Quote from: Barren on October 26, 2017, 02:14:52 pm
I'm not sure if I can pass the 2nd Zalmo fight right now because it's way too hard. Even with Arrow Guard and Magic Defend UP and some degree of evasion I still get the bad end of the stick. If anyone has a recommended setup I can use to win the fight a lot easier that would be great. I'm really frustrated at the moment
Going off my personal experience, I'd recommend taking weapon stealing/breaking abilities, and so on that can debilitate the Archers. I had a Thief hop right on up there and steal their bows, but that might not work for you, seeing as it's fairly luck-based. The Geomancers weren't a problem for my Summoner and either of Rapha or Malak, I forget which. Their spells are very powerful, when they hit. When going after Zalmo himself, I ran into difficulty as well, because he's built like a tank. Surrounding him and beating on him worked alright, as I recall, though I may have used some tactic to deplete his MP or otherwise hamper his Leviathans and so on.
I'm not a master at FFT, and less so at KO, but you asked. Hope it helps, I find your videos highly entertaining, Barren.
On the subject of the patch itself-
Monsters: They're weird. Eye Gouge having Don't Act makes Goblins way tougher than expected, but makes Heal far more valuable. I was stuck at Sweegy until I figured out to bring it. Some are very powerful, and some are moderate. I think getting taken down a notch would help. Chocobo heals being single-target is weird, but the Esuna raising is game-changing. I used a Chocobo several times when I didn't have a dedicated healer, and their pecks ain't half bad, either, especially when Slow connects.
T. G. Cid: You've ruined him. And I hate you and love you for it.
I will be returning to, and editing, this post tomorrow, when I am not half-asleep.
All in all, this is a fairly well-balanced patch, pretty much.