[Updated] A Full Support Crusader's Guide to Otherverse

Discussion in 'Crusader' started by BuckToothBob, May 23, 2014.

  1. BuckToothBob Let's Play: Kingdom Hearts

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    ZenTori
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    *Note: Guide has now been updated to our current cap

    Welcome to the Full Support Crusader's Guide to the Otherverse (OV) dungeons! This guide will show you what you can do in each of the OV dungeons as everyone's favorite party member, the FS sader.

    Table of Contents:

    1. Credits
    2. Goblin Kingdom
    3. Castle Nebulous
    4. Rangelus' Guerillas
    5. Void Rift
    6. Dark Side
    7. Castle of Bakal

    Credits
    Orichalkos
    TheWarrior
    FeelMyNen
    GreenGiant
    Ranko

    Goblin Kingdom
    Item Requirements: Oils, (Skytree Nuts and Bombs if you're the one who is bombing)

    First Room:
    Starting out in the first room, you can buff normally. Save your Fountain of Life until the next room. Use cure on anyone that has bleed.

    If you have skills like Apocalypse, spear, deflection wall, use them to help your party.

    Second Room:
    Now before going into the next room, find out who is feeding. If another person is feeding, make sure you cast Strike and Light of Divinity so that the person doesn't miss/gets interrupted by the goblins. If you're the one who's feeding, then you'll be the one to have Strike/LoD. Don't bother casting any other buffs, the party won't be power housing the room anyways. You can cast FoL on yourself and SoP on everyone else so that if an explosion occurs, then you can take some of the damage. With 85 cap, you'll have a lot more HP so you shouldn't even be close to death, but FoL is there to revive you in the event that you do lose all your HP.

    What I like to do is before the party moves into the next room, I cast Sign on myself (to make sure I have lots of defense and more HP) and FoL. This makes sure I have the full 2 minutes on me so I have more defense/HP should an explosion appear. Once in the room, I cast Sign on Players 1, 2, and 3. The party members will usually have Sign on them from the room before but there's a risk of the buff fading out while feeding is still going on. This way, you renew the 2 minute duration on Sign, making sure all party members do not take the full damage of the explosion. If you notice that the machine might not be fed in time, you can use Healing Wind to block out one explosion.

    Once you see goblins with shields or goblins running around like crazy, you can start to buff everyone with Divine Invocation, Strike, Wisdom, etc. You can also cast FoL on another party member.

    Now if you're feeding, make use of your regular xx attack to push the goblins back a bit and then use smasher. Deflection wall and spear are great skills to use. Sometimes a grab doesn't connect so I quickly use deflection wall -> spear and it should be able to grab a goblin into the machine. Deflection wall and spear are also great against the goblins that run around like crazy. Now since you're feeding, you'll be focusing on putting goblins into the machine, so just rebuff everyone once the machine is destroyed.

    Third Room
    :
    Usually my party will have someone using a cube right away to trigger the anti-cube of Olli (Which has a 10 second cooldown, so remember that!), but you'll want to cast LoD on your biggest attacker or caster just in case of the spear attacks. You'll want to help your party out in bringing the goblins from the trees down, so use whatever you can to bring them down like Deflection Wall, Spear of Victory, Hammer, or just plain Jump Attacking. The goblins in the trees can summon out creatures and trust me, you don't want that because it's just annoying to deal with. Just continuously attack the tree goblins and any of their green bags until they fall to the ground. Olli has another move where spear cages will fall down if an EX skill is used, as EX skills now count as Awakening moves. In other words, be careful with Pressure Wall if you have it because you'll stun everyone, EVEN IF Olli was grabbed.

    If you have Spear of Victory, you can help in holding Olli down. If Olli is grabbed and you see a Green Circle under him, which indicates a shockwave coming, you can use Healing Wind so your party members don't get knocked back. However, if you know that his anti-cube activated a few seconds before this, then you can cast Healing Wind no problem.

    You'll most likely be able to cast FoL again, so make sure you do so on the next player.

    Fourth Room:
    This room isn't too bad actually. The important part is to kill the mage because the Aukusos can hurt. Just help like you would always do in a party, shield, heal, and make things easier. But to make it easier, group all the monsters up, most group to the right side of the room. Grouped monsters = faster killing = efficiency.

    Now by this point, you should have at least 2 people with FoL. Hopefully, you can get a third FoL up for the next room so that should something happen, everyone else can live and only you will use a token.

    Fifth Room:
    Make sure you stock up on oils. If you're not the person who is bombing, just throw the oils and stand on the machine. Once the skytree nut knocks you down, use Quick Rebound and you're done. If you have a nen in the party, you can simply let the nen shield the explosion instead of using QR.

    If you are the person who is bombing, make sure to also stock up on Skytree Nuts and Bombs. Run to the right side of the machine. After throwing three oils down, throw a skytree nut and then a bomb in that order. Afterwards, quickly grab a goblin with smasher to avoid the explosion damage. Or if you really wanted to, you can try and use Phoenix Hammer. Phoenix Hammer has invincibility frames after you smash the weapon down, so if you can time it correctly, you can just do that instead of trying to grab a goblin with smasher. It's somewhat risky and can be messed up if there's any lag/delays involved, though the same could also be said even if you weren't bombing.

