Fire Emblem Fates<Elecman> Man this XF stuff is stressing me out, I need a to relax with a simpler SRPG experience-
<Fuga>
^_^<Elecman> ffffff
A few tries later I eventually manage to pull everything off, well except Elise dies due to a stupid mistake on my part (second death of the playthrough I accept, first was Silas). We'll see if this manages to be the Conquest map I have the most trouble with two playthroughs in a row, so far it seems primed for that position. I unlock Forrest so at least I'll get a replacement staff user soon. Also Ignatius. Actually I unlocked Ignatius the previous chapter, but I wanted to wait until I could pass him down Wary Fighter, both for his own usability and for making sure he actually survives long enough to be recruited on his paralogue.
Blue DragonIn the town which Nene traps inside a forcefield because it's funny. Disc 2 is lame. I feel like I'm about 10 hours in (that might be overstating it somewhat) and I've only fought one boss? Gameplay just gets really slow at this point, I remember why I tuned out of the game somewhat around this part. It's a pretty sharp contrast to Disc 1 which had a much more consistent slate of enjoyable dungeons and bosses.
HM's enjoyable for a challenge (or it will be when it gets back to the better design of discs 1 and 3) but overall this replay is convincing me that this is the worst of the FF5 imitators (I kinda already knew that, but). The general sluggishness of the game (especially those battle animations) really hurts it.
Wild Arms XF (Elementalist/Geomancer/Grappler/Nightstalker fiesta)
4-5 (Rupert 4) [7 resets]: Okay so. There are Rupert + 10 randoms in this map, they all charge you from the start. Rupert has Crisis Reflex Up, which causes him to get faster and faster as you kill his allies. Not only that, his damage is based off his speed, so that rises too. He has ST OHKO, can hit a range-3 ray, and has a MT attack which is... range 18? I don't know. Huge anyway. Hits his allies too, but killing them doesn't make you happy. It's only VR 2 and he doesn't use it too often unless you Shut Out him. (I learn not to Shut Out him pretty fast.)
At first I try my usual strategy, which is to walk towards him, kill off a few nearby enemies, then kill him before he can get out of control. Doesn't really work, I can neither control him nor blitz him down at all, and a bunch of his allies will catch up (especially those goddamn 650-HP High Cavaliers who will haste him dear god no) causing me no end of pain, and if I kill them Rupert just goes berserk. I try this from a few angles but it doesn't work.
Then I hit on a moment of genius, I can charge towards the wall and when Rupert reaches me, I can throw him up to the top of it with Ground Slam! Great! Then I can take out the other enemies at my leisure, and finish off Ruper- no, wait, I can't. Shuriken don't reach that high. Elementalist spells don't reach that high. Not even Item Toss (which has been impressively useless on this playthrough, incidentally) reaches that high. Okay. I try a few times to sneak up and Shut him out or something but dealing with maxed out Rupert doesn't work, even if I shut him out in the perfect hex (4 squares above below me on the stairs so he can't wreck my face with Blade Pulsar) he breaks out sooner or later with his stupid number of turns and destroys me. I even try a run where I get above him, instead of below him, since shuriken do reach that far down... only to discover that no, the wall is perfectly crafted so this can never happen. There are a few places where I think it might be possible to lure him against the wall and then snipe him, but all those would-be sniping locations are blocked by TREES. Every single one. Curse you, consistent landscaping!
I decide then that blitzing him is the only way. And I can't do that with my current arsenal... so I leave and buy a whole bunch of Exploder Gems, and make three of my four PCs mages to best abuse them. The nightstalker has four, since she'll get time to use them all; the other two mages have three + two revive fruits, while the straight fighter/grappler exists to do physical damage and survive/revive if necessary. (I'd make him a mage too, but he wouldn't be a very impressive one; my Nightstalker and Geomancer have enough Magic because MAG+25.) Anyway, I still charge towards the wall, but this time, I toss the two striders and enigmancers up there instead. This isn't really the perfect plan, because the striders can still damage ME, but they don't hit that hard with their bows and I stay out of Drop Kick range, so I manage. Meanwhile I toss Rupert away from anyone who might heal or haste him (the rest of his support) and gang-beat him with Exploder Gems, taking care not to hit my own allies of course. I need to use around 8 Exploder Gems or so and a few other scattered attacks but finally, success! Hardest fight of the playthrough with the possible exception of that town defence map.
4-6-A (King Tarrasque III final): So hey I do this map too. There's one disease-causing blob but I make sure that as soon as I get near it I use a movement-spellsling combo to take it out before it gets a turn. The Forsaken Mutants that show up as reinforcements have a weirdly weak array of attacks: poison, three MAG down (would be annoying, but it's melee), Electrigger... the worst is probably disease and even it's not that bad. So all in all it's actually not a great setup for the Zortroa and they fall to the usual tactics in time.
The King himself... is actually a big letdown in this fight! See, in his past two appearances, he was immune to be being grappled. Not so this time! I'm really glad I bothered to check. Anyway he has 3 move so the 5-range throw makes a total mockery of him, I have Alexia toss him down the stairs repeatedly for bonus damage, as if his high weight didn't result in enough already. Haha.