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  1. #1
    Ridill
    Join Date
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    Gilgamesh

    FFRK - Unswayed By Phantoms - (XII) Event & Strategies



    "I will search out the Sun-cryst." - Ashe
    "'History is built by our hands.' That's his favorite line..." - Balthier

    During their travels they learn that the Empire is after the magickal stones of unimaginable power known as nethicite. They learn the pieces of deifacted nethicite were granted to mankind by the shadowy immortals who deem themselves the Gods of Ivalice: Occuria.

    A rogue Occurian has lent its support to Archadia to overthrow the rest of the Occuria's rule, who have backed the descendants of Dynast-King Raithwall, and who now want Ashe to be their new Dynast-King. During the ensuing political turmoil Vayne becomes Emperor and Ashe's uncle of the supposedly neutral Skycity of Bhujerba assembles a Resistance army to free Ivalice in a response to Vayne's bid for world domination.

    Ashe must decide whether to wield the power granted to her by the "Gods" to free her kingdom, or whether to put faith in mankind being able to govern themselves free from Occuria's manipulations.


    Event Start Date: December 21
    Event Bonus Battle: December 24
    Event End Date: December January 1

    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...13&sh=0756806e

    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:
    Diamond Armlet: Moderate Petrify and holy resist.

    Flame Offering: 5* Machinist. 2x ST ranged fire attacks with a minor chance of minor imperil fire.

    Flame Snipe: 5* Machinist. Fire element Tempest Snipe.

    Frost Snipe: 5* Machinist. Ice element Tempest Snipe.

    The 5* Dance heavy amount/short duration debuffs came with this event in JP, but we may get them with Bra Bra 3 instead.

    Crash Tango: 5* Dance. Large Def/Res reduction on all enemies.

    Smash Jitterbug: 5* Dance. Large Atk/Mag reduction on all enemies.

    New Characters Acquired:
    Don't believe Ondore's lies!

    Dress Spheres Acquired:
    Don't believe Ondore's lies!

    Old Characters Acquired:
    Ashe
    Vaan
    Balthier

    New Memory Crystals:
    Don't believe Ondore's lies!

    Old Memory Crystals
    Balthier MC1/MC2
    Vaan MC1/MC2
    Balthier MC1/MC2

    New Record Materia:
    Don't believe Ondore's lies!

    New Legend Materia
    • Penelo's "Outspoken Girlfriend" - Small White Magic healing up.
    • Penelo's "Aspiring Dancer" - Medium chance to additionally cast Medica when using Dancer abilities.

    • Basch's "Sincere General" - Small Knight damage up.
    • Basch's "Vow of Protection" - Medium chance to cover ally from physical dmg with a large damage reduction.


    New Record Sphere
    Don't believe Ondore's lies!

    Cid Missions
    • Beat 'Shrine on Mt. Bur-Omisace' with a party which must contain at least 1 FF12 character.
    • Beat 'Sochen Cave Palace' with a party which must contain at least 1 FF12 character.
    • Beat 'Draklor Laboratory' with a party which must contain at least 2 FF12 characters.
    • Beat 'Feywood' with a party which must contain at least 3 FF12 characters.
    • Beat 'EX Guardians of the Ancient City' with a party which must contain at least 3 FF12 characters.
    • Beat 'EX++ Bringer of Order' with a party which must contain at least 3 FF12 characters.
    • Beat '凶 Ancient Weapons' with a party which must contain at least 3 FF12 characters.
    • Beat '凶++ Demon Wall' with a party which must contain at least 3 FF12 characters.
    • Beat '滅+ Three-Sided Artificial Dragon' with a party which must contain at least 3 FF12 characters.
    • Beat (Revenge) '凶++ Revived Tyrant' with a party consisting of only FF12 characters.


    Relics
    If there's such a thing as a trap banner that's actually good, this is it.

    With the revised SuperFest soon for global, along with the 3 lucky pulls, Terra mega-banner and OK not too far off...the good prospects here are frightening even without Shantotto.

    Especially without Shantotto.

