Delet this
Delet this
Vaan is now record dived. Took him down the path to equip guns.
Now I can backrow him in MP w/o much of a DPS sacrifice. So now DPS/Vaan Support is an option for me.
(and I have a BSB gun, so the attack isn't half bad on it either)
MO U+ with Pugs
Worst idea ever
Sleepbuster spam on dragon
STOP WAKING IT UP
The Engine Blade is pretty much a gen 1 relic in terms of stats and SB, not bad really.
I only recently started playing this game, so I'm looking for some general advice.
I have a handful of characters to level 80, and a few more at 65 - and thus far I've been able to clear the "red" event dungeons, such as "Doga's Grotto +" , "Eureka - 2nd Level ++" and "Cave of Shadows +++". I also was able to defeat the hard modes of Scarmiglione, Rubicante, and Cagnazzo (but not Barbariccia) when that event was happening.
As for the FFIII events I cleared, they haven't been especially clean fights, and I've only gotten "Expert" each time. Part of the issue is it's really hard to decide what skills to equip on who, since we're limited to two per character, and another part is the absurdly low success rates of Power/Mental/Armor/Magic Break/Breakdown abilities. These often need to land in order to have much of a chance at getting "Championship".
Biggest issue might be my party structure - which is relatively limited at this point. Typically I go with...
Rydia (80):
Thanks to a ridiculous BSB pull, she has a 30/30, 7* Slepnir's Tail. Typically give her two of Firaga/Thundaga/Blizzaga/Ruinga.
Kain (80):
Usually equip him with a 20/20 Gungnir (III), unless Luneth is in the party, then it's a Blitz Sword (VIII). Usually Lightning Dive, and Jump or a "Break" ability.
Porom (80):
Equipped with a 25/25 6* Seraphim's Mace, main healer. Usually equipped with Renewing Cure and either Protectga or Shellga.
Remaining characters worth noting/using...
Luneth (67): Used similarly to Kain, Break abilities, maybe Revive as an insurance policy.
Terra (65, capped): Used similarly to Rydia. Has a 20/20 Stardust Rod.
Yang (65, capped): Hellclaws 20/20, typically give him Double Attack and Lifesiphon.
Tyro (65, capped): Blitz Sword 20/20, Break Abilities and stuff like Blizzara Sword... don't really use anymore.
Everyone is in 20/20 armor, most SB armor. Examples are Feathered Cap (IV), Turks Suit (VII), Regal Gown (VI), Bard's Bracelet (IV), White Robe (IV), Black Robe (IV).
Lower level characters I can take to 80 currently...
FF3: Arc, Refia, Ingus, Onion Knight (99)
FF4: Edward
All of the Break/Breakdown abilities I have only have 2 uses, missing Magic Breakdown because I lack the orbs needed.
All black magic spells have 4 uses, cure spells 6 each, Protectga/Shellga two each. Few 5* abilities from events, Gaia's Cross, Lightning Dive, Fires Within - all at two each.
As for realm dungeons, I'm at about 70 difficulty, i.e. the Cleyra fight vs Beatrix.
Considering what I have - what characters and abilities should I look at working on to be able to tackle the harder event dungeons? And is there any trick to getting debuffs and break abilities to land more reliably, especially on bosses that require it for "Champion"?
This will take a while to write a response to.
First of all Break abilities always land (except the Nightmare final bosses). The "resist" message simply means that their effectiveness is halved. You should be working on better spells for your Rydia (-ja tier, especially Stoneja given you have her BSB) and possibly something for your melees too. You have Luneth's BSB so use him all the time and have stuff like Aerora Strike and Lifesiphon available for him (ditch Revive, waste of a slot on him). My suggestion is to just keep clearing the dungeons, you'll eventually get enough orbs to craft/hone most of these abilities... maybe tackle some of the dailies for stuff like Lifesiphon and -ja spells.
you should definitely double-break tyro to get his dr. mog's teachings RM, it provides you with a soul break charge at the start of the fight. orbfest is coming up in less than a month so that's a good opportunity to shore up your pool of abilities and level your team/extra characters for other key RMs (cloud, tidus, and ramza are all worth leveling for the RMs alone even if you don't plan to use them).
i'd definitely make honing your breakdown skills a priority, specifically power and magic as those are essential to surviving the tougher fights. armor/mental breakdown are nice to have when you can fit them but tend to be a bit of a luxury.
protectga/shellga at R1 should be fine honestly, but you should aim to get your primary healing spell up to 8 uses at a minimum.
