Talk:Carbuncle Grove/New Trial of the Ruby

Mystea with Mechanical Heart and 110% light resistance (rotating Viel and Wall), Lunera singing, 2x Setzer for Double Dice, Trance Terra (+ friend copy) for chaining and magic finish via Ultima. No one besides Mystea took any damage and she never died. Took about 100 turns. - Maximum joeeh (talk) 15:48, 28 June 2018 (UTC)

-- Magic breaker with an equipped dark attack, such as Dark Blade and equipped with death resistance and 100% provoke (I used Basch with Safety Bit, Moogle Plushie and Golem esper, and some light resistance). Buffer/damage mitigation with some ability to restore HP and MP preferably (I used Maritime Strategist Nichol, with a rod for Cura ability). Diabolos went on this one. Magic tank with 150% light resistance. Mystea is best for stop resistance. Two magic chainers (I used two Trance Terra). Or one and somebody to restore MP.

TURN 1: Basch broke magic; MS Nichol buffed all stats and cast damage mitigation; Mystea used Clear Veil; others attacked for esper orbs.

TURN 2: Basch used Dark Blade for a dark attack; MS Nichol restored MP; Mystea used Triteleia Wall; others attacked.

TURN 3: Basch used Provoke; MS Nichol buffed stats and damage mitigation again, just for fun; Mystea used Clear Veil; others attacked.

TURN 4: Basch used Dark Blade; MS Nichol restored MP; Mystea defended; others attacked (my Trance Terra both used Magical Activation). Carbuncle goes to the dark side for 5 turns now.

TURN 5: Basch broke magic; MS Nichol did some small healing here, just to be safe; Mystea used Triteleia Wall; others attacked.

TURN 6: Basch used Provoke; MS Nichol buffed with damage mitigation again; Mystea used Clear Veil; others attacked.

TURN 7: Mystea defended; MS Nichol restored MP; Basch broke magic; others attacked.

Same routine until Carbuncle went back into light mode, then recuperation until I was ready to go back to TURN 1. Rinse and repeat until end, where you make sure the last attack to be done is magic. No dispel necessary. I was done in 30 turns, and that was long. Really long. ranks555

-- Team used: Mystea, WoL, MS Nichol, 2x Trance Terra

1. Mystea - 150% Light resist (mine was 160% with Carbuncle), put the rest of your gears for HP&SPR as Ruby Flash and Ruby Sparkle are no elemental. 2. WoL - Breath of Rose (for dark physical attack), Genji Shield (for death immunity) with Diabolos (for evoke mission) put the rest of your gears for light resistance to compensate -50% light resistance from esper. 3. MS Nichol - gears for highest MP & MP refresh, can put Phoenix for emergency raise. 4. 2x Trance Terra - highest mag possible, Ifrit for Beast Killer+, Barbariccia's Spirit also helps a lot.

Turn 1: Carbuncle won't do any damage so

Mystea - Triteleia Wall WoL - Arms Eraser MS Nichol - Soulful + Impregnable Stance 2x TT - Magical Activation

The next turn would be cycling like these: Mystea - Triteleia Wall, Clear Veil, defend (You can use Reinstate to fully restore HP if needed) WoL - Brave Presence, Normal attack, Arms Eraser and Evoke Diablo on safe turn MS Nichol - Buff & restore MP, use dual cast magic to finish Carbuncle with magic mission 2x TT - Magical Activation, Dualcast Chaos Wave, Dualcast Cura if needed

Notes for Defeat Carbuncle with magic mission 1. Remember the %damage when your 2xTT dualcast Chaos Wave when Carbuncle is in dark mode. 2. Once you're going to finish him with 2xTT, have Mystea cast dispel after Dualcast Chaos Wave and quickly have MS Nichol dualcast magic

I can finish him within 12 turns with above set up, good luck :) IGN:PJStory --124.120.14.106 05:48, 1 July 2018 (UTC)

-- Regarding Death mitigation
 * Carbuncle's Ruby Mischief, which he casts on your party under 50% HP, will reflect his own Death spell. --Vanilpancake (talk) 10:54, 2 July 2018 (UTC)

