And this is the end of our Server 72 run, where offscreen displays of sheer skill and good strategy have allowed me to make it all the way to Floor 50, facing down the final boss.
With us, our sole survivors up to this point, Coinarch and GGWP, where Coinarch serves as our standard Defender, being able to draw aggro through skills and reduce damage taken by half, allowing survival against the dreaded Hijve.
And thanks to the efforts of Coinarch, GGWP, a dodgetank able to strike multiple times in quick succession, now sweeps in for the win and
It is over. I have cleared Server 72. I am at the top of Real You Online civili-
Compression Tactics
Now hello everybody, this is Lesk with your Server 72 flawless run in a phone that is likely to become a victim of the free market.
It is time for us to begin this tale of epic with our four-member party, which I will delve into depth in this quick intermission.
The Fabled Intermission
Stats I’d Focus: (Def), Res/HP.
Zelg, our main Tank, featuring the name-like Tank Stance skill. Before you discard him for the mere fact of being an armor with the old armor movement, take this skill into consideration:
For three turns, not only you gain a boost to Res (based on your Def, which will make this quite sizeable against mages, granting him valuable mixed bulk), but you also draw aggro when hitting enemies (which also decreases their Avoid by 20).
With the very limited amount of units at our disposal for what will very likely be 20 floors, being able to soak and lure damage is going to be highly valuable.
Additionally, the “Tank Gauge”, while not highly relevant now, it is a class status that allows you to recover 1 MP after entering combat five times (while in Provoke mode). Being able to recycle MP is going to be a highly sought for ability later on (probably), so keep an eye for this.
- Hardman (don’t call him Hard)
Stats I’d Focus: (Str/Spd), Mag/Skl(?)
Welcome to your Hit n’ Run specialist, Hardman, the local loving father. 5 Cost Canto+ allows for incredibly versatile early turns (for front-loaded maps) as you get to do a 2-3 snipeshot against mages (which can’t counter at 3 range), sword usage against other archers, and then run off away from enemy range. Beyond that, standard Canto is still valuable, even if the lack of Rescue mechanics make the world of Rescue/Dropping a fantasy.
Overall, a nice straight-forward cavalier.
Stats I’d favor (Mag/Spd), HP
Arguably the best unit. Now hear me out, I know this is the healer and that it’ll be most usually maneuvered towards healing allies in a vacuum, but this features two things that make Loonie incredibly good:
1: A easily manageable MP recovery system
2: Easily loopable Damage Buffs
You will not believe what a few Spd points do to Loonie, making both her damage output and her MP regeneration get incredibly wild - even more when we acquire the early brave weapons.
Stay assured that Osmose is going to see heavy use when able - with our only current drawback being the fact that Loonie is unable to self-heal (unless we buy vulneraries like a nerd).
Stats I’d Favor: (Mag), Spd, HP(?)
Philophrosyne is what I’m currently going to call a trap unit - she is a speedy nuke, but if she cannot oneshot an enemy and doubles it, the amount of MP you are going to spend will overpower the amount of MP you regenerate each turn - which will later be shown having negative effects on our run.
Another note to take into account is that weapons can either be durability based (most physicals and some tomes), or MP based - where the cost of using the weapon is MP per attack, and Dark magic (Primal*) begins with no 0-cost tomes.
Intermission Over, now, to the first floors of the tower.
With the first floor being an easy bridge to ease us into the mechanics of each character, Floor 2 begins by leaving us fully surrounded by enemies, having soldiers, mercs and fighters threaten us from three angles.
After moving the rest of the party upwards in order to be able to take down the archers as early as possible, Zelg’s fate is to become the first human piñata ever.
And highly likely, not the last.
After the rest of the party return to his rescue, Hardman and company clean up the fighters, for which we are awarded m o n e y.
Afterwards, the next Floor features a different starting formation:
All party members begin split in different spots, with whether or not you’re confident of being able to take down each sector alone or needing to reconvene being a choice at your disposal.
But having juiced up my units, this shouldn’t be a pro-
So, quick context for this image, I missed a 94%. This will become a trend. You have been warned.
But what this means in the end is that if I can’t guarantee the outcome of a battle in my favor, I need to make the most effort towards being able to act properly with what is in my control.
And 94%s are not in my control.
After the group reconvenes while running away from both the mages and the armor knights (with the mages being disposed of by Fraudphrosyne), Zelg gets the much needed kill support to clean up his side.
And lastly, the now catching up Armor Knights from the top have made it just in time to be killed with magic.
Now, Level Ups and stat increases here work differently compared to standard Fire Emblem games. You don’t roll the dice in order to decide what stats come up - you’ll be able to buy stats (each with its own cost) for each one of your units, and leveling up allows you to further keep buying them, as it comes with a limit: 4 stat purchases (other than Luk) per level.
After further stat gimping,
Mandatory NPC protection chapter, and our first culling point. That NPC will be a problem if one doesn’t play aggressively.
But, we’re given a nice tool for this: Mire is a good tome for Defend chapters as it will lock up enemies in place (Stalling), which can buy us more time.
And time would be a thing we’d have if we didn’t miss attacks - to what we find ourselves having to take hits
And even if we do manage to get one lucky dodge…
This ends this chapter with only two casualties, but is easy to e-
OH, COME ON.
Two casualties, all nice and dandy.
I agree, Zelg. We should kill Defend chapters.
But what matters more now, up and coming… the Boss Stage, Floor 5. But beforehand, I do need to mention:
Between each floor, there are recurrent green units that you will be seeing every now and then, and while I won’t be posting them all here (You should really play Server 72), the axe agenda will thrive.
And with that, we’re now ready to-
[insert Lego Batman image here]
MY LOVE, MY DEARLY BELOVED, gyuh
Back to the boss, though. That’s the important thing here, really.
Now the main gimmick of this boss as observed will be its ability to halve oncoming damage once its HP goes below half - where the tactic mentioned is to burst damage at the boss to skip through the DR layer. But to do so first, we must get to the boss through all the small-time enemies.
Take into account that here we see for the first time an enemy wielding effective weaponry - a hammer, to be blunt. This cyan aura will display the area of such an enemy which will force me to pretty much ignore that section and try to lean right-wards (since the mages aren’t really a worry).
Oh, really now? Do I need to bump accuracy now?
And here we see on full display Philophrosyne’s weakness - her slow MP regen cycle makes it impossible for her to double enemies without being forced to enter downtime - which will be a worrysome situation.
Even then, through collaborative effort…
We have a bit of chipping
Then a bit of damage
And the potential for a kill,
fully granted to us.
And with this, we have taken down the first boss of Server 72, and now only 45 floors remain.