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It's been a while since I uploaded anything with another player in it that's not an AFK host. The internet probably doesn't need another Siete 150 video and I didn't even play that well, but the 12th weapon slot isn't that far away and I don't think I'll ever get close to doing 1 billion damage again with a clicky setup once that happens. This setup's pretty much day 1 tech, but it's reliable enough that I haven't felt the need to try something fancier. Having Siete lets you get away with doing whatever you want as long as there's a turn or two of planning with regards to having FC ready for trials when they're needed. Even with one damage summon taking up space in the grid, the setup's capable of carrying below-average damage from other room members as long as there's some debuff support. My preferred element composition for pubs is wind/2 earth/2 light/water 10%. Doubling up on the two that need clearing the most helps. Everything should be mostly self-explanatory. This comp doesn't need revive at all; characters won't be dying without committing unforced errors somewhere and the most likely point for that to happen is after 50%, where Crunch prohibits reviving anyway, so bringing reduces the team's ability to cancel ougis in the first place and compounds with Return of the Fox/Qilin amplifying the effects of bringing another nuke. The fourth Crozier is better than the harp. If you don't have one yet, that's fine, but don't stop farming because you finished a third and think you're done. Beelzebub is total greed. He's a lot of damage which is nice for coop with pubs of unknown quality, but running a Thor there is much more responsible. A fourth Qilin is overkill since having the time and need to call it would imply doing more than half the damage needed from 50%-10%. It's hard enough to even find room to call the third in these average rooms; the second half was fairly slow as is and only needed two Qilins to do ~400m. 0:00 start-75% The opener is the most dangerous part of the raid; it takes a while for Korwa to get her 2 on everyone and autos/light tenet hurt with no access to Andira 1 to mop up. Two Tiamat calls can help cover some auto hits, at least. Trying to take risks hitting 15m with earth stacks high has thrown some runs in the past so I prefer playing it safe; Rosetta can sub and guard Flare with Korwa 2 on her as long as it's up for 75%. I usually drink most pots during this portion; they're not needed once Andira's in the frontline. There's enough time to FC a Flare immediately after a trial omen and still build one for the ensuing one depending on cooldown on Siete 2 and 3, but just don't throw with it; make sure they're available for at least turns 6 and 12 since Godsight/superior damage are serious threats and there's no Qilin at those points to recover from an error. I prefer clearing debuff trial, too, since having zombie land through Andira's debuff resist down can be disastrous. 5:56 75%-51% Safe phase to do damage once Rosetta subs the plain damage and Andira presses her 1. Everything tanks Verse - Andira ougi dodge, Tiamat call, Siete ougi unchalleged, MC dodge on 1, etc, so setting up to cancel isn't even necessary when there's likely to be at least one defensive option available somewhere. The rest of the team still wants to be at 0 wind going into the back half, but that's not hard to do. 8:55 Cocoon There's nothing besides maybe Andira 1 that mandates taking turns here to cycle cooldown, so it's better to FC to exit early if possible. Just make sure it's not the turn right before a multiple of six since the team can't do plain or overchain trials. 9:27 50%-10% This is what the Qilins are for. Try to get value prior to each Qilin call - use both delays, cancel as many times as possible using all the nukes, don't waste FC gain from Siete 2 if avoidable, etc. Andira and MC both dispel on ougi, so boss echoes shouldn't be as much of a problem as they'd otherwise be. Err on the side of caution with regards to doing 20m damage since there's no way to recover from a character dying and there are probably Qilins to spare. It can be a problem if the rest of the team doesn't have any debuffs for you, but that's rarely the case in coop, in my experience. Try not to be stuck on an ougi that you can't delay or nuke out of going into 10%. Wait a bit if needed. 15:22 10%-0% The team's capable of doing a lot of damage after 10% - not that it's generally needed, but it doesn't hurt. Andira subs 10%, after which the team has a few turns before enrage. (She survived here because of Titan call; normally there'd be a Vane showing up.) If summonless is cleared, there are a lot of buttons to press for damage, and even if not, Siete 4 is probably available. This was good for 100m of the final 300m, and had I saved Beelzebub call the nuke turn would have been sick. Do I recommend spending two blue papers on Siete? Probably not, but I'd have 150ed Funf otherwise. wind ship 8%/wind reactor 10%