 25 seconds Defend: 2 hit (0.75 per hit) All Target Fire/Non-Elemental PHY]
    Thief's Knife: BSB, Locke, 5 hit (1.16 per hit) All Target Fire/Holy PHY and Enemy Imperil Fire for 25 seconds & Self Haste + Burst Mode [Attack: 1 hit (2.00) Single Target Non-Elemental PHY and Enemy ATK/MAG -20% for 20 seconds and Self ATK/MAG +20% for 20 seconds Defend: 4 hit (0.54 per hit) Single Target Fire/Holy PHY]
    Whale Whisker: SSB, Strago, All Allies Protectga and Shellga and RES +100% for 25 seconds
    Chocobo Brush: SSB, Relm, All Allies Curaga (h85) and High Regen
    Sabin's Wristband: SSB, Sabin, All Allies HP Restore (40% of max HP) and Esuna and DEF +100% for 25 seconds
    Tiara: SSB, Terra, 4 hit (3.53 per hit) All Target Fire MAG and Self En-Fire for 25 seconds
    Morningstar: SB, Strago, 2 hit (4.74 per hit) All Target Non-Elemental MAG and Enemy DEF/RES -50% for 25 seconds and Enemy Instant KO (60%)

  2. #2
    D. Ring
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    Bonus Battles
    Fanatics' Tower +
    • Holy Dragon
      HP: ~140,632
      Target Score: Defeat the Holy Dragon without being KO'd, Afflict the Holy Dragon with Slow.
      • Weak: None
      • Absorbs: Holy Abilities
      • Resists: None
      • Vulnerabilities: Slow Abilities, Sap Abilities, and Stun Abilities
    • Magic Master
      HP: ~143,729
      Target Score: Defeat Magic Master without being KO'd, Reduce Magic Master's MAG.
      • Weak: Various (Changes with each Phase shift)
      • Null: None
      • Absorbs: None
      • Vulnerabilities: Berserk Abilities and Stun Abilities


    Commentary
    • Holy Dragon's single target Holy will always target the character with the lowest % HP.
    • Holy Dragon will use Dispel as an interrupt at the start of his turn if any characters are under Reflect status.
    • Magic Master begins the fight with no elemental resistances or weaknesses. Whenever he is hit by an attack, Magic Master uses Wallchange as an interrupt, at which point he becomes weak to one element, absorbs that element's opposite (fire/ice, thunder/water, earth/wind, holy/poison), and nulls every other element.
    • Magic Master casts two spells per turn.

    Holy Dragon's attacks are all white magic, so Mind Break/down works well to reduce his damage. Magic Master, meanwhile, is entirely black magic for damage, so you need Magic Break/down for him. Alternately, Magic Master can be Berserked, at which point he stops using anything except Attack (including Wallchange) and can't use his Ultima deathblow.

    Kefka's Tower, Part 1 ++
    Inferno & Rahu & Ketu
    HP: ~110,963 (Inferno), ~33,289 each (Rahu & Ketu)
    Target Score:
    • Reduce Inferno's MAG.
    • Exploit Inferno's weakness to thunder attacks.
    • Win before Delta Attack is used for the first time.

    Weak: Thunder Abilities (Inferno), Ice Abilities (Rahu), Fire Abilities (Ketu)
    Absorbs: Fire Abilities (Inferno), Thunder Abilities (Rahu), Ice Abilities (Ketu)
    Vulnerabilities: Slow Abilities, and Stun Abilities (All), Blind Abilities (Inferno), Stop Abilities (Rahu & Ketu)

    Commentary
    • Inferno will re-grow his arms a few turns after they die.

    Inferno's damage is mostly magical, while his arms are entirely physical. Bring mixed mitigation. If you can output enough damage, you can kill Inferno before he has a chance to use Delta Attack by spamming him with thunder damage. Otherwise, you need to focus one of his arms; which is up to you, they're basically the same. I suggest not killing both of his arms to avoid him going into his enrage mode and keep him from Reflecting himself.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Kefka's Tower, Part 2 +++
    Skull Dragon
    HP: ~204,985
    Target Score:
    • Reduce the Skull Dragon's MAG.
    • Reduce the Skull Dragon's DEF.
    • Exploit the Skull Dragon's weakness to fire attacks.

