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  1. #1

    [FFX-2] Die Wüste

    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 ?
    <img src=http://www.multimediaxis.de/signaturepics/sigpic746_1.gif border=0 alt= />

  2. #2
    Der Name des Monster wäre ganz hilfreich, ist es Heavy Sallet ?
    Arrive - RAISE HELL! - Leave

  3. #3
    habs nun selber heraus gefunden.

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

    schade...
    <img src=http://www.multimediaxis.de/signaturepics/sigpic746_1.gif border=0 alt= />

  4. #4
    Ich nehme an, du meinst Angra Mainyu und Gefolge.
    Ich habe dir mal das unten stehende aus dem GameFAQs 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!
    Arrive - RAISE HELL! - Leave

  5. #5
    Zitat Zitat
    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.....
    Mata ne!
    Holystar
    ___

    Currently playing: ...nothing...

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