    Good mix of thunder/fire/dark coverage, very little elemental boosts are RS locked, and the SSB's that are sticking around here have practical and useful secondary effects for the most part.

    Do note that if you pass here, a lot of the major stuff is on the Larsa/Vayne banner in a few months.

    Banner 1:

    T.G. Cid who?

    Ashe maintains her thunder element pairing with her USB, with a 10 hit ST thunder/non entry, self Mag/Res buff, en-thunder, and chases all Black Magic school ability uses with 2-6 hits of thunder/non damage. Hits are based on ability rank, with 1* abilities offering the 2 hits and 5-6* abilities offering 6 hits.

    Balthier's USB certainly plays off his fire alignment and role as the Leading Man. 10x ST ranged fire/non damage with a self quickcast charge and en-fire. Additionally, Balthier will gain an addition quickcast use for every Machinist ability used. His BSB2 and en-fire SSB return here as well.

    Vaan's USB, Penelo BSB2, Larsa's Astra BSB, Reks' BSB and medica SSB also appear here.

    Banner 2:

    Bash's USB isn't as good as the other Knight's, but that doesn't mean its bad. 10 ranged ST holy/fire damage, en-holy, a self Def boost, and increases Knight ability damage based on the rank used. His BSB and physical blink SSB appear as well.

    Penelo's USB, most of Gabranth's stuff, Vaan's magic crippling BSB, and Ashe's still en-element "untaxed" BSB is everything else here.

    Legend Materias:
    • Banner 1 - Ashe: Begin battle with en-thunder.
    • Banner 1 - Penelo: Low chance to doublecast White Magic abilities.
    • Banner 1 - Balthier: Low chance to doublecast Machinist abilities.

    • Banner 2 - Basch: Begin battle with en-holy.
    • Banner 2 - Vaan: 30% increase to debuff duration.
    • Banner 2 - Gabranth: Begin the battle with en-dark.


    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...dh&sh=138d8a38

  2. #2
    Ridill
    Join Date
    Oct 2006
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    10,229
    BG Level
    9
    FFXI Server
    Gilgamesh

    Again, be aware of the reduced medal requirements for mastery. Don't waste stamina if you don't have too.

    Bonus Battles
    Guardians of the Ancient City
    Daedalus
    HP: 110,000
    Target Score:
    • Reduce Daedalus' attack.

    Weak: Holy
    Absorb: Dark
    Resist: Everything else
    Null: None
    Status Vulnerabilities: Silence, Confuse, Sap

    Pandemonium
    HP: 90,000
    Target Score:
    • Reduce Pandemonium's attack.

    Weak: Wind
    Absorb: Earth
    Resist: None
    Null: Everything else
    Status Vulnerabilities: Silence, Sap, Stun

    Notes:Both fights are 100% physical.

    Daedalus is familiar to the Apoc fights weve had in the last few XII events, just toned down here.

    Pandemonium can inflict petrify, slow, and blind - and can become immune to all damage for a few turns.

    Bringer of Order +++
    Hashmal
    HP: 160,000
    Target Score:
    • Reduce Hashmal's attack.

    Weak: Wind
    Absorbs: Earth
    Resists:None
    Null: Everything else
    Vulnerabilities: Sap, Stun

    Notes: Mixed offenses, but the magical attacks have earth element damage so you can accessorize. Quake can cause slow, however.

    Tauntaliate can neutralize his physical component.

    Hashmal will become immune to all damage for a few turns during the fight.

    Ultimate + Apocalypse Battles
    Ancient Weapons
    凶King Bomb (w/Bomb 2x)
    HP: King Bomb: 210,000 - Bomb: 35,000
    Target Score:
    • Exploit an enemies weakness to water attacks.

