Innocent Rules - Postgame Boss #4
Ver 1.10 Now, this is where the disparity in Mana bonuses starts to show itself in the amount of damage your party members can dish out as well as your defense against the boss' attacks. In this case, the comp will need to abuse the boss' pattern and execute attacks when the window of opportunity presents itself. We'll be using Ino, Dragon, Shadow, and the Harpy this time. Ino has a very special role in this fight: out of all his weapons, he needs to equip the Fishing Rod to enable him to use its weapon skill. The weapon skill functions like Esmi's 80% HP redirection passive, but applies to all attacks during the turn until Ino dies. This one move is very vital to preventing our evasion tank Shadow from dying to an unpredictable magical attack. The Dragon will auto-attack as usual, but it has a fire elemental ring equipped to survive against the boss' end of turn gimmick that launches a physical fire attack. When the Dragon is revived, it should have enough HP to tank this end of turn action and attack the boss. Shadow does her thing once again. She will apply the evasion buff onto herself and Incite attacks as well. This time, she will need to use Shadow Hole (50 TP skill) to nullify magical attacks on the 5th turn and prevent the buff from being removed. She'll also revive most of the other party members at opportune times (Dragon for attacking, Harpy for restoring TP, and Ino to use the weapon skill to redirect attacks). It's important that Ino uses the Fishing Rod's weapon skill to redirect the attack on the 7th turn; otherwise, Shadow will have to use Shadow Hole again, and she'll run out of TP before long. Finally, the Harpy is extremely important in sustaining TP for the Shadow. Every time the Harpy is revived, she is guaranteed to use the 25 TP restoration skill to impart 25 TP onto the Shadow due to her preemptive skill use passive. She will only need to use this twice for the Shadow to get another use of Shadow Hole online again. In a very fortunate moment, Shadow Hole has greater priority than the Harpy's preemptive skill use passive, meaning the TP heal will always go after Shadow Hole and will not be capped by the Shadow's TP gauge. There is one final thing about this boss that will completely destroy any other strategy that does not have perfect healing, turn manipulation, or burst damage for their party's actions. At 25% HP, the boss will gain a permanent buff to multiply all its outgoing damage by 1.5x. If you're not bursting the boss down at this point or are without a solid strategy, then the boss will start to overwhelm your party with extremely strong attacks. Turn pattern: 1. Whatever 2. Whatever 3. Revive(2) 4. TP Restore(3) 1. Nothing 2. Nothing 3. Incite (Whatever) 4. Nothing 1. Nothing 2. Nothing 3. Revive(2) 4. Nothing 1. Nothing 2. Whatever 3. Revive(4) 4. Nothing 1. Nothing 2. Whatever 3. Shadow Hole 4. TP Restore(3) 1. Nothing 2. Nothing 3. Revive(1) 4. Nothing 1. Lure 2. Nothing 3. Revive(4) 4. Nothing P.S. I was trying to style on the boss by using a Magic Bomb at the end with Harpy, but I remembered that I didn't have any and I would've gotten outsped by the Dragon. I then tried using the Thunder skill since it was preemptive, but it did no damage. Sigh... that's too bad.
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