Talk:Dark Visions - The Advent of Chaos 4

Geryth's Testimonial for Battle 4-2: Dark Alexander has uncoverable counters
Based on the abilities datamined and explained, I thought I could set up SS Charlotte as a passive provoke magic cover tank with 175% light/lightning resist and protect the rest of the party from any damage without having to build any resist. The idea is with passive provoke she'll take everything and the provoke can't be dispelled so when she gets dispelled by Stop your movements! she only needs to recast her magic cover. While this did work in the sense that she took almost all damage sources and I could successfully beat him without issue, my party was taking damage from sources not shown in the ability list. I don't know what skills were used but some of them definitely are non-coverable counters. I had Sylvie who easily mitigates this fight and with 100% light/lightning buffs and 30% magic resist. I also had another character using 75% ATK/MAG breaks on the boss so my damage dealers easily survived the counters, but I took a lot of damage and got a score of C on damage received. So just a PSA that a passive provoke magic cover tank isn't soaking all the damage sources, and the counters are probably intended to stop people from cheesing the fight like I tried to with a single tank. No good for my lackluster damage dealers who sacrifice a lot of punch for elemental resist.

--Geryth Drayfore (talk) 00:46, 20 July 2020 (UTC)

Geryth's Testimonial for Battle 5-2: Hellflare of the Dark Dragon King
Phew what a hard fight to get together in a tight deadline! This is for people who aren't whales but have a decent set of units, TMRs, and a STMR or two under their belts. I had actually pulled a single Healing Avatar Lid and a single Flame of Rebirth Jake. When I saw how much natural Dragon Killer Jake was packing, and those easily achieved 85% breaks on a fully breakable boss, I went and prism'd them both. I was not disappointed.

Here's the team (and a full FFBE equip link) and their build requirements:
 * 1) Sylvie - Fully enhanced. Needs Paralysis Immunity, 50% or close lightning resist, 30% or close dark resist. Then maximize for HP/SPR. We're gearing for resist so she doesn't have to cast Spring Cleaning.
 * 2) Sacred Shield Charlotte - Needs passive provoke, blind immunity, paralysis immunity, 50% fire resist, 50% wind resist, 50% lightning resist, 30% dark resist. She also needs a way to deal dark damage, I equipped Biora on mine.
 * 3) MS Nichol - Needs latent abilities unlocked, otherwise his other enhancements aren't necessary. He needs blind immunity, paralysis immunity, 50% or close lightning resit, 30% or close dark resist, and a way to deal dark damage. I equipped mine with a dark weapon (hence needs blind immunity). Lastly he needs Bushido Freedom.
 * 4) Healing Avatar Lid - Needs blind immunity, paralysis immunity, 50% or close lightning resit, 30% or close dark resist. Then just build for HP/SPR. She comes with 6 passive LB crystals per turn with her TMR which was free, add a bit more if you want to guarantee her LB is ready every three turns.
 * 5) Esther - She's not the star damage dealer here and just needed for building Bolting Strike chains for FoR Jake, but mine was pretty decked out. I would suggest her Combat Overdrive enhancements but none are necessary if you have a strong Jake. She needs no lightning resist with her TMR on, otherwise 50%. She needs 30% or close dark resist and blind immunity and paralysis immunity. Also she needs to be equipped with a Light Element weapon if she's going to actually help with the damage in any non-negligible way.
 * 6) Flame of Rebirth Jake - The star of the show here and the only way I could put a dent in this beast with his 750 million health and huge armor value. I really needed as much damage as possible on him so I only had him with 25% lightning resist and 25% dark resist and he did fine. His ATK was pretty low at 2548 but he easily capped 300% dragon killer, and I built him with +85% LB damage (that's 260% total with his buff from Last Shot). Also needs blind and paralysis immunity.

