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  1. #1
    D. Ring
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    FFRK - Time's Arrow (FFXIII-2) Event & Strategies

    "Don't ever lay down and wait to die!" - Noel

    "I want to see Lightning so much. If there's any chance, any chance at all, I want to take it!" - Serah

    Event Start Date: November 11
    Event Bonus Battle: November 14
    Event End Date: November 21

    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
    None

    New Characters Acquired
    Noel (WHM:4, Combat:5, Celerity:4, Thief4 [5 with Record Dive])

    Old Characters Acquired
    Serah
    Vanille
    Sazh
    Snow
    Cid Raines

    New Memory Crystals
    Noel MC1/MC2

    Old Memory Crystals
    Serah MC1/MC2
    Vanille MC1/MC2
    Snow MC1
    Sazh MC1
    Cid Raines MC1

    New Record Materia
    Noel MC1: Grants Low Regen at the beginning of the battle.
    Noel MC2: Attack turns into an ability (single, 1.00 PHY) with a ranged attack.

    New Record Sphere
    Noel
    Serah

    Characters Needed for Battles
    None

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

    Relics

    Banner 1
    Spoiler: show
    Flame Fossil: BSB, Noel, 5 hit (1.50 per hit) Ranged Single Target Non-Elemental PHY and Enemy Full Breakdown for 25 seconds & Self Haste + Burst Mode [Attack: 1 hit (2.30) Single Target Non-Elemental PHY and Enemy ATK -40% for 25 seconds Defend: 1 hit (2.30) Single Target Non-Elemental PHY and Enemy MAG -50% for 25 seconds]
    Lunar Stinger: BSB, Serah, 8 hit (1.88 per hit) Single Target Ice MAG and Self En-Ice for 25 seconds & Self Haste + Burst Mode [Attack: 4 hit (2.24) Single Target Ice MAG Defend: 2 hit (3.14 per hit) All Target Ice MAG]
    Canopus AMPs: SSB, Sazh, All Allies ATK +50% for 25 seconds and Magic Blink
    Raines's Model: SSB, Cid Raines, 6 hit (2.92 per hit) Random Target Non-Elemental MAG and Self Light Doom: 45 & Self Quickening for 4 turns & Self MAG/RES +30% for 25 seconds
    Hawkeye: SSB, Hope, 8 hit (2.24 per hit) Single Target Holy MAG
    Power Circle: SSB, Snow, 4 hit (1.50 per hit) All Target Ice PHY and All Allies DEF +50% for 25 seconds
    Flamberge: SB, Lightning, 3 hit (1.68 per hit) Single Target Non-Elemental PHY and Self Instant Cast for 2 turns


    Banner 2
    Spoiler: show
    Mistilteinn: BSB, Vanille, Instant Cast All Allies Curaga (h85) and Self MND +30% for 25 seconds & Self Haste + Burst Mode [Attack: 2 hit (5.30 per hit) Single Target Holy WHM MAG and Enemy RES -30% for 25 seconds Defend: All Allies Cure (h25)]
    Overture: BSB, Lightning, 7 hit (1.15 per hit) Single Target Non-Elemental PHY and Self Haste + Burst Mode [Attack: 4 hit (0.46 per hit) Single Target Non-Elemental PHY (80% chance to deal a critical hit) and Enemy Stun Status (9%) Defend: 2 hit (0.63 per hit) All Target Non-Elemental PHY (80% chance to deal a critical hit) and Enemy Slow Status (16%)]
    Sirius Sidearms: SSB, Sazh, All Allies Protectga and High Regen and MAG +20% for 25 seconds
    Battle Standard: SSB, Snow, 4 hit (1.90 per hit) Single Target Non-Elemental PHY and All Allies Critical Rate 25% for 25 seconds and Self Retaliate
    Punisher: SSB, Fang, 6 hit (1.28 per hit) Ranged Single Target Fire/Wind PHY and Enemy ATK/MAG -50% for 25 seconds
    Raines's Glove: SSB, Cid Raines, 5 hit (2.84 per hit) All Target Holy MAG and Enemy Imperil Holy for 25 seconds
    Serah's Gloves: SB, Serah, 2 hit (5.90 per hit) Single Target Non-Elemental MAG and Self Quickening for 2 turns

