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- This is a Solo All Jobs route for H'aanit. I'm uncertain the strats are optimal because I grind for Animated Armors, which take a lot of prep and time. However, they let her skip the Divine Aura grind completely and make bosses much safer, so I believe it is better than grinding out DA, which is the meta strat for most Winnehild solos. Maybe I will come back one day to do a Divine Aura route for comparison's sake. There's other route ideas to explore too since there's so many monsters/job combinations available to H'aanit.
- Overall, H'aanit has one of the smoother All Jobs runs. I'd say Tressa is best overall, but H'aanit has probably the safest battles due to the AA (with the exception of the Steorra fight, which is arguably harder). Hopefully, I'll be able to do the other travelers one day to better compare, but it was fun to route. Also, the end of this document explains some of my rationale how I approached routing this too for anyone interested.
- Sample Run: (see my YT channel, AnimeFanX11, as Pastebin blocks the direct link for some reason)
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- Start H'aanit, sell 2 Olives, buy and equip Wolf's Bow
- Provoke battles: Defend -> Forest Fox x3
- Bow -> Capture Fox right before the boss, heal too
- Ghisarma:
- Fox
- Fox
- Truestrike x4
- Bow
- Heal
- Bow
- Truestrike x4
- Fox
- Fox
- Rain of Arrows
- Truestrike x4
- Go back to left map and get Shad S
- TP S'waarkii, exit and capture 1 Spear beast along the way if you get the encounter
- Learn Arrowstorm when possible
- In Frostland map, get Shad S (gray chest in middle layer rightward, above Hoarfrost Grotto)
- Capturables (want 1 spear beast if possible, but don't force any battles):
- **Ice Lizardman II (SpearAll) - axe, axe, capture x4
- **Flatlands Froggen II (SpearAll) - Rain of Arrows, capture
- Ice Lizardman I - axe, capture
- Flatlands Froggen I - bow, capture
- Atlasdam Meep/Ant - weaken, capture
- Hermit Conch - weaken, capture
- Flying Fish - weaken, capture
- Rockadillo - weaken, capture
- Go toward Catlasdam flats, KO Cait with RoA/AS
- Enter Scholar (provoke flee NPC), learn Blizzard + Lightning Blast, put on EM
- Tag Noblecourt, exit
- Get Light M, go to FoP, get Light L + 20k
- TP Noblecourt, tag Stonegard (get Light S + 1200 + Pom S + Warrior shrine on the way)
- Get Light M and screen reset before Stonegard ("No" to chapter 2)
- Tag Wellspring, exit and go toward Marsalim
- Get Thunder L, enter exit Marsalim Catacombs to tag Marsalim
- Get Bottle of Sleeping Dust (center market) and palace chests: High House Armor + 25k + Enchanted Circlet
- TP Wellspring, provoke flee NPC outside, get Dancer, get Apothecary
- TP Swaarkii, tag Quarrycrest for Wind M
- Go to Derelict Mine and get Wind L
- Get Thief shrine + Pom S
- Provoke flee Cervantes NPC and tag Orewell
- Tag Riverford, exit, get Wind L and enter Refuge Ruin
- "No" to boss, get Refreshing Jam, buffer glitch to get Enchanted Rod + Force Shield
- TP Swaarkii, get Hunter Shrine
- Tag Victor Hollow, reset steps in Duskbarrow, get Cleric Shrine
- Tag Stillsnow and shop, buy:
- - 41 Grape M
- - 51 Plum
- - 11 Herb of Clamor
- - 11 Herb of Valor
- Provoke Pathetic Father: SpearBeast, SpearBeast, Fox x4 or Linde, Linde, Linde x4 (may drop Wind M to use anywhere)
- Get Shad M
- TP Stonegard
- Provoke Tobias: SpearBeast, SpearBeast, Fox x4 or Linde, Linde, Linde x4 (may drop Fire L to use anywhere)
- Shop, buy:
- - Elemental Robe
- TP Wellspring, exit south and get Pom S + Fire L
- TP Stonegard, exit and go to Tomb of Kings
- Equipment:
- - optimize + Alluring Ribbon + Guardian Amulet
- Lv14 encounters (you need to reveal one of the Light weaknesses with Fox first before using Linde - if Linde ever uses Pounce/Spear, it loses a LOT of time across the whole grind because she will no longer consistently Sweep to break them):
- - Wind Sent/Wind Guard/Thieves: LB -> LB x3
- - Light Sent/Light Guard: Defend -> Shad/Linde-Sweep -> LB x4 (Guards need extra LB)
- - Light Rem: Shad M -> LB x3
- HEAL HP AND SP AFTER EVERY BATTLE, SAVE TOO UNTIL LVL20
- (optionally learn and equip Inner Strength as well)
- Lv20, jobs:
- - learn Analyze + Leghold
- - put on Elemental Augmentation + Heighten Sense
- Equipment:
- - equip Elemental Robe
- after Lv20:
- - Thief I: Defend, LB x3
- - Thief II: Blizzard x2
- - Wind Sentinels: LB x2
- - Wind Guardians: LB, LB x3
- - Light Sentinels: Linde Sweep, LB x3
- can also LB, Defend, LB x4 for Light groups
- around Lv27+ can do Defend, Defend, LB x4 for Light groups
- around Lv31+ can do LB - > LB x3 for Light groups
- around Lv37+ can do LB x2 for all Thieves
- Grind to:
- Lv40+ (or 39+ if close to leveling)
- ~20,500 JP (or 20k if you learned Inner Strength)
- ideally within 768 EXP from leveling
- Loot entire dungeon too: Bottle of Blinding Dust + Fire L + 9400 + Curious Antique + Bright Stone + Grape Bunch
- Menu after leaving:
- Equipment:
- - remove Alluring Ribbon
- Jobs:
- - Job to Cleric, learn until Saving Grace
- - Job to Hunter, learn until Patience
- - Job to Apothecary, learn until Hale and Hearty
- Support Skills, leave Heighten Senses and replace Elemental Augmentation with:
- - Evil Ward
- - Evasive Maneuvers
- - Hale and Hearty
- First Aid to max HP
- Go toward Everhold Tunnels
- Get Light L + Silver Pouch + Fire M
- Encounter: Arrowstorm + Wind L + Wind S
- Get Pom M
- Enter Everhold Tunnels
- Get Pom L, boss reset, get 35k, boss reset, get Death Cleaver
- TP Marsalim, exit to Catacombs
- Get Rev Jam, buffer for Master Spear
- Get Pom L + Refreshing Jam
- TP Stonegard, get Merchant Shrine (flee all battles)
- Job menu:
- - job to Dancer, learn until Eye for an Eye
- - job to Merchant, learn Sidestep + Hired Help
- Support Skills:
- - Endless Items over Hale and Hearty
- (Use Vets/Stones if Chubby/caits)
- Get Pom S
- Tag Goldshore, get Thunder M
- Exit
- Get Bottle of Blinding Dust
- Enter Captain's Bane
- Get Pom L + top right Refreshing Jam
- TP Goldshore, exit
- Get Thunder M
- Enter Grandport Coast
- Get Wind L + 20k
- Save
- Get Thunder L
- Tag Grandport
- Go to Loch, get Pom L, exit and enter
- Get Wind L + 30k
- TP Grandport
- Buy
- - 3 Plum M
- Get Bottle of Sleeping Dust + Silver Pouch + 25k + Dazzling Artwork
- TP Noblecourt
- Go to Hollow Throne, get Pom L + Rev Jam
- TP Stillsnow
- Go to Maw of the Ice Dragon
- Get 30k + buffer for Forbidden Dagger
- Save/Flee encounter (can break most with Arrowstorm, can KO war wolves with Light L or HHV x1/x2 on Chubby)
- Get Refreshing Jam + Shadow L + Wakeful Stone
- TP Stillsnow, tag Northreach (optionally get Shad M, HHB x2 + Light L on Reptalios)
- Get Refreshing Jam in house
- Get Plum M
- Buffer glitch for Ice M
- Enter Lorn Cathedral, get Pom L, exit, reenter
- Get Refreshing Jam + Void Amulet (HHB x2 breaks the 2 shield thief formation else flee)
- TP Orewell, buy:
- - Adamantine Hatchet
- Exit
- Provoke flee NPC, get Pom L
- Provoke flee, enter Dragonsong
- Get Pom L + Crystal Helm + Conscious Stone
- TP Riverford, go to Warbringer Shrine
- Get Refreshing Jam + Revitalizing Jam
- TP Riverford, go to Refuge Ruins
- Get Pom L + Clarity Stone
- TP Noblecourt, exit toward Wispermill
- Get Pom M + Cat's Eye
