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  1. #441
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    I deshell first then start spamming death. Make sure you are using sprint shoes for auto haste.

  2. #442
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    Quote Originally Posted by Boyiee View Post
    Adamantoises and shit are too spread out for me, with how slow it's taking me to get 3TP back it's really not worth making money off them atm. I have 3 traps now at least but no money to upgrade lol. Might try the one in Eden or just use one of the other money strats.
    I've been farming the one in Eden. Easily get 3 TP back from the guards, plus you can get incentive/credit chips from them. Normally exit Eden's hall, fight the 4, 3, 2, sets of guards, Turtle, the other 2 sets of guards then enter back into the hallway, turn around an repeat.

    For me, I've found it to be so much easier than running all around Pulse, find a turtle, kill it then run around getting 3 TP back. Additionally, perfumes can be earned on the way there from the female guards and the c'ieth.

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    Thats actually what I'm doing exactly right now.

    I tried mission 24 spam, I tried c'ieths, I tried gran pulse turtles. For just platinum ignots to help me cap my weapons before finishing chapter 13, eden turtle is the best for me.

  4. #444
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    Yeah, I've been hanging out in Eden myself. Once you guys get the hang of it, (around 3/6 to 4/6) things get much faster and easier when you don't have to rely on Death. Also, there are two ways to respawn the soldiers once you've cleared them out. One is to zone into the safe hall at the end of the level and zone back out, and two is to walk past the road marks down the stairs past the save station (there are two Humbabas and a Juggernaut or two down there). This spawns the two sets of guards nearby the zone door. This should save on load times a bit.

    Also, some people say you have to walk up to the zone door to respawn the turtle, but really, it's just halfway up the stairs. Not that it matters too much, but it saves a few seconds in the long run.

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    I still have to rely on death.

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    once you get Vanille's Magic over 2500 or so, Death becomes seemingly a lot more reliable. Currently my setup is Vanille on SAB with a fully upgraded Malboro Wand, Fang on SAB (Since every additional debuff on the mob supposedly raises the success rate by 1%), and Hope on SYN to give me Faith so I can wear 3 maxed Weirding Talismans. The only thing I end up doing is casting Imperil beforehand, since it Fang goes Slow -> Deprotect -> Deshell -> Imperil which can take a while if she has trouble sticking things.

    Most of the time it takes me 3-5 casts to work, although I still have a few instances where I have to retry once or twice.

  7. #447
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    midgame farming spot: when you're on the Palamencia once you get to the PSICOM Huntresses there's a lot of units that respawn quickly, die fairly fast and drop a lot of Incentive Chips (2500 a pop), not too shabby for midgame especially considering the fights in that area also shell out a decent amount of CP compared to areas before Palamencia

  8. #448
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    I think it was mentioned a few pages back yea, but that's where I farmed most of my CP as well. It's the long north-south hallway immediately after coming inside from the External Berth's area, with 3 groups of PSICOM soldiers. You can zone south to the landing pad (where you boarded the airship) for another group of soldiers and to respawn the hallway, and at the north end you can zone back out to the external berths for some electrodrones/psicom dragoons for another chance at incentive chips while you respawn. Walk back and forth between those 5 groups and you get a crapload of gil/cp pretty quickly.

  9. #449
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    I figured it had been mentioned, but I only went back about a page and the first page.

    How's about someone updates the OP to reflect popular spots that people seem to like a lot (and possible strategies to make them work easier/more efficiently)? Would be nice anyway.

  10. #450
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    Quote Originally Posted by -Zer0- View Post
    Also, some people say you have to walk up to the zone door to respawn the turtle, but really, it's just halfway up the stairs. Not that it matters too much, but it saves a few seconds in the long run.
    I'll have to give that a shot. I want to try practicing the strat used for the gigantic turtles on the 'weaker' turtles and not relying so much on the summon/death or Baha/Fang combo.

    Need to get higher role levels first... but it's definitely a great place to grind and farm imo.

    As for Vanille's death spam, I was around 1700 Magic when I started. Immediately upgraded her Malboro to Nirvana so I could increase the magic power. Started landing it more easily around 2000+, but after placing several debuffs to help increase the percentage it lands (I think it was +1% per debuff).

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    Using Nirvana now around 2k magic... Start fight as sab/sab/syn with autohaste on van, immediately summon > cast shell > then spam death. When summon leaves fang starts spamming debuffs and I wait till hope gets faith/haste back up then go sab/rav/com and try to stagger while spamming death. Think stagger also gives 1% increase to death success. Most of my deaths KO during stagger.

  12. #452
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    Quote Originally Posted by Ramor View Post
    I figured it had been mentioned, but I only went back about a page and the first page.

