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Tales of Symphonia Colette Solo: Cameo Battle (Garr, Farah Oersted, and Meredy) [No Items/Mania]

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  • Опубликовано: 17 фев 2023
  • My movement at 50 seconds is probably the coolest thing I've done in this game. Dodged everything while simultaneously putting Garr/Farah in good positions to fight.
    This fight wasn't too bad with the Devil's Arm (I have about 2000 kills on Colette) but it's still quite hard due to their high damage output and trying to get Garr in a good position so I can fight Farah. It's basically Sylph 2.0.
    Strategy:
    For equipment, I took the Jet Boots and Flare Cape. Jet Boots for mobility and Flare Cape to make Eruption heal me. EX Skills are Spirit Thief/Life Thief with Sky Combo.
    The strategy for this fight is basically: get Garr on a vertical axis from me and Farah, kill Farah 2/3 times (depends on how Meredy uses her Resurrection) while dodging Meredy and Garr, and then take out Garr and Meredy.
    Unfortunately, I wasn't able to find a way to consistently get Garr on a vertical axis from the start of the fight. Jumping over Farah at the start of the fight sometimes works, but this requires Garr to run backwards on his own which he does sometimes. Most of the time, I have to create my own opportunities using Ring Cyclone or movement.
    Now let's talk about all of them individually. They have more artes than what I'm going to talk about, but these are what I have to deal with during my fight.
    Farah:
    She has Beast, Eagle Dive, Palm Strike, Swallow Dance, and Ground Breaker. Backstepping or jumping over usually works well. She's quite easy to deal with, but it's easy to get hit by her when I'm trying to dodge two other people at the same time. Ground Breaker does a ton of damage and she starts using it after getting damaged a bit. I think it also guard-breaks.
    Garr (Woodrow):
    Garr has Gale, Hail, Decisive Slice, and Inferno. He'll either use Gale or Hail on their own or he'll use Inferno and then link into either Gale or Hail. I want to hit Farah in between Garr's attacks, so attacking after Inferno is usually pretty effective since he shoots in the same place twice. Gale, Hail, and Inferno can be dodged by backstepping or running when Garr is on the vertical axis. They can be dodged by jumping over them when I'm targeting him. Hail can deny jumps since it shoots upwards. He also has some melee attacks which are incredibly annoying since I want him at a distance. He'll use Decisive Slice when he later gets damaged a bit. It's not a big deal. I just block any of his attacks and them combo him after Farah is down.
    Meredy:
    Meredy only has spells and her pet Quickie (he's just here to hang out though). She will use: Acid Rain, Barrier, Eruption, Freeze Lancer, Resurrection, Spread, and Thunder Blade before she gets damaged. We've all seen these spells before. I don't really like trying to dodge Freeze Lancer so I tend to try and use Damage Guard against it. Barrier and Acid Rain are just buff/debuff spells, so these spells are usually good opportunities to attack.
    BGM: Cliffhanger from Atelier Sophie

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