  2. #2
    D. Ring
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    Bonus Battles
    Destruction of Heaven's Barrier +
    • Gogmagog
      HP: ~99,269
      Target Score: Defeat Gogmagog without being KO'd, Reduce Gogmagog's ATK.
      • Weak: None
      • Absorbs: None
      • Resists: None
      • Vulnerabilities: Poison Abilities, Slow Abilities, and Stun Abilities
    • Gogmagog
      HP: ~115,814
      Target Score: Defeat Gogmagog without being KO'd, Afflict Gogmagog with Slow.
      • Weak: None
      • Null: None
      • Absorbs: None
      • Vulnerabilities: Poison Abilities, Slow Abilities, and Stun Abilities


    Commentary

    None

    Hidden Upcoming Power! ++
    Cactuar
    HP: ~193,188
    Target Score:
    • Exploit Cactuar's weakness to fire attacks.
    • Reduce Cactuar's ATK.
    • Reduce Cactuar's DEF.

    Weak: Fire Abilities and Earth Abilities
    Absorbs: Water Abilities
    Vulnerabilities: Sleep Abilities and Stun Abilities

    Commentary

    None

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

    Great Plain Rampage +++
    King Behemoth
    HP: ~171,455
    Target Score:
    • Defeat the King Behemoth without being KO'd.
    • Reduce King Behemoth's ATK.
    • Reduce King Behemoth's MAG.

    Weak: None
    Absorbs: Thunder Abilities
    Resist: None
    Null: Wind
    Vulnerabilities: Stun Abilities

    Commentary

    None

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

    Vetala (U)
    Vetala
    HP: ~263,053
    Target Score:
    • Exploit Vetala's weakness to ice attacks while it is Staggered.
    • Reduce Vetala's MAG.
    • Reduce Vetala's DEF.

    Weak: Ice Abilities (Staggered)
    Null: Earth Abilities
    Resists: All Abilities besides Earth (Not Staggered), All Abilities besides Earth and Ice (Staggered)
    Vulnerabilities: None

    Abilities

    Moveset:
    Special: Multicast (use Fira, Blizzara, Thundara, or Watera three times on random targets)
    Special: Multicast (use Fira, Blizzara, Thundara, or Watera twice on all targets)
    Special: Multicast (use Slowga, Painga, Biogas, or Foga twice on all targets)
    Fira (BLK: deal 420% magical fire damage to one target)
    Blizzara (BLK: deal 420% magical ice damage to one target)
    Thundara (BLK: deal 420% magical thunder damage to one target)
    Watera (BLK: deal 420% magical water damage to one target)
    Thundara (BLK: deal 290% magical thunder damage to all targets)
    Blizzara (BLK: deal 290% magical ice damage to all targets)
    Fira (BLK: deal 290% magical fire damage to all targets)
    Watera (BLK: deal 290% magical water damage to all targets)
    Slowga (WHT: 30% chance to Slow all targets)
    Painga (BLK: 6% chance to Blind all targets)
    Biogas (BLK: deal 350% magical bio damage to all targets, with a 30% chance to Poison them)
    Fogga (WHT: 6% chance to Silence all targets)

    Commentary
    • Vetala starts the fight in Staggered state. It does nothing on its first two turns.
    • After taking 15% or more of its total HP in damage while in Staggered state, it will switch to Barrier state.
    • After taking 25% or more of its total HP in damage while in Barrier state, it will switch to Staggered state.

    Vetala's offense is pure magic, so prepare accordingly. The only really worrisome status effect is its AOE Slowga, which will on average slow 1-2 characters per use. As long as you bring enough magical mitigation, you shouldn't have too much trouble with this boss.

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

    Paradox Alpha (U+)
    Paradox Alpha
    HP: ~317,832 (Paradox), ~51,891 (Energy Charge)
    Target Score:
    • Reduce Paradox Alpha's ATK.
    • Reduce Paradox Alpha's MAG.
    • Defeat Paradox Alpha before it uses Ultimate Ground Smash twice.

