History ThatOneBoss / FinalFantasy

7th May '18 3:02:27 PM xenol
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* Hashmal, the second boss in the Rabanastre raid, is considered to be the most difficult boss of the entire raid. Many of his attacks can cleave and will probably instantly kill anyone that is not a tank. Hashmal will also charge up an attack that will have one of his arms light on fire and if you are not on the opposite side, his attack will either instantly kill you or do heavy damage and give you a heavily damaging Burns debuff that will kill you after one or two ticks. Hashmal will also summon two pillars that he will cut down and will instantly kill anyone that gets squashed by them. Following that, the boss will bring up a command tower that must be destroyed quickly or his ultimate attack will kill everyone instantly. Not only is this sequence a DPS check, Sand Spheres will also appear as a second DPS check where they will cause heavy damage to the entire alliance if they're not destroyed in time. If more than one Sand Sphere goes off, it's probably an instant wipe. Complicating matters further, Hashmal will also summon two golems that will spam hard hitting AOE attacks that will only grow stronger every time, so the alliance needs to burn them down quickly before everyone dies. It's not unheard of for alliances to use their limit breaks on the golems just to prevent any more damage going out. Uncoordinated parties generally fail here.

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* The Rabanastre 24-man raid has a couple that often frustrate players:
** Mateus, the first boss, requires the teams to play out their parts in different portions of each phase. A lot of people coming into the raid are used to simply mowing down the boss and only occasionally going back to their markers to do something. This fight requires that each party do something at different points, otherwise it makes continuing the fight practically impossible. The second phase has a gimmick where everyone gets a debuff that stacks over time, with 9 stacks resulting in death. To reset it, players need to kill adds. Players here either forget to reset the stack or not focus on the adds. The third phase also requires each party to coordinate in order to not induce an ''alliance'' wipe.
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Hashmal, the second boss in the Rabanastre raid, boss, is considered to be the most difficult boss of the entire raid. Many of his attacks can cleave and will probably instantly kill anyone that is not a tank. Hashmal will also charge up an attack that will have one of his arms light on fire and if you are not on the opposite side, his attack will either instantly kill you or do heavy damage and give you a heavily damaging Burns debuff that will kill you after one or two ticks. Hashmal will also summon two pillars that he will cut down and will instantly kill anyone that gets squashed by them. Following that, the boss will bring up a command tower that must be destroyed quickly or his ultimate attack will kill everyone instantly. Not only is this sequence a DPS check, Sand Spheres will also appear as a second DPS check where they will cause heavy damage to the entire alliance if they're not destroyed in time. If more than one Sand Sphere goes off, it's probably an instant wipe. Complicating matters further, Hashmal will also summon two golems that will spam hard hitting AOE attacks that will only grow stronger every time, so the alliance needs to burn them down quickly before everyone dies. It's not unheard of for alliances to use their limit breaks on the golems just to prevent any more damage going out. Uncoordinated parties generally fail here.


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* The Phantom Train in Sigmascape V1.0 (Savage) is noted for being a morale draining fight. Much of it has to do with a complex string of mechanics that's RNG heavy, often leaving no room for error. Two of them suck away a player for a non-trivial amount of time. At least for a player death they can get back in the fight within seconds, screwing up the one mechanic that gets players whisked away means they're out of the fight for at least a minute which is a huge DPS loss.
10th Apr '18 8:19:38 AM Toadofsteel
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* Seymour Flux. He usually starts using Lance of Atrophy to put a party character in Zombie status. Then the thing Seymour is on, called Mortiorchis, will use [[ReviveKillsZombie Full Life]] on that character. After a few turns Mortiorchis will use Cross Cleave, dealing about 2,000 damage to the whole party, while Seymour will cast Protect and Shell on himself to halve the damage you do. He'll also cast Reflect and then Flare on himself to make the spell be reflected on you (even if you have Reflect, a spell won't be reflected twice). If that is not enough, if you delay a bit in killing him, he'll start charging Total Annihilation, which will kill you unless your party is properly buffed and at full HP. Did we mention that he also dispels any summon after a turn, making them almost useless? There's a reason some people started dropping the L out of the word "flux".

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* Seymour Flux. He usually starts using Lance of Atrophy to put a party character in Zombie status. Then the thing Seymour is on, called Mortiorchis, will use [[ReviveKillsZombie Full Life]] on that character. After a few turns Mortiorchis will use Cross Cleave, dealing about 2,000 damage to the whole party, while Seymour will cast Protect and Shell on himself to halve the damage you do. He'll also cast Reflect and then Flare on himself to make the spell be reflected on you (even if you have Reflect, a spell won't be reflected twice). If that is not enough, if you delay a bit in killing him, he'll start charging Total Annihilation, which will kill you unless your party is properly buffed and at full HP. Did we mention that he also dispels any summon after a turn, making them almost useless? useless outside of blowing their overdrive and tanking a single Total Annihilation? There's a reason some people started dropping the L out of the word "flux".
7th Apr '18 12:04:46 PM AuraXtreme
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* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Paradigm Pack Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Plus, that proper HP gauge needs to be depleted, and he'll be [[ArtificialBrilliance casting Thundara on himself]] to take advantage of his elemental absorption. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin doesn't just absorbs Lightning-elemental damage, he ''[[TheComputerIsACheatingBastard restores with]]'' it; Wounding him will only speed up his recovery rate so he can undo the Wounds. And he shows up ''twice'', with an added pain in the ass during the second round: Thunder is constantly striking across the battlefield, alternating between Serah, Noel, your Paradigm Pack, and Odin (who is still restoring with lightning). The only saving grace is the reward for this second round - [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]

