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Solo All Jobs v1.1 (Tressa Start)

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  1. Solo All Jobs (Tressa Start)
  2.  
  3. Last Updated: April 19, 2021
  4. Contact: AnimeGamer#1297 on Discord if you'd like to reach me
  5. Status: Complete with sample video, but I did burn out on testing before finishing, so the sections around/after Dreisang aren't as good or optimized (which means Balogar/Winnehild and other sections after aren't very refined but do work).
  6.  
  7. Sample Video: https://youtu.be/VXR6uITzOBQ (3h9m13s)
  8.  
  9. This is a solo speedrun route obtaining all 12 jobs using Tressa. It is fairly lengthy, as it requires a good deal of grinding and prep to take out the four advanced job bosses solo.
  10.  
  11. This is also not necessarily the fastest route. You can start with any of the eight travelers, but I picked Tressa for her useful path action and base class. It's possible that alternative characters like Therion with such good purple chests/Alfyn using Concoct would be faster. When I tested, I found HP and stats to be an issue, but it needs further testing/experimentation (in particular, I think Hunter Alfyn using Leghold/Empoison strategies could be a route worth considering). But other than Tressa/Therion/Alfyn, I think all the other travelers would have a more difficult time since they would probably need to grind Elemental Edge or rely on tough RNG, like Summons, I suspect. I'm not sure; maybe I'll come back one day and try routing the other 7 travelers.
  12.  
  13. Also, because there is so much grinding in this run, it is theoretically possible to use Dancer against Steorra's AI Loop (or one of the other bosses just normally) and aim for Bewildering Grace's JP x5 or other multiplier to heavily reduce the grind. I experimented with this using Alfyn though, and the RNG is difficult to manage as well as being obviously very inconsistent. The ideal run could potentially use this though to minimize the time needed to grind.
  14.  
  15. Anyway, the overall route for this run is Tressa start with double M Stones to get Evasive Maneuvers, exploration, grinding (Saving Grace + Hale and Hearty), Steorra for Hard Worker, grinding (Divine Aura + Patience), then Dreisang (JP for Eye for an Eye and Rest), Balogar (need Runelord class for Winnehild), possible backup Purchases and sales, and Winnehild. Before Runelord for Winnehild, Apothecary is used for the first three bosses (Starseer can also work against Dreisang but uses a LOT of Plums and is not faster than Apothecary, only safer but much slower).
  16.  
  17. There are some big RNG chokepoints, notably Steorra's first shield set after her break and the turn order to achieve AI Loop on her, the number of attempts to get through Winnehild (depends on Divine Aura/Blind and maybe Patience luck), and then turn order timing for Dreisang's Extreme Elemental Augmentation and Balogar's Runelord Resolve, though the latter is freer. No Cait is needed, but because we grind in Tomb of Kings and Captain's Bane (these two areas have the highest Cait rate in the entire game alongside Forest of No Return), we do hope for them. Captain's Bane also has Wind Elementals, which can drop Wind L's that can be useful vs Balogar too. A lot of Jams/Poms and Vets money is used, though Stones are not as necessary since poison does so much to these bosses.
  18.  
  19. Note1: Prepare Buffer glitch beforehand if you need setup/practice. (If you can't buffer glitch, you'll be short some money/items and will need to possibly make some of it up or beat the area bosses that guard the Buffer glitch areas. Tressa can easily make up any money by running in a high level zone though, at least.)
  20.  
  21. Note2: This assumes no Cait, but if you want to grind for a Cait in the beginning, you can skip Kit's Quest, the Thunder M, and Whistlewood/any grinds on the way. Btw, the route's money depends a lot on grind RNG, so it may vary a good bit. (And if you ever get a Chubby Cait, use Vets x1 and hope to KO and make back extra leaves or reload autosave if you fail.)
  22.  
  23. Note3: In Ring 1, Flee or Break/Flee all encounters to conserve HH Bandits money, unless it's a Cait in which case do HHBx2. Also of note is that if you get EI procs, you can use them mostly freely. The only stones we need for bosses are 4 Shadows that we get for Steorra - these are mentioned in the route below as you get them.
  24.  
  25. Note4: If you're doing a normal solo run for fun and trying to take out the advanced job bosses, these strats may not work, especially if you're not Tressa or a strong solo traveler. I'd recommend Balogar first with Sidesteps and Rev Jams/Pom's, then get Elemental Edge and tank your way through Steorra and Dreisang, then use a similar Runelord build for Winnehild. (This varies depending on traveler too of course.)
  26.  
  27. Notation:
  28. TP = Teleport
  29. C = Chapter
  30. x2,x3,x4 = boost with 1 BP, 2 BP, or the max 3 BP respectively. x1 is not used but would be 0 BP and a normal move.
  31. S+Q = Save and Quit and reenter the game to reset/reload the encounter rate
  32. Reload/Reset = usually exit and reenter a screen to reset the encounter rate
  33. Buffer Glitch = use the Buffer Glitch to gain access to an item or area - see https://youtu.be/0XlAM3mTu0Q [NS/PC only, not XB]
  34.  
  35. Settings/Technical Things (recommended, but you can play how you want):
  36. - Japanese Audio
  37. - Message Speed Quick
  38. - Revert to Original (Battle Cursor Position)
  39. - Preload Before a Run (Start a new game with any character and exit to the menu, since the first load is slowest)
  40. - Note that loading games directly from console is usually faster than loading from an SD/memory card
  41. - Always Hold B to Skip Cutscenes, unless the textbox/scene is so short that it's faster to mash (Ex: usually 1-2 textbox scenes)
  42.  
  43. ########################
  44. ########################
  45.  
  46. Tressa 1:
  47. Buy Wolf's Bow do C1
  48.  