    IMPORTANT: Don't cast LoD on any of your party members. This makes it so that the skytree nut can't knock them back. If you accidentally cast LoD but you're standing on the machine, don't press anything. Just let the skytree nut hit you. If you AREN'T standing on the machine and nowhere close to the skytree nut, just cast it on yourself so that you're not wasting one of your party member's FoL.

    How to use Phoenix Hammer: You'll throw your oils and get yourself ready to throw your skytree nuts and bombs. After you throw the skytree nut, you throw the bomb. Now as soon as you see the bomb is on the ground, USE PHOENIX HAMMER. If you're not used to it, you can hotkey Phoenix Hammer. After a while, you can probably just use the command. Now it's best to use FoL on the person who is bombing in case a mistake happens. This means that if it's you who is bombing, you'll want to put FoL on yourself.

    Boss Room:
    Buff everyone before the entering. Buff up LoD on your main attacker. If you have Apoc, personally I would wait until the carriage is destroyed so that the goblin himself appears. However, if your party can repeatedly kill the boss while in machine form, then Apoc works there for faster killing. Remember, if you're using Apoc when Golgo is out of his machine, wait until he's grabbed. Otherwise, you'll waste your Apoc because he'll jump and rain down lightning strikes on the whole room.

    Healing Wind is pretty good for protecting all of your party members from Golgo's charge attack. If your party is holding Golgo to one side and you feel as though they might be running out, use spear to hold down Golgo even further. If Golgo is in his healing dance, don't use deflection wall/pressure wall if your party member decides to kill him while he's in his dance.

    If the torches appear, you should be the one to destroy them with anything you got, Lucky Straight Punch, xxxx, Blades of Purity, Deflection Wall, Crashing Cross, whatever. You're not a damage dealer anyways. This way, your party won't have to waste the time to destroy the torches and focus on killing the boss instead.

    Other than that, that's pretty much it for Goblin Kingdom besides healing your party and buffing them up. You could use some Spear of Victory to hold the boss in place if you wanted to but it's not necessary.
     
    Last edited: Aug 10, 2015
  2. BuckToothBob Let's Play: Kingdom Hearts

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    ZenTori
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    Castle Nebulous
    Useful Items: Mind Control/Brainwash Pots, Stone Recovery Pots

    First Room:
    The first thing you want to do is buff up Sign, Slow Heal, and cast Divine Invocation so that everyone's powered up. Chances are, you'll be the one getting stabbed because again, not a damage dealer. So what I like to do is buff myself with LoD and then Revenge of Light. This way, the monsters won't be able to damage you quite yet and if they do hit, RoL has a chance to hit back. You should be able to cast an AoE Strike/WB to your party before getting stabbed but if not, just cast it as soon as you can afterwards.

    If someone else gets stabbed, try to use LoD to shield that person. If you have wall/pressure wall, try and see if you can push the monsters away. Important note: If you have hammer, do not use it on the monsters. Much like how something such as Taunt would make the monsters invincible, due to making the monsters get aggro'd to the brawler, hammer does the same thing if the monsters repent. Since the monsters no longer target the person being stabbed, they become invincible, so avoid using hammer at all costs.

    Make sure you have level 7 cure at least so that you can remove the curse debuff on your party members.

    Before going to the next room, make sure nobody has RoL. Rebuff your party members as necessary.

    Second Room:

    Watch out for any debuffs that your party members might have and use cure accordingly.

    According to Ranko's post, using Hammer of Repentance can possibly stop the puppets from healing each other, so I recommend trying it as soon as you enter the room, as that's most likely the only chance you'll have to hit all 4 of them, though you can also try to hammer them afterwards provided they're still somewhat grouped up. Even being teleported by the blue puppet can still work out since the blue one usually teleports you near the center of the 4 puppeteers, which can allow you to group them up somewhat before trying out hammer.

    Besides that, you can help your party by using smasher/spear to bring one puppet to the wall. Usually the blue puppet is killed first followed by the orange puppet.

    Once you're down to basically 2 puppets left, you can start to rebuff. Also cast your first FoL here. Once the blue puppet is dead, you're free to cube which is why you can start to rebuff while casting cube buffs.

    You do not want to have RoL for the next room.

    Third Room:
    Note: It appears that the lightning strikes are no longer instant-kills, just some heavy damage.

    There are two ways to go about this. You got the normal way, and then you got the cheesing way.

    The Normal Way: You and your party will hunt the golden lizards one by one. You'll want to cast LoD to either your main attacker, if you want that person to search for the lizards easier, or yourself, if you want to be able to keep the other lizards away without being interrupted. To keep the lizards away, you can use spear and deflection wall.

