FFTA - Animist SSCC Part V: The Bounty

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After the couple extra levels gained in order to stand a chance against Adrammelech (one hell of a boss), Montblanc's naturally high defences resulting from Animist stat gain allow him to take very little damage from the enemies in this level.

It should be noted here, for those who don't know, that casting Protect/Shell boosts your defences in a different way from some other RPGs. It doesn't actually reduce a percentage of the damage (1/2, 1/3, etc.) and seems to be even more effective when the damage without those statuses applied is already low as it is. For instance, an offensive action normally dealing 14 damage will take off mere 1 HP. I never looked at any formulae to find out how damage calculation works but this is an observation I have to share with those who, not unlike me, never bothered to study the game mechanics.

Basically, always being in Protect/Shell status is important as you absorb a lot of damage. When there are not as many enemies on the field, you don't have to worry about it.

But this battle is far from easy. If Monty gets poisoned, he won't be able to survive the battle until he dies. Both the Red Mage and the Sage can do that to him. The Fighter is the most dangerous unit as far as raw damage potential goes; however, the Time Mage's spells are more dangerous.

The real reason why this battle is tricky enough to deserve its own video is the fact that the Paladin in this mission knows Cura, Life AND has a Ribbon. The latter means that he will not get carded for breaking the laws, i.e. he can heal his minions as much as he pleases.

Killing him quickly doesn't work: Cura recovers more HP than Montblanc can take off. Animist's damage potential is always poor - from the beginning until the end of the game.

Our "trick" here is to berserk the Paladin and run away. That leaves only one member able to heal and that is the Red Mage. Fortunately, she is deprived of the ribbon and therefore can be muted by entering the mission on the right day. I actually can't remember if this was what I did (I beat this level a month or so ago), I think her defences aren't strong to survive 2 attacks from the moogle anyway.

The strategy for the rest of the battle is to keep running away from all enemies, use Chocobo Rush when Wall is applied aiming to hit as many enemies standing on the same line as possible. Taking out the magicians is a good idea so that Poison doesn't cause any worry.

I'll probably upload Mateus next.







Tags:
ffta
animist
final
fantasy
tactics
advance
moogle
montblanc
sscc
scc
solo
the
bounty
storyline
mission
paladin
red
mage



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