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  1. #1
    Ridill
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    FFRK - Family Secrets (FFT) Event & Strategies

    "We are instruments of murder to him, naught more!" - Rapha
    "Pay my sister no heed! I will put an end to her defiance!" - Malak*

    *This may be the only thing War of the Lions got wrong. Marach is a terrible name.

    Event Start Date: April 27
    Event Bonus Battle: April 30
    Event End Date: May 7

    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...oe&sh=a0817736

    Notable Rewards:
    Tempest Snipe (5* Machinist) - Six ST 0.57x ranged lightning attacks (3.42x total).
    Guardbringer (5* Knight) - Two to Four 1.0x physical holy attacks (2.0-4.0x total), based on users defense (798/2736).

    Japa Mala - Accessory. MAG +30.

    New Characters Acquired:
    Rapha (Black Magic 5, White Magic 4, Ninja 4, Dancer 4, Witch 5)
    Malak (Black Magic 5, Combat 3, Ninja 4, Darkness 5)

    Old Characters Acquired:
    Ramza
    T.G. Cid
    Ovelia
    Mustadio

    New Memory Crystals:
    Rapha MC1/MC2
    Malak MC1/MC2

    Old Memory Crystals
    Ramza MC1/MC2
    Ovelia MC1/MC2
    Mustadio MC1/MC2
    T.G. Cid MC1 Only

    New Record Materia:
    Rapha MC1: Small chance to doublecast Witch abilities.
    Rapha MC2: Witch abilities moderate damage up.

    Malak MC1: Small chance for Attack to do Lightning magic damage to 1 target.
    Malak MC2: Small chance for Attack to do Lightning magic damage to all targets.

    New Record Sphere
    Rapha
    Malak

    Characters Needed for Battles
    T.G. Cid can potentially kill the CM in 2 moves. For what its worth.

    Cid Missions
    Complete Ultimate+ fight with a party of FF Tactics heroes.

    Relics

    Best Girl gets nothing this go-around. Thanks, Tic-tacs.

    Ramza gets more support options: party non-charge with a stacking Atk/Mag/Def buff. His Tailwind armor is also the shared item between banners.

    Rapha and Malak actually get good bursts, both Thunder element. Rapha adds Non-elemental and utility with an ally heal on cmd 1 and a Mag/Def bargain on cmd 2.

    Malak trades utility for power, adds Dark element, and pairs it with Ninja cast time.

    Mustadio's Pentabreak returns.

    Banner 2 is T.G. Cid heavy, so plan accordingly.

    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...5t&sh=ceaff127


    http://ffrk.kongbakpao.com/event-108/

  2. #2
    Ridill
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    Gilgamesh

    Can we just take a moment to recognize the fact that for some reason Summoners have more HP than Knights, and White Mages are pretty tanky relatively speaking in this event.

    Bonus Battles
    Sad Fate +

    Milleuda (w/ White Mage + Thief)
    HP: 71,865 (White Mage + Thief HP: 28,746 each)
    Target Score:
    • Defeat Milleuda without being KO'd.
    • Reduce Milleuda's attack.

    Weak: None
    Absorb: None
    Resist: None
    Status Vulnerabilities: Slow, Stun (all)

    Moveset - Milleuda:
    Attack (PHY: deal moderate physical damage to one target)
    Armor Break (NAT: reduce one target's defense)
    Weapon Break (NAT: reduce one target's attack)
    Attack (PHY: deal physical damage to all targets)
    Counter Attack (activates in response to physical attacks; PHY: deal physical damage to one target)

    Moveset - White Mage:
    Cura (WHT: recover HP to one target)
    Thunder (BLK: deal moderate magical thunder damage to one target)
    Attack (PHY: deal moderate physical damage to one target)

    Moveset - Thief:
    Attack (PHY: deal physical damage to one target)
    Charm (NAT: medium chance to Confuse one target)
    Counter Tackle (activates in response to physical attacks; PHY: deal moderate physical damage to one target)

    Argath (w/ Black Mages)
    HP: 71,856 (Black Mage HP: 28,746 each)
    Target Score:
    • Defeat Argath without being KO'd.
    • Reduce Argath's attack.