    Weak: Water
    Absorbs: Fire
    Resists: King Bomb: Everything else except Poison
    Null: None
    Vulnerabilities: None

    Moveset (King Bomb):

    (Default only) Tackle (PHY: ST 110% physical)
    (Default only) Fire (BLK: ST 330% magical fire)

    Tackle (NAT: ST 266% physical)
    Fira (BLK: AOE 246% magical fire)
    Chain Reaction (Force a Bomb to use Self-Destruct)

    (Weak/V Weak/Critical only) Call for Help (Spawn a Bomb)

    (Critical only) Healing (NAT: ST recover HP)
    (Critical only) Continuum (Reduce cast time to 0)
    (Critical only) Fira (BLK: ST 250% magical fire)
    (Critical only) 凶 Self-Destruct (NAT: AOE 99,999 damage, Self suicide)

    Moveset (Bombs):

    Tackle (NAT: ST 110% physical)
    Fire (BLK: ST 330% magical fire)
    Protect (WHT: ST Protect)
    Tackle (PHY: ST 266% physical)
    Fira (BLK: ST 90% magical fire)
    Self-Destruct (NAT: ST damage equal to remaining HP, Self suicide)

    Notes: The fight opens with King Bomb and two Bombs, with all 3 mobs hasted.

    Will call for new Bomb every time less than 2 bombs are alive.

    Chain Reaction is the main fear here. You can ignore the bomb, rely on last stand, and blast down the King Bomb - or - AoE everything you can and limit the times King Bomb can use Chain Reaction.

    King Bomb also uses a scripted move when 5 turns have passed in a phase, so you'll need to act quick regardless; Chain Reaction in the first 3 phases and Self Destruct in Critical.

    Demon Wall
    凶Demon Wall
    HP: 300,000
    Target Score:
    • Defeat Demon Wall before he uses Crush.

    Weak: Holy
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: Sap

    Moveset (Seymour):
    Turn 1: Back Row AoE Silence (78% Chance)
    Turn 2: Aspir (Front Row AoE Osmose)
    Turn 3: Ultimate Attack (AoE physical, 63% chance to Interrupt)
    Turn 4: Back Row AoE Silence (78% Chance)
    Turn 5:Front Row AoE Blindga (78% Chance)
    Turn 6: Ultimate Attack (AoE physical, 63% chance to Interrupt)
    Turn 7: Aspir (Front Row AoE Osmose)
    Turn 8: Front Row AoE Blindga (78% Chance)
    Turn 9: Ultimate Attack (AoE physical, 63% chance to Interrupt)
    Turn 10: Crush (AoE, 303% chance Instant KO) (will use on every turn after 10).

    Notes: You can ignore advanced mitigation, because there are only 3 damaging attacks in the fight. Bigger concerns are Silence or Blind and "gotta go fast!" levels of speed.

    Demon Wall can counter Black Magic 50% of the time with a Back Row AoE silence.

    He can also haste himself as an interrupt action. With the strict turn limit, dispel can help.

    Cid Mission: Only needing 3 XII heroes here helps in team building, but bring your heavy hitters. Ashe, Balthier, Basch, and even Fran can pump out some strong to respectable realm damage. Vaan's USB can really wreck here as well.

    Three Sides Artificial Dragon (Apoc +)
    滅Vinuskar
    HP: 450,000
    Target Score:
    • Reduce Vinuskar's attack.

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

    Moveset:
    Attack (PHY: ST 110% physical)
    Slowga (WHT: AOE 63% chance to Slow)
    Tackle (NAT: AOE 253% physical)
    Bite (NAT: ST 500% physical)
    Break (BLK: FRST 93% chance to Petrify)
    Haste (WHT: Self Haste)
    Crown (NAT: ST 570% magical holy, 48% chance to Confuse)
    Counter Attack (20% response to physical attacks; PHY: ST 188% physical, 33% chance to Sap)

    (Weak/V Weak only) 凶 Sword Dance (NAT: AOE 3500 damage)

    Notes: Slow, Petrify, and Confuse happen on scripted timers, 8 - 5 - 3 turns after their previous use respectively. Affliction Break is a need, Astra is a luxury.

    Much of the damage output is physical, but Crown hits hard and can confuse.

    Not very different from previous versions of this fight: it's a DPS race. Take it out before it takes you out. You can buy yourself some turns with a full backrow party since it will waste the petrify move.

    Jump Start Notes: Merry Christmas! No Jump Start.

    Or bah humbug, no rewards.

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