    The Cheesing Way: How do you cheese this room? Cubes cubes cubes. To be more specific, you'll need to have Healing Wind, the higher the level the better. Now the basic idea is this, you all get close to them, then you try to group all the lizards up (graps, eles, brawlers, any class that can group effectively) and attack them with anything and everything, including cube skills. Now the reason why you need Healing Wind is to block out the Lightning Strikes that would normally wipe out a party. Technically, the lightning strikes don't do any damage, so the healing wind barrier would not be broken at all. The reason you want Healing Wind to be pretty much at the maxed level is because that increases the barrier duration. This way, you can time it a little earlier and still have the barrier up to protect everyone.

    When to time the Healing Wind all depends on your party composition and the road you're on. The lightning strikes only occur when a regular lizard dies, so you'll have to figure it out. At the very least, maxed Healing Wind (lvl 21) will last for 12.32 seconds so you'll want to try to kill all 3 golden lizards in that time frame.

    Now if you're doing the Normal Way and you see a regular lizard get killed, you can still try to save your party members by grouping up and casting Healing Wind. Just make sure no one goes out of the barrier range or the barrier's gone for that person. It's also still possible to get another lightning strike after going the Cheesing Way because you might not kill all the golden lizards. For the most part, my party usually gets good results.

    Rebuff everyone after the room is cleared. Make sure you do not buff RoL because you can accidentally kill off one of the lizards. You should be able to cast your second FoL.

    Fourth Room:
    In this room, you're going to help out with grouping the lizards up. At the very least, you have smasher to help you. If you have spear, that's a GREAT move to hold all 3 lizards in place. Now your party will most likely have one person try to catch the yellow lizard if the yellow lizard jumps to the other side. You can help by using smasher and spear of victory to bring the lizard back to the other lizards.

    Maybe heal your party members if they're low on HP. I say maybe because some Crusaders, like me, don't have maxed Fast Heal and you're risking it if you try to use Healing Wind. If you must use a cube, make sure the lizards are held down (via spear of victory or any of your party members' hold skills). But other than that, it's just trying to group them up and killing them all in the same time span.

    After the room is cleared, rebuff everyone, this time including RoL.

    Fifth Room:
    For the most part, your party might try to juggle Magneus to death. In this case, you can help out by xxx->cancel GWL. If they can't juggle enough, use your spear of victory to help out the party in holding Magneus down. If you have an assist to hold him down (Junk Spin, Florae Collider, Deadly Enticer, etc), you can also use that. However, in the case of him using his Colored Orbs attack, this is where RoL comes in. The attack is magic base, so you'll have a decent way to damage Magneus. Should you get mind controlled, this is where the mind control pots come in. Just make sure your party members don't die, but they should have some HP potions handy anyways.

    After the room is cleared, heal everyone and rebuff accordingly. Also buff yourself.

    Boss Room:
    You'll want to heal and bubble and probably use cure whenever you see people being petrified. Since everyone has RoL, that can be set up to get in some damage to Petrilisk. You can use spear and deflection wall for some damage/holding/positioning. Once the boss is around halfway through his HP, you'll want to start saving up your cures for when he teleports everyone.

    Make sure you have level 7 cure at least so that you can remove the petrified buff on your party members.

    If Petrilisk uses his warp-and-petrification move on your party, you have to use a stone recovery pot to get out of it. Trying to get out of it normally with the arrow keys and such takes an extremely long time. Once you're out, use cure on your party members and run to Petrilisk to stop his attacks. Equipment Switching, or Title Switching, no longer works in this version of DFO.

    Also remember to use your hold assists if you have them.

    Other than that, just keep on damaging the boss and it'll be over.
     
    Last edited: Aug 10, 2015
  3. BuckToothBob Let's Play: Kingdom Hearts

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    ZenTori
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    Rangelus' Guerrillas
    Useful Items: Mind Control/Brainwash Pots, Sleep Recovery Pots (though the sleep status is rarely a problem, so it's not often you need to even use a Sleep Recovery Pot.)

    First Room:
    Start out by either buffing yourself with LoD so you don't get interrupted with your buffs or one of your party members. Then you can go with your usual sign->slow heal->DI etc.

    Second Room:
    Important note: Do NOT use hammer on Baulthral. If he's repenting, any mines he steps over WILL NOT damage him.

    You can use LoD on your main attacker so that he/she can kill the miners without being interrupted.

    If you're the one being targeted, just run away from the group so they can deal with the miners. Since you're the one being targeted, you can just walk over to the mines and he'll follow. You could use smasher too if you want to make it go faster. Spear won't work since he's in constant super armor. If he's forced to target someone via skills like shururu or taunt, he'll go crazy and stab whoever is closest.

    If you're not being targeted, then use LoD/heal/cure whenever necessary. Also use smasher to help bring Baulthral closer to the mines.

    The best way to go about this room is to bring Baulthral to the far right of the room and keep him there. Multihits summons more miners so try to get as much multihits in. This way, Bauthral is stuck to the right side, the miners are killed on top of Baulthral, and the room is cleared fast. But this is a bit more advanced so you'll need some serious party play with this.

    Once his HP is around half, you can use FoL.