    Weak: None
    Absorb: Nona
    Resist: None
    Status Vulnerabilities: Poison, Slow, Stun

    Moveset - Argath:
    Attack (PHY: deal moderate physical damage to one target)
    Armor Break (NAT: reduce one target's armor)
    Attack (PHY: deal heavy physical damage to one target)
    Auto Potion (activates in response to any attack; NAT: recover HP)

    Moveset - Black Mages:
    Attack (PHY: deal moderate physical damage to one target)
    Fire (BLK: deal moderate magical fire damage to one target)
    Fire (BLK: deal magical fire damage to all targets)

    Mercenaries of Darkness ++
    Gaffgarion
    HP: ~169,935
    Target Score:
    • Reduce Gaffgarion's attack.
    • Reduce Gaffgarion's defense.
    • Reduce Gaffgarion's resistence.

    Weak: None
    Absorbs: None
    Resists: None
    Vulnerabilities: Poison, Slow, Stun

    Moveset:
    Attack (PHY: deal physical damage to one target)
    Shadowblade (NAT: deal heavy ranged physical damage to one target and recover 100% of the damage dealt as HP)
    Attack (PHY: deal physical damage three times to random targets)
    Attack (PHY: deal physical damage four times to random targets)
    Attack (PHY: deal moderate physical damage to all targets)
    Counter Tackle (activates in response to physical attacks; PHY: deal moderate physical damage to one target)
    Counter Shadowblade (activates in response to white or black magic; NAT: deal heavy ranged physical damage to one target and recover 100% of the damage dealt as HP)

    Commentary:
    100% Physical only fight. No Shell needed.

    Heretic Hunting +++
    Zalmour (w/ Monk and Knight
    HP: 156,145 (Monk: 78,072 Knight: 87,831)
    Target Score:
    • Reduce the Knight's attack.
    • Reduce the Monk's attack.
    • Reduce Zalmour's MIND.

    Weak: None
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: Slow, Stun.

    Moveset - Zalmour:
    Attack (PHY: deal physical damage to one target)
    Cura (WHT: recover HP to one target)
    Curaja (WHT: recover HP to one target)
    Arise (WHT: revive one target with 100% HP)

    Moveset - Monk:
    Attack (PHY: deal physical damage to one target)
    Wave Attack (PHY: deal moderate physical damage to one target)
    Tackle (NAT: deal heavy physical damage to one target)
    Earthrend (NAT: deal extremely heavy ranged physical earth damage to one target)

    Moveset - Knight:
    Attack (PHY: deal physical damage to one target)
    Armor Break (NAT: reduce one target's defense)
    Wave Attack (PHY: deal moderate physical damage to one target)
    Throw Stone (NAT: deal moderate ranged physical damage to one target)
    Attack (PHY: deal physical damage to all targets)

    Commentary:
    100% physical fight again.
    Do note that you must reduce Zalmour's MIND for a medal condition.

    Aristocratic Arrogance (U)
    Jagoff Argath (U) (w/ 2x Black Mages
    HP: 174,686 (Black Mage HP: 131,014)
    Target Score:
    • Reduce 凶Argath's attack.
    • Reduce an 凶Black Mage's magic.
    • Afflict an 凶Black Mage with slow.

    Weak: None
    Null: None
    Resist: None
    Vulnerabilities: Argath: Stun, Black Mages: Slow, Stop and Stun.

