Bartz won't break rage unless you're using Blastspell strike at high chain.
Bartz won't break rage unless you're using Blastspell strike at high chain.
Well that sucks. I was breaking it with Tremor Assault on earth weak, of course I also have a 2.0 earth chain. Is fire that beefy, or is the mod that low on the 5 hit spellblade?
Weeeeelllllll, went to pull my 15 mythril on 7 realm draw.
1/11 Vincent CSB. I have his Radiant Shield BSB.
Someones about to get dived.
Blastspell - 1.1p x 4 attacks
Inferno Assault - 0.9p x 5 attacks so about a 12% damage boost on a per-hit basis.
Terra on my runs was breaking easily vs Bartz struggling on low chain. Greg Chain 2.0 so Bartz even got the relevant ATK boost while Terra was doing dirty straight up.
But now that's moot since Vincent has Machinist access so spam that Burning Offering.
Im amazed that pull worked. I have a literal minefield of accidental FF7 6*.
I love you Locke, but you're on the bench for this one.
With Vincent I alternate Offering + Ruby Spike. He does pretty respectable damage under Fire Chain. If magic, then I switch him to Meltdown/Offering.
Syldra is being as asshole this morning. Guess I'll try later.
Wow, finished fire but Bartz was irrelevant. I should have brought Axel with just his Awakening. Didn't break 10k but once on a crit at Rage 1 with 10,040 damage.
Onward to ice.
Finally remembered my Syldra turn order. Only 16 more to go.
Water-weak odin down - once again it came down to imperils. Opened with Rikku's USB w_water imperil and Rydia / Strago were doing much more damage.
Wind, Dark and (I guess) Bio left.
Pretty sure I can knock out Wind tonight, Bartz for Damage, Zack for Imperil, and Faris for Chain were doing WAY better than Cloud/Zidane combo I was tryin to use.
I'm pretending bio weak dark odin doesn't exist for the immediate future.
I've heard rumblings of going physical for it or using a realm chain with a bio user.
I inherited my Syldra with a Blade Ward instead of a Spell Ward so I decided to farm 4 more Geosgaeno's to replace the one I used.
Ice down. Wind should get me my sub 30 for austerity sake and I can wait to finish the rest.
what are people putting on their offensive 5*'s as their 2nd inherit? At the moment I've only put Fast Act lv10 on all of them but nothing is really standing out all that much for the 2nd slot. I haven't put another copy of lv15 element because I'm presently using my 4* magicite to hit that and also give phy/mag bonus. I'm thinking about doing Health Boon lv8 because so far I've prioritized lv8 blade/spell ward for my defensive magicite, which leaves some teams without a health boon, and doubling up on HB for those teams that do isn't a bad thing.
I left the extra HP Boon to a Madeen, giving me two between the Madeen and a Spell/Blade Ward blocker (Famfrit or Phoenix). I tried to pair complementing inherits to existing abilities. So Empower gets a 2nd Empower, Blade Ward is met with Spell Ward, Crit Rate is met with Crit Damage, etc.
My setup is pretty modular though, and not min/maxed at all. It goes Enpower, Dampener, Blocker, Stat Boost Madeen, and a wild card slot to let me boost whatever I need. 95% of the time I end up with 2x of everything important sans Fast Cast.
for offensives, my first inheritance was feeding a 4* with an empower + mag/atk boon. once i had my double atk/mag20 madeens made i fed the other offensive 4* and overwrote the boon with another empower, so my 5* offensives are all triple empowered now. defensives are mostly just double dampen and whatever other passive the 4* had, a couple i've overwritten with health+8 but i have a shitload of phoenixes to farm and level before i can do that for all of them. i've got a second famfrit that i stuck a blade ward + health boon+8 on that generally slots into every deck so i've always got at least a single +8 health boon.
i'm not really bothered with fastcast, i guess it'd help with some torments where speed tricks aren't abundant but anything else challenging i'm going to have enough QC where it's not gonna move the needle at all.
Finally beat Earth Odin.
So that's Fire, Ice, Water, Wind, and Earth down. Guess I'll work on the other 4 in due time.
Wind Odin done -- swapped Zack for Zidane. Zack's awakening damage is just so bad... where as Zidane with USB(2?) could imperil, and Trance gave him instant cast, and with Awakening his added imperils were just 100x better. Zidane also has AOSB for the last phase.
Dark-weak Odin still annoying me.
Tried Bio-weak Odin with FFVI team (Realm Chain, Awakenings on Locke, Terra, Celes, Mog, and Gau to choose from), but damage was so bad... no Bio-enhancing weapons or armor. Odin reduces all other elements to 0, and of course, he still hits like a truck. I only tried twice, so I may make a FF8 or FF7 team, but I feel like 6 is the team if I need realm chain. ...but now that I'm checking youtube vids, with decent imperils any off-element team can work. Maybe I'll try ice.
Edit: Also seeing dual thief awakening teams with Poison Leaves... might try that.
Debating on which teams to take in for Dark, and I only have two options for lightning element.