[DFFOO JP][DE: Transcendence 7] Serah, Snow, Locke | Jegran, Cater, Llyud | Locke, Jegran, Llyud

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Published on ● Video Link: https://www.youtube.com/watch?v=InsbRo8nm58



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Duration: 39:49
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This set is relatively less tanky overall compared to T6, so individual clears are kinda short, except for one problem for the middle boss.

This may look like some odd choices of characters, mainly due to the fact that I used someone like Beatrix to backwards clear the earlier Transcendence for materials (Lufenia+ "new" account syndrome), and currently I don't want to reshuffle characters. Otherwise I think Beatrix is excellent for the right boss and possibly the middle one.

Timestamps:
00:00 Left Lufenia | Blue Crystal | Orb: 4 HP attacks in one skill (+5/15)
09:03 Right Lufenia | Red Crystal | Orb: Special effects or debuffs causing attacks (traps) (+6/8)
21:10 Middle Lufenia+ | Orb:
Healing over 20% HP (+3 per eligible person/10)
Boss turn +2
Note: Player action -2 (instead of 1)
Reduction: 80/30 (BRV dmg/ BRV gain), also has Defensive stance, BRV dmg up on themselves and BRV dmg down debuff on player characters as further reduction

Left boss:
Very simple boss, Snow and Serah together for them is a bit overkill. I may sub them out later actually. The orb is not really tight. Serah's poison and debuff shut their battery down pretty much. They do have quite a bit of BRV dmg reduction and would get turn rate if breaking player characters. Overall not particularly dangerous, As a Lufenia, it is really easy to just curl stomp it these days.

Right boss:
The tricky part is actually the orb + their speed + the fact that they are immune to turn deletion / delay and break delays. With a maximum of 8, it means that if one of them get to have 2 consecutive turns and one turn for each of your character without refreshing it, it will be left with 1 and there is not much you can do other than reset. Even if they are about to set off a trap when they have a counter of 1 or 2 before their turn ends, once it hits 0, it will cleanse all debuffs, including the trap. So this orb is tighter as it seems.
"Counter" style traps like Firion and Beatrix would be ideal I believe, People who can actively set off traps like Ace would also be really good here. I don't have Beatrix available this time, so I had to use a combination of Jegran and Cater. Jegran's "follow-up" actually uptick the orb. Cater's main function here is to taunt & dodge, and use her EX so that even when a boss get 2 turns before Jegran's turn, the mine trap can uptick the orb in the middle. I was also gonna use Aerith, since she is red crystal and she would be really good for the buff prevention and debuff evasion for the middle gate as well. That said, front loading Cater's EX was kind of mandatory near the start of the round, so I opted for Llyud and use his EX to party EX recharge instead.

Middle boss:
Once again kind of a unique orb. If you can keep healing for over 20%, you can actually keep having turns. Otherwise, the orb ticks down faster than usual but is compensated by upticking when boss gets a turn. This is kind of not in favour for Locke, but it is manageable.

There are 2 more major mechanics. One is about HP management. Whenever there is an orb, they will sap a significant amount of your HP. They also randomly choose a person to attack and take 4 turns off f your buff duration whenever one of your party member fall below 30% HP (attacks even when their turn is not up). So Locke without BT+ or anyone BT-ing with the sap aura on would get a taste of this. Using Llyud here is actually challenging since he hurts himself, but he also heal alot and frequently, so just pay more attention to the party's HP.

They also harden with defensive stance whenever they hit 29%/49%/79% HP. This state would cancel if the player have accumulated 20 times of either healing (over 1%), ignore defence attack or letting boss take a turn. There is no indicator so you can only count or guess until they have an overhead text notice telling you their defensive stance has been broken.

Jegran for this boss is exceptionally good. Not only his LD and additional attack ignores defence, he also can't be broken through BRV dmg. So even if the boss is spamming their AoE BRV attacks, he can always stay in place with his turn available.

The biggest problem for the fight is actually the 10000 damage requirement. I did this 3 times because Llyud got sapped on his last turn for more than 11K a tick even with some HP passives off. So I had to calculate damage, use Ignis CA as a backup and finish it with Jegran.

About Locke: (BT on left, BT+1 on mid, HA+0)
Short version only here, He is quite good, but can be really RNG dependent. What you want is to get to Genji Gloves + Master Scroll as much as possible so that you can use the 8 HP dump attack. As far as I can tell, there are only 2 ways of guaranteeing a Genji Glove buff. You can loop miracle shoes HP atk and S1+ until you get Genji Glove, but with tight orbs such as the middle boss, sometimes you may just want to LD for a guaranteed G+M. I think his LD buff is a combo of Sazh + Iroha. More details next time.




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Tags:
DFFOO
DFFOO JP
Locke BT+
Locke
Jegran
Serah
Snow
Cater
Llyud
DE:T7
Transcendence 7



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