  49. Break/Flee all encounters (T1 Flee fastest) - 2 in first map by walking at first, 2 in cave by running (small chance of 3rd)
  50. Get Refreshing Jam before boss (left of boss in hidden path that goes up-right)
  51.  
  52. Mikk and Makk (heal HP before this if you were damaged)
  53. T1-3: Tradewinds Mikk (right guy until broken)
  54. T4: Tradewinds x4 Mikk to KO him
  55. (You can swap the following turns to Grape sooner/later as needed.)
  56. T5: Tradewinds
  57. T6: Grape
  58. T7: Tradewinds x4
  59. (If needed, you can Grape again if HP is low, and then adjust turn actions/skip the Defend on T9 to just Bow.)
  60. T8: Bow
  61. T9: Defend
  62. T10: Bow
  63. T11: Tradewinds x4
  64. Finish C1 and do Kit's quest
  65. TP Rippletide and buy Thunder S + M from Tony's Mother
  66.  
  67. Go to Whistlewood, get 1500 chest, and use both M stones to grind 2 battles.
  68. Whistlewood encounters (adapted from Laxlime's Nobles Caitless Changes so credit to them):
  69. - Spud Bugs, Howlers: Thunder M or Thunder S->Ice M for Howlers twice
  70. - 3 Froggen III + 1 Froggen IV and Tressa goes first T2: Thunder M then Bow Froggen IV
  71. - Anything else: Ice M
  72. - An alternative is one M Stone WW battle, then if 94 JP, force the Scholar Shrine battle against the bird + sheep. Defend/Spear on bird->Bow x3 on sheep->M Stone defeats them and yields 36 JP. You can also Bow the bird instead of Defend, but I think Defend is safer to minimize damage and stop the sheep's turns asap. You may need to KO some optional battles later to make up Hired Help JP though.
  73.  
  74. Get Hired Help and KO encounters with Tradewinds/HH Bandits until 130 JP (maintain > 2500 leaves always).
  75. (If low on money and Thunder S spare, can Spear->Thunder S->Tradewinds on ants or Bowx2->Thunder S on Meep)
  76. (If you ever get another Cait, just HH Bandits x2 and hope one at least hits.)
  77.  
  78. Walk into and get Scholar shrine (HH Dancers x2 + Bows to break Scholar shrine encounter and flee or just flee if its asleep/broken)
  79. Learn Firestorm + Lightning Blast
  80. Put on Evasive Manuevers
  81.  
  82. (Note: whenever >100 JP, learn Sidestep + Endless Items on too.)
  83.  
  84. Get Wind Amulet upon leaving Scholar Shrine
  85.  
  86. Tag Noblecourt, exit
  87. Get Light M
  88. Enter Forest of Purgation
  89. Get Light L + 20k
  90.  
  91. TP Rippletide
  92. Exit toward Warrior Shrine
  93.  
  94. Get 1200 chest near Cobbleston area
  95. Get Warrior Shrine
  96.  
  97. Tag Stonegard (if you get bull + bird encounter, HH Bandits x2 + Flee)
  98.  
  99. Go to Moonstruck Coast (HHB x2 + Flee bull + bird encounter again if needed)
  100. Force pirate encounter and use Light L (learn Sidestep + Endless Items on if > 100 JP, otherwise do it whenever possible)
  101. Get Merchant Shrine
  102.  
  103. Tag Goldshore, exit, and go to West Grandport Coast
  104. Get Wind L, exit to get Thunder M, reenter
  105. Get 20k and S+Q/Flee
  106.  
  107. Get Thunder L
  108. Tag Grandport, exit
  109. Go to Loch and get Wind L + 30k on the right
  110.  
  111. TP Stonegard
  112. Tag Wellspring
  113.  
  114. Exit and force encounter before Dancer Shrine: Wind L (remember, learn Sidestep + Endless Items on asap when possible)
  115. Get Dancer Shrine, exit
  116. Get Pom M and Imperial Lance chests before exiting upward, force encounter again before leaving: Wind L
  117.  
  118. Tag Sunshade (Get Old Coin on way in)
  119. Get Apothecary Shrine
  120.  
  121. (You should be level 11 at least for these shopping sections for minorly improved discount chances)
  122. TP Stonegard
  123. Purchase
  124. - from entrance Townsperson lady NPC, Purchase Tough M 2,280
  125. - from Townsperson lady NPC right before entering bottom right Stonegard Valleys, Purchase Shadow M 1,615
  126. - from Elderly Shopowner in Stonegard Valleys bottom-left shop's front, Purchase Elemental Augmentor 6,000
  127.  
  128. TP Grandport (need 76,737 here but even with VERY bad luck, my minimum tests had 80k+; you can sell Imperial Lance if needed though)
  129. Purchase in Grandport:
  130. - Tales from a Faraway Land 6,365 from Merchant right of item store
  131. - Nourish M 2,040 + Magic M 2,040 from Tavern's middle Merchant (1st and 3rd nuts)
  132. Purchase in Grandport Market:
  133. - Pom L 2,184 from left Bazaar Shopper (1st slot)
  134. (Get Silver-Filled Pouch left of the beach)
  135. Then Purchase more in Grandport Markets:
  136. - Pom L + Refreshing Jam + Rev Jam (1,680 + 7,500 + 10,000) from Merchant to his left
  137. - Pom M + Pom L (494 + 2,184) from lady up a little from him
  138. - Rune Glaive from NPC above her (42,250)
  139. Go to the Bazaar and get 25k + Dazzling Artwork
  140.  
  141. TP Wellspring, exit
  142. Get Grape M in center of next map
  143. Go to Eastern Marsalim Sands and go toward Catacombs
  144. Get Thunder L
  145. Enter Marsalim Catacombs
  146. Get Rev Jam
  147. Buffer Glitch for Master's Spear
  148. Exit
  149.  
