Uh...IB, EE, IAs, IOCs. FOAs coming up, doing Great Gatsby for English A. University applications are starting and I'll be looking to take psychology in NTU.
We recently finished our IOCs, and they were INSANE. At least I got a text that I really enjoyed for my IOCs, even though I know I was sh!t at it since my average results during the three practices we did in class were low...
My scores were in the 18-20 range (IB score 5) while some of my friendly rivals were getting 20 and above, aaaaaagh.
Welp, new feature in Brave Frontier that I totally gave up in for this week...
Challenge Arena! (no seriously after a while this mode gets pretty repetitive)
Challenge Arena is basically Frontier Hunter, Arena style. It's a Global Exclusive feature at the time of writing. Rewards include gems and a new type of currency for a new in-game summon.
Restrictions set in place for this mode include:
1. Every single match will include an arena Random Rule.
2. Sphere effects WILL NOT BE IN EFFECT. Extra Skills that do not require spheres will still work, however.
3. HC recovery and drop rate is significantly lower.
4. Have a team that is way too strong and you risk your opponent attacking first.
5. HP and BB gauges will carry on from one match to the next.
6. Once a unit goes down for the count, they remain down until you revive them, or until the next ranking day starts.
7. BB gauge resets at the end of each day AND if you enter the unit in a match with the 'empty BB gauge start' rule.
Of course, there are some units that perform exceedingly well in this mode. This time, I will be highlighting some units that are AWESOME in this mode, especially in certain situations. I will be splitting this into two categories: LS-wise and BB-wise.
Let's go!
Part 1: LS-wise
1. 80% ATK boost LS
Why: These units provide a universal boost to ATK for ALL units. There are no restrictions in element for these units. They also have their own uses!
Alpha and Yuura recovers a portion of HP for every attack, Rize helps with HC drop (though this isn't very favorable in this mode), Ultor boosts DEF by 50% and boosts element-based extra damage, Zenia boosts BB gauge during Spark and boosts BB damage, Toutetsu boosts ATK by 50% more given the unit has full HP, and Melchio boosts BB gauge greatly after each normal attack and gives a small chance to ignore defense. Lune boosts element damage from Water and Fire units, along with boosting BB damage. And HADARON, bane of all existences in this mode, boosts ATK and DEF relative to remaining HP, with BB and SBB that grants stealth...
2. Five Light LS
Why: These squads provide elemental bonuses and resistances. At 7*, they boost ATK by 100%!
Quaid is very focused on BB recovery. Michele is more balanced between survivability and BB recovery, while Krantz is more focused on survivability compared to the other two. Another last unit you might want to consider is Lodin, since despite being 6*, his LS provides a nice boost to BB gauge fill rate and boosts ATK by 50%, and he provides a nice BB gauge boost in his BB and SBB, something that Dia and Eric might lack. And you REALLY need BB gauge sustainability in this mode.
3. Soul Covenant Charis
Why: This kid boosts hit counts, which boosts BC drop, HC drop, and damage! His regular BB also boosts HC and BC drop, also boosting hit count, and he is perfectly capable to rain down hell from normal attacks alone.
4. Neptunian Tridon
Why: An absolute NIGHTMARE to face against with the 'no BB' rule, he boosts HP by 40% and mitigates 10% of damage taken. And his shield. Can't forget his shield!
5. Oracle Knight Ark, Twilight God Grahdens, Mad Heretic Gazia
Why: 35% boost to all stats. Ark boosts BC drop rate and has a nice ES, Grahdens mitigates light and dark damage by 15%, while Gazia...hoo boy. 10% mitigation from all attacks, 35% boost to all stats, and a mitigation BB. Good luck.
6. Sanguine Hood Ciara
Why: A massive powerhouse in Arena, she boosts Fire, Water, Earth, and Thunder attack by 120% and boosts elemental damage. That alone should be enough to make her a viable choice for leads, especially for the 'No BB' rule, since her LS doesn't help with BB gauge fill much...
Part 2: MVP Units
1. Galactic Treasure Ivris & Wave Breaker Quartz
Why: THEIR ES. Both of them has an ES that provides them survivability from 1 KO attack, though this is more reliable with Ivris. They do not wear off after one Arena match, so you can use them multiple times without worrying too much about them suddenly dying. What's more, these two units also heal (though Quartz is more of a HoT buffer), and since it's hard to recover HP in this mode, these buffs are REALLY USEFUL.
2. Offensive mitigators
Why: When your enemies start pulling out all of these 7* units, you WILL need something to mitigate incoming damage, especially when they all start with all of their BB gauges filled/have a REALLY offensive LS.
Barienna is really good if you managed to get her, since her BB is an AOE even at base form. Gazia, if you've beaten his trial, can also provide an emergency BB boost. Shera is also nice for more damage. Old man Darvanshell is not really recommended, since he isn't very good offensively.
3. Grand Malediction Yuura & Gaia Sennin Oguro (No BB)
Why: Fill these guys' BB gauges up before using them. Once you do, on 'No BB' match rules, THEY DOMINATE. Their ES really helps in that regard, since it boosts their ATK if their BB gauge is filled.
4. BC and HC buffers, used in conjunction with AOE multi-hit BBs
Outstanding examples include Soul Covenant Charis (BB), Valkyrie Archangel Griel, Angelic Paladin Will (BB), Angelic Blades Sefia (SBB), and Neptunian Tridon (SBB).
Why: Helps with BB gauge and HP regen. Griel is practically the best unit in this category. Combine Griel with a TON of sparkers and wait for two or more of your units to BB, including Griel. I can guarantee you'll recover most, if not all, of your HP. Griel also has a high BB proc rate, so that's nice!
That's all I can really think of at the moment...I'm currently raising my Lunaris and Alyut for general use, while prepping my Semira for Eriole EX Trial.
Now to finish my Psychology IA...
Gaming Tips, Experiences, and other random things
Used to be my GP blog, but not now. I post mostly video game stuff (mainly JRPGs, especially Brave Frontier) and other random stuff like memes here. Also contains some dark stuff from my mind, so yeah.
Thursday, November 12, 2015
Sunday, August 2, 2015
Some more Brave Frontier tips, tricks, and fun facts for you all...
School's starting tomorrow so I thought I should get this out while I can.
Okay, so I got more tips based on some experiences I have throughout my Brave Frontier F2P journey. These tips could be considered a rework of my old post, but I hope you guys can find this useful either way.
1. Boss/miniboss units DO NOT DROP for the most part.
If the boss in question is a RS unit, at least 3* in rarity, or is a storyline boss, chances are that they WILL NOT DROP. There are some exceptions, though. Lario's batch will not drop at the first map of Mistral. Mob boss units will not drop if you encounter them anytime after the first map of Mistral. Certain mob units/Lario's batch has a chance to drop if they're encountered as minibosses. Zebra, Mare, and Zurg, despite being storyline bosses, can drop if you're lucky enough. Mifa, fought in JP's latest map Rakshult, is a rather interesting case. He has a unit sprite like Mare and Zebra, so it's hinted that he IS capturable, but it's uncertain WHEN he'll be available for players to obtain.