    Weak: Fire Abilities and Holy Abilities
    Absorbs: Bio Abilities
    Resist: None
    Null: None
    Vulnerabilities: Slow Abilities and Stun Abilities

    Commentary

    Skull Dragon can be an extremely annoying fight if he spams Disaster. His damage output is a mix of single target fire magic and single target and AOE physical damage, but he spends a lot of his turns just throwing out status effects. Best practice is to just burn him down as fast as possible with fire and holy attacks.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Angry Waves of the Imperial Army (U)
    Sergeants & Imperial Elite & Mega Armors
    HP: ~19,964 each (Sergeant), ~29,946 (Imperial Elite), ~51,579 each (Mega Armor)
    Target Score:
    • Reduce at least one enemy's ATK.
    • Reduce at least one enemy's DEF.
    • Afflict at least one enemy with Slow.

    Weak: Thunder Abilities and Water Abilities (Sergeant/Mega Armor), Bio Abilities (Imperial Elite)
    Absorbs: None
    Vulnerabilities: Slow Abilities and Stun Abilities (All)

    Abilities

    Moveset (Sergeant):
    40% chance: Attack (PHY: deal 110% physical damage to one target)
    10% chance, unlocks turn 2: Program 65 (NAT: 15% chance to Silence one target)
    50% chance, unlocks turn 3: Cleave (PHY: deal 159% physical damage to all targets)
    25% chance to activate in response to physical attacks: Attack (PHY: deal 110% physical damage to one target)

    Moveset (Imperial Elite):
    15% chance: Attack (PHY: deal 110% physical damage to one target)
    20% chance: JP Text (PHY: deal 266% physical damage to one target)
    20% chance: Bio Attack (PHY: deal 266% physical bio damage to one target, with a 30% chance to Sap them)
    10% chance: Ax (PHY: deal 266% physical damage to one target)
    35% chance: Twirl (PHY: deal 159% physical damage to all targets)

    Moveset (Mega Armor, Wave 1):
    10/105 chance: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    15/105 chance, unlocks turn 3: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    15/105 chance, unlocks turn 3: Metal Punch (PHY: deal 344% physical damage to one target)
    15/105 chance, unlocks turn 3: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    30/105 chance, unlocks turn 3: Diffractive Laser (NAT: deal 246% magical thunder damage to all targets)
    20/105 chance, unlocks turn 3: Clash (PHY: deal 250% physical damage to all targets, ignoring defense)
    20% chance to activate in response to physical attacks: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    20% chance to activate in respone to black magic: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)

    Moveset (Mega Armor, Wave 2 & 3):
    15/120 chance: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    15/120 chance: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    20/120 chance: Metal Punch (PHY: deal 344% physical damage to one target)
    25/120 chance: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    25/120 chance: Diffractive Laser (NAT: deal 246% magical thunder damage to all targets)
    20/120 chance: Clash (PHY: deal 250% physical damage to all targets, ignoring defense)
    20% chance to activate in response to physical attacks: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    20% chance to activate in response to black magic: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)

    Commentary
    • Wave 1: 2 Sergeants, 1 Mega Armor. Wave 2: 1 Mega Armor, 2 Imperial Elite. Wave 3: 3 Mega Armors.
    • The Mega Armor in the first wave is rude and has a 40% chance to blow someone the hell up with Magitek Laser on its first turn. The Missle and Launcher attacks are coded as Physical, which means that Draw Fire and Retaliate should function against them, I haven't tested this myself, however.

    The Sergeants and Imperial Elites in the first two waves are entirely physical, and Mega Armors are a mix of physical, lightning magic, and physical gravity attacks, so prepare your defenses accordingly. You may want to bring a Dancer to use Full Breakdance on the enemy waves as soon as they spawn because there are some nasty attacks in waves 2 and 3 which can get launched right away. Ixion, Leviathan, and Ramuh clean up wave 2 and 3 pretty fast, since everything there is weak to thunder and water.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Guardian Before the Evil God (U+)
    Guardian
    HP: ~280,858
    Target Score:
    • Reduce Guardian's MAG.
    • Reduce Guardian's DEF.
    • Exploit Guardian's weakness to thunder attacks.

    Weak: Thunder Abilities and Water Abilities
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (>70% HP: Default):
    5% chance: Attack (PHY: deal 110% physical damage to one target)
    10% chance, unlocks turn 2: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    10% chance, unlocks turn 3: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    25% chance, unlocks turn 4: Atomic Ray (NAT: deal 342% magical fire damage to all targets)
    15% chance, unlocks turn 4: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    10% chance, unlocks turn 4: Tentacle (PHY: deal 206% physical damage to all targets)
    10% chance, unlocks turn 4: Entangle (NAT: 21% chance to Slow all targets)
    5% chance, unlocks turn 3: Ink (NAT: deal 344% ranged physical damage to one target)
    10% chance, unlocks turn 3: Stone (PHY: deal 266% ranged physical damage to one target, with a 15% chance to confuse them)
    10% chance to activate in response to any attack: Attack (PHY: deal 110% physical damage to one target)

