Once the party defeats Bahamut, they receive it as a summon, just like in the previous two games. As a summon, Bahamut is at level 5, and it costs 66 MP to use. Despite having a wide range of elemental attacks as a boss, Bahamut deals non-elemental damage as a summon. The party can acquire Bahamut by defeating Deathgaze in the World of Ruin. Bahamut costs 86 MP to use, and it has a spell power of Their signature moves are Giga Flare and Tera Flare respectively. Though we saw it as the "Chaos-tainted" red-black creature emerging from the Pillar of Darkness, the GunDragon made its official appearance at the TV series finale in its true white coloring.
In Kingdom Hearts , through hacking, one can add Bahamut's name to the in-game Summon list, meaning that it was likely planned as a summon. If the player selects Bahamut's name on the list, the game crashes. Knight - M. A Knight should always attack with dual Defenders. Knight should always attack with best weapons available. Have him cast Cure2 on a wounded member if you feel like.
A White Mage should cast Haste on the strongest character M. A Conjurer should cast Titan every round. This boss is dead easy. Just go all out offense and he'll drop in two rounds easily. If you have a Conjurer and Odin, you can reflect it back on him! Now, any M. Have any attackers attack always avoid elemental weapons if you can. A Conjurer should just cast Odin every round, which will reflect his Flare right back on him, rendering you fairly invincible.
A Black Mage should always cast Bio. Just keep a steady attack and he'll drop fast. Brak2 will petrify, and has a high success rate meaning I hope you brought along a Soft or two. Drain will drain about HP. Note that none of these spells will be reflected back with Wall, so you should dump a Conjurer and Summoner the only other attacks they have are elemental ones, and they do crap damage. As you can see, getting hit by WWind and then Blizzard is instant death, so Cure accordingly.
WWInd can be reflected back, but the only effective and good way of getting Wall on all is through a Conjurer, and you should have dumped him by now anyway. She should die before her first Blizzard. If you need to though, cast Cure4 on a member hit by WWind.
His Flame will deal on your characters, depending on the jobs stats obviously, more magic def. His normal attack will deal He'll use WallChange every now and then. If you hit him with a strong elemental spell Ice3, Bolt3, Fire3, Ifrit, Shiva, Ramuh that happens to be his weak spot, it will deal colossal amounts of damage Two of those attacks and he's practically dead.
If you hit him with the opposite element of his weakness, he'll absorb it for about HP, and if you hit him with any other elemental spell, he'll null it take 0 damage. His weak spot is random though, so unless you're feeling lucky, you're better off using Bio and such. Have a Shaman haste your best fighter once or twice, then heal.
Have a Warlock cast Bio or if you're feeling lucky, an elemental spell. Have a Summoner summon Odin, throw Hi Potions, or summon an elemental summon if you're feeling lucky.
He'll drop fairly fast. Knight - Warlock - Shaman Strategy: Her Mindblast will paralyse your second and fourth character, so use them accordingly. Her normal attack deals to any character. Any other Fighter should Attack or Jump accordingly. A Shaman should, as stated above, Haste your Knight or if you don't have one, the strongest attacker twice, then heal.
A Warlock should just cast Bio. A Summoner should summon Odin, or just sit on his ass throwing Hi Potions. She's not too hard. Knight - Warlock - Shaman Strategy: His attack deals around damage normally. A Shaman should cast Haste twice on your strongest attacker M. A Warlock should cast Bio. Not much more to say about this boss.
Knight will probably deal more damage than your Knight, depending on equipment. Her Flare deals depending on Magid Def. A Warlock can go crazy with Bio.
Also, Flare can be Reflected, so if you happen to have a Conjurer, his Odin will be very useful. His Quake deals to a normal warrior, and to the Warrior with a Ribbon. Exploit the attack pattern to determine when to heal and such. With your new Ultimate Jobs this is easy. Note that any physical attack you see, always counts as outside this pattern. His Meteo will deal around to all warriors.
You should have HP or more. His Quake deals around to every warrior, but only a measly or so to the one with the Ribbon. Flame deals around to a normal warrior, and or so to a Ribbon-bearer.
A physical attack deals around At levels 45 and above, you should kill him in three rounds using the recommended party , so you won't ever need to heal. Start off having Ninjas attack. Have Sages cast Haste on both Ninjas one each. Next round continue attacking, but have the Sages cast Bahamut from now on. He should fall in three rounds. Anyway, keep attacking as much as possible, and keep an eye on the pattern to see what's up next.
Just like Bahamut when you first meet him, just stronger. Her regenerates to max after every round, her Evade is 99, her Defense is , and she blocks 32 hits. Basically, you will never realistically speaking hit her. Her FlareWave deals to everyone, so you'll die rather fast. Just have everyone Attack until you die. You should have at least two Ribbons by now, so equip them if you haven't already. If you don't have Shurikens, start off the battle with your Sages casting Haste on one Ninja each, and have Ninjas attack Do the same the next round as well.
From there on, have Ninjas attack, and Sages summon Bahamut or cast Cure4 on a warrior at low health. The fight shouldn't last more than 5 rounds. With Shurikens, this is ridiculously easy. Re-equip Ninjas with Shurikens or switch to weapons if you don't have many and repeat.
He'll die the second round, as a Shuriken will deal to him. Once inside, head south, and then bear eastward towards a fork in the wide path. Take the southern path first, where you'll run into a dead end. There's a positive, however, as there are four treasures to grab here. Then go back to the fork and take the top path heading rightward. You can head to the next area by taking the doorway southward, but be sure to grab the Elixir and three Hi-Potions lining the pathway en route.
Here, run leftward, northward, and then rightward. You'll see a lone treasure chest below you it contains a White Musk , and four more at the dead end to the north.
With all of the items now in your inventory, you can head southward and through into the adjoining room. Run leftward down here, then northward. Head to the right and continue northward to a nook. At the far left end of the nook, you can find a Black Musk in a treasure chest. After grabbing those goods, backtrack a brief way until you can head leftward. The path will fork shortly thereafter, so be sure to take the bottom path of the fork first to grab a Raven's Yawn and a Lilith's Kiss. The topmost fork will bring you directly to the door that leads to the final room in the dungeon.
This last room is completely linear - just follow the passage leftward, downward, and then rightward. As you head north thereafter, you will run straight into Leviathan. User Info: vicskim. More topics from this board Why wont the game let me save? Tech Support 1 Answer how do I receive the letters from the 4 old men? General 2 Answers How do I beat garuda?
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