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  1. #1
    Ridill
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    Gilgamesh

    FFRK - Adventurous Spirit (V) Event & Strategies



    Blue Gartr Exclusive: Leaked footage of a sub 30 D-Whale Torment attempt!

    Spoiler: show


    Don't forget to equip Time Mage Lenna with appropriate gear. This is also pre Galuf Whm 4 upgrade.


    "Like they say, 'no road is long with good company.'" - Butz

    "This is far from the strongest of swords!" - Greg

    Bartz was born in the village of Lix where he lived with his mother Stella and his father Dorgann. Bartz's mother died while he was still young, and his father fell ill and died when Bartz was seventeen. Following his dying wish, Bartz traveled the world and found a chocobo separated from his flock whom he named Boko who became Bartz's steadfast companion and steed.

    Three years after Dorgann's death, Bartz is in the Tycoon area when a meteorite falls from the sky. On the impact site he finds a young woman, Lenna, being attacked by goblins. He helps her out, and they find an amnesiac old man named Galuf in the meteorite's wreckage. Lenna explains she must go to the Wind Shrine and Galuf joins her when he realizes he is going there too.


    Event Start Date: July 26
    Event Bonus Battle: July 29
    Event End Date: August 6

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

    Much info for the event comes from this thread and its related links: https://www.reddit.com/r/FFRecordKee...1c&sh=9bcf6561

    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:

    Bartz' Earring - Accessory 5*: Atk +15 and moderate fire resist.

    New Characters Acquired:

    Enough expository banter!

    Dress Spheres Acquired:

    Now we fight like men!

    Old Characters Acquired:

    Lenna
    Galuf
    Bartz
    Faris
    Krile

    New Memory Crystals:

    An ladies! And ladies that look like men!

    Old Memory Crystals:

    Lenna MC1/MC2
    Galuf MC1/MC2
    Bartz MC1/MC2
    Faris MC1/MC2
    Krile MC1/MC2

    New Record Materia:

    For Gilgamesh,:
    • it's morphing time!



    New Record Dive

    Have at you!

    New Legend Materia:

    Spoiler: show
    No New Additions:


    Acolyte Archives
    • Beat 'Witch of the Forest 凶++' with a party consisting of FFV synergy characters.
    • Beat 'Imprisoned Convict 滅++' with a party consisting of FFV synergy characters.



    Balance Changes

    Galuf - White Magic 4*

    Relics

    This is one of those above average banners until next fest. It is great in some instances (Bartz) and good in others (Lenna), but overall for a quality V realm banner with a strong mix of everything for in-realm Torment dealings, these offer good options.

    I'd say the only downside is lack of Greg items, but he was just prevalent in the last fest so it's understandable. Fire samurai stuff returns with Auron in the next FFX event.

    Future Event Banner Comparison:

    https://www.reddit.com/r/FFRecordKee...al&sh=808e56b0

    Good news and bad news time.

    'Bartz spellblades all the things' B1 and 'Krile learns to use tactical orbital nukes' B2 share a lot...8 items. Krile, also, gains a lot of good fire mage stuff on B2 with her event - but FFRK is swamped with fire mages as is. The next V event is also likely to happen shortly after our Fall Fest so availability may be an issue.

    Of note, next V event is a lot better for +element gear but is heavily skewed towards fire.

    There is also the consideration that the banners at that point would have started transitioning to Brave USB's and from past meta transitions (SSB to BSB, BSB to OSB/USB) those early banners can get a little rocky until the format finds itself.

    tl;dr - You can wait an event for a good to great V banner pool, but the timing of this event is good in that you can recover some mythril for next fest where as next time you may be out of mythril and wanting to pull.

    Element Boosts:
    Spoiler: show
    Banner 1:
    • Wind: Bartz ASB
    • Fire: Bartz Glint, Krile LMR


    Banner 2:
    • Earth: Galuf USB, Dorgann USB, Dorgan BSB
    • Dark: Ex-Death BSB


    Ultra EX/Chase Type Glossary:
    Spoiler: show
    Rules of thumb:
    1. Stat buffs from the EX mode have a unique ID and will stack with everything.
    2. Many USB’s come with a built in class damage boost. These are separate from the iteration class boosts and do stack.
    3. EX modes last 15 seconds, while buffs provided by the USB entry last 25 seconds. (Terra is an exception, with her EX Mode lasting 25 seconds).


