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  1. #1
    D. Ring
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    Diabolos

    FFRK - The Lion Wakes (FF8) Event & Strategies

    "I want you guys to give everything you got!" - Squall

    Event Start Date: November 30
    Event Bonus Battle: December 3
    Event End Date: December 10

    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

    • Chain-Biora
    • 5* BLM Ability
    • 2 hit (5.85 per hit) Single Target Poison MAG and causes Poison Status (2%).


    New Characters Acquired
    None

    Old Characters Acquired
    Rinoa
    Zell
    Quistis
    Irvine
    Laguna
    Squall

    New Memory Crystals
    None

    Old Memory Crystals
    Rinoa MC1/MC2
    Zell MC1/MC2
    Quistis MC1/MC2
    Squall MC1/MC2
    Irvine MC1
    Laguna MC1

    New Record Materia
    None

    New Record Sphere
    None

    Characters Needed for Battles
    None

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

    Relics

    Banner 1
    Spoiler: show
    Punishment: OSB, Squall, 1 hit (12.00) Single Target Ice/Non-Elemental PHY and Breaks DMG Cap (DMG can go up to 99,999)
    Burning Knuckles: BSB, Zell, 10 hit (0.74 per hit) Instant Cast Random Target Non-Elemental PHY and Enemy Stun Status (7%) and All Allies Critical Hit Rate 50% for 25 seconds & Self Haste + Burst Mode [Attack: 4 hit (0.63 per hit) Single Target Non-Elemental PHY and Self Dark Bargain (ATK +30%, DEF -30%) for 20 seconds Defend: 4 hit (0.48 per hit) Single Target Non-Elemental PHY and Self Instant Cast for 1 turn]
    Shooting Star: BSB, Rinoa, 8 hit (1.80 per hit) All Target Earth/Ice MAG and Self Haste + Burst Mode [Attack: 4 hit (2.62 per hit) Single Target Earth/Non-Elemental MAG Defend: 4 hit (2.62 per hit) Single Target Ice/Non-Elemental MAG]
    Sirius: SSB, Laguna, 6 hit (1.30 per hit) Ranged Single Target Non-Elemental PHY and All Allies ATK +50% for 25 seconds
    Crystal Glove: SSB, Zell, 8 hit (0.96 per hit) Instant Cast Random Target Non-Elemental PHY and Self Combat King (ATK+30%, DEF+30%, RES+30%) for 25 seconds
    Sorceress's Might: SSB, Edea, 6 hit (2.37 per hit) All Target Ice/Non-Elemental MAG
    Squall's Jacket: SB, Squall, 5 hit (1.02 per hit) Single Target Ice PHY and Self En-Ice for 25 seconds


    Banner 2
    Spoiler: show
    Twin Viper: OSB, Rinoa, 1 hit (40.00) Single Target Earth/Non-Elemental MAG and Breaks DMG Cap (DMG can go up to 99,999)
    Quistis' Model: BSB, Quistis, 8 hit (1.88 per hit) Random Target Poison/Non-Elemental MAG and Self En-Poison for 25 seconds & Self Haste + Burst Mode [Attack: 4 hit (2.17 per hit) Single Target Poison/Non-Elemental MAG and Enemy Poison Status (7%) & Blind Status (7%) & Silence Status (7%) & Confuse Status (7%) Defend: 2 hit (3.09 per hit) All Target Poison/Non-Elemental MAG and Self Stitch in Time (MAG +30%, DEF -30%) for 20 seconds]
    Strange Vision: BSB, Selphie, 4 hit (3.50 per hit) All Target Holy MAG and Enemy Instant KO (100%) and All Allies MAG/MND +30% for 25 seconds and Self Haste + Burst Mode [Attack: Single Target Curaga (h105) & High Regen Defend: 2 hit (5.25 per hit) Single Target Holy MAG and Enemy Dispel]
    Exeter: SSB, Irvine, 6 hit (0.98 per hit) All Target Non-Elemental PHY and Enemy Hyper Break (ATK/DEF/MAG/RES/MND) -30% for 25 seconds
    Red Scorpion: SSB, Quistis, All Allies Shellga and Hastega and High Regen
    Crescent Wish: SSB, Selphie, All Allies Curaga (h85) and Magic Blink
    Bismarck: SSB, Irvine, 6 hit (1.32 per hit [1.43 per hit if target has Blind or Slow Status]) Random Target Non-Elemental PHY and Enemy Blind Status (100%) and Slow Status (100%)
    Party Dress: SB, Rinoa, 3 hit (3.13 per hit) All Target Earth MAG and Self En-Earth for 25 seconds

