History ThatOneBoss / FinalFantasy

16th Apr '17 1:40:20 PM Delnoir
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* Diabolos in Dun Scaith. The boss which immediately precedes him would likely be on this list as well. However, once Diabolos enters his second phase, he begins to copy her attack pattern only ramped UpToEleven. To make things worse, for the first part of the battle, Diabolos has complete damage immunity and guaranteed critical hits.

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* Diabolos in Dun Scaith. The boss which immediately precedes him would likely be on this list as well. However, once Diabolos enters his second phase, Diabolos Hollow, he begins to copy her attack pattern only ramped UpToEleven. To make things worse, for the first part of the battle, Diabolos Hollow has complete damage immunity and guaranteed critical hits.hits. If that wasn't bad enough early in the patch's life people didn't realize the immunity functioned like Stoneskin and required them attack until it broke.
16th Apr '17 12:39:05 PM Delnoir
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** Ifrit Extreme, in addition to several other attack and damage buffs, upgrades his Infernal Nail / Hellfire wipe mechanic from the 4 nails you had to break in Hard Mode (already a difficult task) to '''THIRTEEN'''. It is almost mandatory for a Black Mage or Summoner to use their Limit Breaks to destroy the nails before the timer runs out and Ifrit wipes the party.

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** Ifrit Extreme, in addition to several other attack and damage buffs, upgrades his Infernal Nail / Hellfire wipe mechanic from the 4 nails you had to break in Hard Mode (already a difficult task) to '''THIRTEEN'''. It is almost mandatory for In a cruel twist the developers caught on to a Black Mage or Summoner to use using their Limit Breaks to destroy the nails before back in Hard Mode and made it so that the nails explode harmfully when destroyed and cause a stacking damage up debuff of about five seconds in duration. Destroy too many nails too fast and the combination of the damage vulnerability and the explosions wipe the party. Parties are forced to coordinate their speed to be slow enough to not blow up the party, but not so slow that the timer runs out and Ifrit wipes the party.party with Hellfire.
16th Apr '17 12:34:29 PM Delnoir
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* For quite a few, the primal [[WakeUpCallBoss]] Titan counts. The major problem is his arena is over a fatal fall and many of his attacks involve pushing you off the edge, well outside of the range of any resurrection spells. The arena also shrinks significantly throughout the fight. Hard Mode is particular notorious for Landslide's AoE flat out lying. Two blue lines signify where the ''animation'' will trigger, but not the attack itself. Many a players are subsequently punted off the arena despite seemingly have dodged. Basically, Titan will ''not'' allow you to cut it close.

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* For quite a few, the primal [[WakeUpCallBoss]] Titan [[WakeUpCallBoss Titan]] counts. The major problem is his arena is over a fatal fall and many of his attacks involve pushing you off the edge, well outside of the range of any resurrection spells. The arena also shrinks significantly throughout the fight. Hard Mode is particular notorious for Landslide's AoE flat out lying. Two blue lines signify where the ''animation'' will trigger, but not the attack itself. Many a players are subsequently punted off the arena despite seemingly have dodged. Basically, Titan will ''not'' allow you to cut it close. [[note]]Early in the game's life, this was largely because of some dodgy hit detection and latency at work. In present day Landslide is true to it's AoE designation.[[/note]]
13th Apr '17 10:33:20 AM SLthePyro
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* Remember Ozma, the murderous marble BonusBoss from ''VideoGame/FinalFantasyIX''? 3.3 brings it back as the penultimate boss of the Weeping City of Mhach, and it is every bit as brutal now as it was then. It rains [=AOEs=] on the party like they're going out of style, it occasionally sticks players with a bomb debuff that is a OneHitKill if they do ''anything'' while they have it, adds will drop in as AOE meteors that need to be carefully place and killed before they self-destruct for raid-wide damage, one of Ozma's forms has exploding energy balls that need to be soaked up by the tanks before ''they'' self-destruct for raid-wide damage, and [[ArsonMurderAndJaywalking it's possible to fall off of the arena]] (thankfully Ozma itself can't kick you off, but you can walk off yourself. Though if a Dragoon isn't paying attention, they can fall off when trying to use Jump on one of the adds who can float above the gaps.). A single mistake is enough to wipe a whole party, which quickly snowballs into wiping the whole alliance. Its signature Doomsday attack is ironically the ''easiest'' mechanic to deal with since it's only used for a DPS check.

