FFVI - NENMG Part XI: Guardian

by: MoogleBoss
446
Second compulsory boss in the final dungeon. I arranged the parties so that the same team that fought Inferno would end up being present here as well. Throwing things does excellent damage and Mog's more useful here than anywhere else, with one Dance of his being especially effective against this boss (weak to lightning and water). We're very likely to die on the first turn if the boss decides to use Atomic Rays, and I don't think casting Mighty Guard helps. That means we mustn't see the move in this battle at all hence a lot of resets. Moreover, when the boss enters the Ultros battle program he's very likely to use a full-party Tentacle. Mighty Guard and full health still don't ensure survival. I got lucky here with Sketch casting Mighty Guard on the party (so that Gogo doesn't have to do it). One of the few cases when Sketch is actually useful, too. An offensive strategy is used here (with some exceptions when I felt I should use White Wind to heal the party), with things being thrown and Mog dealing additional decent damage. I quickly run out of Thunder Blades and start tossing Impartisans instead (most damaging weapon to throw that I have quite a bit of). When the party gets slowed, I avoid healing and try to end the battle before another irritating technique takes out the whole party again. This was fairly complicated but not nearly as bad as the three goddesses.
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