  2. #2
    D. Ring
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    Diabolos

    Bonus Battles
    GF Assault +
    • Diabolos
      HP: ~126,565
      Target Score: Defeat Diabolos without being KO'd, Reduce Diabolos's ATK.
      • Weak: Wind Abilities
      • Null: Earth Abilities
      • Resists: None
      • Vulnerabilities: Slow Abilities and Stun Abilities
    • Sacred & Minotaur
      HP: ~102,834 each
      Target Score: Defeat the bosses without being KO'd, Exploit Sacred's or Minotaur's weakness to wind attacks.
      • Weak: Wind Abilities and Bio Abilities
      • Null: Earth Abilities (Sacred)
      • Absorbs: Earth Abilities (Minotaur)
      • Vulnerabilities: Stun Abilities (Both)


    Commentary

    Diabolos literally cannot kill you through Draw Fire + Retaliate, unless you bring an auto-Sap materia to the fight. Sacred & Minotaur are the exact same fight as earlier, except with higher stats and break resistance.

    Craving Victory ++
    Seifer
    HP: ~171,294
    Target Score:
    • Exploit Seifer's weakness to bio attacks.
    • Reduce Seifer's ATK.
    • Reduce Seifer's DEF.

    Weak: Bio Abilities
    Absorbs: None
    Vulnerabilities: Slow Abilities, Sleep Abilities, and Stun Abilities

    Commentary

    Do yourself a favor and bring a mage team with Phantasm and just nuke him to death in his sleep. If you can't, use fire resistance accessories and bring heavy magical mitigation. Most of his offense is magical. Bio Grenade, Bio Strike, and any other source of bio damage really cuts through his defenses to make things go faster.

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

    Puppet of the Witch +++
    Edea
    HP: ~201,036
    Target Score:
    • Defeat Edea without being KO'd.
    • Reduce Edea's DEF.
    • Reduce Edea's MAG.

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

    Commentary

    Edea does pack a mixed bag of attacks, so don't completely skimp on physical mitigation. Do make sure to bring a Dispel or Banishing Strike to deal with her Shell and Protect. Otherwise it should be a fairly standard tank and spank.

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

    Iron Giant & Behemoth (U)
    Iron Giant & Behemoth
    HP: ~172,181 (Iron Giant), ~168,447 (Behemoth)
    Target Score:
    • Reduce the Iron Giant's ATK.
    • Reduce the Behemoth's MAG.
    • Exploit the Behemoth's weakness to ice attacks.

    Weak: Thunder Abilities (Iron Giant), Ice Abilities (Behemoth)
    Absorbs: None
    Vulnerabilities: None

    Abilities

    Moveset (Iron Giant, >70% HP: Default):
    20% chance: Attack (PHY: deal 110% physical damage to one target)
    20% chance, unlocks turn 3: Attack (PHY: deal 100% physical damage to all targets)
    30% chance, unlocks turn 3: Grand Sword (PHY: deal 130% physical damage to all targets)
    30% chance, unlocks turn 3: Swing (NAT: deal 270% physical damage to one target)

    Moveset (Iron Giant, 70%-40% HP: Weak):
    10% chance: Attack (PHY: deal 110% physical damage to one target)
    20% Chance: Attack (PHY deal 100% physical damage to all targets)
    35% chance: Grand Sword (PHY: deal 130% physical damage to all targets)
    35% chance: Swing (NAT: deal 270% physical damage to one target)

