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Also I read on some japanese blog that Mueller is the only fight in the game that is literally impossible to win on a NG Nightmare run.
Tried it before clock down + clock up ex tactics.
Also, I didn't use Forte, because with healing, icon manipulation and speed buff/debuff renewing i just didn't have time for it. I attacked only once in 3-5 turns.
I just recently did one of the solo fights in 3rd on Nightmare, and losing the turns you could use to heal and buff ruined me multiple times in it. This definitely remains a solid thing to consider in any fight, no matter the difficulty level you're playing.
Great post, though! I hadn't played SC on hard or nightmare like I have with 3rd. If I do, I'll look back to this one for advice since I know I'll get hung up on this fight.
Even on normal mode, Josette only does about 100 damage and gets murdered immediately.
As for his nightmare fight:
I am not sure but he might be nigh impossible on Nightmare. I always play this game on Nightmare and I am yet to beat him sadly. If you are going for ALL information, I highly recommend just doing an easy, normal or hard mode run and get it that way. After that, you can simply carryover information (thank you for letting us choose what we carryover Falcom. This way I don't feel cheap for doing a NG+ run).
If I had to rate the fight on Nightmare, it might actually be the hardest fight in the game to BEAT. Only 1 character, he does an insane amount of damage which makes doing your setups really difficult. I am sure it is possible to beat him but I am not that good NOR do I care because I already have his info and the fight gives you nothing. Also, enforcer or not, Josh doesn't stand a chance against the blade of THIS Vander. Before anyone brings up Loewe vs Josh, that is more of a fight of ideologies and conviction. Loewe could have EASILY beaten Josh, getting him off-guard or not doesn't matter.
Nightmare is basically a different game and personally I loved it (though expect to restart a fight 10 times to find the right balance and shift your strategy EVERY FIGHT). Hunter Rassius has a great strategy guide floating around on here for basically every challenging fight and Walke (Walke_893) has some good commentary on actually beating Mueller on Nightmare. It can be done, though I agree it is absolutely the most challenging fight in the game (probably the entire series) if only due to the restrictions given to you. As I recall (when brainstorming about this 300 years ago) it requires grinding up a couple levels and abusing/getting lucky with Sylphen Guard (+50% AGL), taking advantage of every time Mueller misses due to increased agility.
That's one thing I love about this game. Sylphen Guard is a spell I'll bet most people ignore the entire game. And it is the key to beating the hardest fight in this game.
Alright. Time to go back under for another 300 years...
By far the hardest fight I've yet faced, and the one I spent the most time grinding. Took about 150 attempts spread out over four days
He is an unfair monster against whom you cannot even go toe to toe with unless you have Sylphen Guard, Clock Up EX and Clock Down all active, ALL THE TIME. That's your starting line. You lose if you get into a healing loop, he can mute you if he doesn't like what you're scheming, and he will do -at least- 3x as much damage to you as you will to him. You could be completely annihilating him with heals and crafts left, right and center and he can turn it all around in a single hit if he feels like it.
I went into this fight with max HP and EP and 200CP, obtained by defeating the soliders with just enough exp that winning that fight levels you up (76 to 77, which awards True Black Fang). You get 4 exp from the soldier fight at 76 so you have to start planning your exp grinding about 100 to 200 in advance so you're 4 or less exp under 77 at the time you get it. I beat the soldiers easily by cheesing Chaos Brand and melee attacks or Soul Blur, so I made sure i had enough EP and HP to carry that out.
My Mueller strat was to prioritize Sylphen Guard > Clock Up EX > Clock Down and then counting turns so I knew when they were going to expire. Although I tried to time my buffs so that they would go back up the same turn they went down, I prioritized doing them at a -safe- time rather than at the -ideal- time. Worst thing was when I was due to recast and he got a hit on me which required me to heal, throwing my buff/debuff rhythm out and leaving myself exposed. If you're fighting at any time with -any- of those three down, you're at a disadvantage. When it came to combat, I only fought offensively if I had all my buffs up and had enough HP to survive two melee attacks from him (usually over 7200 at level 77). Any combat outside of these parameters is taking a gamble and putting your life in the hands of the rng gods, which is imo completely unavoidable. You cannot beat Mueller on mastery of the combat system alone. He is just too strong. The best you can do is minimize your exposure to it. On my successful run I definitely got caught in a pinch more times than I was comfortable with and had had similarly good or better runs ended by being on the losing side of the gamble.
I used every trick in the book imaginable to ensure that MUELLER WAS NOT GETTING BONUSES. Any bonus to him other than EP or CP is a big problem. +50 str Blade Dancer is 7500 damage. Do anything you have to to keep them out of his grubby hands. Keeping bonuses away from him is more important than using them yourself. Don't go on the offensive with a +50 str if it only results in short-term damage gains. I wasted many str bonuses on casting heal arts. I even considered using a Tear at 100% health just to make sure he wouldn't get an HP bonus, because a +10% heal for him is 2543 health and that is enough to set me back three offensive hits, but I had some fantastic rng and was able to at one point get FIVE cloak and daggers on him. There were at least three occasions in which i was -totally- reliant on rng to save me.
