You all already know why this one costs so much less, both in terms of gil and MP. Rondo will never get an area spell better than Thundaga. Also worth noting: this spell level is where Ninjas, Paladins, and Rangers get off the bus. Not much else to say here, Thundaga is more made interesting by its competition for this level. A nice additional element for Red, and especially strong in a dungeon that's coming up a little ways off. I've seen them work to great effect in a lot of boss fights in this game, but Lich is not the one you can use them on.ĭeals heavy thunder damage to all enemies.Īvailability: Sage, Archmage, Ninja, BattlemageĮveryone loves the sweet taste of high-voltage mayhem. I also played it safe and assumed that Lich wouldn't try to repeat elements in their offense spells, leaving the NulShock up to absorb a predicted Thundara, and it worked! That said, I could've played smarter, by ignoring status effects.
Sure, Polka can heal, and the other two can deal physical damage and dodge like champs, but having Red able to sling Firaga for as much damage as they can PLUS using Elven Balm for area healing was what really kept us going. Red is the main reason we won this fight. If you lack that, stack buffs on your hardest hitter and keep them alive at all costs.
While you can try to fight physically, you're better off holding the line so your strongest casters can hit them with Firaga, Diara, or the next best thing they can wield. And unlike Astos, you can't effortlessly neuter Lich's magical offense with Mute, not with their resistances. You need to be ready for the long haul in this fight, which is tough when you've got spells as strong as Blizzara being thrown at you. Not only are they nearly as physically capable as the Vampire with paralytic strikes on deck, not only do they have a command of black magic that makes Astos weep, they also sport far more HP than any foe we've seen yet. Resistances: Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence, Confusion, Mind, Death This fight needs to end before they crater your team, one by one.ĭevourer of Life, Eternal Sorcerer, Fiend of Earth
If you CAN afford to sling magic at the Vampire, especially fire or Dia spells, do so. And with Red being low on MP and me still needing to Warp out after the fight, I can't quite afford to cut loose with Fira on them. And since the Vampire regenerates and shrugs off status effects, what you need here more than anything is evasion and healing, especially revival.Īll it takes for me to take this fight seriously is the one hit they land on Vahn, dealing over half their health in damage. No spells or techniques save for a paralytic Gaze and some minor regen, but the Vampire doesn't need spells to dissect us. The problem is that the Vampire is WAY further ahead than any of the above, and hits like a freight train. Look at that damage stat! The Vampire, like Bikke's Pirates and the Piscodemons guarding the crown, is actually just a normal random encounter enemy, encountered earlier than you normally would. Resistances: Quake, Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence, Confusion, Mind, Death