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Hi, buckethead here. I'm currently busy with some stuff on the jp side so I haven't started on my new proper raid guide yet. due to my schedules, I'm not sure when the raid guide will come out or if at all. I'll just post some jp strats I have tried out/seen during the behemoth raid run on the jp version, so you guys can start finding raid buddies. GL
Just a heads-up, the consensus of jp players about this raid is this raid sucks. After the new rare/normal format, it's the only normal raid that cant be mostly auto'd. Everything hits like a truck and survivability becomes a major issue. As a result, the requirement for units are generally higher due to survivability is the biggest problem for weaker units. On top of its reward being highly situational and not sharing the rare mats with other craftable UR raid gear. If there ever is a raid to skip, this is probs the one.
Behemoth is a dark element beast type enemy with 25% slash -15% pierce 5% strike 10% missile and 10% mag res, and is -10% to light and neutral to everything else. Behemoth also can not be agi debuffed and has 90 agi at lvl 100.
As if the boss isn't bad enough, there are also a few fire wolves on the map that can slash chain with the boss or poison your units. They are also conveniently positioned on the opposite side of the map to the boss so if anyone didn't turn their auto off at the start, rip your run.
recommended esper
there really is no other than siren, high agi, slash res, beast killer and innate fire res, cant ask for more in this raid
Fire Slash(high req)(bell mandatory)
Delita and Rain, should be a familiar comp to those that ran this during Ifrit. Behemoth has a much higher slash res than Ifrit, so fire slash is harder to succeed here. However, a lower agi may mean CT steal is better? Some JP people tried to steal heart the wolves and have them help fire slash chain on the boss. I will say it's a cute play, but I dont think it's a good method since steal heart is still very RNG heavy.
Fire/Earth Pierce(very high req)(bell mandatory)(Aileen LB lvl mandatory)
These are 2 comps, full Oelde Comps and full Aileen comps. Honestly, the best thing I can say about these is I can see them making one run clears. Oelde suffers from needing a bit more dmg while Aileen suffers from survivability. Having the counter skill leveled for just a bit more dmg is nice. I had a few full Aileen runs on JP and they usually did not go very well due to not many people having Aileen properly built. One run was reasonably close with one of the Aileens not having bell so I think it should be doable.
Ice Pierce(very high req)(bell mandatory)
Viktora and Dragoon Lasswell. With Lasswell's Ice Imperil, Vik's dmg is pretty good. However, the mob wolves are extremely annoying for this comp, since fire counters ice and vik does not have good slash res. Due to dragoon jumps needing to target tiles instead of units, you want to pincer behemoth inside a pocket to not miss your jumps, which means spreading out the units and therefore has more tiles for wolves to stay and do dmg. This means that this comp is generally very tricky to run and requires a lot of coordination to execute well
Lightning slash(very high req)(bell mandatory)
Cid still work ok here with his 25 def debuff and 38% thunder res debuff, but it's definitely one of the more risky comps since Cid is strictly limited to 1 hit per turn and having a set of dmg boosting cards is almost mandatory here.
Water Pierce(medium req)(bell mandatory)(LB lvl recommended)
Finally, we get to Glaciela. Good slash res, high pierce dmg with chaining and capping, elemental advantage against the annoying mobs, if the boss was a Fire type, it would be entirely her raid. Her lb is nice to have high level on but it's not really that crucial to the comp since it only affects the dmg she deals on that one turn. Her main skills are just her 3 hit combo and lb, getting her valkyrie reaction leveled for some counter dmg is also nice. Since she is inherently pretty good in this raid, Glaciela comps can change 1 Glaciela for another unit like a CT stealer or another water pierce unit 3 Glaciela 1 other unit can clear the boss just fine.
Light pierce (high req)(bell mandatory)
On paper light pierce is clearly the favored dmg type here. However, it shouldn't take a genius to figure out that light pierce is not a very favorable combination for our current unit pool to take advantage of. There are 5 light pierce units in the pool, 2 of which are mages who has close to 0 atk(Phoebe and Prayer), 2 of which are built as brusiers with no passives to help their dmg output(Thancred and WoL), and the last one Robb, which almost no one built and does not have good survivability against behemoth since light and dark counters each other.
That said, light pierce is still very viable, especially considering gl will have more ppl with maxed out Thancreds compared to jp. Thancreds and WoLs should use their dragoon sub to pincer behemoth into a corner as soon as possible to avoid behemoth moving around and missing their jumps. If robb is used, stay away from the mob and boss and use your long ranged pokes to do dmg instead.
Light slash(very high req)(bell mandatory)
Basically Ramza party, the 25% slash res hurts, but the 25% elemental advantage somewhat makes up for it. Other light slash units can still be used but the comp is usually more successful as the number of Ramzas increases. However, ramza comps doesnt quite match up against fire slash or dark slash in my dmg estimates. As I have no experience with ramza comps, take this with a grain of salt.
Light magic(very high req)(bell recommended)(high lvl LB required)
No, fuck off, Trasherie, this is not your time to shine, again. Kilphe's LB can largely mitigate the 10% mag dmg res from behemoth and turn it into a 28% dmg increase, coupled with the -10% light weakness and behemoth's 70 faith, holy still packs a punch. Depending on how well built the units are, Ayaka's green mage deshell can help as well. Needless to say, other mages with holy works here a bit as well, but just remember that holy only has 3 charges and a lot of mages have to resort to other spells in the last round, this includes Salire, Grace and Ayaka. Some mages has it better like Ildyra with 4 charges of Height x Holy and Trasherie with a lot of weaker light magic skills(highest mod banishga only 3 charges). For most of these mages, AP is not a problem, but for Kilphe, LB 3 holy simply costs way too much AP for her without bell, so bell is require for Kilphe. Having at least 1 Kilphe with a high lvl LB is also needed since the comp's dmg output is strongly tied to it.
Dark Slash(high req)(bell mandatory)
Well, from the last few months, you guys should be more than familiar with this comp, Vinera SSterne is still decent in this raid, especially if there is a Greg in the mix to lower the slash resistance of Behemoth. CT steal and dark slash chain all the way. Greg's kinda recommended here since his 38% slash res debuff essentially becomes a nearly 50% dmg boost from the base 75% you are dealing.
Tonberry is a wind Aquatic Humanoid rare boss, lasswell works best but honestly, most good slash units are pretty viable. it does melee dmg but its dmg is very inconsistent, it usually hits pretty light but rarely can straight up one shot a unit from 100% to 0%, I have no idea what procs this so no idea how to prevent this.
there are a few thieves that can charm if they cant reach your units in melee range so leave a spot for them to come over and die.
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