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  1. #1
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    FFRK - The Greatest Hunt (VI) Event & Strategies



    "Hey! Call me a 'treasure huner' or i'll rip your lungs out." - Locke

    Locke is driven to protect women he meets, instantly promising to help Terra and Celes despite them being former imperial soldiers. His want to protect women is due to unresolved guilt over a past incident which he struggles with. The incident was a key reason he joined the Returners, and although he blames himself, he is angry at the empire for their involvement.

    After the fall of the World of Balance, the estranged Locke hears a legend of the legendary esper Phoenix said to revive the dead. He wants to use it on Rachel and heads for the Phoenix Cave where the rest of the party locates him and invites him to Kohlingen. Locke uses the esper to revive Rachel who tells Locke to stop feeling guilty.

    She dies again, restoring Phoenix to life. Locke, exculpated, joins Celes and the others to fight Kefka.


    Event Start Date: January 4
    Event Bonus Battle: January 7
    Event End Date: January 14

    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...mb&sh=cd2df1ed

    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:
    Locke's Necklace - Accessory. Atk +15 and moderate Ice resist.

    New Characters Acquired:
    She's a general, not some opera floozy.

    Dress Spheres Acquired:
    Not a word of this to anyone, O Shrouded One...

    Old Characters Acquired:
    Locke
    Terra
    Sabin
    Celes
    Strago

    New Memory Crystals:
    These are a little large, but it'll do!

    Old Memory Crystals
    Locke MC1/MC2
    Terra MC1/MC2
    Sabin MC1/MC2
    Celes MC1
    Strago MC1/MC2

    New Record Materia:
    Hey squidball, don't you ever learn?!

    New Record Sphere
    It's a little tight, but the price was right.

    New Legend Materia
    • Strago "Hunter of Secrets" - Small water damage up.
    • Strago "Bonds of Hope" - Low chance to cast low MaxHP% medica when receiving damage from enemies.

    Cid Missions
    • Beat '凶++ Mobliz' with a party consisting of only FF6 synergy characters, which must include Locke.

    Relics
    Some view this as a trap banner because of Onion Knight next event (we hope).

    What it really is, is a one stop Terra/Celes/Locke shop for 3 of FF6's most popular and enduring characters. Not to mention the addition of some decent utility further down the banner, and the LM's are generally good ones (double cast, m blink w/ ability use).

    It's also a big chance at +fire gear on banner 1, and +water on banner 2. The big items are sadly RS locked, but the armor items aren't.

    Banner 1:

    Locke gains an Ultra that carries on his fire typing, pairing random physical hits with imperil fire and a "Flame Hunt" chase. When Locke uses fire element abilities, he will follow with a single hit of Thief physical damage with a 35% chance at a minor imperil fire proc. His BSB2 also returns here.

    Terra is the real draw on this banner, honestly. She can be a wrecking ball of flame when dived, and her USB helps her do that. ST 10x of fire/non magic damage with en-fire and a EX mode 'Magitek' - Mag +30% and untyped doubled cast speed for 25 seconds. Keeping her in that state should be no problem with how fast she would get damage off.

    Additionally, she finally received an updated BSB. 8x ST fire/non with en-fire on entry is pretty vanilla, but Cmd1 is 4x that receives a potency bonus when hitting weakness and Cmd2 is 2x AoE Mag/Def bargain.

    While a repeat, Mog's BSB is here and its a pretty well rounded Sage boost with party Hastega, and instant Curaga + High Regen, and Magic Breakdown Cmd 2.

    The rest of the banner is repeats, with Terra's OSB, Locke's BSB2, Celes' Grand Cross BSB2, and Relm + Sabin SSB medicas.

    Banner 2:

    Missed water on the FFX banner? No worries, as Strago is here to help!

    Strago's OSB is a water/earth magic hit that receives a potency boost based on weakness. His BSB and high utility Mighty Guard SSB show up here as well.

    Sabin finally gets a little blitz love, though no suplexes yet. His Ultra is 10 hits of fire/non damage, self Atk/Res +30%, 1 CT0 charge, and a 'Phoenix Fist' chase that is triggered by fire abilities. The chase is essentially Lifebane, dealing 3-6 hits based on atk threshold. Sabin's BSB returns as well.

    Locke's CSB is technically a reappearance here for global.

    Relm's Last Stand BSB, and Umaro's BSB and SSB round out the leftovers here.

