Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What I did was change my party to Vanille, Hope and Fang. I set up paradigms to mainly use Sab, Syn, Med and Sen roles. I also equipped Vanille with Cherub's Crown (Resist Death) and the Belladonna Wand (Improved Debuffing). I started the battle off with Sab/Med/Sen. Given that Orphan always begins the battle with Merciless Judgement, it allowed Hope to begin healing as soon as the move landed. It's mandatory to heal up, so Vanille could also use the Medic role. As soon as my health was increasing and reaching comfortable levels, I switched to a paradigm that has Vanille in the Saboteur role. From there, I spammed nothing but Poison. Orphan is not immune to it, and Poison works the exact same way for every enemy, making it a useful tool against some endgame enemies. As soon as it landed, I didn't do anything but heal and buff myself with Hope's Synegist abilities, whilst Fang absorbed the other moves Orphan did pull off in her Sentinel role. Whenever Posion ran out, I would then switch paradigms and apply it on Orphan again. Orphan never removes debuffs from itself; it only ever heals amounts that pales in comparison to Poison's effect. And when Orphan brings out the other moves that debuff your party, Hope's Veil and two Medics really come in handy for dealing with it. The only issue is to remain prepared for any time Orphan may use Merciless Judgement. It will require immediate healing afterwards. But, waiting enough time (about 6 minutes overall), Orphan slowly goes down thanks to nothing but Poison and your party never needs to lay a finger on it. As long as you remain buffed and healed up, the battle is no issue at all.
This method sounds cheap or lame, and in essence, it really is... but it works. Nowadays, I've beaten Orphan so many times and I've tried different strategies. It's gotten to a point where I don't really care anymore and bypass any of the monotony of risking dying and restarting over and over to instead use a method that I've used many times now and one that I know works without fail.
If you choose to use it, then see how it turns out. If not, then keep experimenting or going back to max out the Stage 9 Crystarium. Just make sure that whatever you do, face Orphan with your party member holding the Cherub's Crown. The last thing you want is a long battle going immediately to waste because Orphan's Progenitorial Wrath happened to kill your party leader.
Good luck.
I went into this fight with full stage 9 crystarium to begin with. I managed to max everything out, and had about 850k crystarium points going into this fight (why it doesn't give any CP is beyond me). I maxed out 1 and a half rings of stage 10 crystarium after I finally won. Snow has 17,500 HP now its kinda insane.
My problem was that Merciless Judgement does a %base health it seems. It always kills about 80% of my health regardless of buffs. Orphan used those two moves in quick sucession. There was the blinding light of M. Judgement, and it was instantly followed up with Des Irae. There was no time for me to cast. Just attack-attack. Almost as if the attacks were stacked or cast rapid like you were just spamming Blizzara or something. He kept doing that in multiple iterations, and what health I had left over was killed by Des Irae.
I switched out and tried another party, Light, Fang, and Hope I believe. Med/Sab/Syn, Med/Sen/Med, Rav/Com/Rav, Rav/Sab/Syn, and I think one other. I only wound up using two or three paradigms though.
The thing is, is that haste here is VITAL. you NEED HASTE, which is why Hope is so important. Sure, Sazh can cast it too, but I always found for some reason he never prioritized it and hope always did. Plus Hope has much much better base magic stats, and Sazh has the poorest stats in the game. Even with Deneb Duellers (for pure stat bonus) and +Magic bangles he never gets anywhere close to other people. I find Sazh almost entirely useless by end game. He was not always so, as those chapters with Sazh and Vanille are really fun, because Sazh is basically the best synergist because of what he learns so early on, and Vanille is a great Saboteur. They pair well as ravagers. I never use Sazh for Commando because his attack stat is less than trash.
The main issue with Orphan is that it jumps back and forth with doing nothing and then suddenly using Merciless Judgement, followed by debuffing moves and possible KO. As such, if you fight Orphan "normally" by bashing your head against it and hoping to stagger it (Orphan will always use Merciless Judgement whenever it's just recovered from stagger, by the way), you're going to be switching between offensive and defensive paradigms a lot, because Orphan can really give you trouble with the likes of Chains of Torment and the Consummate of Darkness status. This is why I've always used the Poison trick, because it's safer, faster, and always worked for me.
On the topic of Synegists, Sazh falls off by the endgame and becomes more of a support character than a damage dealer. Earlier in the game, everybody's stats are nothing spectacular, but Sazh has the offensive Synegist abilities whilst Hope has the defensive. This made the synergy with Vanille much more effective, because Sazh could increase your damage output, whilst Vanille lowered the enemies' defenses. It all came together and allowed you to take out many enemies with ease despite the low stats. However, by the end, Hope gains access to these abilities (except for Vigilance, which is the only thing that gives Sazh an edge over Hope besides his HP) and Sazh's stats never improve much compared to other characters, making him fall off. Not only that, but his attacking animations are slower than other characters and are projectile based, meaning that a fast moving enemy can dodge them. In the endgame, Sazh fulfills more of a tanky support character whose main uses are better as a Synegist and Ravager. Cold Blood has its uses, and some of Sazh's weapons provide abilities that work well with a chain-building party.
I'm used to rapidly switching paradigms at this point, I had to do that to beat Sazh's Eidolon, and ever since then I've just been doing that instead of trying to find a good all-around paradigm.
Also yeah, that's why I figure instead of using weapons with interesting abilities, he needs the raw stat boosting ones more.