2. Summon ONLY during Popular Units Rates Up (GLOBAL).
As of now, in Global, there is no such thing as a 'Rates Up' when units of a batch are first released. Popular Units Rates Up is when these units' rates are truly raised. If you want a shot at that Raaga you so desperately seek summon when his rates are up at that time.
JP has no rates up when a unit batch is initially released, but at least they have 2 summon doors, and the Super RS gate is 3 gems per summon when a new batch is released.
3. Starting out? Pick Selena as your starter.
No, seriously. Okay, I said that she was the weakest starter unit, with a mediocre HP pool and bad DEF, but now, she is OP. As a 7*, she is an absolute beast. Her ES allows her to survive an attack that would otherwise kill her, aka an Angel Idol effect, and boosts all her stats by 20% if Lexida is equipped. Lexida not only covers her poor HP pool, it also doubles her hit counts, effectively giving double HC and BC drops every time she attacks regularly. And to top it all off, Lexida is obtained through Selena's GGC, which is one of the easiest GGC to clear! She can solo Vargas's GGC AND is capable of being a one-woman army in Arena, and is a staple and, for the most part, a key unit in Quests (HoT buff + BC and HC drop) and Arena. She isn't dubbed the 'Queen of Arena' for nothing, you know.
4. This game is neither P2W nor P2P. It is an F2P game, and buying gems does make things easier, but it is by no means necessary to succeed.
Okay, I have had enough of this sh!t from non-BF players, or BF players who just don't know any better. I was watching some gameplay of Final Fantasy Record Keeper to see if it was actually worth downloading (it is for all you Final Fantasy nuts like me, but since it requires a minimum of iOS 7, I can't download it yet T_T), when I saw a comment on one of the videos, asking if the game was F2P like Brave Frontier. A comment reply said that yes, it's F2P, 'unlike Brave Sh!t'. I believe the comment was long since deleted, but I was laughing my @$$ off when I realize that hey, I'm an F2P player who's succeeding!
Brave Frontier is by no means a P2W game. Sure, buying gems makes things easier for players because buying gems = more Rare Summons = more chances at better units/better typings for your units. It doesn't mean that you NEED to buy gems to succeed. Sure, the strongest units start at 5* (Kira batch onwards), but most 6* units are still viable to use in late game, and all are still usable early on (yes, even Eric). I was still running around with Lucca lead, Darvanshell, Ragshelm, ORACLE 7* Colt with ES NOT ACTIVE, and 5* KANON in Celgrad in JP, after my long hiatus. And this was BEFORE the Oracle type buff in JP, so Oracle STILL was a cut in HP for higher REC. And only my Kanon and Darvanshell were at MAX level.
Point is, don't just regard the game as 'P2W' because you get 'horrible' units. Old units get 7* evolutions too you know, and most 7* units cover each others' weaknesses, even with similar skillsets. Just look at the LS sparker trio of Roa, Raaga, and Maharu! If gems are your problem, Global gives 1 every week through daily login, and it can be obtained starting at Group 8, while in JP, they have regular monthly gem giveaways. Frontier Hunter is also a good place to farm gems.
5. Unit > Type.
By now, most unit's base stats are amazing. So, if you get a particularly good unit such as Aaron, Krantz, Nadleeh, Chalice, or Maharu, don't just ditch the unit because it's an Oracle/Breaker/any type you don't want, especially if you NEED that particular unit or if that was your first. Remember, type doesn't really matter since there are imps, and spheres such as the Heresy Orb, Fallacy Orb, and Veragando can help with stats.
ONLY when you get a double unit the type starts to matter, and even then, ESPECIALLY if your first unit is already imped/dual-sphered/has UBB and their type is worse than the second one you pulled, you might want to keep the one with better typing as a side project.
But still. If you have the Anima, keep the Anima. A LOT of people will have your head if you ditch the Anima, unless you already have the Anima as your first summon and you kept it.
6. Just because his level's higher than you does NOT mean he's a better player.
(This here is a retelling of a story from one of the Brave Frontier groups I'm part of. My friend from the Confirmation Sacrament at church shared this to me.)
So, you got an Elza. She's a good unit, especially early on and for Arena. She's got high hit counts, can curse, and her drop check's pretty good. Nice LS too. You go to your higher-level friend, and he says, yes, put her as leader. So you do.
But then, you summon a Zelnite. And a Lucca. AND a Raaga. You get your Raaga to 6* and then you go to your friend. He suggests you keep your leader as 5* Elza because of cost issues. You do that.
Fast-forward to a few days later. You're talking to a friend and she says you should've used Raaga as your lead. You say no, your cost is not enough, and your higher-levelled friend said himself that you should keep your lead as Elza. And, since she's at level 120 and your friend is at level 154, you're going to follow your level 154 friend's advice to win, since he's a better player.
You, my friend, need to know this. A higher-level friend does not mean he's a better player!
Let's put this into perspective, shall we? There are level 40 players with 7* units, and level 150 players who died a lot during Mecha Totem runs. Level 140 players with Ark, level 120 with Xie'Jing, and level 190 who hasn't cleared Seria or Afla Dilith. Level 140 who has 6* Grahdens, and level 200 who doesn't. Level 200 at Arena Rank of General, and level 180 at Cherubium. Level 175 who hasn't finished Quests, and level 145 who cleared all Quests and bonus dungeons.
In Brave Frontier, PLAYER LEVEL DOESN'T MEAN SH!T IF YOU'RE TALKING ABOUT THE PLAYER'S SUCCESS! It isn't about how high your level is. Sure, he's got a high level, but if all he's been doing is spamming the Monday dungeon, Fourfold Pillar, or Changing the World, then it isn't that impressive now is it? Player level only matters in team-building and energy in higher levels.
Part of the fun in Brave Frontier is making your OWN team to suit your OWN needs. Play around with your available units, see what works best for you. Read Leader Skill and Brave Burst effects, see what your team needs and who you can cut to save cost. For example, Raaga can cover Rosetta and Feeva/Zelnite if set as leader, while Lucca is a more effective LS BB gauge supporter compared to Elza if you don't have much BC production. If you're sh!t at sparking, maybe you'd want Zelnite, Feeva, Lucca, or Elza as your leader, but if your team is build around sparking, the Raaga, Rosetta, Maharu, or Roa is the better leader.
Don't just blindly follow a higher-levelled player's (make that ANY PLAYER'S) advice. Asking advice from other players is part of the learning process, but if it's just one person, then that's not exactly much now is it?
Look, I could've followed my friend's advice to bring my Anima Ruby for Seria (in JP). Instead, I used Raaga lead, Colt, Elimo, Selena, Feeva, and Bestie friend, and I won with relative ease compared to him, who wasted all his Crescent Dews and Revive Lights!
I guess that's all for now, folks! Back to IB life, here I go...
