Nesouk

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Everything posted by Nesouk

  1. Alright then, yeah I tend to forgot about buying as I think strengthen the Potion and Armors are more important but I might be wrong. Then it's just my bad luck huh figure. Hmm would it be possible to make it so that certain attack gives 2 Icons while other gives only 1 ? Like in the case of Karlabos you could make it so that Flood gives 2 Water Icons while normal Water gives only 1. Not with one in perticular I just don't like the look of it.
  2. So replaying this mod after a long time now that it has receive some major updates here my thoughts for now playing on Difficulty 1 base on the memory I had of the first versions of this mod : -Beginning of the game is much more manageable, ennemies of the Pirate's cave has been turn down a bit which I think is good, on difficulty 1 the encounters with 6 opponents at once in the Wind temple can be annoying tough, cause we are lacking crowd control option at this point of the game and so fighting 6 opponents is really long at this moment not to mention that their increase speed gives them a lot of turns. Raptor is better than the first versions still challenging but doesn't require as much effort as before (thanks to him having less HP and us having access to wind protection gear). -After accessing the Jobs random encounter are more manageable thanks to Black Mage (and White Mage for Zombies) giving us some most needed AoE, the canal's encounter are therefore easy to go through, however let's talk about Karlabos who was piss easy on the first versions, I had played a little of 0.782 and I don't know why but the difference between difficulty 2 and 1 was extreme for Karlabos he was going from tough but fair fight to near impossible to win, thankfully he is much more balance here providing a tough fight but not as ridiculous as his 0.782 version, however he shows one little problems with bosses on difficulty 1 (at least for this point of the game), since their attack gave the Elemental Field 2 Icons and bosses act extremely fast it is litteraly impossible to keep the control of the Elemental Field which kind of ruin the mechanic as we can't properly use it, however on a plus side you can play around with this like Karlabos fill the field with Water you can turn this in your favor since it strengthen the Cure spell. -Now for the Ship Graveyard one thing I want to say is I think Steal should be neutral for Element, I don't know if it is intentional but since it's Poison Elemental it seems ennemies that Resist Poison such as the Skeleton are very hard to steal, this is kinda ridiculous I tried to steal these Skeletons like over 20 times and only manage to succefully steal 1 time, I think for a mob fight the odd of stealing shouldn't be that low (or maybe I was just very unlucky which is possible so in that case ignore that critic). Now for the boss Siren, I really like the change here, she is a really interesting early boss now as opposed to how forgettable she was before, basically have to tank her and wait until she goes in her Zombie (not before a quite damaging combo) mod where she becomes more vulnerable to element (mostly Fire and Holy) and we can unleash a lot of damage to her with spells and abilities, but she get more agressive with also some nasty Poison statut. So I stopped here for now, now for more general things : -New Job's sprites : So this is personnal opinion and purely aesthetic so let's get it out of the way, I like that new jobs are given completly new outfit as oppose to earlier where they were color-swap of others jobs, for now I only saw Crusader and Tinker, honnestly I'm not a big fan of Crusader's new design tough however I liked the Tinker one (especially on Galuf as he looks a little like FFIV's Cid which is funny). -Old Job getting a menu command : I really liked it haven't got to try a lot with Knight and Thief, but Monk seems a lot more usefull now, that HP Leak effect on Aurabolt was handy for Siren for instance, and now he actually can fight unarmed and still exploit Elements which is nice, I'm really interested in trying the new stuffs so we will see.
  3. I also would recommend SMT : Nocturne Hardtype still by Zombero not does it increase the challenge but also make some really nice rebalancing, new skills and new mechanic that effectivly make the game more diversify (no longuer need the MC to a physical fighter in order to deal decent damage to the true final boss). Seiken Densetsu 3 Sin of Mana is also a really good mod that rebalance the game, correct some glitches and effectivly make the games better all of that with 5 different difficulty setting depending of what kind of challenge you want. If you can get your hand on an english version FFVI T-Edition is also a pretty amazing hack, adding a ton of contents to FFVI including new sidequest and bosses, new equipment, new costume system...etc... Basically this is like FFVII New Threat but with FFVI.
