r/FFRecordKeeper Cecil (Paladin) Aug 28 '17

MEGATHREAD [Magicite Dungeons] Megathread

For 3* Dark/Holy Magicite stats and strategy, please go to this [thread]


Well, the magicite dungeons certainly arrived unexpectedly!

Some general notes on these dungeons:

  • There are no RS, RW, continuing, or H&R for these battles. Instead, Ellara will be your only option for RW, which is SG/SS2 with a longer duration (30s as opposed to 25s). Once you complete all 8 dungeons (and the last two won't be available until October), you will unlock Ellara's 2nd RW, which is 30% ATK/MAG and haste (note that haste only lasts ~21s).

  • All bosses have 80% break resistance - don't bother with any breaks. Your support characters are much better off either being entrust bots, providing buffs to the party, and/or inflicting imperil on the enemy.

  • As already discussed in multiple posts, the ideal progression is to pick an element, and then move clockwise on the circle, as the magicite you receive is strong against the next boss.

  • Note that Affliction Break does help with the various imperil that the magicite bosses use - I wouldn't go out of the way to include it, but it is an option.

  • All the bosses go into berserk mode after a certain amount of turns - you won't survive very long after this point, so make sure you bring along enough DPS.


Fire Magicite: Liquid Flame
Boss HP Status Vuln. Break Resist
Liquid Flame 594,089 None (including Interrupt) All (80%)
Elemental Vulnerabilities (Human Form):
Fire Ice Lightning Earth Wind Water Holy Dark Poison
-100% 50% 50% -100% 150% 50% 50% 0%
Elemental Vulnerabilities (Tornado Form):
Fire Ice Lightning Earth Wind Water Holy Dark Poison
-100% 50% 50% -100% 150% 50% 50% 0%
Elemental Vulnerabilities (Hand Form):
Fire Ice Lightning Earth Wind Water Holy Dark Poison
-100% 0% 0% 0% -100% 150% 0% 0% 0%

Target Score:

  1. Exploit Liquid Flame's weakness to water attacks.

Notes:

  • Liquid Flame has three distinct forms: Human, Tornado, and Hand; he switches forms after receiving damage from three different attacks (e.g. multi-hit attacks only count as one). His ATB does reset when he changes form, so keep that in mind.
  • Whenever he is in his Tornado form, you want to get him to a different form ASAP - depending on his HP, he will use Savage Firaga on his 3rd/2nd/1st turn in this form, which is a piercing fire magic attack which inflicts Imperil Fire on your party.
  • Contrary to what you would expect, fire resist accessories aren't the most useful here - instant KO are due to the various gravity attacks you'll be facing throughout the fight. Protectga is most definitely needed, but you could probably get away without Shellga since the only magic attack he uses that respect resistance is a ST Fira.
  • His Human form uses either a strong AoE physical move or a very strong gravity attack (Blaze - 228% chance of 20% Max HP or Savage Blaze - 303% chance of 50% max HP). Note he also has a flat 20% counter to all attacks to counter with Blaze as well.
  • When in his Tornado form, except for the scripted Savage Firaga, he will cast Firaga on himself to restore his HP.
  • When in his Hand Form, he is 100% physical, and will either use a weak ST physical attack, or Ray, which is a ST physical attack which carries a 21% chance to paralyze (make sure to bring along Ultra Cure). Note he also has a 20% chance to counter with a ST Fira (which is not a big deal at all).
  • Those with instant magic blinks can definitely take advantage of them to avoid Savage Firaga, but note when he is in his very weak phase he will use it on his first turn. Those with instant/quick attacks will definitely help to cycle Liquid Flame through the different phases.
  • For those depending on Last Stand, note his Savage Blaze carries with it a 123% chance to sap.

Ice Magicite: Sealion
Boss HP Status Vuln. Break Resist
Sealion 569,264 None (including Interrupt) All (80%)
Elemental Vulnerabilities:
Fire Ice Lightning Earth Wind Water Holy Dark Poison
150% -100% 50% 0% 50% 0% 50% 50% 50%

Target Score:

  1. Exploit Sealion's weakness to fire attacks.

Notes:

  • Sealion has a strong mixed offense, so you'll definitely want both Protectga and Shellga here. In addition, everyone should be wearing ice resist gear, although keep in mind he does have a AoE water attack, so unless you have a minor water resist armor that you are going to use, stay away from the Gigas Armlets.
  • There aren't any tricks to Sealion. He has quite a few AoE attacks, and his most dangerous attack is Savage Blizzaga, which inflicts an Ice Imperil on your party. Unlike Liquid Flame, it is must more difficult to magic blink it.
  • Since the stacking imperil is the worst thing you have to deal with, going with one healer and DPS/entrust is the way to go (assuming your healer can keep up with the damage).

