Seijin Plays FFT 1.3034 Easytype, Part 44 : Poeskas Lake
This battle is surprisingly tricky to handle. As with other battles involving undeads (Zigolis Swamp, Yuguo Woods), you have a few undeniable advantages. Since you are fighting undeads, you can use healing and resurrecting spells and abilities to hurt/kill them. When they die, you are certain not to see them back before three turns.
On the other hand... they can revive with a random amount of HP after three turns. Oh, and they have a clear positional advantage on the map, especially the archers. Let's not forget that phoenix downs in FFT 1.3 only deals 25% of the target's max HP against undeads, as opposed to an instant kill. So that's not really an option.
I tried, without much success, to fight this battle with a "casual" party. I was annihilated. Instead, I had to show a little more creativity. Since I don't use Mustadio, I can't use his Seal Evil. But there's another way. Even though phoenix downs don't work, Raise 2 *does* work. It will instantly kill any undead (as long as their max HP isn't over 999). Raise inflict half their total HP in damage.
So, okay, I want to use Raise 2. But I need tanky units. Especially against that archer with Concentrate who does 300+ damage. Early on, I considered priests with Equip Armor, but in the end, I decided that knights were the better choice. I considered a few setups, particularly in the reaction, support and movement ability areas, as well as "Light Robe or Crystal Mail?".
Since one of the archers has Concentrate, I know I'm gonna take hits if I don't have Arrow Guard. But if I use Arrow Guard, everything else on the map can hurt me. In the end, I went with Auto Potion after a failed attempt with Arrow Guard. I also strongly considered Damage Split. In retrospect, it probably would have been better.
For support ability, there aren't many choices. Defense UP, Short Charge... maybe Half of MP if not using Light Robes... and that's pretty much it. Yes, there's a summoner, which might make me consider Magic Defend UP, but she has high faith, so she dies easily and quickly from Raise 2. She's a threat, but only for one turn, whereas the enemy archers are a threat for the entire battle, as they are harder to reach. In my most serious, non-testing attempt, I was destroyed. Enemies were getting their second turn just before my Raise 2 could resolve. But with Short Charge, Raise 2 goes off before they get their second turn. With that in mind, it's no surprise that I went with Short Charge in the end.
For the movement ability, I considered Move-HP UP, Move-MP UP (if not using Light Robes), Move+3 or Move+2 (only one or two of them have Move+3), or Teleport. In the end, I went for extra survivability with Move-HP UP because enemies swarm at me from the start, so I don't really need extra movement to reach stuff (even though it would be nice to reach the archers right away).
But wait, there's more. Okay, so, if I use White Magic to kill them, that means I don't need powerful weapons, right? So I can use P Bags on my girls for the auto-regen, to further increase survivability. But what about the males? Luckily, everything falls in place. Since my guys have the least MP (due to spending the most time in melee jobs), I gave them Light Robes, which give them a suitable and well-needed increase in MP, as well as auto-regen. And my girls have decent MP due to spending more time in magic-oriented jobs (well, mostly Sara), so they use P Bags for auto-regen. Now, everyone has regen and Move-HP UP, and while the males have a little less HP due to the Light Robe over the Crystal Mail, they have extra MP and regen. All I was worried about is that Seijin's MP is low because she has a P Bag instead of a Light Robe, and since she spent a lot more time in physical-oriented jobs (samurai, lancer...), her MP isn't much higher than my males'. The Light Robe is roughly 100 HP lower than Crystal Mail, but 60 extra MP plus the regen.
Also, Angel Rings, no question about that. I considered the Salty Rage on one of my girls (but I ended up not using that), but other than that, it was definitely Angel Rings on everyone.
An extra note is dedicated to the oracle on the enemy side. He can really mess everything up. He casts a plethora of status-based spells like the good oracle that he is, and that is one of the main reasons I lost this battle in a previous attempt (mentioned above). Sleep, confusion, you name it. It's annoying. He also has Two Hands, and sticks are powerful weapons, so even with no MP, he hurts like hell. x_x In this video, I evaded all the sleep and stop attempts of the ghosts, but I was lucky. In other attempts, they got those sleep and stop procs a lot, which is annoying to deal with.
In retrospect, I probably should have made my two low faith guys something else. Maybe ninjas with Equip Armor and Item secondary. Their Raise 2 weren't accurate at all due to low faith, and it was very obvious in this video.
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