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  1. #1
    Ridill
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    FFRK - Masters of the Planet (VII) Event & Strategies



    "A pro isn't someone who sacrifices himself for his job. Thats just a fool." - Reno
    "...because it's our job." - Rude
    "Reno, do you think that was really such a good idea!? I mean, is that the way a professional - a Turk - would act?" - Elena

    The Turks act similarly to an intelligence agency or investigative bureau, engaging in reconnaissance and espionage, or even black ops, including kidnappings and assassinations, on behalf of the corporation. They are consummate professionals, adhering to the mission no matter what. Due to the nature of their job, members are privy to numerous company secrets, and as such, become security risks should they resign.

    Throughout the events of Final Fantasy 7, the Turks come into conflict with Cloud Strife and his friends, members of a second incarnation of AVALANCHE who are working to save the Planet from Shinra's exploitation. They are ordered to capture Aerith, the last remaining Cetra, whom Shinra wants to lead them to the Promised Land, a land they believe fertile with Mako energy.


    Event Start Date: November 9
    Event Bonus Battle: November 12
    Event End Date: November 19

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

    Most info for the event comes from this site: https://www.reddit.com/r/FFRecordKee...qz&sh=d3a51f44

    Though the information provided is used as a guideline and not always taken directly from the thread. When necessary, additional thoughts on Cid Missions and battle strategies are added.

    Notable Rewards:
    Aerial Dive - 5* Dragoon. Deal 4 physical wind jump attacks to one target after a long delay. (Sky High lite).

    Rude Glasses - Accessory. Atk + 15 and moderate KO resist.

    New Characters Acquired:
    Rude: Black Magic 5, White Magic 4, Combat 5, Monk 5
    Elena: Combat 5, Celerity 4, Sharpshooter 5

    Dress Spheres Acquired:
    Shirtless xXSefiwrothXx

    Because it needs to be done:
    Spoiler: show

    SEPHY IS FABULOUS!



    The EXP dungeon does serve a purpose though, in case your favorite bishie isn't game ready.

    The Shinra Tower mini event we're supposed to get with this event is a timed event which has a mythril gated behind the "Don't let Sephiroth be KO'ed" medal condition.

    Otherwise, Shadow BSB (or any dark BSB with AoE access) should be your choice.


    Old Characters Acquired:
    Everyone

    Literally, almost everyone. Enjoy the 4* growth eggs.

    Reno
    Rufus
    Aerith
    Red XIII
    Cid
    Shelke
    Tifa

    New Memory Crystals:
    Aria MC1/MC2Rude MC1/MC2
    Elena MC1/MC2

    Old Memory Crystals
    Everyone again (but different everyone!).

    Enjoy the 5* growth eggs.

    New Record Materia:
    Rude RM2: Increases earth damage a small amount.
    Rude RM2: Start battle with Shell and minor Regen.
    Rude RM3: Increases atk and mag a moderate amount when equipping a fist weapon.

    Elena RM1: Small chance to begin battle with a full ATB gauge.
    Elena RM2: Deal slightly more damage when a gun is equipped.
    Elena RM3: Increase attack damage a moderate amount when a fist weapon is equipped.

    I don't recall Elena using guns in FF7. But okay.

    New Legend Materia
    Sephiroth "Fallen Hero" - Small katana damage up.
    Sephiroth "Jenova's Successor" - When critical HP, self full heal, DEF -50% / ATK +50% and reduce casting time by 66% (once per battle).

    Rufus "Shinra's Heir" - Small gun damage up.
    Rufus "Young Tactician" - Medium chance to minor Imperil Dark when using dark damage abilities.

    Reno "Ray Master" - Small lightning damage up.
    Reno "Speedy Worker" - Medium chance to doublecast lightning damage abilities.

    Cid "Smoking Captain" - Small wind damage up.
    Cid "Leader of the Sky" - Up to large attack boost based on no of Wind elemental damage abilities used.

    Shelke "Orange Dual Spears" - Small lightning damage up.
    Shelke "Transparent" - Start battle with Haste and Instant Cast 3.

    Aerith "Descendant of the Ancients" - Small White Magic healing up
    Aerith "Caretaker of the Planet" - Medium chance to cast minor Medica when using White Magic abilities.