Okay, so I got more tips based on some experiences I have throughout my Brave Frontier F2P journey. These tips could be considered a rework of my old post, but I hope you guys can find this useful either way.
1. Boss/miniboss units DO NOT DROP for the most part.
If the boss in question is a RS unit, at least 3* in rarity, or is a storyline boss, chances are that they WILL NOT DROP. There are some exceptions, though. Lario's batch will not drop at the first map of Mistral. Mob boss units will not drop if you encounter them anytime after the first map of Mistral. Certain mob units/Lario's batch has a chance to drop if they're encountered as minibosses. Zebra, Mare, and Zurg, despite being storyline bosses, can drop if you're lucky enough. Mifa, fought in JP's latest map Rakshult, is a rather interesting case. He has a unit sprite like Mare and Zebra, so it's hinted that he IS capturable, but it's uncertain WHEN he'll be available for players to obtain.
2. Summon ONLY during Popular Units Rates Up (GLOBAL).
As of now, in Global, there is no such thing as a 'Rates Up' when units of a batch are first released. Popular Units Rates Up is when these units' rates are truly raised. If you want a shot at that Raaga you so desperately seek summon when his rates are up at that time.
JP has no rates up when a unit batch is initially released, but at least they have 2 summon doors, and the Super RS gate is 3 gems per summon when a new batch is released.
3. Starting out? Pick Selena as your starter.
No, seriously. Okay, I said that she was the weakest starter unit, with a mediocre HP pool and bad DEF, but now, she is OP. As a 7*, she is an absolute beast. Her ES allows her to survive an attack that would otherwise kill her, aka an Angel Idol effect, and boosts all her stats by 20% if Lexida is equipped. Lexida not only covers her poor HP pool, it also doubles her hit counts, effectively giving double HC and BC drops every time she attacks regularly. And to top it all off, Lexida is obtained through Selena's GGC, which is one of the easiest GGC to clear! She can solo Vargas's GGC AND is capable of being a one-woman army in Arena, and is a staple and, for the most part, a key unit in Quests (HoT buff + BC and HC drop) and Arena. She isn't dubbed the 'Queen of Arena' for nothing, you know.
4. This game is neither P2W nor P2P. It is an F2P game, and buying gems does make things easier, but it is by no means necessary to succeed.
Okay, I have had enough of this sh!t from non-BF players, or BF players who just don't know any better. I was watching some gameplay of Final Fantasy Record Keeper to see if it was actually worth downloading (it is for all you Final Fantasy nuts like me, but since it requires a minimum of iOS 7, I can't download it yet T_T), when I saw a comment on one of the videos, asking if the game was F2P like Brave Frontier. A comment reply said that yes, it's F2P, 'unlike Brave Sh!t'. I believe the comment was long since deleted, but I was laughing my @$$ off when I realize that hey, I'm an F2P player who's succeeding!
Brave Frontier is by no means a P2W game. Sure, buying gems makes things easier for players because buying gems = more Rare Summons = more chances at better units/better typings for your units. It doesn't mean that you NEED to buy gems to succeed. Sure, the strongest units start at 5* (Kira batch onwards), but most 6* units are still viable to use in late game, and all are still usable early on (yes, even Eric). I was still running around with Lucca lead, Darvanshell, Ragshelm, ORACLE 7* Colt with ES NOT ACTIVE, and 5* KANON in Celgrad in JP, after my long hiatus. And this was BEFORE the Oracle type buff in JP, so Oracle STILL was a cut in HP for higher REC. And only my Kanon and Darvanshell were at MAX level.
Point is, don't just regard the game as 'P2W' because you get 'horrible' units. Old units get 7* evolutions too you know, and most 7* units cover each others' weaknesses, even with similar skillsets. Just look at the LS sparker trio of Roa, Raaga, and Maharu! If gems are your problem, Global gives 1 every week through daily login, and it can be obtained starting at Group 8, while in JP, they have regular monthly gem giveaways. Frontier Hunter is also a good place to farm gems.
5. Unit > Type.
By now, most unit's base stats are amazing. So, if you get a particularly good unit such as Aaron, Krantz, Nadleeh, Chalice, or Maharu, don't just ditch the unit because it's an Oracle/Breaker/any type you don't want, especially if you NEED that particular unit or if that was your first. Remember, type doesn't really matter since there are imps, and spheres such as the Heresy Orb, Fallacy Orb, and Veragando can help with stats.
ONLY when you get a double unit the type starts to matter, and even then, ESPECIALLY if your first unit is already imped/dual-sphered/has UBB and their type is worse than the second one you pulled, you might want to keep the one with better typing as a side project.
But still. If you have the Anima, keep the Anima. A LOT of people will have your head if you ditch the Anima, unless you already have the Anima as your first summon and you kept it.
6. Just because his level's higher than you does NOT mean he's a better player.
(This here is a retelling of a story from one of the Brave Frontier groups I'm part of. My friend from the Confirmation Sacrament at church shared this to me.)
So, you got an Elza. She's a good unit, especially early on and for Arena. She's got high hit counts, can curse, and her drop check's pretty good. Nice LS too. You go to your higher-level friend, and he says, yes, put her as leader. So you do.
But then, you summon a Zelnite. And a Lucca. AND a Raaga. You get your Raaga to 6* and then you go to your friend. He suggests you keep your leader as 5* Elza because of cost issues. You do that.
Fast-forward to a few days later. You're talking to a friend and she says you should've used Raaga as your lead. You say no, your cost is not enough, and your higher-levelled friend said himself that you should keep your lead as Elza. And, since she's at level 120 and your friend is at level 154, you're going to follow your level 154 friend's advice to win, since he's a better player.
You, my friend, need to know this. A higher-level friend does not mean he's a better player!
Let's put this into perspective, shall we? There are level 40 players with 7* units, and level 150 players who died a lot during Mecha Totem runs. Level 140 players with Ark, level 120 with Xie'Jing, and level 190 who hasn't cleared Seria or Afla Dilith. Level 140 who has 6* Grahdens, and level 200 who doesn't. Level 200 at Arena Rank of General, and level 180 at Cherubium. Level 175 who hasn't finished Quests, and level 145 who cleared all Quests and bonus dungeons.
In Brave Frontier, PLAYER LEVEL DOESN'T MEAN SH!T IF YOU'RE TALKING ABOUT THE PLAYER'S SUCCESS! It isn't about how high your level is. Sure, he's got a high level, but if all he's been doing is spamming the Monday dungeon, Fourfold Pillar, or Changing the World, then it isn't that impressive now is it? Player level only matters in team-building and energy in higher levels.
Part of the fun in Brave Frontier is making your OWN team to suit your OWN needs. Play around with your available units, see what works best for you. Read Leader Skill and Brave Burst effects, see what your team needs and who you can cut to save cost. For example, Raaga can cover Rosetta and Feeva/Zelnite if set as leader, while Lucca is a more effective LS BB gauge supporter compared to Elza if you don't have much BC production. If you're sh!t at sparking, maybe you'd want Zelnite, Feeva, Lucca, or Elza as your leader, but if your team is build around sparking, the Raaga, Rosetta, Maharu, or Roa is the better leader.
