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Destrian's New Playthrough Topic

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  • Jul 4, 2012 9:41 pm GMT
    I haven't really been "playing" video games very much lately. XIII-2 has devolved into mechanics testing, and I don't think I'll ever actually play the game again. I'm not really feeling like getting back into Skyrim or Romance of the Three Kingdoms again right now. I guess I could play Gears of War 3, but I'd rather do that with a partner and I have nobody to play with. So I'm thinking that I'll be replaying this game when I go on vacation.

    I want to do a single role per character challenge since it is an interesting derivation without a significant increase in tedium or frustration. I'm also going to do Light as leader only, because Death and it has decent flavor. I like her anyway.

    I need to figure out which role I level for each, so I'm going to write out some pros and cons. Before I do that, I need to finalize the rules. Do I want to give one role to each character, since there are six and six, or is it okay for me to assign whatever role I want to whatever character? Do I want to do one primary and one secondary? I feel like that is too much freedom. Should I add in no upgrading, or is this fine as it is?

    What's the most interesting?

    I should probably do a regular playthrough, too, but I'm having a hard time getting motivated.
  • Jul 4, 2012 11:27 pm GMT
    When you say "single role per character", do you mean "each character can only spend CP in one role" or "each character can only use one role, ever"? Because I don't think I'd personally enjoy the second at all. It completely removes paradigm shifting from the battle system (aside from ATB refreshes).

    If you're thinking "each character can only spend CP in one role", then I'd say one role only. Otherwise, I suggest one primary and one secondary. Yes, you do gain a lot of freedom, but you also have meaningful choices to make when setting up and shifting paradigms. I think that's worth it.

    I suspect you're going to need upgrades for the later boss fights, although I'm not at all certain. If I were to take on this challenge, I'd go as far as I could without upgrades, but I'd also be willing to upgrade at any point if I thought it was necessary. That works for me, because I wouldn't care about "giving up" on the no upgrades part, but I have some friends who would be very frustrated if they had to "give up". So really, I think it depends on your personality. If you think you'd have trouble switching gears mid-playthrough, then I think you should allow upgrades. If the challenge turns out too easy, you can always start over/pick up from a pre-upgrade save and try it without upgrades.

    t~
  • Jul 5, 2012 10:06 am GMT
    Each character can only spend CP on a single role. They can definitely use the others.

    I'll just say upgrades are okay, and not use them. That way I'm not changing anything in the middle. I'm fairly certain that this is possible without upgrades. Dismantling would certainly help.

    Okay. Let's try to evaluate the effectiveness of each choice. I'm leaving out Role leveling since that is obvious and I'm going to try and list only the most pertinent benefits. I'm going by the Crystarium Guide so if you see mistakes, let me know.

    Lightning:
    Com: Has Attack, Ruin, Blitz.

    Gains:
    Launch
    Quake
    Dispelga
    Ruinga
    ATB
    Accessory (Stage 10)

    Wow. I thought Ravager would be an easy choice...

    Rav: Has Libra and Thunder

    Gains:
    Ability alternation
    Element selection
    Magic AoE
    Accessory
    Army of One

    Med: Has Cure

    Gains:
    Accessory
    Renew
    Cura
    Stopga

    As much as I wold love to have Renew and that early accessory, Medic as a choice is completely outclassed. I think Ravager still wins. There are many benefits. Most of Com's benefits can be simulated with Ravager, and the Com role stands well on its own, while the Ravager role is crap without leveling. This isn't my final answer, though.

    Snow:
    Com: Has Ruin and Attack

    Gains:
    Launch
    Adrenaline
    Blitz
    Ruinga
    Accessory (Stage 10)

    Rav: Has Blizzard and Froststrike.

    Gains:
    Some ability selection
    Accessory
    AoE spells

    Sen: Has Provoke, Steelguard, Fringeward? Crystarium Guide is odd here.

    Gains:
    Accessory
    Reprieve
    ATB

    None of these are really jumping out at me. I'll come back to him.

    Sazh:
    Com: Has Attack and Ruin.

    Gains:
    Blitz
    Adrenaline
    Accessory
    Ruinga

    Rav: Has Fire.

    Gains:
    Ability alternation
    Some element selection
    Accessory (Stage 10)

    Syn: Has Faith.

