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Zeuge Jenovas
17.12.2003, 04:58
sooo ich habe nun alle Kaktor's beisammen und darf mich nun diesem 3 köpfigem Boss dort stellen. Meine Chars sind alle bei Level 52 doch... wie soll man den schaffen ?
Gibts da n Trick ? der ist mir so übermächtig das ich quasi 0 ausrichte.
Er heilt sich wie er lustig ist (komplett), gibt mir ALLE Statusveränderungen und zockt nebenbei sogar Energie ab.

nichts hilft irgendwie... hilfe ?

dread
17.12.2003, 12:57
Der Name des Monster wäre ganz hilfreich, ist es Heavy Sallet ?

Zeuge Jenovas
18.12.2003, 13:12
habs nun selber heraus gefunden.

333000 HP und 9.999 MP .... den schaffe ich wohl erst wenn ich 20 Level auflevel XD

schade...

dread
18.12.2003, 13:18
Ich nehme an, du meinst Angra Mainyu und Gefolge.
Ich habe dir mal das unten stehende aus dem GameFAQs (http://www.gamefaqs.com) Boss-Guide kopiert, vielleicht hilft es weiter.

BOSS BATTLE - ANGRA MAINYU & TAWRICH & ZARICH - G0642

ANGRA MAINYU'S STATS & ATTACKS
HP | MP | EXP | AP | GIL | FIR | ICE | LIG | WAT | GRA | HOL
333444 | 9999 | 5000 | 30 | 5000 | NTH | NTH | NTH | NTH | IMM | NTH
-----------------------------------------------------------------------------
IMMUNE | KO, PET, SLE, SIL, DAR, POI, CON, BER, CUR, EJE, SLOW, STOP, DEF
IMMUNE | down, MDEF down, DOOM, DELEF, ACTIC
-----------------------------------------------------------------------------
DROP | STEAL | BRIBE
Ribbon | Megalixir | none
Ribbon | Megalixir | none
-----------------------------------------------------------------------------
1. Perdition's Flame - GRATTP VS all chrs - gravity phd, up to 10 hits on one
girl, each hit tears off 18,75% of MAX HP
2. Bio - VS all chrs - induces poison
3. Full-Life - on Left or Right Arm when KO-ed - target Arm recovers MAX HP
4. Demi - GRATT VS all chrs - gravity mgd, tears off 25% current HP
5. Curaga - on Left or Right Arm - target Arm recovers fair amount of HP
6. Flare - NATT VS one chr - mgd
7. Dispel - VS one chr - shatters most POSSE
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

ZARICH'S STATS & ATTACKS
HP | MP | EXP | AP | GIL | FIR | ICE | LIG | WAT | GRA | HOL
5440 | 9999 | 0 | 0 | 0 | HLV | HLV | HLV | HLV | IMM | HLV
-----------------------------------------------------------------------------
IMMUNE | KO, PET, SLE, SIL, DAR, POI, CON, BER, CUR, EJE, REF, SLOW, STOP,
IMMUNE | DEF down, MDEF down, Null Physical, DOOM, DELEF, ACTIC
-----------------------------------------------------------------------------
DROP | STEAL | BRIBE
none | none | none
none | none | none
-----------------------------------------------------------------------------
1. Glimmer of Despair - VS all chrs - [decreases STR & MAG by -1 level,
decreases DEF & MDEF by -2 levels] & damages MP of all girls, arc attack
2. Lv3 element magic - VS one chr - respective type of mgd
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

TAWRICH'S STATS & ATTACKS
HP | MP | EXP | AP | GIL | FIR | ICE | LIG | WAT | GRA | HOL
5440 | 9999 | 0 | 0 | 0 | NTH | NTH | NTH | NTH | IMM | NTH
-----------------------------------------------------------------------------
IMMUNE | KO, PET, SLE, SIL, DAR, POI, CON, BER, CUR, EJE, REF, SLOW, STOP,
IMMUNE | DEF down, MDEF down, Null Magic, DOOM, DELEF, ACTIC
-----------------------------------------------------------------------------
DROP | STEAL | BRIBE
none | none | none
none | none | none
-----------------------------------------------------------------------------
1. 'Punch' - VS one chr - phd
2. Bloody Breath - NATT VS all chrs - mgd, induces confusion, silence, darkness
& poison
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

BOSS STRATEGY
Arguably one of hardest bosses in the game, but fortunately I'm here to uncover
the beef behind this sucker and bring you the non-failing strat for asskicking
its behind back where it came from. For starters I've fought this guy once
during excavation tour - HP I took off during this encountere were deducted
from boss' total HP when I engaged in mortal battle in CH5. So it would be
advisable that you try fighting the guy multiple times in CH1, 2 or 3 to chip
off as much HP as you can. Plus you can use the opportunities to steal
Megalixirs from it.

