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
Ninja has Dual Wield, Mystic Knight has Spellblade and Ranger has Rapid Fire.
And yes, that's basically the strategy I used in the end.
The trick is to kill it with 1 hit, otherwise it will counterattack and thing will get ugly :D
The important turns of Omega's pattern are 2, 4, 5, and 8. 6 was important in other versions as well, but you can no longer redirect Omega's counter to itself by reflecting Search onto it in this version, so it's not really an important turn here outside of now you get more chances to attack since all counters are going to your party, so no point in waiting for Reflected Search to do the attack. This does also mean that Reflect Rings and Carbuncle have almost no use in this version against Omega since the only thing of value is reflecting Delta Attack or Blaster, but it's not worth it now since the redirecting counters made the possibility of Omega reflecting a fire attack for absorption on earlier turns worth it since you had a time you could safely attack.
2, 4, and 8(8 being the final before it loops) are important turns because it's a guaranteed Wave Cannon. You need to be a decent amount above half so you can heal up after it. Turn 5 is the double turn which contains Wave Cannon as a possibility, Maelstrom(which can combine with HP leak for a possible death before you can heal), and Earthquake.
I don't really remember what turns 1, 3, 5(the ones that aren't highly dangerous), 7 have for the options, but you don't really need to know those.
Rocket Punch and Encircle counters can be blocked with Heavy status(unless they changed it in this version), while Maelstrom is also blocked by Heavy. Sadly, the only way for a player character to get this status is with the mix Dragon Kiss(Maiden's Kiss + Dragon Fang). Confusion from Rocket Punch can be blocked by a few pieces of equipment. If your team does not have access to Mix to nullify Rocket Punch/Encircle/Maelstrom, try to get Shell through either Mighty Guard or by casting Shell to halve the chance of Maelstrom or Encircle ruining your day. White Wind is also great for healing if you actually have access to Blue Magic, though you may need to Elixir the user before it occasionally.
Knives also halve the evasion you have to deal with(in other versions at least, couldn't comment on this one considering all the stuff that is changed or bugged in it, would have to get to Omega Mk. II that has over 100% to check that), which is useful if you have access to spellblade to be able to take advantage of weaknesses ignoring defense but don't have Rapid Fire(if you're doing a fiesta)
Keeping in mind the Wave Cannon timings allows for you to plan out a more defensive strategy if your team needs it. Of course, with my Bard/Dancer/Chemist/Geo this run, I can just cheese the fight.
The fight is won if your killer gets two turns, rapidfire thundaga is a 1hko
(Also, that'll teach me not to trust the "optimal" equipment loadout from the game.)
Yes "optimal" is rarely optimal ^_^. The game only optimize for raw stats, but many equipment parts have special effects that might be even more important.
Funny but sometimes its even better to remove gear, check my strategy for Shinryu:
https://youtu.be/wW0SssLstQU