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NRI - No Regular Items. ie, no accessing the or Quick Pockets commands inside or outside battle. Also, no Auto Phoenix/Med/Potion armor abilities. Use command and Mix ovedrive are allowed. NS - No Summons. You can't summon except when forced to. (Exceptions: Forced Garuda battle in Besaid, forced fights against Isaaru.) NDG - No Dropped Gear (from bosses). NTNGNFB - No Threaten, No Gravity attacks, No "Full Break" Skill. NNE - No [No Encounters] auto-ability. NTQ - No Trio of 9999/Quartet of 9 Mixes. Alongside with those restrictions, I will also do a progression lock where you will not be allowed to do postgame stuffs (Cavern of the Stolen Fayth and beyond) before beating BFA & Yu Yevon. This is to ensure BFA is at its intended difficulties. The forced Zu encounter here is actually a problem, since you can't Threathen, use Soft on Tidus to cure Petrification, and the recently nerfed Demi, it's gonna be very tight to be able to kill it. The easiest method is to use Auron's saved OD from the previous Wendigo fight to eject Zu. If you don't have it then you could Slow and Delay Attack with Tidus first, to give as much as turns as possible for Auron and Lulu. Auron then proceeds to Mental Break it, and you need to hope that it hits Auron or misses Lulu, if Lulu's dead then I think it's a gameover. Yuna's not in the party, and with No Regular Items, that means one of our reliable sources of healing are Al Bhed Potions. This is one of the reasons why I took Kimahri to Yuna's grid, with Cure I can save the Al Bhed Potions and I can use it on the menu too. MP management is still a problem though, even though I had him use the MP Sphere, based on my experience if you encountered too many Treasure Chests, the Machinas, or Alcyone you could easily ran out of MP to heal everyone. Another way to save MP on healing is to customize HP Stroll if you have an extra slots to spare, this will help when the character's HP is near full and you don't want to waste a Cure. Wakka's also had an MP management issue here, I need his Dark Buster for the Sand Worm, Zu, and Sandragora later. If you encountered them too many times than say goodbye to your MP. This is why I decided to customize an MP+30% armor for him, this allowed him to use one extra Dark Buster. The cost to customize MP+30% are 3 Ethers, which I don't use anyway in this challenge and there's plenty in this mod, so I don't really need to save them. One backup strats that you can use if you ran out of MP is to use Rikku's Mixes with Antidote/Echo Screen/Eye Drops/Soft + Map for Megalixir, but thankfully I didn't have to use it here. Having multiple elemental strikes weapon is very useful here, the Sand Wolf could be handled easily with Wakka's Darkstrike + Tidus' Ice+Waterstrike weapon, Mushuushu could be killed with Watera + Auron's Piercing+Ice+Waterstrike weapon. For Alycone you could blind it last after Sand Wolf but make sure to not outright ignore them because of its party wide attack. The Mech Guard could be dealt with a combo of Tidus + Auron's attack with Lightning+Waterstrike weapon, or Thundara + Tidus + Auron's attack when Power Broken. Sand Worm could be taken care of with Slow and Ice+Water strike weapon, you will kill it consistently before Earthquake happened. Make sure to use Fire Ward armor to tank its Tetra-Fira though, and since Kimahri's already learnt NulBlaze, you could use that too. You could probably get away with not using Dark Buster for Sand Worm to save MP or if you're already ran out of MP, since it didn't have any status effect compared to Zu and Sandragora. Cactuar could be dealt with hasting Wakka and have him cast Aim several times. I gave the 2x Fortune Sphere back from Kilika and Mi'ihen to Wakka so with 3x Aim I think it should be enough to reliably hit it. When you arrived at the save sphere on Sanubia Desert Central, there's 2 path that you could take here. The shorter but more dangerous enemies to the ruins, or longer path but "easier" enemies to the east. I honestly prefer going to the ruins, you could encounter 2x Chests + Zu or 1x Chest + 3x Sand Wolf which is very scary and could drained a lot of MP, but still manageable based on my experiences. It's simply because you probably only have 2 or 3 battles maximum if you ignore most of the chests, with NRI I don't really need all of them anyways and I can come back later. Heading east however, will get you more battles and there's Mech Gunner which I don't really have a consistent strat to take care of them. On Sanubia Desert West, I just go straight to the Sandragoras. If you're coming from the ruins, chances are that you will not get an encounter on your route to the Sandragoras, probably only 1 maximum on each Sandragoras. Facing the Sandragoras is much better than the random encounter on this area, simply using Armor Break + Dark Buster + Fire+Lightningstrike weapon will easily take care of it.