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  1. #1
    D. Ring
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    FFRK - World of Grymoire (FFBeyond) Event & Strategies

    Event Start Date: April 6
    Event End Date: April 16
    Event Collection Period End Date: April 23?

    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...gathread_woff/

    Notable Rewards
    None

    New Characters Acquired
    Lann (SMN:5, Combat:5, Support:4)
    Reynn (SMN:5, BLM:5, WHM:4)

    Old Characters Acquired
    Yuna
    Lightning
    Sarah
    Faris

    New Memory Crystals
    Lann MC1/MC2
    Reynn MC1/MC2

    Old Memory Crystals
    None

    New Record Materia
    Lann MC1: Begin the battle with Regen.
    Lann MC2: Begin the battle with Regen and a small boost to ATK.
    Reynn MC1: Begin the battle with Magic Blink.
    Reynn MC2: Begin the battle with Magic Blink and a small boost to MAG.

    New Record Sphere
    Lann
    Reynn

    Characters Needed for Battles
    None

    Cid Missions
    None

    Relics

    http://ffrk.kongbakpao.com/event-915/

  2. #2
    D. Ring
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    Bonus Battles
    Showtime +++
    • Ifrit
      HP: ~56,479
      Target Score: Defeat Ifrit without being KO'd, Exploit Ifrit's weakness to ice attacks.
      • Weak: Ice Abilities
      • Absorbs: Fire Abilities
      • Resists: None
      • Vulnerabilities: Stun Abilities
    • Shiva
      HP: ~46,394
      Target Score: Defeat Shiva without being KO'd, Exploit Shiva's weakness to fire attacks.
      • Weak: Fire Abilities
      • Absorbs: Ice Abilities
      • Resists: None
      • Vulnerabilities: Stun Abilities
    • Ramuh
      HP: ~50,428
      Target Score: Defeat Ramuh without being KO'd. Reduce Ramuh's MAG.
      • Weak: Water Abilities
      • Null: None
      • Absorbs: Thunder Abilities
      • Vulnerabilities: Stun Abilities


    Commentary

    These are the same fights as earlier, mechanically, just with adjusted stats. It's pretty easy to just RW OSB two of them and then curb stomp the other with your full set of abilities.

    Terrifying Roar (U)
    Behemoth
    HP: ~249,551
    Target Score:
    • Reduce Behemoth's ATK.
    • Reduce Behemoth's DEF.
    • Defeat Behemoth before it uses Meteor for the 5th time.

    Weak: None
    Null: None
    Absorbs: None
    Vulnerabilities: None

    Abilities

    Moveset (>70% HP: Default):
    10% chance: Attack (PHY: deal 180% physical damage to one target)
    10% chance: Wild Horn (PHY: deal 266% physical damage to one target)
    30% chance: Meteor Counterstance (NAT: enter Meteor Counterstance state)
    10% chance: Attack (PHY: deal 159% physical damage to all targets)
    15% chance, unlocks turn 3: Shake Off (PHY: deal 344% physical damage to one target)
    25% chance, unlocks turn 3: Tail (NAT: deal 253% physical damage to all targets)
    15% chance to activate in response to physical attacks: Counter Attack (PHY: deal 180% physical damage to one target)
    15% chance to activate in response to physical attacks: Heavy Counter (PHY: deal 266% physical damage to one target)

    Moveset (>70% HP: Meteor Counterstance):
    15% chance: Attack (PHY: deal 180% physical damage to one target)
    25% chance: Wild Horn (PHY: deal 266% physical damage to one target)
    20% chance: Shake Off (PHY: deal 344% physical damage to one target)
    10% chance: Attack (PHY: deal 206% physical damage to all targets)
    30% chance: Tail (NAT: deal 253% physical damage to all targets)
    50% chance to activate in response to any attack: Counter Meteor (BLK: deal 390% magical non-elemental damage to all targets)

    Moveset (70%-40% HP: Weak):
    Special: Revenge Blast (NAT: deal damage proportional to own missing HP)
    10% chance: Attack (PHY: deal 180% physical damage to one target)
    10% chance: Wild Horn (PHY: deal 266% physical damage to one target)
    10% chance: Shake Off (PHY: deal 344% physical damage to one target)
    35% chance: Meteor Counterstance (NAT: enter Meteor Counterstance state)
    10% chance: Attack (PHY: deal 159% physical damage to all targets)
    25% chance: Tail (NAT: deal 253% physical damage to all targets)
    15% chance to activate in response to physical attacks: Counter Attack (PHY: deal 180% physical damage to one target)
    15% chance to activate in response to physical attacks: Heavy Counter (PHY: deal 266% physical damage to one target)

    Moveset (70%-40% HP: Meteor Counterstance):
    Special: Revenge Blast (NAT: deal damage proportional to own missing HP)
    10% chance: Attack (PHY: deal 180% physical damage to one target)
    30% chance: Wild Horn (PHY: deal 266% physical damage to one target)
    30% chance: Shake Off (PHY: deal 344% physical damage to one target)
    10% chance: Attack (PHY: deal 206% physical damage to all targets)
    20% chance: Tail (NAT: deal 253% physical damage to all targets)
    75% chance to activate in response to any attack: Counter Meteor (BLK: deal 390% magical non-elemental damage to all targets)

