Abyss 9

Nightmare, Month 9

Previous Nightmare Dungeons

Penalty Break

Penalty Break is a 6* Support ability.

It deals 2x Physical damage and lowers the chance of targets landing a status ailment on you.

To craft it you will need:

10 Power Crystals
6 NE Crystals
6 Dark Crystals
1 Penalty Break Record


Highlights


III

20 STAMINA

Rewards: First Time / Completion / Mastery】

  • Soul of a Hero, Major Power Orb x2
  • 60000 Gil
  • Major NE Orb x2, Major Dark Orb x2

Target Score

  1. Defeat Leviathan without being KO’d.
  2. Reduce Leviathan’s DEF.
  3. Reduce Leviathan’s MAG.
Leviathan

HP

209578

Elements
WEAK Lightning
ABSORB
RESIST Fire / Earth / Water
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities

Poison / Interrupt

Abilities

Attack: Deal physical damage to one target.
Blizzaga: Deal heavy ice damage to one target.
Protect: Grant Protect to one target.
Haste: Grant Haste to one target.
Tsunami: Deal moderate water damage to all targets.

Notes
  • Leviathan acts twice a turn.
  • Cast Reflect on Leviathan to bounce his buffs to your party members!

IV

30 STAMINA

Rewards: First Time / Completion / Mastery】

  • MC Lode, Major Power Orb x3
  • 75000 Gil
  • Major NE Orb x3, NE Crystal x1

Target Score

  1. Defeat Rubicante without being KO’d.
  2. Reduce Rubicante’s ATK.
  3. Reduce Rubicante’s MAG.
Rubicante

HP

249551

 

Elements

► Normal

WEAK Ice / Water
ABSORB Fire
RESIST Lightning / Wind / Holy / Dark
NULL

► Defending

WEAK
ABSORB Ice / Water / Fire
RESIST Lightning / Wind / Holy / Dark
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities

Normal: Poison / Sap / Interrupt
Defending: Poison / Interrupt

Abilities

► Normal

Attack: Deal physical damage to one target.
Inferno:
Deal massive fire damage to one target
Inferno:
Deal massive fire damage to all targets.
Fira (Counter): Deal moderate fire damage to all targets (trigger: physical attacks)
Raise (Counter): Revive all KO’d targets. (trigger: fire attacks)

► Defending

Attack: Deal physical damage to one target.
Fira (Counter): Deal moderate fire damage to all targets (trigger: physical attacks)
Raise (Counter): Revive all KO’d targets. (trigger: fire attacks)

Notes
  • Reduce his magic as much as you can and go full physical. If you choose to exploit his weaknesses, his Defending phase can be annoying.

VII

40 STAMINA

Rewards: First Time / Completion / Mastery】

  • MC2 Lode, Power Crystal x1
  • 90000 Gil
  • NE Crystal x1, Power Crystal x1

Target Score

  1. Reduce Jenova DEATH’s ATK.
  2. Reduce Jenova DEATH’s MAG.
  3. Afflict Jenova DEATH with Poison.
Jenova DEATH

HP

287909

Elements
WEAK
ABSORB
RESIST
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities

Poison / Interrupt

Abilities

Attack: Deal physical damage to one target.
Red Light: Deal fire physical damage to one target.
Tropic Wind: Deal heavy fire damage to all targets.
Silence (Counter): Chance to Silence one target. (trigger: magic attacks)

Notes
  • J.DEATH acts twice a turn.
  • Highly recommend fire resist accessories.
  • Poison is a must, it deals >4k per tick.

XII

50 STAMINA

Rewards: First Time / Completion / Mastery】

  • Crag Armlet, Power Crystal x2
  • 75000 Gil
  • Power Crystal x2, Dark Crystal x2

Target Score

  1. Reduce Vinuskar’s DEF.
  2. Reduce Vinuskar’s ATK.
  3. Reduce Vinuskar’s MAG.
Vinuskar

HP

324333

Elements
WEAK
ABSORB
RESIST
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities

Interrupt

Abilities

► Normal

Attack: Deal physical damage and Sap one target.
Lunge: Deal physical damage to one target.
Gnaw: Deal physical damage to one target.
Break: Petrify one target.
Slow: Slow one target.

► Weak

Attack: Deal physical damage and Sap one target.
Lunge: Deal physical damage to one target.
Gnaw: Deal physical damage to one target.
Break: Petrify one target.
Slow: Slow one target.
Crown: Deal heavy holy damage and Confuse one target.

► Very Weak

Attack: Deal physical damage and Sap one target.
Lunge: Deal physical damage to one target.
Gnaw: Deal physical damage to one target.
Break: Petrify one target.
Slow: Slow one target.
Crown: Deal heavy holy damage and Confuse one target.
Sword Dance: Deal physical damage to all targets.
Attack (Counter):  Deal physical damage and Sap one target. (trigger: physical attacks)

Notes
  • Tauntaliate?

Final Dungeon

1 STAMINA

Rewards: First Time / Completion / Mastery】

  • Penalty Break Record, Dark Crystal x4
  • 1500 Gil
  • Power Crystal x4, NE Crystal x4

Target Score

  1. Reduce Necrophobe’s ATK.
  2. Reduce Lower Right Barrier’s MAG.
  3. Defeat Necrophobe without him using Nightmare Hurricane.
Nightmare Necrophobe

final

HP

?