    Moveset - Argath (>60% HP: Default):
    Special: Haste (WHT: grant Haste to all allies)
    Special: Attack (PHY: deal 206% physical damage to all targets)
    1% chance: Attack (PHY: deal 110% physical damage to one target)
    20/70 chance, unlocks turn 3: Attack (PHY: deal 266% physical damage to one target)
    10/70 chance, unlocks turn 3: Head Break (NAT: deal 266% physical damage to one target and reduce their resistance by 30% for 20 seconds)
    10/70 chance, unlocks turn 3: Mind Break (NAT: deal 266% physical damage to one target and reduce their magic by 30% for 20 seconds)
    10/70 chance, unlocks turn 3: Speed Break (NAT: deal 266% physical damage to one target and remove their Haste status)
    20/70 chance, unlocks turn 3: Shield Break (NAT: deal 266% physical damage to one target and remove their Shell status)
    50% chance to activate in response to any attack: Auto Potion (NAT: recover HP)

    Moveset - Argath (60%-30% HP: Weak):
    Special: Haste (WHT: grant Haste to all allies)
    Special: Attack (PHY: deal 206% physical damage to all targets)
    15/55 chance: Attack (PHY: deal 266% physical damage to one target)
    10/55 chance: Head Break (NAT: deal 266% physical damage to one target and reduce their resistance by 30% for 20 seconds)
    10/55 chance: Mind Break (NAT: deal 266% physical damage to one target and reduce their magic by 30% for 20 seconds)
    10/55 chance: Speed Break (NAT: deal 266% physical damage to one target and remove their Haste status)
    10/55 chance: Shield Break (NAT: deal 266% physical damage to one target and remove their Shell status)
    50% chance to activate in response to any attack: Auto Potion (NAT: recover HP)

    Moveset - Argath (<30% HP: Very Weak):
    Special: Dispel (WHT: remove all positive status effects from all targets)
    Special: Attack (PHY: deal 206% physical damage to all targets)
    15/75 chance: Attack (PHY: deal 266% physical damage to one target)
    15/75 chance: Head Break (NAT: deal 266% physical damage to one target and reduce their resistance by 30% for 20 seconds)
    15/75 chance: Mind Break (NAT: deal 266% physical damage to one target and reduce their magic by 30% for 20 seconds)
    15/75 chance: Speed Break (NAT: deal 266% physical damage to one target and remove their Haste status)
    15/75 chance: Shield Break (NAT: deal 266% physical damage to one target and remove their Shell status)
    50% chance to activate in response to any attack: Auto Potion (NAT: recover HP)

    Moveset - Black Mages (>60% HP: Default):
    1% chance: Attack (PHY: deal 100% physical damage to one target)
    33% chance, unlocks turn 3: Firaga (BLK: deal 340% magical fire damage to one target)
    33% chance, unlocks turn 3: Thundara (BLK: deal 350% magical thunder damage to one target)
    33% chance, unlocks turn 3: Blizzara (BLK: deal 350% magical ice damage to one target)

    Moveset - Black Mages (<60% HP: Weak):
    15% chance: Firaga (BLK: deal 450% magical fire damage to one target)
    35% chance: Firaga (BLK: deal 270% magical fire damage to all targets)
    25% chance: Thundara (BLK: deal 350% magical thunder damage to one target)
    25% chance: Blizzara (BLK: deal 350% magical ice damage to one target)

    Notes and Strategies: There are two Black Mages. You only need to defeat Argath to win. Argath uses Haste on his first turn in Default and Weak phases and Dispel on his first turn in Very Weak phase. Argath uses his AOE Attack on his fourth turn (and every 3 turns thereafter) in Default phase, on his second turn (and every 3 turns thereafter) in Weak phase, and on his second turn (and ever 2 turns thereafter) in Very Weak phase. In all phases, Argath follows his AOE Attack with his 266% Attack; note that this means in his Very Weak phase, he always alternates AOE-ST Attacks after the initial Dispel, despite the AI script above. The Black Mages always follow their AOE Firaga with Blizzaga.

    Note that as long as you leave the Black Mages alone, they can't do squat against Indomitable Blade/Grand Cross or Lure Magic + Reflect (and won't really do much against regular old Lure Magic with a Gigas Armlet, if you're worried about healing). Because of that, and because you only need to kill Argath, I recommend just blitzing him down. Just remember to Slow one of the Black Mages for medals (it won't stick, Argath will re-Haste them at 60%).