    Moveset (<40% HP: Very Weak):
    Special: Revenge Blast (NAT: ??set one target's HP % to be the same as own HP %??)
    10% chance: Wild Horn (PHY: deal 266% physical damage to one target)
    10% chance: Shake Off (PHY: deal 344% physical damage to one target)
    45% chance: Meteor Counterstance (NAT: enter Meteor Counterstance state)
    10% chance: Attack (PHY: deal 206% physical damage to all targets)
    25% chance: Tail (NAT: deal 253% physical damage to all targets)
    15% chance to activate in response to physical attacks: Counter Attack (PHY: deal 180% physical damage to one target)
    15% chance to activate in response to physical attacks: Heavy Counter (PHY: deal 266% physical damage to one target)

    Moveset (Meteor Counterstance):
    Special: Revenge Blast (NAT: deal damage proportional to own missing HP)
    30% chance: Wild Horn (PHY: deal 266% physical damage to one target)
    40% chance: Shake Off (PHY: deal 344% physical damage to one target)
    20% chance: Attack (PHY: deal 206% physical damage to all targets)
    10% chance: Tail (NAT: deal 253% physical damage to all targets)
    100% chance to activate in response to any attack: Counter Meteor (BLK: deal 390% magical non-elemental damage to all targets)

    Commentary

    Behemoth always uses its AOE Attack on its first turn, Meteor Counterstance on its second turn, and a normal single target Attack on its third turn (unless you drop it below 71% HP before that point). Behemoth uses Revenge Blast on its first turn in Weak and Very Weak phases and every 4 turns thereafter.

    The key to this fight is avoiding Counter Meteor. This is slightly trickier for people who don't read Japanese since it's a little harder to tell when Behemoth enters its Counterstance, but there are signs. First, Counterstance is announced at the top of the screen like any other named attack, but it deals no damage and has no animation, which is a giveaway. Meteor Counterstance lasts for 2 turns once entered, and while in Meteor Counterstance, Behemoth's aura becomes more fiery (brighter/bigger). After the Behemoth's second turn after entering Meteor Counterstance, everyone's ATB will freeze where it is for a good second or so (on speed 1). This is your sign that it's relatively safe to begin using counterable attacks again, although there's no limit to how frequently Meteor Counterstance can be used, so be cautious especially in Weak/Very Weak phases.

    Outside of Counter Meteor, all of Behemoth's damage is physical, so definitely lean that way in your preparations. If you can, bring a Summoner or two with decently honed 4 star summons and some magic boosts; summon spells are immune to most counters, including Counter Meteor. This also goes for Alphinaud's and Rydia's burst attacks. Alternately, you can try Retaliate Meta or bouncing spells off of a Reflect. This will let you DPS safely regardless of whether Counterstance is active or not. Similarly, you may want to bring dances instead of breaks for this fight so that you can maintain Behemoth's debuffs while it's waiting to throw giant meatballs at you.

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

    Heaven-Breaking Devil Spear (U+)
    Odin
    HP: ~319,157
    Target Score:
    • Exploit Odin's weakness to thunder attacks.
    • Reduce Odin's ATK.
    • Reduce Odin's DEF.

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

    Abilities

    Moveset (>70% HP: Default):
    Special: 凶 Zantetsuken (NAT: deal 380% physical damage to all targets)
    20% chance: Attack (PHY: deal 180% physical damage to one target)
    15% chance: Dark (BLK: deal 410% magical dark damage to one target)
    20% chance, unlocks turn 3: Attack (PHY: deal 188% physical damage four times to random targets)
    15% chance, unlocks turn 3: Gungnir (NAT: deal 127% ranged physical damage to all targets)
    20% chance, unlocks turn 3: Banish (WHT: deal 490% magical holy damage to one target)
    10% chance, unlocks turn 3: Dark (BLK: deal 200% magical dark damage to all targets with a 21% chance to Blind them)

    Moveset (70%-40% HP: Weak):
    Special: Regen (WHT: grant Regen to self)
    Special: 凶 Zantetsuken (NAT: deal 380% physical damage to all targets)
    Special: 凶 Gungnir (NAT: deal 240% ranged physical damage to all targets)
    25% chance: Attack (PHY: deal 188% physical damage four times to random targets)
    55% chance: Banish (WHT: deal 490% magical holy damage to one target)
    20% chance: Dark(BLK: deal 200% magical dark damage to all targets with a 21% chance to Blind them)

    Moveset (<40%: Very Weak):
    Special: 凶 Zantetsuken (NAT: deal 380% physical damage to all targets)
    25% chance: Attack (PHY: deal 188% physical damage four times to random targets)
    55% chance: Banish (WHT: deal 490% magical holy damage to one target)
    20% chance: Dark(BLK: deal 200% magical dark damage to all targets with a 21% chance to Blind them)

    Commentary

    Odin uses Gungnir on his first turn (so be prepared with a Protectga!) and Attack on his next two turns. He uses 凶 Zantetsuken on his 6th turn in Default phase and every 5 turns thereafter. Odin uses Regen on his first turn in Weak phase, 凶 Gungnir on his second turn (and every 5 turns after), and 凶 Zantetsuken on his third turn (and every 5 turns after). Odin uses 凶 Zantetsuken on his second turn in Very Weak phase and every 3 turns after.

