thzfunnymzn

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Everything posted by thzfunnymzn

  1. FFVI does seem to design Locke's level curve such that he'll be slightly overleveled for the late-WoB, balanced by him returning late in the WoR. That can't really be helped, so it's not really the player's fault if Locke gets overleveled. May even be best to work with mid-game balance assuming an overleveled Locke. Also, I'm all for mid-game balance discussion. It's a little difficult to really do so, but I'm all for it. Though I think it mostly revolves around the Floating Continent portion and the Zozo / Imperial Magitek Factory portions of the late-WoB. Sealed Cave, Burning House, Mt. Thamasa, Sunken Figaro Castle, Daryl's Tomb, all give no choice in party, with many being breather dungeons by design, so there's little balance to discuss there outside of maybe a few cases of "party feels op here, build doesn't quite work here, etc"). Course, that still leaves the balance of the post-Falcon WoR. (Also, the balance of late WoR but not quite end WoR, though that's probably pretty close to endgame balance and/or mostly a breather before the endgame).
  2. I second Schemp. Schemp is amazing. Tbf, though, the Dream Stooges definitely look and act like the juvenile type, so them swearing like sailors doesn't quite reflect so badly on BTB and Synchysi. I'll happily take toning down the obnoxiousness of their swearing, but the stooges are definitely the juvenile type. (Them attacking each other was kinda amusing too. It's their antics that help lead up to Schemp being amusing. All on his own, out of nowhere, Schemp would be out of place). Mog's good at helping Cyan clear his soul, kupo!
  3. I think nowea is right. Looking at the physical damage formula, I am pretty sure that going from 18 to 24 does represent a nearly twofold increase in damage. Cyan being 22 compared to 18 would be a 50% increase in damage output as well, alongside a good chunk of HP.
  4. Hmm...Sacrifice... For Cyan, he can't equip shields and had no op armor. Kirin should be a bulky build, Bismark should hit hard. Seems like the issue is that Cyan can too easily get high HP/bulk and high damage in midgame, eliminating any need to choose one. (Hyper Wrist c/c is a good catch. 20% more damage than Power Glove to boot). Locke, I'm less certain on. Maybe it is just bulk vs damage again, but Locke's not as simple as Cyan, and I don't want to shoehorn everything into that paradigm. (I'm a wee bit too numbers oriented). He is still relatively simple though, maybe? I, unfortunately, have little experience with the new c/c, and it is starting to show.
  5. Hmm....half damage on C/C definitely reduces its ability as an offensive move (emphasizing its defensive benefit), but that asks the question of whether or not all C/C characters are doing op damage at multiple points in the game, or if its just Locke and Cyan on the FC. I'm about to run a C/C Phantom Celes through the final dungeon with an auto-crit (uses MP on critical) weapon, so we'll see if the damage keeps up in the WoR's equivalent of the FC. MP maintainence is a potential issue with it, as is whether or not Celes can take the hits (though that may be an issue of deliberately playing hard type, >_>). The weapon also ain't a drain weapon. Self-healing being the problem, iunno. Self-healing potential has definitely been around long before C/C, though if a large enough set of people try C/C and come to similar conclusions, we could induce that maybe that's the issue. Otoh, Celes and Terra, like Locke, have Drain Attack potential, alongside self-heal, dual-wield (Drain Blade + Scimitar), good armor, HP ELs (Seraph, Unicorn), etc, etc. Locke's got speed, but they have way more healing potential then he does at the moment. Anyone able to test Blood Sword + Scimitar C/C FC strats with Unicorn/Bismark Terra and/or Seraph/Phantom Celes? Mog, IIRC, cannot C/C and Dance at the same time. Dance doesn't allow for Cover. Sounds like C/C Mog will come into his own more in the WoR, when he gets better HP+ access as well as really, really good Rods. (Doomstick and Punisher are what I'm eyeballing). Unfortunately, WoB Mog is mostly Dance Mog; he can evolve several different ways afterwards, but for now, looks like he's stuck Dancing. Edgar has Cover on Spears, yeah, but unfortunately, he's trying to play the "Cover as a defensive manuever" game, which doesn't work out to well. There's no spear that's really good for non-Dragoon damage, and even if there was, damage Edgar is what vig Edgar is for. >_> I can definitely see Hyper Wrist as not op in this case. Hyper Wrist Cyan in those fights ain't nothin' you can't do with Flurry Cyan. : p