    Moveset (Iron Giant, <40% HP: Very Weak):
    Special: Mighty Guard (NAT: grant Protect and Shell to self)
    45% chance: Grand Sword (PHY: deal 130% physical damage to all targets)
    55% chance: Swing (NAT: deal 270% physical damage to one target)

    Moveset (Behemoth, >70% HP: Default):
    20% chance: Attack (PHY: deal 110% physical damage to one target)
    20% chance, unlocks turn 3: Assault Horn (PHY: deal 200% physical damage to one target)
    20% chance, unlocks turn 5: Tornado (BLK: deal 270% magical wind damage to all targets)
    20% chance, unlocks turn 3: Thundaga (BLK: deal 450% magical thunder damage to one target)
    10% chance, unlocks turn 5: Flare (BLK: deal 650% magical non-elemental damage to one target)
    10% chance, unlocks turn 10: Meteor (BLK: deal 390% magical non-elemental to all targets)

    Moveset (Behemoth, 70%-40% HP: Weak):
    10% chance: Attack (PHY: deal 110% physical damage to one target)
    15% chance: Assault Horn (PHY: deal 200% physical damage to one target)
    20% chance: Tornado (BLK: deal 270% magical wind damage to all targets)
    15% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
    20% chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    20% chance: Meteor (BLK: deal 390% magical non-elemental to all targets)

    Moveset (Behemoth, <40% HP: Very Weak):
    Special: Mighty Guard (NAT: grant Protect and Shell to self)
    15% chance: Assault Horn (PHY: deal 200% physical damage to one target)
    20% chance: Tornado (BLK: deal 270% magical wind damage to all targets)
    20% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
    25% chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    20% chance: Meteor (BLK: deal 390% magical non-elemental to all targets)

    Commentary
    • Iron Giant and Behemoth each use Mighty Guard on their first turn after their individual HP reaches 40% or below.

    A bit of a mixed tank & spank here. Iron Giant is pure physical attacks, while Behemoth is mostly magic with the occasional Assault Horn to keep you honest. My suggestion is to bring mostly magical mitigation and kill Iron Giant first. However, Iron Giant is definitely more of a pushover in his Default phase, so there's definitely an argument for leaving him and bum rushing Behemoth down first to minimize the number of Flares and Meteors you have to eat. Whichever you plan to kill first, you probably want to pack a Banishing Strike or Dispel to strip their Mighty Guard.

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

    Obsession of Assassins (U+)
    Seifer
    HP: ~321,189
    Target Score:
    • Reduce Seifer's ATK.
    • Reduce Seifer's MAG.
    • Exploit Seifer's weakness to bio attacks.

    Weak: Bio Abilities
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: None

    Abilities

    Moveset (>70% HP: Default):
    20% chance: Attack (PHY: deal 110% physical damage to one target)
    15% chance, unlocks turn 3: Fira (BLK: deal 350% magical fire damage to one target)
    20% chance, unlocks turn 3: Fira (BLK: deal 250% magical fire damage to all targets)
    25% chance, unlocks turn 3: Firaga (BLK: deal 450% magical fire damage to one target)
    20% chance, unlocks turn 5: Bloodfest (PHY: deal 180% physical damage to all targets)

    Moveset (70%-40% HP: Weak):
    Special: Zantetsuken Reverse (NAT: deal 200% physical damage to all targets)
    10% chance: Attack (PHY: deal 110% physical damage to one target)
    20% chance: Chain Firaga (BLK: deal 450% magical fire damage twice to random targets)
    20% chance: Fira (BLK: deal 250% magical fire damage to all targets)
    20% chance: Chain Fira (BLK: deal 350% magical fire damage twice to random targets)
    30% chance: Bloodfest (PHY: deal 180% physical damage to all targets)

    Moveset (<40% HP: Very Weak):
    20% chance: Zantetsuken Reverse (NAT: deal 200% physical damage to all targets)
    15% chance: Chain Fira (BLK: deal 350% magical fire damage twice to random targets)
    15% chance: Fira (BLK: deal 250% magical fire damage to all targets)
    20% chance: Chain Firaga (BLK: deal 450% magical fire damage twice to random targets)
    30% chance: Ultimate Bloodfest (PHY: deal 250% physical damage to all targets)

    Commentary
    • Seifer uses Aura as an interrupt when he is reduced to less than 70% HP, but this is just a graphical effect for the massive stat boosts he receives in his second phase. You cannot remove the "buff" with Irvine's Hyper Break SSB.
    • Seifer uses Zantetsuken Reverse on his second turn after having reached 70% or less HP.