  4. Sand worm give 5 Spell Points when he run away after getting Imped.
  5. Let's continue : Part 11 Up to Ultros 3, not an hard fight, as for the monsters nothing noticeable, altough I have an hilariously bad luck for learning Raid which I did off-screen ^^. Part 12 Floating continent time, well probably not the best team, that section before Ultros and Chupon is the hardest part due to being constantly on Pincer Attack we always take a lot of damage and basically have to heal between every single fight, Ultros and Chupon and IAF are really not that bad after this long section of Pincer Attacks, also Chupo is made easier by the fact that when Ultros attack all counter goes to Chupon this allow to kill really fast especially since Tentacle can be counter ^^. Onto FC random encounter are all manageable, keep Float for Gargoyle (also they are a good source of MP), Confuse the Brainpan and Ninjas, Berserk the Dactyla, Cure to death the Djinni...etc... however last time I did 2.0 I didn't encounter a single Behemoth because of luck, and I've to say they can no longer be berserked make them really annoying because of that eternal RNG move that is Meteo, only way to avoid Meteo being basically to kill them instantly which I think is not reliably possible with my team, well I can survive at least one Meteo so I manage. As for Atma Weapon, I got a pretty good RNG here he wasn't to trolly, decide to let Shadow in the back Row throwing Shurikens for once Mog with Ice Rod being the highest damage output possible for my current team follow by Cyan and Celes (she was more of an healer tough). So yeah end of WoB didn't record the next section and saving Cid section cause these are just story sequence so no interest at all.
  6. So continuing my playthrough Part 8 Magitek factory part, cut out the money grind to buys Ocean Claws for Sabin and Tiger Mask for him and Gau as well as getting Rage for Gau (mainly Rain Man), I did poorly against Ifrit and Shiva yeah, Number 024 give me some bad element weakness once he got to a good one (Bolt in this case) he goes down quickly, the train section isn't to bad Number 128 goes down quickly with Gau's Rain Man Rage, Sabin attacking with Ocean Claws and Locke with Elec Sword. The Cranes are still the very big disappointment of this section and I still think they were better before and wish we revert them to their previous gimmick. Part 9 Sealed Cave : I tried to limit myself with Blackjack spam, well it's a Zombie dungeons so Cyan's Mindblow is a good undead killer as is Magic Edgar once he learn Rasp, the Centurions fight is fairly easy keep using Poison attack and they spend most of their time using Remedy also Cyan's Dispatch is good here. Part 10 Burning house is the easiest section of the game, once Strago learn Ice (not even Ice 2) he can one shot the Grenades, and Heartfire is still the easiest boss of the game and can potentially be 2 shot if one play Magic Strago and Maduin Terra and summon Shiva and Bismarck XD.
  7. It kinda depends on my part it has the potential to become the best fight of the mod, but for me the gimmick is kind of hard to figure out entirely (not really an issue in itself but when taking into account that there is no save point right before him and the fact that he becomes mandatory to beat him once he appears, it can be frustrating) and even when figure out his gimmick doesn't seem to work constantly.
  8. For more further info either for Vig or Stam the variance break at 86, until 85 it successfully reduce damage of defense ignoring attack once we hit 86 we take more damage in Kaiser Ultima case we jump from around 1200 with 85 Stam to over 1600 with 86. For physical I tested on Zorothian's Shrapnel Edgar took 103 with 85 Vigor then jump to 142 with 86.