  150. Tag Marsalim
  151. Shop Buy:
  152. - 11 Grape M (2860)
  153. - 11 Plum (2640)
  154. - 11 Plum M (9,900)
  155. Purchase:
  156. - right entrance Know-it-all's Father second and third items, Magic M + Resistant M (2,880 + 2,880)
  157. Quest
  158. - Talk to quest giver Old Aristocrat in center square and do quest, skip 2 cutscenes to get 11k + Alluring Ribbon
  159. Get
  160. - 3 palace chests (High House Armor + 25k + Enchanted Circlet)
  161.  
  162. TP Sunshade, exit
  163. Tag Quarrycrest, do not start Tressa 2, exit
  164. (If no EI'd L Stone, get Derelict's Wind L here)
  165. Tag Bolderfall, purchase Nourishing Nut from entrance lady and exit
  166.  
  167. Get Hunter Shrine (+ Olive of Life L)
  168. Use EVERY NUT
  169. Equip + optimize
  170. Job + Hunter + Leghold + Arrowstorm
  171. Heighten Senses ON
  172.  
  173. Tag Victor's Hollow (Wind L if encounter but if you go straight left from Hunter Shrine then down, should avoid 95% of the time)
  174. Purchase
  175. - entrance Townsperson's Nourishing M + Magic M (2280 + 2280)
  176. - top Merchant just before the Arena Gate, Robe of the Flame 47,880 (can sell at shop if needed but shouldn't)
  177. Enter Victors Hollow: Arena Gates
  178. - Purchase from Gossipy Townsperson guy on right when you enter, 2 Shadow M + Bottle Blind (1,615 + 1,615 + 190)
  179.  
  180. TP Noblecourt, exit
  181. Go VERY bottom left and get 5k chest
  182. Force encounter of bird + sheep: Arrowstorm->Light M
  183. Enter Hollow Throne
  184. From the leftward 2 chests, get Pom L + Rev Jam
  185.  
  186. TP Victors Hollow, exit (force the upcoming two encounters if needed)
  187. Thunder L on encounter before entering Western Stillsnow Screen
  188.  
  189. Force encounter before Cleric Shrine and use Thunder L if Snow Yak buffalo thingy is there, otherwise any non-shad L
  190. Get Cleric Shrine, exit
  191.  
  192. Enter Maw of the Ice Dragon
  193. Get 30k, exit and reenter
  194. Buffer Glitch for Forbidden Dagger
  195. Get Shadow L + Refreshing Jam
  196. Boss Reset once more and Save
  197. Exit (use Arrowstorm to break any encounters, can L Stone followup to defeat if all war wolves, if Caits, skip arrowstorm and do Vets x1 reloading if you miss, anything else just Arrowstorm into Flee or Flee if Arrowstorm will not break)
  198.  
  199. Go toward Northreach
  200. Encounter: HHB x2 -> non-Shad L Stone for Reptalios
  201. (If you had 0 EI procs and got battle from Hunter Shrine->Victors Hollow, you might be out of non-Shadow L stones, so toss the Shadow L and then get the top left Shadow M chest to replace it. If you got this Reptalios encounter early, save at the top before entering Northreach.)
  202.  
  203. (You now have 3 Shad M + 1 Shad L or at worst 4 Shad M - PRESERVE 4 SHADOW STONES FOR STEORRA AT ALL COSTS - you can also still get the 1 optional Shad M in the top left of this screen outside Northreach to have 5 Shad, which lets you toss the L or use one somewhere of your choice. But always have 4 for Steorra at the very least.)
  204.  
  205. Tag Northreach - Purchase female NPC Angela to the right, Purchase Magic L (5,472)
  206.  
  207. TP Quarrycrest, exit
  208. (If encounter to Thief Shrine, EI'd non-Shad L or Flee or Tradewind ArmorEater->Axe x3 ArmorEater->Thunder/Light M), very weak)
  209. Get Thief Shrine
  210. Get Pom S
  211. Enter South Orewell Pass, S+Q
  212.  
  213. Enter Dragonsong Fane
  214. Get Crystal Helm + Pom L, S+Q
  215. Get Conscious Stone, Save on way to exiting Dragonsong Fane
  216. Save on way to North Riverford Traverse
  217.  
  218. Tag Riverford, exit
  219. Get Wind L and enter Refuge Ruins - Boss Reset, Get Refreshing Jam
  220.  
  221. Job Apothecary + Empoison (need 76 SP minimum, so heal SP if needed, HP doesn't matter)
  222.  
  223. "I am ready" to boss
  224. Gigantes
  225. The fight is free, but you want to be sure to Collect him. This is an example script, but depending on turn order, you may be behind on one poison tick of damage or not, usually finishing on T8. Adjust as needed and make sure to do a boosted Collect before he's defeated. Reload autosave if you mess up the Collect.
  226. T1: Sidestep
  227. T2: Sidestep
  228. T3: Sidestep x4
  229. T4: Empoison
  230. T5: Empoison
  231. T6: Empoison
  232. T7: Collect x4
  233. T8: Sidestep
  234. T9: Empoison
  235. T10: Sidestep
  236. Get Enchanted Rod + Force Shield
  237.  
  238. TP Stonegard
  239. Go to Tomb of Kings
  240.  