- Tag Wispermill
- Get Thunder M
- Shop:
- Equipment:
- - optimize + Void + Guardian Amulet
- (should be optimized for capturing - Adamantine Hatchet + High House Armor + Force Shield + Void + Guardian Amulet + Crystal Helm)
- Sell:
- - all gold items
- - Master Spear
- - Forbidden Dagger
- --- NOT Adamantine Hatchet
- --- NOT Death Cleaver
- - Enchanted Rod
- - Elemental Robe
- --- NOT Alluring Ribbon
- - Bright Stone
- - Olive L
- Buy, do NOT equip anything:
- - Adam Shield
- - Primeval Robe
- - 2 Protective Bracelet
- TP Stonegard
- Go to Everhold Tunnels
- Jobs:
- - Scholar
- Passives, remove Evasive Maneuvers and replace Heighten Senses:
- - Hale and Hearty
- - Patience
- (so Evil Ward and Endless Items should stay on)
- Save
- Flee encounters until either battle (25% total chance):
- 1 Animated Armor + 2 Dark Elemental
- 1 Animated Armor + 2 Skeletons (need Patience once across two turns so 43.75% win rate)
- HEAL AFTER BATTLES
- 1st set: Shad L/Wind L, Blizzard, then heal, Analyze and Bottle/Break/Capture AA
- 2nd set: Light S, Shad L/Wind L, Light S, M Stone, heal, Analyze and Bottle/Break/Capture AA
- (can use up all M stones and S stones if needed, can also use Adam Hatchet to chip too)
- Menu after first Animated Armor (4,531 HP) (Axe Staff Ice Light):
- - Job to Thief, learn until Snatch
- - Snatch over Hale and Hearty
- 1st set: Shad L/Wind L, steal, steal, Light S or Wind S, steal/capture AA
- 2nd set: same as above, bottles are optimal at 5 BP
- Notes for AA captures (we use about 23-26 summons' worth depending on battles but can get backup if needed):
- - WATCH turn order and HEAL if needed
- - capture and replace beasts until all 6 slots are AA
- - steal Jams and L stones along the way
- - AA cap put at 5% with all weaknesses and critical HP
- - Shad L + Ice/Light M put them at critical
- - Shad L + other M + Light S too
- - use small stones to chip and don't use Death Cleaver as it can poison and KO the thing accidentally
- - it is mildly more efficient to build up BP for an x4 than to do x1 x2 x1 x2, etc
- - can leghold before using bottle sleep in case it misses as it guarantees you can heal if it damages you too much
- Get Plum M while running around (top right chest)
- Menu when finished:
- - Evasive Maneuvers + Heighten Senses over Snatch + Endless Items
- Go to Runeblade Shrine
- Get 50k + Rev Jam
- Menu:
- Equipment:
- - Death Cleaver + Force Shield + Enchanted Circlet + High House Armor + Wakeful + Conscious
- Job:
- - Merchant
- Support skills, leave Patience on, remove and replace other three:
- - Saving Grace
- - Endless Items
- - Eye for an Eye
- Heal HP/SP. Save.
- Balogar (takes between 300k to 360k usually with 330k average and ~3 AA usages, example start):
- T1: TAB TO AXE, Rev Jam or Pom L
- T2: Sidestep x4
- T3: Sidestep x3
- T4: Pom L
- T5: Sidestep x4
- T6: Sidestep x3
- T7+: adapt, break, HH/Stones
- First turn, use Pom L if you go next immediately, else use Rev Jam. Try to save Rev Jams for when SP is low or when it's BP efficient like you just boosted and have no BP but get a Patience turn. You can also try to let an attack through here or there so you can Rev Jam the HP damage off to save a Sidestep, but it's harder to do safely.
- Set up Sidesteps and aggressively use items, possibly all your Rev Jams and Poms and HH Leaves if needed. Break with Eye for an Eye/Shadow/Light/Axe/Bow attacks and use HH Veterans and/or stones. You can even do Vets x1, just do as much damage as possible. If Bow is unlocked, you can do Rain of Arrows too. If dagger is unlocked, HH Dancers can be used too for 78% poison at max boost.