  9. Since then I watch that part on your stream so first off you wren't actually undererlevel see my current playthrough : Part 8 This was actually close to your LV, I should have record a bunch of Random Battles in SC if I knew someone would thought they were so hard, so the thing is I did money grinding with this party (with EXP disable to prevent overleveling), not even playing optimally against SC's mobs, I even hit Firestorm and guess what : -Never got hit by Firestorm nefore being able to take actions as you claim even on Pincer or back attack -Everyone here could survive a Firestorm, so even if get hit by one I could still finish the fight without dead characters, and I was using Vig Locke and Gau probably the 2 frailest characters at this point. And so I watch a little your stream and sorry to say but this is exacty about having the wrong mind set and I don't even know where to begin : -First off Gau you were still using Albatross's rage while a bunch of other Rage would be better, you know I agree that testing all Rage is an ass but that's why the Printme is given with the mod and contains what Rage can do. -Second you notice on you first battle that the Wyverns are the big annoyance here, so why on earth are you not focusing on them ? Also Switchblades + Thief's Glove I don't know why you did that and I don't really care the point is this is useless and I don't know how someone would think this is usefull. -Third : You are slow on your fight especially the first ones where you take quite a lot of time to act at all. Except these 5% being soul-crushingly difficult are for what I can see entirely your fault, on that subject while it doesn't imply to heavily rely on Statut Ailments, and to be fair relying on Statut Ailments isn't mandatory, you would think a J-RPG player that going into a mod would at least play around with them, and I guess you will say to me the same excuse as someone who was playing New Threat another mod where Statut Effect can be good saying to me "Trying status effect is an hass", and you know what that's bullshit to me cause this is basically the exact same thing as finding ennemies elemental weakness you try everything until something works, moreover just like Elemental weakness BNW standardize statut effect every ennemies of the same type are susceptible to the same statut effects so once you spot something that work, every other ennemy of the same type are more than likely to be susceptible to the same statut effect. Well I reconcile with you were failing to deal with that ennemy, cause clearly as Cecil, Nowea and I pointed out there was a ton of option and not only statut effect, that you didn't even consider, and that's a fail on your part no matter how much wall of text you write to try pretend the opposite.
  10. Actually it does kolinghen To Zozo isn't a short trip, so of course skipping mean à lot less random battle and less XP skipping an entire section mean skipping some levels. And this what I Said about having the wrong mind set, in a JRPG such has BNW you should try everything at your disposal and if you can't beat something, then you should try a different way and not expecting that everything will be given to you, not doing that and you end up grinding, this is something that Vanilla FFVI don't do cause it's so easy you can just brute force everything, so from what I see most of your complains is just you jumping into this mod expecting it To be played like vanilla FFVI.
  11. For the firestorm in SC i specifically mention Siren because Celes can summon Siren and she is force for this part so you have her by default, that being said I never being hit by Firestorm before being able To act even on Pincer and ambush. But yeah Firestorm is indeed quite powerfull at this point of the game, especially if underlevel like you were.
  12. I Feel like the huge problem here is this, toi can't really play BNW as you would play a typical FF by that, I mean FF are quite user friendly in the sense that it's kind of easy To brute force your way through, and just grind whenever you have trouble, this is sadly the general mindset of FF. BNW encourage to try stuff around and reward player to analyse and try things out. For instance you mention being wipe by Firestorm, while it's true it is a powerfull move at this point of thé game, it is never use on the first turn and thé mob that does it is vulnérable to all statut effects which you should try when playing bnw, meaning you could for instance summon siren and Berserk them or if you have Edgar confuse them, to avoid the attack and this is thé case for a lot of potential wipe in random. That being I do agree for Kaiser and this gimmick being kind of hard to get right with the fact that once he appears you are force to fight him, which can be frustrating, and some bosses being easy except for one attack that can screw your day.
  13. Continuing my recorded run : Part 6 Going up to Zozo, not to much trouble tough some situation can be dangerous in Zozo, not doing a fast Dadaluma kill like I could in 1.9 but he is make so much easier with a Vanish set up. Part 7 And Opera part, did very poorly against the rats (I hate being on timer it always stress me out ^^"), Ultros was a fun fight, Gau is kind of tricky to keep alive but he does his job.