  6. Budcakes, you are talking to the man who been infamous for years for huge, long rants about minute points of balance in a mod of a 20 year old SNES game. I, at least, ain't throwing a single stone at you for your posts. *** You are using the Hyper Wrist, something I've never toyed with. Another veteran used to use that thing in randoms to kick butt, so perhaps Hyper Wrist is just bonkers for randoms, balanced by the fact that few people bother? Iunno, rarely bothered with it. Did you miss the Golem esper? Sabin has an HP esper for the WoB. It is a reduced HP esper (HP/vig), and yeah, Sabin ain't good for c/c, too little def & eva. Only half of a character's evasion is supposed to apply when Covering. Does it feel like Locke's dodging less often when he Covers, or might there be a bug? Cover being mostly useful as an offensive tool when paired with Counter kinda bugs me, as the whole idea of Covering for someone is to take a hit for them. Obviously, you'd counter the opponent in return, but fundamentally, it's concept is that of a defensive manuever. The issue there is mostly one of % rates, not working for single-target magic attacks, and not working for AoEs. Working for single-target magic attacks would be interesting at least. Not sure I'd want to see the other two changed. Kirin Cyan is stupidly powerful, possibly op, for the mid-game. I think he always has been, I've seen a returning veteran continue to think so for a recent version prior to C/C, and I think I remember another good player think him quite strong on the FC with c/c. I'll have to parse more of what you said later (still points to be made). Right now, looks like there might be a midgame balance issue with the two Kirin builds. Dunno where the issue lies though. Later
  7. ...huh. I knew Kirin Locke was best Locke for FC. Didn't know he was that good. Hmm.... At least part of the issue is that, early on, you want HP. Granted, everyone who can wants a handful of HP ELs, but they also definitely want them up-front. Less options in the WoB means your stats matter more, and HP is the stat that gives the most immediate power. Also, player HP vs enemy damage is a tighter race in the WoB than the WoR (open-world design problems), and, again, HP is the easiest solution to that given the tools available. Another part of that Cover/Counter strats were only just introduced (1.9), so they may not be finely tuned yet. Which...leads into the idea of what all C/C strats in the midgame are imbalanced. We got "Kirin" Locke, "Kirin" Cyan, Phantom Celes, "Unicorn" Terra (probably Uni/Bis), "Unicorn" Edgar, and Maduin Mog. Maybe Ocean Claw c/c Sabin? Sabin might not last under fire though. (I hear some people like c/c Shadow >_>). Purely in terms of characters, Locke, Cyan, and Edgar all stick out as being able to equip for all three of "Counterattack", "Cover", and "Physical Damage +25%". (Technically, so can Mog and Shadow, but I'm doubtful on their usability). I didn't find Unicorn Edgar particularly op when I tried him (didn't tried 2H Spear, granted, but I doubt it). If Cyan ain't op, maybe part of the issue is that Ninja Mask comes to early? (It's endgame worthy, it could theoretically come in the WoR). There's also the idea that Cover is meant to be a party defender option while Counter is supposed to be extra offense, yet they both key off of stamina. Granted, C/C strats should exist, but maybe keying off of stamina, alongside lower Cover rate with higher Counter rate, creates a problem? Problems with the calculations, however, are harder to prove and require a lot more playtesting and data. I'd rather not push for those changes without hearing more about how other c/c character perform in the midgame, lategame, and endgame. *** I should mention, as a technically, that Locke's WoR esper is actually pretty important for his builds. Locke likes his MP. Also, as a gameplay tip, FC Shadow is probably better off running support (you noticed Healing Shivs; Smoke Bombs, Float, Haste, and Rerise also help) rather than trying to dps. Also, Shadow's Throwables are buyable back in Jidoor, which...is actually easily forgotten. I'd prefer if some of his Throwables were also buyable in Thamasa, as a timely heads up to the player. Otherwise, welcome to the community, and with what a bang do you enter. Certainly good points to ponder over.