- Once he reaches 50% and uses "All the elements are united!" then Runelord's Resolve is coming next turn (he'll use Runestorm Thunder -> Runestorm: Ice on the turn prior). Try to Defend or Leghold into Animated Armor for Runelord's Resolve because it eats 6 Sidestep stacks otherwise. Can optionally Collect if opportunity and use extra money to KO randoms on the way to other shrines but not necessary. HH Vets x3 x3 is better than x4 x2, and x4 is worth about 7% of damage. You can check with Collect; his halfway is 55% and 105% is when he's defeated. 3509 Shadow L is 1.7% damage.
- If you run out of Jams/Poms somehow, just keep using Animated Armor since you can always restock later. If Dagger is unlocked, you can also use HH Dancers for poison damage and to help break/blind. My tests, on average, used about 2 Pom M, 9 Pom L, 3 Rev Jam, and 13 Shadow L, which you should have at minimum, in addition to whatever Endless Items dupes you get.
- After battle, leave Patience on and menu:
- - Evasive Manuevers
- - Evil Ward
- - Heighten Senses
- TP Victor's Hollow, go to Archmagus Shrine
- Optionally get Pom L
- Get 20k
- HH Vets x 2 on encounter (flee if Revenant and force another)
- Get Rev Jam
- Menu at Save Point:
- Jobs:
- - Runelord, learn until Elemental Edge
- - Apothecary
- Equipment:
- - optimize + 2 Protective Bracelets
- Support Skills:
- - Saving Grace
- - Elemental Edge
- - Patience
- - Hale and Hearty
- Heal HP
- Save
- Dreisang (171,469 HP) (4sh->7sh->10sh) (usually uses about 7-9 AA, 3 Plum M, 1 Pom S, 3-5 Refreshing Jam, 8 L stones and 3 M stones with Thunder/Wind being most useful for the second weakness set)
- (Sword Spear Axe Thunder Light)
- (Sword Thunder Wind)
- (Bow Light Dark)
- (Dagger Fire Ice)
- Example start:
- T1: Rev Jam
- T2: Empoison x4
- T3: Defend
- T4: First Aid x4
- T5: Empoison
- T6: First Aid/Refreshing Jam
- T7+: adapt, heal, poison, defend, watch out for ebreak
- Two turns after he does Divine Majesty (basically the turn cycle that you have 3T of the xUpArrow icon), he will do Elemental Break, so you'll want to Defend that or overheal a lot, such as with First Aid x4 for 5k+ healing. Unboosted is ~2k and Refreshing Jam is 3200 ish. Maintain Poison throughout and hold off on breaking his shields as your AA will automatically chip them, and we wanna conserve their summons for after 75% and especially after 50%. You can toss Shadow L/Light L to help accelerate his turns too. Max AA x4 is 5200 on sword weakness Dreisang, so it's good too.
- After 75%, he'll do the EBreak on the 4T cycle of Divine Majesty so watch for that. You'll want to Defend or use AA, especially if he goes back to back and/or has both EBreak and Might of the Archmagus active.
- Use items/jams aggressively to conserve AA casts if needed. Empoison x2/boosted and Defend smartly. He initially isn't too bad but will get worse at 75% so may want to AA for safety at those points. Don't chip shields. At 1 shield, break with Light L/Thunder L but throw Light first. Once broken, throw Shadow L etc. If he's at 1 shield, don't use AA to break as you lose the invincibility turn values.
- Keep up the stacks of poison and keep using First Aid/items to heal alongside BP and poms and such. For third weakness of Bow Light Dark, use Shadow L as much as possible, but if he activates Extreme Elemental Augmentation at half health, break asap with even boosted Rain of Arrows or Bow x4 if needed. For final weakness of Dagger Fire Ice, if he triggers, EEA again, keep AA summons up until the very end and use Fire/Ice stones/poison aggressively for extra damage too.
- TP Wispermill
- Support skills:
- - Evasive Maneuvers + Evil Ward on
- Go to Starseer Shrine
- Optionally get Light L if no spare L Stones left
- Optionally get Refreshing Jam in top left
- Equipment:
- - CLARITY STONE over a bracelet
- Support Skills (same as for Dreisang):
- - Saving Grace
- - Elemental Edge
- - Patience
- - Hale and Hearty
- Heal HP + SP
- Save
- Steorra (178,064 HP) (7sh) (Sword Dagger Fire Ice Thunder)
- You need 48 poison ticks. Each Empoison x4 is 8T of poison, so you need six max casts of the skill or some combination of Empoisons to reach that - make sure to track carefully and not miscount. If needed, you can use Leghold to ensure you go before Steorra in turn order before using to maximize poisons - you always need at least 1 Steorra action after you to get value out of this turn's Empoison. Alongside the 6 casts/48 ticks of the skill and waiting them out, you need to use Icicle to chip her to 1 or 2 shields. (Starsong's EDef buff doesn't matter.)