    Legend Materias:
    • Banner 1 - Locke: Begin the fight with en-fire.
    • Banner 1 - Terra: Moderate chance to doublecast fire element abilities.
    • Banner 1 - Celes: Moderate chance to doublecast Spellblade abilities.
    • Banner 2 - Strago: Moderate chance to doublecast water element abilities.
    • Banner 2 - Relm: 27% chance to add MBlink when casting White Magic heals.
    • Banner 2 - Sabin: Atk buildup based on # of Monk abilities used. 2 -> 34%.

    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...1t&sh=4a82f65b

  2. #2
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    Bonus Battles
    Narshe
    Ice Dragon
    HP: 69,489
    Target Score:
    • Defeat the Ice Dragon without being KO'ed.
    Weak: Fire
    Absorb: Ice
    Resist: None
    Null: None
    Status Vulnerabilities: None

    Valigarmanda
    HP: 79,051
    Target Score:
    • Defeat Valigarmanda without being KO'ed.
    Weak: Fire
    Absorb: Ice
    Resist: None
    Null: Everything Else
    Status Vulnerabilities: None

    Notes: RW Terra OSB/USB.

    Use one on Ice Dragon, the other on Vali. Done.

    The Opera House ++
    Earth Dragon
    HP: 178,478
    Target Score:
    • Defeat the Earth Dragon without being KO'ed.
    Weak: Wind, Water
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: None

    Notes: Enough mixed mitigation needed to keep you honest, but primarily a magic fight.

    Kefka's Tower +++
    Skull Dragon
    HP: 204,985
    Target Score:
    • Defeat the Skull Dragon without being KO'ed.
    Weak: Fire, Holy
    Absorbs: Poison
    Resists: None
    Null: None
    Vulnerabilities: None

    Notes: Only 2 attacks can damage you, the dangerous one being a ST magic fire attack.

    Real danger here is Confuse or Disaster (Silence/Confuse/Blind/Doom) so ending the fight quickly is the best mitigation.

    Ultimate + Apocalypse Battles
    Phoenix Cave
    凶Red Dragon
    HP: 280,000
    Target Score:
    • Exploit the Red Dragon's weakness to ice attacks.
    Weak: Ice, Water
    Absorbs: Fire
    Resists: None
    Null: None
    Vulnerabilities: None

    Notes: 2 main things to look out for here: Runic won't save you much as the magic is mostly NAT, and putting up reflect will earn you a Dispel cast.

    Mostly magic based, but it gains a relatively weak AoE physical counter when in Weak phase. Getting his once or twice by it is probably okay to forget protect, but if the fight is gonna drag it can hurt weaker parties a bit with bad RNG.

    His only piercing attack is also holy element.

    Mobliz
    凶Phunbaba (Humbaba)
    HP: 340,000
    Target Score:
    • Reduce Phunbaba's magic.
    Weak: Poison
    Absorbs: Lightning
    Resist: None
    Null: None
    Vulnerabilities: None

    Moveset:
    Attack (PHY: ST 110% physical)
    Thundara (NAT: ST 490% magical thunder)
    Thundaga (BLK: AOE 342% magical thunder)
    1000 Needles (NAT: AOE 1000 damage)
    Solar Plexus (NAT: ST 422% physical)
    Counter 1000 Needles (10%|10%|15% response to physical attacks; NAT: AOE 1000 damage)
    Counter 1000 Needles (10%|10%|15% response to black or white magic; NAT: AOE 1000 damage)

    Notes: His pattern really only chances in the frequency of his 1000 Needles counter between phases.

    He has a bit of everything though, so bring both physical and magical mitigation. Thunder resist is the order, since 100 Needles is fixed damage and not gravity based.

    Cid Mission: Don't forget that Locke is a requirement for the CM.

    Mog can help lessen the counter chance with breakdowns as dances don't trigger it. Runic will only help you a bit here, but Celes may be a bring simply for Bioga Strike access.

    If you're lower level, it can help to bring a 2nd healer here (which Mog can cover as well) to deal with an unlucky bout of counter needles. 340k HP can be a bit to chew through since Poison isn't a widely available element.

    If you have some in-realm pieces available, RW Way Quistis BSB would be smart and can neglect Wall.

