Wild ARMS 3 Advanced Soloing
Was streaming this for a good chunk of the day in the morning. Having higher levels means more PS points meaning more twinkery and potential dangerousness of battles. See below!
Decaying Labyrinth:
The biggest problem in this dungeon was the second half. The first half...monsters were getting OHKO'd and getting outsped by Clive. Yeeeaaah. Monsters in the second half? Have 999 base RFX to purposely fuck you up if you enter a battle. Well normally, you can have Jet use Accelerator and Ginny/Jet have good evade. This time though...well safer to avoid all fights in general anyway. So I did that
Ring Keeper: Um...? He has Dark Magic so Dark Ward. He has a physical that deals like 100 damage. Whoo? Well he has Anti-Arcana zone and goes before me so I can't hea- wait Heal berries. Yeah, he was a scrub >_>.
Survey Point 17:
So Danger! battles just took part as well. Consider my non solo characters have like 1 HP and are 10 levels below what they're supposed to be, I'll leave you to figure out how well it went when I was forced into those battles (hint: not very). Enemies here - just need to Earth Ward really. The most deadly is facing a group of porcupines that decide to spam Rock Grazer. 8 of those = ow when you're going last and can't kill any of them. On the other hand, they are Gale Claw bait otherwise - I actually got a +1 MCT point here as a result
Hound/Feline/Donkey/Flier: These guys kinda suck. They do something like 15HKO damage and uh...all evadable physicals. They have debuffers though! They can slow you down a lot and...yeah. Oh they also die in like 2 hits >_>. Well this was just a warm up because the next two...
Humpty & Dumpty: Humpty casts only support spells. Dumpty only casts MT magic. Theoretically, you only need to drop Dumpty to win because Humpty can't hurt you. Problem - Humpty has Critical heal, which restores all his HP. I think...he uses it after like three attacks? Note that I can't drop it in one shot and they both outspeed me so dealing more damage before they heal is out of the question. Also, Dumpty's MT magic deals like 300 damage. Predictable, but very annoying when you're working around the chip. Well, there's two options. First the "Easy" way: Take out Humpty first. Humpty only casts Critical Heal on Dumpty and never himself. So if you can ward off the damage long enough and kill Humpty, Dumpty is easy pickings since Dumpty cannot heal his own wounds. I say "easy" because you don't have to worry about chipping. The alternative, is to save up to 100 FP, and use Heal/Potion Berries until you get your HP range down to a point where with Valiant, you can easily deal 900 damage. This should be very easy since at 100 FP, Clive should be dealing close to 800 anyway. One 4 hit Gatling later, Dumpty dies. Now you just mop up Humpty. I had to use Elemental Rings here on Gale Claw for extra warding since it was not possible to block Fire/Water/Wind/Earth/Dark all at the same time normally.
Shroedingers 3: Well you have to kill all of them. Doesn't matter since once again, Todd and Maya are kinda dangerous. Alfred is Alfred (although I came close to dying a couple of times because of him) and you can block half of Shady's attacks with Fire Ward anyway. Light Todd's afro on fire. Potion Berry as necessary and attack on free turns. Might take a while, but once Todd is gone, the battle is easy. Todd for some reason, also seemed to prefer casting his Healing Factor over attacking, which made damage control much easier. With Maya, its all physicals. Cast Turbulence if needed. Otherwise, ATT Blocker, Heal as necessary. Her damage isn't that impressive but its better than the last form which was running into elemental wards. Shady's Blizzard Breath is non elemenal (surprise) and he deals more than Alfred, so he's next. Then Alfred just kinda dies. lol at their HP anyway. Since their damage is so poor, I casted Valiant and ended up OHKO them without crits.
Pyrodrake: Block Fire and uh...he has issues trying to damage you. He does actually have some durability, but consider how he can't really make damage stick long enough...yeah
Asgard 4/5: Asgard 4 is kinda amusing in that he has HUEG defense and is basically Augst since he only counters (and even 5HKOs as well!) which makes this very lol. The trick being that Asgard 5 is right after so you either need a full VIT gauge or you need to make sure you're relatively healthy at the start of the next fight where he starts spamming Barrier Storm. You only need to survive for 3 turns though. So turn 1 cast Protect. Turn 2+3 defend. Use the highest HP set up you can afford. Voila.