    Weak: None
    Absorbs: None
    Resists: Fire Abilities, Ice Abilities, Thunder Abilities, and Wind Abilities
    Null: None
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (Default >85% HP):
    First two turns: Attack (PHY: deal 110% physical damage to one target)
    20% chance, unlocks turn 3: Cleave (PHY: deal 112% physical damage to all targets, with a 15% chance to Sap them)
    10% chance, unlocks turn 3: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    40% chance, unlocks turn 3: Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    10% chance, unlocks turn 4: Quake (BLK: deal 360% magical earth damage to all targets)
    20% chance, unlocks turn 3: Ground Smash (NAT: deal 159% physical damage to all targets, with a 15% chance to Sap them)

    [B]Moveset (While Energy Charge is Active):
    10% chance: Cleave (PHY: deal 112% physical damage to all targets, with a 15% chance to Sap them)
    5% chance: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    25% chance: Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    40% chance: Quake (BLK: deal 360% magical earth damage to all targets)
    20% chance: Ground Smash (NAT: deal 159% physical damage to all targets, with a 15% chance to Sap them)
    Special: Ultimate Ground Smash (NAT: deal 460% physical damage to all targets, ignoring defense, with a 15% chance to Sap them)

    Moveset (Weak: 85%-60% HP):
    15% chance: Cleave (PHY: deal 112% physical damage to all targets, with a 15% chance to Sap them)
    5% chance: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    40% chance: Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    10% chance: Quake (BLK: deal 360% magical earth damage to all targets)
    30% chance: Ground Smash (NAT: deal 159% physical damage to all targets, with a 15% chance to Sap them)

    Moveset (Very Weak: 60%-35% HP):
    15% chance: Cleave (PHY: deal 112% physical damage to all targets, with a 15% chance to Sap them)
    5% chance: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    30% chance: Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    20% chance: Quake (BLK: deal 360% magical earth damage to all targets)
    30% chance: Ground Smash (NAT: deal 159% physical damage to all targets, with a 15% chance to Sap them)

    Moveset (Ultra Weak: <35% HP):
    10% chance: Cleave (PHY: deal 112% physical damage to all targets, with a 15% chance to Sap them)
    5% chance: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    25% chance: Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    30% chance: Quake (BLK: deal 360% magical earth damage to all targets)
    30% chance: Ground Smash (NAT: deal 159% physical damage to all targets, with a 15% chance to Sap them)

    Commentary
    • At 85%, 60%, and 35% HP, Paradox Alpha switches to a new phase (Weak, Very Weak, Ultra Weak, respectively), spawns an Energy Charge, and becomes untargetable.
    • You have 5/4/3 turns to destroy the Energy Charge, if you do not, Paradox Alpha will use Ultimate Ground Smash and the Energy Charge will despawn and Paradox Alpha will be targetable again. If you kill the Energy Charge, Paradox Alpha takes 51,891 damage and becomes targetable again.

    Paradox Alpha uses both physical and magical attacks, with the latter becoming more frequent the longer you leave the Energy Charge alive and the later the fight gets in general. He uses Quake most often (40% of the time) while the Energy Charge is alive. Because the Energy Charge deals its maximum HP in damage to Paradox Alpha when it dies, and it has the same defenses as Paradox Alpha, you shouldn't worry about overkilling it unless you're really heavily overkilling it and have the time to not do that; you only "lose" any damage you dealt to an Energy Charge which doesn't die or whatever damage you deal to one in excess of 51,891.

    Paradox Alpha resists the four primary elements (fire/ice/lightning/water), but note that the Energy Charge doesn't resist any elements. If you have an elemental SB like Lightning's or Snow's, save them for the Energy Charge.