    Floating Continent (Apoc +)
    滅Atma (Ultima Weapon)
    HP: 480,000
    Target Score:
    • Win with at least 3 characters alive.
    Weak: Fire
    Absorbs: None
    Resist: Fire
    Null: None
    Vulnerabilities: None

    Moveset:
    (Default only) Attack (PHY: ST 110% physical)
    (Default only) Flame (NAT: ST 490% magical fire)
    (Default only) Flare (BLK: ST 410% magical non-element)

    (Weak/V Weak only) Mind Blast (NAT: ST 490% magical non-element, 78% chance to Paralyze)
    (Weak/V Weak only) Flarestar (NAT: AOE 486% piercing0.57 magical non-element, ignores Magic Blink)
    (Weak/V Weak only) Fira (BLK: ST 490% magical fire)
    (Weak/V Weak only) Bio (BLK: ST 490% magical bio, 78% chance to Poison)
    (Weak/V Weak only) Graviga (BLK: ST 303% chance to 50% current HP gravity)
    (Weak/V Weak only) Quake (NAT: AOE 390% magical earth)
    (Weak/V Weak only) Tornado (NAT: ST 410% magical wind)
    (Weak/V Weak only) Meteor (NAT: AOE 438% magical non-element)
    (Weak/V Weak only) Full Power (NAT: AOE 300% physical)

    Notes: 2 big things here. Maybe 3.

    1. Heavily magical, but bring at least one form of physical mitigation because Full Power hurts just enough without it.

    2. Be prepared for healing after 70% with the piercing Flare Star going off. Can't MBlink it.

    3. Gravity happens on 4th turn in Weak Phase and 2nd turn in Very Weak. If you don't bring KO accessories (of which FF6 has 2 majors...hint) time a medica for these as well.

    Most of the magic is NAT, so don't bother with Runic. Lot of elemets used as well, so going with KO Resist and breaking down magic as much as possible looks like the smarter route.

    Finally, Ultra Cure may be preferred as Paralyze can proc often enough to be a headache.

    Jump Start Notes: After a long while, the JS actually has a different fight.

    滅Atma (Ultima Weapon)
    HP: 620,000
    Target Score:
    • Win with at least 3 characters alive.
    Weak: None
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: None

    Atma's attack pattern remains the same as the Apoc fight, but you'll just be taking more damage. Note that the fire weakness is gone now as well.

  3. #3
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    Hey that's a zidane style ultra!

  4. #4
    Professional Pixel Pusher
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    I have already cleared the current released content. Hopefully I'll be able to get another MCIII out of this event.

  5. #5
    BG Medical's Student of Medicine
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    You will.

  6. #6
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    This was the first Multiplayer to give me issues in a while - between Tarra USB/OSB, Relm USB, Mog BSB, Celese BSB2, and Sabins new USB (which is almost like a fire based 'A Day to Remember') I was hoping to do a Realm -Synergy Team, since this team blew away every other content from the event (swapped out Mog when Locke was required for CM).

    I would always be OK, until the first, Atomic Beam (I think it's called), it just hit too dang hard - after the fifth attempt I finally had to swap out Mog for Tyro (for wall). Then it was doable.

    Havn't had to go online for multiplayer in almost 2 months now - it's so nice not having to deal with that crap.

  7. #7
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    How hard are future jump starts? After the first few they released they've all been pretty easy.

  8. #8
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    Quote Originally Posted by hyoton View Post
    How hard are future jump starts? After the first few they released they've all been pretty easy.
    Event JS were never hard due to 3 SB bars

  9. #9
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    Quote Originally Posted by Ratatapa View Post
    Event JS were never hard due to 3 SB bars
    Yeah that's more or less true, but at least torment bahamut was hard at the time it came out. The recent torment jumpstarts have gone the way of events.

  10. #10
    Pandemonium
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    I feel like some of the Torment JS were harder mostly due to the CMs otherwise they're usually a joke. Here they buffed Ultima quite a bit and removed her weakness to fire but it's still a fight where you have full SB bars lol.

  11. #11
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    Quote Originally Posted by hyoton View Post
    Yeah that's more or less true, but at least torment bahamut was hard at the time it came out. The recent torment jumpstarts have gone the way of events.
    I said event JS not torment

  12. #12
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    Quote Originally Posted by Ratatapa View Post
    I said event JS not torment
    I know but I"m talking about all jumpstarts!

  13. #13
    BG Medical's Student of Medicine
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    Wait until 3rd anniversary.

  14. #14
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    Good jumpstart fight for 3rd anni?

  15. #15
    BG's most likeable Québécois
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    Quote Originally Posted by hyoton View Post
    Good jumpstart fight for 3rd anni?
    Think it's Ozma or AV or emerald weapon forgot who is who lol

  16. #16
    BG Medical's Student of Medicine
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    Ozma is 3rd

  17. #17
    Pandemonium
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    Yeah it's Ozma. AV was a special MO boss for the XI event and the Weapons are in 6 months (Diamond, Ruby, Emerald, Sapphire and Ultima).

  18. #18
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    Boundless ozma d450 isn't a jumpstart though?

  19. #19
    BG Medical's Student of Medicine
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    Correct, we also get broken jump starts.

  20. #20
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    What are the broken jumpstarts in 3rd anniversary?

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