    New Record Sphere
    Rude: Monk +6%, Earth +3%, Black Magic +6%
    Elena: Shooter +6%

    Cid Missions
    • Complete 'Gongaga (Elite)' with a party of only Cloud, Aerith, and Tifa.
    • Complete 'Guardian of the Ancient's Knowledge 凶+' with a party of only FF7 heroes.


    Relics
    Go home. No Cloud USB or Zack CSB here.

    We do get a new mechanic with en-element stacking now though - called Empowered Infusion. While you can't chain normal en-element SB's to achieve the effect, certain SB's (such as Sephiroth's USB) bestow a special form of en-spell where any further en-spell use will increase the damage done up to 3 stacks (+50/70/100 to abilities and +80/90/100 for SB's).

    Also, if a SB has both Empowered Infusion and an en-spell, the Empowered Infusion is applied first.

    The effect lasts for 25 seconds, and *all* en-spells will fall off after it wears off, even if you applied a new en-spell 1 second earlier.

    Banner 1:

    Sephiroth leads off with his USB here, 15 hits of dark only damage with en-dark, stack en-dark, Atk +50% and Def/Res -15%. Most of the mechanics of the stack en-spell are explained above, so just be weary that this has no non-element to fall back on.

    xXSeffieXx's OSB and BSB 2 return here for maximum dark.

    Nanaki gets his buff-suite USB, bringing defensive Atk/Def/Res boosts, a hastega, and Astra. The son of Seto sees his BSB come back, too.

    Finally, Rufus Shinra has something beside the Mako Shotgun that everyone has 8*'ed by now. Rufus' BSB isn't amazing though, pairing a convergent dark/non ranged AoE attack with a multiplier scaling inversely with # of enemies and imperil dark. His commands are Sharpshooter school, with Cmd1 is 3 hits of ST dark/non damage with non-type shortcharge 2 and Cmd2 is 2 AoE hits with a chance at a minor imperil dark proc.

    Aerith gains a needed revision to her aging BSB, pairing an entry Curaga with bar-dark. Her Cmd1 is the usual instant curaga, but her Cmd2 is an Atk/Res buff with high regen to one party member. Her reraise SSB pops in on Banner 1 as well.

    Shelke's SSB suite of AoE Dispel, party Esuna, and High Regen rounds out B1.

    Banner 2:

    Reno kicks of B2 keeping his phy/mag hybrid role. His USB is 10 hits of ST ranged or magical lightning/non damage, a Mag or Atk + Def boost, en-lightning, and the Cycle quickcast mechanic with lightning element abilities. His BSB reappears here as well.

    Cid is done with his tea. His USB is 10 hits of ST wind/non with en-wind and 15 seconds of jump noncharge with an Atk/Def boost. Do note that this only affects the *cast time* of jump abilities (including USB re-entry) and not the "air time" of jump abilities like Sky High or Aerial Drive.

    Rude's BSB is another hybrid entry 10 hitter with en-earth. Cmd1 is a hybrid earth/non 4x attack, while Cmd2 is a 40% ally heal with post-ability change Stitch In Time status (Atk+Mag/Def bargain). His SSB is a Pro/Shell buff with Last Stand.

    Do note that Rude's BSB commands are NAT, like Yuna's Tiny Bee Cmd1.

    Elena has an instant entry BSB that pair imperil-fire with AoE fire/non ranged damage. Her commands are Shooter school, with Cmd1 being a 4x hit and Cmd2 is a 2x AoE hit with a 42% chance to proc Confuse. A little underwhelming aside from the instant imperil (but Locke does it better anyways). Her SSB is the standard 8x random attack with en-fire.

    Tifa's USB and Shelke's BSB shows up here to round out the banner.

    Rude's fists (earth), Shelke's spear (lightning), and Elena's thrown (fire) are not tied to RS.

    Legend Materias:
    • Banner 1 - Sephiroth: Start fight with en-dark.
    • Banner 1 - Rufus: 35% to gain shortcast 1 when using dark element abilities.
    • Banner 1 - Aerith: Moderate chance to doublecast White Magic abilities.

    • Banner 2 - Reno: Begin battle with en-lightning.
    • Banner 2 - Cid: Deal 20% more Jump damage when a spear is equipped.
    • Banner 2 - Shelke: Increase debuff duration by 30%.