    Event Quest Notes: This fight is very complicated to explain in this format, but is much simpler to actually fight. It's basically a much, much easier (relative to its placement in the timeline of events) Bahamut SIN. There are no adds to deal with and Paradox Alpha's attacks are actually pretty weak even without Wall. Only Quake will likely give you any real trouble. I definitely recommend Shout as your RW unless you're bringing a mage team, in which case you should go for Sheep Song or Hastemarch. That said, I don't recommend a mage team here because of Paradox Alpha's resistances making it more troublesome than usual to find enough abilities which aren't resisted.

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

    Giant Soldier of Another World (U++)
    Atlas
    HP: ~360,138
    Target Score:
    • Exploit Atlas's weakness to ice attacks.
    • Reduce Atlas's ATK.
    • Afflict Atlas with Slow.

    Weak: Ice Abilities
    Absorbs: None
    Resists: Fire Abilities
    Null: Wind Abilities and Thunder Abilities
    Vulnerabilities: Slow Abilities and Stun Abilities

    Abilities

    Moveset (Default >80% HP):
    3/113 chance: Attack (PHY: deal 110% physical damage to one target)
    10/113 chance, unlocks turn 3: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    20/113 chance, unlocks turn 3: Pulverize (NAT: deal 250% magical non-elemental damage to all targets, remove all postive status effects from all targets, and remove all negative status effects from self)
    50/113 chance, unlocks turn 3: Double Bash (PHY: deal 188% physical damage twice to random targets, with a 15% chance to Sap them)
    30/113 chance, unlocks turn 3: Roar (NAT: deal 350% magical non-elemental damage to all targets)
    15% chance to activate in response to physical attacks: Counter Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    15% chance to activate in response to white magic: Counter Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    15% chance to activate in response to black magic: Counter Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)

    Moveset (Weak: 45%-80% HP):
    10/105 chance: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    25/105 chance: Double Bash (PHY: deal 188% physical damage twice to random targets, with a 15% chance to Sap them)
    20/105 chance: Pulverize (NAT: deal 250% magical non-elemental damage to all targets, remove all postive status effects from all targets, and remove all negative status effects from self)
    30/105 chance: Roar (NAT: deal 350% magical non-elemental damage to all targets)
    20/105 chance: Triple Punch (PHY: deal 140% physical damage three times to random targets, with a 15% chance to Sap them)
    25% chance to activate in response to physical attacks: Counter Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    25% chance to activate in response to white magic: Counter Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)
    25% chance to activate in response to black magic: Counter Hook (PHY: deal 200% physical damage to one target, with a 33% chance to Sap them)

    Moveset (Very Wweak: <45% HP):
    5/115 chance: Punch (PHY: deal 110% physical damage to one target, with a 33% chance to Sap them)
    25/115 chance: Double Bash (PHY: deal 188% physical damage twice to random targets, with a 15% chance to Sap them)
    30/115 chance: Pulverize (NAT: deal 250% magical non-elemental damage to all targets, remove all postive status effects from all targets, and remove all negative status effects from self)
    30/115 chance: Roar (NAT: deal 350% magical non-elemental damage to all targets)
    25/115 chance: Triple Punch (PHY: deal 140% physical damage three times to random targets, with a 15% chance to Sap them)
    30% chance to activate in response to physical attacks: Counter Triple Punch (PHY: deal 140% physical damage three times to random targets, with a 15% chance to Sap them)
    30% chance to activate in response to white magic: Counter Triple Punch (PHY: deal 140% physical damage three times to random targets, with a 15% chance to Sap them)
    30% chance to activate in response to black magic: Counter Triple Punch (PHY: deal 140% physical damage three times to random targets, with a 15% chance to Sap them)

    Commentary

    Atlas's physical attacks are all susceptible to Draw Fire + Retaliate, so you only have to gear for magical mitigation. Keep in mind that roughly half of his attacks are AOE magic, and he can strip your status effect buffs (Haste, Regen, Shell, etc). Stuff like Sentinel's Grimoire, the Boost component of Shout, Draw Fire, and Retaliate are unaffected by Pulverize, but he can strip your haste as often as he wants pretty much. Expect a long, grueling fight. Note that he is vulnerable to Slow, but once you get him to 80% or less HP it barely has any effect on his turn count. You might as well keep him Slowed throughout the whole fight, but don't spend time doing that if you have anything better to do with that character.

