DFFOO GL (The Power of Knowledge CHAOS) Sazh, Quistis, Eald'narche

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Alexander Summon, Keiss EX+3LB friend

Note: All 3 characters are EX+3LB. Sazh has his sphere and character boards. Eald'narche has his bloom passive.

I am taking a big risk here by bringing no healers for this run. So I have used Alexander as my summon instead. Alexander's blessing will trigger a 10T 15% HP regen once a character's HP fall below 80%. I have to thread the battle with caution.

Wave 1: Tears Eyes (completed on turn 35)
Eald'narche will cheese the fight once he undergoes his Phase Shift. But you need to save his skills for the boss fight on the next wave. So I have bare with his Uranos Cascade as his primary offense. Do use his EX when the EX is up. You get to use his EX twice and 3/4 recast going into the boss wave.

Quistis should start off using her Laser Whip to apply the turn rate down debuff on the Tear Eyes. She is a battery monster with her rework and upgrades. BRV shaving will be tougher when the Tear Eyes gains their aura, so the BRV battery generate off her attacks will help a lot for Sazh and Eald'narche. The Turn Rate and SPD Down will give your party more turns.

Sazh should keep on gun-blazing the boss. His 100% Crit Rate buff help both Quistis and Eald'narche to hit harder. Have him use his EX when it is ready.
Target to clear this wave within 34-38 turns.

Wave 2: Evil Gaze (completed on turn 72)
Have Quistis apply turn rate debuff on the one that is targeting your allies and apply the turn rate debuff on the next one. Have her use her EX when it is up to refresh her Fading Light and SPD Down debuff. She is the battery support for the party. I have her use Degenerate Whip when the bosses are getting too many turns for my comfort. Save at least 2 Degenerate Whip for the summon.

Sazh should upkeep the party with his buff, Use Aim+ to get turns. Use HP+ for more debuffs. The more debuffs you can place, the more damage your party will dealt. Use his EX when it is up.

Eald'narche is the hero for the fight. First of all, get his EX ready. Look for an opportunity when both bosses are targeting him or targeting all. (Mine happened on 40th turn). Have him use Phase Shift (2 turn terror debuff) and followed by Omega Javelin (for Warp debuff). When you got your free turns from Warp, have him use HP+. When Warp debuff is down to 1 turn left, use Omega Javelin to refresh it. Have him use AA before using EX for a 4 turn terror lock. With Sazh and Quistis supporting the party, you should be dealing high DPT during the turns that the bosses are under Terror Locked. After this 4 turn of Terror Lock, have Eald'narche use another AA and EX to get another 4 turn Terror Lock. Once the Terror Lock ends, you should be able to use his EX for another 2T of Terror Lock.

When the boss is down to low HP and you are approaching turn 69 (Eald'narche skills should low on this point of time). I swap him out for friend Keiss and burst the boss down with the launches. The crit buffs from Sazh and batteries from Quistis does make the launches quite devastating.

Score: 999k (5 breaks)

Additional notes on the Evil Gaze's phases

- Normal: It is another breather period. It will speed their process to Red if you let them break too often. Watch out for Dusk Wing. They could use Ram (if have enough BRV) or Black Candela. Gliding Leg has a high turn rate. Helical Drive has 2 turn delay. Watch out for that as it will mess up your turn order.

- Red: The boss has ATK and SPD under this state. They will use the + variant of their abilities which guarantee breaks. Zack will be the target for them to break so at least Alphinaud and Aphmau can focus on their DPT. It takes around 3-4 turns before the boss starts to lose steam and the aura goes blue. Avoid getting in a situation where the character targeted is in the middle of the boss turns and there is no one in between to avoid the breaks. If you see them targeting All, it is a near-guaranteed game over since Dusk Wing+ guarantees AOE break. (unless you have killed one of them in advance)

- Blue: You will see the message that they tired out. During this phase, they will take 2-3 actions to build back their momentum when they go to normal. So this is technically a breathing period. If you let them break your party, they could go directly in the Red zone.

- Yellow: They will gain instant turn upon breaking and follow up HP attacks (Ram or Black Candela). Avoid getting broken by them when they are in this state.




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Tags:
DFFOO GL
Dissidia Final Fantasy Opera Omnia
Trey CHAOS
The Knowledge of Power CHAOS



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