Doublepost oh no they are the worst thing ever I can't believe we allow people to make them.
1-12 (leypoints and paigoels)A bit intimidating because paigoels on leypoints are stat gods and hit hard, and they all start near a leypoint which they will focus on accessing. This is also their weakness; you never have to worry about them swarming you.
Clarissa: Sacred Slayer; Elementalist OC, DS+Elem. EQ (book/brooch)
Elayne: Geomancer; Elementalist OC, Elementalist EQ (book)
Vin: Secutor; Fantastica OC, Geomancer OC
Rush so I can access my attack spells (the paigoels all have a 100% weakness) and Replace more easily. Vin is a bit vulnerable here and does die, but the other two enjoy their protections from elemental spells (Geomancer EQ and Clarissa's innate defences) and are only 3HKOed. Revive Fruit to the rescue, anyway. Even using that was avoidable, aside from the beginning, you can take everything at your own pace. Replace gets them off the leypoints where they can easily be smashed. For even more fun, if you replace a paigoel onto the leypoint of its opposite element, it takes 9999 damage and dies instantly.
1-13 (argh petrify) (1 reset)
This map introduces reinforcements, and consists of 6 rhinoceroses, two gremalkins, and a tarrasque. The rhinos are the problem, because they can turn your PCs to stone. Only someone with Mystic or Item Range Up can heal stone, and it's potentially very fatal. I lose once as my PCs get successively petrified then shattered.
Clarissa: Sacred Slayer; Dandelion Shot OC, DS+Elem. EQ (book/brooch)
Elayne: Gadgeteer; Elementalist OC, Elementalist EQ (book)
Vin: Secutor; Fantastica OC, Geomancer OC
Strategy is simple enough, I make sure to keep my Gadgeteer behind my other PCs, armed with Pygmalions to use if need be. Inevitably Elayne does get petrified, so the other two PCs guard her from attacks. Beyond that, the usual strategy suffices. An axe allows Vin to beat things up, while Clarissa tosses in Sacrifices, Encourages. Elayne lobs spells and heals from the back. It's a little nervous while my only person who can recover stone is petrified, but otherwise, not bad. The "boss" tarrasque is a joke and gets raped by combination arts.
1-14 (town defense) (1 reset)
Oh god. I have no idea how I have only one reset here; this is by
far the hardest battle in the challenge before the third set of classes.
Clarissa: Elementalist; Dandelion Shot OC, Dandelion Shot EQ (book/brooch)
Elayne: Sacred Slayer; Elementalist OC, Geomancer OC
Vin: Sentinel; Fantastica OC, Geomancer OC
The game provides two ways to wall multiple enemies at once: Widespread Shut Out and ZOC. I make use of both. Elayne spends most of her turns dropping large Shut Outs wherever she can; Clarissa is assigned the main task of actually making things die. The initial wave isn't too bad because the terrain messes up the Berserkers, and once the Excavators fall, the main threat from them is past. Unfortunately a much bigger threat occurs once three are dead: two more Berserkers and an 8-move Geomancer appear at the left side of the battlefield, and they have a much straighter shot to the exit. Vin's main job is to block them off, Heavy Striking them into the pits when possible. Unfortunately the Geomancer sneaks by anyway; very fortunately he's still in Replace range, so I swap places with him, forcing him to run by me again, this time pushing him into the pit. Aw yeah Heavy Strike.
The other two need to hold off the last two or so berserkers and another rush of geomancer + 2 berserkers similar to the one on the left, only this one without pits to help out. I very, very nearly get overwhelmed here despite my repeated Shut Outs and attack spells, but Vin makes it over just in time. I end up finishing things with two PCs out of MP using up my last Revive Fruits, but yeah, clever use of ZOC is able to keep things just under control.
Side note about ZOC, since I wasn't 100% sure about how it worked until now myself: it stops an enemy from moving from one space adjacent to you into another, UNLESS that movement is the first panel of movement the enemy does that turn. So it works best when you're not already adjacent to them, just close by.
1-15 (zombie invasion)Clarissa: Sacred Slayer; Dandelion Shot OC, DS+Elem. EQ (book/brooch)
Elayne: Elementalist; Sacred Slayer OC, Gadgeteer OC
Ragnar: Sacred Slayer; Stormrider OC, Anti-Critical, Stormrider EQ
Sanctify is pretty much the only sane way to take out 14 enemies who aren't incompetent and have a chance of auto-reviving, so I make very, very generous use of it. Not too much else to say, Sacred Slayer OC takes care of healing too, so yeah. The second batch of undead can be tempted to bunch up together for Widespread Sanctify, which is a good thing because otherwise this battle would test my MP reserves.
I mystic both a Lucky Card and a Potential Egg in this battle because there are so many dudes.
