Bravely Second - 0 Exp Run+ Part 17: Patissier Angelo
Both this fight and the one afterwards are among this challenge's biggest highlights IMHO. I've faced Angelo on multiple occasions, as a short exchange between me and another player revealed he could be tough, and I've had recordings where Angelo was 'just another boss' and ones like this video, where Angelo is as threatening as anything has been on this run.
This particular is notable for the fact that it had as many as THREE occurrences where I had only one character remaining at 1 HP with the other three at 0 HP. It's hard to say whether these predicaments could've been prevented by playing differently, but I had another recording that was totally safe, so attempts at this boss could be wildly different.
0 Exp / Low Level Game+ (Hard Mode) challenge playlist (read for full rules):
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0ShrxNBNo2fTL8ueFn45rS
One gimmick this battle has is that by storyline one character is forced to enter (and subsequently remain) the battle in Ghost status. They can't be targeted by enemy attacks, or receive a counter (somebody else will have to), and the only form of action they can carry out is a magic attack. MP restoration that's adequate, crit buff for doubling Hammer's damage and Mystic Boon are all things inaccessible to a Ghost, and they can't recover BP via Revival, either. To make my sole Ghost somewhat less useless in this fight, I ground for Red Mage's MP Free in a Pinch ability as well as Wizard's Full Charge, which combo together to reduce all MP cost to zero (0 HP counts as critical HP) and increase magic by 1.5x. Later on when we start monopolising on this broken combo, this may well turn out to be a staple for our damage output, but so far it's just used on the one Ghost so they're not just standing there not being of any use.
Angelo does several things that are considered a waste of a turn - debuffing somebody's defence when everybody is OHKO'd anyway, or trying to inflict Charm against a fully charm-protected party. Perhaps this is what saves my team in the long run.
Much of the danger comes from Angelo's two support mooks. One has over 8K HP, wielding a katana to inflict powerful blows and counter physicals and Hammer. I'm not sure if it's bad RNG but this katana mook has a tendency to completely ignore Stand Ground as if it weren't there - not always, but way too often for it to be a coincidence. When the victim happens to be the one Freelancer who was supposed to perform a MT Phoenix + Potion on the party, we've got trouble.jpg.
The other mook has way less HP (but no lightning weakness unlike the katana one) and does little things like provide more BP for Angelo. I don't bother attacking her directly and simply leave a Mist to easily pick her off - it finishes off the katana doodette as well.
Angelo will re-summon his mooks if not defeated in a timely way, but I'm somewhat slowed down by the fact that my Ghost can't trigger BP-recovering skills as well as Ghost's (Magnolia's) Hammers not critting.
The mooks end up being re-summoned and a long, intense cliffhanger of the second part of the battle starts. I have to make the decision on whether it is Angelo or the Katana gal I want to take out first (Angelo can be taken out in a single Hammer crit, yet it is Ms. Katana who poses the most trouble) and I settle for the latter, getting myself into two more situations with 1 HP on one party member.
The Patissier job is mine afterwards. I may or may not end up using it (the ability to crit with magic sounds tempting to try out sometime) and its abilities, but it looks nothing like Bravely Default's broken Salve-maker.
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