    Third Room:
    Nothing really special. Take this time to rebuff your party members. What I do is I use LoD on myself before this room so that I don't get interrupted by sniper shots. You can also buff your main attacker so that they don't get interrupted by sniper shots. If possible, buff your second FoL.

    Fourth Room:
    What you're going to do here is try and hold him down. Use LoD on your main attacker.

    If the guy is attacked too much, he'll call in soldiers from both sides to shoot row after row of bullets. The safest spot you can be in is the very top part of the screen when this happens. You'll know because the screen turns red which is the prime time for you to go to the very top of the screen. You'll want to bring him to the top so that you're safe from the bullets and free to kill him. However, this isn't necessary if your party can burst him down fast in the middle which my party does frequently.

    Med packs might fall down and the guy recovers HP if he walks over them. However, my party never has any problems with the med packs. But if there are problems, then you should destroy the packs.

    If you see a bunch of missiles falling down, try to find a safe spot to avoid them. You'll want to save your healing wind just in case.

    Now why do you want to save your healing wind? Because of the bomb that slowly falls down. Normally, you'd need to go to the shelter in the middle but what if you have some soldiers on either side shooting? In this case, you just have everyone group up at the top and you use healing wind. Everybody takes no damage and they get some HP back.

    If your party killed Baulthral in a decent amount of time and see that your party still has some buffs, then you can just continue to the next room. If they're running out, just heal and rebuff.

    Fifth Room:
    Just like the third room, nothing really special. The only thing different here is that there's a green name, but despite the name of One-Shot-Kill, he pretty much never does it. Rebuff if needed for the boss room.

    Boss Room
    :
    Make sure your main damage dealer or holder has LoD before entering this room. That party has to take out Gemini or everyone will have the mind control debuff. If you see her with big "HOHOHO" words, grab Grab GRAB HER! In case you do get the mind control, make sure you have brainwash potions stocked.

    After that, try to save your LoD. If you see a World's Strongest Land Runner and a party member's asleep and cure is on cooldown, then you can use LoD to protect that member. WSLR actually does physical damage, which is why LoD can save a member.

    That being said, make sure you stay off the x-axis of the boss. This way, if the sleep canisters come out and they get your party, you can still use cure to save them. Remember this, you need to wait until the canisters are away from the party. If you use cure while the canisters are still on top of them, they'll fall right back asleep.

    From time to time, if he gets too much damage, he'll camouflage and runs away and is invincible once camouflaged.

    If you see G-3 robots on top of you, make sure you stop doing what you're doing (this includes running), and just walk around. Don't attack, don't run, just walk or stand.

    If 4 landrunners appear with big circles, take those landrunners out. Failure to do so will result in Tempester bots coming and you don't want that happening.

    If you see 2 long rows of land runners, then it's time to find the broken land runner. Either follow your party if they found it or lead them to it if you found it. You can use this time to rebuff since you guys won't be attacking for a while and you should be in the safe comfort of a nen bubble (MAKE SURE YOU DON'T ATTACK IT OR IT'LL BREAK AND EVERYONE DIES). However, if the broken landrunner is in one of the four corners, you can actually just go to the corner itself and not be in the landrunner and still live, because the explosions won't reach you in the corner. Now, this is a really risky thing to do, but if you find yourself in trouble and can't reach the broken land runner in time, you could try to use Phoenix Hammer's invincibility frames. To use Phoenix Hammer successfully, wait until you see the landrunners reach "0" and then use the skill. I've completely avoided all the explosions all four times as an experiment.

    After the 2 row land runner attack, the boss won't really do anything else special, so just keep on healing/curing/buffing your party members and you're done.

    Generally, if you stun him (like maybe with an assist) when his HP is around 40-60 bars, you should be able to burst him down enough that you either kill him or you skip the Broken Landrunner phase.

    And there you go, you've completed all the OV2 dungeons.
     
    Last edited: Aug 10, 2015
  4. BuckToothBob Let's Play: Kingdom Hearts

    Posts:
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    IGN:
    ZenTori
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    ZenTori
    Guild:
    YeOldeSauce
    Server:
    Cain
    Void Rift
    First Room:
    Start out by buffing normally. Chances are, if your party is really good, you might not even be able to buff everyone before the room is cleared. This is fine. If you see anyone being immobilized or bleeding, use cure. Save your LoD until the room is cleared, unless you know that it'll take your party a while to clear the first room, in which case you can use LoD right away. You can choose to buff up FoL at this time.

    Second Room:
    The reason you want to save LoD is because of this room. There are two ways to go about this: Someone else being player 1 to move the boxes, or you being player 1 to move the boxes.

    If someone else is player 1:
    What I do is before entering this room, I give LoD to Player 1 so that he/she can have a little bit of protection and won't get interrupted by the green name monster.

    Once you're freed from the cage, run around but away from Player 1 so that the pixies don't hit Player 1. Buff LoD on Player 1 when possible and use cure if anyone is stunned. The best way to go about this would be to run straight down. With how the floor is set, the tiles make it so that you can actually make the pixies get stuck, because they'll try to move straight horizontally to get to you but the tiles are positioned so that there's a vertical-enough "wall" that stops them.