  8. Yeti's a jerk, definitely. Myria's tough, but there are some strats to that make her very manageable. Mostly having to do with elemental resistances and countering her status game in Aero (Sap), Overcast (zombie) and Mind Blast (multiple).
  9. So, mostly just "nulling one element won't completely nullify a multi-elemental attack"?
  10. Cultist's Tower done. Easiest time I've ever had with this place. HP/MP Terra, spd Shadow, HP Sabin, mag Strago. For the randoms, adding Gale Hairpin, Back Guard, and spd Shadow with Warp to the Reflect Ring set-ups makes it much easier to skip all the encounters here. They never once did major damage to me, despite NHT's double speed. Therefore, I childishly stick my tongue out at this place. : p For the Holy Dragon, everyone's at level 30, equipped with HP boosters, and with decent enough stamina for mg.dmg variance to matter. (Despite playing mag Strago, Strago's stamina meant Holy came just short of a OHKO. This proved very crucial to keeping my momentum going). After the initial buff / debuff phase, the strat is that Terra's the healer, Shadow runs other support (Rerise, HasteX, Smoke Bombs, spot-heals when Terra's not available), HP Sabin spams Chakra (used Mantra twice), and X-Dark Strago is the dps. Terra and Shadow are running White Capes to avoid my support structure getting halted by Mute. X-Dark's great dps for this fight, but I'm also playtesting a proposed 1.10 idea: a Dark that's stronger but costs more MP (from 72 to 90 BPow, from 32 to 42 MP), so that X-Dark is more useful as a general-purpose attack (instead of just for Poison weakness or low mg.def). Idea is that X-Strago gets a true general-purpose, top-tier dps attack, but the high MP cost should mean he wants Figaro support. Even if I hadn't run a stronger X-Dark, this was definitely my easiest Holy Dragon fight in a long, long time. (New X-Dark meant 14k damage instead of 11k. Still breaking the damage cap). Everything went very smoothly. So...another toast to Chakra Sabin, although part of that toast also goes to just having high HP. I like high HP. It's nice finally having high HP. * glares at nerfed HP espers * Course, I did most of the WoR "underleveled" (running into later WoR dungeons at below level 25), so some of this is my fault. Oh, add spd Shadow to the list of people who like Chakra support, even though he doesn't care for it as much as an X-Mage. Magimaster died a horribly, bloody death, as per usual. Do I need to comment on this fool? *** Since I've got a real dps tool for Strago now, I did something unusual (for me) and traded out the Box for another Crystal Orb. Thamasa Duo are both getting an Orb for moar damage! If I hadn't had this new tool, I'd have probably kept the Box and used mag Strago more as a mixed & speedy support dude with good off-turn attacks. Both of which would've meant limiting Chakra Sabin to Relm + C/C Celes. With a real dps tool, I've got a few different options for how to build Chakra team; options are nice. Only things left before Kefka's are Earth Dragon and Ice Dragon. (Oh, also, I ran from those forced pincers in Owzer's. Gonna go back for my mullah). I'll forgo a Chakra team for either since I all ready got my fill with Cultist's.
