History ThatOneBoss / FinalFantasy

12th Sep '17 9:38:05 AM MBG
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* 2 Head D/Two-Headed Dragon has one strategy, and that one strategy is using physical attacks. Problem? They're the strongest physical attacks in the game. Even with crystal equipment and a shield, he can usually end up hitting about seven times for a thousand damage. Anything less, and he'll probably be hitting twenty times for 9999 damage. Provoke is the only reliable way to take him down without colossal grinding, and even then, you'll have to guzzle Elixirs in the meantime.
27th Aug '17 11:46:59 AM SLthePyro
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* For the hardcore raiders, Halicarnassus is Deltascape V3.0 (Savage). Alte Roite and Catastrophe were hard-hitting but ultimately easy-to-learn bosses that didn't have too much HP, luring new players into a false sense of security before Halicarnassus painfully demonstrates what a DifficultySpike is. Whereas the preceding bosses took some time to get going, Hali takes all of a few seconds to start the fight with a devastating CriticalHit tank buster[[labelnote:*]] which [[ExactlyWhatItSaysOnTheTin always crits]] if the tank isn't using the role skill that negates it, doing a whopping 72k damage before mitigation or vulnerability[[/labelnote]] immediately followed by [[ThatOneAttack Spellblade Holy]].[[labelnote:*]] which in Savage places several [=AOE=] markers and one stack marker on players and then ''stuns them and swaps their positions'' before the [=AOEs=] land, instantly wiping the raid if players are positioned wrong[[/labelnote]] The fight only gets worse from there with her multiple "game board" arenas and her Queen's Waltz attack which changes its properties depending on the current board, culminating in a final phases with tiles from ''all'' the boards and her jumping around them to determine the Waltz's effect.

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* For the hardcore raiders, Halicarnassus is in Deltascape V3.0 (Savage). Alte Roite and Catastrophe were hard-hitting but ultimately easy-to-learn bosses that didn't have too much HP, luring new players into a false sense of security before Halicarnassus painfully demonstrates what a DifficultySpike is. Whereas the preceding bosses took some time to get going, Hali takes all of a few seconds to start the fight with a devastating CriticalHit tank buster[[labelnote:*]] which [[ExactlyWhatItSaysOnTheTin always crits]] if the tank isn't using the role skill that negates it, doing a whopping 72k damage before mitigation or vulnerability[[/labelnote]] immediately followed by [[ThatOneAttack Spellblade Holy]].[[labelnote:*]] which in Savage places several [=AOE=] markers and one stack marker on players and then ''stuns them and swaps their positions'' before the [=AOEs=] land, instantly wiping the raid if players are positioned wrong[[/labelnote]] The fight only gets worse from there with her multiple "game board" arenas and her Queen's Waltz attack which changes its properties depending on the current board, culminating in a final phases with tiles from ''all'' the boards and her jumping around them to determine the Waltz's effect.
27th Aug '17 11:46:36 AM SLthePyro
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* For the hardcore raiders, Halicarnassus is Deltascape V3.0 (Savage). Alte Roite and Catastrophe were hard-hitting but ultimately easy-to-learn bosses that didn't have too much HP, luring new players into a false sense of security before Halicarnassus painfully demonstrates what a DifficultySpike is. Whereas the preceding bosses took some time to get going, Hali takes all of a few seconds to start the fight with a devastating CriticalHit tank buster[[labelnote:*]] which [[ExactlyWhatItSaysOnTheTin always crits]] if the tank isn't using the role skill that negates it, doing a whopping 72k damage before mitigation or vulnerability[[/labelnote]] immediately followed by [[ThatOneAttack Spellblade Holy]].[[labelnote:*]] which in Savage places several [=AOE=] markers and one stack marker on players and then ''stuns them and swaps their positions'' before the [=AOEs=] land, instantly wiping the raid if players are positioned wrong[[/labelnote]] The fight only gets worse from there with her multiple "game board" arenas and her Queen's Waltz attack which changes its properties depending on the current board, culminating in a final phases with tiles from ''all'' the boards and her jumping around them to determine the Waltz's effect.
31st Jul '17 8:25:32 PM DrakeKelson
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* [[spoiler: Despite his flamboyant appearance and lack of a OneWingedAngel form, [[BigBad Ardyn]] as the FinalBoss]] can be a surprising spike in difficulty if you haven't been leveling up or don't have as many healing items. First off, [[InTheEndYouAreOnYourOwn this is]] [[SoloSequence another moment where Noctis]] [[DuelBoss must fight on his own,]] which can be very jarring considering how many aspects of the gameplay come from working with your team. But what really makes this fight a tough one is [[spoiler: [[AxCrazy the wild and unpredictable]] movements Ardyn utilizes throughout the fight, being able to [[TeleportSpam Warpstrike just like you, and will]] [[InterfaceScrew gladly screw up your camera and targeting by spamming it repeatedly to zoom across the area and smack you before you have time to react, and he]] [[LightningBruiser actually hits ''very'' hard and ''very'' fast]]]], forcing you to rely on dodging and waiting for an opening, and also paying enough attention to avoid his own combos and stronger attacks. [[spoiler: Once the two of you activate your SuperModes and take to the skies of Insomnia, the fight is actually ''more'' difficult, as Ardyn will now attack at harder to determine intervals, hits harder and faster, and finally, unlike [[ForgoneVictory Leviathan]], Ardyn will gladly remind you that yes, ''you can actually lose despite your SuperMode''.]] Thankfully, the final phase is the easiest... at least gameplay-wise. [[TearJerker Emotionally, however...]]
19th May '17 4:46:00 AM Stitchking
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* Emerald and Ruby WEAPONS are extremely hard to defeat without the Knights of Round summon, Ruby has crazy high defense/attack power and can cast Ultima for a OHKO to your party, while Emerald has 1,000,000 HP, forcing you to play defense and offense due to Emerald Weapon's attacks called "Emerald Beam" or "Aire Tam Storm" which adds up all the material you have equipped, and does exactly that much damage. Good luck trying to stop them without being level 99..
1st May '17 11:00:12 AM SilverSupernova
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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. 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.

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* Diabolos in Dun Scaith. The boss which immediately precedes him would likely be have probably been on this list as well. However, 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. 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 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.

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, 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.
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