DFFOO[JP][FEOD:T8 All Gates] Mostly Shadow and Seifer destroying things and Laguna (no BT yet)
Bad pull day on both GL and JP, no BT on both sides and pitied Laguna LD, but since I am 100% pulling on Thancred and Alisaie (maybe Irvine as well out of curiosity and VIII), I am not in a hurry to get his BT. One way or another, I am getting it later.
More on Shadow, Lenna and Laguna C90 later, this page is more about the transcendence. Also, warning ahead, there may still be some sound popping at the end even though I fixed most of it and re-rendered it for a whole 30 mins or so.
This is an initial clear, so my character choices and decisions may be a bit safer.
Music:
(no Man with the Machina Gun until I get his BT for the first one)
FFVIII: Don't Be Afraid
FFXIV: Don't Be Afraid (Eden version)
FFXIV: Force Your Way (Eden version)
00:00 Left Gate: (Blue crystal)
Orb: 10 (Lethal)
+3: PC inflicting more than 1 debuff
+4: PC inflicting gold debuffs
-2: PC actions
Reduction: 50/30
Back to the lethal orbs for both Lufenia gates. This one basically requires to use frequent debuff characters. Since using C88/non-debuff actions or CAs depletes the orb count, every move has to be calculated. Also, you can't have excessive debuffs from CAs and characters, else filling all 8 slots may lead to the failure of inflicting temporary debuffs, such as Seifer's EX debuff that keeps the party safe and uptick the orb. So the fight is more about character selection and careful planning. You may have to forgo some extra dmg for the orb.
As long as Seifer keeps delaying and throw out his EX debuffs, he almost completely eliminates the threats of the bosses. Technically you can opt for letting them move as well since their turns are irrelevant to the orbs, but they inflict resist, DEF down and other things onto your party.
Obviously Seifer and Laguna almost inflict debuffs on every attacks, but Laguna's debuff are mostly more potent, so be wary of the overlaps. Sherlotta also AoE inflict Light of Rejection after her rework now, but she does still eat orb turns with little external battery.
08:30 Right Gate: (Green Crystal)
Orb: 20 (Lethal)
+3: causing dmg during two consecutive turns twice (X summon)
+10: causing dmg during five consecutive turns (X summon)
-2: PC action
Reduction: 80/30
Factoring in the -2 per action, the orb is tighter than it looks and they are tracked separately based on whether you damaged them both on every consecutive turn. Note that two consecutive turns mean a total of 3 turns in a row. You may also have noticed that off-turn dmg only characters, such as Rem, does not fulfil the orb condition when she is having consecutive turns, unless she is spamming her LD and EX. There has to be on turn dmg for this. Though CA dmg counts as your PC having consecutive turn dmg, so use accordingly.
At HP thresholds the sharks also warps to right after your turns and lock theirs, so no delays including breaks.
My strat for this was to use Gilgamesh and Rem who can turn manipulate others and have consecutive turns to get around the lock turns. Shadow with lock, dodge and counter also destroys this boss with ease. He is the one that can do 5 consecutive turns of dmg, albeit ST mostly.
If managing both orbs at the same time proves too much, you can focus down one of them first before triggering the other too hastily.
17:18 Main Gate:
23:00 1st Revive
27:54 2nd Revive
Orb: no orb on 1st life, 5 on 2nd life (Lethal), 10 on last life
-1: when boss moves
Reduction: 60/80*
Its recast puts on a field effect of stealing your HP/BRV recovery. It is dispelled after a few turns (both yours and its). Also, until the first revive, there is a 100% BRV gain reduction. So the fight favours pure BRV dmg dealer more.
The "use diff strat after certain HP threshold" boss advertised in opeope. It is a curious one. It does not have an orb increase condition. After the first revive, the lethal orb dictates that it is a DPS race, but after the second revive, it has a special condition that the boss must have 10 turns of action before it can be killed (orb going off), so it is the exact opposite to the DPS race.
Having Greg and Seifer means the DPS race would not be a problem since boss had no turns. The issue is the last life. TOO MUCH DPS and DELAYs. So I started to slow down DPS early, near the end of 2nd life, so I don't have to stall for too long before I could kill it.
Since the boss has the amount of BRV dmg reduction equivalent to most characters' EX extension II package, you have a lot of freedom on your CAs to help you soak all of the attacks throughout the 10 boss turns.
Since all of the boss's attacks are pure BRV dmg based, Seifer again shuts it down. Use his EX on the AoEs, and let Shadow's lock and dodge take care of the ST ones. Greg's S1 also comes in really handy, since he has a low chance of inflicting paralysis.
I made a mistake and popped Rydia LDCA too early instead of syncing it to the orb attack, but I still have Rem's heal to fall back to and I made the HP check at the end, so I didn't bother healing lol.