  241. Menu before entering:
  242. - Items, USE ALL NUTS
  243. - Equip, Optimize + Elemental Augmentor + Alluring Ribbon
  244. - if >= 630 JP, Job Cleric + 3 skills (do this whenever >= 630 JP in this grind, then job Scholar)
  245. - Job Scholar
  246. Support Skills:
  247. - Evasive Maneuvers OFF
  248. - Inner Strength On (do this whenever you get 630 JP in this grind)
  249. Enter Tomb of Kings and grind for 7400 JP (4000 JP more for Saving Grace since you have 630 for Inner Strength already, 600 JP more for Hale and Hearty since you have 30 for Empoison already, and 2800 JP for Hardworker once Steorra is defeated)
  250.  
  251. Get these items during the 7400 JP Grind (no rush, this takes 23 minutes ish from tests):
  252. - Bottle Blinding Dust
  253. - Fire L
  254. - Curious Antique
  255. - Bright Stone
  256. - 9400
  257.  
  258. Wind Enemies: LB x2, then Fireball/Tradewinds to finish if its a group/single
  259. Thiefs: LB x2
  260. Caits: LB x2
  261. Light Sentinels: HHM, then Fireball x3
  262. Light Sentinels with Light Guardians: Defend, then LB x3
  263. Light Remnant with Light Guardians: HHM, then LB x3
  264.  
  265. You are done when 7400 JP
  266. You should be level 31-32 leaving, usually 31 (grind extra for level 31 if not)
  267. You should have gained at least 55k from the grind and usually closer to 60k or so (55-70k range depending on Caits/encounters in my tests)
  268.  
  269. 7400 JP Menu:
  270.  
  271. Equipment:
  272. - Alluring Ribbon OFF
  273. Job:
  274. - Cleric + all skills to learn Saving Grace
  275. - Apothecary + Rehabilitate + Amputation to learn Hale and Hearty
  276. - Hunter and stay on Hunter
  277. - You should have 2800 JP leftover unused for Starseer battle
  278. Support Skills:
  279. - Evil Ward over Inner Strength
  280. - Endless Items still ON
  281. - Heighten Senses still ON
  282. - Evasive Maneuvers
  283.  
  284. Exit Tomb of Kings
  285. Go to West Everhold Pass
  286.  
  287. Get Light L + Silver-filled Pouch
  288. Save
  289. Get Pom M
  290. Encounter: Arrowstorm -> Fire L -> Tradewinds (Winged Serpent will have 248 left and Tradewinds does 500+ unboosted; it shouldn't defeat you since your pdef and edef and HP are all fairly high)
  291. (If you wipe, just Get Pom M and enter Everhold, skipping encounter, its just for the convenient JP for later)
  292.  
  293. Enter Everhold Tunnels
  294. Get Pom L
  295. Boss reset
  296. Get 35k
  297. Boss Reset
  298. Get Death Cleaver
  299.  
  300. At level 31, we get improved discounts, so TP around to purchase:
  301. Marsalim:
  302. - left entrance Townsperson third item, Refreshing Jam for 14,250
  303. - rightward weapon store Townsperson's 2 Pom L (3,192x2)
  304. - center Swordsman Yuri's Dragonscale Armor (45,600)
  305. Riverford
  306. - from right entrance NPC, Purchase Pom M
  307. - from Servant just outside Tavern, Purchase Refreshing Jam 14,250
  308. - from Merchant right next to Weapon/Item shop, Purchase Pom L 3,192
  309. - from Old Man just to the right, Purchase Tough L 5,472
  310. - from guard outside house on the right, Purchase Nourish L + Tough L (5,472 + 5,472)
  311. Exit Riverford
  312. Enter Refuge Ruins and get Clarity Stone
  313. (We didn't get this earlier due to high encounter chance from looting Force Shield too.)
  314. Bolderfall:
  315. - Purchase Wakeful Stone 10,800 from Guard Captain in front of Cordelia's Ravus Manor Gate house
  316. Rippletide:
  317. - Purchase Rev Jam from Tressa's Pa (19k)
  318. - Purchase Resistant M from Tressa's Ma (2,280)
  319. Northreach:
  320. - entrance guy, Purchase Empowering Necklace + Refreshing Jam (19k + 14.25k)
  321. - 2 Pom M from leftmost guy (722 + 722)
  322. - front of Item Shop guy, all his items: Resistant L + Fool's Gold Ore + Curious Antique (1,728 + 2,400 + 5,700)
  323. - guy left of Weapon Shop, talk to him from directly below him, Purchase Refreshing Jam (15k)
  324. - Get Refreshing Jam in rightmost house
  325.  
  326. USE ALL NUTS
  327.  
  328. TP Noblecourt, go toward Wipsermill
  329. Get Pom M + Cat's Eye
  330. Arrowstorm to break and Flee encounter
  331. If you got the encounter extremely early before Cat's Eye chest, can use Save Point just in case
  332.  
  333. Tag Wispermill
  334. Get Thunder M
  335. Weapon Shop:
  336. Buy
  337. - 2 Protective Bracelets (6500 + 6500)
  338. Sell
  339. - Old Coin
  340. - Fool's Gold Ore
  341. - 2 Silver-Filled Pouch
  342. - 2 Curious Antique
  343. - Dazzling Artwork
  344. - Cat's Eye
  345. - Enchanted Rod
  346. - Imperial Lance
  347. - Master's Spear
  348. - Forbidden Dagger
  349. - NOT DC Axe
  350. - Enchanted Rod
  351. - NOT Crystal Helm
  352. - High House Armor
  353. - NOT Dragonscale Armor
  354. - NOT ALLURING RIBBON / 2 Protective Bracelets
  355. - Wind Amulet
  356. - NOT Wakeful Stone
  357. - Bright Stone
  358. - NOT Clarity / Conscious Stones
  359. - NOT Empowering Necklace
  360. - Olive of Life L
  361. You should definitely have at least 155k here, very likely much more (other test had 180+k)
  362.  
