Bravely Second - 0 Exp Run+ Part 8: Minette & Bismarck (Catmancer)
Decisive battle against a little girl and her pussy.
0 Exp / Low Level Game+ (Hard Mode) challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0ShrxNBNo2fTL8ueFn45rS
This was the hardest battle fought so far. In hindsight, I could've made it way easier and quicker by grinding for specific abilities, but JP grinding was still difficult and time-consuming at that point of the game until the shops offered more potent equipment for grinding purposes and I figured out the best ways a lv. 1/5/6/7 party can grind at this stage of the game.
Namely, since Bismarck is weak to fire and Minette to water, Wizard with Hammer Spellcraft and double/triple rods and B/W Magic secondary would've torn everything into shreds here. I didn't have Wizard mastered as well however (and I confused Spellcraft lv. 2 with lv. 3, thinking Hammer comes with Mist, which takes way too much time to grind for with the given resources, but it's actually available way earlier than that and I should've gone for it right away).
Still, grinding for the high-end skills trivialises so many of the battles, and the sheer amount of time necessary to get those skills is probably not worth it, until JP grinding can also be trivialised with the right setup.
The last two bosses we fought both had 7,5K HP. Bismarck has exactly as much while Minette is the healthiest foe yet @ 10,5K HP. Bismarck is to be taken out first and foremost, not only due to being less healthy, but also because it's more dangerous. Dual Attack can attack two targets at once (and seems to disregard Stand Ground as if it weren't there at all) and everything Bismarck does can make a difference whereas Minette will sometimes waste turns trying to put everyone in the party to sleep (which we are immune to thanks to Clothespin).
Since we got some new jobs, I've included the most easily accessible Astrologian/Red Mage skills in the strat as well. Red Mage's BP Recovery seems to be weaker than its description suggests, i.e. not every status will trigger you to recover 1 BP - Dread that Bismarck inflicts will not cause any BP recovery for example. Still, my choice of skills is quite limited here, with many growing obsolete - bolstering defences is all but a lost cause with every attack OHKOing somebody. Stand Ground is all protection I can have.
Halfsies bot Yew got reclassed to Red Mage for innate Revenge, having a 25% chance to give him +1 BP everytime he takes damage and survives with Stand Ground. Red Mage was at this point the easiest job to JP grind, with innate Revenge granting me superior chances of keeping a Chain up and not losing it due to everyone using up their turns.
Meanwhile, Tiz doesn't run a hybrid of Yew's and Edea/Magnolia's builds anymore, settling for the role of my 2nd supporter in this battle because things get really hard here. Aside from the mandatory Halfsies for MT (Hi)Potion/Phoenix Down, he also uses Astro's Physical Boon to give Edea and Magnolia additional strength increases. After getting their pistol rank to S, their Trample will be doing heavier damage than we've been used to by now (over 400 dmg at 175% strength, ~1000 on crits).
Once Bismarck falls, the battle gets much laxer but we still have a ton of Minette's HP to whittle down. Longest but safest part of the battle here.
Early on in the recording, there have been several close calls with too many of the party members being KO'd at a time and my supporters not always getting a turn in emergency's case. This is something I focused on improving in later strategies. I also believe I suffered from poor luck with my Tramplegirlz getting to 1 HP right before their Trample assaults, and sometimes the supposedly faster Tiz moved AFTER them when they needed his pre-emptive healing with Halfsies Hi-Potion. Going Astrologian with innate Prescience would help remedy this issue in later fights.
I believe this is the last time I employed a physically offensive strategy on this run, and I think it made for a fun video.
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