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  1. #1
    Ridill
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    FFRK - Scouring The Depths (V) Event & Strategies

    No Daryl, but the Famed Mimic Gogo joins the FFV crew as the games first true (and non-FFX related) water mage.

    "My name is Gogo. Mimic extraordinaire!" - Gogo

    Bartz and the others head to the sunken Tower of Walse to retrieve the missing crystal shard. In the tower they are issued a challenge by a person calling himself Gogo, who holds the shard.


    Event Start Date: June 1
    Event Bonus Battle: June 4
    Event End Date: June 11

    All information is taken from a mixture of Reddit/Spreadsheets/Kongpakbao Site and my own obviously expert analysis.

    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...qj&sh=aea58c04

    Notable Rewards:
    Chain Waterga - 5* Black Magic. Deals two heavy water black magic damage to one target.

    Mimic's Bracelet - Accessory. Magic + 15 and Moderate Water Resist.
    *Of note that this is our 4th Moderate to Major Water Resist accessory (Maelstrom Armlet, Tidus's Necklace, Silver Pendant) and 5th overall if you have the Lucky Dice or the very old FF7 Water Ring.

    New Characters Acquired:
    Gogo (Black Magic 5, White Mage 5, Bard 5)

    Dress Spheres Acquired:
    No crystal shards left in Walse Tower.

    Old Characters Acquired:
    Bartz
    Lenna
    Galuf
    Krile
    Exdeath

    New Memory Crystals:
    Gogo MC1/MC2

    Old Memory Crystals
    Galuf MC1
    Bartz MC1/MC2
    Lenna MC1/MC2
    Krile MC1/MC2
    Exdeath MC1/MC2

    New Record Materia:
    Gogo RM1: Begin battle with Reflect.
    Gogo RM2: Begin battle with Reflect and Retaliate

    New Record Sphere
    Gogo

    Characters Needed for Battles
    No crystal shards left in Walse Tower.

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

    Relics
    Water water everywhere on banner 1, with some solid items to go along with it.

    Krile gets a Fire OSB to naturally pair with her BSB (also on banner 1) that increases in potency with more fire spells used. Bartz gets his 2nd BSB (of 3) which focuses on water element. Entry is 8x Water/Non with En-water and then Thief and Spellblade commands of 2.0 + Steal Power for CMD1 and 4x Spellblade Water/Non on CMD2.

    Gogo's items are where we get the famed mimicry. His entry is 6x water/non Black Magic with En-water, but CMD1 allows him to copy the last *ability* used by the previous party member. Mimicry conditions are explained in the spoiler tag. His CMD2 is 4 hit of water/non Black Magic damage. Each use of his CMD1 reduces his cast time of that action by .15 seconds.

    Gogo's SSB is basically OK's Burst without the Burst, offering Atk/Mag+30% and Hastega. Rounding out Banner 1 is Krile's Quickcast whip, Bartz's Trueblade, and Lenna's SSB Medica.

    Spoiler: show
    This cannot clone SB's, Burst Commands, additional attacks, reactions, or jump abilities.

    In cloning the most recent ability used, it literally copies said ability including damage paramaters, school (black magic, white magic, etc) element, and any other parameters.

    If it would clone nothing (i.e. action before Mimicry is a SB) then it will be a Phy 150% dmg attack.

    The speed boost iteration aspect will fall off if you gain Peerless effect (Galuf's Invincibility), die, or wait 25 seconds between using command 1.


    This is also the last occurrence of Faris's Sea Lord's Broadside, having not reappeared in any FFV event in JP land to date.

    Banner 2 has more functional love, as seems to be the case with banners recently.

    Lenna's USB premiers, packing Atk/Mag/Res+30% buffs and HP Stock of 3k. Without instant or some of the blinks with recent USB's in one package, this is mostly for buff stacking purposes. Great as a support USB, but slighly above average for a "healer" because the "medica" HP stock isn't wasted if used to start a fight.

    Exdeath brings the Void with his BSB, joining the Imperil Darkness of the other Dark Sages. AoE on entry, but his CMD1 is 4 hits boosted by having Doom status and his CMD2 has a pack-in Memento Mori buff.

    Galuf's SSB gives a Crit Fix, High Regen, and En-Fire in one go.

    The rest of the banner is repeats, but Lenna's Sage BSB comes back as does Exdeath's magic blink.

    Not the strongest of FFV's banners, but the next FFV event is a ways off. Theres also a lot of mythril to be used leading up to Extreme Fest, so just keep in mind that some of these items are likely to reappear on better fest banners shortly.

