EOU2: Climbing a tree, 7F
Jan. 19th, 2019 06:26 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
1F-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
Shortly after entering this floor, I achieved Level 20. More Grimoires to equip! Let's go over those, I suppose.
- Varda got a Fire Wall Grimoire with Bind Up. The skill wasn't so important (but the Grimoire itself lets her equip Shields), but Bind Up was. She also has a Whip Mastery Lv1 with Cut Up2, and Curse Mastery Lv4 to give a bit of an increase on landing binds. Then I learned that doesn't work, so I swapped it for...Rolling Lv3 Cut Up. A bit of an odd choice - it was between that and Battle Instinct Lv5 (35% odds of blocking ailments). I went with this because I have only one source of Bash attacks otherwise, and besides being my strongest available option, the Cut Up stacks and certainly helps a bit.
- Ichigo got Guard Order Lv3. A janky choice, but couldn't think of anything better, was considering a defensive buff anyway (a Bull Charge one also an option) and this works with the below. He has a Front Guard Lv1 as an extra defensive option, and Auto Lick Lv4 Cut Up2 to buff that skill and his claws.
- Kei got Front Guard Lv1. The idea is synergy with the above - the Beast can get up a buff or attack while she guards instead. She has a Guard Slash Lv10 because luck with a Premium when raising a secondary team for it, and Fire Wall Lv1. Even with Varda having it, I reasoned that she's unlikely to be using it. The redundancy is nice anyway. I have a Salve Lv5 to add onto her own, but I'm not at the point yet where it's really needed. Might've also gotten War Edge Mastery to let her use a staff and that, but didn't have one.
- Azura got a Warrior Song Grimoire. One thing I am lacking is buffs, so here we go. A bit oddly placed, but she's the best user of it for lack of any other place to put it. She also has a Speed Up Lv4 (mainly to patch up some of her accuracy issues a bit), and Blood Fortune Lv4 for lack of anything else and as a helpful situational buff.
- Devaki got a Fire Formula Lv2 Grimoire for lack of anything else - she hasn't been spawning good Venom Curse Grimoires. She also has a Volt Formula and Flank Shot Lv5, the latter mostly for adding bows as an option. The elements will probably be getting switched here and there. She's my only other source besides Azura.
I also had a bunch more skill points to spend. All I ultimately got was investing four points into Leg Snipe on Azura, locking it in after beating the resident FOE, which I'll get to in a bit. Was on the fence about it, and after the save was ultimately all right with it. It does only boost the infliction odds by 10%, but it does help support Varda and there's not much else besides buffing the elemental bullets. Ricochet is a scam, Charged shots are situational (and elemental ones don't even convincingly pass up the normal ones without investment), although Medic Bullet might be one.
So this next floor was again routine. The birds could still be a threat if I didn't leg bind them right away. There were also statues I wanted to Arm Bind, mutant plants which could be panicked, and boars which...were more HP sponges than actual threat. Naturally, I took the time to challenge the resident FOEs. Shoving this behind a spoiler.
As you might expect from their name if not certainly from what they do on the field, Baby Salamanders use fire to attack, and unfortunately Fire Wall was still not enough to stop them from one-shotting Varda with their breath. The two key binds here were the head to stop that, and the legs to stop another move, a multi-hit one which can.hurt if it hits the same person multiple times. However, binding the head was far more important. As long as I got that down before it used it, I was golden.
So turn 1 was Gag, Guard Order, Front Guard, Blood Fortune, Sapping Curse. Once Head Bind was down, I usually tried to split Varda and Azura between arms and legs. Ideally, legs are bound on turn 2, so Ichigo can use Hit Taker with impunity. Throw down a Venom Curse preferably on turn 2, then Guard Slash on Turn 3 if reasonable. Once legs or arms are down, Trance, Devaki Guard Breaks, and begin using Ecstasy. Hope it lasts a while. Possibly use Azura's Force Boost with Ice Bullet to help topple the last bit of HP.
Just getting over the rump was the hard part with these. Once I was through that, this was simple enough.
Sometime during this floor, I also went and completed a quest on the previous floor featuring a miniboss. It has only 2100HP or so, so Venom Curse melted it in a matter of turns. Binds weren't reliable at all here, but when everything lines up with them...

Under the best of circumstances - all three binds active, Warrior Song buff, Guard Slash debuff, and Trance, Ecstasy did 1400 damage on the FOEs!! These conditions don't unfortunately come around that often. Hard to land all three binds. The somewhat more reasonable instance of 2 binds did around 850 under otherwise the same circumstances.
This floor's gimmick is based around those things. They're stationary except for turning, but shoot fire that blasts you back and acts as damage tiles for a few turns. You need to go around them for the most part, unless you're like super strong like I am.
I fought a couple just to see if I could, and fought two more to clear out room instead of walking around the intended path. Also in particular on this floor, I found a double gold enemy encounter. Managed to kill them both and without dying, particularly due to killing the one quick and leg binding the other. That paid out a healthy sum of EXP.
The party hit Level 22 at the end of this floor. This opened up the possibility of Level 5 Ecstasy for Varda, but the slight damage increase was not worth the 6 extra TP. A few numbers from deer hunting: all three plus Guard Slash and Trance did 1804 at level 1 and 2033 at level 5. Two with Trance and without Guard Slash did 796 at level 1 and 885 at level 5.