  11. As Nowea said, I made a modification based on 1.10 development. Also making a change to Dark based on 1.10 development. X-Strago is going to wreck Holy Dragon. For Chakra spam, my main issue has always been that I felt like there's too few configurations where it's truly useful, meaning it's difficult to use Chakra Sabin without pre-planning into specific set-ups. Chakra itself is pretty boss (1.10 development looks like it'll buff Chakra itself, which I'm not a fan of). C/C was just recently introduced, so my lack of playing 1.9 means I missed a new use for Chakra Sabin. Throughout most of BNW's history, Osmose was pretty op, so Relm and Strago didn't need Chakra support either, meaning Chakra Sabin was limited to Morph Boxless Terra, X-Mog, and X-Locke. I...I'm a stubborn mule, so it's taken me 2-3 playthroughs of recent versions to accept that new Relm does want Figaro support. Not sold on Strago wanting Figaro support (support spells are cheap, his dps is unimpressive without a weakness), but the aforementioned new Dark change is meant to change that. EDIT: Also, technically, I'm running Terrato Sabin with a few Stray. So far, I prefer Terrato Sabin at Chakra support rather than Stray Sabin.
  12. Finished Ancient Castle and Ebot's Rock. Only few last things (grind to 30, Dragons, Cultist's Tower), and then Kefka's. *** Ancient Castle. spd Shadow, Phantom Celes, vig Mog, Bank Setzer. Start at levels 25/15, finish at 28/18. Ancient Castle and Narshe seem to be dungeons of the WoR that really give EXP; don't think I've gotten huge jumps in level in any other WoR dungeon. Randoms were swept with a mix of Kunai, Fire Scroll (Zorathians), Jumps, Illumina, and Bank Setzer throwing the fancy Black Dart weapon talked about in Discord. I don't think anything really threatened me. Also got to have fun with Kagenui's X-Fight. WEAPON was handled with Water Scroll and Water Rondo; found 3-4 of them, so major EXP and EP. Katanasoul perished under a mountain of Fire Scrolls and Illuminas. High HP (finally) means he didn't kill me with GP Toss. Got fancy Genji Shield for for Phantom Celes. For Water Dragon, Shadow, despite having high speed Bolt Scrolls, has no Water resistance, so, uh, he died a lot. (Forgot about Kagenui + Orochi strats, oops). Him dropping a lot was probably the chink in my armor for that fight. Otherwise, Celes and Mog did a good job pummeling the dragon while Setzer kept everyone healed up. Return trip, however, I was majorly drained on MP, so I had to resort to Zantetsuken and Slots for return battles. Boxxy x3 is b0rked; I got hit with three S.Cross's in a row, no chance to react, and just flat died. >_< Otherwise, I made it through about the same as normal, just slower. For Shadow, despite dropping a lot against the Water Dragon, performed well. I forget how powerful he is. Still dislike his frailty and lack of build variety. Oh well. Phantom Celes was amazing and may be my new favorite build for Celes. Illumina hits plenty hard right now, and C/C does a nice job increasing her damage output. Didn't need the defensive benefits for Mog and Setzer though. Also, Illumina chews through her MP really fast. (Hmm.....chews threw MP fast, Cover to defend frail characters. I'm seeing a character to pair with stam Sabin and mages). Cover also defends people on the other side of a pincer, hilariously. Otoh, I'm concerned that she won't be as effective once enemies get harder in Kefka's. Mogoon was Mogoon. Punisher strats would've been stronger, but enemies here were easy enough that I just stuck with Partisan for conserving MP. (And I talk so much about Punisher being better than Partisan). I did use Punisher strats for the Water Dragon though, for the extra damage. Dragon died right as Mog ran out of MP too. Bank Setzer is invincible and has an infinite amount of MP. For just strolling through the dungeon, I had, effectively, an infinite amount of MP for throwing the Black Dart. Otoh, Seraph and Cures drained my MP after the Water Dragon fight, so I had to resort to Slots. Oh well. *** Ebot's Rock was done with mag Strago, mag Relm, stam Sabin, and Kirin Locke. Randoms died to X-Zone. Hidon was a surprising bugger on Hard Type. Probably b/c of two low HP characters, forgetting to set Slow, and forgetting to summon Golem