    How's about someone updates the OP to reflect popular spots that people seem to like a lot (and possible strategies to make them work easier/more efficiently)? Would be nice anyway.
    I used the death trick till I got genji gloves and (fully upgraded) kaine's lance. By this point I was 4/6 with about half way up # 5 for all characters. If you are around or past this point then you don't really need the death spam method at all. Some people like to farm in Eden, but I liked GP much better personally, and you can easily kill the adamantortoises by the save point (and around the loop where the three adamanchilds are and finishing with the tortoise with the wolves).

    My setup was as follows:
    Fang/Light/Van

    To start - ENH/ENH/ENH, get bravra and faithra up on Fang. As soon (and I mean immediately when you see the symbol show up) as both are up switch to the next setup:

    SAB/RAV/RAV - Spam Deprotect on the first leg, while your RAVs cast magic to bring the chain up fast. Repeat this one time (you may have to do a 2 bar repeat a third and cut it off early). Immediately when you break the first leg switch to your next setup:

    COM/MED/MED - If you do this right, you will probably have been stomped 1-2 times, and you should have enough HP to not have anyone die yet on the easier turtles. That means you are probably in the orange/red. This is why you switch to COM/MED/MED, because they heal you while you once again Immediately use HIGHWIND. This should kill the first leg, and get your HP to 1000+ for everyone. You may have to use this combo one more time and heal, depending on how far you are in to the Crystarium. But eventually you can just switch to your next setup directly from this one:

    SAB/RAV/RAV - on the second leg. Do this twice once again to break the second leg. Once broken, HIGHWIND right away to kill it.

    At this point you should double check that Bravra is still up. If not switch to your first combo SYN/SYN/SYN real fast and get it on ASAP while the turtle falls. Switch back to SAB/RAV/RAV. On the downed turtle, you NEED to land at least Deprotect and Imperil. Slow is also nice but you may not have enough time just starting this method unless you are really leveled.

    Use this setup until you break or are really close to breaking its stagger bar. Then immediately switch to the next to last setup:

    COM/RAV/RAV - Attack on Fang and have your other two nuke until the chain bar is about 800-900. Then switch to the last setup to finish the job:

    COM/COM/RAV - At this point you should be hitting for 100,000+ a hit with Fang (or more obviously depending on setup). Hopefully if you have done this right, you have about 10 seconds to get the turtles life bar down to 25% (to be safe, although you can do this higher up as you get more comfortable). Then just HIGHWIND and this should end the fight. Note, the turtle can be standing at this point, and you may need to heal with setup # 3 once in between spamming. Even if its standing though, you have a little more time to kill it, but not much.

    I read many of the other strategies in this thread, and obviously this is taken from those, I just tried to tweak it and then add in a little more detail for anyone to use that is at this point. Once you get this method down, you can kill the turtles in about 2 minutes (I am at 1:44ish now), and you don't have to waste TP. Then you can kill the other mobs around the loop and get 3 TP eventually to kill the Turtle with the wolves.

  13. #453
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    Finally got my first trap after too many turtles for me to care counting.

    If I can give a tip to people that are about to go through that hell, don't complete all of the missions in the circle thingy in the highlands because it makes all Adamantoises except one disappear. Including the babies which are good money!

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    with the death method, if you give energy sash/champion's badge and survivalists catalog to someone with an appropriate weapon (taming pole/venus gospel or lionheart/ultima weapon both work, among others) you get 3 TP restoral methods (Kill: TP Charge, Victory: TP Charge, and Gestalt/TP Boost), and you can give Fang the Punisher for Stagger: TP restoral (which unfortunately doesn't work with the aforementioned accessories to grant Gestalt/TP Boost), to get back more than 3 TP from the few soldiers near the Turtle in Eden. It takes me around 9-10 minutes to kill the turtle, zone north, then kill the soldiers on the way back to get my TP back, not too terrible considering I'm not high enough level to do it the other ways yet.

  15. #455
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    Did mission 55 w/ the death trick in ch11.. just backtracked after I killed Bart and before going to Eden lol

  16. #456
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    So, would it be awesome or retarded to level 5 elemental charms into Twenty-Sided Dice and have 5 equipped at once on SEN Snow? Too bad they have no synthesized ability family to fit into... though

  17. #457
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    There's a 5th accessory slot? o.O

  18. #458
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    Hurrrr, mistake. I was thinking of the fact that 4 accessories + 1 weapon = 5 for some synthesized abilities. OK then, 4 lv.2 Twenty-sided Dice on one Sentinel.

  19. #459
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    Actually, I think there is a 5th slot, but only for Snow and Fang. Thought I read it somewhere...

  20. #460
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    Looks like nope, I think only the best 3 roles of each character contain an accessory node, totaling in 4 accessories on each. I think the misunderstanding is that a few synthesized abilities can only be achieved by a few characters because only they have weapons that fit into the correct family to make an ability that requires 5 items of that family be equipped all at once. I thought the same thing because I read it in the guide as well.

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