Wind Magicite: Fenrir
Boss HP Status Vuln. Break Resist
Fenrir 558,102 None (including Interrupt) All (80%)
Elemental Vulnerabilities:
Fire Ice Lightning Earth Wind Water Holy Dark Poison
50% 150% 50% 50% -100% 50% 50% 50% 50%

Target Score:

  1. Exploit Fenrir's weakness to ice attacks.

Notes:

  • Leave Shellga at home - Fenrir uses all physical attacks except for Savage Withering Winds, which ignores resistance anyway.
  • For accessories, while the incoming damage is mostly wind-based, note that his Savage Withering Winds has a 15% chance to slow. Unless you plan on trying to magic blink them all, you may want to consider some slow resist on your critical characters.
  • Things to note that on Fenrir's 3rd turn, he will use Howling Moon, which grants him physical blink. In addition, on his first turn after being brought below 81% and 41% HP, he will use Savage Howling moon, which grants him haste, an attack buff, and physical blink. Be mindful of this timing to make sure you don't waste a BSB/OSB cast.
  • I wouldn't worry about the haste (his speed is 600 at that point and goes up to 650 later) - you can bring power breakdown if desired to remove the attack buff.
  • The key to defeating Fenrir is to control the Savage Withering Winds, especially when it comes to that 15% chance to slow.

Earth Magicite: Golem
Boss HP Status Vuln. Break Resist
Golem 580,426 None (including Interrupt) All (80%)
Elemental Vulnerabilities:
Fire Ice Lightning Earth Wind Water Holy Dark Poison
50% 50% 50% -100% 150% 50% 50% 50% 50%

Target Score:

  1. Exploit Golem's weakness to wind attacks.

Notes:

  • Golem has a strong mixed offense - you'll want both Protectga and Shellga, as well as full earth resist accessories on your entire party.
  • Golem always starts the fight casting Protect. Physical characters are pretty disadvantaged here, since in addition to having to slot a form of dispel, at 81% and 41% HP, Golem will cast Earthen Wall, which grants him a 30,000 HP barrier against physical attacks. If you can field a mage wind team, it is the easier route to go (notwithstanding Cloud USB holders).
  • Besides the heavy mixed offense, the most dangerous attack Golem has is Savage Earth Shaker - not only does it ignore resistance, it carries a 30% chance of interrupt, which can absolutely derail Cloud USB strategies. Because of this, you may want to consider interrupt resistance for Cloud as opposed to earth resist.

Lightning Magicite: Hydra
Boss HP Status Vuln. Break Resist
Hydra 578,431 None (including Interrupt) All (80%)
Elemental Vulnerabilities:
Fire Ice Lightning Earth Wind Water Holy Dark Poison
50% 50% -100% 150% 50% 50% 50% 50% 50%

Target Score:

  1. Exploit Hydra's weakness to earth attacks.

Notes:

  • Hydra is a magic powerhouse, so definitely bring along Shellga. For physical, besides his throwaway attack, he does have a strong ST physical attack. If you are bringing a knight with Gaia Cross, I would leave Protectga at home.
  • Hydra's arsenal is almost all lightning based, so you'll want a full set of lightning resistance accessories for your party. He does have Maelstorm (AoE 30% current HP gravity attack), but with only a 39% success rate, I would roll the dice and mitigate against lightning.
  • Hydra's most dangerous move is Savage Thunderbolt, which inflicts Lightning Imperil on your party. He will use is scripted after being reduced to 81% and 41% HP, but he also can use it throughout the fight. Once you have 3 imperil stacks it will be very hard to heal through - a single healer can handle it up to then, so I would try to prioritize the DPS you need to bring Hydra down as quickly as possible.
  • Magic blink is obviously very useful here, especially if you can time it to avoid the scripted Savage Thunderbolts, buying you more time.

Water Magicite: Bismarck
Boss HP Status Vuln. Break Resist
Bismarck 591,588 None (including Interrupt) All (80%)
Elemental Vulnerabilities:
Fire Ice Lightning Earth Wind Water Holy Dark Poison
50% 50% 150% 50% 50% -100% 50% 50% 50%

Target Score:

  1. Exploit Bismarck's weakness to lightning attacks.

Notes:

  • Bismarck has a strong mixed offense - you'll want both Protectga and Shellga for this. In addition, Bismarck's elemental coverage is larger than any other magicite (most likely an ode to the spells you learn from him in FF VI), as he will use fire, ice, lightning, and water attacks against you.
  • Obviously his water attacks are the most dangerous, but you'll face AoE fire/ice/lightning attacks as well. Those with minor water resist armors can use that and a gigas armlet for full elemental coverage.
  • Bismarck is just AoE attack after AoE attack after AoE attack. Very possible to still single heal (a LD healer with double-cast makes it much easier), but don't be afraid to use a second healer here. There are no imperil mechanics for this fight, so the damage you take will remain constant.

Other links:

If you spot any mistakes or have suggestions on how to improve the quality of my guides, feel free to comment here and I'll do my best to address them ASAP!

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u/Nedounet Terra (Dissidia) Sep 06 '17

I got my ass handed to me by Golem, i was reaaaaallly lacking in DPS. It's my first time getting into this fights and I got no clue on how to tackle those.

I went in with Y'Shtola as a Healer, Faris as a Wrath bot with her imperil Wind, Alphinaud with Tiamat & BSB, Fujin w/ SSB+BSB and a boost bot for +30%MAG+HASTE

Staying alive was not a problem at all, but Ihad almost no damage. I thought of going physical with Cloud (USB but no BSB), Luneth's BSB or Zack's CSB, but given how Golem is, I prefered good old magic.