    Knight's Despair (U+)
    Isilud (w/ Knight, Summoner, Archer)
    HP: 200,743 (Knight HP: 61,767 - Summoner HP: 69,488 - Archer HP: 61,767)
    Target Score:
    • Reduce 凶Isilud's attack.
    • Reduce 凶Isilud's resistence.
    • Exploit 凶Isilud's weakness to Lightning attacks.

    Weak: Lightning (Isilud), None (Others)
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Slow and Stun. (All except Isilud)

    Moveset - Isilud (>70% HP: Default):
    1% chance: Attack (PHY: deal 110% physical damage to one target)
    20% chance, unlocks turn 3: 凶 Armor Break (NAT: deal 188% physical damage to one target and reduce their defense by 30% for 20 seconds)
    45% chance, unlocks turn 3: Jump (NAT: deal 266% physical damage to one target)
    35% chance, unlocks turn 3: Attack (PHY: deal 159% physical damage to all targets)
    70% chance to activate in response to any attack: Counter Attack (PHY: deal 266% physical damage to one target)

    Moveset - Isilud (70%-40% HP: Weak):
    Special: Attack (PHY: deal 159% physical damage to all targets)
    25/60 chance: 凶 Armor Break (NAT: deal 188% physical damage to one target and reduce their defense by 30% for 20 seconds)
    35/60 chance: Jump (NAT: deal 266% physical damage to one target)
    70% chance to activate in response to any attack: Counter Attack (PHY: deal 266% physical damage to one target)

    Moveset - Isilud (<40% HP: Very Weak):
    Special: Attack (PHY: deal 206% physical damage to all targets)
    Special: Attack (PHY: deal 100% physical damage to the target with the most HP)
    25/61 chance: 凶 Armor Break (NAT: deal % physical damage to one target and reduce their defense by % for seconds)
    35/61 chance: Jump (NAT: deal % physical damage to one target)
    1/61 chance: 凶 Jump (NAT: reduce one target to 1 HP)

    Moveset - Knight:
    1% chance: Attack (PHY: deal 110% physical damage to one target)
    20% chance, unlocks turn 3: 凶 Armor Break (NAT: deal 188% physical damage to one target and reduce their defense by 30% for 20 seconds)
    30% chance, unlocks turn 3: Wave Attack (PHY: deal 188% physical damage to one target)
    30% chance, unlocks turn 3: Throw Stone (NAT: deal 188% ranged physical damage to one target)
    20% chance, unlocks turn 3: 凶 Wave Attack (NAT: deal 159% ranged physical damage to all targets)
    15% chance to activate in response to any attack: Counter Attack (PHY: deal % physical damage to one target)

    Moveset - Summoner:
    1% chance: Attack (PHY: deal 110% physical damage to one target)
    1% chance, unlocks turn 3: Hellfire (NAT: deal 198% magical fire damage to all targets)
    1% chance, unlocks turn 3: Judgment Bolt (NAT: deal 198% magical thunder damage to all targets)
    1% chance, unlocks turn 3: Glacial Shards (NAT: deal 198% magical ice damage to all targets)
    50% chance, unlocks turn 3: Fira (BLK: deal 350% magical fire damage to one target)
    50% chance, unlocks turn 3: Thundara (BLK: deal 350% magical thunder damage to one target)

    Moveset - Archer:
    40% chance: Charge +1 (PHY: deal 266% ranged physical damage to one target)
    60% chance: Charge +2 (PHY: deal 188% ranged physical damage to one target)

    AI patterns here are a little scripted, so going to add in the table under a spoiler tab for completion sake.

    Spoiler: show

    Isilud spawns with a Knight and a Summoner. If the Knight is killed, a second Knight spawns. If the Summoner is killed, an Archer spawns. You only need to defeat Isilud to win.