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* Remember Ozma, the murderous marble BonusBoss from ''VideoGame/FinalFantasyIX''? 3.3 brings it back as the penultimate boss of the Weeping City of Mhach, and it is every bit as brutal now as it was then. It rains [=AOEs=] on the party like they're going out of style, it occasionally sticks players with a bomb debuff that is a OneHitKill if they do ''anything'' while they have it, adds will drop in as AOE meteors that need to be carefully place and killed before they self-destruct for raid-wide damage, one of Ozma's forms has exploding energy balls that need to be soaked up by the tanks before ''they'' self-destruct for raid-wide damage, and [[ArsonMurderAndJaywalking it's possible to fall off of the arena]] (thankfully Ozma itself can't kick you off, but you can walk off yourself. Though if a Dragoon isn't paying attention, they can fall off when trying to use yourself, so gap-closing skills like Jump on one of the adds who can float above the gaps.).and Shoulder Tackle need to be used with care). A single mistake is enough to wipe a whole party, which quickly snowballs into wiping the whole alliance. Its signature Doomsday attack is ironically the ''easiest'' mechanic to deal with since it's only used for a DPS check.
13th Apr '17 10:28:05 AM SLthePyro
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* Cruise Chaser in Alexander: The Heart of the Creator, while unanimously a fun boss with a fun theme, can still be maddeningly difficult due to the coordination the party needs to survive. A large number of his attacks are [=AOEs=], and he can throw out two of them at the same time, or even ''three'' in the later phases of the fight, so anyone unprepared to move at a moment's notice is likely to be killed - and some of these [=AOEs=] are targeted directly at players, so anyone standing beside them is likely to die too. He also spawns several types of exploding adds: a robot buddy that detonates for ''huge'' party-wide damage if it isn't burned down quickly, a pair of canister bombs that can't be destroyed and instead must be hid behind to avoid a mass [[StandardStatusEffects confusion]] attack and will eventually explode for unavoidable damage, and a bunch of "Lapis Lazuli" orbs that must be burned down before he casts his SignatureMove (while also throwing out a [[HPToOne Photon]] before said Signature Move for good measure). Cruise Chaser's ([[BonusBoss optional]]) Savage incarnation is considered the hardest fight in the raid tier, exchanging the exploding canisters for ''double'' the [=AOE=] patterns.
* While not quite as bad as Cruise Chaser, Alexander Prime, the last boss of the Alexander raid series is notable in that you ''need'' to use a Level 3 tank limit break to survive its Ultimate on the ''normal'' difficulty. And it needs to be timed just right, otherwise the effect will wear off and you'll have a party wipe anyway. There's also the "Timegate" mechanic that puts players into a 1v1 scenario with a {{Mook}}; if even one of those players dies, it's probably a wipe. The Savage version manages to catch up with Savage Cruise Chaser's difficulty based on his sheer damage output on top of all this: everything that isn't Alexander Prime's auto-attack will do between 20k and ''50k'' damage unmitigated, several of these are tank busters that are '''used in combos with each other''', and ''all'' of said tank busters are cleaves[[labelnote:*]]the attack will hit multiple party members if it is pointed at them[[/labelnote]].

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* Cruise Chaser in Alexander: The Heart of the Creator, while unanimously a fun boss with a fun theme, can still be maddeningly difficult due to the coordination the party needs to survive. A large number of his attacks are [=AOEs=], and he can throw out two of them at the same time, or even ''three'' in the later phases of the fight, so anyone unprepared to move at a moment's notice is likely to be killed - and some of these [=AOEs=] are targeted directly at players, so anyone standing beside them is likely to die too. He also spawns several types of exploding adds: a robot buddy that detonates for ''huge'' party-wide damage if it isn't burned down quickly, a pair of canister bombs that can't be destroyed and instead must be hid behind to avoid a mass [[StandardStatusEffects confusion]] attack and will eventually explode for unavoidable damage, and a bunch of "Lapis Lazuli" orbs that must be burned down before he casts his SignatureMove (while also throwing out a [[HPToOne Photon]] before said Signature Move for good measure). Cruise Chaser's ([[BonusBoss optional]]) Savage incarnation is considered the hardest fight in the raid tier, even harder than Savage Alexander Prime, exchanging the exploding canisters for ''double'' the [=AOE=] patterns.
* While not quite as bad as Cruise Chaser, Speaking of Alexander Prime, the last boss of the Alexander raid series is notable in that you ''need'' to use a Level 3 tank limit break to survive its Ultimate on the ''normal'' difficulty. And it needs to be timed just right, otherwise the effect will wear off and you'll have a party wipe anyway. There's also the "Timegate" mechanic that puts players into a 1v1 scenario with a {{Mook}}; if even one of those players dies, it's probably a wipe. The Savage version manages to catch up with Savage Cruise Chaser's difficulty based on his sheer damage output on top of all this: everything that isn't Alexander Prime's auto-attack will do between 20k and ''50k'' damage unmitigated, several of these are tank busters that are '''used in combos with each other''', and ''all'' of said tank busters are cleaves[[labelnote:*]]the attack will hit multiple party members if it is pointed at them[[/labelnote]].
9th Apr '17 11:48:23 AM Patcher
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* Yunalesca. She has three phases to get through, and only the first one is even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repayed with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party unless someone has Zombieproof. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and will use [[ReviveKillsZombie Curaga]] on any Zombified characters. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy.

