And finally, the final boss of the game.
Oh, final impressions will come after I fully complete the game by getting all treasure chests, materials, etc. etc. and complete my Guild Card. So I need to do that first.
The boss of the 14th and last dungeon!
Oh, the girl in the middle is just a shell being controlled by evil spirits, so you don't have to worry about feeling guilty.
Anyways, I have to admit I did not really like this boss compared to Etrian 4 and 5. I preferred those because while they were powerful, they were pretty defeatable with any party...
And they did not require you to stare at an Excel document for half-an-hour.
Yeah, that's right.
This boss uses elemental attacks that do fatal damage + debuffs unless you guard against it, and there is a pattern to which element she uses.
However, after giving out a signal as you lower her health, she changes the order they are used. Also, since she starts the elemental loop right after giving out the signal, the turn she actually uses the moves will change each time you fight her, unless your damage output is so stable that you lower her health the same way each time.
On top of that, at the end of every 5th turn, she starts wiggling and on every 6th turn, she uses a Counter move that heals her for 10x the damage you dealt. This itself isn't so bad, as it is obvious what turn she will use the Counter, but if this Counter is on the same turn as an elemental attack, the elemental attacks are pushed down until the next "I will use an elemental attack" turn.
If that isn't enough, most of her other attacks are so powerful, they will kill fairly fragile characters in one hit anyways.
But what I did not like the most about her is that she has a move that removes all debuffs/status ailments/your buffs. And this move is used AUTOMATICALLY in between turns AT RANDOM.
And the more of these you have, the higher chances of her using it.
And this really limits what you can do in battle.
For instance, try giving her a status ailment and debuff. She is very likely to use this move at the end of the turn. Well, so much for my Nightseeker and sub-Mystic, huh?
And since her attacks are all so dangerous, I had to constantly have my Zodiac/sub-Princess use Dauntless Order, which meant I constantly was at the danger to this move. And one of her moves is really fast, meaning if she uses this move after dispelling my buff, there is nothing I can really do.
Oh, and she summons minions at certain points in battle, summoning more and more as the battle progresses, but they do not do anything until 4 exist at one time (in which they will do a supermove), so they themselves are not too dangerous and are more of a nuisance.
If you defeat her while these minions exist, they will sacrifice themselves to revive and heal her, but as I said, compared to other minions out there, they are relatively tame themselves.
So after loosing track (I swear that at least one time, her elemental attacks occurred on a different turn for no reason...) of her elemental attack and dying for the what-so-time, I decided to just switch teams altogether and kill her quickly.
Because you see, although she has resistance to it, she can be confused. And if she is confused, she can not use her super-dispel move, giving you several turns to do whatever you want.
So the basic idea is to use three Nightseekers and two buffers. Confuse her. And then go all-out and kill her before she recovers. Thanks to the Nightseekers' Force Break, you can extend her Confusion for several turns, giving you enough time to defeat her.
As people may know from Etrian 4, Nightseekers have one if not the greatest damage output potential under the right circumstances. On top of that, their Force Break is just right for this circumstance.
So then you defeat her... But...
Oh, and yes, I literally opened an Excel document and punched in what she will use on which turn as I went through the battle. It wasn't that fun.
It's actually not over!
Yeah, I was like "Uwaaaaahhh!!!" when I found out she is not actually the final boss of the game.
The final boss is actually...
Oh yeah, you again. However, he is much stronger than before and does not lose a turn after his supermove.
And no, unlike Etrian 4, you have to defeat the stronger version of him to fill out your monster-dex.
However, he might be stronger stat-wise, but he has no real way of cancelling out your buffs and his debuffs, unlike the 14th Dungeon's boss above.
So although difficult, he is far more manageable. Of course, he does cast status ailments and binds, so it isn't as simple as that, but the fact you are allowed to use any strategy you like makes him far more enjoyable than the 14th Dungeon boss.
By the way, if you use enough buffs and have two Rangers Scapegoat a Paladin, the Paladin can actually absorb 6 hits (if one of your character uses the Shinobi splitting) from this boss's supermove and survive.
Once you defeat him, you FINALLY clear the game and see the credits roll.
Unlike the version when you first beat the game, this version contains various illustrations of the NPC. They are pretty cute/cool, like the ones below.
Yay~ Finally beat the game indeed. The adventure is over...
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