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http://steamcommunity.com/app/251290/discussions/0/490125103620788139/#p1
May I ask what your level and orbment setups are?
The third Jaeger fight is 100% bull. It's the only fight in the entire game I actually lost until some of the final battles.
http://steamcommunity.com/sharedfiles/filedetails/?id=569882602
http://steamcommunity.com/sharedfiles/filedetails/?id=569882556
i dont use dark matter because it will drain my ep after 2-3 uses and deals 600-700 dmg max.
Estelles is a healer due to easier setup of time and water spells.. Other girl has serious limitation with her wind slots.
Anelace got AT delay craft. Use it to get more turns.
For full tactics read that hard-mode thread above.
Anyway, a couple of things that you could do. First is to level up to 41/42. Though it may not seem like much, a couple of extra levels do help reduce the amount of damage you will take when he is unbuffed. Since a lot of players also found that level 42/43 was what they needed to beat the prologue it might be a wise time investment.
Secondly, you may also wish to get a second action 1 quartz for Anelace. Though it is also a grind, speed is a very important stat for higher difficulties. I believe the Jaeger has around 32-36 speed on hard and at level 40 with an action quartz you only get 18. This means that he would get on average 2 turns, 1 for each of your characters. That is also not taking into account his speed buff.
I'll be writing more in a bit but first I need to do some data collection.
Edit: Just as a side note, the general idea in regards to healing is not to think of it as healing a larger number than he can deal damage, but to heal so that you can survive the next attack. It's in essence a test of your resource management skills.
In first game lvl were quite useless as eq and quartz were more important. But i might just grind few levels as you said. It sucks that i cant cook.
This accesory revives you on death and fully restores HP, CP, EP to max. You should also have an item called proxy puppet from the sewers which revives you to full HP upon death. They are very useful in this fight.
But you need healing items and EP charges.
Second action 1 is a good thing too.
As for healing - with Anelace's AT delay, sometimes you got time to cast tear/la tear 2 times.
Sometimes you just cast healing spells with both characters.
And sometimes you just use one of your 2k healing items.
If he double-charges one of your characters, don't ragequit, resurrect her first.
As for setup, aside from lvls there's the issue of Anelace having slotted a fairly useless earth quartz in her orbment. Defense gems are good for Earth Guard/Earth Wall neither of which you have access to so instead i'd slot an Action 1 there. Action quartz along with the speed stat are the single most important quartz (and stat) you can make for ANY party member you have. That includes Anelace. Lastly, you have Hit 1 slotted in. While it is nice to get an additional 5 Dex for added Anelace accuracy it also guts the 1 Agi you get from the Evade gem. Agi is super important. Even moreso, when you're eating hits that can slap you for 1.5k damage. If Spear Jaeger misses even once during the fight the Evade 1 gem has more than paid for itself. It cannot do this if you have Hit 1 slotted. Unless you're having serious issues with Anelace landing her crafts I would not have Hit 1 slotted.
Anelace should be spamming Fallen Leaves. Spear Jaeger might be super fast but if you're gutting his actions by AT Delaying him down it suddenly becomes a lot easier to continue to survive.
I really probably should add a Hard mode addition to this particular boss in that thread of mine...
This is something from Raz's Nightmare guide that will also help:
Positioning: Set your characters 1 row down from the top of the tactics grid and 1 square away from the horizontal edge. This is the furthest you can position from Kurt to not "proc" his ranged attack on you. Kurt will run up to you in his 1st or 2nd turn or so. Enjoy that one free turn you get...
And the link:
http://steamcommunity.com/app/251290/discussions/0/485622866438759464/
I believe this position is within the 14 spaces from the boss' starting position. If you are outside this range then he will use his long range attack. The link may not provide hard mode relevant data but it does give a good overview on what the boss can do. Damage numbers are generally lower for hard.
Edit: Ninja'd by Anton.
Still, pay attention to his advice. It works.
The most frustrating part of fight is where he starts to heal. So, bring at least 3-5 EP charges with you.