Any units that can heal should be on constant healing duty don’t bother with Illusory Soldiers, because they’ll just get in the way. There are going to be some close calls, but just remember: if you need to re-think your strategy, Mila’s Turnwheel is there for you as long as you have Cogs to spare.įirst, You’ll want to have Leon focus on taking out the nearby Arcanists, while your high-defense/high-attack units engage with the closest Dread Fighters. Second, you're dealing with a potent mix of a Cantor who won't stop spamming Gargoyles and an extremely powerful boss who's capable of cutting almost your entire army's health down by half all at once. The difficulty with this second half of the battle is twofold: first, you're dealing with a formidable mix of magic and physical enemies in very tight spaces, so aside from your Pegasus Knights who aren't all that well-equipped to deal with these units, you can't just gang up on enemy units one at a time and beat them with sheer numbers. Now it’s time to storm the fortress, so heal up and begin moving your units in to engage. You’ll want to be prepared for that, so continue to prioritize healing (auto-healing effects such as those granted by the Angel Ring are a huge help.) Otherwise, you should only have a max of two Witches left to deal with outside of the fortress, so have Leon and Celica deal with them. If Jamil starts glowing at any point, that means he's going to cast a huge area-of-effect attack called Upheaval on the next enemy turn, and it will damage all of your ground-based units for 10-12 HP. Have Genny heal whichever unit needs it the most, then let the enemy go. Then have Mae, Celica, Nomah (use Saggitae) and Catria continue to bombard the remaining Witches with magic. Your illusory soldiers will take their turn, either defeating or significantly damaging at least one witch when you regain control, have Est and Conrad kill the witches on the east side of the plains, then move Leon north into the trees so he can reach and defeat one of the witches immediately to the west. During the enemy's turn, Witches will engage with Est, Mae, and your Illusory Soldiers, likely taking out a couple of your illusions but not doing sufficient damage to any of your living soldiers. Boey, Mae, Nomah, and Celica should move in to engage as well, while the rest of your units should fall back until you’ve cleared out the witches-try to keep them in a tight formation at the south end of the plain near the cliffs, or near the southest edge of the fortress. Move Genny north to the forest tile three spaces above her starting position, then cast invoke-as always, enemies in this game just love wasting their time on Illusory Soldiers, and you’ll want to keep them distracted so you can take all nine witches out without any casualties. Her resistance is sufficiently high to deal with multiple Witch attacks, and her speed will keep her attacking them twice (though she won't always land every hit.) Send Conrad in close so they’ll be attracted to him instead of your lower resistance units, then have Leon move just close enough to attack whichever of the witches on the northeast you'd like. We must be closing in on the end of Celica’s journey! Start by sending Est in to engage the Witches on the northeast. And he still beat Touma without much effort in the middle of a mental and emotional breakdown.This is one of those battles where the game throws a whole lot of all the worst things at you, and then adds a Cantor on top of that to make things even more annoying. We see in their first confrontation how a fight between them would go if Aureolus was in the right frame of mind, and he would have easily killed Touma. He didn't immediately kill Touma because he didn't want him to die immediately, Aureolus wanted to torture Touma and make him suffer because of what he did. Trying to argue a command as simple as "Do not attack me" would be impossible for Aureolus is also a laughable attempt to downplay him when we know commands interfering with the minds and abilities of others (such as manipulating memories, preventing others from moving towards or away from him, stopping people from breathing) are easily within Aureolus' capabilities.Īnd about trying to use the "fight" with Touma as any kind of evidence for how Aureolus uses his powers, I'm not even asking to pay attention to the novel, Aureolus' quote on his page literally explains it. No resistances to Aureolus hax, his higher durability and AP mean nothing against a reality warper like Aureolus and the Oculus thing is such an obvious NLF I find it laughable someone tries to claim it can negate RW without presenting any proof. Jedah doesn't appear to have anything that would prevent the several ways Aureolus can use to kill or mess with him once the fight starts. Aurolus thinks "Die" and Jedah falls over dead.
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