EOU2: (not) Climbing a tree, B1
Jan. 19th, 2019 06:17 pm1F-5F | B1 | 6F | 7F | 8F | 9F | 10F
11F | B2 | 12F | 13F | 14F | 15F
B3 | B4 | 16F | 17F | 18F | 19F | 20F
21F | 22F | 23F | 24F | 25F | B5
26F | 27F | 28F | 29F | 30F (1) | 30F (2) | 31F
The ruins! The first part of this floor, I did with a tertiary party since it's intended to be completed with those levels. It was easy to sleepwalk through even with Level 4 characters. The boss was no exception, dying in no time flat.
The second part of this floor I did with the main party. The puzzle of the floor didn't even occur to me until partway through. I was just marching right up to all the big boars and killing them all - ShieldBeast used Front Guard until its arms were bound, then swapped over to Hit Taker. Poison that does well over 400 damage quickly shredded them. The only problem was when Arm Bind didn't land, but even that wasn't a problem unless it used Swing twice in a row. One thing about Venom Curse is that it's expensive, so I had to make some retreats to refresh TP. It's a trend for this party anyway.
Of the two monsters on this floor, the small boars were no threat, easily tanked and sometimes instakilled by the poison. The Haggis (!?) monsters had a nasty electric attack when they woke up, but the tertiary party managed to spawn a Volt Wall grimoire, which came in handy if I couldn't bind their heads or didn't put them right back to sleep with the Hexer. They couldn't be poisoned until the sleep was gone, making that option impractical.
The boss took a bit of skill expending. Spoilers, don't read if you haven't gotten this far.
The main hook of the Basilisk fight is that when you damage below certain thresholds, around 80% and 40%, its eyes begin glowing. If you don't destroy the eye within three turns, it will begin throwing out petrification across lines. I had to give the Beast Tiger Drop (3 hits that are stronger depending on HP) in order to have enough DPS to knock it down, but this one adjustment was enough. Other than that, many of its dangerous moves can be blocked by Arm Bind.
My winning fight was a hilarious comedy of errors. I started off with Creeping Mist Venom Curse for whatever reason. Then I misunderstood what Tiger Drop's formula was, having the Beast triple its HP with its Force Boost before using the attack, AND pointlessly had the Gunner use her Force Break to finish it off while still attacking with the Beast. I even canceled out Medic's Guard Slash by having the Hexer use Frailty Curse (20% damage reduction and a lot less turns vs 30%), although this was the right move for weakening the eye anyway. That was important, and the Poison, which happened to last forever, was doing most of the damage for me.
Things got really screwy when it used a Max HP halving move called Doom Breath at half health. It would've been easily counterable with the Beast's Endurance and Hit Taker, and in fact worked on a repeat I did for testing. But defending with the shield and a bit of luck was enough on that front, with them barely surviving. I was able to inflict poison again, and though the eyes were gleaming, I just kept going on the boss itself, including landing a second Arm Bind. The Dark Hunter used her Force Break, and other strong attacks like Guard Slash (Medic, the hardest hitter!!) pushed me through before the petrification could come.
I couldn't get away with not using the Beast's stat points, but I did repeat the battle for posterity. With a routine down, this became much more straightforward battle that was effectively on lockdown. I used the Force Boosts and Breaks properly. On this victory lap, I actually couldn't stop the eyes the second time even with additional stuff, but it was too little too late. The boss died after petrifying the back row, and they got experience anyway. Still, I had to use an Amrita in this fight for the Beast, so I didn't keep this result.
Next | Index
11F | B2 | 12F | 13F | 14F | 15F
B3 | B4 | 16F | 17F | 18F | 19F | 20F
21F | 22F | 23F | 24F | 25F | B5
26F | 27F | 28F | 29F | 30F (1) | 30F (2) | 31F
The ruins! The first part of this floor, I did with a tertiary party since it's intended to be completed with those levels. It was easy to sleepwalk through even with Level 4 characters. The boss was no exception, dying in no time flat.
The second part of this floor I did with the main party. The puzzle of the floor didn't even occur to me until partway through. I was just marching right up to all the big boars and killing them all - ShieldBeast used Front Guard until its arms were bound, then swapped over to Hit Taker. Poison that does well over 400 damage quickly shredded them. The only problem was when Arm Bind didn't land, but even that wasn't a problem unless it used Swing twice in a row. One thing about Venom Curse is that it's expensive, so I had to make some retreats to refresh TP. It's a trend for this party anyway.
Of the two monsters on this floor, the small boars were no threat, easily tanked and sometimes instakilled by the poison. The Haggis (!?) monsters had a nasty electric attack when they woke up, but the tertiary party managed to spawn a Volt Wall grimoire, which came in handy if I couldn't bind their heads or didn't put them right back to sleep with the Hexer. They couldn't be poisoned until the sleep was gone, making that option impractical.
The boss took a bit of skill expending. Spoilers, don't read if you haven't gotten this far.
The main hook of the Basilisk fight is that when you damage below certain thresholds, around 80% and 40%, its eyes begin glowing. If you don't destroy the eye within three turns, it will begin throwing out petrification across lines. I had to give the Beast Tiger Drop (3 hits that are stronger depending on HP) in order to have enough DPS to knock it down, but this one adjustment was enough. Other than that, many of its dangerous moves can be blocked by Arm Bind.
My winning fight was a hilarious comedy of errors. I started off with Creeping Mist Venom Curse for whatever reason. Then I misunderstood what Tiger Drop's formula was, having the Beast triple its HP with its Force Boost before using the attack, AND pointlessly had the Gunner use her Force Break to finish it off while still attacking with the Beast. I even canceled out Medic's Guard Slash by having the Hexer use Frailty Curse (20% damage reduction and a lot less turns vs 30%), although this was the right move for weakening the eye anyway. That was important, and the Poison, which happened to last forever, was doing most of the damage for me.
Things got really screwy when it used a Max HP halving move called Doom Breath at half health. It would've been easily counterable with the Beast's Endurance and Hit Taker, and in fact worked on a repeat I did for testing. But defending with the shield and a bit of luck was enough on that front, with them barely surviving. I was able to inflict poison again, and though the eyes were gleaming, I just kept going on the boss itself, including landing a second Arm Bind. The Dark Hunter used her Force Break, and other strong attacks like Guard Slash (Medic, the hardest hitter!!) pushed me through before the petrification could come.
I couldn't get away with not using the Beast's stat points, but I did repeat the battle for posterity. With a routine down, this became much more straightforward battle that was effectively on lockdown. I used the Force Boosts and Breaks properly. On this victory lap, I actually couldn't stop the eyes the second time even with additional stuff, but it was too little too late. The boss died after petrifying the back row, and they got experience anyway. Still, I had to use an Amrita in this fight for the Beast, so I didn't keep this result.
Next | Index