    Gains:
    Buffs other than Veil
    Accessory
    ATB

    I have a hard time arguing against Syn here.

    Vanille:
    Rav: Has Aero

    Gains:
    Ability alternation
    Element selection
    AoE magic
    Accessory (Stage 10)

    Sab: Has Deshell

    Gains:
    All negative statuses except Slow, Daze and Curse
    Accessory

    Med: Has Cure

    Gains:
    AoE healing
    ATB
    Accessory

    Was there ever any doubt? Just the fact that he learns Poison makes her Sab role completely necessary for development. It's too bad, because her Ravager and Medic would have been extraordinarily useful.

    Hope:
    Rav: Has Fire and Blizzard

    Gains:
    Element selection
    Accessory (Stage 10)

    Syn: Has Protect

    Gains:
    All buffs except Vigilance
    Accessory
    ATB

    Med: Has Cure

    Gains:
    AoE healing
    Accessory

    I have a hard time arguing against Syn here too, but do I really do both?

    Fang:
    Com: Has Attack, Ruin, Blitz, Role Level 2.

    Gains:
    Launch
    Adrenaline
    Ruinga
    ATB
    Accessory (Stage 10)

    Sab: Has Slow, Role Level 2.

    Gains:
    Accessory
    All negative statuses except Poison

    Sen: Has Provoke, Mediguard, Deathward, Fringeward, Evade, Role Level 2.

    Gains:
    Accessory
    Reprieve

    I have a hard time arguing against Saboteur (I notice a trend), especially since she can provide Daze. She's good at everything already. I can't justify Sen for her. There are many significant advantages for Com.

    So I guess I have to decide now, do I only have one instance of each leveled role, or is it okay to double up on some?
  • Jul 5, 2012 10:17 am GMT
    I'm pretty well decided on these three:

    Light: Ravager
    Sazh: Synergist
    Vanille: Saboteur

    And for the others:
    Snow: Com or Sen
    Hope: Syn or Med
    Fang: Com or Sab

    If I only allow each role once, the choices are already made. If I double up, I should probably do Sab for Fang. Hope and Snow are still a little tough. Am I comfortable going the entire game without a developed Sen or Med?
  • Jul 5, 2012 12:19 pm GMT
    destrian522 posted...
    I'm pretty well decided on these three:

    Light: Ravager
    Sazh: Synergist
    Vanille: Saboteur

    And for the others:
    Snow: Com or Sen
    Hope: Syn or Med
    Fang: Com or Sab

    If I only allow each role once, the choices are already made. If I double up, I should probably do Sab for Fang. Hope and Snow are still a little tough. Am I comfortable going the entire game without a developed Sen or Med?


    You're going to have to give something up. Are you planning on doing missions or just the game? If no missions, it will free up some things. You're going to need a competent Com, so it should go to Fang (you don't need Daze for the main story). You're going to need a competent Medic at some point, and seeing as everybody else will have their jobs elsewhere, Hope is your man. With the exception of Cid and maybe Wadislaus, a Sen really isn't too necessary. If you feel you'll need one, use Snow. However, if you feel you can pass Cid without, leave him open for a double up. I agree with Light Sazh and Vanille, but if you're looking ahead, you'll be stuck with Sazh even for end game. Light will be a great Rav, especially if you Magic spec her again with the EC and WGs and BTs.

    Will you allow yourself to learn up to the first node in all roles for the bonuses?

    Edit: You're saying Fang starts with all those Sen abilities? Do we have her for the Cid fight? It's been so long I can't remember If so, you can definitely leave Snow open as a wild card. That is, if you can pass the Shiva fight with the learned abilities he comes with.
    ---
    I am the Way and the Truth and the Life; no man comes to the Father except by Me.
    -The Lord Jesus Christ. John 14 verse 6.
  • Jul 5, 2012 12:36 pm GMT
    Well, it's important to remember that the game has been beaten without using the Crystarium, and that it has been beaten up to Dahaka without using the Crystarium or upgrading. I'm not concerned about my choices with regards to storyline bosses until at least Dahaka.

    I do want to do all the missions, but I'm not sure it is possible with Lightning as my leader. Also, I would be upgrading for the missions.

    I'm not sure what you mean by learning the first node for bonuses. Do you mean secondary roles? I'm only going to level one role for each character. The rest are left alone.