1313 PT for Dragon U+ multiplaer
Crap, didn't anticipate they would add the black crystal back into the rewards for the bahamut sin revenge fight (it was 3 MBOs when we first got the fight since nightmares weren't introduced yet). Farmed 1 too many black crystals for meltdown![]()
Revenge on sin was great
For sure, that was definitely the worst fight for me to master back when it came out, mostly due to it being on the old medal system where -2 damage medals were basically guaranteed, and trying to win the fight while getting 8 creepers and still maintaining 2/3 actions taken medals was very tough.
Now I just steamrolled it without any regard to the target score for the creepers. Perfect score aside from -2 from only having credit for 4 creepers.
Good to know that about the Break abilities always landing - didn't realize that. Also didn't realize that there's some value in equipping abilities that correspond to the user's BSB (?). Maybe I'll look at running Luneth through some elite dungeons in a solo or duo to pick up some more mythril and stamina shards and use some of said mythril to refill stamina if I want to keep going.
I plan to break Tyro again down the line, but it's not clear when, as LB2 crystals are tough to come by. Good advice on Cloud, no idea when I'll be able to get Tidus or Ramza though. I also have BSB weapons for Garnet and Vaan, so they might be somewhat of a priority later.
I'll look at honing the Breakdown abilities - is this mostly for multi-stage fights or re-applying the debuff? One thing I'm not clear about is if Protect/Shell and Break abilities wear off mid-battle, and how to know if they do.
Took your advice and upped Renewing Cure to 8 casts, seems about as potent as Cura, and Curaga or higher seems unnecessary so far. That'll probably change soon, considering the Red Dragon Ultimate fight was landing spells on me for 4000-8000+
Required RMs:
Tyro
Cloud
Relm
Cid (VII)
Palom
Onion Knight
Luneth
The first two will give you a free soul break bar at the beginning of the battle. I cannot stress enough how valuable that is. I doubted it myself until I started using them; they are 100% worth the MC2 lodes you would spend to get them. They are absolutely game-breaking. Once you have your main five or so characters broken to 80, do these before anything else.
The latter five are EXP boosting RMs; not quite as essential but still very helpful for leveling up and should be a priority as you get the MC2s.
Everything else I leave to the experts here :3 but those are my two cents
Each (de)buff has a set duration, but you can't tell when breaks were off specifically. Protect and Shell otherwise have a glow (yellow and green) on the character that'll cycle along with other buffs. Admittedly, it can be easy to miss seeing them wear, but that's the tell.I'll look at honing the Breakdown abilities - is this mostly for multi-stage fights or re-applying the debuff? One thing I'm not clear about is if Protect/Shell and Break abilities wear off mid-battle, and how to know if they do.
More specific to Breaks, my own rule of thumb is that after applying one, you have 2 actions to do something else before you need to reapply. So, in this case, I usually run R4 Magic Breakdown and R2 Full Break. I'll go FB > MB > MB > FB > etc.. Since Tyro is usually my breaker, I'll apply sentinel's grimoire after the FB unless it's absolutely needed first.
Otherwise, aside from Petrify and Poison, pretty much everything has some kind of duration limit.
Luneth's BSB gives him a buff called Enwind which boosts all wind elemental damage so you should take advantage of that (although his BSB commands are really good for that on their own). Lifesiphon will allow you to build that SB gauge faster but it's not needed if the enemy has an elemental weakness you can exploit with his spellblade abilities.
If you have Vaan's BSB level him ASAP! It has a valuable MAG debuff that can stack with Magic Breakdown and Full Break so you'll lower magic damage even more. General rule for buffs and debuffs in this game: if it's a unique combination it likely stacks with everything else (Shout's attack buff stacks with OK/Celes Bursts for example because these also buff magic). One of Vaan's Burst commands is also Magic Breakdown so you don't even need to hone that as much.
Protect/Shell and Breaks do wear off over time. Usually under Haste you want to reapply a Break every three turns, Pro/Shell last longer than that and you usually cast them once unless the battle drags on.
if you have vaan's burst, you should absolutely level him immediately, that SB is incredible. one of the best SBs in the game for physical teams. instant cast so it's really solid damage, and it has a magic & defense break that stacks with every other debuff, pairing that with other forms of magic mitigation (breakdown, shellga) will go a long ways toward making high end fights survivable.