- If she's at 1 shield and took 48 ticks of poison, you can AI Loop her with Light L + break before she powers up.
- If she's at 2 shields, and took 48 ticks of poison, you can AI Loop her with Fire/Ice/Thunder L + break before she powers up.
- Explanation of AI Loop: once she reaches half health, she does Shooting Stars -> Power Up. If you break before her Power Up, she becomes looped, and you can simply poison and heal to win.
- Example Start:
- T1: Refreshing Jam (If you have a Rev Jam left, you can instead do Rev Jam -> Leghold/Empoison for a faster start)
- T2: Refreshing Jam
- T3: Leghold
- T4: Empoison x4
- T5: Refreshing Jam
- T6: Refreshing Jam
- T7+: adapt, use Leghold before casting Poison
- If possible, maintain Leghold too so she doesn't get back to back turns (or just use smartly at opportune times), and you can more easily heal up with First Aid/Jams safely. You can use all your poms, jams, and stones for this battle too. Try to avoid using any AA, and if possible conserve BP for poison instead of boosting First Aid, though boosting it is necessary at times too. You often need to Defend if she goes 4 in a row too.
- Damage estimates for Steorra:
- wandering star - 1100 damage
- baleful - 1370 damage
- shooting star - 1470 damage (480, 490, 490)
- [it is recommended to have 9+ AA summons minimum for Winnehild. If you don't have 9+, go to Everhold Tunnels and capture more. If you fail with 9, you can just retry the battle until RNG is better.]
- [if you have 8 or less, you can opt to retry the Winnehild battle until both Intimidation and Patience proc T1 (or good turn order to get runes faster), so you can get pursuits up and running sooner, for a higher winrate. This is a 1/16 chance and will require more resets but makes it easier to win with less Animated Armor since you do damage sooner on your Invincible turns.]
- [if you do NOT have 4,000 JP, use Sorc to grind outside Stillsnow with Tonitrus + Elem Robe/Stat Swap/Elem Aug/Elem Edge until you have enough; alternatively Arrowstorm -> Ignis x3 the Everhold birds but you need to exit and reenter the map each time. The Everhold birds are more consistent than Stillsnow/Wellspring but still inferior to Tomb of Kings from earlier due to the high cait spawn there and the soulstones that we want from the enemy drops.]
- [if you are not Lv43+ then you need to buy and equip the 26.4k Platinum Armor at the Riverford store, else skip. You can sell all gear/jams/poms/etc aside from the equipment listed below]
- TP Riverford
- Equip:
- - Adamantine Hatchet (leave on)
- - Crystal Helm
- - Force Shield
- - High House Armor [or Platinum Armor if you are Lv42 or lower]
- - Guardian Amulet
- - Protective Bracelet
- Job:
- - Sorcerer, learn until Intimidation
- - Runelord
- Support Skills:
- - Evasive Maneuvers
- - Evil Ward
- TP Riverford, go to Warbringer Shrine
- Support skills:
- - Intimidation
- - Second Serving
- - Elemental Edge
- - Eye for an Eye
- Heal HP, Save
- Battle Winnehild until the 25% Intimidation works and you survive T1
- Winnehild
- T1: TAB TO AXE ASAP, Animated Armor
- T2: Animated Armor
- T3: Ice Rune x4
- T4: Animated Armor
- T5: Animated Armor/Normal Attack/etc
- Retry the battle until Intimidation activates. If you get Patience or good turn order, use Ice Runes sooner, and it'll make it easier to win. Don't bother with Fire Runes in her last phase as we don't want to break her and instead want more chances to counter.
- If she's broken and you need Invincible, use it on the turn before she unbreaks. Don't waste a turn of Invincible if she's not gonna be doing damage that turn/if you can delay.
- There's no need to get the Invincible counter too high. Around 4-7 is fine, as you want damage first to trigger half health and increased actions, as you'll do more damage with counters from more attacks coming at you.
