Dragon battles (and
) are easily cheesed with Ninjas
also everything is now level 10, the final stretch now!
Goddamn. I struggled with that second one so many times. I had made it thus far without a dedicated healer, and it was not going over well with him. :-/
Also, after reading some GFAQs threads, I've re-designed my team:
Tiz
Freelancer/Performer
Double Staves
Rise from Dead
Absorb P. Damage
Angelic Ward
Absorb M. Damage
HP + 10% (to push past 10K naturally)
Agnes
Thief/Spiritualist
Double Status Swords
Rise from Dead
Slow World
Rob Blind (I'm still on chapter 6, so I need to steal 2x still; I will change her up later)
Ringabel
Vampire/Conjurer
Two-handed Axe
Rise from Dead
Two-Handed
Monster Ability Up
HP +10%
I can't remember the last one...
Edea
Vampire/Salve Maker
Double Staves
Rise from Dead
Absorb P. Damage
Angelic Ward
Absorb M. Damage
BP Limit Up
Explanation:
While I loved See You in Hell, it hits for 1 damage even at max attack power against the uber bosses. It is, unfortunately, a wasted point because SE doesn't know how to get creative without providing MASSIVE STATS!!!!!11 to everything. Everyone but Agnes is above 10,000 life without any need for Giant's Drinks, which is how I prefer to play my game - I don't want to have to farm Dragon's Fangs or money for them later on. I will throw a Giant's Drink at Agnes every fight to keep her above 10k.
Tiz cycles swaps between two move sequences every turn:
1) My Hero -> Mimic -> Mimic -> Mimic
2) Rejuvenation -> My Hero -> Mimic -> Mimic
On sequence 1), the entire team gains 4 BP while Tiz gets -2 net.
On sequence 2), the entire team gains 5 BP while Tiz gets -1 net.
Yes, My Hero counts as a "heal" for Rejuvenation purposes! Amazing discovery thanks to GFAQs. This means endless MP for the team, since every other turn I am giving everyone 300-600MP back, depending on whether the Rejuvenation +100% heals buff is still up from last time (basically, it depends on whether I had to stop and think, or if I'm just rolling through the fight). No one can burn through MP that fast, so the Freelancer/Performer with staves is both an MP battery for the entire team
and a BP battery.
Edea is in charge of White Wind to keep the entire party up. This heal also charges Rejuvenation, which I will time to coincide with sequence 1) to offset Tiz's -2 net BP so he has no downtime. I will use her excess BP (seriously, I can't even get her below 0 BP - I have BP Limit Up on her just because of this) on Fireball, which neglects enemy PDef so her attack power doesn't matter (hits for 4-5K), and using Compounding to make an enemy weak to Fire damage.
Ringabel uses Fireball as his main attack, or Firestorm if there are multiple enemies (Goldie). He keeps Susano-o and the PAtk buff up to have +600% crit chance and +50% damage at all times. Between these buffs and the fire weakness, Ringabel hits for 9999 every turn for 1 BP regardless of enemy defense. Very potent.
Agnes is in charge of stealing, but also emergency team buffs like Fairy Ward. Her high agility from being a Thief means she even goes faster than Satan, so you don't have to panic about your status immunity dropping. Godspeed Strike ignores defense, and with her high speed she usually hits in the 7000-9999 range. This is a good use of her excess BP. Once the fight gets rolling she can usually Godspeed Strike twice a turn because Tiz and Edea are generating so much BP for everyone.
On top of that, because Edea has so much health (11,500 for me), she is nearly always healing for 9999 unless she got hit hard. In such instances, chaining two White Winds usually solves the problem, since if she starts at 2,500 life, you are healing her to 5000, and then the next heal is for 5,000, bringing her back up to 10,000. Everyone has Rise from Dead so you don't have to worry about dedicating time to resurrect characters,
and both Edea and Tiz have their Rejuvenation special set to Cure K.O., which means that the entire team is resurrected every 2-3 turns regardless of whether Rise from Dead procs. Basically, there are multiple levels of safety built into the team along with flexibility and considerable damage.
I think the only real downside of the team is the lack of Dispel. However, enemy buffs are generally not noteworthy. +50% damage? Okay, you were hitting for 9999 before anyway. Big whup. +50% defense? I ignore that. +50% speed is usually gained through the boss using Default, and it only lasts one turn so it's not worth dispelling. The only truly terrifying self-buff I have encountered is the Regen Goldie can give itself by eating a Comet, and I
THINK I can negate that via Vampire poison abilities on Ringabel or Edea.
Anyway, as always, criticisms are welcome. I think I am pretty close to my perfect team here, and that makes me glad.