Let's discuss preparations a bit - as usual, job of choice is dark knight,
which seems to be perfect for this boss. Angra uses only one PATK, therefore
DEF isn't highest on priority list. Yes, yes, there is one other PATK Angra can
use, but it is based on MAX HP, so no matter your DEF, damage done is fixed.
But there are a lot of MATK at Angra's disposal, so you should strive to
increase MDEF. As I personally always use girls as dark knights and their
Darkness ACTA which hits everything on battlefield regardless of target's EVA
and inflicts special type damage, which isn't affected by shell or protect. And
considering one arm is immune to PATK and other to MATK, Darkness has another
plus. I'm letting you know all this for one reason - consider building up STR
as well - higher STR means more damage.

There are also some statuses you have to be prepared for - poison, silence and
darkness. Dark knight already has Poisonproof PASA, so one status is off the
list... what about other two? I consider them minor annoyance (I advise using
Darkness thru whole battle) - there have been two chances so far for you to get
Ribbon (when descending into Bevelle dungeon for the first time and during
dancing minigame aboard Celsius). If you didn't bother with them, all is not
lost. Spare 30000 gil and go buy 3x Beaded Brooch, acc which protects against
darkness and silence. There, we've taken care of status protection and what to
prioritize into.

When checking boss' elemental info, not much is new - like most bosses it's
immune to gravity damage, and left arm halves all other elements. As for status
info, don't bother - inflicting Power and Magic Break on Angra is useless. Main
part has only one PATK, which is gravity based (Power Break not needed), while
only MATK where Magic Break can be considered is Flare and there's like 14%
chance of it being used. Don't bother, I say.

Party for battle then? Alchemist (with Mega-Potion ability learned!) and two
dark knights. If alchemist is unavailable to you, then white mage (with Shell,
Protect and Curaga abilities learned) and two dark knights. As for acc
equipped, have something that boosts MDEF and STR. For items have a truckload
of Mega-Potions, Elixirs and possibly Megalixirs.

Battle commences, but the starting stages aren't easy. Immediately when your
alchemist or white mage get a turn, have alchemist Mix Potion + Lunar / Light /
Star Curtain. Doing so will apply shell and protect for first two, as well as
reflect for last option. If you're having white mage, apply Protect first!
Angra's first move will be its PATK, which hits random targets 10 times, each
hit ripping off 18,75% target's MAX HP (even more, if chain occurs). Left arm
begins the battle by casting Glimmer of Despair, which reduces four core stats
as well as rob girls of some valuable MP.

Here's another piece of info I was able to conclude - right arm uses Bloody
Breath on each 8th turn it gets, while left arm uses Glimmer of Despair each
seventh turn. If either arm is KO-ed and then revived, amount of turns needed
before arm's special attack is executed decreases, but never later than right
arm's 8th and left arm's 7th turn. There's no sure way of knowing when Angra
itself will use its big ass attack.

Now that you've survived initial bombing, have alchemist produce Mega-Potion -
from now and ever all alchemist does is making Mega-Potions or in case that
shell & co. wear off, to reapply them. If white mage is in your party, have her
heal the bunch with Curaga (increase MAG as high as you possibly can) - be wary
of statuses wearing off! Reapply them as soon as you can. Dark knights use
Darkness and Darkness only - don't worry about their HP, it will get restored
on a reguar basis.

If you take a look at various attacks boss has, it doesn't appear to be
dangerous too much, does it? Its strength lies in speed and variety of moves.
Each time boss has a turn, you have 56% chances for boss using non-damaging
attack. You can increase that percentage even higher by fluently using Darkness
and taking care not to run out of HP. Boss will be so busy reviving dead arms,
that he may forget about us. I suggest to be careful of Flare, which is the
only moderate damage spell Angra has to offer. Dispel boss packs is used even
less - nevertheless, be on the lookout for it.

Short recap of this lengthy paragraph: Party to use are two dark knights and
alchemist (or white mage). At start of battle apply protect ASAP, then dark
knights keep using Darkness only, whilst third girl takes care to heal on
regular basis and reapply helpful statuses once they wear off... *puts a hole
between Angra's eyes* One dead optional boss, coming right up!

Holystar
19.12.2003, 00:34
Original geschrieben von dreadlord


Short recap of this lengthy paragraph: Party to use are two dark knights and
alchemist (or white mage). At start of battle apply protect ASAP, then dark
knights keep using Darkness only, whilst third girl takes care to heal on
regular basis and reapply helpful statuses once they wear off... *puts a hole
between Angra's eyes* One dead optional boss, coming right up!

Diese Strategie habe ich auch (damals in der JP Version noch ohne FAQ) angewandt und sie funktioniert... dauert aber ne halbe Ewigkeit, bis Anra Manyu zu Grunde geht...

Der billige Weg ist wie üblich in FFX-2 Kyu So Neko Kami (US: Cat Nip??) + Critical HP + Quick Trigger + Auto-Haste.... aber den kennst du wohl... Anra geht damit etwa in wenigen Sekunden drauf, ist aber so unbefriedigend wie Zanmatô in FFX.....