- Don't bother boosting normal attacks since they do pitiful damage and Second Serving always only procs 50% of the time regardless of boost. Instead, use BP on Animated Armor (6700 at max when broken) attacks or boost Ice Runes. Also, your rune pursuit lands before her counter, so if she's at 1 shield with Counter up, you can still attack her with Ice Rune to break and not get retaliated.
- Second Serving does extra damage too if it procs. Repeat with Animated Armors/Ice Runes until she is defeated. If she switches weaknesses, I'd recommend staying on Ice Rune to not break her as battlecry will proc a lot of retaliation pursuits.
- The sooner you damage Winnehild and get her to half or lower health, the sooner she gets more actions and will proc Eye for an Eye for more damage too.
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- Post-run infodump of notes
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- AA charges used in tests, total: 5 + 8 + 0 + 10 so 23 total so 26 ish would be safe ish. AA give 3-5 each.
- - balogar: 5 plus rev jams and pom Ls a lot of them
- - dreisang refought: 8 plus L stones but again didnt use many refresh jams
- - steorra: 0 (used a bunch of refreshing jams and poison but didnt time it well)
- - winnehild: 10 intimid, second serving, efae, EEdge w/ adam hatchet (ironically SS is more dmg than Pat here)
- L34 Haanit vs animated armor (all weaknesses revealed)
- capture (no status, no break)
- x1 = 3%
- x2 = 4%
- x3 = 6%
- x4 = 7%
- capture (with status or break)
- x1 = 7%
- x2 = 9%
- x3 = 12%
- x4 = 15%
- use bottles too when at full BP
- L42 H'aanit vs animated armor (all weaknesses revealed)
- capture (no status, no break)
- x1 = 5%
- x2 = 6%
- x3 = 8%
- x4 = 10%
- capture (with status or break)
- x1 = 10%
- x2 = 13%
- x3 = 17%
- x4 = 20%
- skip herb of valors usually too
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- Reasoning for the strats/pathing/route:
- - we grind Animated Armors because their invincibility means we cancel the worst debuffs from bosses and are immune to their damage. In particular, H'aanit cannot even get a turn against Winnehild in the level 40s because she doesn't have enough HP/armor to survive. Thus, we use Intimidation to survive turn 1 and stay invincible from there. Without Animated Armor, we would need to rely on Divine Aura and likely grind for extra HP to become more consistent. Runelord H'aanit at level 60 has 3072 HP, which is probably the minimum we'd need to reach (for reference, my 2800 Cyrus easily lost and my 3400 Cyrus easily won with comparable defensive gear), and it takes a bit of time to reach that level, grinding for *just* HP when we could win at about level 44 or possibly lower with Animated Armor. Level 40 works as a nice benchmark too because we obtain enough JP for Elemental Edge and other passives like Saving Grace, Patience, and Snatch around that level, but capture chances also improve at level 40 too (albeit they are still bad until level 50). AAs also make the other bosses safer, most notably Dreisang's last phase.
- - Eye for Leaves is skipped because it loses 500 JP, which is 5 battles and only nets about 7k money since we get about 70k in grinding money in the 50m ish grind. 5 battles for 7k or even 10k is not worth it.
- - an alternate idea for the Tomb of Kings grind was to get Gleaming Amulet and Tempest Amulet alongside Crystal Helm to make it a safer grind since it's rather risky. But Alluring saves time, and it is only risky from initial levels. After level 20, it's not necessary to have Gleaming, plus the SP from Enchanted Circlet is helpful too. Having Spear-All beasts or Shadow stones also makes it safer in the grind. Sword/Axe all monsters aren't available in tier 1 and the only Staff all beast is Sunshades Sand Lizardman II, but we won't get encounters around there with EM. Thus, we use only the Spear-All beast as the most readily available. Linde has an AoE sword but has worse accuracy.
- - we don't grind bottles of Sleep because the drop rate is 60% at Sunshade, and it's 30s for one battle, so it's about 50s per bottle, which isn't efficient compared to using the time to just do more capture attempts (thanks and shoutouts to Doid who calculated all the math that it wasn't worthwhile)
- - Also, I was originally going to use a SpearAll beast in the Tomb of Kings grind, but I changed it to Linde as the SpearAll beast can miss too, so we might as well use Linde who doesn't run out and also misses too. I don't know how her accuracy stat works, but she seemed to miss less as we leveled up too, so that may scale up with her physical attack too as we level up.
