![]() Status Effects: Savage Giant Rumbling (AoE piercing magic and remove Haste) Confounding Roar (ST ranged physical + auto-Hit confuse (blockable by status blink)) Savage Roar.As a note, all but one of his magic attacks are piercing. Attack Type: Mixed, but favors physical.Nothing too surprising/gamebreaking here, and besides the Flash, there is really no hard counter to Cloud's USB1.The rest of he phase is fairly standard, although he will use his Savage Quake every now and then if you let it go too long. In addition, he Looming Wrath has been upgraded to Savage Looming Wrath, which provides him a +30% ATK/DEF buff for 3s in additionon his 6th turn he'll use his Headbutt, confusing the character in Slot 3. Phase 3: Hect will open up with his Savage Quake.Note that on his 7th turn, he'll use his Savage Quake, which removes Haste from your party - be ready to rebuff. He doesn't use Flash on Slots 1/5 until his 12th turn, so depending on how fast you are, you may be able to push him into phase 3 before that occurs. Phase 2: Hect will open up with 3K Fixed damage (Three 1K hits), and then follow up with Flash on Slots 2/4. ![]() The good news is that with Wall and Protect, the attacks aren't too damaging, so think of it as free SB gauge! His Phase 1 is very bog standard - his first damaging movie is piercing, and the rest is mostly physical earth with the occasional Quake thrown in. Phase 1: Hecatoncheir's (Hect for short) gimmick is that he'll use "Looming Wrath", which is a no-action turn, after which he'll follow up with 3 instant attacks.And given that physical wind certainly isn't lacking, this should be an easier fight for most people. Good news - after Syldra, Hecatoncheir is fairly easy as 5* magicite are concerned.In addition, a lot of his attacks are instant cast, it is not uncommon to be hit by 3 attacks in a row. Special Notes: Hecatoncheir will only take 33% damage from all magic-based magic abilities (to include ninja magic).While in Earth Enrage, all damage done by Hecatoncheir is reduced by 20%, however his ATB fill-rate and cast speed are doubled. Earth Enrage Mode: Enters on his 3rd turn, and every 2nd turn outside of Earth Enrage.Status Effects: Flash (Auto-Hit Blind), -50% ATK/Mag for 5s (AoE), Savage Quake (Remove Haste), Headbutt (Auto-Hit Confuse).No more RNG complaints - everything here is 100% scripted.Due to this, imperils have a bigger impact than in 3/4* magicite. Elemental weakness has been lowered to 120% (compared to 150% for previous magicite battles), they still absorb their primary element, but they now null all other elements.The only way to remove it is to do an attack that deals overflow damage (at least 10K damage). At certain intervals, the boss will enter Enrage Mode, gaining different buffs.No more RNG involved in magicite drops - there are only two 5* magicite, and you will get a copy as a completion reward each time you complete the fight.There are now two bosses - one which favors physical parties and one which favors magic-based parties.Since I was caught flatfooted by the last maintenance, putting this out a little early in case we get earth magicite on Wednesday. No Qus were harmed in the making of this subreddit. Interested in streaming? Click here! Date This is not to say it is not satisfying to double Chain Firaga, but I in general prefer consistency when building parties, but YMMV.Weekly Megathread | | | May Updates □ When you're doing a Core Only run, unless you're trying to cheese with a shared SB, you're probably going to look at different ones.Ī lot of people like the double casts, but I always feel like if the difference in a fight was between a double cast happening or not, that I could probably have done something differently not to need it. The other RMs come in when trying to grind or when you try to do challenges. Getting those out on time and in the first round for things like Hastegas/Walls are the difference between having a chance at the run or losing in the second/third turn.įor raw damage dealers relying on hones over Soul Breaks, you might want to get damage up RMs, like Devotion, to push numbers higher, but if they have even a mediocre Soul Break, getting them to go off FASTER may still be better. ![]() That's because these are solid, always useful, and play in to the fact that the key to many, many fights is to keep key buffs up - especially Wall/Hastega/Boostga|Faithga. Mog and Mako Might, and then the RM's that build up my break metre."
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