    If you're player 1:
    First off, you want a maxed Hammer of Repentance and the TP maxed as well. As soon as you enter the room, cast Hammer to try to get Swaycle to repent. Most likely he'll do his smash down attack, and if he's repenting, his attack will hit the glowing block. Right after casting hammer, if Swaycle does repent, you need to run right next to the glowing box because that makes Swaycle chase after you, most likely trying to swing his weapon at you and hitting the glowing block again. When Swaycle hits the glowing block while repenting, he gets hit for LOTS of damage. 2 hits and he dies, essentially cheesing the room.

    If he doesn't repent, then you just hit the blocks to move them forward. And since you're the one moving them, you also have the ability to cast LoD on yourself. Annoyingly enough, if Swaycle or the pixies move in front of the box, it actually slows the movement of the blocks by quite a bit.

    Once the room is cleared, buff everyone up but do not buff up RoL. You can also choose to buff up another FoL so that at least two people will have FoL.

    Third Room:
    What you'll be doing here is helping out the party by hitting the Rift Gates with xxxx->cancel GWL. You'll also need to heal if necessary as well as cure your party members.

    If you see your party members juggling the monster, then you can help out with your own xxx-cancel GWL but do not use spear right away. Only use spear when it seems as though gravity is making the monster fall. This way, you can hold him down longer so that your party can kill him.

    The reason you don't want RoL is because it's possible to make RoL attack while he's in the damage-reflecting stage, which means fast deaths for party members. I say possible, but it doesn't happen all the time, so don't worry too much if you cast RoL on your party members. Just be careful when the guy gets a yellow/purple aura around him.

    Once the room is cleared, you can rebuff everyone, including RoL.

    Fourth Room:
    In this room, buff your main attacker/caster with LoD so that they're not getting interrupted. Cast Apoc if you have it to increase the party's damage and help out with defeating the wisps. You can hold down the main monster with spear (you notice how spear is pretty awesome?). You can also use hammer to make the monster repent, making it so he doesn't interrupt your party members.

    If you see the party has been poisoned, use cure. Heal your party if necessary.

    If you see your orb counter nearing 5, go to the center to slowly remove the orbs. Now if several of your party members are nearing 5 and they need to go to the center to remove them, you can cast healing wind to guard off some damage. If you see the dark swirls appear, move away from your party members so that you don't end up damaging your party.

    After the room is cleared, rebuff if necessary. Now, if you do need to rebuff, it's probably best to leave RoL out of the buff cycle.

    Fifth Room:
    Each monster needs to be killed in their respective colored tile. What you can do to help out is to use smasher and spear (once again, spear is pretty awesome) to move the monsters to their tiles.

    You can also use deflection wall/pressure wall to push/keep the monsters in place and also deal some damage.

    The reason you don't want to have RoL is because you might rain down lightning to a monster that isn't on the tiles yet. This not only locks them in place for a few moments, but they also have full HP again which means more time needed to kill the monsters. And the more time you waste killing a monster, the bigger the chance of another monster escaping his tile orb.

    Use cure to heal your party of any poisoning.

    You don't have to buff everyone up since your party won't directly damage the boss until near the end, so your buffs wouldn't do anything.

    Boss Room:
    There's a cast bar at the bottom of your screen for each stage. That's the timer for that stage.

    First stage:
    You'll automatically be sent to your own corner to deal with your own tiles. What you can do here is cast FoL on yourself so that you can move to the tiles quicker (Because being a Priest, you already have the slowest movement speed, but being a Crusader with plate armor makes you even slower, not to mention that your shoes will most likely be Vitality and not Movement Speed).

    Tile with nothing - You just step on it
    Tile with an arrow pointing up - You step on it and then jump up, but you can also use Backstep as that counts as jumping
    Tile with an arrow pointing down/animation with quick rebound - You step on it, get knocked down, and then use quick rebound
    Tile with bomb - You stand on it for several seconds

    Second Stage:
    You'll need to remember the pattern, of course. Instead of a time limit, the bar will decrease every time a person gets the pattern correct. Chances are, you should be able to put FoL on someone, so make sure you do that. If your party members are low on health, communicate and group up as best as you can so you can use Healing Wind.

    Third Stage:
    If you're in a party of 4, split up into two groups. If you're in a party of 3, just help your party with taking the blocks out.

    Time your attacks so that you hit the blocks when they flash. If you hit the blocks while they're gray, you'll slightly delay the flash.

    Rebuff everyone if they're close to being done with breaking the blocks or if they're all done.

    Fourth Stage:

    If you have Apoc, this is a prime time to send it out. Heal your party if necessary and watch out for the disappearing tiles. If you fall, there's a timer above your head which indicates the amount of time left that you can walk on empty tiles.

    Just help your party members out and you're done.
     
    Last edited: Jul 2, 2015
  5. BuckToothBob Let's Play: Kingdom Hearts

    Posts:
    853
    IGN:
    ZenTori
    Steam:
    ZenTori
    Guild:
    YeOldeSauce
    Server:
    Cain
    Dark Side
    First Room:
    Just a bunch of enemies, nothing too bad to worry about. Make sure you watch out for a needle coming through, that can interrupt you while you're buffing. It's your choice whether you want to buff LoD on yourself or on someone else. If anyone has a bleed status, cure them.