    This is actually a very unusual Odin fight since, when he isn't hitting you with AOE physical damage, he's actually mostly casting spells at you. If we ignore the every-three-turns Zantetsuken in Very Weak phase he'd spend literally three quarters of his turns casting spells. So, be sure to bring mixed mitigation to this one -- and note, Banish is white magic so Magic Breakdown won't work on it. If you bring a physical team, you're going to want to load up with Odin's AOE Dark spell in mind, whether that means Ultra Cure, blind resistance accessories, Lifesiphon, or whatever other means you have to avoid being crippled by it. Aside from those notes, this is a pretty straightforward and simple fight, and Odin has an easily-exploitable weakness to thunder damage.

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

    Behemoth (Multiplayer)
    HP: ~44,180 (d50 | ~96,387 (d80) | ~167,856 (d120)
    Target Score:
    • Defeat Behemoth with 4 or more characters alive.

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

    Abilities

    Notable Attacks:
    Shake Off (PHY: deal heavy physical damage to one target)
    Meteor Counterstance (NAT: enter Meteor Counterstance state)
    Revenge Blast (NAT: deal damage proportional to own missing health)
    Heavy Counter (activates in response to physical attacks while not in Meteor Counterstance; PHY: deal heavy physical damage to one target)
    Counter Meteor (activates in response to any attack while in Meteor Counterstance; BLK: deal very heavy magical non-elemental damage to all targets)

    Commentary

    Behemoth cannot enter Meteor Counterstance until its 4th turn. Meteor Counterstance lasts for 3 turns once activated.

    This is essentially the same Behemoth as from the second stage, just with higher stats. The d50 and d80 versions can be easily RW OSB'd to death; the d120 version is a little harder to do that to unless you can find a high level Lann OSB. For him, I recommend paying attention to his Counterstance so as not to trigger Meteors and then just focusing on physical mitigation. As with the 凶 Behemoth, uncounterable attacks (Dances instead of Breakdowns, SBs, Summons, Reltaliate, and Reflected spells) also help a lot in making the fight safer and more predictable.

  3. #3
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Just some info i heard to confirm the OP

    1) You can get most of tem stuff in the shop by running the event once
    2) Like it says here Behemoth only have Easy Normal Hard (no U+ and Apoc)
    3) All the dungeons are released same day

  4. #4
    E. Body
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    U+ lost 1 medal on damage taken, Meteor Counterstance is mean if you miss timing even hit him once, lol. Can't zerg through that shit. Need to time your attacks like Rubicante.

    U++ lost 1 medal for damage taken and 1 for characters KO'd because Agrias/Ramza died near the end. I opted for Asylum RW over Wall since he opens with Ultimate Gungnir. That move can suck it, lol. Oh, and Holy hits pretty hard too... that fight is just the opposite. gotta zerg him down and outlast him before he can overwhelm you with damage.

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

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    Quote Originally Posted by Classikmage View Post
    U+ lost 1 medal on damage taken, Meteor Counterstance is mean if you miss timing even hit him once, lol. Can't zerg through that shit. Need to time your attacks like Rubicante.

    U++ lost 1 medal for damage taken and 1 for characters KO'd because Agrias/Ramza died near the end. I opted for Asylum RW over Wall since he opens with Ultimate Gungnir. That move can suck it, lol. Oh, and Holy hits pretty hard too... that fight is just the opposite. gotta zerg him down and outlast him before he can overwhelm you with damage.

    Dunno rekted both, Odin was much easier due to how easy Lightning weakness is easy to abuse

  6. #6
    Salvage Bans
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    Meteor isn't too bad, ~600 with wall, shell, fb/mbd

  7. #7
    Member since 2006 and still can't think of a title.
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    Quote Originally Posted by Classikmage View Post
    U+ lost 1 medal on damage taken, Meteor Counterstance is mean if you miss timing even hit him once, lol. Can't zerg through that shit. Need to time your attacks like Rubicante.

    U++ lost 1 medal for damage taken and 1 for characters KO'd because Agrias/Ramza died near the end. I opted for Asylum RW over Wall since he opens with Ultimate Gungnir. That move can suck it, lol. Oh, and Holy hits pretty hard too... that fight is just the opposite. gotta zerg him down and outlast him before he can overwhelm you with damage.
    Already wiped twice. I love how it tells you when he's in meteor counterstance but if you are not paying attention you'll miss the color change showing he's in assault stance.

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