My initial intention was to attempt the battle using an Attacker with lowered stats* since I wanted to see how a job with just 4 skill panel pages would fare against the boss. I have since discovered that this wasn’t possible as the game automatically restores the stats to maximum once you exit the deck menu. >_<
While I do have jobs that don’t have all 8 skill panel pages completed, they’re also ones that don’t have strong single target Earth cards. =__= This is what happens when you focus on developing ones that destroy regular mobs instead of bosses.
At any rate, this should give global players an idea of the amount of HP the boss has. ^^; The two Earth cards used will most likely not be available any time soon unless Square Enix decides to hold the FFXIII event earlier.
A 3★ Ifrit Multiplayer AI Battle from the Japanese server using only Attackers.
A 1★ Tyro Multiplayer AI Battle from the English server with 2 Attackers and 2 Breakers.
For both vids, please check the video description for more information.
Depending on the bosses, I do actually use AI Defenders and Supporters too. ^^ For most of the 1 and 2-star ones on Mobius FF JP, I only need Attackers. Things start to get tricky once I move onto 3-star because it really depends on whether or not I have the ability cards or not.
For example, other than Vanille & Fang, I have no strong single target Water mage cards. And the only AOE one I have is a 5-star card with Blizzaja which consumes 6 orbs. That’s a death sentence for my Attackers had I opted to use that in the Ifrit battle. .___.
I’ve yet to try my non-mage water attacker jobs, but high magic power is needed for quickly finishing battles so I don’t think I have much choice.
As for 4-star AI, I haven’t attempted it yet. In fact, I haven’t done any 4-star battles even with live players since I keep thinking I’ll be a burden to everyone. I’m just afraid of misreading their attacks which will ultimately screw things up. >_>
Examples: As a Breaker, I really need to pay attention to how many people are using abilities because if other players make the Break bar go red, then it’s completely unnecessary for me to use abilities. But sometimes, I’ll throw one or two in because I didn’t keep their actions in mind. -___-;
Similarly, if they’re attacking and sending the boss into Break then I really shouldn’t be just physically attacking the boss. 😛 The only good thing that comes out of that is generating orbs.
Edit: *___*! I finished my first 4-star battle! It was with an AI party too! No one died! 😀
I know the clear time is nothing special since I wasn’t aiming to do a speed run or anything. I just wanted to survive and complete the battles. :3
How’s everyone enjoying co-op play? I’d imagine there’s probably some frustration going on since I’ve had some run ins where players had ill-equipped decks or just didn’t understand their roles.
For example, someone had a Fire PuPu for an Ifrit battle and actually used the card so it’d heal the boss a little. Then there was another player, who was a Defender, that just literally passed every turn. I guess that person thought that was how he was supposed to defend.
Of course, I’m not perfect in any way. I misread some attacks from other players and thus caused the battle to go on longer than it should have; i.e. the boss recovered before I could put it into the Break phase because I used the one action that would have been enough for something else. .__. (I mainly use my Skirmisher which is a Breaker.)
Anyway, I’ve come up with some points on how to go about multiplayer. Please feel free to disagree with some of them or correct me since I’m no expert; I’m using some common sense and going with my experience.
Updated on September 15:
Clarified the point about Tyro under “You don’t need to bring 3 attack cards”. Meant to say that he is susceptible to all elements. ._.;
Added 3-star Ifrit battle gameplay video and expanded the information under “Attack Guards first”.
Updated on September 10 (at night):
Added some screenshots to show the multiplayer action icons and stamps.
Added section about stamps, a point about not spamming attack abilities when the red break bar is still up, and suggestion to let Supporters go first.
I have no idea why I have an aversion to updating the post. I even have a page of things written down that need to be changed or added. I’ll just chalk it up to being hella lazy … although needing to keep scrolling up and down the page and adding new anchor links is really annoying as well.
Anyway, since I should be updating this blog, here are some modifications and additions that Square Enix has done recently (as in, within the past 3 major updates :P). I’ve mentioned some in a previous post but here are screenshot versions. Maybe one day, I’ll add these directly into the FAQ but there are no guarantees because, well, laziness. When I do, I’ll remove this post. ^^;
As usual, feel free to comment, discuss, and ask questions about the game or any Mobius FF posts. ^-^