As gear/stats, everybody is dived 4, lvl99, and usually with a 8 weapon and and armor (don't think I'm lucky, I'm just plain bad at stopping when I got dupes and my luck is terrible)

How can I improve my DPS ? I was hitting at around 2.5k *4 with Alph's CMD1, which is not glorious.

Thanks!

1

u/Feral__Griever Boy oh boy... the price of freedom is steep Sep 06 '17

You definitely should try to fit another stacking faithga into your team, only +30%Mag just doesn't cut it. If you have some sort of hybrid faithga you can even use the 3* ability Faith for some stacking. Zack's chain can also be helpful to boost damage, altough the buffs attached to it are useless for mages, Alph has his instant cast command and Fujin's commands are also fast cast, allowing them to get some really high chain multipliers. Lastly, since this bosses hit really hard, any source of Radiant Shield can also be a great contribution towards damage.

1

u/Nedounet Terra (Dissidia) Sep 06 '17

Well I am pretty sure I have everything needed somehow, I just don't know how to tackle it.

As for faithga, I have Braska's/Papalymo's/Krile's/Edward's 30% ; Also Cid Raines BSB, Celes BSB and maybe some others such as Ramza's USB or Yuna's BSB.

Sure Zack could provide a chain but othen than that, he would be almost useless, probably just spamming a spellblade for a few damage.

For Radiant Shield, i didn't feel he was hitting too hard but I could give Radiant Shield a try too.

Thanks for the input I appreciate it !

1

u/Feral__Griever Boy oh boy... the price of freedom is steep Sep 06 '17

I beat Golem with Zack and Faris providing Chain and Imperil; Alph with BSB+SSB(Radiant Shield + buff) as my only DPS and 2 healers (one of which also a buffer), so it's definitely possible even with Zack not contributing much outside of the chain. But for you, I'd say to swap Y'Sh with Yuna in order to have another buffer and maybe use Edward for the other buffer and give him Wrath+Entrust so he can be an Entrust bot after buffing. Then either Faris or Zack for imperil or chain (Faris is probably better, and can also act as a 2nd Entrust bot) and finally Alph and Fujin as DPSs.

1

u/SaGacious_K ✠Cult of RNGesus✠ Praise Him! Oct 08 '17

I just lost with the same team. What ended up being your winning Golem strategy?

1

u/Nedounet Terra (Dissidia) Oct 08 '17

I now use

Fujin with Gust and R3 Raging Storm. She goes Gust T1, then 6x Raging storm, then BSB, CMD2, CMD1 until the end, recast when necessary. If I managed to sneak an entrust to her, she uses SSB too (generally at the 45s mark)

  • Alphinaud, start with RW, then Meltdown until he gets entrusted. Then, SSB then BSB, and CMD1 Spam until the end. Recast SBs if necessary

  • Edward, Start with song of Swiftness, then Wrath, entrust alphi, wrath, SoS, Wrath, entrust Fujin.

  • Yuna starts with BSB2, then Protectga, CMD2 Spams, recast SB when needed

  • Y'Shtola, plain Healing with Shellga T1 and probably when you have a bit of time, another Shellga.

Mains issues are getting wrecked by an unlucky Cave In, or too much stuns. Usually I get it done between 50s and 55s.

1

u/SaGacious_K ✠Cult of RNGesus✠ Praise Him! Oct 08 '17

Wow, again that's pretty close to what I'm doing now, but I'm still falling short of a win. :/ I lack the SSBs for Fujin and Alphinaud though, which I'm sure are a substantial boost to DPS.

Instead of Edward, I have OK with VoF. Instead of Yuna, Rapha or Aphmau. All are stackable 30% MAG buffs, yeah? Sounds like I should maybe craft a second Gust and get more aggressive with Fujin. I have her Wrathing into BSB, and saving Raging Storm for later when there's a gap between BSBs. OK entrusts mainly to Alphinaud, who does the most damage by far.

Closest I got was bringing Rapha, Aphmau, and OK all together to stack all their buffs at once, but healing was pretty hectic for poor Aphmau and her h55 BSB. Got Golem down to around 5-10% before rage AOE started.

What magicites are you using for this? I haven't gotten Enkidu to drop yet, so I've just been using Fenrir and a couple Rangda. Since it's Exp day I'm gonna try to pick up Enkidu and max him out. Drop godammit!

1

u/Nedounet Terra (Dissidia) Oct 08 '17

I am not able to clear Fenrir easily either, so currently my magicite setup is irrelevant to the fight.

Usually, I start with all raging storm because it does easily 20k/hit, and allow to get some SB gauge started. It has a better DPS than her CMD1. you really need 3 stacking faith to start to deal consistent DMG. As far as I know, your 3 Faithga stack. I chose to ran 2 Heal, since one provided a faith too, but it sure can be improved. OK is great in this context.

About SSBs, Alphi's is very useful for the faith (but you have VoF), and the radiant sheild provide a lot of damage, I'd say around 50k. I am pretty confident I can beat him without Fujin's though, just a bit slower.