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* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, gauge, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Paradigm Pack Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Plus, that proper HP gauge needs to be depleted, and he'll be [[ArtificialBrilliance casting Thundara on himself]] to take advantage of his elemental absorption. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin doesn't just absorbs Lightning-elemental damage, he ''[[TheComputerIsACheatingBastard restores with]]'' it; Wounding him will only speed up his recovery rate so he can undo the Wounds. And he shows up ''twice'', with an added pain in the ass during the second round: Thunder is constantly striking across the battlefield, alternating between Serah, Noel, your Paradigm Pack, and Odin (who is still restoring with lightning). The only saving grace is the reward for this second round - [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]



* ''Lightning Returns: Final Fantasy XIII'' also sees the return of Caius, and hes probably the most soul-crushingly difficult boss in the entire game. His attacks are fiendishly powerful and relentless, plus the camera tends to focus on him, making them very hard to block. Caius can also restore a huge chunk of his HP and is incredibly difficult to stagger.

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* ''Lightning Returns: Final Fantasy XIII'' also sees the return of Caius, and hes probably the most soul-crushingly difficult boss in the entire game. His attacks are fiendishly powerful and relentless, plus the camera tends to focus on him, making them very hard to block. Caius can also restore a huge chunk of his HP and is incredibly difficult to stagger. It probably says something that he's the only storyline boss that doesn't get stronger if fought later.
1st Apr '18 12:30:35 PM Steven
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* 4.1 has a rematch against the primal [[spoiler: Lakshmi]], who will constantly spawn orbs of aether that are advancing towoards the [=NPCs=] that are behind you. If one person gets touched by the aether, they become [[BrainwashedAndCrazy tempered by the primal]] and the quest fails. The aether clusters grow in number as the battle goes on and although you have an NPC (and later a second NPC) helping you destroy them, his and your ability to attack the aether are on a short cooldown and can be disastrous if you don't time it right or don't hit the aether when they're bunched up. Unlike other main story quests that give you an Echo buff if you fail and try again, the Echo will ''not'' help you in dealing with the aether clusters.
25th Mar '18 12:02:09 PM wingedcatgirl
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** Leviathan Extreme, primarily due to the Spinning Dive and Body Slam attacks. These attacks cause knockback, which isn't such a big deal on Hard mode due to the railings around the boat. On Extreme difficulty, however, the railings are torn off by the first tidal wave attack, making it fiendishly easy to get pulled off the boat and permanently removed from the fight. This is only made worse by how short the spout of water (which indicates from which direction Leviathan will attack next) is. Oh, and Spinning Dive slaps anyone hit with it with Water Resistance Down. Mix that in with Briny Veil (forcing healer swaps and requiring the tank holding the tail to run on very little healing) and Grand Fall (a massive, hard-hitting Water-damage AOE that inflicts Heavy), and you have a teeth grinding experience.

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** Leviathan Extreme, primarily due to the Spinning Dive and Body Slam attacks. These attacks cause knockback, which isn't such a big deal on Hard mode due to the railings around the boat. On Extreme difficulty, however, the railings are torn off by the first tidal wave attack, making it fiendishly easy to get pulled off the boat and permanently removed from the fight. This is only made worse by how short the spout of water (which indicates from which direction Leviathan will attack next) is. Oh, and Spinning Dive slaps anyone hit with it with Water Resistance Down. Mix that in with Briny Veil (forcing healer swaps and requiring the tank holding the tail to run on very little healing) and Grand Fall (a massive, hard-hitting Water-damage AOE that inflicts Heavy), and you have a teeth grinding experience.experience, noted for even giving ''unsynced'' parties trouble two expansions later.
18th Mar '18 10:16:29 PM AuraXtreme
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* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Plus, that proper HP gauge needs to be depleted, and he'll be [[ArtificialBrilliance casting Thunder on himself]] to take advantage of his elemental absorption. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin doesn't just absorbs Lightning-elemental damage, he ''[[TheComputerIsACheatingBastard restores with]]'' it; Wounding him will only speed up his recovery rate so he can undo the Wounds. And he shows up ''twice'', with the only saving grace being the reward for round two: [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]

to:

* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Paradigm Pack Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Plus, that proper HP gauge needs to be depleted, and he'll be [[ArtificialBrilliance casting Thunder Thundara on himself]] to take advantage of his elemental absorption. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin doesn't just absorbs Lightning-elemental damage, he ''[[TheComputerIsACheatingBastard restores with]]'' it; Wounding him will only speed up his recovery rate so he can undo the Wounds. And he shows up ''twice'', with an added pain in the ass during the second round: Thunder is constantly striking across the battlefield, alternating between Serah, Noel, your Paradigm Pack, and Odin (who is still restoring with lightning). The only saving grace being is the reward for this second round two: - [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]
18th Mar '18 10:03:51 PM AuraXtreme
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* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin absorbs - ''[[TheComputerIsACheatingBastard and restores with]]'' - Lightning-elemental damage, so he'll just hit '''[[ArtificialBrilliance himself]]''' with Thunder magic to undo any Wounds. And he shows up ''twice'', with the only saving grace being the reward for round two: [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]

to:

* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Plus, that proper HP gauge needs to be depleted, and he'll be [[ArtificialBrilliance casting Thunder on himself]] to take advantage of his elemental absorption. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin doesn't just absorbs - Lightning-elemental damage, he ''[[TheComputerIsACheatingBastard and restores with]]'' - Lightning-elemental damage, it; Wounding him will only speed up his recovery rate so he'll just hit '''[[ArtificialBrilliance himself]]''' with Thunder magic to he can undo any the Wounds. And he shows up ''twice'', with the only saving grace being the reward for round two: [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]
10th Mar '18 11:47:23 PM AuraXtreme
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** Odin serves the purpose of making sure the mechanics of Eidolon battles have been thoroughly hammered into your head. For starters, your party at this point consists of only Lightning and Hope, and Odin attacks Hope exclusively. Keep in mind that Hope has the lowest max HP and some seriously weak defense at this stage in the game, which means it'll be all you can do just to keep him alive. If you Libra Odin, it'll reveal that he "yields to those who amass chain bonuses" and "yields to those who heal the wounded". Okay, so you just heal Hope the entire battle and ride it out, right? Guess again; doing this alone doesn't raise the Gestalt meter quickly enough to outpace the Doom countdown. This means that you have to be able to switch quickly between going on the offensive and healing Hope in order to have any chance, and if you still haven't figured out how to raise the Chain meter quickly and keep it raised, prepare to die over and over and over again.

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** Odin serves the purpose of making sure the mechanics of Eidolon battles have been thoroughly hammered into your head. For starters, your party at this point consists of only Lightning and Hope, and [[ShootTheMedicFirst Odin attacks Hope exclusively.exclusively]]. Keep in mind that Hope has the lowest max HP and some seriously weak defense at this stage in the game, which means it'll be all you can do just to keep him alive. If you Libra Odin, it'll reveal that he "yields to those who amass chain bonuses" and "yields to those who heal the wounded". Okay, so you just heal Hope the entire battle and ride it out, right? Guess again; doing this alone doesn't raise the Gestalt meter quickly enough to outpace the Doom countdown. This means that you have to be able to switch quickly between going on the offensive and healing Hope in order to have any chance, and if you still haven't figured out how to raise the Chain meter quickly and keep it raised, prepare to die over and over and over again.




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* ''[[Music/{{Eminem}} Guess who's back]] / Back again / [[OhCrap Odin's back]] / Tell a friend''. Save for the Gestalt gauge being replaced by a proper HP gauge that needs to be depleted, Twilight Odin brings all of Odin's old cruel tricks to the field; targeting the weakest member of your party (hope none of your Medics are {{Squishy Wizard}}s), and wide-hitting attacks that can deal damage to most of your party at once. Oh, but you can switch party leader, so Doom won't be a problem! Except he doesn't use Doom; he uses a [[TotalPartyKill Zantetsuken]], which ''doesn't give you a countdown''. Well, ''XIII-2'' introduced Wound damage, let's just batter him down with that! Except that Odin absorbs - ''[[TheComputerIsACheatingBastard and restores with]]'' - Lightning-elemental damage, so he'll just hit '''[[ArtificialBrilliance himself]]''' with Thunder magic to undo any Wounds. And he shows up ''twice'', with the only saving grace being the reward for round two: [[spoiler:Twilight Odin as a 100% join to your Paradigm Pack, still brandishing Zantetsuken as the only non-DLC Feral Link with a max sync rate of 999%.]]
17th Feb '18 10:41:37 AM CybranGeneralSturm
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* Yunalesca. She has three phases to get through, and only the first one 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 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.

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* Yunalesca. She has three phases to get through, and only the first one 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 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.
4th Feb '18 4:30:09 AM OlfinBedwere
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* Zande/Xande in the NES version. While he wastes his odd-numbered turns by using Libra on your party, on his ''even''-numbered turns he'll unleash stupendously powerful spells such as Meteo and Quake on you. If you show up to the battle under-levelled, you'll likely only get as far as your second turn before getting obliterated by Meteo, and even on higher levels, you won't get more than six, maybe eight turns before dying. Largely averted in the DS version, where he focuses mainly on physical attacks and moderately powerful spells, though he'll still blast you with Meteo every now and again.
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