    Seifer has a good mixed physical and magical grab bag of attacks, so bring both types of mitigation. All of his magical damage is fire-based so wearing fire resistance accessories may be a good idea. Note that Seifer's stats are all (except for Speed) reduced once he hits 40% HP, so unlike most bosses it may be a good idea to unload on him once you see him cast Aura to try to push him past his highest-stat phase.

    Event Quest Notes: Chain Bioga or Quistis's BSB will utterly wreck Seifer. I recommend Shout or Onion Knight's BSB, physical mitigation, and high/moderate fire resistance accessories for your entire squad.

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

    Beginning of Time (U++)
    Three Witches
    HP: ~70,828 each (First Witches), ~100,650 each (Second Witches), ~134,060 (Third Witch)
    Target Score:
    • Reduce a First Witch's MAG.
    • Exploit a Second Witch's weakness to ice attacks.
    • Win before the Third Witch uses Ultimate Ultima for the first time.

    Weak: Bio Abilities (First Witches), Ice Abilities (Second Witches)
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (First Witches, >50% HP: Default):
    Special: Reflect (WHT: grant Reflect to self)
    10% chance: Attack (PHY: deal 110% physical damage to one target)
    10% chance, unlocks turn 3: Fira (BLK: deal 210% magical fire damage to all targets)
    15% chance, unlocks turn 3: Fira (BLK: deal 350% magical fire damage to one target)
    10% chance, unlocks turn 3: Blizzara (BLK: deal 210% magical ice damage to all targets)
    15% chance, unlocks turn 3: Thundara (BLK: deal 350% magical thunder damage to one target)
    10% chance, unlocks turn 3: Thundara (BLK: deal 210% magical thunder damage to all targets)
    10% chance, unlocks turn 3: Aerora (BLU: deal 350% magical wind damage to one target)
    10% chance, unlocks turn 5: Dispel (WHT: remove all beneficial status effects from one target)
    10% chance, unlocks turn 3: Tornado (BLK: deal 450% magical wind damage to one target)

    Moveset (First Witches, <50% HP: Weak):
    Special: Reflect (WHT: grant Reflect to self)
    10% chance: Fira (BLK: deal 210% magical fire damage to all targets)
    15% chance: Firaga (BLK: deal 450% magical fire damage to one target)
    10% chance: Blizzara (BLK: deal 210% magical ice damage to all targets)
    15% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
    10% chance: Thundara (BLK: deal 210% magical thunder damage to all targets)
    10% chance: Aeroga (BLU: deal 450% magical wind damage to one target)
    10% chance: Dispel (WHT: remove all beneficial status effects from one target)
    10% chance: Tornado (BLK: deal 450% magical wind damage to one target)
    10% chance: Quake (BLK: deal 280% magical earth damage to all targets)

    Moveset (Second Witches, >70% HP: Default):
    15/85 chance: Attack (PHY: deal 180% physical damage to one target)
    20/85 chance, unlocks turn 2: Flare (BLK: deal 650% magical non-elemental damage to one target)
    20/85 chance, unlocks turn 2: Thundaga (BLK: deal 450% magical thunder damage to one target)
    20/85 chance, unlocks turn 2: Quake (BLK: deal 280% magical earth damage to all targets)
    10/85 chance, unlocks turn 2: Meteor (BLK: deal 390% magical non-elemental damage to all targets)

    Moveset (Second Witches, <40% HP: Very Weak):
    10/90 chance: Attack (PHY: deal 180% physical damage to one target)
    20/90 chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    20/90 chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
    20/90 chance: Quake (BLK: deal 280% magical earth damage to all targets)
    5/90 chance: Meltdown (BLK: deal 500% magical non-elemental damage to one target, and reduce its resistance by 30% for 25 seconds)
    15/90 chance: Holy (WHT: deal 650% magical holy damage to one target)