    One of the reasons I like the idea of doubling up on Sab and Syn is that it gives me more party options. I wish I could have Renew for Light but it's not in the cards. That would make this decision so much easier.

    Yeah, Fang starts with a lot. Daze is good for Adamanchelids, Adamantoises/tortoises, Shaolong Guis (lol), and Gigantuar, at the very least. Plus it gives her better chaining options, since I can't lead with her and force her to spam.
  • Jul 5, 2012 12:49 pm GMT
    I should probably do Sentinel for Snow.
  • Jul 5, 2012 2:32 pm GMT
    I would say double up the roles, although I agree with Snow going Sen. And yes, Snow's Sen has Fringeward automatically.

    Dahaka has been beaten NCU/NEU. There's a healthy luck element. I believe the plan is to have a Sentinel absorb every Foul Utterance (or just hope it never targets the leader?) while stagger cancelling every mode change.

    t~
  • Jul 5, 2012 2:55 pm GMT
    I meant, say, Vanille can't change to the Sen role until she learns provoke. Anyway, Idk how you plan on surviving the Vercy fight without the likes of Tortoise and Curasa.
    ---
    I am the Way and the Truth and the Life; no man comes to the Father except by Me.
    -The Lord Jesus Christ. John 14 verse 6.
  • Jul 5, 2012 8:43 pm GMT
    Summon cancel, I think. Elixirs maybe. I'm actually not concerned about Curasa. I don't think it's going to be a big deal. Cura is more concerning, honestly.

    I farmed 30 Fortisol and 30 Deceptisol earlier today. It's way more than I will need, but I can use this save file to start if I decide to do a harder challenge later. I'm going to play NCU up to the Aegisol farming for a perfect starter file.

    I'll probably focus on beating the game for now. Then I want to beat missions and Guis at Stage 8. Then I'll probably get to Chapter 13 again and iron out Sacrifice farming and Sanctum Templar farming, since my knowledge of them is mostly theoretical. I probably won't get to missions for my challenge run until after that (except for a few as I get to them in Chapter 11).

    That's the plan, at least.
  • Jul 5, 2012 9:48 pm GMT
    Solid plan. When you start on stage 8 missions/Guis, I may join you.

    t~
  • Jul 5, 2012 10:07 pm GMT
    Oh good. That'll be fun. I've done up to 29 I think already but then I switched to Stage 9. I don't expect much of a challenge until the 7 last fights of Titan's Trials.
  • Jul 6, 2012 10:14 pm GMT
    I just got to Chapter 3. Anima is probably the most terribly designed notable fight in the entire game. Snow definitely doesn't start with Fringeward. I'm going NCU until I get the the next farming spot, so it should be interesting.

    Also, I'm already glad I'm playing this instead of XIII-2. I enjoy it so much more, even though I'm still in the part of the game that I hate.
  • Jul 6, 2012 10:48 pm GMT
    Oops, my mistake reading the PB Guide. Fringeward branches off of the middle of a bunch of 0 cost nodes, but it does cost 40 CP.

    Anima annoys me. I always feel inefficient with that battle.

    t~
  • Jul 6, 2012 10:50 pm GMT
    Time-wise? I only got three stars. Then again, I also didn't input any commands.
  • Jul 6, 2012 11:09 pm GMT
    I've fought that battle numerous times, and I always seem to have the arms regenerate with a tiny sliver of health left on Anima. And it feels like, if I could just be a bit more efficient, I could bypass that last arm-killing cycle....

    I do typically manage 5-stars, but only barely. And I also burn a potion or two, which I'm guessing you didn't need to do.

    t~
  • Jul 6, 2012 11:27 pm GMT
    Yeah, I definitely didn't need to use any Potions. I just got to my first real boss!

    Manasvin Warmech:

    Light: Blazefire Saber, Silver Bangle
    Snow: Power Circle, Power Wristband
    Vanille: Pearlwing Staff, Magician's Mark

    Paradigms:
    Rav/Com/Rav
    Rav/Com/Rav
    Rav/Rav/Rav
    Rav/Com/Med
    Rav/Sen/Med
    Com/Sen/Med

    Crystal Rain is nonsensically powerful. I had to give Lightning the Silver Bangle instead of the Magician's Mark to survive it. After that, the fight was easy. They give you free ATB so a quick Thunder chain in Relentless Assault starts you off (it's weak to Thunder so I left her in Rav mostly). Switch to Entourage to tank the first attack (whatever that laser thing is called. Light staggers really easily so a second round of Thunder led to a switch to Tri-disaster for post-stagger chaining, and then to Relentless Assault for better damage (it isn't weak to ice). It took two staggers, so I jumped to Solidarity to start the next chain and then went right into Tri-disaster.