    Moveset (70%-40%: Weak, Barrier Active):
    Special: Magitek Barrier (NAT: grant Invincible to self until hit with 3 thunder attacks)
    5% chance: Attack (PHY: deal 110% physical damage to one target)
    5% chance: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    10% chance: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    15% chance: Atomic Ray (NAT: deal 342% magical fire damage to all targets)
    10% chance: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    25% chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    30% chance: Flare Star (NAT: deal 246% magical fire damage to all targets)
    15% chance to activate in response to any attack: Attack (PHY: deal 110% physical damage to one target)

    Moveset (70%-40%: Weak, Barrier Inactive):
    Special: Magitek Barrier (NAT: grant Invincible to self until hit with 3 thunder attacks)
    5/90 chance: Attack (PHY: deal 110% physical damage to one target)
    5/90 chance: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    10/90 chance: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    10/90 chance: Atomic Ray (NAT: deal 342% magical fire damage to all targets)
    10/90 chance: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    20/90 chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    30/90 chance: Meteor (BLK: deal 198% magical non-elemental damage to all targets)
    15% chance to activate in response to any attack: Attack (PHY: deal 110% physical damage to one target)

    Moveset (<40%: Very Weak, Barrier Active):
    Special: Magitek Barrier (NAT: grant Invincible to self until hit with 3 thunder attacks)
    5% chance: Attack (PHY: deal 110% physical damage to one target)
    10% chance: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    20% chance: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    20% chance: Atomic Ray (NAT: deal 342% magical fire damage to all targets)
    15% chance: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    30% chance: Diffractive Laser (NAT: deal 246% magical thunder damage to all targets)
    Special: Wave Cannon (NAT: deal 294% magical thunder damage to all targets)
    25% chance to activate in response to any attack: Attack (PHY: deal 110% physical damage to one target)

    Moveset (<40%: Very Weak, Barrier Inactive):
    Special: Magitek Barrier (NAT: grant Invincible to self until hit with 3 thunder attacks)
    5% chance: Attack (PHY: deal 110% physical damage to one target)
    10% chance: Magitek Laser (NAT: deal 330% magical thunder damage to one target)
    25% chance: Missile (PHY: deal 50% current HP damage to one target, with a 12% chance to Sap them)
    20% chance: Atomic Ray (NAT: deal 342% magical fire damage to all targets)
    10% chance: Launcher (PHY: 225% chance to deal 40% current HP damage to all targets, resistable via Instant KO resistance)
    30% chance: Diffractive Laser (NAT: deal 246% magical thunder damage to all targets)
    Special: Wave Cannon (NAT: deal 294% magical thunder damage to all targets)
    25% chance to activate in response to any attack: Attack (PHY: deal 110% physical damage to one target)

    Commentary
    • At the start of phase 2 and again at the start of phase 3, Guardian will use Magitek Barrier as an interrupt. Magitek Barrier will reduce all damage dealt to Guardian to 0 until he is hit by three seperate thunder damage sources (Chain-Thundaga, Ramuh, Ashe BSB, etc all count as one hit for this purpose). Attacks do still land, however, so I believe that debuffs from Breaks and Breakdowns will still affect the boss, mercifully.
    • In its Very Weak phase, Guardian fires Wave Cannon after a 5 turn countdown.
    • Just like the Imperial Army, Guardian's Missle and Launcher attacks are coded as Physical.

    Guardian's damage is almost entirely magic once you get past the first phase (which has 30% physical attacks), so you should probably err on the side of magical mitigation for the fight. The thing to watch out for is that Guardian becomes immune to damage at the start of phase 2 and phase 3 until he is struck by 3 distinct thunder damage attacks. Ensure you have at least 2 characters with thunder damage to get the Magitek Barrier off him quickly. He's also weak to thunder, so it's not exactly a hardship. Do note that you must hit him with thunder damage while his barrier is NOT up in order to get full medals for this fight - you have to deal a non-zero amount of thunder damage.

    Event Quest Notes: His damage on everything but Flare is manageable with just Full Break + Magic Breakdown + Shellga. Flare WILL deal 5000+ damage with all of that active, however. If you have either of Celes's Runic SBs, that shouldn't be a problem as long as you get them up before phase 2, but otherwise you have to choose whether to use a Shout/OKBSB or a Wall RW.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Desperate Fateful Struggle (U++)
    Kefka
    HP: ~354,138
    Target Score:
    • Reduce Kefka's MAG.
    • Reduce Kefka's DEF.
    • Exploit Kefka's weakness to holy attacks.