1-16 (Stronach is an (undead) idiot) (1 reset)
Clarissa: Sacred Slayer; Dandelion Shot OC, DS+Elem. EQ (book/brooch)
Elayne: Elementalist; Gadgeteer OC, Sacred Slayer OC
Vin: Secutor; Fantastica OC, Sentinel OC
This battle is fairly random, and even more difficult to control on this playthrough. The enemies are competent enough and if they gang up/use smart moves it can be hard to save everyone at once. Anyway. Encourage/Turn Shift can help in the early going; resources aren't a problem for me here, since there are so few enemies compared to the last two maps (and the next two). There's no especially ingenious strategies otherwise. Smash with high damage moves, heal, Slow Down the occasional enemy who can't be controlled otherwise. Pretty tough but it's hard to see it walling any sort of playthrough.
I mystic a Lucky Card here, this proves fairly pointless as Clarissa/Elayne would have hit L20 without its help, and Vin misses by a few exp.
2-1 (Kappa swamp) (2 resets)
Clarissa: Sacred Slayer; Dandelion Shot OC, Elementalist OC, Elementalist EQ (book)
Elayne: Elementalist; Gadgeteer OC, Sacred Slayer OC, Gadgeteer EQ (apron)
Vin: Secutor; Fantastica OC, Sentinel OC
Multi-reset battle at last! It's not the hardest battle yet despite this, but it certainly is competent. 12 enemies, and they've got fairly good stats. My first two resets I made stupid mistakes and didn't have enough Revive Fruits to compensate for this. As a result, I play very conservatively the third time, making no real attempt to abuse the kappa. The first two berserkers charge forward into the swamp and die. I then move forward to the second island, drawing forward Diego and the nearest Enigmancer. Enigmancer uses Prevent which is super-annoying (shoulda brought Felius for water resist + status transfer to draw it off? Possibly!). Once both of them die, reinforcements show up. Two of the striders, a berserker, and a grappler come forward immediately, and this is the tricky part of the battle, controlling them and keeping healing down and GRR ACCELERATE it is annoying, even though it doesn't happen often, two turns in quick succession from someone as accurate/non-total-fail at damage like a grappler is a pain. Once they're dead the rest are easy enough.
I'm annoyed at myself because (a) I waste two Revive Fruits making sure Vin survives the battle only to learn at the end that dying erases all your Exp boosts anyway so this is a total waste, and (b) I realised as I completed the battle that I could probably abuse Geomancer to jump across the battlefield then draw everyone into the swamp for more kappa abuse. Oh well. In fact I did that last playthrough pretty much. Oh well.
Vin hits Level 20 too, obviously.
2-2 (sentinels and elevators)Clarissa: Sentinel; Dandelion Shot OC, Elementalist OC, Elementalist EQ (book)
Elayne: Sentinel; Elementalist OC, Sacred Slayer OC, Elementalist EQ (book)
Vin: Secutor; Fantastica OC, Sentinel OC
Bit of a tricky one. The enemies aren't as good as 2-1's, aside from the boss, Sharp, who is a bit of a bitch. Still, there are a LOT of them, and well, the elevator gimmick makes things a little tricky here.
First things first, one sentinel activates the first elevator, Vin hops on. Then both sentinels go activate the second. I have Elayne on the central switch, from which she can lob elementalist spells at most enemies. Clarissa can hit fewer of them, but that's okay. Most are quite frail and can be one-shotted by Vin. The real problem is that Vin doesn't have enough healing. A lot of this is my mistake, I give her two Potion Berries and two Revive Fruits, thinking that my sentinels will die and I can summon them up to the top level! I grossly overrate Strider damage, even with a height boost, against sentinel defence, and this is never a danger. Anyway, she dies once after I clear out 7 of the upper enemies through a combination of elementalist spam and Vin, and also Feeble Mind away Sharp's MP so she can't last indefinitely. After I do this she starts moving and attacking. I try to Heavy Strike Sharp off the cliff but miss both times.
That doesn't help.
Anyway, during all this five reinforcements come from the south. They're easily dispatched by my
elementalists sentinels, though. They come to you, have big weaknesses, etc.
That done, revive Vin, have Elayne heal her, and send her upstairs again. I try to get my MP back and MP Burst backfires, sigh. No big, kill Sharp with physicals although she slugs me back well enough with her 2x speed. This leaves a Secutor who can be baited and killed. Of course, by now, Vin is near death again, and needs two hits to drop an Elementalist, who refuses to be baited. She kills me, revive and get her up there again, use my very last MP to heal Vin one more time, kill puny elementalist. Victory with everyone out of MP, everyone except Vin out of VP and at 1 HP, aw yeah.
Almost have the third batch of classes! Definitely looking forward to the options provided by Enigmancer (can't beat Devastate for efficient damage, really), Berserker (yay move), Grappler (I hate Accelerate, but I'll still take it), and Strider (Drop Kick yesssss, also aim boosts).