to handle early battle physicals. >_< Herp derp. X-Fire3 did 12k damage to Hidon. (Yes, I used X-Locke with Kirin Locke. Omega Valiance was used for randoms). Even when Locke's MP bottomed out (I used an Ether once) and I had to resort to Fire3-Fire2 combo while Sabin Chakra'd, he still did 9k. My main damage dealer. Sabin spammed Chakra to keep X-Locke going. Also used Mantra a few times to restore HP, but eventually, Locke's MP meant he had to Chakra full time. Didn't bother with Aurabolt; actually, I competely forgot it existed. Wouldn't have helped, b/c I wanted to keep on Hidonite alive to prevent a respawn. Strago, as usual, was kinda just there. He used Tsunami to help control Hidonites at first, but afterwards, resorted to Holy Wind, when he wasn't down on HP from Quasar. @BTB, please remove Poison absorb from Hidon, it's frustrating that Strago doesn't actually put down his rival from his youth. (Actually, please swap Fire weakness for Poison weakness. I want to blow up Hidon with X-Dark). Relm did Relm stuff. Sketch'd for Black Omen, RegenX / Cure 3 at times, and used Flare (and got Mute'd in response). I...really b0rked this battle. Should've had White Cape on Relm, summoned Golem, Slow'd him earlier on, etc, etc. >_< Stupid. Oh well/ *** Imma take stam Sabin, X-Strago, and Phantom Celes to one of the dragon fights. (Not Holy Dragon). Don't have a second Sage Stone, so can't do a double X-Mage strategy. Ah well, maybe I'll drag Terra or Relm along. Probably Ice Dragon, for the Morph Fire 3. Might also try to get this team working in Kefka's. Otherwise, standard endgame ahoy.
  13. WoR has too much grinding. Maybe I just play inefficiently. Grinded out Hero Shield, made several trades in the Colosseum, and also re-spec'd Setzer to The Bank because of some discussion that's been going on in Discord and b/c Bank is just better than stam anyways. (OK, OK, GP Toss should start doing good damage once you stack enough stamina, but by that point, I'll have Fixed Dice. Sides, I got Umaro for c/c). Ancient Castle will be spd Shadow, vig Mog, Phantom Celes, and Bank Setzer. My first actual test run of c/c Illumina Celes. We'll see how it goes.
  14. Should be on romhacking.net. Look for Final Fantasy Zzonk, hack of the original NES game. Could also dig through the GameFAQs forums of the old NES FF1 for it as well.
  15. Might want to consider playing the next update, and then maybe, a few years down the road, consider another go, if stuff has changed enough. Or wait for that magical 2.0 that will appear in the year 21XX. Little balance stuff just keeps happening: I remember Zzonk's FFI mod being under constant balance tweak development for 9 years, so I wouldn't hold my breath on little "balance tweaks" ending anytime soon, though the core game will remain the same.
  16. Beat Phoenix Cave & Cave on the Veldt, grinded up Cyan (vig), Locke (kirin, with some phoenix), and Shadow (spd), grabbed Illumina, and am now ready to grind Hero Shield, kill Earth Dragon, and then conquer Ancient Castle. Mostly breezed through everything on auto-pilot. Hopefully, hard stuffs over until Kefka's, with a couple of exceptions (Holy Dragon). Levels were mostly 25 across the board, with a few hitting 26. Terra hit 27 at some point, forgot when. Also, I completely forgot to try out Phantom Celes these two dungeons. Uhh.....oops? *** P.Cave, Dragon Killers: spd Gau, Umaro, HP/MP Terra, mag Edgar P.Cave, Other Team: HP Sabin, stam Setzer, vig Cyan, mag Strago Umaro and Gau wrecked the cave. 6k Hurtmores at top speed from Gau, and Umaro tanks stuff, kills stuff, and guards allies a ton. Terra & Edgar kinda just watched them half the time, with Terra having a knack for being turned to stone or getting killed by Blowfish (damsel in distress). The other half of the time, Umaro and Gau kept missing, so Terra would have to pick up the slack. Edgar kept Terra's MP going with the Battery, healed, and sometimes Muddled stuff. Only difficult fight for this team was Sea Flower x5, and half of the difficulty was the annoyance of watching Gau & Umaro slag through it while Edgar & Terra keep everyone healed. The other team, otoh, kinda struggled a bit, with only vig Cyan really looking good. Tbf, I messed up my Strago strategy. I relied mostly on Raze and Tsunami, and while Tsunami turned out solid, Raze was kinda meh. Should've gone Rod + Black Belt for single-target damage. Probably should've tried some Shoat strats with stam Setzer, as half the time I did attack, I tended to use either Bio or attempt insta-death. HP Sabin is a lie. Dude could barely scratch anything without Water/Ice weakness (Mus and Witches). Also, his HP gets chewed through very quickly, requiring constant healing. Which means no Cover strats for Sabin. Guess I can turn him into a Chakra battery instead. Fire Dragon exploded. 