  363. Exit and go into Shrine of the Starseer
  364. Get Light L, Flee Encounter or Break + Flee (all remnants are weak to HHM)
  365.  
  366. Go to Save Point
  367. Job Apothecary
  368. Equip
  369. - Optimize (puts on DC)
  370. - Empowering Necklace
  371. - Clarity Stone
  372. Support Skills
  373. - leave Endless Items ON
  374. - Hale and Hearty
  375. - Saving Grace
  376. - Persistence (this may help on her sword weakness to give you an extra defense buff turns to force her to waste a turn on Celestial Intervention but is semi-rare to help much.)
  377.  
  378. Heal HP with First Aid (early Jam so SP doesn't matter)
  379. Save
  380.  
  381. Going into Steorra, at minimum now you should have:
  382. - 150k
  383. - 9 Refreshing Jams
  384. - 4 Rev Jams
  385. - 1 Thunder M
  386. - 4 Shadow M OR 3 Shadow M's/1 Shadow L
  387. - 2 Light L
  388. - and possibly other EI'd Stones or resources.
  389. You can use these all freely, but it is recommended to conserve Rev Jams if possible. We get 3 more Rev Jams in the route (1 in each of Dreisang/Balogar/Winnie's dungeons) with 1 backup (Sunshade Tavern) though, and we only need 4 Rev Jams minimum for Winnehild later, so even using them all up is technically fine here, but the fight shouldn't require that many resources.
  390. (We get 5 total Refreshing Jams later btw which is enough for the run - 1 Refreshing Jam each from Steorra/Balogar/Dreisang and 1 in this Starseer dungeon/1 in Captains' Bane, and there are backups in Sunshade tavern/Quarrycrest/outside Goldshore too.)
  391.  
  392. Steorra Battle
  393.  
  394. Because the fight is so long and varies with turn order and Steorra's attack order, it's not possible to make a full script. But I will detail the strategy and show an example start of a script. The goal of the Steorra battle is to bring her to 53-54% Collect with Veterans and Empoison, then do the AI Loop Glitch with either the Light L or an extra set of Veterans. We heal with Refreshing Jams and First Aid (Jams are better but try to conserve them - my tests average about 8 Refreshing Jams and 1 Rev Jam, excluding EI procs, across the whole battle, which takes about 25 minutes on average).
  395.  
  396. Start the battle with stacking many turns of poison while healing with Refreshing Jams/First Aid, then when she does NOT have Starsong up, do Vets x4 to bring her to 3 shields. Time the battle and Tressa's BP to have >4000 HP and 5 BP with Steorra NOT having Starsong up, then do Vets x4 to break her and then Vets x3 to follow-up burst her. Before doing all this, try to have some stacks of poison up, so she's taking passive poison damage too.
  397.  
  398. After this, she will shift to either 4, 8, or 12 shields. The goal is to bring her to 1 shield quickly.
  399.  
  400. - If 12 shields, Rev Jam and do Bow x4 and keep doing Bows until she activates Physical Reflect, after which use Icicle/EI'd Fire stones to bring her to 1 shield. You may need to use extra Rev Jams for Bows. (Btw, if she gets Starsong up or Reflect up, you will likely miss your Bow attacks and not be able to attack through the Reflect unless you set up Sidesteps beforehand.)
  401.  
  402. - If 8 shields, do Hired Help Mercs to bring her to 1 shield or you can use Tradewinds or Thunder/Wind Stones. (If HHM, she will usually waste a later turn of hers to cancel your defense buffs with Celestial Intervention, which is convenient.)
  403.  
  404. - If 4 shields, toss 3 Shadow Stones to bring her to 1 shield, then save the last for break. If you have L's, toss them first if they won't over-damage her.
  405.  
  406. At 1 shield, keep using Empoison to bring her to 54% by counting the poison ticks. Note that she takes poison damage on the last action of the round, but the poison counter does not decrement until the start of next round at the same time you generate BP.
  407.  
  408. Also, you will want to bring her to an EVEN Collect % percentage since Empoison always adds 2T of poison (each poison is 1% added, so each Empoison is essentially doing 2% total). I.e. if she's at, say, 47% without any poison or an even number of poison ticks, you want to do a bit of damage to push her to 48%. This can be done with Tradewinds/Icicle/EI'd Stones, your choice.
  409.  
  410. Time your poison so it brings her to 54% Collect and stops with her at 1 shield remaining too.
  411.  
  412. At this point, keep healing with Refreshing Jams and wait until you can do the AI Loop Glitch:
  413.  
  414. - in a round, Tressa goes last and for next round, goes in-between Steorra's 2 actions (and Steorra is at 54% Collect and 1 shield)
  415.  
  416. - for her last action, Tressa damages Steorra to 55% Collect or more (the Light L you got from Everhold area is a guaranteed ~1.5% or you can do another Veterans/Boosted Vets if you are at 53% or not quite 54%)
  417.  
  418. - for her in-between action next round, Tressa breaks the 1-shield Steorra (12 shields use Icicle, 8 shields use Tradewinds or Hired Help Mercs, and 4 shields use Shadow Stone M or L)
  419.  
  420. This loops Steorra into a shield shift and Shooting Stars every turn, so you can freely use First Aid slowly to heal, while letting Empoison damage her down.
  421.  
  422. After looping Steorra, try not to use any more Stones, Jams, Vets, or other resources. While they accelerate the fight a bit, we want to conserve as much as possible for the next 3 superbosses.
  423.  
  424. Keep using Empoison and stack 8-9 turns of poison on her, and heal with First Aid. First Aid should be healing about 2300 per turn, while each of her Shooting Stars should do 600x3 (or 1800) each turn, so you shouldn't be at risk of wiping if you don't get careless.
  425.  
