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Скачать или смотреть Sekaiju no MeiQ X Slow Attacks vs Labyrinth 14 Boss (Heroic)

  • Acea Ivalia
  • 2019-01-31
  • 345
Sekaiju no MeiQ X Slow Attacks vs Labyrinth 14 Boss (Heroic)
EOEtrian OdysseySQSekaiju no MeiQ3DSNintendo 3DSRPGRole-Playing GamesATLUSSQXEOXEONEtrian Odyssey NexusSekaiju no MeiQ XHeroNightseekerGunnerSovereignHarbinger
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Описание к видео Sekaiju no MeiQ X Slow Attacks vs Labyrinth 14 Boss (Heroic)

Been trying to decide a party for NA/EU launch of EOX so this is one I may settle with. I was juggling between Imp/Hero instead of Ns/Hero here as well as

The idea here is from an old video with multiple gunners. Dealing enough damage per turn seemed to force the enemy pattern, namely the counter move. Normally, this counter move will heal 10x of damage it receives, but it is possible to move after the healing triggers.

Basically,
The counter has priority over buff wipe.
The counter is triggered if you deal enough damage every turn (about 17200 apparently per atwiki. It does feel like 17000 ish.)
Stun (or anything that disables the enemy from moving) will stop this counter as well.
The counter is slow, but we can go after it with enough modifiers.

The day time pattern is not that random, so we can use prophecy and stun to guarantee two turns of safety. At night where it is random, may need some combination of stun and defense move.

Nightseeker landing ailment here isn't really necessary. We can better allocate the force boost's damage to break the minimum threshold while dealing the damage. Here I used it anyway since I have Harbinger on board. Blind is easy enough to land, with Wilting Miasma/Miasma Tsunami/Spread Throw/Killing Intent. If Auto-Spread did not trigger, I could go Spread Throw/Blind or just start doing damage. I probably would activate Hero's Force Boost to ensure that I get an Afterimage though, so that I can break damage threshold on Turn 2.

Hero could have used Accel Drive on Turn 1 or Turn 2. Fully powered Regiment Rave will deal more damage than Accel Drive, but I don't have all the buffs and damage in place in the early turns.

Having two gunners is probably more ideal (instead of having both Sov and Harb) but I didn't want to duplicate main classes. Gunner is subbed as Landsknecht for shield equip bonus and the Proficiency (party)/other damage-boosting passives.

Sovereign is using Arms/Attack Order to bolster Regiment Rave. Charged Fire doesn't really do more damage since the enemy has stab weakness too. I could adjust action speed on Sov to throw occasional Elemental Bomb II but didn't bother here. Could also get 3 buffs and use Last Decree, but didn't really bother. Harbinger has spare turns so we can easily do this.

Harbinger doesn't have a sub here because I still haven't decided on one. Probably sub Highlander for Bloody Offense and whatnot? Can throw buff on Sov for Last Decree. Could also consider Shogun to throw Great Warrior. Shadow Cloak can negate 1 attack so aggro and that can sometimes work. This unit could be Shogun main as well and I am still kind of flip-flopping. I like Shogun too. If Shogun, Warrior Might can chase attacks happening at the end of turn, which is nice.

Oh by the way, if you stack enough negative action speed modifiers, you can possibly have it roll over or something. Regiment Rave can go before the enemy hahaha -_-;

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