    Now you might want to cast FoL on one of your party members, but this is one of those times where it's also beneficial if you cast FoL on yourself.

    Second Room:
    You'll want to use cure on any members that are bleeding. What you can also do is use healing wind so that his roar doesn't knock your party back. You can use spear to hold the monster down for a bit.

    Now there are two things that happens when the screen turns black.

    1: You're grabbed and one party member has to collect orbs to keep the party's HP up. Keep some potions handy just in case.

    2: You're the one who needs to collect the orbs. Now the reason why it's beneficial to have FoL on yourself is because, again, you're not only a Priest but a Crusader, so you're not really all that fast.

    What I like to do is save my healing wind until the first Orb-Collecting happens. This way, HP is restored and your party can wail on the monster. It's possible to burst the monster down to skip this phase as well, so see how it goes.

    Make sure to also buff LoD on one of your party members. However, if you find that you need to rebuff again, you can also buff yourself with LoD.

    Now if the screen turns red, make sure that you have RoL ready and everybody else has sign. Since your party members have to attack each other, this means that the damage is transferred to you and that can proc RoL. If you have other party members with RoL, that works too, but the main thing is you having RoL because it can proc more often that way.

    Once the room is cleared, go ahead and rebuff along with FoL.

    Third Room:
    When the monster smashes his weapons down, make sure you stay away from your party members but also keep on moving. Around 2-3 eruptions will come from underneath you which is why you not only want to keep moving, but stay away from your party members because they also have 2-3 eruptions appearing.

    Once you see the guy having a twister around him, have your party group up (generally in the lower left corner) while you move away from them. Only party members with a ghost can greatly damage Berias, and the ghosts also like to chase after Player 1. Having your party members group up increases the chances of more players having a ghost instead of Player 1 having all of them. And since you're not a damage dealer, you shouldn't even try to get a ghost. You can cast Apoc if you'd like.

    Once the room is cleared, go ahead and rebuff.

    Fourth Room:
    You can LoD your main attacker/caster so that they can attack/counterattack Astaroth. Be prepared to heal because Astaroth can attack pretty fast.

    Now, this might seem counterintuitive, but when the death spirits appear, actually get close to them. For the most part, if you have a party member that has a long grab, they should also run into the spirits (like a Rogue's Sonic or an Asura's Agni). However, in the case that your party doesn't have someone like this, this is where you can come in to make things a little bit easier.

    So the death spirits can explode which gives you sludge hands at the bottom of your character. These will continually slow you down until you completely stop. Now the reason any person with a long grab should do this is because by grabbing Astaroth while being slowed down, you make it so that Astaroth is hittable, can't go into her cocoon stage, and you prolong the time at which she can be hit. This is quite hard to do, but trust me, when you successfully use smasher on her while you're slowed down to nothing, it is a satisfying feeling. REMEMBER THIS, if you do connect smasher, don't press the x button, because this will have you throw Astaroth, and we want her to be in the grab for as long as possible. You can choose to LoD yourself if you want to try it out, but only do this when she doesn't have any more dark orbs and is actually hittable.

    Once the room is cleared, rebuff again as always.

    Fifth Room:
    If the coin is silver above your head, make sure you stay away from your party members, but still be close by to buff. Buff either your strongest attacker or your melee party member with LoD.

    If the coin is gold above your head, then this time you should stay extremely close to your party members.

    Michael's first phase is pretty easy, so there shouldn't be too many problems. You can use hammer to try to make him repent throughout both phases. If the coins start flipping around above your character's head, run away from the party and keep moving. If the coin lands on silver, a lightning strike appears but you'll be safe as long as you were still running. If the coin lands on gold, then you get some HP back. If you see blue circles on the ground, run and never stop, you won't get hit if you keep on running.

    You can choose whether or not you want to use Apoc in this room (depending on how fast you can clear this room and the boss room). It's really important that your main attacker or melee character has LoD because Michael has some invincibility frames and his attacks do have quite a bit of hit stun.

    At this stage, if you're forced to group up, I like to also cast Healing Wind for the barrier duration and HP regen. Try and use spear to hold Michael down, although it can be difficult due to his invincibility frames.

    Once the room is cleared, buff everyone but do not buff RoL.

    Boss Room:
    Normal Strategy:
    When you first enter the room, make sure you stay away from your party's attacks. Ozma cannot be damaged at first because he needs to be hit a lot of times, around 50 hits or so. Around 10 seconds in, everybody will have an aura, this is basically friendly fire. So, you have to stay away because this can lead to party wipes quite fast, but you also cannot use wall or spear because you can kill your party as well.