  426. If you get excess BP, have many poison ticks, and are already overhealed, you can use spare turns to do boosted Tradewinds x4 on her 8 shield or boosted Icicle x4 on her 12 shield for extra damage. They do about 1750 damage on her 4 shield Shadow set, but if she's weak to the element, it does 2300 ish on her other sets.
  427.  
  428. You shouldn't need to heal SP but can use plums if necessary.
  429.  
  430. Once Steorra is at 95-100% Collect (100% better and recommended since 105% Collect is when the enemy is KOed), Collect her for 40k before the end. You can start just Defending or using Tradewinds/Icicle when she's close to being KOed too.
  431.  
  432. Example starting script:
  433.  
  434. T1: First Aid
  435. T2: Empoison x3
  436. T3: Refreshing Jam
  437. T4: Empoison
  438. T5: Refreshing Jam
  439. T6: Refreshing Jam/First Aid
  440. T7: Empoison
  441.  
  442. But honestly, a lot of this is adapting to the turn orders. Try to overheal when possible. Boosting First Aid to heal is inefficient since boosts don't add much to their healing, but boosting Empoison is normal efficiency.
  443.  
  444. Some other notes about the battle:
  445. - Baleful does about 1800 to you (no element), Wandering Star does about 1400 (no element), and Shooting Stars does about 600x3 for 1800 (wind, light, and dark elements). You heal about 2300 with unboosted First Aid and about 5k with x4. Vets range from 2k-4k unbroken to broken depending on if they crit which isn't guaranteed on Steorra. Jams of course heal equal to your HP and SP.
  446. - do NOT over-damage her with too many poison ticks as bringing her to 55% Collect or more is an instant loss.
  447. - she can easily switch turn order with Starsong, so be prepared for potentially 3-4 turns of damage. She can wipe you from max health if she goes 4 times before you.
  448. - during the 12 shield phase, using Bow over Spear to bring her shields down is better because Tressa can miss and Wolf's Bow has a slight accuracy bonus.
  449. - at 54% Collect and 1 shield, keep healing with Jams, not First Aid, to maximize HP overhealed. You want to be ready to tank the hits necessary to guarantee pulling off the loop.
  450. - Try not to use too many Jams or Vets though if possible as they help a lot during the next bosses. My tests used about 8 Refreshing Jams and 1 Rev Jam on average, excluding EI procs.
  451. - do NOT Vets her on Starsong turns as she has buffed defenses. Vets do 2k or 2.6k on her sword weakness when she's unbroken, and Vets are not guaranteed to crit either. Vets x2 does 2700x2 on her Shadow weakness with no Starsong but will do more on her sword weakness obviously.
  452. - it is possible to trigger AI Loop Glitch without going last and by using poison instead. But you should make sure she DOES have Starsong up beforehand. In a round where you go before her last action of the round. Then next round has you go in-between her actions. If you Empoison her, she will take 1% from the poison tick to bring her to 55% at the end of her turn. Then for your in-between action, you can break her. (This is a bit harder to pull off, and you need Starsong up to guarantee the turn order won't shift for next turn. Alternatively, if you do this in the turn right after Starsong ends, she will not activate it again right away too).
  453. - The AI Loop Glitch's drawback is that the fight is long (25 minutes on average from my tests), and Steorra can not be broken again with your abilities.
  454. - If you have an empty turn somehow in the beginning half, you can Sidestep. This actually will make her use Celestial Intervention to waste one of her turns usually. But do not seek it out, only do it if you somehow are overhealed and have the poison set up properly already. (Usually, if you have an empty turn like this, it means you were inefficient with Jam usage honestly).
  455.  
  456. Average resources used: 1-2 Light L, 90-120k (Vets x4, x4, x3 and then may need another Vets to trigger the loop if couldn't damage in time and Light L wasn't enough), 8 Refreshing Jams, 1 Revitalizing Jam
  457.  
  458. Average battle time: 25 minutes on Switch physical edition
  459.  
  460. Extra resources: Aside from conserving the 4 Shadows for breaking her potential 4 shield set, you also have the Thunder M form Wispermill and also any EI'd or spare Stones and can use them to chip her as needed to help with the loop.
  461.  
  462. After the battle, menu:
  463. Job to Starseer
  464. Learn Divination + Starsong to learn the Hard Worker passive
  465. Support skills:
  466. - ALL OFF, then go down:
  467. - Inner Strength
  468. - Evasive Manuevers
  469. - Heighten Senses
  470. - Hard Worker
  471.  
  472. Hold left until you hit cliff's edge, get Refreshing Jam
  473.  
  474. TP Goldshore, exit
  475. Go to Captain's Bane (Shooting Stars x2 if encounter on way)
  476.  
  477. Equipment:
  478. - Alluring Ribbon ON
  479. - Elemental Augmentor ON
  480. Support skills:
  481. - Evasive Manuevers OFF
  482.  
  483. Grind 4000 JP, spending each 2000 immediately to learn any Starseer skill and unlock and put on:
  484. - Boost Start in empty EM slot
  485. - BPEater over Heighten Senses
  486.  
  487. Grind 6500 JP before spending all JP at once to unlock:
  488. - 4500 JP for Patience
  489. - 2000 JP for Divine Aura
  490.  
  491. Get this loot during grind:
  492. - Articulate Stone
  493. - Refreshing Jam
  494. - Energizing Pomegranate (L)
  495. - Optional: Healing Grape Bunch
  496. (For simplicity, you can also just get every chest in the dungeon since you're in here a while.)
  497.  
  498. Plum S to 140 SP at least each battle (105 SP if got Boost Start, 70 SP if you got BPEater)
  499. Grape M/any to 2100 HP at least each battle
  500.  