    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...10&sh=f1353a42


    http://ffrk.kongbakpao.com/event-113/

  2. #2
    Ridill
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    Gilgamesh

    Bonus Battles
    Crystal Destroyers +

    Greg
    HP: 116,016
    Target Score:
    • Defeat Greg without being KO'ed.
    • Reduce Greg's defense.

    Weak: None
    Absorb: None
    Resist: None
    Null: None
    Status Vulnerabilities: Slow, Blind (when Transformed), Stun

    Exdeath
    HP: 119,706
    Target Score:
    • Defeat Exdeath without being KO'd.
    • Reduce Exdeath's magic.

    Weak: Holy
    Absorb: None
    Resist: None
    Null: Poison
    Status Vulnerabilities: Stun

    Notes: Greg is all physical, but can use Blindga and Sleepga. Exdeath has some AoE and Gravity based attacks that can cause lower level teams some headaches.

    The Runaway Power Of Fire ++
    Iron Claw (w/ 3x Cur Nakks)
    HP: Iron Claw: 120,023 - Cur Nakk: 20,888
    Target Score:
    • Reduce Iron Claw's attack.
    • Reduce Iron Claw's defense.
    • Reduce Iron Claw's resistance.

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

    Notes: Only a physical fight. If you go the retaliate route, you cannot die because their only other attack is Death Claw (ST Gravity).

    The Power Of Water Left Behind +++
    Gogo
    HP: 203,922
    Target Score:
    • Defeat Gogo without being KO'ed.
    • Reduce Gogo's magic.
    • Reduce Gogo's resistance.

    Weak: None
    Absorbs: None
    Resist: None
    Null: Water
    Vulnerabilities: Slow, Silence, Stun

    Notes: Wait until he congratulates you for properly "miming" him before you attack. Attacking him before the notification switches him into "Angry" mode which makes the fight considerably more challenging.

    All attacks are magic based, so mitigate accordingly.

    Ultimate + Apocalypse Battles
    Necrophobe (U)
    凶Necrophobe (w/ 4x Barriers)
    HP: Necrophobe: 228.756 - Barrier: 50,644
    Target Score:
    • Reduce 凶Necrophobe's magic..
    • Reduce 凶Necrophobe's attack.
    • Reduce 凶Necrophobe's resistance.

    Weak: Necrophobe: Everything except Dark.
    Absorbs: None
    Resist: None
    Null: Barrier: Earth
    Vulnerabilities: None

    Notes: You must defeat all 4 Barries before you can target Necrophobe. Reflect takes care of a large amount of their attacks, as it's mostly a magical fight. Grand Cross can help out as well.

    If you're taking a physical team, the Barries can use AoE blind (Flash) and it is a scripted attack from Necrophobe once all 4 barries fall. Blind Resist gear or Ultra Cure recommended.

    Deep Sea Explorer (U++)
    凶Gogo
    HP: 347,714
    Target Score:
    • Reduce 凶Gogo's magic.
    • Reduce 凶Gogo's defense.
    • Remove 凶Gogo's haste.

    Weak: None
    Absorbs: None
    Resist: None
    Null: Water
    Vulnerabilities: None

    Moveset (Mimic):
    Special: Firaga (BLK: deal 410% magical fire damage to one target)
    Special: Holy (WHT: deal 570% magical holy damage to one target)
    Special: Flare (BLK: deal 570% magical non-elemental damage to one target)
    Special: Meteor (BLK: deal 246% magical non-elemental damage to all targets)

    Moveset (Satisfied):
    10% chance: Attack (PHY: deal 110% physical damage to one target)
    15% chance: Critical (PHY: deal 188% physical damage to one target)
    20% chance: Critical (PHY: deal 206% physical damage to all targets)
    15% chance: Holy (WHT: deal 570% magical holy damage to one target)
    20% chance: Flare (BLK: deal 570% magical non-elemental damage to one target)
    20% chance: Meteor (BLK: deal 246% magical non-elemental damage to all targets)
    10% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)

    Moveset (Mad, >70% HP: Default):
    Special: Haste (WHT: grant Haste to self)
    20% chance: Critical (PHY: deal 188% physical damage to one target)
    15% chance: Critical (PHY: deal 206% physical damage to all targets)
    20% chance, unlocks turn 3: Meteor (BLK: deal 246% magical non-elemental damage to all targets)
    20% chance, unlocks turn 3: Snowstorm (NAT: deal 294% magical ice damage to all targets)
    20% chance, unlocks turn 3: Blaze (NAT: deal 246% magical ice damage to all targets with an 18% chance to Sap them)
    5% chance, unlocks turn 5: Maelstrom (NAT: 39% chance to deal 99% current HP damage to all targets)
    10% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)

