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Discussion in 'Dungeons & Events' started by Zodiac, May 28, 2018.
The goal is to deal as much damage as you can to your enemies before they run away.
The 4* version gave me a bit of a stumble, so I caved and used cloud keeper:
Zack with CSB and LMR (Generation 1.5 chain)
Larsa with BSB, LM1+LM2 (what status ailments?)
OK with BSB, LM1+LMR (on break duty)
Bartz with SSS, USB, LM1+LM2 (chain-building machine gun extraordinaire)
Cloud with USB+BSB2, LM1+LM2 (the heavy hitter, now with gathering storm RM)
RW was Enkidu
Never thought I'd say this but I hope we will not get a 5* version of this (like with the tonberries) later, as this was hard enough as it is.
If I remember well a new difficulty will be unlocked on 1st June (2nd June depending on time zones). We'll have to use our best elemental team
According to the AI thread, I defeated it around turn 9 or 10 (almost right after the dispel), so I suppose I would have had about 7-8 seconds left. This is going to be tight...
The first time I did d220 he was able to flee xD
I hope my water team will be enough for the last difficulty
Fire team to the rescue!
Once you figure his pattern, it's manageable
Which SBs did you use there? Any mitigation?
Bring status blink or Affliction Break to save yourself grief. I switched Relm out for Larsa just to avoid both set of statuses.
Otherwise, a Cloud USB approach works pretty much like you’ll expect.
Had to adjust the setup a bit here and there, but there it is.
Here it is
The rotation is basically:
Refia - Use her USB all the way. Switch to abilities afterwards.
OK - pUSB, Protectga, Meltdown all the way, summon King Bomb when available
Locke - Fire Chain, Fire Glint, one or two abilities (either of mine dealt 4x9999 damage) and finish with his AOSB
Iris - BSB turn 1 to protect from Stop, BSB turn 2 to refresh Astra, Shellga.
Galuf - RW Wall, fire imperil BSB all the way, switch to ability afterwards.
Note: his attacks are scripted, so after he tries to Confuse the back row, he uses Dispel (I can't remember if there's any other attacks between that). At this time I left Iris ready to refresh Shellga since after dispel he would use a strong Thundaga that would kill most of the party after the dispel.
To be honest I should have OK ready to cast his pUSB right after the dispel too, I just didn't time it right and I actually got lucky because the fire chain would run out before Locke's AOSB finished charging... I got lucky because King Bomb used Short Fuse on my Locke right before the end of the chain, that's how I could instant cast it in time xD
Well okay you didn't actually need my help ::Kappa::
Humbaba (Part 3)
After I saw you were using Iris, I just switched from Larsa to Iris. Stop can't be avoided, so that gives the healer one turn to use Protectga or Shellga. Everything else is just damage galore.
The other adjustment I made was give Sora one Blazing QS since Bartz didn't really need both, and replace Sora BSB with USB, so Sora was dealing far more damage than using his BSB.
Stop can be avoided.
Granted my clear didn't hit the 1m mark, but after much adjustment I got all the motes (600k).
Zack (LMR) CSB and rippling blast spam
Larsa (LM1, LM2) BSB and affliction break
OK (LM2P, LMR) Pro/Shellga (first turn BSB, 2nd turn Wall RW)
Faris USB2 spam for Imperil Wind
Cloud (LM1, LM2) with Gathering Storm, USB into BSB2 x 2 then cmd1 until flee
If you time your Larsa/Iris BSB to land after the 2 initial attacks, you will block the Stop with astra. It is tricky, but doable.
I already tried that. His Stop just ignored Astra.
His Stop also targets lowest HP character. So you can manipulate it to hit your healer. It lasts only a fraction of a second on a healer.
Save your Astra for the two waves of status effects.
The full script is here (credits to Relm_Arrowny_87 over at GameFAQs, https://gamefaqs.gamespot.com/boards/114492-final-fantasy-record-keeper/76629213)
Turn 1: No Action
Turn 2: Attack (NAT, AoE, 2x 100% ranged physical, 102% Sap)
Turn 3: Stop (BLK, 102% Stop, 0CT, targets lowest HP)
Turn 4: Thundaga (NAT, AoE, 200% Lightning magic)
Turn 5: Sleep (BLK, Front-row AoE, 102% Sleep)
Turn 6: Confuse (BLK, Back-row AoE, 102% Confuse)
Turn 7: Attack (NAT, AoE, 2x 100% ranged physical, 102% Sap)
Turn 8: Dispel (WHT, AoE)
Turn 9: Thundaga (NAT, AoE, 200% Lightning magic)
Turn 10: Thundaga (NAT, AoE, 200% Lightning magic)
Turn 11: Ultimate Glare (NAT, AoE, 102% Blind/Silence)
Turn 12: Ultimate Bodyslam (NAT, AoE, 200% ranged physical, 102% Sap, ignores PBlink)
Turn 13: Flee
That was close ::
Sbs used (In order): chain and bsb1; usb and bsb; usb and aosb; Pusb and VoF; bsb.
Yeah, gladly I was able to do it already. I didn't know how Stop worked in this case so I just wanted until he targeted Iris.
Though seeing that the attack on turn 2 causes Sap, that's probably why Astra wasn't blocking Stop...
Getting over a million was not an easy task.
Managed it with a Lightning Mage Team.
Soul Breaks Used:
Ashe: BSB, OSBx2
Desch: BSB, USBx2
Shantotto: Chain, BSB, USB
Tyro: USB3 and USB1
Also managed with a water team.
Soul Breaks Used:
Tidus: Chain, USBx2
Bartz: USB, BSBx2
Tyro: USB3, USB1
I managed to sneak in 648k with my Tidus/Yuffie/Rikku/OK/Relm all powered up.. I don’t have any magicite stuff to equip and I rode my luck with status effects. I capped and abused that 99 water chain with ease but I ain’t close to hitting 1mil even with all the key SBs available in this team.