They nerfed this guy. Now benedict and orleya is enough. You can use AS radias for the last fixed damage attack. You can use Prai and Cerrine AS if you suffer from tanking issues. Also banish skill is op here
This makes no sense. When I hit him it does zero damage every time during AF. Getting really tired of WFS putting out these stupid bosses with super specific mechanics that arent explained anywhere. And that full restore 5 times is just so fucking lazy on their part.
agreed they need to stop smoking whatever they smoke at their office, and AT LEAST explain afterward the mechanics or gameplay of a boss, its tiring to always go for the wiki very god damn time just to get an idea, bad game implementation on their part 100%.
Know its a bit of a dated response but im just sneking around. While looking for methods to take on this boss with my rather limited options in some regard, preferably making use of what gacha units i do have, since i only have a small handful of super bosses left. I believe part of the thing is due to certain wording being a bit confusing but also with a slight intent on new mechanics like Sidekicks giving more wiggle room on ends. Especially since due to how the buffs/debuffs they can apply appear to stack with other ones and can scale based on that potential stat. Can lead to them being secretly alot more OP then they seem. Throw in the fact that alot of these `newer bosses` are more designed to get people to invoke Defensive strategies then pull off one turn kills all the time. Since with certain units, you could sometimes carve thru multiple HP stoppers in one turn, especially for the hyper prepared. Which is why they likely included additional HP stopper punisher mechanics to not only prevent multi-hp stopper crushing in one turn but also from abusing HP stopper to force a boss to skip a turn. I will admit, they could of probably trimmed the boss a bit by it not doing blunt attacks and only dealing one element type of magic damage so you can focus solely on countering Magic damage and a mono team with a specific element could counter it better (Victory to element stances that cut other element dmg taken in half basically). Though, since the boss does not apply pain/poison or stat debuffs, it feels like the INTENTION for the fight is to use Nona AS who could dump a max hp increase AND give heals to the party via Counter. Course now i just need to figure out how to get a good setup rolling for her, since the boss`s staggering speed stat and shutting down nearly anything to tap it on turn 1 and super pow/int debuffing would flip you off back is definitely annoying.
This is a stupid game design due to the result of previously powercreeping on the character damage. Now every new boss seems to have shield or temporarly invinceblity mechanic with fixed damage on top. I prefer if the game kept it simple like we used to have during the first story arc with minimal unique buff but still challanging.
Omg very tiring battle
😅😅
Man with how stupidly strong they keep making these bosses I can only hope to defeat them in my dreams :/
Prepare your equipment, friends, and when it's complete, start trying again 👍.
Don't be discouraged, everything needs a process friends 😉
They nerfed this guy.
Now benedict and orleya is enough. You can use AS radias for the last fixed damage attack.
You can use Prai and Cerrine AS if you suffer from tanking issues.
Also banish skill is op here
why you are using the Banish skill?
To remove the debuff that the enemy did to my team. And also remove enemy buffs.
This makes no sense. When I hit him it does zero damage every time during AF.
Getting really tired of WFS putting out these stupid bosses with super specific mechanics that arent explained anywhere. And that full restore 5 times is just so fucking lazy on their part.
agreed they need to stop smoking whatever they smoke at their office, and AT LEAST explain afterward the mechanics or gameplay of a boss, its tiring to always go for the wiki very god damn time just to get an idea, bad game implementation on their part 100%.
Know its a bit of a dated response but im just sneking around. While looking for methods to take on this boss with my rather limited options in some regard, preferably making use of what gacha units i do have, since i only have a small handful of super bosses left. I believe part of the thing is due to certain wording being a bit confusing but also with a slight intent on new mechanics like Sidekicks giving more wiggle room on ends.
Especially since due to how the buffs/debuffs they can apply appear to stack with other ones and can scale based on that potential stat. Can lead to them being secretly alot more OP then they seem.
Throw in the fact that alot of these `newer bosses` are more designed to get people to invoke Defensive strategies then pull off one turn kills all the time. Since with certain units, you could sometimes carve thru multiple HP stoppers in one turn, especially for the hyper prepared.
Which is why they likely included additional HP stopper punisher mechanics to not only prevent multi-hp stopper crushing in one turn but also from abusing HP stopper to force a boss to skip a turn.
I will admit, they could of probably trimmed the boss a bit by it not doing blunt attacks and only dealing one element type of magic damage so you can focus solely on countering Magic damage and a mono team with a specific element could counter it better (Victory to element stances that cut other element dmg taken in half basically).
Though, since the boss does not apply pain/poison or stat debuffs, it feels like the INTENTION for the fight is to use Nona AS who could dump a max hp increase AND give heals to the party via Counter.
Course now i just need to figure out how to get a good setup rolling for her, since the boss`s staggering speed stat and shutting down nearly anything to tap it on turn 1 and super pow/int debuffing would flip you off back is definitely annoying.
This is a stupid game design due to the result of previously powercreeping on the character damage. Now every new boss seems to have shield or temporarly invinceblity mechanic with fixed damage on top. I prefer if the game kept it simple like we used to have during the first story arc with minimal unique buff but still challanging.
They also made stupid power creep.
Also non type attacks do get through the boss