Dragon Quest XI - Low Level (Draconian) Part 15: Erik's Solo Battles @ The Rock of Wrong

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Dragon Quest XI: Echoes of an Elusive Age
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Duration: 4:04
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Act 1 comes to its end, and we find ourselves entering a drastically different part of the game dynamically. I'm going to warn people ahead of time to watch out for spoilers, especially as far as the last playable character and the game's main villain are concerned. I don't exactly know, but spoilers are all the rage on the internet today; it's actually unreasonable if you ask me. 15 years ago nobody expressed any visible dissatisfaction upon finding out Kefka is evil and not at all the harmless clown he seemed to be. But we live in a different age apparently, so consider yourself warned if relevant.

Normally, Act 2 starts with the MC being all on his lonesome, but the Switch version introduces four scenarios showing what happened to the other characters upon their separation after certain events in Act 1. Besides Erik, there are scenarios for Sylvando, Jade and Rab. Sylvando's scenario does have one noteworthy battle, but just blocking / healing and having the other allies (all five or six of them) do all the dirty work gets the job done, Sylvando's low level and the Stronger Enemies restriction not really affecting the situation significantly. Jade is literally immortal in her battles, and Rab has a single scripted fight that he has to lose. This leaves us with Erik.

Erik really does finds himself in a bit of a hardship due to the restrictions set in this run. He has to solo (albeit with a companion) three battles, two of them being against a party of three enemies who outnumber him and whose attack really do hurt. Unsuspectingly, I entered Erik's scenario and realised he's completely unprepared for these fights. This made me go back to my Act 1 save and equip Erik with the best possible gear available in Act 1, giving him slightly better odds of withstanding the enemy attacks in his intermission solo battles.

At this stage, Erik got enough ability points to dual-wield a pair of knives. The other knife is too weak and usually does 1 damage when not critting, but from what I've observed striking twice really does help inflict a negative status.

This is crucial here, facing groups of three enemies at once, as sleeping one means you only have two foes striking you at a time, meaning Erik takes less punishment. This can sometimes be bad, as not losing enough HP won't trigger Erik's slime friend to heal Erik back to full health. When a single foe is slept, we can then land a Persecuttor, OHKOing one of the weaker foes.

It IS very luck-reliant, but it's not lucky dodges or the enemies using the right moves that we depend on the most - what we care about first and foremost is our slime friend bringing Erik back to full HP at the right times. You can try to play safe and defend/heal yourself instead of doing anything attacking, but this isn't such a bright idea I found. Stalling it out has the adverse effect of the Grublin's increasing their own attack, and if they're still alive because of the stall strategy their attacks will deal more damage than you have maximum HP eventually. So taking a risk is a must.

I'd had to restart this fight way too many times to remember before I finally succeeded.

This isn't the last fight in Erik's scenario, as it were. After this, there's one fight Erik can lose (has to lose?) and another one he survives by simply blocking on every turn. They're not really worth showing.

In the next video, the MC joins forces with the game's last playable character to kick some undead ass. Stay tuned!







Tags:
Dragon Quest XI
switch
ps4
definitive
low level challenge
llg
luminary
echoes of an elusive age
boss
draconian
stronger enemies
reduced experience
no exp
erik
solo
act 2
intermission
rock of wrong



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