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Light Route-ish
MP regen is key. I went the Setzer fixed damage route with a team of:
 * Roy for mp regen and geared appropriately so. Any bard or my battery will do.
 * 2x unenh Setzers with Beast Killer or Poach while dual wielding (a wind weapon in one of the hands) and equipped with a fair bit of mp (200+ to stay on the safe side).
 * 150% light res Mystea with Mechanical Heart equipped such that no healer, or offhand support, or mystea herself would have to worry about healing her ~4.7k hp. Equip Carbuncle to reach the 150% more easily, otherwise consider a way to buff light resistance if you have no luck with the dc dispelga trick.
 * 2x Tornado chainers. Tornado is unaffected by reflect and Carbuncle has low SPR, so sure why not. I used Pure Summoner Rydia geared for mp and a friend Barbariccia that ran out of mp. Since I wasn't being damaged much, it's not an issue to wait a couple turns for her mp to regen so that you can continue your attack rotation.

While I geared everyone to be mostly status ailment resistant, turns out it wasn't really needed. Attack rotation was pretty simple. Mystea uses Triteleia Wall then Clear Veil, otherwise she guards. 2x tornado chainers dc Tornado while 2x Setzer try to get good rolls with Double Dice (usually start their attack when tornado hits the 7th chain). Roy just runs his rotation to get to Victory to the Brave with his limit burst up for fusies.

Took 30 turns to complete and I got all the missions except the 5-man, but that will be reserved for attempting the dark route. --FencerTJ (talk) 01:48, 5 July 2018 (UTC)

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I took kind of an unconventional route based on other submissions I've read about. My party was Warrior of Light with +2 enhanced Brave Presence and 3-star Shiva with Stop Through (which is 50% stop resistance). Lunera with like 950 spirit which gave me 138 mp per turn to everyone with +2 elven song. Ukiyo with Odin esper for fingersnap and armed with floral blessing dagger for dark damage. Two trance terras with +2 enhanced everything. Ukiyo has a move called Protective Talisman which is a 20% damage mitigation and 50% light resistance ability. This will effectively counter Carbuncle's light debuff on your party. So, with that covered, you just need 100% innate light resistance on your party and you can function without a magical cover tank. Ukiyo also has a move called Dance of Light which will give +80% light resistance to your party if you have another source of damage mitigation, which means you can get away with 70% innate light resistance on your party members.

For the fight itself, it's slow but pretty straightforward. WoL does Brave Presence every 3 turns or after Ukiyo (or whoever) fingersnaps him if he doesn't resist the Stop. I also gave him Divine Soleil's TMR so he could reraise himself but he never died so you can go without it. Ukiyo uses Protective Talisman (or Dance of Light, depending) whenever she doesn't have anything else to do. Lunera sings, keeps everyone's MP topped off. You can probably use whoever you like for damage, I liked Trance Terras x2 because they have ultima for the magic kill mission, dual white magic and full life if things go awry, plus who doesn't like chaining enhanced chaos wave? Anyway, I gave Diabolos to one of the Trance Terras because I had a dearth of light resistance mage stuff and I could make up for the -50% light resistance hit. Once you get the rotation of moves down, it's slow but pretty straightforward (and probably faster than the Setzer methods or other methods that involve leaving Carbuncle in light mode). Use Brave Presence+2 and Protective Talisman. Next turn, provided WoL doesn't get Stopped, have WoL guard on the 2nd Dark damage hit Ukiyo puts on Carbuncle. Your damage dealers can self buff or just mentally prepare themselves for the following turn. Carbuncle will use Metamorphosis2 and -99% SPR, +100% magic buff himself (herself?) Your 2 damage dealers will attack. Ukiyo will then Fingersnap Carbuncle after the DPS'ers are done. And WoL will Arms Eraser, all in that order. Next turn is kind of a freebie turn as Carbuncle will do dark side attacks again but not much damage since you Fingersnapped his buffs and broke him. After that he'll resume Light Side buffing and you can repeat the whole process. Remember to kill with Ultima or other non-reflectable spells! Good Luck, all mission accomplished! - Rune

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STRATEGY
With this team setup, Basch was able to self sustain through all Carbuncle attacks. His own healing + Soulful Stance healing per turn was enough to keep him alive. Not sure he would've made it without Mechanical Heart tho.