    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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    Yay another XIII event!

    Okay. Done marking topics.

  4. #4
    Bagel
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    Valar Morghulis
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    Leviathan
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    Leviathan
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    Stormrage

    U++ looks like it could be annoying as shit depending on how often it wants to use pulverize.

  5. #5
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Korialstrasz View Post
    U++ looks like it could be annoying as shit depending on how often it wants to use pulverize.
    At least you can use a team

  6. #6
    BG Medical's Student of Medicine
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    Man, having Boon really elevates Sazh to not so shitty.

  7. #7
    Ridill
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    Asura

    Quote Originally Posted by kuronosan View Post
    Man, having Boon really elevates Sazh to not so shitty.
    Indeed, so glad I've got that covered. Also Fang and her ATK+MAG stackable debuff SSB actually.... it's ranged so she can just chill in the back row and jump all day!

  8. #8
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    setups made for Ultimates.

    Only worried about U++ because knowing my lock, his Esuna+dispel move is the only shit he will do

  9. #9
    Salvage Bans
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    Quetzalcoatl

    1/1 CM mastery with -1 damage medal, though my gear might have been a bit overkill:

    Spoiler: show

  10. #10
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    1/3 U+
    1/2 u++ 2 medals lost

  11. #11
    Queen of the Pity Party
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    up through U+ done (A-Team, 1/1 all). U++ looks gross with that dispelling bullshit, so I'll come back later when I'm in the mood for it


    Intercession saving my hide when I was less than one turn away from eating the U+ boss's special attack, now there's something I didn't see coming. I guess Mehnelo has her uses.

  12. #12
    Ridill
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    Asura

    U+ CM was a joke lol. Saving U++ for tomorrow, too tired right now for possible Dispel S/L bullshit.

  13. #13
    A. Body
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    Gilgamesh

    1/1 CM, full medals. setup:

    Spoiler: show


    the most difficult part of that fight was enduring the music. good god what the hell was that

  14. #14
    Hackey Thread Lurker since 2010
    I could have bought an 11 pull and have 1000 gems left over, but all I got was this silly title.

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    1/4 U++. Took me a bit to find a setup that could survive through the dispels.
    CM was really easy though.

  15. #15
    BG Medical's Student of Medicine
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    CM easy, pretty much in the same boat as everyone else for ++. Need to find an A-Team that works. I will probably keep Celes and put something more damaging on Lightning. I think the AoE stuff is a pain, plus Slowga really doesn't do much of anything.

  16. #16
    E. Body
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    Uh... XIII is my strongest synergy along with Boon, so it was pretty easy.

  17. #17
    Sea Torques
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    Quote Originally Posted by kuronosan View Post
    CM easy, pretty much in the same boat as everyone else for ++. Need to find an A-Team that works. I will probably keep Celes and put something more damaging on Lightning. I think the AoE stuff is a pain, plus Slowga really doesn't do much of anything.
    Josef's SSB is pretty good for it.

    And god damn that was an annoying ++.

  18. #18
    BG Medical's Student of Medicine
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    That's a good idea. I should bring him instead of Lightning. I don't get much utility out of her in this fight since none of her lightning SBs really do much for me.

  19. #19
    A. Body
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    Gilgamesh

    no S/L involved, but i had to do ++ twice because i forgot to bring a slow the first time, lol. brought an A-team out for this one:

    Spoiler: show


    agrias was overkill honestly, i could've brought something with better damage output over her. not sure what the dispel is actually supposed to strip, but i had no problems whatsoever. didn't notice damage tanking out of the blue or incoming damage skyrocketing at any point. maybe i just got incredibly lucky? idk.

  20. #20
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

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    Maybe I just got super unlucky w/ RNG but I got floored w/ my A-team. Didn't even get it to half.

    SG, Protect/Shell, Magic/Power breakdowns, Vaan BSB and cleansing strike and I just ate way too much damage.

    Kept getting countered on nearly every attack I did, lol

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