Needy McNeedface Needs Help ?
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True. I read and reread all the posts about fighting the Bloody Maidame. Nothing seemed to work. My teams were not afraid of anything, and we could easily reduce her to her "sticking point," but then she would debuff everything and throw her unblockable swoon to destroy us. I tried a few things, but no luck. But I had come close, so I tried again with one small change. I don't know if it made any difference, but I got the hit count to 999, where it stayed. I felt like I was hanging by my fingernails over a huge chasm, and my muscles were giving out, when suddenly Maidame expired. Nothing from the IAP shop was needed, and really, only defensive jewels (you must avoid countdown at a minimum) if you have massive stats. You better have the maid weapons--they were mandatory for my approach.
Good luck!
Good luck!
Older, but not wiser
I defeated Bloody Maidame without getting the hit count to 999 iirc. What I did was applying the party setups I posted earlier, got all my characters' stats to above 4k and then keep blasting Unison spell Destruction even after her "Resistance point" kicks in. Although damage per hit was very low, but with Destruction's 50-60x hits + Repeat activating, she fell before she can cast Insta-Swoon.
I'm sure there are many ways to get to the same point. I think you need to defeat her before she casts her "go to sleep" swoon. I doubt the high hit count was necessary. I never used Unisons, but as you note, had my teams with big stats. I liked this battle, because it is more of a strategy/configuration puzzle than a war of attrition. So I put Bloody Maidame into my monster Hall of Fame.
Older, but not wiser
Agree. I liked this battle too. Bloody Maidame's fight is really more about strategy and configuring all the 3 teams for synergy rather than brute force all-out offensives. "Turn Delay" from Stella's Railroad Sign baton and Zack's skill Warzard, "Trust Gauge 100% Restoration" from Zack's Sacred Torch, all the characters' Paralysis + Crit, buffs and debuffs also played an important part in my battle.
[quote=20047]Agree. I liked this battle too. Bloody Maidame’s fight is really more about strategy and configuring all the 3 teams for synergy rather than brute force all-out offensives. “Turn Delay” from Stella’s Railroad Sign baton and Zack’s skill Warzard, “Trust Gauge 100% Restoration” from Zack’s Sacred Torch, all the characters’ Paralysis + Crit, buffs and debuffs also played an important part in my battle.
[/quote]
Yes, Stella's Railroad Sign baton is the key. Actually, you don't need anything else except lots of speed, but your idea obviously worked and is great if you don't have massive speed (my 2 speedsters were 5000+). I think Maidame is turn based rather than hit based. By that I mean you don't really need to pound on her. You pound on her to get her close to the edge, then normal hits after that. Avoid ANY skill that takes time. Stella always uses normal, my other team did normal or Angel Gift (healing). My third (slower) team rarely got a turn, but made sure to use Black Sphere just before Maidame goes crazy. I think they only needed to cast Black Sphere one other time. So no elaborate attacks, no hitman, but the best defense you can mount to just hang around until she yields. I did one little trick that I doubt was necessary: Uriel cast I Like You Too a few times to get hit count to 999 (again, prior to Maidame going crazy). I think it was about 7 turns of normal attack before victory. No trust charges used, no unisons, just speed enough so that Maidame simply didn't get turns once she entered her resistance stage. I didn't have any buffs on my characters, and just the delays mentioned above.
[/quote]
Yes, Stella's Railroad Sign baton is the key. Actually, you don't need anything else except lots of speed, but your idea obviously worked and is great if you don't have massive speed (my 2 speedsters were 5000+). I think Maidame is turn based rather than hit based. By that I mean you don't really need to pound on her. You pound on her to get her close to the edge, then normal hits after that. Avoid ANY skill that takes time. Stella always uses normal, my other team did normal or Angel Gift (healing). My third (slower) team rarely got a turn, but made sure to use Black Sphere just before Maidame goes crazy. I think they only needed to cast Black Sphere one other time. So no elaborate attacks, no hitman, but the best defense you can mount to just hang around until she yields. I did one little trick that I doubt was necessary: Uriel cast I Like You Too a few times to get hit count to 999 (again, prior to Maidame going crazy). I think it was about 7 turns of normal attack before victory. No trust charges used, no unisons, just speed enough so that Maidame simply didn't get turns once she entered her resistance stage. I didn't have any buffs on my characters, and just the delays mentioned above.
Older, but not wiser