    First Monster Transformation: Player 1 will be changed to be a monster with a horn/stinger. This player must stab the other players with the S so that the aura can be removed. At this stage, don't bother buffing/healing because unless everyone or at least someone doesn't have an aura, the buffs/heals will be cast on yourself. If your aura doesn't get removed, then it'll still go away after 60-70 seconds. Just remember to not attack anyone and not be close to anyone else attacking because you can still die/kill someone with the aura.

    Second Monster Transformation: Player 2 will be changed to be a monster with discs on his hands. Player 2's job is pretty much the most important because the job is to remove the teleportation debuff. Ozma will teleport everyone who isn't a monster around, which is not only annoying but can be pretty dangerous as well. To remove the teleportation, Player 2 MUST be standing on top of Ozma and use the S key.

    Third Monster Transformation: Ozma will give everyone the blind debuff as well as a Point of View (PoV) debuff. What this PoV debuff does is that it switches the camera to consecutive players, meaning Player 1 now has Player 2's PoV, Player 2 with Player 3, Player 3 with Player 4, and Player 4 with Player 1. If the teleportation was not fixed on the previous transformation, this debuff can be very dangerous coupled with the blind debuff. Player 3 will be transformed to be a monster with claws and his job is to remove the PoV debuff and the blind debuff. Pressing S on Ozma is supposed to remove the PoV debuff, but it seems that it either doesn't work or it removes the blind debuff on players instead. As long as people can use pots or there is another priest who has level 7 cure, the blind debuff is not too bad, so even if the PoV debuff is still there, your party can just stay relatively close together with little problems.

    BIG NOTE: After a test, it seems grouping up everyone and pressing S does indeed remove the PoV debuff.

    Fourth Monster Transformation
    : Ozma doesn't do anything special. He just transforms Player 4 to be a monster with pincers in his mouth. This monster can use his special skill to bite Ozma, making Ozma hittable, removing the need to hit Ozma 50-ish times. However, the skill is quite slow and Ozma can easily escape the attack. However, if your party has removed Ozma's shield, you can time it so that as soon as Ozma has his shield up, you remove it.

    Around the third-fourth monster transformation, you can use Apoc if you like because there isn't really much worry on friendly fire. Confusion can still make the party damage the monsters, however. Also, each monster has a normal attack which can damage Ozma without the need to break his shield.

    After the fourth transformation, it'll repeat again so it's back to the auras of betrayal, teleporting, etc.

    New Strategy:
    Your party tries to break Ozma's shield as soon as you get in the room. About 8 seconds after you get in, someone use a Junk Spin assist. This makes Ozma invincible again, but if done correctly, it completely skips the aura of betrayal phase. This allows you to constantly attack Ozma to break his shield and attack him. Eventually your party will be taken to the 2nd phase and so on if you didn't kill Ozma, but at least you can skip the first phase with this strategy. It makes the boss fight go a lot faster since you don't have to worry about killing your party members and you can just go all out for a good minute or so. If successful, you can also cast Apoc and RoL with no fear.

    If possible, use cure on your party whenever they're confused or blinded. Heal them, rebuff them, but remember not to cast RoL.

    Congratulations, you completed Dark Side.
     
    Last edited: Jul 2, 2015
  6. BuckToothBob Let's Play: Kingdom Hearts

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    Castle of Bakal
    First room:
    Nothing too bad, just some regular dragons and occasionally a fire breath. You can just buff everyone normally.

    Second Room:
    Be careful not to buff anyone with LoD because they won't be able to avoid the roar attack. Technically, LoD also blocks some of the roar's attack but once the shield breaks, the person can't do anything but take the hits.

    You can cast Apoc in this room as you won't be casting it much later on in the dungeon.

    This is where having spear is really helpful. You can hold the guy down while the party attacks him, and at lower roads, it's completely possible to skip the roar attack. Also, if you see him jump up, you can jump yourself by the time he lands so that you don't get knocked down. This is only when he jumps up. If he does the roar attack, it's a tail sweep kind of animation instead.

    You can also use Hammer to try to make him repent, but make sure he's grabbed/held down first.

    Third Room:
    Now, this room is either hit or miss with RoL. The thing is, if you have RoL or any of your party members do, it's possible that they could hit the dragon while you/they have the orb out, and that can kill the entire party.

    However, it's possible that everyone else who doesn't have the orb can just use a cube skill and walk towards the dark pillar. You can go to the pillar yourself since you have a lot of HP and magic defense.

    My verdict? Personally don't want to do this a whole lot.

    Anyway, the general strategy for this is to make Neiser move away from whoever has the orb so they can kill the stalkers. Spear will help with moving him away. Hammer is also useful to make him repent, so that he can't interrupt your party members. If you have the orb, transfer it to someone else since you can't do enough damage fast enough to kill the stalkers, and Neiser can't be damaged greatly until the stalkers are killed.

    To transfer the orb to someone else, have someone run towards you while you run towards them.

    Afterwards, you could rebuff everyone, but it's not too necessary.