Flow of the fight:
 * We have a magic tank in SS Charlotte so we've geared Lightning Resist and Dark resist to take the AoE physical attacks of those elements. Each unit able to reach 50/30% respectively will take zero damage with Sylvie's Withstand The Elements (50% lightning resist) and MS Nichol's Duality Stance (70% dark resist). Yes, Sylvie has a 100% lightning resist buff. However because of Charlotte's requirements for Fire and Wind resist also, Withstand the Elements is necessary, and Sylvie is way too busy to fit in a special lightning resist buff, so we've geared around it for her slot efficiency.
 * We're doing light damage. Every 3 turns of dealing light damage, Bahamut will counter with an AoE light attack that gives a 90% light imperil that lasts for 7 turns. I tried to gear for it and mitigate it with Sylvie's 100% light resist buff but it proved too hard to add it to her rotation, and too steep for my gear requirements. Then I facepalmed when I read that we can ignore the entire mechanic by dealing dark damage the turn before the counter. So every 3n-1 turn, deal dark damage. I always had either Nichol or Charlotte available to do this.
 * Every 3 turns you get dispelled. Make sure to always bring up your necessary tools after every dispel: Withstand the Elements, Magic Cover, Duality Stance.
 * Every 4 turns Bahamut casts Mega Flare and then World Ruin. Mega Flare is non-coverable AoE Magic Damage. Mitigate this with top notch breaks, magic mitigation buffs, and general mitigation buffs. You can nearly always have 50% general mitigation available from Nichol's Unstoppable Stance and SS Charlotte's LB. Charlotte and Sylvie have on-demand 30% magic mitigation buffs. World ruin gives everyone a -60% all element imperil.
 * After every Megaflare/World Ruin turn we use MS Nichol to use Bushido Freedom on our own party to remove the element imperils. Yeah, we're getting dispelled every 3 turns and then we're dispelling ourselves every 4 turns. It's annoying, but you should have all your defense tools ready after each dispel. All we're concerned about is surviving and by dispelling the element imperil, gearing for lightning/dark resist, and using Withstand the Elements the party takes almost no damage the entire fight except from Mega Flare.
 * Turn 12 is especially dangerous. Your team gets dispelled BEFORE Megaflare drops. Bye bye mitigations and spirit buffs! Every 12 turns have your damage dealers defend if they can't survive a naked Megaflare. My FoR Jake could not. This is why you gear your other units with as high spirit as possible.
 * Do your damage by having Sylvie give Bunny Kick to HA Lid. Bolting Strike chain HA Lid and Esther, and cap their chains with FoR Jake. I suggest using an emulator so you can set up macros to do this. I created a single Memu 720x1280 macro that launches Jake's ability, waits exactly 3 seconds, and then starts the bolting strike chain. Jake's LB will land right at about chain #25 and Last Shot will land right at the last second at chain #35, so I was able to use the same macro for both Jake's setup turns and his LB turn.

Here's my turn by turn fight. I created the spreadsheet just so I could keep track myself of what buffs were up and when, who needed to deal dark damage and when, when I needed to bushido freedom etc (highlighted those green because that action needs to be taken FIRST). I built this BEFORE the fight, and I tried to edit it with my actual actions taken after - there may have been a turn or two I had them do something other than what is written down. Also it's very abbreviated because I created it for myself and I wasn't intending on sharing it, but I thought it might be helpful since it's a ton of stuff to keep track of.

Testimonial 3 (5-2)
This is a simplified summary of what I ran, more for a clear than point efficient, but all units have their appropriate ability awakenings, potting (only tank is doored), and latents if applicable. Damage dealers were build with Dragon Killer+ as needed, paralyze resist is a must, ~500 spr minimum, and without sacrificing too much damage try to build up their fire resist as well as any of their other resists. Physical cover tank was built for evade, had a focus on fire and dark resists, and at least 50% in the other resists. Team: Summer Fina & Lid, Awakened Warrior of Light, Elly, Rena, Wizardess Shantotto, Four Winds Physalis. Element of choice was water. Basically watch when you have your buffs up, watch out on turn 3, 6, 9,  12 , etc. for when you get dispelled (Hollow). Prepare your magic mitigation, general mitigation, HP barriers, and preferably undispellable SPR buffs for turn 4, 8,  12 , etc. for the Dark Megaflare turns. When preparing to pass the 60% or 10% HP threshold, 1) be careful of what turn you're on as you don't want to get wrecked by a dispel, 2x Dark Megaflare turn, and 2) if you prepare to pass threshold right after a Dark Megaflare turn, then you can allow yourself more time to do more damage until that threshold attack happens. Additionally, relative to what elemental damage you're doing, be sure to use the corresponding element to prevent getting hit with a magic AoE. It may not hurt much, but it will affect your score. --FencerTJ (talk) 08:14, 22 July 2020 (UTC)