FFTA Speed Run Part III: Antilaws & Diamond Rain

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Watch in high quality if you want to see my comments. In normal quality, it's too difficult (at least for me) to understand what the text says.

The next two missions of the speed run were hard to finish quickly.

In Antilaws, we rely on Ezel to put the enemy party to sleep (a strategy on which we'll rely a bit later but with inferior effectiveness unfortunately). This makes the battle finish faster because, first of all, the enemy doesn't act and, second, because accuracy of all moves targeting sleeping or stopped units is 100%. Beatdown, normally an inaccurate move, will always connect and do double the damage of a normal attack.

But since the enemies are spread around all over the field, it's hard to be quick even if Ezel spams the tech every odd turn. And those melee units, Fighter, Gladiator and Defender, take only decent damage from Beatdown, meaning they'll be waken up and try hurt to us.

Moreover, Ninja and Hunter are far away and often difficult to reach. The hunter is sometimes especially nasty as his long range gives him the opportunity to keep harming our team while being way out of reach.

I lost Montblanc early in this battle but couldn't beat the time.

Diamond Rain was just painful.

You normally ban Ice here, to avoid the wyrms' breath and to turn the flan toothless, but we're playing a speed run and don't have the time to run around the map waiting for the day to come.

The area was essentially made to lure you into the middle since there's really no other way of distributing your units on the field without causing an even bigger disadvantage for yourself, so you're pretty much asking for the blue flan to multi-target you with an Ice spell. Magic is more powerful in a speed run due to the level difference, be it Black Magic, Phantasm or whatever.

Bomb and Lamia are hard to hit due to their evasion so a lot of resetting is expected because luck is very rarely on the player's side (just had 3 83% attacks in a row miss in another mission right before typing this).

But what poses an even greater threat is the wyrms. Those blue things cast Mighty Guard which is just evil because it makes the battle last longer, but when they don't do that they're even worse. They take so many steps when their turn comes that it's not very fair, hit hard (an instant kill to the mages but usually they kill whoever they poke because the party is usually already far from being at maximum vitality by the time the two beasts arrive) and have crazy HP and defences.

They should be left for the end of the battle and everyone should be revived with Phoenix Downs because 3-4 characters won't be able to finish the battle on their own.

I spent about 11 minutes doing this mission as well.







Tags:
final
fantasy
tactics
advance
gba
ffta
speed
run
speedrun
marche
montblanc
moogleboss
fighter
gladiator
black
mage
antilaws
ezel
diamond
rain
wyrm
and
shit



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