  14. Part 4 Part 5 Continuing doing Sabin's story and Narshe's battles, did the Rage farm off-screen cause no interest in watching that -_-, also make some mistakes for Narshe's batte (forget to give Relic to Celes for instance) but ot went well ultimately.
  15. Part 3 Should mention that I mostly don't edit, I record everything in case something happen that I haven't/couldn't notice and for testing purpose balance wise I think it's better to record everything I do.
  16. Partially disagree for Magic Shield it's quite usefull especially for Carlie's Light class, I litterally played Bishop without investing a single point in INT and this spell was one of the reason why, higher MP Pool and MP recover and Stronger Heal Light (at one point I was healing over 700 with Bishop's MT Heal Light), is a huge deal for support class that need a lot of MP for using their support ability but at the same time doesn't get anything from increasing INT, Magic Shield help to not give a damn about INT for Carlie's Light class (since she litteraly gain nothing from INT). It's less usefull for other potential Healer as they get something from INT (Decrease Castime for Kevin, Duran and Lise and stronger Elemental spell + learning spell for Angela).
  17. Another weird Pincer : Brontosaur is about 2/3 off screen.
  18. Part 1 Part 2 Recording my second run of BNW 2.0. Also in part 2 at 6:00 I get a random encounter and at the end of it I get EP despite obviously not having espers yet.
  19. I guess I see your point but the problem is if you add Sabers to Lise's Vanadise you get a character that get access to all buffs, Heal Light, Shield AND Sabers this is to much IMO, and if we do that then same problem Lise overshadowing Duran completly, Duran's Light Class focus on Defensive Buffs (Def Up, Magic Shield, Speed Up) and healing (Heal Light) meanwhile his Dark Classes focus on Sabers, Lise's Light Class cover all buffs which is already better than Duran's buffs and Vanadis have both Heal Light and Tinkle Rain, add her Sabers and I fear Vanadis will then almost remove any reason to take Duran in the first place as Vanadis would step on both Duran's Light and Dark classes at the same time.
  20. Wouldn't that make Vanadis overlap with Carlie's light classes tough ?
  21. So being a while I haven't update but here we go. Mount Zozo (Team : Phantom Shadow, Speed/Mag Relm, Stam Gau, Stam Strago) : -Admitaddly not an awesome team has all 4 are quite fragile, but it did somewhat works. -Relm's Fire is good at cleaning these bears, she also has good healing, Shadow Kazekiri Proc are strong enough t be useful, Strago can apply Statut effect with Bad Breath and Gau can do all sort of thing ^^. -Didn't fight Purple-D directly and save him for later tough, as I feared the team might be to underlevel for him. Narshe up to Tritoch (Team : Vig Cyan, Phantom Shadow, Speed/Mag Relm and I forgot who was the fourth character ^^") -Nastidon and Werewolf are easily cleaned with Relm's Fire 2, and can be Muddle by Cyan's Flurry. The Reaper isn't to threatning either. -Inside the cave, Relm can Sketch Warlock for Dark which one-shot them, hot Wheels and Low Rider can be annoying due to Tired hitting quite hard and Exhausted but they are less dangerous than they were in 1.9 where they could cast Fire 3 and Ice 3. Never encounter an Io. -Tritoch is basically a free fight, Relm can sketch for free Fire 3 (which he is weak to), Shadow can just spam Fire Scroll and Cyan stay on support since Tritoch has a very high physical defense. Gogo's Cave (Magic Mog, Stam Sabin, Vig Cyan and Magic Relm) : -Zone Eater isn't to bad with good use of buff, altough they sure take their time using Engulf. -Most dangerous formation in 2 Tapdancer and 1 Shinobi especially if they open with MT Fire 3 and Ninja Wave, but getting Sage Stone with Mog make the encounter a lot easier as Mog can just Mute the 2 Dancers. -Nothing noticeable for the other encounter. Phenix Cave (team 1 : Hyb Celes, Vig Edgar, Magic Mog and Vig Cyan; Team 2 : Vig Terra, Stam Strago, Stam Sabin and Gogo.) -Mob fight in Phenix Cave aren't to