    Moveset (Mad, 70%-40% HP: Weak):
    Special: Haste (WHT: grant Haste to self)
    20/95 chance: Meteor (BLK: deal 246% magical non-elemental damage to all targets)
    10/95 chance: Maelstrom (NAT: 39% chance to deal 99% current HP damage to all targets)
    15/95 chance: Snowstorm (NAT: deal 294% magical ice damage to all targets)
    20/95 chance: Blaze (NAT: deal 246% magical ice damage to all targets with an 18% chance to Sap them)
    15/95 chance: Critical (PHY: deal 188% physical damage to one target)
    10/95 chance: Critical (PHY: deal 206% physical damage to all targets)
    5/95 chance: Aqua Breath (NAT: deal 246% magical water damage to all targets)
    10% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)

    Moveset (Mad, <40% HP: Very Weak):
    Special: Haste (WHT: grant Haste to self)
    15% chance: Meteor (BLK: deal 246% magical non-elemental damage to all targets)
    10% chance: Maelstrom (NAT: 39% chance to deal 99% current HP damage to all targets)
    10% chance: Snowstorm (NAT: deal 294% magical ice damage to all targets)
    15% chance: Blaze (NAT: deal 246% magical ice damage to all targets with an 18% chance to Sap them)
    15% chance: Critical (PHY: deal 188% physical damage to one target)
    15% chance: Critical (PHY: deal 206% physical damage to all targets)
    20% chance: Aqua Breath (NAT: deal 246% magical water damage to all targets)
    10% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)

    Notes and Strategies: For once, we don't fight the triplets. Hai there Torment.

    YOU DO NOT HAVE TO FOLLOW THE MIMIC PATTERN TO DEFEAT THE BOSS! It is here more for fun. Gogo in his "Angry" Phase is no harder than any regular U++.

    To not trigger his angry state, you cannot use any ability except the scripted ones (Firaga, Holy, Flare, Meteor) after he uses it. If you use absolutely anything else (e.g. Soul Breaks, buffs, even Defend), he will immediately shift to his Angry mode. To successfully mimic him, just wait to see what spell he uses and follow up with it ASAP - if he gets another turn before you get the spell off, you fail and he'll enter Angry Mode.

    To be honest, trying to mimic him can be more difficult than the regular battle since you'll be taking the full force of his spells with no way to heal/debuff. You'll want to make clever use of RM's (e.g. ones that grant magic blink, shell, reflect, etc.) to keep your party up while you mimic his 4 spells, and then follow up with a AoE Heal. The real advantage (along with slightly lower stats) of doing the mimic path is not having to deal with his Maelstrom attack (AoE, 39% chance to do 99% current HP damage) in his Angry Phase.

    Assuming you don't follow the mime path, as soon as you take any action, he'll go into his Angry mode. Most of his damage is magic-based, although he does have an AoE physical attack to keep you honest. I would consider wearing Instant KO accessories, since Maelstrom is the most dangerous attack here.

    Don't forget to bring a form of dispel for the 3rd medal condition.

    Cid Mission: Gogo's mechanics aren't particularly difficult if going the non-mime route - just form a mixed party, bring OK BSB, and go to town.

    Instant KO resist is also a good bet for CM if you don't have a realm medica. You can mitigate reasonably well, especially in bringing 2 healers (or if you have Faris break SB's), but recovering 99% of the parties HP is a tough task without burst commands or Curaga medicas.

    Stairs To Hell (Apocalypse +)
    滅Twintania
    HP: 422,914
    Target Score:
    • Use a water attack on 滅Twintania.
    • Use a holy attack on 滅Twintania.
    • Reduce 滅Twintania's magic.

    Weak: At >70% HP Only: Water, Holy (150%)
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset (>75% HP: Default):
    10% chance: Attack (PHY: deal 110% physical damage to one target)
    5% chance, unlocks turn 5: Atomic Rays (NAT: deal 294% magical fire damage to all targets)
    15% chance, unlocks turn 5: Snowstorm (NAT: deal 342% magical ice damage to all targets)
    10% chance, unlocks turn 5: Mind Blast (NAT: deal 200% magical non-elemental damage to all targets with a 15% chance each to Paralyze and/or Sap them)
    10% chance, unlocks turn 3: Whirlwind Cut (NAT: deal 294% magical wind damage to all targets)
    20% chance, unlocks turn 3: Attack (PHY: deal 253% physical damage to all targets)
    30% chance, unlocks turn 3: Attack (PHY: deal 266% physical damage to one target)