Elements
WEAK
ABSORB
RESIST
NULL
Break Resistance

► Necrophobe / Barrier

Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST

► Necrophobe (Barriers alive)

Power RESIST
Armor NULL
Magic RESIST
Mental NULL
Debuff Vulnerabilities

Interrupt

Abilities

► Phase 1

Attack: Deal physical damage to one target.
Vacuum: Deal moderate ranged physical damage to all targets.
Sap: Deal moderate magic damage and Sap one target.
Hurricane: Deal special magic damage to all targets, proportional to their current HP.
Flare: Deal massive NE magic damage to one target.
Nightmare Death: KO all targets.
Nightmare Hurricane (Counter): Deal special magic damage to all targets, proportional to max HP. (trigger: white/black/ninja attacks)

► Phase 2

Attack: Deal physical damage to one target.
Vacuum: Deal moderate ranged physical damage to all targets.
Sap: Deal moderate magic damage and Sap one target.
Hurricane: Deal special magic damage to all targets, proportional to their current HP.
Flare: Deal massive NE magic damage to one target.
Nightmare Hurricane (Counter): Deal special magic damage to all targets, proportional to max HP. (trigger: white/black/ninja attacks)

► Phase 3

Nightmare Flare: Deal special massive NE magic damage to one target. (ignores RES)
Nightmare Hurricane (Counter): Deal special magic damage to all targets, proportional to max HP. (trigger: white/black/ninja attacks)

► Barrier

Flare: Deal special massive NE magic damage to one target.
Holy: Deal special massive holy magic damage to one target.
Firaga/Blizzaga/Thundaga: Deal heavy fire/ice/lightning magic damage to one target.
Firaga/Blizzaga/Thundaga: Deal fire/ice/lightning magic damage to all targets.
Nightmare Doom: Doom one target (20s)

Notes
  • The following is taken from GameFAQS FFRK forum, credits to SolitaireD

Phase 1: Reduce his HP to 80% within 5 turns. Make use of this opportunity to debuff him.

Phase 2: Necrophobe will summon 4 barriers. From this point on till the end, he will be immune to breaks. The barriers are invincible and has single/multi target magic. At the start of this phase, 1 barrier will use Abyss Doom. Each Abyss Doom activated will lower Necrophobe’s DEF/RES, but increase his ATK/MAG. It seems to me that he has higher stats in this phase too, as I need 3 Abyss Doom to deal the damage I was dealing in phase 1. To activate Abyss Doom, use a specific Breakdown on the corresponding barrier. Full Break and dances doesn’t work.

Upper Left – Armor
Upper Right – Power
Lower Left – Mental
Lower Right – Magic

This will trigger Abyss Doom on a random character (maybe not random?). To turn it off if it is running out, use the relevant Breakdown on the correct barrier again. Besides this just spam attacks on Necrophobe.

(More on the Barrier mechanics: 4 different colored barriers spawn and one will cast a 20 second death sentence. Based on the color of the glow around the death sentenced character, you must use a specific breakdown type on the corresponding colored barrier.)

Phase 3: Still not sure about this but it will enter this phase at 25% HP if you either take too long, or do not have at least 2 Abyss Doom activated. In this phase, the barriers are gone and Necrophobe only has 1 attack: 9999 on a single character, which can be avoided with Magic Blink. Many JP players ignore phase 2 gimmick. They play defensively in phase 2 while building up SB gauges, then DPS burst this phase. Though many have Magic Blink relics to avoid death.

  • This next writeup is done by lindmejo from the ffrk subreddit!

– First, I’ll start by sharing my mastery team: https://imgur.com/a/vlEeQ

– White and black magic, as well as ninja scrolls are countered, so this is clearly meant to be a physical fight.

– The fight starts off fairly straightforward, with only necro doing melee attacks and light aoe physical, sometimes flare. Pretty easy start.

– At around 75%, 4 different colored barriers spawn and one will cast a 20 second death sentence. Based on the color of the glow around the death sentenced character, you must use a specific breakdown type on the corresponding colored barrier.

Upper right (red)= power bd

Lower right (yellow)= magic bd

Upper left (blue)= armor bd

Lower left (green)= mental bd

-OTHER IMPORTANT BARRIER NOTES:

they cannot be killed, so don’t bother targeting them if you don’t have to.

If you use a high break on a barrier of the non-corresponding color, it will use death sentence abyss and necros offensive abilities will increase, while his defensive stats will decrease.

If you properly remove the death sentence via the provided mechanic, the opposite effect will occur, with his defensive stats increasing and his offensive stats decreasing.

Necro is IMMUNE to defensive breakdowns while the barriers are present.

– after a set amount of time, necro will absorb the barriers and move into phase 3, where he will begin picking off characters one at a time with a 9999 damage flare abyss. You can deal with these using magic barriers (my approach), reraise sb, or some combination of the two.

– another strategy is to kill him before he reaches phase 3 by intentionally provoking death sentence abyss casts to lower his defensive stats and deal more damage; however, keep in mind that his offensive stats increase as well, and the damage can get overwhelming.

– ice, fire and lightning resist gear will help with damage mitigation since those are the only elemental spells used other (quite frequently too). Technically holy counts as well, but holy and flare are far less frequent.

  • A short but nevertheless useful tip from HolyPaw
  • in phase 2, it’s fine to just flip 1-2 of the barriers, just to save up on SB bars for phase 3
  • in phase 3, use magic blink + Interrupt, which makes the boss rather harmless!
Videos



written by /u/fattybomchacha aka flip

Copyright © 2014-2017 Kongbakpao Gaming News. All Rights Reserved. Frontier Theme