bad, just don't let these Anemone cast Discharge, also Weedula inflicting Zombie are annoying. -As for Red-D I fought him with Team 1, I struggle a lot but this is completly my fault, forgot S.Cross was now impossible to dodge which is what I was relying in previous playthrough, as such I was poorly prepared with only Flameguard as Fire Protection, still beat him nonetheless but these mistakes make the fight considerably harder. Umaro's Cave (team use : Stam Locke, Gogo, Spd/Mag Relm, Mag Mog) -Mob fight are easy, expect the bird that can cast Aero can be dangerous if we don't have Wind Protection, the biggest issue here is managing Relm MP as no monster in this cave has MP, quite annoying. -As for Umaro, Image is REALLY important for this fight so I used Gogo with Throw and Mog with Desert Aria to hopefully get it on everyone fast, then it's Locke attacking with Flametongue, Gogo with Fire Scroll and Relm with Fire 2. Cyan's nightmare (team use : Stam Locke, Magic Setzer and Gogo) : -Don't have much to say about the Random at this point, they are manageable with good use of offensive option and statut effects. -Now for the Magus Brother (I like to call them like that ^^), I'm happy that I have take Locke for this fight cause they have some good loot to steal especially the Lazy Armor, otherwise they aren't hard, once I stole Gogo attack with Hornet's Rage (3x attack) with Punisher equipped (Punisher's Proc with 3x Rage are insane here XD), Setzer alternate between Blakjack and healing and Locke attack with Atma Weapon eventually the one that fly will die battle is given at this point. -Wrexsoul : this one went really REALLY poorly, ended up in the longest fight of the game, but this is completly completly my fault for the following reasons : Reason 1 : I didn't know you could kill the Soulblazers to end the fight. Reason 2 : I thought he would be weak to Fire like in 1.9 but I was wrong he was weak to water which screwed up my entire plan. Reason 3 : I didn't have Rasp, apparently Rasp makes him stay on the screen longuer, had I knew that this fight would have gone way better. So yeah I'm not gonna talk about this boss cause basically all my trouble come from me screwing up so entirely not the mod's fault ^^". At this point I respec Celes for a pure HP Build with Crusader. Purple-D (team use : Stam Locke, Gogo, Magic Setzer and I don't remember the fourth character) : In my opinion the easiest Dragon, Wind protection are easily available making his attacks are not really dangerous, Gogo can just Rod Rage with Thunder Rod for over 5000 per proc, Locke deals good damage with Elec Sword and Setzer is still on the support a really easy Dragon here. Brown-D (team use : Vig Cyan, Stam Sabin, Stam Gau and Magic Mog) : The biggest threat here is Meteor, outside of that most of his attack can be avoided with Float, I used Mog in Snowman Jazz for potential Image thank to Mirage and Ice Rabbit but also for over 5000 damage Surge, Cyan attack with Tempest, Gau just stay on support and Sabin is on support with some Pummel to set Sap and Aurabolt when he can. Silver-D : Is almost free cause I had 2 Iceguards and Snow Muffler with Gau, so Yeah he doesn't have really strong attack outside of Ice attacks he really isn't much of threat. Ancient Castle (Team use : Vig Edgar, Stam Strago, Phantom Shadow and Vig Terra) : -Master Tomberry is easily killed with Fire Scroll spam, Jumping with Fire Lance, Vig Terra with Flametongue and Strago use Blaze. -For the mob fight of the cave watch out for Tsunami and Shrapnel they really hurts thankfully the mobs aren't to resistant. -In the castle mobs seems easier than better especially the ones that could cast X-Zone no longuer seems to cast it, so that a big annoyance less for me. -Katanasoul is easy outside of Slayer and GP Toss toward the end of the fight which can be problematic. -Blue-D wasn't to bad I had some trouble set things cause Shadow was keep dying due to having no Water resistance (while Edgar and Terra had Gold set and Strago had Gator Hide), once set however a Berserked Shadow with Orochi + Kagenui is deadly to