    Fourth Room:
    The only monsters you'll be killing are the clones of the dragon guy, and they don't really do much besides knock you away from the pillars of light. Starting out the room, the dragon guy will summon the clones right away. What you can do is go to wherever the center clone is summoned and use Healing Wind. This way, your party can't be knocked away by the clones' dragon roars and they can kill the monsters or stand in the pillars without worry. You can also position yourself so that you can grab two dragon clones with spear and bring them close to the third dragon clone. Hammer helps as well since them repenting means their shockwaves can't knock you back.

    White/Yellow pillars should have one person stand in it. They'll disappear after a while. Now, if there are dragons still out, what you can do while standing in the pillars is use GWL/Phoenix Hammer while in the pillar. The dragon/clones will try to knock you out by either attacking with a magic block attack or by using their dragon's roar. GWL has a good Super Armor time and Phoenix Hammer has SA as well as invincibility frames on the way down, so they're good skills to use while in the pillars.

    Purple pillars need 2 people in it to disappear. Unlike the other pillars, these pillars disappear right away once the correct amount of people stand in it. It's best to have two 2-person groups go to the pillars.

    Chances are, the guy will repeat and summon clones again, so you just repeat the process until he's dead.

    You should rebuff everyone once the room is cleared. Don't forget about FoL.

    Fifth Room:
    In this room, don't use spear on the guy. You do hold him down, but the party can't damage him.

    Make sure you buff your main attacker with LoD, because his wave attack (similar to that of an Asura's awakening attack) is actually physical and therefore will block it. Hammer helps since him repenting means his attacks can't knock your party members back.

    Now the guy can put up a glyph and look like he's about to roar. A player has to go to the ice ring on the other side to pick up an ice aura and walk back to the dragon. This should not be you. What you need to do is make the person's life easier by pushing the dragon with deflection wall/pressure wall. The great thing about the new cooldown on deflection wall is that after pressure wall, if the person is not close enough or pillars are blocking his/her way, you can use another deflection wall to push the dragon even further.

    One thing: There is a way to cheese this room. What happens is that a person can collect the aura, teleport to the door to the left, and run up to Ashcore without having to deal with any pillars. You teleport by typing "//setcharacter" without the quotes. You can make this even easier by making "//setcharacter" (again, without quotes) as a macro.

    Should the room glitch in any way where the glyph will send forth a giant fire wave, make sure you constantly jump. The reason for this is because if you get attacked while jumping, the hit knocks you down, which allows you to use Quick Rebound to avoid some of the attack.

    That's pretty much it for this room. Just don't grab, don't spear, shield, heal, and push the dragon to victory.

    After the room is cleared, buff everyone. Don't forget about FoL.

    Boss Room:
    If you feel that your party can rush Bakal down pretty fast at the beginning, then use Apoc. If not, save your Apoc for when Bakal drops down.

    In this room, always stay in the middle. If you stay to the right or the left, Bakal can drop down and his landing shockwave can hurt. Every time he goes flying, there's something different that'll happen. He'll either:

    1. Fly across the room while throwing down fireballs. This attack is fairly easy to avoid because there are designated spots where they won't fall. You need to keep moving however as Bakal has a vacuum effect and will pull you towards wherever he's flying.

    2. Fly around slowly while breathing fire onto the floor. Has a vacuum effect where he'll pull you under his sprite. You can damage him in this phase by jump attacking or by doing your regular x attack, either way works because they can reach high enough to hit Bakal. The fire attack can cause burn on your party members and you, so be sure to have cure handy.

    3. It's DDR time. He'll be in the background and do a roar. Your character will be stuck in place with an arrow icon and an arrow outline. Once the arrow outline matches up with the arrow, that's when you need to press it. The arrow outline can go at different speeds: slow, normal, and fast. Mess up 3 times and die. If you're bad or have party members who are bad at rhythm games, make sure FoL is active.

    After one of those flying stages, he'll drop down for a little while. This is the chance you should take to get Apoc out if you didn't do it at the beginning. Junk Spin Assist and the like are also good. On the ground, he'll have some attacks.

    The most important attack is when he does a roar. Everybody is stunned and you need to mash buttons. Make sure the bar doesn't fill all the way up, or you take 10k damage.

    Other than that, he'll sometimes spit out fireballs and does a claw attack. Anyone who stands on/behind his sprite will have a fire pillar appear wherever they're standing. At this point, LoD/Healing Wind is pretty useful for shielding/healing the party.

    And that's all that Bakal will do. Congratulations, you have cleared Castle of Bakal.
     
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    Last edited: Nov 11, 2015
  7. Blackjack Ganbaruby

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    Awesome guide. Just one thing about Cure. You can get level 7 cure at level 70 :) so you dont need the +1 skill if you're at cap
     
  8. BuckToothBob Let's Play: Kingdom Hearts

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    Of course, but that's only if you're level 70. Any lower than that and you'll need some way to increase it to 7.
     
  9. Blackjack Ganbaruby

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    Right. I guess I just assumed most people would wait until 70 to outers.
     
  10. BuckToothBob Let's Play: Kingdom Hearts

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    Alright, I've updated the guide to what we can do now. Most of the stuff stayed the same, just a few changes here and there. Tell me if there's anything that needs to be fixed or if there's anything that can be added.

    Happy OV-ing
     

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