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* Yunalesca. She has three phases to get through, and only the first one is isn't even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repayed repaid with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party unless someone has Zombieproof. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and will use [[ReviveKillsZombie Curaga]] on any Zombified characters. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy.
28th Mar '17 12:00:37 AM SLthePyro
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* While not quite as bad as Cruise Chaser, Alexander Prime, the last boss of the Alexander raid series is notable in that you ''need'' to use a LB3 tank limit break to survive its pre final phase ultimate on the ''normal'' difficulty. And it needs to be timed just right, otherwise the effect will wear off and you'll have a party wipe anyway.

to:

* While not quite as bad as Cruise Chaser, Alexander Prime, the last boss of the Alexander raid series is notable in that you ''need'' to use a LB3 Level 3 tank limit break to survive its pre final phase ultimate Ultimate on the ''normal'' difficulty. And it needs to be timed just right, otherwise the effect will wear off and you'll have a party wipe anyway. There's also the "Timegate" mechanic that puts players into a 1v1 scenario with a {{Mook}}; if even one of those players dies, it's probably a wipe. The Savage version manages to catch up with Savage Cruise Chaser's difficulty based on his sheer damage output on top of all this: everything that isn't Alexander Prime's auto-attack will do between 20k and ''50k'' damage unmitigated, several of these are tank busters that are '''used in combos with each other''', and ''all'' of said tank busters are cleaves[[labelnote:*]]the attack will hit multiple party members if it is pointed at them[[/labelnote]].
27th Feb '17 9:19:02 AM CybranGeneralSturm
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* Yunalesca. She has three phases to get through, and only the first one is even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repayed with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party unless someone has Zombieproof. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and will use [[ReviveKillsZombie Full Life]] on any Zombified characters. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy.

to:

* Yunalesca. She has three phases to get through, and only the first one is even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repayed with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party unless someone has Zombieproof. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and will use [[ReviveKillsZombie Full Life]] Curaga]] on any Zombified characters. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy.
27th Feb '17 9:17:21 AM CybranGeneralSturm
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* The Sanctuary Keeper that guards the entrance to Zanarkand definitely counts. It has powerful physical and magical attacks as well as a huge amount of HP, and access to pretty much every status condition in the game. If you thought you could win just by using your overdrives in the beginning of the battle, think again, because it can use the Curse status affect to prevent you from using them (Aeons are not immune to curse as they are to most status conditions), which makes the fight a lot longer. It can also heal itself if you damage it enough (and is smart enough to reflect healing spells off of your team if you try to use reflect on it). The fight serves was a WakeUpCall boss for the end of the game, that at this point spamming Overdrives and normal attacks will not be enough to win.

to:

* The Sanctuary Keeper that guards the entrance to Zanarkand definitely counts. It has powerful physical and magical attacks as well as a huge amount of HP, and access to pretty much every status condition in the game. If you thought you could win just by using your overdrives in the beginning of the battle, think again, because it can use the Curse status affect to prevent you from using them (Aeons are not immune to curse as they are to most status conditions), which makes the fight a lot longer. It can also heal itself if you damage it enough (and is smart enough to reflect healing spells off of your team if you try to use reflect on it). The fight serves was a WakeUpCall boss WakeUpCallBoss for the end of the game, that at this point spamming Overdrives and normal attacks will not be enough to win.



* Yunalesca. She has three phases to get through, and only the first one is even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repayed with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and it ignores any Deathproof armor you may use. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy.

to:

* Yunalesca. She has three phases to get through, and only the first one is even remotely forgiving. In phase one, she counters physical attacks with a Blinding spell, special abilities (i.e. Steal and Lancet) makes her put the offending party member to Sleep, and black magic gets repayed with a Silence effect. In her second phase she gets a new ability called Hellbiter, which Zombifies the entire party.party unless someone has Zombieproof. She then proceeds to cast Cura and Regen on you, and fires off another Hellbiter every 3-4 turns. In phase three she casts Mega-Death, a spell that kills everyone in the party who's not a Zombie, and it ignores will use [[ReviveKillsZombie Full Life]] on any Deathproof armor you may use.Zombified characters. Thus the player is stuck between being a Zombie, making them immune to healing magics until cured, or being hit with Instant Death. Trying to balance the two is not easy.
7th Feb '17 1:07:00 PM NorthWindGray
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* Diabolos in Dun Scaith. The boss which immediately precedes him would likely be on this list as well. However, once Diabolos enters his second phase, he begins to copy her attack pattern only ramped UpToEleven.

to:

* Diabolos in Dun Scaith. The boss which immediately precedes him would likely be on this list as well. However, once Diabolos enters his second phase, he begins to copy her attack pattern only ramped UpToEleven. To make things worse, for the first part of the battle, Diabolos has complete damage immunity and guaranteed critical hits.
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http://tvtropes.org/pmwiki/article_history.php?article=ThatOneBoss.FinalFantasy