Final Fantasy Ever Crisis - Blitzrad Crash Solo - No boss health recharge
Vložit
- čas přidán 25. 08. 2024
- This is a run that mostly emulates how we clear the co-op Crash, only in solo. The difference in co-op, is that support in co-op also can carry Leviathan for increased damage.
The "safe" gearing approach is to have above 10K HP, 5 stacks of Lighting Resistance and about 120 pdef/mdef. So, each character carries 2 Lighting Resist weapons. For DPS, I chose W Machine Gun for PATK and Nameless for HP. For Healer, Prime Number for Heal and Mythril Rod, which is already in the sub-weapon slot for its ability. For Support, Mdef and Pdef. But you use any combination that works best for you and your team setup.
In this fight 3 things need to happen:
1) Leviathan must be charged before bombs explode, preferably before the second attack of the boss, after the bombs are summoned, so that you cancel it, thus giving you extra time as the boss will do the attack again before going to the next phase.
2) Defensive buffs must be applied before the boss does its charged attack, offensive buffs must be applied before Leviathan to ensure it kills the bombs when summoned
3) Sigils must be broken, so the healer will need to carry a sigil breaking materia as well.
To achieve 1): Because the "fix" to the limit bar charging now is tied to the animation sequence of an attack and NOT whether it connects or not, if an attack connects, ATB is spent, but the animation isn't completed when interrupted by boss or limit break, the charge IS NOT done. As such, we need to compensate with how we allocate our ATB (see the sequence below):
During the boss's charged attacks, DPS and Support can fit 1x 4 ATB move and 1x 3 ATB move to ensure charge. So, Weapon then Materia (Water Blow preferably), and DON'T use new axe as it's animation is slow. Then, after the two charged attack phases, you have time for 3x 4 ATB moves and 2x 3 ATB moves... so 3x Weapon attacks, then 1x new Axe buff, then 1x Water blow. This will ensure limit is charged in time.
As such, for Glenn sequence:
Flooding Stream
Water Blow
(boss physical aoe)
Flooding Stream
Water Blow
(boss magical aoe)
3x Flooding Stream
Rising Strike
Water Blow
I don't control support that much, but in co-op you will. For Sephiroth, the sequence is exactly the same, replacing Flooding Stream with Torrential Thrust, and the last two moves can be 2x Water Blow (as no 3 atb move). For Zack, since you apply two debuffs:
Swirl Drop
Water Blow
(boss physical aoe)
Swirl Drop
Water Blow
(boss magical aoe)
Water Blow
Water Blow
Swirl Drop
Dual Onslaught
Water Blow
And this way the max debuffs apply to Limit.
Now, Aerith:
Saving Grace
(Boss physical aoe)
Spiritual Harmony
Cura
(boss magical aoe)
Cura
Cura/Hold ATB
Spiritual Harmony when patk buff expires to ensure Leviathan does max.
For co-op, heal in attack mode unless tanking damage from charged attacks, or unless you are absolutely sure you are not disrupting unison to DPS.
For solo, you control the healer with stance change, if Aerith has ATB above 5, switch to defense, AI will heal, then back to attack... this way you don't need to swap all the time. Use the healing limit preferably with the second summon Leviathan sequence, but if things are dire, you can use it any time you go to defense to tank damage.
Lastly, when boss indicates "overcharge" hold ATB for fast sigil break, but allow the Healer/Support to land the last hit, so that DPS can go max deeps.
Matt can replace Aerith with Syringe Rapier and Bramble Spine. This allows for MDEF/PDEF buffs from Rapier, AOE heals with Materia and patk buff to DPS with Bramble. The approach is the same, only if you need to buff both DPS and Support, you need to time your heals.
PS: this fight skips the healing recharge the boss does. If you don't DPS enough, it will occur, so you will need to break sigils 3 times... this means breaking and charging limits to kill bombs as they will spawn during sigil break. It is equally doable, but this is why it is extremely important attacks to not whiff limit bar charge.