    The Summoner uses Ifrit on its 5th turn and every 9 turns thereafter, Ramuh on its 8th turn and every 9 turns thereafter, and Shiva on its 11th turn and every 9 turns thereafter. The Knights always follow 凶 Wave Attack with Throw Stone.

    In Default phase, Isilud follows every AOE Attack with Jump. In Weak phase, Isilud uses his AOE Attack on turns 2, 3, 6, 9, 11, 12, 15, 18, 19, 22, 25, and 28. In his Very Weak phase, Isilud's attack pattern is as follows:

    Turn Attack
    1. 凶 Jump
    2. Weak Attack
    3. AOE Attack
    4. Random
    5. 凶 Jump
    6. Weak Attack
    7. Random
    8. Random
    9. 凶 Jump
    10. Weak Attack
    11. Random
    12. AOE Attack
    13. 凶 Jump
    14. Weak Attack
    15. AOE Attack
    16. Random
    17. 凶 Jump
    18. Weak Attack
    19. AOE Attack
    20. Random
    21. 凶 Jump
    22. Weak Attack
    23. Random
    24. Random
    25. 凶 Jump
    26. Weak Attack
    27. Random
    28. AOE Attack
    29. (and every 4 turns from now) 凶 Jump
    30. (and every 4 turns from now) Weak Attack
    31. + Random



    Event Quest Notes: Real easy CM win here without using the Cid Raines method. Just use T.G. Cid RW twice and Isilud will have 746 HP left. Bob's your uncle.

    ??? (U++)
    Malak (w/Ninja + Summoner)
    HP: 242,305 (Ninja HP: 100,650 - Summoner HP: 102,514)
    Target Score:
    • Reduce 凶Malak's magic.
    • Reduce 凶Malak's defense.
    • Reduce a 凶Summoner's magic.

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

    Moveset - Marach (>70% HP: Default):
    % chance: Haste (WHT: grant Haste to self)
    % chance: Attack (PHY: deal % physical damage to one target)
    % chance: Hell's Wrath (NAT: deal % magical thunder damage 4-6 times to random targets)
    % chance: Nether Ashura (NAT: deal % magical fire damage 4-6 times to random targets)
    % chance: Nether Blade (NAT: deal % magical wind damage 4-6 times to random targets)
    % chance: Nether Maelstrom (NAT: deal % magical water damage 4-6 times to random targets)
    % chance: 凶 Hell's Wrath (NAT: deal % magical thunder damage to all targets)
    % chance: 凶 Nether Ashura (NAT: deal % magical fire to all targets)
    % chance: Drain (BLK: deal % magical dark damage to one target, recovering HP equal to % of the damage dealt)

    Moveset - Marach (70%-40% HP: Weak):
    % chance: Haste (WHT: grant Haste to self)
    % chance: Hell's Wrath (NAT: deal % magical thunder damage 4-6 times to random targets)
    % chance: Nether Ashura (NAT: deal % magical fire damage 4-6 times to random targets)
    % chance: Nether Blade (NAT: deal % magical wind damage 4-6 times to random targets)
    % chance: Nether Maelstrom (NAT: deal % magical water damage 4-6 times to random targets)
    % chance: 凶 Hell's Wrath (NAT: deal % magical thunder damage to all targets)
    % chance: 凶 Nether Ashura (NAT: deal % magical fire to all targets)

    Moveset - Ninja (>50% HP: Default):
    % chance: Attack (PHY: deal % physical damage to one target)
    % chance: Attack (PHY: deal % physical damage 2 times to random targets)
    % chance: Fuma Shuriken (NAT: deal % ranged physical damage to one target)
    % chance: Flameburst Bomb (NAT: deal % ranged physical fire damage to one target)
    % chance: Snowmelt Bomb (NAT: deal % ranged physical water damage to one target)
    % chance: Spark Bomb (NAT: deal % ranged physical thunder damage to one target)