    Special Effects:
    • General Boost: These can be anything specifically tied to the EX Mode - HP Stock, Crit Fix, Cast Speed, Element Boost, Stat buffs, and even Break Damage Limit. This will stack with every other buff on the user, including other EX Modes.
    • Rank Boost: This provides a damage boost scaling with the rank of the ability used. The boost starts out at ~5% for R1 increasing to ~30% for R5+.
    • Class Boost: This provides a flat damage boost for a specific class of abilities (Knight, Black Magic, etc). Generally weaker than the Rank Boost at ~15-20%, but applies to all abilities under that class - including Burst commands.
    • Chase: Follow up attack(s) triggered by using abilities of a specific element or school while under the EX Mode. The number of these chase attacks can be random, reliant on the rank of the ability used (Rank Chase) or status of the user (Status Chase).
    • Cycle: Unit receives a quickcast or instacast charge when using abilities tied to a specific element or school – generally meant to be used in repetition for maximum effect.
    • Build Up: A gradient damage boost toward a specific ability school based on the number of ability uses from the start of the battle to when the EX mode is applied. This buff is not tied to EX mode duration, and will persist whenever the EX mode is active.
    • Wind Up/Finisher: Generally applying to Summoners, this will provide additional damage based on the sum total of all type (class or element) damage done during EX mode when the mode expires. The unique aspect of this is that a recast of the USB will count toward the exit damage of the previous EX mode.
    • Phantom Cast: This effect will auto cast an attack every few second at a set rate independent of the character. The number of attacks or potency is not reliant on any outside factors (Haste, Slow, QC) and will generally produce 4 actions per EX Mode.
    • Cheer: This will grant a party wide effect after using a triggering ability. For example, Marche will triple the cast speed of every front row party member (himself included) for 1 turn after he uses a Knight ability.
    • Ability Double: This will guarantee that an ability will cast 2 times per use at the cost of 2 hones. The first cast can trigger appropriate W-Cast materia for a total of 3 hits, but the additional hits will not generate SB gauge.



    Banner 1:

    Bartz joins Celes in mastering the Mystic Knight Job with his new USB. 10x ST hits of wind/water/fire/earth damage, and EX Mode 'Four Crystals' - Spellblade Class Boost *AND* Spellblade Build Up maxing out at 40% - giving him a total boost of 70%. When his EX mode expires, Bartz will deal one additional overflow Exit hit based on 35% of his Spellblade damage done.

    Where his old USB is an amazing chain builder, this one is obviously centered on damage.

    His AOSB is the usual 3x hit with the four usual FFV elements, but it does not suffer a multi-element tax.

    Finally, his Glint is another notch in his Spellblade belt - a Spellblade rank boost and Fastcast for 15 seconds.

    Sadly, Lenna is not as fortunate as her companions. She seems to always be a half step behind for healers in relation to the current meta and this time is no different. Her new USB, while not instant, is finally a Curaga medica with Stoneskin and Last Stand. Considering she kind of longs for a tried and true pure healer USB, this is as close as we are likely to get.

    Galuf gets a good enough upgrade, after his laughingly meme worthy USB 1. He brings the physical 2.0 earth chain to the party.

    Faris gets a copy of Lion's Vaan themed BSB for her second offering: Instant 8x wind/fire ranged hits with Atk/Def breakdown. As Faris' commands are sadly Support school and not Thief, they don't benefit from faster cast times. To compensate, she gains an extra hit. C1 is 2x wind/fire with Attack BD, while C2 is Armor BD.

    Finally, Krile gains a mixed bag BSB2 for her new offering. 8x ST fire/non hits on entry pair with imperil-fire. She ditches the status shenanigans, and both commands are the usual Black Magic school with C1 a fastcast 4x fire/non attack and C2 with a 2x AoE fire/non attack and Mag/Def bargain. No enfire, but thats what her LMR is for right?

    Returning Items:

    Bartz: Wind BSB
    Lenna: BSB1
    Galuf: BSB2

    Banner 2:

    All reruns, but of note is the rare +earth weapons (Galuf hammer and Dorgann sword) and the even more rare +earth armor (Dorgann BSB).

    Bartz USB1 reappears, and don't sleep on Dorgann for an earth Knight. His USB is self contained 5 hit Earthbringer boost with a chase.

    Returning Items:

    All

    Legend Materias:
    • B1 - Krile: Small chance to w-cast fire abilities.
    • B1 - Galuf: Begin the fight with Fastcast x3.
    • B1 - Bartz: Very small chance to triple cast Spellblade abilities.*
    • B1 - Lenna: Small chance to cast medica when using White Magic abilties.


    *Bartz LMR is not a real triple cast. When it procs, it will add 2 additional uses on a Spellblade ability. When paired with a w-cast for Spellblades, you can potentially deal 4 hits (Cast + W-Cast + LMRx2) with 1 ability use.

    • B2 - Faris: Physical Damage boost. +3% for every stat break on enemy, +20% for all 5.
    • B2 - Dorgann: Begin the fight with en-earth.
    • B2 - Galuf: Small chance to w-cast Monk abilities.
    • B2 - Kelger: Small chance to gain P.Blink x1 after using Ninja abilities.
    • B2 - Exdeath: Begin the fight with en-dark.



    Relic Discussion
    https://www.reddit.com/r/FFRecordKee...t8&sh=1fdb3ece

  2. #2
    Ridill
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    Gilgamesh

    To the void with you!

    Ultimate + Apocalypse Battles
    Secrets of the Dead
    凶Necrophobe (w/Barrier 4x)
    HP: Necrophobe: 200,000* - Barrier: 50,000
    Target Score:
    • Defeat Necrophobe with 3 or more heroes not KO'ed.