    Moveset (75%-45% HP: Weak):
    10% chance: Atomic Rays (NAT: deal 294% magical fire damage to all targets)
    15% chance: Snowstorm (NAT: deal 390% magical ice damage to all targets)
    10% chance: Mind Blast (NAT: deal 200% magical non-elemental damage to all targets with a 15% chance each to Paralyze and/or Sap them)
    15% chance: Whirlwind Cut (NAT: deal 294% magical wind damage to all targets)
    20% chance: Attack (PHY: deal 253% physical damage to all targets)
    30% chance: Attack (PHY: deal 266% physical damage to one target)
    15% chance to activate in response to white or black magic: Counter Megaflare (NAT: deal 342% magical non-elemental damage to all targets)
    15% chance to activate in response to physical attacks: Counter Tsunami (NAT: deal 342% magical water damage to all targets)

    Moveset (<45% HP: Very Weak):
    15% chance: Atomic Rays (NAT: deal 294% magical fire damage to all targets)
    15% chance: Snowstorm (NAT: deal 390% magical ice damage to all targets)
    15% chance: Mind Blast (NAT: deal 200% magical non-elemental damage to all targets with a 15% chance to Paralyze and/or Sap them)
    15% chance: Whirlwind Cut (NAT: deal 294% magical wind damage to all targets)
    40% chance: Attack (PHY: deal 253% physical damage to all targets)
    30% chance to activate in response to white or black magic: Counter Megaflare (NAT: deal 342% magical non-elemental damage to all targets)
    30% chance to activate in response to physical attacks: Counter Tsunami (NAT: deal 342% magical water damage to all targets)

    Moveset (Gigaflare):
    100% chance: Gigaflare (NAT: deal 240% piercing magical non-elemental damage to all targets)

    Moveset (Gigaflare, Weak/Very Weak):
    100% chance: 凶 Gigaflare (NAT: deal 350% piercing magical non-elemental damage to all targets, bypassing Mirage)

    Notes and Strategies: Twintania enters Gigaflare state every 4 turns, announcing the state switch then following on the next turn with either Gigaflare (if its health was above 75% when it entered the state) or 凶 Gigaflare.

    Twintania cannot cast its AOE spells on back to back turns, as is usual at this point. The cooldowns vary from 2 turns (AOE Attack) to 5 turns (Mind Blast).

    This Mind Blast is an AoE Paralyze/Sap ability. Affliction Break or Ultra Cure is recommended.

    Twintania has a powerful mixed offense, and you will almost certainly be hit with a lot of physical damage in the fight, but its counters and the piercing Gigaflares means you should prioritize debuffing its Magic. This is IMO the easiest of the R+ fights to date, but that doesn't mean it's easy. Twintania outputs absolutely punishing amounts of AOE damage, so if your healing and mitigation situation isn't up to snuff, you're going to struggle past halfway or so.

    If you can bring a pure mage team (including a dancer for breaks), you can equip Gigas Armlets to cut down the damage from Atomic Rays and Snowstorm, but if you're going to be dealing any non-SB physical damage you can't afford it because of the weakness to the Tsunami counter.

    The counter chance for attacks doubles to 30% under 40% HP, so you may want to burst him down at that point as you're going to be dealing with a lot of AoE counters if you continue to fight normally.

    Vaan's BSB would help a ton, either as a RW or otherwise, with mitigation. Also look into the general stacking mitigation SB's (Faris's, Agrias, Mog, etc) to take a lot of that edge off.

  3. #3
    Prime Minister of Salt

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    Quote Originally Posted by Kirin View Post
    This is also the last occurrence of Faris's Sea Lord's Broadside, having not reappeared in any FFV event in JP land to date.
    WELP- now to decide pull on this banner or wait for future banners for Faris :/

  4. #4
    D. Ring
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    Quote Originally Posted by Deathbringer View Post
    WELP- now to decide pull on this banner or wait for future banners for Faris :/
    It "sorta" gets replaced by her new USB2 in the next FF5 event after this (USB2 deals ATK/MAG/MND 50% unique debuff), so its not exactly too huge a loss if you don't get it by the end of this event, although other characters (Setzer especially) get that same debuff as an LM additional effect or on better relics.

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

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    rekted

  6. #6
    Relic Shield
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    Ult++: I did the CM no mimic. Lots of ice, water and AOE physicals flying around. Since I have sheepsong I took sent grim. Overall not too bad but double actions at low HP adds damage fast. I took an unresisted flare to see what would happen at the start and it did like 9k so I guess you'd have to start with reflect up?

    Apoc: Loses vulns at low hp but they're useful for most of the fight. Only thing of note is that the res piercing attack followed by one or more counters is a little dangerous so just have a little patience. Or don't and just plow through it, it's not all that hard.