Don't just blindly follow a higher-levelled player's (make that ANY PLAYER'S) advice. Asking advice from other players is part of the learning process, but if it's just one person, then that's not exactly much now is it?
Look, I could've followed my friend's advice to bring my Anima Ruby for Seria (in JP). Instead, I used Raaga lead, Colt, Elimo, Selena, Feeva, and Bestie friend, and I won with relative ease compared to him, who wasted all his Crescent Dews and Revive Lights!
I guess that's all for now, folks! Back to IB life, here I go...
Sunday, July 26, 2015
Total Raid Overhaul?!
Yep, the Krantz update in JP servers included a major overhaul to the Raid Battle system. And I kid you not, Raid just got far more manageable there. At least, in my opinion.
You know Draegar? That @$$ from Raid X1 in Global that managed to gain the ire of Raiders for a very long time, especially those who need those evolution materials for Elaina and Grandt but RNG just hates them? This new Raid system would make him slightly more manageable...if Global would just stop bugging out so often.
So, what's the overhaul? Well, you know how you gotta move from one location to the next? In the old Raid battle format, every time you move, you'll have to face mooks. It gets annoying if you need to get back to the camp ASAP because your health is low.
However, in JP, you're able to move from one location to the next WITHOUT facing mooks. You get to choose where you want to fight mooks to gain BB gauges. Bosses are automatically fought upon arriving at their location.
So...what you want to do for the majority of the Raid bosses in JP is to pop a Detector, go to a tile near the boss, and battle there. Fill BB gauges, then attack the boss. For Granomos and Medronomus, you'll want to be careful on where you're going to battle because if you're unlucky, you're gonna fight them with empty BB gauges.
Welp, that's all I wanted to say for now. School's starting in a week so...yeah...
Bye guys!
You know Draegar? That @$$ from Raid X1 in Global that managed to gain the ire of Raiders for a very long time, especially those who need those evolution materials for Elaina and Grandt but RNG just hates them? This new Raid system would make him slightly more manageable...if Global would just stop bugging out so often.
So, what's the overhaul? Well, you know how you gotta move from one location to the next? In the old Raid battle format, every time you move, you'll have to face mooks. It gets annoying if you need to get back to the camp ASAP because your health is low.
However, in JP, you're able to move from one location to the next WITHOUT facing mooks. You get to choose where you want to fight mooks to gain BB gauges. Bosses are automatically fought upon arriving at their location.
So...what you want to do for the majority of the Raid bosses in JP is to pop a Detector, go to a tile near the boss, and battle there. Fill BB gauges, then attack the boss. For Granomos and Medronomus, you'll want to be careful on where you're going to battle because if you're unlucky, you're gonna fight them with empty BB gauges.
Welp, that's all I wanted to say for now. School's starting in a week so...yeah...
Bye guys!
Sunday, July 5, 2015
Making a big comeback in JP! (+ current events in JP servers)
I am back to playing intensively in the JP servers!
It's been two years since Brave Frontier first opened its gates to Grand Gaia and JP is celebrating it REALLY WELL. Right now, there's a half-energy event for EVERY SINGLE THING IN THE GAME (useful for farming levels, evo mats and metal units), daily metal/jewel keys (2 of a type each day, alternating), Super Honor Summon (no ghosts), increased Honor Points during questing (40 for strangers, 80 for friends), fusion rates up, and 2000 Honor Points daily. These events will last until July 16.
They also have a 'get a unit you want' campaign. It's accessible in the banners (the one with the '1') and is available until July 10. Just fill in the form in the web page the banner links to (The question is: How did you find out about Brave Frontier?) and select the unit element, the unit you want, and the type you want the unit to be. That's how I got my Krantz (Anima).
There is also a daily 2 gem giveaway as a part of the 2-year celebration, and by the end of this event, it totals to 124 gems.
They also have a 10-day summer giveaway that totals to 25 gems, 1 Crystal set, 100 Medals, 4 Burst Frogs, 1 Burst Emperor, 5000 Achievement Points, 1 imp set, 1 Almighty Imp Alton, and 1 Sphere Frog...seriously Alim is great when it comes to giveaways.
Another new feature in the Japan servers is the fact that there are 2 types of Rare Summons. The Super Rare Summon gate contains units that have 7* potential and start at 5*. It contains units from Feeva's batch onwards. 1 summon costs 5 gems, but when it first came out, it was 3 gems per summon.
The regular Rare Summon contains all units prior to Feeva, and does not include units from the Super Rare Summon gate. It costs 3 gems to summon from this gate.
I am practically living the life in JP. All I've been doing is summoning from the Super Rare Summon gate when it was 3 gems per summon and whaddya know? I got loads of good units. Here's a breakdown of the great units I got in no particular order (evolved some already, and don't mind some of these units, I was on an evolving spree):
-Rivera (B)
-Regrard (B)
-Medina (A)
-Kafka (L)
-Raaga (O)
-Aaron (G)
-Claire (A)
-Feeva (G)
-Yuura (L)
-Reis (O)
-Yuura (A)
-Colt (G)
-Alpha (B)
-Alpha (G)
I actually also got an oracle Alpha but that went as fodder for my Quaid.
Now comes the next problem: COST.
Seeing that I want my Krantz to be ready for future content, I will be raising his level while placing him in my main squad until I get my Aaron to 6* near-MAX level. That way, I can focus on Krantz easily when I finally evolve him to 7*.
But before that I'll beat Cardes first because my cost will not be enough to hold these units if they hit 7*. That's what my Kafka is for.
And right now I'm farming the level 4 Monday dungeon because of the high EXP/EN ratio...literally got 1 level up in 5 minutes.
SO! I still need more friends in JP. If you play in the Japanese servers, here is my player data:
Bye guys!
It's been two years since Brave Frontier first opened its gates to Grand Gaia and JP is celebrating it REALLY WELL. Right now, there's a half-energy event for EVERY SINGLE THING IN THE GAME (useful for farming levels, evo mats and metal units), daily metal/jewel keys (2 of a type each day, alternating), Super Honor Summon (no ghosts), increased Honor Points during questing (40 for strangers, 80 for friends), fusion rates up, and 2000 Honor Points daily. These events will last until July 16.
They also have a 'get a unit you want' campaign. It's accessible in the banners (the one with the '1') and is available until July 10. Just fill in the form in the web page the banner links to (The question is: How did you find out about Brave Frontier?) and select the unit element, the unit you want, and the type you want the unit to be. That's how I got my Krantz (Anima).
There is also a daily 2 gem giveaway as a part of the 2-year celebration, and by the end of this event, it totals to 124 gems.