- - Patience isn't used vs Winnehild due to lack of slots. Second Serving gives a 50% damage boost to runes, while Patience is only +25% so the former is better in this rare case. Intimidation is necessary to survive; Endure isn't as good since the first attack won't be reduced, and the poison from her attack isn't guaranteed. There's no other strong defensive passives to help survive. Hang Tough doesn't work on Winnehild because she does multi-attacks on T1 which put H'aanit below the threshold to survive.
- - there's actually some nuance to Winnehild's battle. If we used Fire Rune from the start, she would never be broken and would always take extra actions, which procs Eye for an Eye more. If we used Ice Rune from the start, she would be broken and would take extra damage from the broken turns. However, from testing, it's still better to do Ice Rune from the start as we gain extra damage from attacking weakness and get broken turns with extra damage from our attacks. That said, it's also possible that starting with Ice and transitioning later to Fire to prevent breaking would be better too. We esp WANT her to use her super attack Battle-cry as it's a lot of counter damage for us too. In that case, we may want to stick to Ice Runes for that so that when she's in her fire-weakness phase and uses Battlecry, we counter all of her attacks. That is how I routed the battle for this from my testing, using Ice Rune through all of it, but it's possible we could/should transition to Fire Rune to optimize the damage. But as is, the route works and the battle will always be filled with high variance regardless.
- - I also tested Antidote Stone (replacing Protective Bracelet but putting on Platinum Armor over High House Armor to compensate for the lost pdef - it's only a 6 pdef loss) to see if it could help guarantee more time T1 if we didn't need to AA right away and could Defend/Leghold, but it slows down the Animated Armor Summon and while it technically may delay the Invincible a turn, it doesn't seem to help much since it's still down to RNG getting Patience/good turn order to get runes up fast.
- - I tested Gargantuan Axe and Soldier's Longbow, as well as the bow by itself. Both give 5% proc rates of 4T of defense down, which does actually occur across long battles like against Balogar. But he's the only boss it helps for, and it's inconsistent. Even RoA with 14.2%+ chance of proc often fails to proc at the right moments, so defense down turns are wasted or I'm forced to be inefficient to break the boss. Stalling at or near 1 shield isn't efficient either when we can break with Shadow L to do good chip damage too. Overall, Death Cleaver is more consistent and is also cheaper as the two weps are 48k and 12k, plus we can't use their resell money for Vets for Balogar, so we lose basically 2 Vets worth. If the 5% poison procs from Death Cleaver, it doesn't matter when it procs as it always helps and is more consistent. However, while the Axe/Bow have greater variance and less consistency, I do believe they can be optimal. If you get an especially well-timed proc, you can do a lot of extra damage and save a Vets or just do extra damage and end the battle sooner. So I think the two weapons likely have a greater ceiling to help the run get to lower times. But for consistency, the Death Cleaver and Wolf's Bow is simpler and better.
- - the 20,500 JP we grind for isn't exact since we Animated Armor battles and chances for Chubby/Northreach/Maw/Shrine battles. It may be optimal to grind even less to skip more battles with a chance of Chubby Caits, but we also want Soulstones from the Tomb of Kings grind and want more EXP/JP early to help with battles and exploration and such. This was the balance I chose. You're likely to have to grind a bit extra before Winnehild but not too much with Alluring and the passives available.
- Future ideas to consider:
- - Doid suggested Riverford Frogking for Defense Down. However, it is about 80% chance to proc at max boost and requires a Veterans to capture, so it is a bit annoying and still not reliable.
- - Divine Aura grind is just long for 10k JP. Balogar's Blade is also long at 5k JP. Animated Armors make it possible to skip these, but it's possible DA/BB may be worth over AA. It would need further testing IMO. I will possibly revisit this one day or leave it to someone else.
- - other beasts can be useful too. Triple weapon/multihit beasts can help break the advanced job bosses easier. Steorra's battle can also be accelerated with more Stones, and jams and such could also be changed up too to be more optimal
- - evasion armor didn't work well for me when grinding AA, but it's still something that could be considered. If we didn't bother stealing stones, there's other useful subjobs too like Apothecary for more HP to survive.
- - skipping Wakeful Stone would save time, but you'd have to be cautious with Sidesteps to not let his sleeping attack through. Conscious could be skipped too since Winnehild's conscious attack should never land. However Wakeful is arguably a bigger timesink since it's more encounters to obtain it.
- - elemental robe for winnehild is also a small damage bump too, but it's hard to survive the first turn with low defense.
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