    I didn't really try to optimize this fight. Oh yeah, battle time 1:37. Five stars.

    Of course, Snow walks off with my Power Wristband. I'll have to grab that back from him when I get to Shiva.
  • Jul 6, 2012 11:51 pm GMT
    Crystal Rain should be survivable without a bangle as long as it hits (a Steelguarding?) Snow, even without Fringeward. Alternately, you can easily stagger-cancel the attack, which is the approach I've seen in a couple of NCU runs. I have Manasvin Warmech written up on the preliminary Boss FAQ, if you want to check it out. No surprise that your approach is pretty close to my optimized strategy.

    t~
  • Jul 7, 2012 11:17 am GMT
    I'm not seeing where you build up chain duration with this strategy. I switched Mystic Tower to Delta Attack and it made it much more workable. Or are you starting in Solidarity? With your equips I'm going:

    1) Delta Attack: 3 Ruin (Attack takes too long)
    2) Solidarity (free bar): 3 Ruin (Vanille heals Light. Attack still takes too long)
    3) Tri-disaster: 3 Thunder puts me up to the stagger point. Crystal Rain triggers, Snow or Vanille gets an ability in and stagger cancels it. This doesn't always work, but I can execute a quick Thunder spell if necessary.
    4) Still Tri-disaster.
    5) Switch to Tri-disaster (free bar) for three rounds, use wait time for a Potion.
    6) Shift to Aggression (free bar). Chain is around 700%. Finish the stagger (use a Potion during a wait).

    I can get it below 10% of its HP, but then the stagger runs out and I have to chain quick with Tri-disaster and finish the fight. My best time is 1:21. I have a couple of other things to try to see if I can get this into a single stagger.

    I did slightly worse (1:22) with a magic focus on Lightning instead of Vanille. I think I need a second Power Glove or Magician's Mark to take the Warmech down in a single stagger.

    I switched Aggression to Relentless Assault and kept the magic focus, and I got it down to 2300.

    So three Potions, and magic Light get me 1:19. I don't think I can do much better without spending all my money. I can't speed up pre-stagger because the timing is currently perfect and I think I've done my best post-stagger.

    Or can I? I just barely won in a single stagger. Magic Light, Physical Snow, HP Vanille. The beginning was the same. x3 Ruin in Delta Attack, x3 Ruin in Solidarity, x3 Thunder in Tri-disaster to stagger. Then I did one more round of Tri-disaster, switched to Tri-disaster for x3 Thunder, Potion, x3 Thunder. Switch to Relentless Assault for x3 Thunder, Potion, x3 Thunder. Switch to Relentless Assault for x3 Thunder. Then I had to quickly execute on last Thunder before the stagger wore off for a win in 1:02. I'm going to check and see if I can replicate this with the Magician's Mark on Vanille and the Power Glove on Light, but I don't think it's going to happen. Yeah, it's not going to happen. I just don't have the stats.
  • Jul 7, 2012 11:55 am GMT
    To finish off, I just tried it with Water for Light and Vanille, and a bit of extra stats. The improved chaining makes it easier to stagger cancel Crystal Rain without giving Snow the Power Wristband, and I got 0:56. With the Magician's Mark on Light, I got 0:57. I'm not going to try to work these down, but it is quite easy to win in a single stagger with Water so I can't blame you for saving your Power Wristband. For me, it makes the difference between winning in a single stagger and not winning in a single stagger. I'll just wait and pick it up from Shiva.

    I didn't try it with Mystic Tower. I'm not sure how that works. You can stagger cancel without even needing to time it this way so it seems like a no-brainer to me. Also, I use two Potions. I didn't try it without Potions with the Crystarium but I can't afford to take Vanille off offense in my run.

    I somehow manage to skip the first shift animation in its entirety in this fight.
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