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Xenoblade 3 Lv1 Party Archsage's Gauntlet: Pro (Hard) FMJ Clear скачать в хорошем качестве

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Xenoblade 3 Lv1 Party Archsage's Gauntlet: Pro (Hard) FMJ Clear
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Xenoblade 3 Lv1 Party Archsage's Gauntlet: Pro (Hard) FMJ Clear

My final gauntlet challenge for the foreseeable future and with great timing. Had to reset two very deep runs just to find the correct build. Not as insanely brutal as the lv30 seraph challenge, but not too far off. In all honesty I wasn't expecting it to be as hard as it was, it's that easy to die against enemies on steroids when evasion loops aren't truly invincible. Hero accessories did end up mattering quite a bit so they're shown off along with the FMJ build at the end. Story of the build: The initial build used ironclad/steelcleaver/analyze weakness for gems, mighty beat as quickdraw's master art, and greatest warrior/crit recharge essentials for skills. Since I had smash it made it easier to farm score and the damage was alright, but it was barely cutting it for later bosses and once I got to stage 140 it sunk in that it just wasn't going to be enough. Second build switched out greatest warrior for beaming edge since masha was always going to be dead (also allowed me to bring fiona instead), and the damage comes out to be more+need the crit rate boost anyway. Also switched mighty beat for aureole, and analyze weakness for swelling blessing. Idea was to abuse buffs for a bit more survivability and also profit from crit plus. Problem is, this did not translate to anything more efficient in practice, was less consistent, and was in fact much worse. When I got to stage 100 while struggling immensely, the reality set in and did another reset. So, back to the drawing board. After doing some dmg calcs and spontaneous masha crafting I settled on a strong but risky final build: keep beaming edge, replace aureole with violent flurry, replace ironclad with analyze weakness/swelling blessing with empowered combo, and most critically, a new masha accessory with the chaotic memory effect with ~700 hp/14 crit, letting me replace my fraternal badge of 14 atk/11 dex/15 crit. Half the hp I had before, but much more damage and ended up being exactly what I needed. The masha chaotic memory was by sheer chance but it may have been the biggest contributing factor. Challenge breakdown: Opening stages are quite rough with much more limited survival, it necessitates having some form of hp boosting since you're not going to have consistent evasion spam online for some time (also allows to tank a stray hit occasionally later on). It also makes it more difficult choosing between the initial essential emblems. It took hours just to get out of the initial 20 stages, but with the final build it was ironically easier to do with half hp just from killing faster. There isn't a roadblock until stage 60 D and J, and it's J as the main concern from the DoT field/healing light, and subjectively speaking, feels very easy to get hit by his attacks between evasions. Stage 100 is a bigger problem with (the other) J having an unavoidable attack but now with true damage and X also has sleep. Later stages are relentless depending on enemy types/quantity, especially in water with the garbage revival animation. Stage 130 D and J are even more challenging, but somehow on my winning attempt everyone survived. Stage 130s thankfully aren't as bad but I got a moebius on 139 on 4 separate occasions. Stage 140 was by far the hardest part and took me several failed attempts to figure out. First part I figured out is I needed to target OP first, which was a foreign concept to me. Next was where to use my launch charges, healing stance is a no-brainer but preventing DoT field seemed necessary at first. But the bigger problem is when it's just DJ left who starts using his unavoidable art which goes through even talents. I had to start conserving them for that instead. The last major obstacle to work around is something that's never been a problem before: august symbol. It's a stance that does spike damage on block, and it counts as higher priority than chaotic memory. So at lv1, this means getting blocked even a single time (which can easily happen since OP's gimmick is that they flip sides during arts) it's over. The worst part is, OP has an insane 35% block rate from the back, 15% from the side. With all these things adapted to, I needed a run with good play and not getting caught between my evasions (which DJ with dread edge is very good at). Winning attempt was quite lucky since my heroes died almost immediately, I totally botched the chain attack, and very lucky august symbol timing. I have one last planned project that's been worked on for several months, otherwise will be mostly taking a break until XDE drops (going to take some time adjusting to two "DEs"). I already had light plans because of potential switch 2 enhancements (primarily speedruns in mind from load differences), so the announcement works out nicely for me.

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