FFTA - Animist SSCC Part IV: Jagd Hunt

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This video was ready a month ago but I had serious trouble rendering it after all the editing was done. Hopefully, I'll be able to upload all the Animist SSCC videos that are worth your attention in the next week or so (I have over 30 GB of FFTA recordings on my hard disk right now :o. Most aren't anything flashy though so I won't upload those). There seems to be a very similar "queue" in my other series as well so be patient, k?

Jagd Hunt was an incredibly annoying mission. There are still no easily accessible options to heal (however, there ARE two ways to restore your HP in this battle), the enemies are numerous and there are no laws that you could manipulate in your favour to make the battle somewhat easier.

Although the Item command is banned in this challenge (just like it is in any other SSCC), I had to make an exception and allow it BUT *only to revive Marche when one single enemy remains on the field*. It's a Jagd so if Marche dies it's game over. And there's no bloody way Marche can survive here, not even a 0,01% chance, I imagine.

On this attempt (after more than half a hundred failures), Marche dies immediately. The Assassin has an instant death attack and is therefore an opponent we shouldn't allow to come too close to us. That is easier said than done, however, as she is fast and WILL take 2 turns per Monty's one from time to time (depending on what he does).

Then there's the Ninja. Double Sword essentially ends the battle, but I haven't had such close contact with him on any of the attempts. What is annoying is that he has 2 ranged status attacks. The damage is nothing to worry about, but if Monty is blinded we're screwed and if the moogle is silenced he only has Attack and Combo (can be used only once as there are no judges around to award us JP, thus it should be saved for the most critical situation). After seeing how the battle tends to end after Monty's silenced, I learned to restart after every single time that happens.

There's also this Blue Mage guy. If he decides to cast Mighty Guard on the Toughskin (whose defences are already high), it's a good idea to reset as we're not too interested in hitting the thing one hundred times for 1 damage. Most importantly, the Blue Mage can heal (White Wind and access to Potions) but we must take out Assassin and Ninja first of all.

The hunter is harmless to Montblanc due to Block Arrows, but the Toughskin can reverse the moogle's HP and MP (which is sometimes fatal, sometimes actually welcome) and the Antlion can blind the poor chap. It's common sense to stay away from both and attack them with Chocobo Rush from far away.

So our strategy is to go to the Toughskin first since that's the only place where we can guarantee us safety for one turn, charm him so that we don't get attacked (he isn't of much help when charmed, unfortunately) and then run the hell away, picking spots from which you can Chocobo Rush as many enemies as possible. Assassin and Ninja must die first. If the Blue Mage dies, that's also very nice.

The Blue Mage helped me a lot here, casting Night which missed me and lulled the two most dangerous enemies to sleep in a position where I could Chocobo Rush both of them. I believe this is what made the battle possible.

I got rid of the two very quickly, but then the annoying part started. You can't rely allow Montblanc to move close to any of the enemies here. He can be blinded, lose all HP/MP and if he gets hit there's a very good chance it'll be a critical (it often is one with my luck).

The Blue Mage should be taken out next but he ruins it by casting Mighty Guard on himself. With high defences and Montblanc restricted to inaccurate Chocobo Rushes, taking down the mage takes a while and I even killed the Antlion in the process without really intending to.

In two cases before the Blue Mage dies, I get hit. That kinda contradicts the aforementioned strategy of being as far from the enemies as possible, but sometimes you have to take risk. Not moving gets you your turn earlier and though I'm never able to calculate exactly when it comes I actually make eliminating the BM more likely, as the enemies move around even when there's no necessity whatsoever and therefore delay their own turns.

The BM refuses to die for minutes but when I get lucky and pull off a critical, things get better for us. The Toughskin knows Matra Magic but without his allies isn't a risk for us. When MM does reduce Monty's HP to critical, I go back to Chocobo Rush from distance and kill the thing.

When the Hunter is the only enemy left, I hit him once, revive Marche with a Phoenix Down not to see the game over screen and finish him off. Phew.







Tags:
ffta
animist
final
fantasy
tactics
advance
moogle
montblanc
sscc
scc
solo
jagd
hunt



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