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Etrian Odyssey Nexus - Guild Ivalia vs Bosses from Eastern Shrine to Southern Shrine (Heroic) Video

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This is Guild Ivalia fighting the bosses from Eastern Shrine to Southern Shrine, which is basically the first segment of the game. These are done again from save backup's from my N3DS for recording (using Citra Nightly 1186), so some battles are different from how I actually fought them. Some better, some worse.

There are many bosses in EOX. The small mazes unlock before fighting the main labyrinth boss generally. I fought those later than the labyrinth bosses in general, though you can certainly fight them before. It ultimately doesn't matter much.

The battles aren't actually all THAT interesting in my opinion, because the battle flow is more or less the same. Try to land ailment (Nightseeker), buff and debuff (Sov, Harb), reduce damage and/or bind (Hero, Gunner), and burst when safe to do so. This party itself was built mainly around Hero/Imperial using Regiment Rave. Added Nightseeker/Hero for more sword skills and maybe shield skill (since Hero's Shield skills stack and help with survival), Gunner for lockdown, Sovereign for buffing (Arms for Regiment Rave), and Harbinger to support Nightseeker. In randoms, Hero will use Shield movers if I need some damage reduction, Nightseeker throwing ailment around against vulnerable targets, Gunner using Act Quick + Charged Shot to remove threats, while Sov and Harb buff and debuff for healing/damage reduction. Generally speaking, only bad ambushes (i.e. ambushes happening when I was greedy and tried to gather with low HP/no force) resulted in game-over.

Below are some notes regarding the fights.

1. Blossombeast: lost savefile. Redid the battle. 1 level higher, worse gears.

2. Berserker King: didn't get that head bind landed on 4 units when I fought it before. Oh well.

3. Cernnunos: Miracle Edge right at the spawn of Healing Roller works well.

4. Wyvern: Charged Shot is better damage than Riot Gun. Not sure why I forgot about that. Also RIP Nightseeker. Original attempt took 10 turns IIRC.

5. Golem: probably should have fought this boss before Wyvern. Landing Blind was really hard for some reason. Original attempt didn't actually get any blind in (and I did not get conditional either). I think I used Amrita there too.

6. Silurus: Mud Dive is a scripted event, but is stopped by leg bind. So leg bind kind of makes it useless. We do want to stop this since diving gets rid of ailments/binds/debuffs and we have Nightseeker.

7. Fenrir: didn't have savefile with healed party. Could have rested and this would have been easier, but it worked so whatever.

8. Shellbeast Nothing special. Despite the looks, it's not resistant to physical. That being said, I think it had some summons? Or was it another boss....

I will probably do these from shrine-to-shrine basis until the post-game. I don't plan on switching the party around during the first playthrough either.
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