  501. Encounters: (may optionally save every so often as it's semi dangerous before unlocking Boost Start/BPEater)
  502. 3 Scythe Crab + 1 Black Scissors Shooting Stars -> Shooting Stars x3
  503. 2 Scythe Crab + 2 Black Scissors Shooting Stars -> Shooting Stars x3
  504. 1 Mossy Turtle + 3 Scythe Crab: Shooting Stars -> Shooting Stars x3
  505. 1 Azure Urchin (spikey thing) + 3 Scythe Crab: Shooting Stars -> Shooting Stars x3
  506.  
  507. 2 Davy Bones + 1 Wind Elemental: Shooting Stars x2 -> Shooting Stars
  508. 2 Buccaneer Bones + 1 Wind Elemental: Shooting Stars x2 -> Shooting Stars
  509. 3 Wind Elementals: Defend-> Shooting Stars x3
  510.  
  511. 2 Scythe Crab + 1 Reaper Crab Shooting Stars x2 to beat crabs, Grape M if low since Reaper's Rampage does
  512. 1000 and do Shooting Stars until Shooting Stars x4, extremely dangerous
  513. After Boost Start:
  514. - Do Shooting Stars x3 -> Shooting Stars and do follow-up Shooting Stars x2 or more as needed
  515. After Boost Start and BPEater:
  516. - Do Shooting Stars x3 -> Shooting Stars and do follow-up Shooting Stars x2 or more as needed
  517. (Some are ranges and can Tradewinds if only one enemy left like Black Scissors at level 37.)
  518. (Reaper after BPEater is Shooting Stars x3 -> Defend -> Shooting Stars x2)
  519.  
  520. After 6500 JP (should be level 40 or very near there BTW):
  521. Job:
  522. - Starseer + learn last normal skill to unlock Divine Aura
  523. - Hunter + learn all normal skills to unlock Patience
  524. - Apothecary and stay on Apothecary
  525. Support Skills:
  526. - ALL OFF
  527. - Boost Start
  528. - Heighten Senses
  529. - Evasive Maneuvers
  530. - Evil Ward
  531. Equipment:
  532. - Optimize (puts on DC Axe)
  533. - Protective Bracelet
  534. - Protective Bracelet
  535. First Aid to full HP
  536.  
  537. TP Victor's Hollow, exit toward Shrine of the Archmagus
  538. Flee/Break + Flee all encounters (HHB breaks Duskbarrow encounter and VH one, HHM breaks all Remnants)
  539.  
  540. Enter Shrine of the Archmagus
  541. Get 20k chest on right
  542. Get Rev Jam in top right
  543. Go straight left to Save Point
  544.  
  545. Support Skills:
  546. - ALL OFF
  547. - Saving Grace
  548. - Hale and Hearty
  549. - Divine Aura
  550. - Patience
  551.  
  552. First Aid to Full HP
  553. Plum to Full SP
  554. Save.
  555.  
  556. Going into Dreisang, at minimum now you should have:
  557. - 150k
  558. - 3 Refreshing Jams (1 from Steorra, 1 from Starseer dungeon, 1 from Captains' Bane)
  559. - 1 Rev Jams (1 from this dungeon)
  560. - Plum M (need 6-7 and shouldn't have needed to use all of them on grind)
  561. - probably many Wind L from Elemental drops and possibly other EI'd Stones or Jams/other resources.
  562. You can use these all freely, but Dreisang from my tests only needs the 6 Plum M and 150k and is consistent and mostly safe if played correctly.
  563.  
  564. Dreisang Battle
  565.  
  566. The goal of the Dreisang battle is to keep Empoison up the entire battle, bring him to 55% and keep defending until he uses Extreme Elemental Augmentation, then break him and do Vets x4 x3. Then when he gets his next shield set, burst again with Vets x4 then again break with Vets x4 and do Vets x3 while having poison up the entire time. Try to Collect him when he's at 90-100%+ (falls at 105% Collect).
  567.  
  568. Before the 54% mark, set up 7-9 Sidesteps to minimize damage in the second half, chip his shield down to 1 shield with normal axe attacks, and keep using First Aid/Plum M to heal HP/SP. boosting First Aid is inefficient but should be considered as 55% approaches. Defend when necessary, especially if you're debuffed while he is buffed.
  569.  
  570. He casts Divine Majesty every 5th turn right when the previous one wears off, and he casts Extreme Elemental Augmentation at 50% HP (55% Collect), and then he casts it every 5 turns. Alongside DMajesty, he also does normal attack as well in that round.
  571.  
  572. Try not to use any Jams, but you can use a Pom M or Pom L or two. You can use Jams though and get the backup ones later.
  573.  
  574. Example Starting Script
  575. T1: Empoison x2
  576. T2: First Aid
  577. T3: First Aid/Empoison
  578. T4: First Aid/Empoison
  579. and continue, healing and turtling, Defending, and keeping note of what I wrote above.
  580.  
  581. This fight is currently not fully optimized for the resources in this run but is at least mostly consistent.
  582.  
  583. After the battle,
  584.  
  585. Menu:
  586. Job:
  587. - Job to Dancer and learn 3 skills for Eye for an Eye
  588. - Job to Merchant and learn Rest
  589. - Job back to Apothecary and stay
  590. Support Skills
  591. - ALL OFF
  592. - Evil Ward
  593. - Evasive Maneuvers
  594. - Heighten Senses
  595. - Boost Start
  596.  
  597. TP Stonegard, exit
  598. Go to Shrine of the Runeblade
  599. Get 50k + Rev Jam
  600.  
  601. Flee or Break/Flee encounter (all Remnants are weak to Swords so you can break with HH Mercs)
  602. Get to Save Point
  603.  