8k Ice 3's from Morph Terra, 6.5k Blizzards from Umaro, Gau doing 3k Ninja Waves at ~80 speed, and he can barely hurt me because of my resistances. Tbf, claws and blowfish are threatening, and berserk is annoying, but mostly, he got 'sploded. Oh, and I got Locke. Yay, Locke. I can now continue playing as Kirin Locke. I finally have more C/C users besides Umaro! (Umaro's still the best) At some point there, Umaro threw Terra for 9k+ damage, whereas he was normally tossing people for 6k+ damage. Also, every other time he threw Terra, it was for 6k+ damage. So iunno what happened there. Also, pincer'd Sea Flowers + Wavecannon = minor graphical glitch of Wavecannon dancing around between which side it's gonna hit. *** Cave on the Veldt was Chakra team. HP Sabin, HP/MP Terra, Kirin Locke, mag Relm, all 'sploding stuff with magics while Sabin supports. Can't really tell how strong the strat is overall because I'm nearly endgame strength running over an early/mid-WoR dungeon. Won't really get to know until I take it to Kefka's either. It was mostly Relm and Terra 'sploding randoms with Meteor, Flare, Fire 3, and Ice 3. Locke did Cover fairly well, but it wasn't really necessary right now. Sabin never died and no one ran out of MP. Can't tell if HP Sabin is a better Chakra battery than stam Sabin b/c of survivability or if it's just being overlevelled. Tiamat exploded. Morph Ice 3 and Flare followed by Morph Fire 3 and X-Fire 3 (without Rogue Cloak, but oh well). Didn't last long. When Tiamat comes from behind, does that switch row or not? I assumed it did, but then I told Terra & Relm to switch rows and they go forward. Don't recall Locke ever Covering anyone after the switch either, though Tiamat did explode pretty quickly. Also, Tiamat Haymaker'd Morph Terra for ~1200 damage after she switched rows (going forward). *** Eh, I kinda wanted too long to get Locke, Shadow, Cyan, re-spec Phantom Celes, etc, and now I don't have too much time to play with them before Kefka's. Also forgot to use vig Mog more and, being underleveled most of the time, had little time to play with Chakra. Oops. Otoh, I do know how vig Mog, Cyan, and Shadow work anyways. I'll go 'splode the Earth Dragon next time before going to the Ancient Castle. Shadow's coming along for the ride, dunno who else is. Probably should bring Mog.
  17. Yeah, problem here is that it's too easy to keep Hidonites under control. Leave all but one alive works too well. Even barring that, the player should have really strong AoE options by now, making it still a relatively simple task to clear them as they respawn.
  18. Hmm... Hidon is definitely an example of the fight being over after the first 5 minutes. Hidon is "Clear Hidonites, See Lores, Clear all but one Hidonite, Kill Hidon." Four phases, except the first 3 go quickly while the last one is extended way past the stage that it's interesting. Therefore, Hidon has more HP than necessary. Some of the dragons are the same way, especially Water and Poison (or Fire, once you've gotten Fire gear). There's more ambiguity when it comes to the Warring Triad or harder dragons (Holy, Earth, Ice). Another complicating factor is that, by the Warring Triad, I expect that even many new players may stop sitting on their piles of Ethers & X-Potions and start using them, meaning that the available resources to consider tactically (number of puzzle-solving tools) for the Triad increases. Iunno quite how that fits in, but it seemed important to mention. >_>
  19. For ELs, deserts (except Figaro) and the Fanatics' Tower are best, with the latter being better. For normal levels, I think Dino Forest is still best, just not as good as in vanilla. Then again, haven't grinded there since ELs were introduced, so iunno.