They also have a 10-day summer giveaway that totals to 25 gems, 1 Crystal set, 100 Medals, 4 Burst Frogs, 1 Burst Emperor, 5000 Achievement Points, 1 imp set, 1 Almighty Imp Alton, and 1 Sphere Frog...seriously Alim is great when it comes to giveaways.
Another new feature in the Japan servers is the fact that there are 2 types of Rare Summons. The Super Rare Summon gate contains units that have 7* potential and start at 5*. It contains units from Feeva's batch onwards. 1 summon costs 5 gems, but when it first came out, it was 3 gems per summon.
The regular Rare Summon contains all units prior to Feeva, and does not include units from the Super Rare Summon gate. It costs 3 gems to summon from this gate.
I am practically living the life in JP. All I've been doing is summoning from the Super Rare Summon gate when it was 3 gems per summon and whaddya know? I got loads of good units. Here's a breakdown of the great units I got in no particular order (evolved some already, and don't mind some of these units, I was on an evolving spree):
-Rivera (B)
-Regrard (B)
-Medina (A)
-Kafka (L)
-Raaga (O)
-Aaron (G)
-Claire (A)
-Feeva (G)
-Yuura (L)
-Reis (O)
-Yuura (A)
-Colt (G)
-Alpha (B)
-Alpha (G)
I actually also got an oracle Alpha but that went as fodder for my Quaid.
Now comes the next problem: COST.
Seeing that I want my Krantz to be ready for future content, I will be raising his level while placing him in my main squad until I get my Aaron to 6* near-MAX level. That way, I can focus on Krantz easily when I finally evolve him to 7*.
But before that I'll beat Cardes first because my cost will not be enough to hold these units if they hit 7*. That's what my Kafka is for.
And right now I'm farming the level 4 Monday dungeon because of the high EXP/EN ratio...literally got 1 level up in 5 minutes.
SO! I still need more friends in JP. If you play in the Japanese servers, here is my player data:
Bye guys!
Monday, June 22, 2015
Blades and Blossoms...
I am so sorry for not being able to update for such a long time! I joined a camp, like the one around this time last year, and met up with my bro KirinMax AGAIN! It's weird though, we were so awkward with each other last year, this year we were around each other pretty much 90% of the time during free time and whenever there isn't any group-related activities.
BUT! New GGC. Right. Finished it a while back, let's hope my memory isn't rusty...
I trust with the abundance of 7* units, the first two stages will be easy. Then you reach the final one, Blades and Blossoms. Okay, fine, but what's this? No continues?
No gemming here?!
Welp...this is gonna be hard.
I only managed to beat this GGC after a few failed trials...first time 'round I brought my Lance for the ATK relative to DEF boost, and I failed. Then I swapped my Lance in favor of Magress's UBB buff...only to fail because of mistiming of the UBB. Then I used the exact same squad.
WELL WHOOP DEE DOO I WON.
First thing's first: my squad. It's a weird hybrid between "being able to have constant defense" to "HELL NAW LET'S ATTACK", with these components (all MAX level):
Heavenly Emperor Kanon (G, UBB unlocked) lead
Galactic Treasure Ivris (B, UBB unlocked)
Dark Demigod Ardin (A, SBB 10)
Thunder Savior Shera (A, SBB 1)
Dark Legend Magress (B, UBB unlocked)
Cataclysm Empress Feeva (L, UBB unlocked) friend
First thing's first, though. For this fight, your squad needs at least 8.5k HP to survive on account of these two enemies just NULLIFYING leader skills after a certain point.
Kanon as leader because of his nice HP and DEF boost in leader skill, as well as his null status ailment, AND his DEF buff boost. Highest in the game, tied with Elimo, for SBB at 7*. The spheres I gave him are Legwand Gem and Blessed Robe.
Ivris as a healer, Angel Idol buff on herself (saves one Revive), and emergency BB booster and status nuller when LS goes down. While she is a Breaker, I equipped her with Drevas and an Evil Shard to help with her BB recovery, HP, and DEF.
Ardin for the Light and Dark element buff, which helped to bring the fight to a quicker close. Not only that, he has a nice ATK down debuff on his SBB, and considering the insane damage potential of Kikuri and Sefia in this fight I'd say it was useful. Spheres equipped were Legwand Gem and Virtue Stone.
Shera as the mitigator. I can't stress this too much: YOU NEED TO MITIGATE EVERY TURN FOR THIS GGC. Kikuri and Sefia can deal insane damage, especially when they null LS and then nulls your buffs. The ATK boost is useful too. Spheres were Legwand Gem and Ihsir's Guise, for the BB gauge return.
Magress as a backup mitigator and DEF buffer. On turns where LS is nulled, I tend to mitigate the first turn and activate Magress's UBB gauge, then use his UBB the next turn, then go back to Shera's regular mitigation until the next time they null LS, in which I tend to use any backup Fujins I have remaining if the Overdrive Gauge isn't filled yet. Spheres equipped are Leomurg and Evil Shard.
Feeva for the BC and HC drop boost (highest in the game right now), and the boost to BB gauge fill rate and BC drop rate during Spark LS. She's really useful so that you can spam BB/SBB every turn. Spheres on her are Spirit Tiara and Heresy Orb, and she was fully-imped.
As for the fight itself...it consists of two battles, the second one being considerably longer than the first.
First battle is against four Archangels and a Sky Goddess Raquel. They hit pretty hard so you might want to mitigate from turn 1, if possible. In this setup, I gave a Fujin to Shera and Feeva and had them SBB. This brought everyone's BB gauges to MAX and I pretty much SBB-spammed towards the end of this battle.
The next battle is the main event. First off, it's just Holy Blades Sefia. Try to manage your BB gauges well in this segment. Mitigate every turn, get Kanon's DEF buff up, heal when necessary, the usual. Whittle her health down to 50% and Death Idol Kikuri will appear. After this point just do your usual thing (mitigate, heal when necessary, etc., though you should be able to SBB spam safely at this point with Feeva lead and her BC buff) and the battleground will change to the Frontier Hunter background.
This is where it starts to get hard.
Sefia will recover all her health at this point. Focus fire on her.
During this fight, Kikuri will be able to recover HP, while Sefia will be able to remove buffs on one of your units. This is why Ardin's ATK down buff is a godsend; THESE TWO HIT HARD.
When Kikuri's health falls below 50%, she will recover all her health. Switch targets to her and attack.
Make sure their HP isn't too far apart, for reasons I will cover later on. If the HP gap becomes bigger, use STBB and attack normally until the HP gap lessens.
Supposedly, when the two's HP falls below half, they will null LS for 3 turns. Now, I say 'supposedly' because for some odd reason, when Sefia's HP falls below half while Kikuri's HP is still well over half, my team's Leader Skills still got nulled. Meh.
After the LS null wears off, they will null LS again approximately 2-4 turns later, so be on your toes and use BB/SBB appropriately! THIS is where Magress's UBB can come in handy, especially since at this point, their attacks hit HARD.
Another thing to note is that Extra Skills do NOT get nullified.