    Weak: Holy Abilities
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (>70%: Default):
    Special: Ultimate Meteor (BLK: 303% chance to deal 60% current HP damage to all targets)
    5/95 chance: Attack (PHY: deal 110% physical damage to one target)
    15/95 chance, unlocks turn 3: Blizzaga (BLK: deal 450% magical ice damage to one target)
    15/95 chance, unlocks turn 3: Thundaga (BLK: deal 450% magical thunder damage to one target)
    15/95 chance, unlocks turn 3: Drain (BLK: deal 315% magical non-elemental damage, recovering 17% of the damage dealt as HP)
    15/95 chance, unlocks turn 4: Absolute Zero (NAT: deal 246% magical ice damage to all targets)
    15/95 chance, unlocks turn 4: Various Firaga (BLK: deal 246% magical fire damage to all targets)
    15/95 chance, unlocks turn 4: Apart Blizzaga (BLK: deal 246% magical ice damage to all targets)
    15/95 chance, unlocks turn 4: Here and There Thundaga (BLK: deal 246% magical thunder damage to all targets)
    10% chance to activate in response to any attack: Slave Crown (NAT: deal 410% magical non-elemental damage to one target, with a 63% chance to Confuse and/or Sap them)

    Moveset (70%-40%: Weak):
    Special: Ultima (BLK: deal 390% magical non-elemental damage to all targets)
    5% chance: Attack (PHY: deal 188% physical damage to one target)
    5% chance: Meandering Firaga (BLK: deal 410% magical fire damage three times to random targets)
    5% chance: Round and Round Blizzaga (BLK: deal 410% magical ice damage three times to random targets)
    5% chance: Easier and Easier Thundaga (BLK: deal 410% magical thunder damage three times to random targets)
    20% chance: Absolute Zero (NAT: deal 246% magical ice damage to all targets)
    15% chance: Northern Cross (NAT: 33% chance to Stop all targets)
    15% chance, unlocks turn 3: Various Firaga (BLK: deal 246% magical fire damage to all targets)
    15% chance, unlocks turn 3: Apart Blizzaga (BLK: deal 246% magical ice damage to all targets)
    15% chance: Here and There Thundaga (BLK: deal 246% magical thunder damage to all targets)
    15% chance to activate in response to any attack: Slave Crown (NAT: deal 410% magical non-elemental damage to one target, with a 63% chance to Confuse and/or Sap them)

    Moveset (<40%: Very Weak):
    Special: Magitek Infusion (NAT: grant Haste to self and raise magic by 10% for 20 seconds)
    Special: Ultimate Trine (NAT: deal 250% magical non-elemental damage to all targets, ignoring resistance)
    5% chance: Meandering Firaga (BLK: deal 410% magical fire damage three times to random targets)
    5% chance: Round and Round Blizzaga (BLK: deal 410% magical ice damage three times to random targets)
    5% chance: Easier and Easier Thundaga (BLK: deal 410% magical thunder damage three times to random targets)
    20% chance: Absolute Zero (NAT: deal 246% magical ice damage to all targets)
    15% chance: Northern Cross (NAT: 33% chance to Stop all targets)
    15% chance, unlocks turn 3: Various Firaga (BLK: deal 246% magical fire damage to all targets)
    15% chance, unlocks turn 3: Apart Blizzaga (BLK: deal 246% magical ice damage to all targets)
    15% chance: Here and There Thundaga (BLK: deal 246% magical thunder damage to all targets)
    20% chance to activate in response to any attack: Slave Crown (NAT: deal 410% magical non-elemental damage to one target, with a 63% chance to Confuse and/or Sap them)

    Commentary
    • Kefka uses Meteor as an interrupt at the start of the fight.
    • Kefka uses Magitek Infusion as an interrupt once he is reduced to or under 40% HP.

    Kefka's offense is almost entirely magical, although he does have a 5% chance physical attack in phases 1 and 2 to keep you honest. I still recommend going maximum magical mitigation at the expense of physical mitigation here. Don't bother bringing a Dispel or Banishing Strike for his Haste in phase 3, he's so fast that the Haste basically makes no difference (he goes from charging his turn in 1/6th of a second to doing so in 1/12th of a second... not a major difference given he has normal 1.5 to 1.8 second cast times). Stick Gigas Armlets on your most vulnerable characters if you have them. If you don't, he uses ice magic more frequently than the other types thanks to Absolute Zero. Beware of the start-of-fight Meteor; you may want to either bring two healers or put Mako Might on your healer so they can pop their AOE heal on their first turn.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

  3. #3
    BG Medical's Student of Medicine
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    WTF with the Meteor at the start of the fight...