him as is edgar's Jump. Fanatic Tower (Team : Crusader Celes, Mag/Spd Relm, Stam Strago and Magic Mog) : -Earlier mob fight seems the same as in 1.9, later Mobs feels less annoying (especially LV9 Mage who were absorbing all element but Holy in 1.9 and Flare who was hitting like a truck in 1.9 is more reasonable now). -White-D has some nasty move having both Flare and Holy as well as Meteor and being able to heal himself with Holy Wind (as well as speeding himself up) but Shell, Reflect and Runic are all good tools for that as for Damage Strago with X-Dark and Mog by Jumping with Punisher are the best option here. -Magimaster is well pretty much the same as before, except now he throws Elixir when we Scan him so we have to wait for him to attack to guess his weakness, which I think is actually good other than, the fight is entirely dependant of what element he picks, but overall he doesn't hit to hard so at least staying alive isn't to hard. -Kaiser : OK let me get this straight, I didn't understand how this fight works, apparently you're suppose to be able to avoid Ultima except in my case it never worked, even by understanding that hitting him with Element change his moveset and delay Ultima, and doing what I was told to do on Discord it never worked I was always getting wiped by Ultima, so at the end I just decided to screwed that gimmick and brute force him, I respec Locke, Terra and Cyan to get Phenix Cyan, Stam Terra and Stam Cyan with Crusader Celes all 3 are able to tank Ultima, so then I just brute force him. I don't know if his gimmick is just confusing as fuck or if I was doing something wrong but YEAH. (I respec Cyan, locke and Terra again aterward). As for Warring Triad : -Myria : Was the hardest for me he hits quite hard, has Overcast to inflict who is a pain in the ass, has Flare Star and Mind Blast, overall a tough but fun fight for me which I enjoy. -Asura : The easiest, the only attack that prevent this boss from being a pushover is freaking Meteo if it wasn't for Meteo hitting quite hard Asura would no doubt be the easiest boss of Kefka's Tower as all of his other attacks pose no threat at all. -Isis : This one is more of a war of attrition than anything due to having to deal with her Love Token and Charm gimmick it can be a long fight, she doesn't hit to hard outside of Holy so the only thing is really being able to deal with her before the fight get to dangerous. And finally for the final battle : My team : Phantom Shadow, Crusader Celes, Magic Setzer (with some Seraph) and Stam Strago For every tier : I start buff with Regen X, Haste X, Shield and Shell. Tier 1 : I just Focus on the one that use Meteo (Short Arm until it get fix), with Strago casting X-Dark on it, Celes attacking with Illumina and Shadow with Mutsonokami's Proc (they hit really hard), once Meteo is out of the way it bacame way more manageable, I then kill Long Arm cause Avalanche as death hit quite hard, then finish with Face which Quake is on no consequence due to Float. Tier 2 : No time buffing Shadow attack Tiger or Tools (they are the one that can explode), Strago spam Black Omen and Setzer spam Blackjack while Celes heals with (also Celes was fucking MVP here if she hadn't cover Shadow like 4 time in a row when Hit died Shadow would have died and I woul probably have it an Exploder in the face), this Tier is just a matter of killing it as fast as possible. Tier 3 : Girl is top priority, she absorbs Wind so Mutso's Proc are useless but no worries Ninja Star are here for hitting her with 6600 damage, Strago X-Dark for over 10k damage, Setzer's Blackjack and Celes stay on support, once Girl is down this tier is easy, didn't saw Merton this time, Quasar can hit hard but I have the time to heal). God Kefka : Just full buff at the beginning, then Celes stays in Runic most of the time to counter his spells, I make perfectly sure to be at full health and that he just act so that I can be sure that I won't hit a Goner as a counter followed by an AoE, also only attack 1 by 1 to avoid 2 potential Goners. I just take him down slowly but safely and I got him first try.
