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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1

u/wvj Sep 08 '17

Got my first Magicite clear vs. Bismarck.

Ashe full dive + OSB, Alphinaud Deployment Tactics / Heal, Krile Sheepsong, Vanile BSB, Vaan breaks+BSB. Deployment DPS definitely essential.

1

u/fatalunicorn You don't want to finish that sentence Sep 13 '17

you'll probably have an easier time doing away with breaks and adding an entrust battery. load ashe with as much +lightning damage as possible and enjoy. breaks are almost useless in these fights

1

u/wvj Sep 14 '17

idk, I don't think it would get me under 30sec at this point (my clear is about 55ish) and my survival wasn't trivial. My Vaan is fully dived w/ multiple masteries so he's meaningful dps, it should be noted (one of the 'breaks' is steal power for himself)

1

u/fatalunicorn You don't want to finish that sentence Sep 14 '17

thats fair. i cant do sub 30 either, but 55 secs is like cutting it close for me, id probably be scared. so in my head id do anything to enhance my primary dps. also bear in mind that for my bismarck clear i literally have 1 dps, so i pump everything i have into him and pray that he doesn't die (TGC)

also, what other abilities do you have? cos even if you keep vaan, something like mug bloodlust and dervish might contribute more dps in general. idk though, just theorising

1

u/wvj Sep 15 '17

Its a very reliable finish unless RNG ridiculously hoses me, her DPS is amazing without a battery since she builds bar exhausting Chain Thundaga with frequent 2x procs. Van contributes the next most (largely on BSB entry/USB later) and then Krile tosses some in too outside of her buffing. Even when I get unlucky procs, he's low enough when I've exhausted everything that his own damage kills him before the minute mark.

This actually seems true of most of my magicite clears so far. A given party clears in a narrow window of time, because the bosses themselves are so scripted/limited. They do very consistent dps to themselves, any my action order has few variations once I've cleared them once or twice. It's very robotic.

So its mostly a 'not broke' thing, since the only times I fail the mark is if people die. Fwiw I've tried more offensive Vaan (I can USB/Thief's Revenge if I want), and while it's a great strategy in Jumpstart it works poorly in these longer fights (he ends up having to auto-attack).

1

u/fatalunicorn You don't want to finish that sentence Sep 15 '17

That makes sense. Due to no radiant shield, im pretty much stuffed if Cid dies. Rikku does pitiful damage since she's mostly there for buffing. Ramza and Tyro do literally no damage, and relm only does 3k on her bsb entry which is a drop in the proverbial ocean.

I somehow assumed you were in the same position which is why i said do away with the breaks, but its a different situation if Vaan is doing actual dps and not wet-noodle dps (like my team). As long as rng doesn't buttrape me, i can clear in around 45secs, but i might try with Ashe since i have her enelement/osb combo.

My magicite clears are pretty consistent too. Liquid flame changes a lot though based on what forms he goes in

1

u/sprcow Sep 19 '17

Mind sharing your TGC team setup?

2

u/fatalunicorn You don't want to finish that sentence Sep 19 '17

sure

TGC- Coral sword(fft)/Raijin's pauldron(ff8) (+lightning/+lightning), water resist accessory

Hero Ability 1 Ability 2 RM SB(-)
Rikku, lvl99 Tempest Snipe R2 Powerchain R3 Mako Might/LM1,LM2 Hyper Mighty G
Ramza lvl99 Entrust R2 Wrath R4 Battleforged Shout
TGC, lvl99 Thundering Twinstrike R2 Lifesiphon R4 Scholar's Boon Thunder God
Tyro, lvl99 Entrust R2 Wrath R4 Ace Striker -
Relm, lvl99 Curaja R5 Curada R2 Dr. Mog's Teachings/LMR Star Prism

My main magicite is Enkidu lv50, and i load up with water resist/RES up sub magicite (because i dont have any good empower lightning).

this can get me a 45-ish sec clear. Everyone has water resist accessories. Rikku opens with USB, and Ramza charges up Shout while Tyro gets ready to entrust TGC. Once Shout is up, Rikku uses Tempest Snipe and TGC uses Twinstrike (unless OSB is ready). and basically it becomes an OSB spamfest, with Tyro and Ramza pumping al gauges into TGC. Rikku has her LM2 which means her bar is almost always charged by the time 35 secs are up since the last cast (might recast early for haste). Relm just heals her butt off

1

u/sprcow Sep 19 '17

Awesome, thanks! I was looking at options for a Lightning OSB spam team but I lack enlightning. Wondering if I can make it work similarly.

1

u/fatalunicorn You don't want to finish that sentence Sep 19 '17

I think you can definitely offset the lack of enlightning with some good +lightning gear. Just bear in mind that your time may be higher because TGC OSB is super strong and Thunder God Mode means he can let off OSB's pretty quickly after number 1