    Moveset - Ninja (<50% HP: Weak):
    % chance: Attack (PHY: deal % physical damage 2 times to random targets)
    % chance: Fuma Shuriken (NAT: deal % ranged physical damage to one target)
    % chance: Flameburst Bomb (NAT: deal % ranged physical fire damage to one target)
    % chance: Snowmelt Bomb (NAT: deal % ranged physical water damage to one target)
    % chance: Spark Bomb (NAT: deal % ranged physical thunder damage to one target)

    Moveset - Summoner (>50% HP: Default):
    % chance: Attack (PHY: deal % physical damage to one target)
    % chance: Attack (PHY: deal % physical damage to all targets)
    % chance: Hellfire (NAT: deal % magical fire damage to all targets)
    % chance: Judgment Bolt (NAT: deal % magical thunder damage to all targets)
    % chance: Glacial Shards (NAT: deal % magical ice damage to all targets)
    % chance: Moogle Charm (NAT: recover HP to all targets)

    Moveset - Summoner (<50% HP: Weak):
    % chance: Attack (PHY: deal % physical damage to one target)
    % chance: Hellfire (NAT: deal % magical fire damage to all targets)
    % chance: Judgment Bolt (NAT: deal % magical thunder damage to all targets)
    % chance: Glacial Shards (NAT: deal % magical ice damage to all targets)
    % chance: Moogle Charm (NAT: recover HP to all targets)

    Notes and Strategies:
    Malak will start the fight accompanied by a Ninja and a Summoner - when you defeat them, they will respawn once, and you need to defeat everyone to end the fight, so AoE is recommended here.

    Malak and Summoner are mostly magic-based, while Ninja is 100% physical, so target your mitigation accordingly. I would defeinitely err on the side of magic mitigation here, if given the choice.

    Malak uses many elements (lightning, fire, wind, water, dark), so bringing resist is a crapshoot. He has access to a few AoE's, and keeping in theme with his FFT abilities, a lot of his attacks will hit 4-6 times on random targets.

    Malak does have a chance to cast Haste, so keep that in mind. Some of his attacks will ignore resistance as well when he is very weak, so stack as many magic debuffs as possible.

    Additional Notes:
    In not keeping with the theme of his FFT abilities, a lot of his attacks will hit 4-6 times on random targets.

  3. #3
    BG Medical's Student of Medicine
    Join Date
    Oct 2006
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    30,595
    BG Level
    10

    I will wreck this entire event, and rend its blade asunder.

  4. #4
    Prime Minister of Salt

    Join Date
    Dec 2009
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    2,568
    BG Level
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    FFXIV Character
    Omega Deathbringer
    FFXIV Server
    Balmung
    FFXI Server
    Asura

    Dat huge bold on Mind got me

  5. #5
    A. Body
    Join Date
    Sep 2007
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    Gilgamesh

    debating throwing a 50 at banner 1, having native chant would be good as hell to pair with master/refia BSBs, or eiko-backed teams generally. i am really not hurting for tactics stuff in general though, so i should probably save. does that crit damage effect recur on anything else coming up in the foreseeable future?

  6. #6
    Very Sexy Nerd
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    Carbuncle

    Bananer 1 is great, Ramza USB and Rafa's badass burst. Most of this stuff should be showing up in much better soon to come fest banners, so I'll be passing for now.

  7. #7
    Ridill
    Join Date
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    Asura

    Quote Originally Posted by Moridam View Post
    debating throwing a 50 at banner 1, having native chant would be good as hell to pair with master/refia BSBs, or eiko-backed teams generally. i am really not hurting for tactics stuff in general though, so i should probably save. does that crit damage effect recur on anything else coming up in the foreseeable future?
    Zack's CSB includes a crit damage up as well as an attack buff but it's a 6* relic. It's on the same banner as Cloud's USB though

  8. #8
    A. Body
    Join Date
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    Gilgamesh

    hmm... my wind team is already out of control, having a wind chain to go with it certainly couldn't hurt! i think i'll gun for that as my next banner. already blew 50 on a shot at chant and failed though, lol.

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