DFFOO [JP][Memoria Battle 5] Endless cycle of combat with Shinryu ended by talking to the hand (1PT)

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Very happy with the kindness Hope and Garland showed to me today and the way they turned out. I like them both a lot, so here is one with both of them destroying Shinryu ...... again, A6 style.

I believe this Memoria Battle has the potential of being one that is either braindead easy or quite perplexing, depending on who you have and a few factors. I may do one without cheese if I have time, but honestly GL has been having too many events that occupies too much time already.

Boss: Shinryu
0%: ATK/SPD+, immunity to break delays
FA: Magnus Calamitous+ (Arrant Calamity (GL)) (break rec, AOE magic BRV+HP x2)


FT: 20T
- 100% HP dmg taken recovery at the end of a turn

Weakness: (cancels FT)
You have two FA options:
1. deals BRV dmg while delaying the boss (break excluded)
2. deals BRV dmg while granting buffs to the entire party

HP threshold related:
At QS, boss cannot be killed and would remain at 1% HP.
Every time the boss has 2% or less HP, it uses a version of Alus Magna that heals itself with decreasing amount of HP and a different set of aura. The flow is like this:
1st time: +++ ver, recovers 90% HP, BRV/HP dmg+
2nd time, ++ ver, recovers 80% HP, BRV/HP dmg taken-
3rd time, +ver, recovers 70% HP, nullifies player HP heals and BRV gains
4th time, base ver, recovers 50% HP, SPD+ and become invisible on turn queue
It will then use "Trinity" as an off-turn event attack. It comes with an effect that until the boss gets a turn, all player characters get a moderate mHP, iBRV, mBRV- penalty aura and take BRV dmg while taking actions.

The last time it reaches 2% or less, a message box will pop up and say "the end of time is near". It will regain 30% HP and if it gets to act after this message, it will use "Magnus Calamitous++" and WIPE YOUR PARTY.

General Approach:
The boss is a bit reminiscent of the FEODT 16 fight featuring multiple lives with decreasing recovery and different sets of aura. While some of these auras can become a major headache and roadblocks that impede your progress, certain characters can still trivialise this stage to laughable difficulty levels.

The first problem is this boss has 1B HP and it has basically 6 lives (420%). So you really need some strong DPS or parties to kill it with efficiency, since it is a Shinryu stage with 100% recovery FT.

The second problem would be the auras. The first two may not be the biggest issues. The 3rd one nullifies both HP heals and BRV gains, rendering launches without special tricks inconvenient. Taking dmg can also be dangerous. The 4th comes with 2 layers of auras. If you are using people like Angeal/Rufus with special scaling, make sure you don't have to deal with their meters while having the penalty mHP/mBRV- aura. Also, This SPD up phase is followed by the "instant kill if it gets a turn" last lap, so do what's necessary to keep the boss at bay.

Hope BT locking you at max HP dmg erases all problems caused by the first 3 aura. You may say Quina and Sezter as well. Garland with his constant delays (doubly so with Keiss follow-up launches) kills the last two phases. Huge dmg and different scaling from people like Angeal and Rufus can also bypass some of these problems (what's no BRV gain going to do to Rufus's locked BRV).

Afaik, all of the boss attacks can be dodged. That's why I dared to use A6 under the cover of Rydia LDCA. If Garland is doing his job properly, all I had to deal with would be (1) FA and (2) Trinity from phase 4. The first hit was planned, so that Garland would have his dodge buff used up and be replaced with Ifrit blessing at the end.

Regarding Garland:
Very pleased with how he turned out considering he is a returning character. Now his follow-up has 6 hits and all of his base attacks have quite a respectable amount of hits as well.

Since his full AOE EX rework, he has been quite apt at dealing with 2 target fights as well. I would say he is still best at dealing with ST (S2+ follow-up is 12+6 hits), but his EX/LD are both 8 hits, so you can use him for AOE.

His biggest change is actually the cap ups. Garland now has an extra 30% BRV/HP dmg cap up from his overhead scaling with the stacks. On top of that, he finally gets HP dmg cap up on his BT, 50% party-wide and another 50% for himself. So now he has 130% more to himself, just by existing.

Regarding Hope:
Hope may be the best FG charger now for more than 1 FT clears. His BT turns do not get depleted when he has more than 3 buffs, so there is no reason why you shouldn't BT at the start and charge whenever you want (unless you know a dispel is coming at some point).

He makes people cap at max HP dmg whenever they have 6 buffs. He also offers 2% additional HP dmg per buff as well. So keep your party at max buffs.

The weakness of using Hope with BT now would be having a boss that is debuff heavy/dispels. Also buff slot clashing would be quite fierce as well.

Hope LD also gives back +1 use to S1/S2, so use U4 if you will, his EX and HP+ are his strongest attacks.




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Tags:
Hope
Garland
Spiritus
Shinryu
Memoria Battle 5



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