  20. Hidon is pretty infamous for being very fat (tanky, bulky, high HP, etc), yet doing nothing with that fat. As an example, I had difficulty with the Soul Fires with my team in NHT just the other day because they're so fat. I couldn't rush a victory, I had trouble keeping momentum going with their attacks, and things could quickly get out of hand, and they just wouldn't die! Hidon, otoh, isn't hard because of his bulk. Once you've got his buddies under control with a good healer around, he's just a wall of HP that isn't very threatening. So the problem lies in a non-threatening script. I've thrown out a 2.0 suggestion for making Ebot's Rock as a whole a time-based dungeon, like the Imperial Banquet was, so that we see the concept again in the WoR and make Ebot's Rock / Hidon more interesting in general. (Also taking @SuperHario's suggestion of a poison-weak Hidon, though with normal mg.def, but that's another issue really). But that's just one of many possibilities. The real problem is that Hidon isn't that difficult, so his high HP feels like a chore rather than a serious obstacle to overcome. The dragons are different, as some of them are difficult (Holy, Ice, Earth), so nerfing their HP does cheapen an otherwise difficult boss fight. Same with the Warring Triad. I wasn't a fan of the nerf to HP on dragons, but then again, I also think the dragons, in general, need to be looked over, because some of them are boring (Fire, Water, Poison). Warring Triad at least had their bulk nerfed in more interesting ways (low defenses), but, again, not a fan, as they weren't boring.
  21. Sounds like you'll kick the dragon's butt once you come properly prepared with equipment and ELs.
  22. Cleared Cyan's Soul. vig Sabin, stam Edgar, mag Relm, all level 23 - 24 Also, I made an esper reset. Celes, Sabin, Edgar, Cyan. I finally have people who have other 1,000 HP naturally, w00t!! *** First order of business is getting a Punisher Rod for dealing with the Dream Jerks. Relm's going to be MVP for the boss fights. To do that, I need either the Wing Edge near the entrance to the Phoenix Cave or the Avenger near the entrance to the Cave to the Ancient Castle, and then trade said item in the trading circle in the Colosseum. I opt for the Avenger, guarded by Master T. Team is: MP/HP Terra, mag Strago, vig Sabin, mag Relm Turns out, 'Gank' can miss now (or was it always like that). Huzzah! Does mean that this guy becomes a lot simpler: Mute, Golem, p.eva, lots of Fire damage. Morph Terra does 7k+ even without magic EL investment, Raze & Flare do 3800 - 4400, and Fire Claws are doing 4.5k. Master T crumples without a hitch, Colosseum trade goes quickly. *** First area of Cyan's Soul, I actually bother to clear a random with Meteor. Otherwise, just running to the Stooges with Back Guard + Gale Hairpin equipped. For the Stooges, courtesy of @Satarack, I have discovered Reflect Ring strategies, making these guys so much simpler. I was dreading these punks on NHT, as they normally give me trouble every game. Reflect Rings made this fight a lot simpler. Also, Relm's RegenX cuts through Reflect. ^ _ ^ Edgar's purpose is to SlowX. After that, he mostly pretends like he's mag Edgar, with Bio Blaster, Defib, Cure 2, and Battery. I didn't even equip a spear for Cover because speed (Falchion) was more important. I brought Edgar along for Cyan's Soul because he's one of my lower level dudes and has SlowX. Mog perhaps would've been a wiser choice, but you know what, oh well. Sabin's purpose was to be dps, but it turns out that Poison Claws only do 950 damage a pop (as does the proc), so...uhh...stam Edgar was outdamaging Sabin. >_< Berserk Sabin did better, but I couldn't berserk him until the top stooge is down because getting through the first part of the fight is top priority. Multiple opponents at double speed = not fun. Relm's purpose turned out to be dps. Punisher's Dark