    Moveset (Third Witch, >70% HP: Default):
    Special: Ultimate Ultima (NAT: deal 450% magical non-elemental damage to all targets)
    20% chance: Meteor (BLK: deal 390% magical non-elemental damage to all targets)
    40% chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    40% chance: Holy (WHT: deal 650% magical holy damage to one target)
    20% chance to activate in response to physical attacks: Tail (PHY: deal 150% physical damage to all targets)

    Moveset (Third Witch, 70%-40% HP: Weak):
    Special: Ultimate Ultima (NAT: deal 450% magical non-elemental damage to all targets)
    40% chance: Meteor (BLK: deal 390% magical non-elemental damage to all targets)
    20% chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    20% chance: Holy (WHT: deal 650% magical holy damage to one target)
    20% chance: Meltdown (BLK: deal 500% magical non-elemental damage to one target, and reduce its resistance by 30% for 25 seconds)
    20% chance to activate in response to physical attacks: (PHY: deal 150% physical damage to all targets)

    Moveset (Third Witch, <40% HP: Very Weak):
    Special: Ultimate Ultima (NAT: deal 450% magical non-elemental damage to all targets)
    20% chance: Meteor (BLK: deal 390% magical non-elemental damage to all targets)
    20% chance: Flare (BLK: deal 650% magical non-elemental damage to one target)
    20% chance: Holy (WHT: deal 650% magical holy damage to one target)
    40% chance: Meltdown (BLK: deal 500% magical non-elemental damage to one target, and reduce its resistance by 30% for 25 seconds)
    20% chance to activate in response to physical attacks: Tail (PHY: deal 150% physical damage to all targets)

    Commentary
    • There are three First Witches and two Second Witches. The Second Witches and Third Witch cast two spells per turn in their Very Weak phases. The First Witches all cast Reflect as an interrupt when the fight starts.
    • The First Witches have a minimum recast window of 3 turns after you remove Reflect (in other words, they won't re-cast Reflect until their third turn after it's been removed). The Second Witches and Third Witch have a 200000 millisecond (i.e. 200 second) cooldown timer on Meteor, meaning you should only see one cast of it each.
    • The Third Witch counts down to casting Ultimate Ultima, starting at 5.


    As expected, the Witches' offense is mostly magical, although they do have token physical attacks. The Third Witch's Counter Tail is the most dangerous of those, so if you're using a primarily physical team you might want to pack at least a little physical mitigation. Otherwise, given the number of single target spells being slung around, a Grand Cross/Indomitable Blade makes an excellent addition to your party, and Carbuncle or Lure Magic + Reflect might be a consideration. Even if you go that route, however, do pack Shellga and heavy magical mitigation, because there's still Meteor and Quake to worry about. Note that, while the Second and Third Witches do start double-tapping their spells in their weakest phases, they actually lose both Magic and Mind at the same time, so each instance of their spells will actually deal less damage.

    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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    WAIFU BANNER

  4. #4
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Don't forget we get Chain Bioga that will help for U+ Seifer

    To get to R3

    MEO X36
    MDO X36
    MBO X60

  5. #5
    Nidhogg
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    Ramuh

    I miiiight just drop a few dollars on this banner. Zell's BSB is pretty awesome and Rinoa needs moar lovin'.

  6. #6
    BG Medical's Student of Medicine
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    Ooh I might be just short on MBO for R3.

  7. #7
    Ridill
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    Gilgamesh

    Kind of in a tough spot now looking at future pulls.

    Fujin/Raijin 2 is basically this banner 2 but without fluff (and after pulling Leon's BSB, I am suddenly very interested in Edea's Imperil Dark for Kuja and Leon).

    On the other hand, I want/need FF8 synergy but was looking more toward banner 2 to cover general mage needs as well.

    Is FFXIV the next generally good mage focused banner after FF8? May only do 1 pull on banner 2 here, save for FFXIV if so, and then go again on Fujin/Raijin.