    Weak: Omni (Necrophobe - Barrier Down)
    Absorb: None
    Resist: Dark
    Null: Barrier - Earth
    Status Vulnerabilities: None

    *Greg will appear after dealing 150,000 worth of damage to Necrophobe and finish the fight off.

    Notes: Nothing different from previous Necrophobe fight. You'll have to take out the barriers first (magic only) before Necrophobe (mostly magic, token physical with some gravity) will be vulnerable.

    Do note that the barriers will counter lightning/holy/posion/ice damage with an AoE blind so watch those Valigarmanda casts.

    Gigas Armlets are a go too, as the elemental output included fire/ice/lightning and no water.

    This fight is a little more forgiving than other Necrophobe fights of their time, because the barriers won't start out with heavy damage fast. They will output some hurt though if you let them survive too long.

    Witch of the Forest +
    凶Calofisteri
    HP: 370,000
    Target Score:
    • Defeat Calofisteri with at least 3 characters not KO'ed.

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

    Notes: A new fight for FFRK, honestly. Don't recall we have ever fought this one before.

    100% magic btw. Leave protect alone. Additionally, all the damage attacks (spare the lone weak Drain) are poison element. She can stop, but it is wildly inaccurate.

    Reflect will be used on her 2nd turn, so mages will need a dispel. Her AI can also be manipulated as it differs between Reflect and No Reflect status. If someone in your party has reflect, Calofisteri will have a tendency to cast buff spells on that member and bounce them onto her - slowing down her damage output a good amount. Keep that in mind for those with weaker realm coverage - Red XIII's RM2 has auto-reflect.

    Acolyte Archive:

    No real weaknesses, no counters, and nothing mandating a specific class. Bring who you want.

    Squiring Guard of Hell (Apoc +)
    滅Catastrophe
    HP: 500,000
    Target Score:
    • Defeat Catastrophe with 2 or more heroes not KO'ed.

    Weak: None
    Absorbs: Earth
    Resist: Omni (50%)
    Null: None
    Vulnerabilities: None

    Notes: Bring your regular buff suite. You'll want both mitigation forms here for sure. But lean into the magical mitigation, as the piercing damage is of that variety.

    Affliction Break may be the real winner here. Petrify can afflict you with a 30% chance, and Catastrophe will used an AoE earth imperil attack at phase shifts (70% and 40%) dealing earth magical damage.

    Additionally, Affliction Break should allow you to pack earth resist accessories over needing petrify resist.

    Outside of that, the fight is not a technical one. Biggest hurt is honestly the omni-resist.

    Imprisoned Convict (Apoc ++)
    滅Azulmagia
    HP: 610,000
    Target Score:
    • Defeat Azulmagia with 2 or more heroes not KO'ed.

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

    Notes: Magic is your chief worry, along with gravity. There are a few physical threats, but it's up to you to worry about them or not - they aren't anything serious.

    This is also as close as FFRK will likely get to seeing Blue Mage. And the fight set-up really shows a classic Blue Mage from the series.

    Pro/Shell at the start of the fight, so you'll want a dispel for sure. He can also AoE Blind - so be aware for physical hitters. ST Def/Res breakdown (does NOT overwrite Wall) is available for him to use, as is the usual '?????' spell dealing damage based on how much HP you are missing. Thankfully, gravity resist can take care of that.

    Roulette will be used on the 8th turn, and it does exactly what you think it does. Make sure your party is topped off (or Galuf is invincible) so that it lands on Azulmagia and makes him waste the turn.

    Galuf can also be used to draw Death Claw to him while under invincibility status (99% Current HP, 102% paralyze). Azulmagia will start to use the move when under 40% HP, so don't let him hang around too long.

    Finally, Mind Blast can hit 3 members with a good rate of Paralyze and Sap affliction. Affliction Break + Ultra Cure over Curada will allow you to pack the KO resist accessories.

    Acolyte Archive:

    No native poison users in FFV? Rev up those Chain Biora's!

    In-realm means of damaging Azulmagia's weakness are pitiful (Bioga Strike) to average (Chain Biora). The good news is that he doesn't resist anything, so SSS and Omega Drive in the right hands can deliver some punishment.

    Really, even for in realm, the fight comes down to managing turns and statuses. As mentioned above, slotting Affliction Break and opting for Ultra Cure can allow you to run KO Resist on accessories. Otherwise, mind your HP for the targeted abilities (Roulette, Death Claw) and save a little oomph to burn down that last 40% fast.

    Galuf w/Peerless can do some work here. Keep that in mind.

  3. #3
    Relic Shield
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    Faris can thf 5 for poison leaves!

  4. #4
    Salvage Bans
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    Catastrophe's crits hurt, lost a medal to damage, no one died though...

    Azulmagia was easier than I expected... roulette kept targeting him.

  5. #5
    Ayn
    Ayn is offline
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    Sylph

    I only came to give a nod to Kirin for the always amusing (and thorough) event write-ups.

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