    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...ol&sh=e66220fc

    http://ffrk.kongbakpao.com/event-139/

  2. #2
    Ridill
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    Gilgamesh

    Bonus Battles
    Glorious Weapon
    Proud Clod (w/Jammar Armor)
    HP: Proud Clod: 130,000 - Jammar Armor: 45,000
    Target Score:
    • Reduce Proud Clod's attack.
    • Reduce Proud Clod's magic.
    • Explot Proud Clod's weakness to lightning attacks.

    Weak: Lightning (after Jammar Armor defeated)
    Absorb: None
    Resist: None
    Null: None
    Status Vulnerabilities: Proud Clod: Blind

    Notes: Majority physical, but Beam Cannon is magic based.

    You will have reflect cast on you by Jammar Armor. Defeating the chestpiece will dispel the reflect per usual.

    Vicious Mind of the Hero ++
    Kadaj, Loz, Yazoo
    HP:Kadaj: 77,894 - Loz: 152,000 - Yazoo: 132,000
    Target Score:
    • Defeat the bosses without being KO'ed.
    • Afflict an enemy with Slow.
    • Reduce an enemy's attack.

    Weak: None
    Absorbs: None
    Resists:None
    Null: None
    Vulnerabilities: Poison/Slow

    Notes: Another mostly physical fight, but Kadaj and Loz have a decently potent magical attack just to keep you honest.

    Kadaj is invincible until you bring one of the others down below 51% HP. You only need to defeat 1 of the trio to win the fight.

    Loz can paralyze with Stun Punch, so para resist or Ultra Cure helps.

    One Winged Angel +++
    Reunion Sephiroth
    HP: 180,000
    Target Score:
    • Afflict Reunion Sephiroth with slow.
    • Reduce Reunion Sephiroth's attack.
    • Reduce Reunion Sephiroth's magic.

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

    Notes: Another mostly physical fight with one decently strong magic hit just to make you bring Shellga.

    Seph can counter all attacks with Scintilla, which is that annoying self-haste and ST physical damage. Tauntaliate fixes the damage portion, but you may still want to bring a dispel if you aren't TG Cid'ing him down.

    Ultimate + Apocalypse Battles
    Head of the Space Development Program
    凶Palmer (w/Shinra Soldier)
    HP: Palmer: 208,000 - Soldier: 55,000
    Target Score:
    • Exploit Palmer's weakness to dark attacks.
    • Reduce Palmer's attack.
    • Reduce a guard's attack.

    Weak: Palmer: Dark
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset (Palmer):
    Attack (PHY: ST 110% physical)
    Attack (PHY: ST 188% physical)
    Mako Gun (PHY: ST 212% ranged physical fire)
    "Guards!" (NAT: Spawn a Guard)

    (V Weak only) 凶 Mako Gun (NAT: AOE 3000 damage)

    Moveset (Guards):
    Attack (PHY: ST 110% physical)
    Machine Gun (PHY: ST 150% ranged physical)
    Grenade (PHY: AOE 159% ranged physical)

    Notes: Finally a 100% physical fight. Leave shell at home. This is also a new fight for FFRK and not the usual Sephiroth or Bahamut rehash we normally get.

    Palmer will beging to use Mako Gun on the 1st turn and then every 3rd turn in very weak phase. This does 3k damage to everyone and cannot be mitigated. So end the fight quick.

    Tauntaliate handles everything here but not Mako Gun.

    Guardian of the Ancient's Knowledge ++ (U)
    凶Materia Keeper
    HP: 330,000
    Target Score:
    • Reduce the Materia Keeper's attack.
    • Reduce the Materia Keeper's magic.
    • Reduce the Materia Keeper's defense.

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

    Moveset:
    Attack (PHY: ST 110% physical)
    Big Horn (PHY: ST 266% physical)
    Hell Combo (PHY: ST 344% physical)
    Trine (NAT: AOE 390% magical thunder)
    Cura (WHT: Self recover HP)

    (Weak/V Weak only) 凶 Hell Combo (NAT: FRST HP=1)
    (Weak/V Weak only) 凶 Trine (NAT: BRST 50% maximum HP damage, 303% chance)

    Notes and Strategies: This is a mixed fight, but all of his physical hits are Taunaliatable. So you can leave protect at home if you so wish.

    His weak mode attacks affect the front row only (Hell Combo) or are gravity based (Trine).

    Cid Mission: No weaknesses to exploit or tricks here. Just tank and spank.

    Equip ranged weapons or abilities and gravity accessories on your group if you can, because thats a big part of this fight.