  8. #8
    Ridill
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    Asura

    Quote Originally Posted by Kirin View Post
    Kind of in a tough spot now looking at future pulls.

    Fujin/Raijin 2 is basically this banner 2 but without fluff (and after pulling Leon's BSB, I am suddenly very interested in Edea's Imperil Dark for Kuja and Leon).

    On the other hand, I want/need FF8 synergy but was looking more toward banner 2 to cover general mage needs as well.

    Is FFXIV the next generally good mage focused banner after FF8? May only do 1 pull on banner 2 here, save for FFXIV if so, and then go again on Fujin/Raijin.
    Yes but the XIII banner #2 that comes right after that is also incredible for mages with Hope's OSB+BSB as well as Raines BSB.

  9. #9
    Relic Shield
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    Yeah I'm kind of sad my XIII synergy is already so good because I would love to pull that XIII banner. I think this VIII banner 2 is justifiable though obviously worse than fujin/raijin (and losing the bad ssb/situational bsb are pretty big changes).

  10. #10
    A. Body
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    Gilgamesh

    i was originally tempted to pull here but it just doesn't seem that great. 2 has a couple of relics i'd actually like, but also 3 possible dupes so i think i'm just gonna pass and save for fests/XIV/XIII.

  11. #11
    Prime Minister of Salt

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    Omega Deathbringer
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    Balmung
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    Asura

    Switched to Q's BSB for those that wanna use it: 9Lei

  12. #12
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Destroying seifer is always satisfying

  13. #13
    BG Medical's Student of Medicine
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    It definitely was.

  14. #14
    A. Body
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    Gilgamesh

    still haven't done most of this event, too fixated on leveling while III was still up. i guess that'll be tomorrow's project. CM should be fun since i now have native 'shout' for VIII between laguna and edea.

  15. #15
    BG Medical's Student of Medicine
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    I have Quistis up with 622 MAG and BSB if you need to Zerg Seifer.

  16. #16
    Member since 2006 and still can't think of a title.
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    Midgardsormr
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    Bismarck
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    Kil'jaeden

    Haven't done U++ yet but it looks like it might be a little rough, especially with a physical team. Any advice besides buffing resistance and bringing Garnett RW?

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

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    Go Mage with aoe

  18. #18
    Salvage Bans
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    Quetzalcoatl

    The fight totals 550k HP with U++ level defensive stats, so AoE is definitely a must, plus if going the mage route the first wave will open with reflect and reapply it next turn if dispelled so ST magic isn't really usable until wave 2 anyway. As they do open with reflect, it gives a good window of opportunity for hit and run abuse if you need to build an SB bar or three (turn on auto attack, flee after they all reflect themselves, re-enter and repeat until SB bars filled). Make sure to save some burst for the final wave as you have a relatively short window of time to kill it before it casts ultima and costs you 3 medals (and almost certainly mastery)

  19. #19
    Member since 2006 and still can't think of a title.
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    Kil'jaeden

    Bleh, first try was going great until Rinoa ate a 4800 flare. Need to figure out some damage cause Maria who I have a burst for was doing 2500x2 for each doublecast spell whereas Rinoa and Terra were ripping things up.

  20. #20
    A. Body
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    Gilgamesh

    U+ CM down, was pretty brutal at first but i forgot to equip fire resist accessories. much easier once i remembered that, ran rinoa/selphie/quistis/irvine/edea. quistis split between PBD and wrath for shared medica spam. rinoa was backup cures and the occasional bioga, otherwise damage was mostly from edea courtesy of quistis RW.

    U++ i went with a mage party. setup was:

    selphie - curaja/shellga, strange vision, dr. mog
    yuna - shiva/alexander, miracle veil, knight's charge
    ashe - meteor/maduin, dusk's decree, ace striker
    rydia - chain blizzaga/valefor, mournful cry, battleforged
    tyro - multibreak/ruinga, sentinel's grimoire, mako might

    RW'ed OK burst. took longer than i anticipated for yuna to get her SB charge, due to some stupid lucky targeting selphie and rydia were spared at a sliver of health and i managed to stabilize as bursts started to come up in phase 2.

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