DFFOO [JP] If a boss does not always AOE, coerce it into enjoying an AOE HP attack limbo yourself

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Most of the bosses don't like to just use AOE. Sometimes you have to take it into your own hands and create opportunities yourself.

Last time it was about letting the bosses counter and break you so that you can hit them back with both preemptive strikes and your own counters.
This time it is about letting the boss move, but not really since they cannot do anything but spent all of their turns trying to do the same thing.

Cor, preemptive strikes and teleporting bosses:
The reason why I want the them stuck in an AOE limbo is because of proccing Cor's preemptive strikes. While covering all allies, you get 3 sets of his attacks with bosses targeting all people.

The good thing about Cor is the attack does not have to actually hit. Bosses just need to target someone and attempt to act, and he would hit anyone that looks at them funny. That's why Cor works with HP silence while counter units would not.

Another good thing about Cor is that his attacks are preemptive. That means against a teleporting bosses on thresholds, or against bosses that can be broken out of order, you can create extra procs for him. when his strikes break the boss during its active turn or push the threshold of the other boss to trigger its teleport. That would take over the current boss's turn, but Cor would do the full amount of strikes even though the turn of the current boss is "lost".
I even threw in a Quina LDCA trap to help push the bosses with another preemptive strike, though I got a little bit greedy with Paine near the 70% threshold. Could have been a run that pushed the boss all the way from 70% to 30% without moving at all, but Shinryu threshold controls can be funky at times, so I'd let that one slide.

Minwu:
As mentioned in the previous one, Minwu has great affinity with Cor. HP silence does not stop the boss turns from moving and Minwu does not need to get hit to do his job, so his traps would still trigger at the end of their turn.

Due to Cor having so many extra procs with threshold pushing and boss teleportation, Minwu's FR gained momentum really fast with a large amount of +10%s coming in.

Paine:
HP silence:
One good thing about Paine's HP silence is that you can extend its duration by merely hitting the boss with anyone on Paine's left and herself.
Therefore, her HP silence can be set up early and lasts for an entire run without needing someone or a particular skill to reapply it on bosses. It is very good for off-turn attackers.

Why Paine in the middle?
It is because the boss can't take a strong HP poison from Paine when she is at the right most position kindly. They are too squishy and they drop to 89% very often before Minwu can go into FR.

Another reason is with Cor on the right, I can just utilise Paine's Haste buff to get Cor's BT - extra oath buff on the unprotected person done quickly so that I don't have to wait for another turn.

If it is against a tankier boss, you can spam CAs with the person on the left to stock up on some HP silence duration or have Cor to be on the left as well, such that the entire team would inflict it, and Paine would cause a stronger HP poison in the process.

HP silence:
This boss does not always AOE, but it has a set pattern. It always AOEs after the first ST confusion attack. That is they have to dump that first before locking them down after they change to an AOE targeting attack.
Bosses would refuse to move on from attempting to use this attack even though they are stopped by the debuff. They would just keep using it until it fires, thus getting trapped in a AOE HP attack limbo. That's just how their AI works.

This method works best when you have some boss knowledge or awareness of about when they would use an AOE HP attack.




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Tags:
Cor
Paine
Minwu
Maria IW