  22. Got another weird Pincer formation at Kefka's Tower. (Weird... I SWEAR I've seen that one show up normal before. If someone has time, bug me on Discord to test some re-positioning of these things.)
  23. Sketching Giant in Zozo doesn't do anything, didn't find any other case of Sketch not doing anything so far. (This one is weird, since Giants do have Sketch attacks set. Can someone else verify this report?) (EDIT : Retesting seems I was mistaken don't know why, I was pretty sure it did nothing but after testing it works no problem (it must have done nothing but regular physical at that moment and I was focus on something else))
  24. So continuing : -Phunbaba : Good boss nothing to add, not to hard, not to easy, I guess I got a godlike RNG tough as he only eject 1 character and it was the least usefull one XD. Veldt's Cave (Team : Vig Terra, Vig Edgar, Stam Gau, Magic Setzer) : -Not to much problem with Random most of them are weak to Fire which I can easily exploit and can be Confuse which both Edgar and his Noiseblaster and Terra with Muddle can do. -1 Mob worth mentionning is Manticore can be annoying due to having no weakness, but Imp is good as well as Gau Spirit Rage for Demi and Quatr. -Tonberry in the box was tanky but Terra's Fire 3 and Edgar's Double Jumping with Fire Lance make short work of him. -For Intangir well I played this fight wrong I thought like much other bosses he would be immune to everything but Slow and Sap, turn out I could have Imp him, would have help cause because of the Meteo counter being quite often, Gau was just keep dying and was pretty much useless for this fight, so my main damage was Terra with Morph Icebrand. -For Intangir Z much easier than Intangir as Fire is a weakness I can easily exploiting Jumping with Fire Lance, Lich's Rage Elf Fire and Terra's Fire 3 they made short work of him. Owzer's Mansion (Team : Vig/Stam Shadow, Vig Terra, Stam Gau, Magic Setzer) : -Gau's Malboro rage is really great here against Dahling and Souldancer Bad Breath crippling them and Bio Blaster killing them. Also Belladona Rage for Moonlight against Nightshade, otherwise Spirit Rage for good fractionnal damage, Gargoyle for Sun Bath (make sure to cast Float before), Locust for Mirage...etc... all good support option. -Shadow's Damage with Kazekiri aren't to bad with Cover/Counter set up he can actually deal a lot. Vig Terra can stay in the Back Row with throwing weapons and Mag Setzer is Blackjack spam and good healer (Go Fish ! Healing Gau even when he is in a Undead is really handy). -Worth mentionning however 2 Dahling + 1 Nightshade in Pincer attack can be quite deadly if the 2 Dahling decide to open with MT Ice 2/Ice 3 and Nightshade throw a Starlight in the mix. -As for Chadarnook he is more annoying than hard to be honnest, his phantasm is annoying as it makes Terra's Morph unusable as she would take 170 damage per tick and it bypass Auto-Regen, counter with Bolt 2 make it so that I have to either Shell or Reflect character which want to attack other than that his most dangerous attack is Flash Rain (except for Gau thank to the Storm Belt), damage wise Gau's Lich rage is pretty good here with Elf Fire and thanks to Setzer's Go Fish I can heal him perfectly fine, even without Morph Terra still does good damage with Flametongue and for Shadow Sakura's Break proc is strong, so basically Haste X, Shell on Shadow and Gau and then offensive with Setzer on support.
  25. Intangir and Intangir Z are dropping 2 Kagenuis instead of 1.