FINAL THING! You have to kill them at the same time. If you kill one before the other, you are REQUIRED to kill the other in the next turn. Failure to do so will allow the remaining girl to revive the dead one. To full health. If that happens, do yourself a favor and just ragequit.
You get the usual stuff: 3 gems, Zel, Karma, and a Sphere reward. The Sphere reward is the Spirit Tiara, which boosts ATK, DEF, and REC of a unit by 65% when the unit's HP is above half. It's really useful for Anima units, and my latest leader's sphere build relies on the Spirit Tiara.
Guess I'll see you guys soon!
BUT! New GGC. Right. Finished it a while back, let's hope my memory isn't rusty...
I trust with the abundance of 7* units, the first two stages will be easy. Then you reach the final one, Blades and Blossoms. Okay, fine, but what's this? No continues?
No gemming here?!
Welp...this is gonna be hard.
I only managed to beat this GGC after a few failed trials...first time 'round I brought my Lance for the ATK relative to DEF boost, and I failed. Then I swapped my Lance in favor of Magress's UBB buff...only to fail because of mistiming of the UBB. Then I used the exact same squad.
WELL WHOOP DEE DOO I WON.
First thing's first: my squad. It's a weird hybrid between "being able to have constant defense" to "HELL NAW LET'S ATTACK", with these components (all MAX level):
Heavenly Emperor Kanon (G, UBB unlocked) lead
Galactic Treasure Ivris (B, UBB unlocked)
Dark Demigod Ardin (A, SBB 10)
Thunder Savior Shera (A, SBB 1)
Dark Legend Magress (B, UBB unlocked)
Cataclysm Empress Feeva (L, UBB unlocked) friend
First thing's first, though. For this fight, your squad needs at least 8.5k HP to survive on account of these two enemies just NULLIFYING leader skills after a certain point.
Kanon as leader because of his nice HP and DEF boost in leader skill, as well as his null status ailment, AND his DEF buff boost. Highest in the game, tied with Elimo, for SBB at 7*. The spheres I gave him are Legwand Gem and Blessed Robe.
Ivris as a healer, Angel Idol buff on herself (saves one Revive), and emergency BB booster and status nuller when LS goes down. While she is a Breaker, I equipped her with Drevas and an Evil Shard to help with her BB recovery, HP, and DEF.
Ardin for the Light and Dark element buff, which helped to bring the fight to a quicker close. Not only that, he has a nice ATK down debuff on his SBB, and considering the insane damage potential of Kikuri and Sefia in this fight I'd say it was useful. Spheres equipped were Legwand Gem and Virtue Stone.
Shera as the mitigator. I can't stress this too much: YOU NEED TO MITIGATE EVERY TURN FOR THIS GGC. Kikuri and Sefia can deal insane damage, especially when they null LS and then nulls your buffs. The ATK boost is useful too. Spheres were Legwand Gem and Ihsir's Guise, for the BB gauge return.
Magress as a backup mitigator and DEF buffer. On turns where LS is nulled, I tend to mitigate the first turn and activate Magress's UBB gauge, then use his UBB the next turn, then go back to Shera's regular mitigation until the next time they null LS, in which I tend to use any backup Fujins I have remaining if the Overdrive Gauge isn't filled yet. Spheres equipped are Leomurg and Evil Shard.
Feeva for the BC and HC drop boost (highest in the game right now), and the boost to BB gauge fill rate and BC drop rate during Spark LS. She's really useful so that you can spam BB/SBB every turn. Spheres on her are Spirit Tiara and Heresy Orb, and she was fully-imped.
As for the fight itself...it consists of two battles, the second one being considerably longer than the first.
First battle is against four Archangels and a Sky Goddess Raquel. They hit pretty hard so you might want to mitigate from turn 1, if possible. In this setup, I gave a Fujin to Shera and Feeva and had them SBB. This brought everyone's BB gauges to MAX and I pretty much SBB-spammed towards the end of this battle.
The next battle is the main event. First off, it's just Holy Blades Sefia. Try to manage your BB gauges well in this segment. Mitigate every turn, get Kanon's DEF buff up, heal when necessary, the usual. Whittle her health down to 50% and Death Idol Kikuri will appear. After this point just do your usual thing (mitigate, heal when necessary, etc., though you should be able to SBB spam safely at this point with Feeva lead and her BC buff) and the battleground will change to the Frontier Hunter background.
This is where it starts to get hard.
Sefia will recover all her health at this point. Focus fire on her.
During this fight, Kikuri will be able to recover HP, while Sefia will be able to remove buffs on one of your units. This is why Ardin's ATK down buff is a godsend; THESE TWO HIT HARD.
When Kikuri's health falls below 50%, she will recover all her health. Switch targets to her and attack.
Make sure their HP isn't too far apart, for reasons I will cover later on. If the HP gap becomes bigger, use STBB and attack normally until the HP gap lessens.
Supposedly, when the two's HP falls below half, they will null LS for 3 turns. Now, I say 'supposedly' because for some odd reason, when Sefia's HP falls below half while Kikuri's HP is still well over half, my team's Leader Skills still got nulled. Meh.
After the LS null wears off, they will null LS again approximately 2-4 turns later, so be on your toes and use BB/SBB appropriately! THIS is where Magress's UBB can come in handy, especially since at this point, their attacks hit HARD.
Another thing to note is that Extra Skills do NOT get nullified.
FINAL THING! You have to kill them at the same time. If you kill one before the other, you are REQUIRED to kill the other in the next turn. Failure to do so will allow the remaining girl to revive the dead one. To full health. If that happens, do yourself a favor and just ragequit.
You get the usual stuff: 3 gems, Zel, Karma, and a Sphere reward. The Sphere reward is the Spirit Tiara, which boosts ATK, DEF, and REC of a unit by 65% when the unit's HP is above half. It's really useful for Anima units, and my latest leader's sphere build relies on the Spirit Tiara.
Guess I'll see you guys soon!
Tuesday, May 5, 2015
Group 4 Project DONE!!!
OH MY GOD. IT'S FINALLY DONE!!
So, just in case you're wondering why I haven't been talking about Brave Frontier a lot, especially with extra trial The Green Menace out with no posts on party setups, OR on the Halloween Global units making an appearance in JP as VORTEX UNITS (lucky buggers...), it was because of the Group 4 Project.
IB peeps, it's that time of the year again, when the pressure is coming strong and hard! Grade 12 has their exams, while we have the freaking Group 4 Project!
Remind me to never procrastinate again.
OKAY! At the moment, I'm placing my Brave Frontier JP on Auto when tromping along in Ishgria while I'm updating a blog for our Group 4 Project.
Yes people, we have a blog for our Group 4 Project results.
Find out about the science of sprinting over at that blog! Link provided below~
http://fastandfurioussmn.blogspot.com/
Thanks in advance for checking it out!
