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SMT V: Vengeance [CoV] - White Rider (Low Level, No Fusion/Demon Modification, Hard) скачать в хорошем качестве

SMT V: Vengeance [CoV] - White Rider (Low Level, No Fusion/Demon Modification, Hard) 11 месяцев назад

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SMT V: Vengeance [CoV] -  White Rider (Low Level, No Fusion/Demon Modification, Hard)
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SMT V: Vengeance [CoV] - White Rider (Low Level, No Fusion/Demon Modification, Hard)

Rules: 1. Hard difficulty, New Game. 2. No fusion or using essences to alter the skillsets of demons. 3. The Nahobino may only acquire skills from Proto-fiend essences, and essences used for his resistances may only be Proto-fiend essences, purchasable from the Cadaver's Hollow, or be from recruitable demons at or below the Nahobino's level. 4. EXP gain is limited to forced battles, Main Quest completion, and abscesses, minimized when possible. Additionally, abscess completion will be delayed as long as possible. 5. No Balms, Incenses, Sutras, Gospels, Grimoires, use of petrified demon statues, Omagatoki: Luck, or stat-boosting Miracles. 6. The Demon Haunt may not be used for stat boosts or items. 7. No use of the Skill Manifestation miracle. 8. Guest party members or demons may not be used when their level exceeds that of the Nahobino. 9. No Dampeners, Block skills, Tetrakarn, Makarakarn, Attack Mirrors, Magic Mirrors, or Luminescent Mirage. 10. No Taunt/Fierce Roar. 11. No Knowledge of Tools or Enhanced Summon. White Rider is the first of the Shinjuku Fiends, which may not be encountered until an event with the Four Horsemen has been triggered midway through the area. In the Canon of Creation, this event is inaccessible until Surt has been defeated, but in the Canon of Vengeance, it can be initiated after the Power Horde battle, which is a much easier boss fight. In my original SMT V playthrough, White Rider was very easy to defeat since the Nahobino was closer to its level than almost any other boss in the playthrough, but taking him on with a weaker team really amplifies the unique challenges posed by this battle. White Rider acts in a three-turn cycle, beginning the battle with Ragnarok and a basic attack on each of the first two turns, then on the third turn uses Call Angel to resummon one or both of his allies if a Dominion has been defeated and God’s Bow with his second action. He gathers Magatsuhi for Ragnarok when dropping below 50% HP, then returns to his previous turn cycle, but generally uses Mahamaon in place of Ragnarok (I’m not sure if he can still use Ragnarok beyond this point). His two Dominions generally seem to act randomly with Matarunda, Makarakarn on White Rider, and Mediarama to heal the team for about 500 HP apiece, although I think (I’m not sure about this) it might be possible to manipulate them into using Mediarama less by removing the attack debuffs. White Rider also carries Dekaja, so defense buffs aren’t particularly effective in this battle. The way this battle plays out is wildly different from the original SMT V, since in that battle the Nahobino had a powerful Profaned Land that could nearly one-shot the Dominions, while here they’re a massive nuisance. The Dark attackers available here aren’t remotely comparable in power, so it takes four or more attacks to take out the Dominions, with Matarunda and Mediarama making that task even more difficult. Defeating two Dominions every three turns isn’t realistic with a weak team, so the best approach is to try to eliminate one at a time so White Rider will only summon one of them when using Call Angel, then the other can be defeated on the next turn. While the remaining attacks should target White Rider, the Dominions’ use of Makarakarn and Mediarama can really impede offensive progress, so sometimes it just comes down to luck with the skills they use. This battle is already very challenging offensively, but White Rider’s attacks are also among the most dangerous of any enemy so far. Nothing can survive two hits from Ragnarok aside from the few demons with Fire immunity, and the instakill rate for God’s Bow is so high that even guarding barely helps (if at all), plus Tao is the only ally immune to Light. The Nahobino can only have protection from one of Ragnarok and God’s Bow, so he’s often at risk of being one-shotted as well. However, Mahamaon is much easier for a team to survive, so it’s best to push White Rider below half HP as soon as possible so he stops using Ragnarok most turns, which isn’t easy to do when he’s throwing out Ragnarok or God’s Bow every turn prior to that and with the Dominions interfering. In this attempt, I was very fortunate that the Dominions never used Mediarama, which can drastically alter the course of the battle in one action, and only suffered three ally deaths, which is actually reasonably lucky for the standards of this battle. After pushing White Rider below half HP before he could use God’s Bow a third time, I was able to quickly finish him off with the combined power of Lamia, Yoko, and Ruinous Thunder, with Tao healing off the damage from Mahamaon. In this attempt, I had given the Nahobino Light immunity since I was tired of him being one-shotted by God’s Bow, so of course he was never targeted by it in this attempt.

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