Bravely Second - 0 Exp Run+ Part 19: Einheria, Barbarossa, Geist
The first three battles of consequence in Chapter 3.
0 Exp / Low Level Game+ (Hard Mode) challenge playlist (read for full rules):
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0ShrxNBNo2fTL8ueFn45rS
I have a lot of Bravely Second recordings waiting to be shared but not nearly enough time to manage to upload them at a steady enough rate (September is nearly here). So I've decided I'd be putting several different videos together for longer (but less frequent) uploads since that's the only thing I can afford right now and for most of the year.
The first two fights here are optional battles against former BD bosses, and there's Gaist who's a mandatory storyline boss.
Einheria
Having learnt MP Free in a Pinch on my units, it's no longer a good idea to not use that in conjunction with Full Charge and other skills, like Good Measure. I'll say it again for good measure, it's no longer a good idea to not use that in conjunction with Full Charge and other skills, like Good Measure. The tank strategy used in the last battle, which looked like a total gimmick (but is probably your only way out without abusing Ghost) is very fitting here, as Einheria also has a physical (Crescent Moon) which targets everybody at once, so being able to auto-revive for 3 turns is indispensable.
Einheria's companion is Ms Veeling. Since she knows Shadow magic (never seems to start using it until turn 3 or so, by which point she should be dead), she's a threat and needs to be taken out ASAP. Hammer always targets her, so it's the most reliable way.
I believe this battle is my first time using Rain Spellcraft. Since MP is never an issue with our magic ability combo, it's nearly always superior to other magic we can use, namely Hammer that has seen use throughout the last portion of the run. 4 castings of the same spell hits really hard. It will only get better when I acquire Khamer's Time Mage and the Meteor spell.
Einheria is the healthiest boss yet at 45K HP, but should go down fast enough. As long as Tiz the tank has his defensive buff to take 0 damage from her at all times and the party is under auto-revive, we're safe and should keep the damage going. It's only at the start of the battle that something can go wrong.
We get the Valkyrie job afterwards. It seemed superior to Monk, but I actually haven't used it at all on this run. Pierce Default seemed like a good skill and I even bothered to grind for it, but it hasn't done me any good. Maybe later...
Barbarossa
I had to choose between Pirate and Performer. Since I already had a source of buffs in Astrologian, I thought Pirate would fill a niche by offering me debuffs against enemies instead. While I did use debuffs shortly in this run, I never actually used Pirate's debuffs, so I guess this is another job that has been useless to me?
Unlike Einheria, Barbarossa never attacks the whole party with attacks that a Protect Ally tank can't guard them. Nor can his adds for that matter. The only threat in our way therefore is that Barbarossa will often debuff our tank with Shell Smash, each hit reducing our 200% defence by 25%. We still continue taking 0 dmg at 175%, but another Shell Smash rids us of our protection and causes Tiz to fall victim to whatever Barb attacks him with. The solution to this is simply to continuously renew Catmancer's buff whenever the second debuff is about to occur.
Whenever Tiz isn't busy doing that, he can support the party by casting, say, Elemental Boon. We can run Astrologian secondary just fine because Blessing Mist is never needed here.
Geist
Two battles against this one, both rather easy but very long, even with our fantastic damage output at this point of the game. Geist can't really hurt us unless we forget to buff Tiz up, but he likes to Undo his health back, which makes him more vitality than what 90K HP already grants (he was already twice as healthy as Einheria to begin with...).
Since the game is "nice" to you, we get restored back to full health for the second battle. A huge pain in the arse I tell you, as our strategy requires MP Free in a Pinch to be successful. Tiz buffs himself up on the 1st turn of the second fight, then casts Blessing on his fallen allies so that they're revived in critical HP - they can now enjoy no MP cost, 150% magic power and protection from Tiz taking all of their hits.
Tiz wastes a lot of turns in vain because Bishop's secondary can't offer much offensive support to the party and that's the only kind of support we really need when everybody is revived back to critical.
Exorcist seems like a more useful job than the two acquired in this video. I've only used it once so far (against Geist's son), but who knows, I may need it again sometime to Undo a boss's HP.
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