So, just in case you're wondering why I haven't been talking about Brave Frontier a lot, especially with extra trial The Green Menace out with no posts on party setups, OR on the Halloween Global units making an appearance in JP as VORTEX UNITS (lucky buggers...), it was because of the Group 4 Project.
IB peeps, it's that time of the year again, when the pressure is coming strong and hard! Grade 12 has their exams, while we have the freaking Group 4 Project!
Remind me to never procrastinate again.
OKAY! At the moment, I'm placing my Brave Frontier JP on Auto when tromping along in Ishgria while I'm updating a blog for our Group 4 Project.
Yes people, we have a blog for our Group 4 Project results.
Find out about the science of sprinting over at that blog! Link provided below~
http://fastandfurioussmn.blogspot.com/
Thanks in advance for checking it out!
Monday, April 27, 2015
Trial X2...
And...I'm back.
Just finished this Trial a few days ago...and it took me 3 HOURS (with breaks). Starting from the moment I got dismissed from school (3:10 pm) up until a few hours after I finished my piano lesson (6:15 pm).
I'M NOT KIDDING. IT'S REALLY TIME-CONSUMING.
First of all, to access this Trial, you must have beaten Trial X1 already, which is the Xenon and Estia trial. Then, you're gonna have access to this trial, which makes you go against the Battle Maidens. First battle is against Cayena, Lico, and Fennia, and the second battle is against Vanila, Bayley, and Serin.
My squad setup is mainly focused on survivability, and here are its components:
Tyrant Lilly Matah (Breaker) leader, with Phoenix Eye and Legwand Gem
Massacre God Belfura (Anima), with Legwand Gem
Guardian Goddess Tia (Breaker, level 67), with Legwand Gem
Mad God Narza (Breaker), with Dandelga and Evil Shard
Thunder Savior Shera (Anima), with Legwand Gem and Evil Shard
Heavenly Emperor Kanon (Lord) friend, UBB unlocked, with Malice Jewel and Ihsir's Guise
Lilly Matah's LS provides a nice boost to BB gauge when attacked, and when coupled with either her SBB or Narza's BB gauge fill when attacked SBB, it becomes pretty damn OP.
I used Belfura because she is a tank, and her BB and SBB allows the enemy to be hit with ATK and/or DEF debuffs for 1 turn. Her SBB also fills the BB gauge, though less than Zelnite's SBB.
Tia is currently one of the best pure healers in the game, if not the best. She heals, gives HP regen for 3 turns, and in her SBB, gives BB gauge regen for 3 turns.
I used double mitigators for this fight, because Cayena really enjoys draining your BB gauges.
Kanon's LS provides a 30% boost to DEF and HP, as well as nullifying status ailments, which allows me to bring Tia instead of Ulkina to this fight, who lacks the HP regen. His SBB provides a huge DEF boost (one of the best in the game as of now), and his UBB mitigates 50% of damage received for 3 turns.
As for the battle itself...
Battle 1: vs. War Rocket Cayena, Raid Bolt Fennia, and Demon Blade Lico
-Cayena drains BB gauges
-Fennia can inflict DEF down
-Lico has a strong STBB
-Every 3 turns, guard all your units because they will inflict heavy damage and will nullify all your buffs
Their HP thresholds are at 50%. Cayena in particular will start going insane BEFORE 50%, from my experience (around 60%). When "I AM RIGHTEOUS!" pops out, she will drain ALL of your units' BB gauges to 0, but thankfully it will not remove buffs. THIS is why I recommend a Matah lead. She will do it again after 50% (40% or 30%, will have to reconfirm).
She is also programmed to attack the unit with the least HP at least 50% of the time, which makes her the most threatening unit in this fight. However, I would not recommend killing her first. The moment she dies, Fennia and Lico will gain an ignore DEF buff, which can be pretty deadly (pretty is an understatement lol), especially when you put Lico's extremely strong STBB into consideration.
At 50% HP, Lico will do an INSANE STBB that you will most probably not survive unless you guard + mitigate. I would recommend killing her first, though.
Fennia provides the least threat in this phase, arguably. Before 50%, she will put up a mitigating shield around her team, for a few turns (2 or 3 I believe). Starting at 50%, she will be able to use Galvanizing Pulse often, which has a chance to inflict DEF down on your units. She used it two turns in a row once.
All 3 will gain ATK and CRIT buff around this point.
As soon as the battle starts, I gave a Fujin to my Narza and had him use his SBB, while everyone else attacked normally. Then, I tend to alternate mitigation between Narza and Shera, usually using Narza after the turn 3 insanity AOE, in conjunction with Matah and Tia's SBB for maximized BB regeneration AND HP regeneration. Belfura's SBB will ONLY be used in an emergency (she was SBB 1 at that time), and most of the other times I used her BB. I try to use Kanon's SBB the turn after the turn 3 insanity to try and soften more of the maidens' damage on my team.
Tia's HP regen is a godsend in this fight. With it, there's no need to heal every turn, something which you might need to do if you were to use Ulkina, Altri, Ivris, and the like. The reason why I wouldn't recommend Phoenix is that not only are his stats severely outclassed by now, but he technically isn't a burst healer - he only gives a heal over time buff.
Battle 2: vs. Sky Angel Vanila, Wild Slash Bayley, and Gun Goddess Serin
-Vanila has a RTBB that can inflict most status ailments (poison, weak, injury, paralysis)
-Serin can inflict taunt on one of your units for focus fire
-Bayley heals every 5 (?) turns, 50000 HP per heal
-Serin mitigates a LOT in this fight (once every 3/4 (need confirmation) turns the mitigation shield is gone)
This fight is more of an endurance test more than anything. First thing that you WILL find out is that Bayley WILL heal her team for 50000 HP every few turns. Be careful; she is capable of putting you in something similar to the notorious Sacred Song Loop from Maxwell fame if you can't hurt her more than she heals. She will gain an Angel Idol buff at approximately 20% HP, and at this point you really should just focus fire on her until she goes down for good. I don't know if she will reapply the Angel Idol buff because at that point, the mitigation shield is gone and I overkilled her with Kanon's UBB.
Actually, Vanila's RTBB is a godsend in this fight if you bring someone with 'fills BB gauge when attacked' LS or BB/SBB effect because each of the random hit is treated as one attack, so you can go from empty BB gauge to full in almost no time.
HP thresholds are at 50% HP. Bayley and Serin just unleashes a strong MTBB on everyone. Vanila ALSO does that, but it's arguably worse if you don't mitigate and guard in her case. My friend's Kanon died when he wasn't guarding (mitigation shield on); that should give you an idea.
I would recommend killing Bayley off first for this portion. It's really easy to regain BB gauges in this fight because no one steals BB gauges here. However, I suggest focus-firing on Bayley initially before focusing on Serin, killing Vanila last. If Serin and Bayley are out of the way your damage output is drastically increased. Not only that, try activating Overdrive one or two turns before the mitigating shield goes down so you can unleash it For Massive Damage.