  604. Menu:
  605. Support Skills
  606. - ALL OFF
  607. - Endless Items (NOT Saving Grace)
  608. - Divine Aura
  609. - Patience
  610. - Eye for an Eye
  611. Equipment:
  612. - Wakeful Stone
  613. - Conscious Stone
  614.  
  615. Heal HP with First Aid
  616. Heal SP with Plums
  617. Save.
  618.  
  619. Balogar - TAB TO AXE ASAP, Poison and Sidestep
  620.  
  621. The goal of the battle is to use Hired Help Mercs or Sidesteps in the first 25% of his health, then switch to Bow and use Poms and Sidesteps only for the remaining 75%. Set up a lot of Sidsteps (7-9) and maintain them, esp in the latter 50%
  622.  
  623. From 75-50%, use L stones on break or Amputation x4 for 5k ish damage. Amputation x1 only does 1200 and M stones do 2200 while poison is about 1900.
  624.  
  625. After 55%, start doing Veterans x4 x3 etc, and Collect him for 40k before the end.
  626.  
  627. If Hired Help shows that money count is at 43k, stop using Veterans. (If you need to buy backup jams, stop at 65k ish.)
  628. We get 20k from beating Balogar + ~4k + ~2k (both from Eye for Leaves) + ~37k in selling Armor/items = 63k
  629. We want 3 Vets (90k) and 5 Dancers (15k) and HH Mercs 1k for 106k total for Winnie. (63k + 43k = 106k with some buffer.)
  630.  
  631. You can use up all your Poms here, and it is fine. A Pom L could help vs Winnehild but isn't likely to be needed or useful.
  632.  
  633. After battle Menu:
  634. Jobs:
  635. - Job to Runelord
  636. Equipment:
  637. - Empowering Necklace
  638. - Conscious Stone
  639. - Dragonscale Armor
  640. - Crystal Helm
  641. Support Skills:
  642. - ALL OFF
  643. - Evil Ward
  644. - Evasive Maneuvers
  645. - Heighten Senses
  646. - Boost Start
  647.  
  648. Before Winnehild, you may need backup buys. There is 1 Rev Jam in Winnehild's dungeon, but we want at LEAST 4 Rev Jams and 2 Refreshing Jams, though more is much better and safer. Thus you should try to have 3 Rev Jams and 2 Refreshing Jams when entering her dungeon.
  649.  
  650. Backups (your choice):
  651. TP Sunshade, enter Tavern
  652. - Go to NPC next to Barkeeper, Purchase Refreshing Jam + Rev Jam (10,500 + 14,000)
  653. TP Quarrycrest:
  654. - Purchase Refreshing Jam 16,500 from lady on the stairs just before Cyrus C2's house
  655. TP Goldshore
  656. - Go down to Unsavory Man and Purchase Refreshing Jam 14,250
  657. If you still don't have enough somehow, you can just go into Winnehild and hope for good Divine Aura luck.
  658.  
  659. TP Riverford
  660. Sell at shop if you're not at 103k (can sell Robe of Flame, Death Cleaver, Clarity Stone, Wakeful Stone, etc). You can run around a bit outside with Tressa to get more if needed too.
  661.  
  662. Enter Shrine of the Warbringer
  663.  
  664. Get Rev Jam
  665.  
  666. Get to Save Point
  667. Flee or Break/Flee encounter (all Remnants are weak to Swords so you can break with HH Mercs)
  668.  
  669. Support Skills:
  670. - ALL OFF
  671. - Saving Grace
  672. - Eye for an Eye
  673. - Patience
  674. - Divine Aura
  675.  
  676. Heal HP with Grapes
  677. Heal SP with Plums
  678. Save.
  679.  
  680. Going into Winnie, you should have:
  681. - 2 Bottles of Blind for backup blinding
  682. - 4 Rev Jams
  683. - 2 Refreshing Jams
  684. - 105k
  685. preferably more jams and possibly other resources, though it's rare to use a Stone L or Pom L (for extra Sidesteps/HH Mercs), but it does happen sometimes. It's not needed though.
  686.  
  687. Winnehild
  688.  
  689. You'll probably need a few attempts; I have about a 10% win rate and relies on Patience/DA luck.
  690. Start with Ice Rune x2 or Refreshing Jam or Rev Jam into HH Dancers x4 Ice Rune x3, and Refreshing Jam liberally to heal up. Dancers is the most consistent way to survive I found, aside from relying on luck from DA and Patience.
  691.  
  692. Pom L on any turns that you have excess and well set up already but its rare
  693.  
  694. Setup HH Mercs at 55% ish try to get up all x4 for 8 turns
  695.  
  696. Do T1 Rev Jam into HH Dancers x4 and hope for blind
  697. Set up ice runes and keep stack high
  698.  
  699. HH Dancers whenever 6 turns of blind or less
  700. Bottle Blind on empty turns where you can't boost but need blind asap (65% rate whereas HHD x4 averages 1.2 statuses per set)
  701.  
  702. Can Rest off Poison but usually inefficient but is an option
  703. Can Vets x4 x3 x1 her final set that doesn't have Ice weakness.
  704.  
  705. Use HH Mercs for Defense esp approaching 50%, and hover with Collect to watch her HP. At 55% she gets 3 actions and at 80% she does her 6 hit attack. Try to have Runes, Blind, Defense up, and Poison up in ample amounts/turns before reaching this, while being overhealed. This is very difficult.
  706.  
  707. On breaks, you can either attack with a rune for 8k or heal/prep for her oncoming onslaught. She always does Phoenix Storm out of break usually (can vary between 4-6 hits).
  708.  
  709. The battle is a lot of RNG and will probably take many tries. Good luck.
  710.  
  711. Time is when the final "You unlocked Warmaster as a secondary job!" pop up appears. GG.
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