The rest of the team were not even hit once. Mystea provoked all Death spells cast and resisted it thanks to Safety Bit. Confusega Silencega & Stop were resisted thanks to Clear Veil. DKC played his part as a chain capper leveraging Carbuncle's Dark weakness + adding 100% to it with Soul Eater. Soul Over 13x modifier hits very hard on a -200% dark impreil enemy. Ominous Aura was ready for Basch if needed but he did not need it. TT spark chains for days, gg.

9 turns to kill - Flames --

Light & dark setup... easy win, slow & easy once get it. by FalconX

> Party: Chow (dualcast, genji shield, ribbon, light resist+140, carby esper), Barbariccia x2 (mag, WoL (mp build +dark weapon +bioga blade ability + bushido -freedom), Lotus mage fina (ribbon + safety bit), friend: Dark fina 7star

Can swap out barbariccia with any one w/ tornado chains & high magic

> Ok basic concept/ battle plan.. need x2 dark ability or magic on two seperate turns to put him in dark mode which you need to do. So basic once figure out how to. This is fun right so check out WoL with I put deathbringer Greatsword for dark hit. Doing full break or bushido freedom will do a dark attack on boss. So what you want to do is hit carby one time for your first attack. Get message on dark buildup, then do not attack w/ WoL again till your party is buffed up.

Buffs, Dark mode carby = death to highest magic mage. In my case was 7star dark fina, you will want to have reraise on highest magic & second highest magic.

> so what is needed is get ready for your second dark attack on carby, get max buffs up, element resist party ability, chows stop resist, reraise, damage resist, you control when carby turns to dark, so dont turn when can turn when your party is max ready. I used WoL full break or bushido freedom to chance 2nd dark attack, & i also used dark fina distopia dark magic 45mp to make sure on dark break.

So after dark break, this is the thing. You want to use your magic chainers to get max chain, I had 3 tornadoes when possible but two cause of stop or death. As soon as you chain, have WoL bushido freedom carbys buffs, yes all buffs, he will wipe party easy w/ MAG up. Once you do that his attacks are minimal, rebuff party to max wait 3 dark rounds, he goes back to light. Just keep up, took me ~33rounds before I beat him but was 2nd attempt. thanks > You want do dark break carby on the round after you redo chows magic cover, Just put up as much spr/mag buffs when about to hit him & should be cake. Have fun!!! got my lb kill! --Gogamer2018 (talk) 23:43, 1 September 2018 (UTC)

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Power Creeped
A seven star Lila fully enhanced, fully potted, extra SPR pots with Heaven Shift +2 with a full break from Sieghard can finish the 3★ fight on turn one for the finish with less then 3 allies reward.

Lila 7★
Right hand: Serapia's Staff HP+15%, MP+35%, ATK+12, SPR+166, SPR+35% (IW :SPR +10%, SPR +5%, SPR/MP +20%)

Left hand: Claws of Darkness ATK+130, SPR+30, SPR+32% (IW :SPR +7%, SPR +10%, SPR +15%)

Head: Aegyo MAG+20, SPR+55

Body: Lordly Robes (FFBE) DEF+45, MAG+65, SPR+65

Accessory 1: Genji Glove ATK+10%, MAG+10%

Accessory 2: Anti-Virus Software DEF+30, DEF+10%, SPR+30, SPR+10%

Materia 1: Hero's Vow - Light SPR+60%

Materia 2: Necropolis Materia 3: Beast Killer

Materia 4: Barrier Mage's Oath SPR+50%

Esper: Ifrit HP+79, MP+46, ATK+79, DEF+51, MAG+39, SPR+39

Total: HP:8338, MP:680, ATK:1059, DEF:355, MAG:324, SPR:1924

--SlashAndBurner (talk) 15:52, 6 November 2019 (UTC)