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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
Shortly after entering this floor, I achieved Level 20. More Grimoires to equip! Let's go over those, I suppose.
- Varda got a Fire Wall Grimoire with Bind Up. The skill wasn't so important (but the Grimoire itself lets her equip Shields), but Bind Up was. She also has a Whip Mastery Lv1 with Cut Up2, and Curse Mastery Lv4 to give a bit of an increase on landing binds. Then I learned that doesn't work, so I swapped it for...Rolling Lv3 Cut Up. A bit of an odd choice - it was between that and Battle Instinct Lv5 (35% odds of blocking ailments). I went with this because I have only one source of Bash attacks otherwise, and besides being my strongest available option, the Cut Up stacks and certainly helps a bit.
- Ichigo got Guard Order Lv3. A janky choice, but couldn't think of anything better, was considering a defensive buff anyway (a Bull Charge one also an option) and this works with the below. He has a Front Guard Lv1 as an extra defensive option, and Auto Lick Lv4 Cut Up2 to buff that skill and his claws.
- Kei got Front Guard Lv1. The idea is synergy with the above - the Beast can get up a buff or attack while she guards instead. She has a Guard Slash Lv10 because luck with a Premium when raising a secondary team for it, and Fire Wall Lv1. Even with Varda having it, I reasoned that she's unlikely to be using it. The redundancy is nice anyway. I have a Salve Lv5 to add onto her own, but I'm not at the point yet where it's really needed. Might've also gotten War Edge Mastery to let her use a staff and that, but didn't have one.
- Azura got a Warrior Song Grimoire. One thing I am lacking is buffs, so here we go. A bit oddly placed, but she's the best user of it for lack of any other place to put it. She also has a Speed Up Lv4 (mainly to patch up some of her accuracy issues a bit), and Blood Fortune Lv4 for lack of anything else and as a helpful situational buff.
- Devaki got a Fire Formula Lv2 Grimoire for lack of anything else - she hasn't been spawning good Venom Curse Grimoires. She also has a Volt Formula and Flank Shot Lv5, the latter mostly for adding bows as an option. The elements will probably be getting switched here and there. She's my only other source besides Azura.
I also had a bunch more skill points to spend. All I ultimately got was investing four points into Leg Snipe on Azura, locking it in after beating the resident FOE, which I'll get to in a bit. Was on the fence about it, and after the save was ultimately all right with it. It does only boost the infliction odds by 10%, but it does help support Varda and there's not much else besides buffing the elemental bullets. Ricochet is a scam, Charged shots are situational (and elemental ones don't even convincingly pass up the normal ones without investment), although Medic Bullet might be one.
So this next floor was again routine. The birds could still be a threat if I didn't leg bind them right away. There were also statues I wanted to Arm Bind, mutant plants which could be panicked, and boars which...were more HP sponges than actual threat. Naturally, I took the time to challenge the resident FOEs. Shoving this behind a spoiler.
As you might expect from their name if not certainly from what they do on the field, Baby Salamanders use fire to attack, and unfortunately Fire Wall was still not enough to stop them from one-shotting Varda with their breath. The two key binds here were the head to stop that, and the legs to stop another move, a multi-hit one which can.hurt if it hits the same person multiple times. However, binding the head was far more important. As long as I got that down before it used it, I was golden.
So turn 1 was Gag, Guard Order, Front Guard, Blood Fortune, Sapping Curse. Once Head Bind was down, I usually tried to split Varda and Azura between arms and legs. Ideally, legs are bound on turn 2, so Ichigo can use Hit Taker with impunity. Throw down a Venom Curse preferably on turn 2, then Guard Slash on Turn 3 if reasonable. Once legs or arms are down, Trance, Devaki Guard Breaks, and begin using Ecstasy. Hope it lasts a while. Possibly use Azura's Force Boost with Ice Bullet to help topple the last bit of HP.
Just getting over the rump was the hard part with these. Once I was through that, this was simple enough.
Sometime during this floor, I also went and completed a quest on the previous floor featuring a miniboss. It has only 2100HP or so, so Venom Curse melted it in a matter of turns. Binds weren't reliable at all here, but when everything lines up with them...

Under the best of circumstances - all three binds active, Warrior Song buff, Guard Slash debuff, and Trance, Ecstasy did 1400 damage on the FOEs!! These conditions don't unfortunately come around that often. Hard to land all three binds. The somewhat more reasonable instance of 2 binds did around 850 under otherwise the same circumstances.
This floor's gimmick is based around those things. They're stationary except for turning, but shoot fire that blasts you back and acts as damage tiles for a few turns. You need to go around them for the most part, unless you're like super strong like I am.
I fought a couple just to see if I could, and fought two more to clear out room instead of walking around the intended path. Also in particular on this floor, I found a double gold enemy encounter. Managed to kill them both and without dying, particularly due to killing the one quick and leg binding the other. That paid out a healthy sum of EXP.
The party hit Level 22 at the end of this floor. This opened up the possibility of Level 5 Ecstasy for Varda, but the slight damage increase was not worth the 6 extra TP. A few numbers from deer hunting: all three plus Guard Slash and Trance did 1804 at level 1 and 2033 at level 5. Two with Trance and without Guard Slash did 796 at level 1 and 885 at level 5.
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