  4. #4
    Relic Shield
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    Ult++'s opening meteor is a gravity/instant KO resist attack?

  5. #5
    Queen of the Pity Party
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    Mako Might Dreamstage, BRING IT ON CLOWNBABY

  6. #6
    Ridill
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    Quote Originally Posted by hyoton View Post
    Ult++'s opening meteor is a gravity/instant KO resist attack?
    Iirc yes so with accessories it can be avoided.

  7. #7
    BG Medical's Student of Medicine
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    Time for instant medica.

    Sent from my XT1650 using Tapatalk

  8. #8
    Queen of the Pity Party
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    h25 - is that the potency for most medica BSB commands? from Relm's up there.

  9. #9
    A. Body
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    Gilgamesh

    yeah that's the standard, with the exception of tiny bee which is like 10 or 15 i think.

    i would kinda like relm's burst for the guts effect, but i'm already too stacked on FF6 to justify the pull. plus there's little else here i'm interested in, and i'm assuming there's better sources for that effect down the line.

  10. #10
    Queen of the Pity Party
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    I'm the opposite. Very little VI synergy and no healing BSB. The only two I don't want on here are Relm and Cyan SSB and even those are OK consolation prizes. Leo SSB in particular would be awesome for my holy team. If it weren't for FFXIV I would be pulling at least twice.

  11. #11
    D. Ring
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    Quote Originally Posted by Yuri-G View Post
    I'm the opposite. Very little VI synergy and no healing BSB. The only two I don't want on here are Relm and Cyan SSB and even those are OK consolation prizes. Leo SSB in particular would be awesome for my holy team. If it weren't for FFXIV I would be pulling at least twice.
    Whats wrong with Cyan's SSB2? Lifesiphonable solid dmg plus magic barrier, similar to Beatrix SSB, if you have both, can pretty much fulltime magic barrier for heavy duty magic fights (like Kefka Ult++).

  12. #12
    Ridill
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    Quote Originally Posted by Robertfb View Post
    Whats wrong with Cyan's SSB2? Lifesiphonable solid dmg plus magic barrier, similar to Beatrix SSB, if you have both, can pretty much fulltime magic barrier for heavy duty magic fights (like Kefka Ult++).
    It's on Cyan.

  13. #13
    Queen of the Pity Party
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    Wait, he has Lifesiphon? I missed that. Nevertheless, I prefer magic blink on a Draw Fire + Lifesiphon character - like, say, Beatrix whose SSB I already have if you didn't have a good source of magic blink though, it would be a useful pull. Spammable magic blinks are godly


    Although hmm you bring up a good point; Cyan + Beatrix (+ Selphie in my case) would completely shut down any AoE magic-based boss.

  14. #14
    Ridill
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    8
    FFXI Server
    Asura

    Cyan is SAM 5* and Combat 5*. Other than Lifesiphon and Full Charge he really doesn't shine in anything. His weapon selection is also shit with only daggers and katanas.

  15. #15
    BG Medical's Student of Medicine
    Join Date
    Oct 2006
    Posts
    30,595
    BG Level
    10

    Cyan really ought to have Knight, because he's a Knight of Doma.

    That being said, is Leo really any good at all?

  16. #16
    Salvage Bans
    Join Date
    Jul 2008
    Posts
    994
    BG Level
    5
    FFXI Server
    Quetzalcoatl

    Statwise and skill set wise hes solid, but to date he still only has an SSB available to him so hes very limited until they decide to finally give him a burst.

  17. #17
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
    Sep 2007
    Posts
    37,802
    BG Level
    10

    Ultimate was easy

    u+ cm was a bit harder then expected but 1/1 it

    Kefka will wait, I wanna learn hope bsb tomorrow before doing it

  18. #18
    Relic Shield
    Join Date
    Dec 2005
    Posts
    1,970
    BG Level
    6
    FFXI Server
    Shiva

    Quote Originally Posted by Ratatapa View Post
    Ultimate was easy
    ...if the asshole Magitek armor doesn't one-shot you at the start of the fight.

  19. #19
    Relic Shield
    Join Date
    Jan 2016
    Posts
    1,829
    BG Level
    6

    The magitek lasers were ridiculous as an opening compared to kefka. I was happy I brought lightning res. I KO resisted meteor and celes had a field day absorbing nukes into saint cross.

  20. #20
    Chram
    Join Date
    Jun 2007
    Posts
    2,842
    BG Level
    7
    FFXIV Character
    Skai Aetheris
    FFXIV Server
    Gilgamesh

    I forgot to armor break ultimate so had to redo for mastery. As for Kefka, I brought Celes for runic but all he did was AoE magic. Other than that, not too bad.

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