Vanila gained an Angel Idol buff towards the end of the fight, but I'm not so sure if Serin was the one who applied it to her, if she got it from Bayley beforehand, or if it was supposed to happen once her HP reached 20% or so.
Completing this quest, you get a Gem, EXP, Zel, and Blighted Seal.
Blighted Seal: Boosts ATK by 100%, CRIT damage by 50%, lowers DEF and REC by 20%
It's an OP sphere alright.
Good luck with this trial!
Just finished this Trial a few days ago...and it took me 3 HOURS (with breaks). Starting from the moment I got dismissed from school (3:10 pm) up until a few hours after I finished my piano lesson (6:15 pm).
I'M NOT KIDDING. IT'S REALLY TIME-CONSUMING.
First of all, to access this Trial, you must have beaten Trial X1 already, which is the Xenon and Estia trial. Then, you're gonna have access to this trial, which makes you go against the Battle Maidens. First battle is against Cayena, Lico, and Fennia, and the second battle is against Vanila, Bayley, and Serin.
My squad setup is mainly focused on survivability, and here are its components:
Tyrant Lilly Matah (Breaker) leader, with Phoenix Eye and Legwand Gem
Massacre God Belfura (Anima), with Legwand Gem
Guardian Goddess Tia (Breaker, level 67), with Legwand Gem
Mad God Narza (Breaker), with Dandelga and Evil Shard
Thunder Savior Shera (Anima), with Legwand Gem and Evil Shard
Heavenly Emperor Kanon (Lord) friend, UBB unlocked, with Malice Jewel and Ihsir's Guise
Lilly Matah's LS provides a nice boost to BB gauge when attacked, and when coupled with either her SBB or Narza's BB gauge fill when attacked SBB, it becomes pretty damn OP.
I used Belfura because she is a tank, and her BB and SBB allows the enemy to be hit with ATK and/or DEF debuffs for 1 turn. Her SBB also fills the BB gauge, though less than Zelnite's SBB.
Tia is currently one of the best pure healers in the game, if not the best. She heals, gives HP regen for 3 turns, and in her SBB, gives BB gauge regen for 3 turns.
I used double mitigators for this fight, because Cayena really enjoys draining your BB gauges.
Kanon's LS provides a 30% boost to DEF and HP, as well as nullifying status ailments, which allows me to bring Tia instead of Ulkina to this fight, who lacks the HP regen. His SBB provides a huge DEF boost (one of the best in the game as of now), and his UBB mitigates 50% of damage received for 3 turns.
As for the battle itself...
Battle 1: vs. War Rocket Cayena, Raid Bolt Fennia, and Demon Blade Lico
-Cayena drains BB gauges
-Fennia can inflict DEF down
-Lico has a strong STBB
-Every 3 turns, guard all your units because they will inflict heavy damage and will nullify all your buffs
Their HP thresholds are at 50%. Cayena in particular will start going insane BEFORE 50%, from my experience (around 60%). When "I AM RIGHTEOUS!" pops out, she will drain ALL of your units' BB gauges to 0, but thankfully it will not remove buffs. THIS is why I recommend a Matah lead. She will do it again after 50% (40% or 30%, will have to reconfirm).
She is also programmed to attack the unit with the least HP at least 50% of the time, which makes her the most threatening unit in this fight. However, I would not recommend killing her first. The moment she dies, Fennia and Lico will gain an ignore DEF buff, which can be pretty deadly (pretty is an understatement lol), especially when you put Lico's extremely strong STBB into consideration.
At 50% HP, Lico will do an INSANE STBB that you will most probably not survive unless you guard + mitigate. I would recommend killing her first, though.
Fennia provides the least threat in this phase, arguably. Before 50%, she will put up a mitigating shield around her team, for a few turns (2 or 3 I believe). Starting at 50%, she will be able to use Galvanizing Pulse often, which has a chance to inflict DEF down on your units. She used it two turns in a row once.
All 3 will gain ATK and CRIT buff around this point.
As soon as the battle starts, I gave a Fujin to my Narza and had him use his SBB, while everyone else attacked normally. Then, I tend to alternate mitigation between Narza and Shera, usually using Narza after the turn 3 insanity AOE, in conjunction with Matah and Tia's SBB for maximized BB regeneration AND HP regeneration. Belfura's SBB will ONLY be used in an emergency (she was SBB 1 at that time), and most of the other times I used her BB. I try to use Kanon's SBB the turn after the turn 3 insanity to try and soften more of the maidens' damage on my team.
Tia's HP regen is a godsend in this fight. With it, there's no need to heal every turn, something which you might need to do if you were to use Ulkina, Altri, Ivris, and the like. The reason why I wouldn't recommend Phoenix is that not only are his stats severely outclassed by now, but he technically isn't a burst healer - he only gives a heal over time buff.
Battle 2: vs. Sky Angel Vanila, Wild Slash Bayley, and Gun Goddess Serin
-Vanila has a RTBB that can inflict most status ailments (poison, weak, injury, paralysis)
-Serin can inflict taunt on one of your units for focus fire
-Bayley heals every 5 (?) turns, 50000 HP per heal
-Serin mitigates a LOT in this fight (once every 3/4 (need confirmation) turns the mitigation shield is gone)
This fight is more of an endurance test more than anything. First thing that you WILL find out is that Bayley WILL heal her team for 50000 HP every few turns. Be careful; she is capable of putting you in something similar to the notorious Sacred Song Loop from Maxwell fame if you can't hurt her more than she heals. She will gain an Angel Idol buff at approximately 20% HP, and at this point you really should just focus fire on her until she goes down for good. I don't know if she will reapply the Angel Idol buff because at that point, the mitigation shield is gone and I overkilled her with Kanon's UBB.
Actually, Vanila's RTBB is a godsend in this fight if you bring someone with 'fills BB gauge when attacked' LS or BB/SBB effect because each of the random hit is treated as one attack, so you can go from empty BB gauge to full in almost no time.
HP thresholds are at 50% HP. Bayley and Serin just unleashes a strong MTBB on everyone. Vanila ALSO does that, but it's arguably worse if you don't mitigate and guard in her case. My friend's Kanon died when he wasn't guarding (mitigation shield on); that should give you an idea.
I would recommend killing Bayley off first for this portion. It's really easy to regain BB gauges in this fight because no one steals BB gauges here. However, I suggest focus-firing on Bayley initially before focusing on Serin, killing Vanila last. If Serin and Bayley are out of the way your damage output is drastically increased. Not only that, try activating Overdrive one or two turns before the mitigating shield goes down so you can unleash it For Massive Damage.
Vanila gained an Angel Idol buff towards the end of the fight, but I'm not so sure if Serin was the one who applied it to her, if she got it from Bayley beforehand, or if it was supposed to happen once her HP reached 20% or so.
Completing this quest, you get a Gem, EXP, Zel, and Blighted Seal.
Blighted Seal: Boosts ATK by 100%, CRIT damage by 50%, lowers DEF and REC by 20%
It's an OP sphere alright.
Good luck with this trial!
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