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Сообщить о проблеме с переводом
Hasten Time to get another round of actions before the united attacks go off is smart. I managed by racing them down before they got any off; realizing that you can build up to a 5-man united attack using smaller united attacks was helpful along with what others have said about the Berserk Martial Arts skill, Restoration, and Light Wall. I had thought that you had to go 2-man, 3-man, 4-man, 5-man and getting off a 4-man was not really feasible because it didn't line up with healing but I was able to do a 2-man and that unlocked the 5-man united and I was able to finish with that.
1) Soulsteal evade.
2) Everyone needs to be immune to temptation in some way (you have 3 different accessories that make you immune to charm and possibly a class skill that makes you immune to status effects if you had coppelia as an emperor at some point, and female characters are immune to it, so I don't think it's worth wasting one of your evasions on it).
3) Bring someone with the reviver spell (requires 29+ fire) - it's a buff that automatically revives someone at full health when they die. You really need this spell for when they get low on health and have that turn where they all attack at once - that turn will pretty much destroy you (especially since it happens at the start of the turn), and reviver will allow you to survive it. Bear in mind that Noel has an ability that removes buffs so don't go too overboard on spamming it, but still, you almost need this spell to survive the big turn where they all attack at once.
4) Bring a high speed character with light wall, and spam it just about every turn (other than the first few turns). Light wall havles all damage for the turn, but it needs to be cast before they attack, so it needs to be on a high speed character.
5) If you haven't already figured it out, the restoration spell is *really* good. I think it's pretty self-explanatory.
5) This one is a bit more optional, but if tidal wave is giving you problems, the fire wall spell can make you immune to water+fire damage (but other than the first tidal wave you won't know for sure when Subier will cast it, so it's a bit hard to know when tidal wave will be used). It's still a good spell to have for the first tidal wave if nothing else because you know exactly when that will happen.
6) In general, having high speed is good because if you move before Bokohn then you can ignore marionette (minus the one turn where they have their big link attack, but you can survive that with reviver and afaik they only have that big turn once and it only happens when they're at low health so it's predictable).
As far as evasions go, it probably depends on what you happen to have unlocked at the time - I ended up having soulsteal, waterfowl blade, divine lancer and plasma thrust as my evasions - that's not to say that those are the best evasions to have however, they're just the ones that I happened to have that were useful for the fight (the plasma thrust immunity especially helped quite a lot for me).
Bring as many water/fire/air resist/immunities as you can. They're all really useful in this fight.
I think there might be an alternate strategy for beating it if you can try to just kill them in the first 7 turns, but it's probably difficult to pull off without NG+ (I think it can be done with one of the abilities that you get in the postgame, but without that ability it's probably really difficult to do). I managed to get them to half health in the first 7 turns before.. so I don't think it's entirely unfeasible, but it would probably take a lot of effort to pull it off.
I see people recommending Rapid Stream a bunch, is it really that good over, say, amazon raid? I thought I heard characters got auto-stun after hsing their turn and wouldnt be able to properly defend.
For mob clearing it sounds great, but fighting strong enemies and bosses it sounds like a deathtrap.
Yet I can also see a lot of value in being able to easily let everyone defend + 1 restoration going off when the seven heroes' UA goes off.
But then again, that just sounds like an use for Hasten Time.
For me the main thing that scares me about the rapid stream formation is how vulnerable it is to AoE attacks. 4/5 characters are on the same row which makes attacks that hit a row terrifying, and everyone is clustered together for circle attacks too. I think going first is fine (going first isn't great early on, but later on when you have light wall going first is really valuable since light wall requires you to move first to do anything), especially since going first means you can ignore things like stun and marionette.. but I really don't like the character positioning.
Not to mention that shields are actually really good in the lategame too - a 35% chance to negate all damage is a pretty significant bonus and I wouldn't be too quick to throw that away.
They also buffed a bunch of other formations here while Rapid Stream remained mostly the same. Dragon Stance from Martial Artist is just a better version of Rapid Stream now, since you get all the best parts (Everyone moves before the enemy, fixed turn order that lets you build around a specific order for united attacks), but without the downsides (Vulnerability to row attacks, cratering shield activation chance), and a bunch of other bonuses. Two spots are easier for enemies to target and one is harder, so you can divert attacks where you want more easily, and the point position gets an attack/speed boost and probably the most potent defensive boost in the game via automatically defending after acting.
I had a Vagabond up front when I fought Dantarg and was comfortably tanking everything he threw out. But it gets more nuts in the late game, where you can get enough bonuses from later gear and abilities to be able to run a tankier character out front while still outrunning all the enemies. I was using an Imperial Smith with Light as a Feather to load up on heavy armor without impacting my turn order, then Feather Sandals+ and a Quick Ring for +8 speed to outrun the final boss, who was only hitting her for like ~100 damage max on Classic and couldn't even clear 50 damage a lot of the time.
I'm sure Light Wall still makes it decently worth using but... what if you just used hasten time...
Edit: Won with a clutch! hasten time + light wall helped me survive past the initial UA (there's plenty more UAs after that, beware...!).
At the end I almost gave up on the attempt, but I remembered that staff strike revives characters as well. Sadly, I had to sacrifice the blessing rod, but a win's a win...
At Hard (classic) I won at around 700-900 HP and up to 400BP and 40-45 mastery level on my party (with most of my damage coming from shadow servant Jubei (levante guard) spamming scattering petals). So don't give up so easily if you're around that level!
Would recommend Classic, I believe you can switch freely between difficulties throughout the game(this will null the Classic difficulty achievement)
May be female character don't affected by temptation .
And some rings have regist-power for these mind-attacks .
Finally ... use spell of quick-time !
But I did the final boss at enemy rank 15 with 800-900 hp team and level 40 ish weapon damage.
My main damage was Salamander Axe along with Mole as both are very slow so it's much easier to guarantee I always get to end my turn with UA on them. Salamander have Monk + Ninja ability for more damage and Mole has Dancer to refill OD bar after UA uses and Respedence because he end up using Light wall too and can basic attack back for BP when it's safe to do so.
Final emperor, 1 mage and 1 tank for the other 3.
Hasten to guarantee you always go before the enemy arranged based on speed so Lizard and Mole usually go last 2, this will make it very easy to control UA on the highest damage and make sure Penny Pension trigger.
Have 2 units with Light wall, one with BP Recovery (Fem mage), the other with Respedence (Male mage) and just use that every turn. Use Restoration if the tank didn't parry at all or the team is below 50% from Noel's AoE move.
And keep 2 OD bar ready near the end of the fight just so you can nuke the boss down with Light wall + 4-man UA into another UA. Before you reach near the end of the fight, you don't need to use 3 or 4 man UA everytime, a 2-man on your DPS + UA ability support is good enough to conserve BP and do damage and still build up the chain count to get ready for the nuke. Your main damage being blessed and having damage% abilities really do a lot of damage.
Don't let achievements ruin your enjoyment.