These are your options to help manipulate turn order:
- Using an item. The fastest and keeps turns flowing normally. Good if Mueller's next turn has no bonus but the one after it does, and using an art pushes his turn down into the bonus turn.
- Using an art. Arts have different speeds. I found Tear was the fastest and i used it to secure a bonus on the next turn if Teara couldn't. Sylphen Guard seemed to be high speed too, which helped when I didn't need to heal and wanted to reset my Agility buff's turn count. Clock Up EX and Clock Down seemed to be slower than the heals and Sylphen Guard, and they were the reason I got muted twice. I think Mueller will automatically use Mirage Edge if your art's cast turn will be delayed and he gets a turn in. I didn't think about that until writing this just now, but that oversight explains why I got muted twice in a row. Also, based on this fight alone, I cannot determine what speed an offensive art has, since I used them so sparingly. The one time I did (Blue Impact), it had no delay and was cast on the next turn.
- Using a craft. Cloak and Dagger and Dual Strike seemed to be the fastest crafts, followed by Flicker and then Evil Eye. I rotated between crafts depending on what kinds of outcomes they had on the turn rhythm. I used faster ones when I wanted to secure bonuses that were coming up immediately and slower ones when I saw bonuses a bit further down.
For what it's worth, I didn't plan my turns more than three or four turns in advance. You have greater flexibility when it comes to securing immediate bonuses, but there will be situations where you just can't take them off him no matter what options you have.
TIPS:
- Using a healing item during a crit bonus turn also applies the 1.5x bonus to the heal
- Do not EVER use your S-Craft unless it is for the guaranteed kill. Crit, +50 str, doesn't matter. If he survives, your speed bonuses seem to vanish and you're exposed to up to three consecutive turns from him. Happened to me a bunch. Otherwise, you'll do like max 3500 to him and he'll laugh it off over your corpse
- Don't worry too much about getting EP or CP bonuses for yourself. I found that i was consistently making back all the CP i was spending just from getting hit by him, and I only had to use EP Charge II and no others. HP bonuses and crits are really important for you because they will gain you extra health
- Don't favor a single offensive move. Cloak & Dagger is fast and helps you proc a double turn sooner, but you have to determine whether or not you actually want that right immediately. That double turn opportunity may be useful later on if you use something slower and "save it". Having the freedom to make those choices that can benefit at a more critical time is more important than doing damage in the first 80% of the fight. However, I went for damage using Dual Strike under two conditions: if I was in a position to attack (all three buffs/debuffs + >7200HP) AND crit/+50str bonus, OR if using it helped me control the turn order better and return me to my turn rhythm when something threw it out. I usually used it when i could see bonuses a couple turns down the line and was helping set up for them. I did occasionally also use Flicker if i wanted to use an offensive move that was even slower than the other two.
- Don't hold onto your Curia Balms. The moment you get muted, use them. If your buffs and debuffs are all up, you should be able to recast without delay
- I don't have much advice regarding when to use your Tear All Balm. It basically gives you a free +1 in terms of turns because it's effectively two Tearas at once. For perspective, I used mine about 2 minutes into the 13-minute fight because I wanted to avoid a potential heal loop
- You can use an offensive art if you find it's to your advantage. At one point my Crafts weren't pushing my next turn up to get a health bonus out of his hands, and I was at 100% health, so I used Blue Impact on him one time for 1260 damage
- Forget Josette exists. She is a meat shield and her only role is to distract Mueller for a turn or two (She can survive one Ragna Bind hit). And don't even bother thinking she will be an offensive aid in this fight. She will deal either 0 or 1 damage, or a "pitiful" 500 with a str bonus. She's a darling for sticking by your side through this but sorry tomboy. I think I started to like her a lot more based on that choice
I crunched some numbers on my run and I actually overkilled him by a fair margin. I dealt 35000 damage, because of his three +10% heals (+2543), and I didn't use my S-craft until he only had 375 HP remanining, in which it inflicted another 2200 damage.
Here are some helpful stats:
Number of times he hit me: 24 (melee attack), 1 (Ragna Bind), 2 (Mirage Edge - the muting attack)
Number of times i hit him: 19 (cloak and dagger), 3 (dual strike- at least one was a critical)
Number of times he missed an attack that wasn't blade dancer: 21 (melee attack), 1 (Ragna Bind), 1 (Mirage Edge)
Number of blade dancers he hit: 6
Number of blade dancers he missed: 4 (one was with a +50 str... absolutely bodied if it had hit)
Number of times he muted me: 2 (both consecutively)
Finisher Move: S-Craft Black Fang @142CP for 2179 damage (no bonuses)
https://youtu.be/HUE_fthJpYg