    Those Who Fight Further (Apoc +)
    滅Diamond Weapon
    HP: ???
    Target Score:
    • Exploit Diamond Weapon's weakness to lightning attacks.
    • Reduce Diamond Weapon's attack.
    • Reduce Diamond Weapons's magic.

    Weak: Lightning
    Absorbs: None
    Resist: None
    Null: Poison
    Vulnerabilities: None

    Moveset:
    (Default only) Attack (PHY: ST physical)
    (Default only) Light Bullet (NAT: ST magical fire)

    Stomp (NAT: ST physical)
    Trample (NAT: AOE physical)
    Triple Light Bullet (NAT: RT magical fire, 3 hits)

    (Weak/V Weak only) Light Bomb (NAT: ST piercing magical fire)
    (Weak/V Weak only) 凶 Double Light Bullet (NAT: RT piercing magical fire, 2 hits)

    (Core Open only) 凶 Diamond Flash (NAT: AOE piercing magical non-element)

    Notes: Thankfully, the previous version of this fight is gone with triggering physical immunities.

    Sadly, were now under a "5 turns until piercing magic death" mechanic.

    At 70% and 40% HP, a 5 turn countdown will begin until the core opens and Diamond Weapon uses Diamond Flash. To stop the countdown, 180,000 and 110,000 damage, respectively, must be done to Diamond Weapon to avert the countdown.

    DW sports a mixed attack set, so you'll want both mitigation forms. His magic attacks are majority fire based, so pack those for resistance options.

    Lightning is an easily exploitable element though. So just watch your countdown.

    Jump Start Notes: No changes from the previous fight.

  3. #3
    Queen of the Pity Party
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    do we need earth, water, wind, fire, and heart SBs to complete this mission?

  4. #4
    Ridill
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    Quote Originally Posted by Yuri-G View Post
    do we need earth, water, wind, fire, and heart SBs to complete this mission?
    Just an 8* Mako Shotgun for your lvl 1 Rufus or Angeal's SSB of insanity.

  5. #5
    Ridill
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    Asura

    Also called the "Legend Dive Shelke and get out" event!

  6. #6
    D. Ring
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    Diabolos

    Its also is our last 7 event for the next 7+ months. Also gonna pull on banner 1 since only dupe is Aerith SSB and I would like to get some good dark relics for Magicite beyond Seph SSB2, Jecht BSB, and Kuja BSB.

  7. #7
    Relic Shield
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    SHELKESHELKE SHELKE SHELKE

  8. #8
    Relic Shield
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    This was an uneventful event.

  9. #9
    BG Medical's Student of Medicine
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    Demolished this event.

  10. #10
    Salvage Bans
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    Relm USB
    Noctis SSB
    Cloud USB, BSB2
    Lightning BSB2
    Sephiroth BSB2
    27.34 secs

    so I just endlessly farm Major Dark orbs now?

  11. #11
    Cake Mix
    Sweaty Dick Punching Enthusiast

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    Cakey Yama
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    Leviathan
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    Unicorn

    Noctis SSB OSB
    Lightning USB BSB2
    Alph BSB USB
    OK BSB SSB (Healer one)
    Cid Raines BSB

    21.72 (this was after I took Seph for the mastery and killed in like 27 because all he had was SSB lol)

  12. #12
    Ridill
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    Quote Originally Posted by Sumy View Post
    Relm USB
    Noctis SSB
    Cloud USB, BSB2
    Lightning BSB2
    Sephiroth BSB2
    27.34 secs

    so I just endlessly farm Major Dark orbs now?
    Yes, enjoy! Major Darks are very valuable even for future hones, almost everything uses them lol.

  13. #13
    Prime Minister of Salt

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    What make Shelke so great? Having her BSB or ???

  14. #14
    A. Body
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    Gilgamesh

    she's really good for speedruns if you do her LD, no SBs required really. support 5 for wrath/entrust combo, and her LD gives initial haste + 3x noncharge so you can get buffs + entrust bar up and running very quickly.

  15. #15
    Pseudo-Elitist
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    Leviathan

    So... is anyone actually farming this? 7 stamina a fight and like 9 min to clear, end up taking like 8 hours of grinding to drain a bar.

  16. #16
    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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    You would burn 2 stam per run. Non stop. It would take you 90 runs times 10 minutes = 15 hours to use 180 stam.

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