  7. #7
    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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    CM was fun. With an outdated medica, I RW Ysh BSB and managed to survive the 2nd half onslaught.

    Apoc: Close win with 3 characters dead. Then I looked at my party screen and I forgot to put RMs on Agrias and Edge. Would have had more alive if I had bar for Edge's SSB. RW Deployment Tactics so that pushed the dps a bit quickly.

  8. #8
    Ridill
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    Krile da real mvp.

    Fight went smoothly until the double action stage. Just tried to time a shell refresh at around 60% and kept applying breaks. He did an opportune normal attack that Greg countered where a spell would have wiped me, and Lenna double casted curaja so Krile was healthy for the last 20%. Used her burst and then everyone took meteors to the face, but she clutched it out with one last command 1.

    Only used shared Medica once. OK BSB.



    Lost 2 medals for death and 1 for damage taken. Still mastered.

  9. #9
    BG Medical's Student of Medicine
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    Did the U++ using the mimic-gimmick. Stuck shell/reflect RMs on people so that they'd survive and used a Yuna RW in case people died.

    Krile, Gogo, Exdeath, Lenna, Faris

    After the first four rounds and getting his "blessing" I pretty much just let loose with Krile and Exdeath. Gogo was a backup healer, Faris danced, Lenna did her BSB thing, and XD was my dispeller.

    Wasn't very hard. Setting up the fight is a pain but it's better than going ham and risking a wipe because of Maelstrom.

  10. #10
    Old Merits
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    Never saw maelstrom, and only saw aqualung once. Used galuf bsb to make him weak to fire, then krile went to town. Krile also made short work of the Omniscient MP fight.

  11. #11
    Cake Mix
    Sweaty Dick Punching Enthusiast

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    Yall were able to do the CM without wall? I don't have buffs of any sort..or a haste, so it's like..do I run a healer RW or do I run Wall..or do I just run OK BSB and pray to god I get lucky RNG

    Only things I have are Greg's outdated SSB Regen/AOE thing, Faris BSB and Butz first BSB/SSB

  12. #12
    BG Medical's Student of Medicine
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    Yea, it was extremely hard.

  13. #13
    Ridill
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    Maelstrom can be resisted with KO resist accessories if you have them.

  14. #14
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Akiyama View Post
    Yall were able to do the CM without wall? I don't have buffs of any sort..or a haste, so it's like..do I run a healer RW or do I run Wall..or do I just run OK BSB and pray to god I get lucky RNG

    Only things I have are Greg's outdated SSB Regen/AOE thing, Faris BSB and Butz first BSB/SSB
    I did it with ok bsb

    Wasn't too bad didn't had an aoe heal

  15. #15
    Ridill
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    Yeah, as I posted used OK BSB with no wall. Also no native medica.

    The damage is not bad at all with just Shell + FB + Magic BD. Normal spells before Very Weak double cast hit for 1.3 with Meteor hitting for 1.6ish. 2 healers are a must without a native medica, but if you have 1 it is doable with 1 healer.

    I only saw Maelstrom once, but its worth using KO resist over elemental resists only because of Sap and leaving your party at 1HP almost guarantees a wipe.

    Just some numbers for what I posted with aprty setup, Krile was hitting 4k/hit on OK CMD2 and Greg was doing about the same on his BSB commands with 2k/hit on entry. Krile's BSB was hitting 4k/hit on entry and 6k/hit on CMD1, with Meltdown doing 30k/cast under En-fire.

  16. #16
    D. Ring
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    Had no problems with either, but I had the trinity for the CM for U++ so yeah.

    CM had Bartz use his Enwind and spam OSB while Faris used imperil wind spam (didn't need her SB debuffs since Wall + Full Break + MBD) and had Krile spam Chain spells and recast Sheepsong while Exdeath was on Dispel duty (he used chain-firaga when not dispelling).

    Apoc++ Combination of Lightning BSB2 and Kain BSB just wrecked Twintania hard (wish it were that easy for Coil T5 in 14 ), also had Faris spam USB and Sea Lord Barrage which made all Twintania's attacks do little DMG.

  17. #17
    A. Body
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    Gilgamesh

    CM was super easy for me rage-style, but i'm loaded on FFV SBs. faris BSB, bartz/gilgamesh OSB, exdeath with curada/dire heal, & lenna w/ her SSB medica.

    A+ was also a bit of a joke, my mixed mitigation physical A-team is just broken as shit



    poor squall only got off a single C2 before it died

  18. #18
    Cake Mix
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    Quote Originally Posted by Ratatapa View Post
    I did it with ok bsb

    Wasn't too bad didn't had an aoe heal
    Yeah I got it down.

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