proc hit for 7k, nearly 8k, damage a pop. Granted, the rng decided it hated me most of the time, but the raw damage output compared to the Figaro Bros. couldn't be ignored. It ain't the Figaro game anymore. RNG decided it liked me for the last dude and proc'd Dark thrice in a row, ending his life quickly. Otherwise, Relm also threw out RegenX. *** Soul Train portion was handled with more Poison. Caves portion was the usual Bolt + Heal nonsense, though with some high damage killing Relm once. *** Wrexsoul, otoh, was a pill. It took me many resets. Despite improving my strategy & tactics a bit, there was still some luck to the fight. Namely, with who Wrexsoul had infected and Flare / Meteo. It's rare that I pull together a team for Cyan's Soul that can easily handle both Dream Stooges and Soul Fires, though that may also be because I keep trying to clear Cyan's Soul at lower than expected levels. >_< Sabin actually was the dps for this fight. After summoning Golem, his job was to berserk himself (so, no Reflect Ring, ; _ ; ) so that he can wail on the Soul Fires for 1.7k Ocean Claw strikes, plus the occasional critical (2.8k) and Drain proc keeping him topped off. Spreading out the damage proved useful, since the last Soul Fire going berserk proved difficult to handle, so it needs to be nearly dead when the first one dies. Relm's job was also to provide damage (Flare) and the occasional Cure 3 after setting up with RegenX and Rerise. I tried to have her Flare whichever Soul Fire had been taking less damage so as to avoid the "last Soul Fire goes berserk" problem. Relm kept a Reflect Ring on, protecting her from Flare & Lifeshaver. For the winning run, this and Relm's high mg.eva for dodging Meteo proved invaluable, as she was the one who Wrexsoul had "possessed." Reflect Ring, Red Cap, and high mg.eva meant she never died despite the Figaro Bros. dying, so I was able to win. Edgar was least valuable person here. SlowX is still nice, as was Hasting Sabin, but otherwise, he mostly sits on a full ATB until someone needs healing because I can't afford not to have someone without an active turn ready because of double speed Soul Fires. Also, Defib proved useful. I had to use 2 Phoenix Tears, an X-Potion, and an Ether in the winning run. What jerks. Ultimately, though, it's my fault for dragging some underleveled Figaro Bros along to a late WoR dungeon. Probably should've replaced Sabin with Mog, come to think of it. *** Well, I still made it through, and went straight to esper resetting Celes, Sabin, Edgar, and Cyan. For Edgar, I gave up on stam Edgar and reset him to mag Edgar. 5 Unicorn, 10 Siren. He basically was a bad mag Edgar for Cyan's Soul anyways, might as well stick with it. I'll use Umaro, Celes, or Locke if I want C/C. (Might try Shadow). Sabin has been reset to Terrato Sabin for the lulz. 15 Terrato. Probably should grab some Stray. Cyan has been reset to vig Cyan, because that's the way you play Cyan. Actually, he's still got 8 Alexander ELs, so he's still bulky. Need to grind him up, as he's only at 18/9 right now. Celes was reset to Phantom / Alexander Celes instead of Ramuh / Seraph Celes. 8 Alex, 7 Phantom, with more Phantom coming. Get to try out a bulky c/c Celes with ???. *** I have no idea what's up next. I guess the Phoenix Cave?
  23. You are at a noticeable disadvantage with not having spent ELs. Even a handful of HP ELs will go a good way into making you more effective in combat. Fire Dragon virtually requires Fire gear because of S.Cross.
  24. Not at all. X is Roman numeral for 10, L for 50. Seemed simple. Most clocks I see ain't in roman numerals, so no, it didn't confuse me.
  25. Pretty sure that, even without an elemental weakness, that berserk claws outdamage Bum Rush. Dunno by exactly how much, probably not by enough to be worthwhile when Bum Rush is all ready a good, untargettable attack. Too lazy to check right now.