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It's FF4 DS time!
Frostbeast (IceBeast/Cold Beast) - Some genius decided that these should be able to use Icestorm even when in a group of monsters. Cecil and Cid can overcome it with Cursed Rings and I'm sure it's vulnerable to some status effect but you simply don't have the time to screw around with these things anymore.
Flamehound (FlameDog/Fiery Hound) - See Frostbeast entry, substitute "Icestorm" with "Scorch" and "Cid" with "Kain."
Chimera - See Flamehound entry, substitute "Scorch" with "Blaze." Your complaints about elemental absorption still stand.
Dr. Lugae - I almost forgot this guy because he's so exploitable, but if you try fighting him the honest way expect to gain about ten levels more than you should need here. As soon as the battle starts use two Elixirs on him before he can use Reversal Gas a second time.
Goddamn Bats - No, that's not an actual monster name, just a general description, this goes for
every goddamn bat in the game, and every version of the game too. These waste way too much time using Bloodfeast, I get so tired of watching that animation over and over...run or stick an Hourglass in whoever will go first's command list to take these out without going insane.
Evil Dreamer (Ghost) - Essentially the same thing as the goddamn bats, but even more annoying and with high HP to boot! At least they don't come in as large of groups as the original.
Bahamut - Okay, there's technically nothing annoying about Bahamut...unless you've played any previous version and go into the battle thinking it'll be the same. You see, they decided it's only fair that his Mega Flare can penetrate the party's Reflect spell just as easily as it does the enemies', so the whole cast Reflect on the party and wait it out strategy is gone. Not only that, he's not one to sit there while you Flare him to death, so he casts Reflect on himself the second you hit him with any spell. On the plus side, at least he doesn't knock the solar system out of alignment when he blasts the party to oblivion with Mega Flare, unlike when you summon him...
Clockwork Dragon (D.Machin/Mach D./Mecha Dragon) - Same reason you pointed out for the previous versions, except they commonly come in groups of two right in front of the damn save point.

Defense Node (Defender) - This is an odd one, I'm not complaining about it being unfair or too powerful, instead it's too exploitable. It absorbs every element...you probably see where I'm going with this already. Summon Leviathan or any of the other elemental Eidolons as many times as you'd like in this battle and you'll never have to worry about Globe 199 (If it's even called that anymore). You do way more damage in a single turn than it can heal and you'll want to eliminate the Attack Node in this version anyway, its Laser Array (I think that's it) completely decimates the party in two turns.
Blue Dragon - I half considered omitting this but decided to stick it back on at the last minute because of how much frustration it caused me in the Japanese version. Essentially another Frostbeast, only later in the game and somehow even more dangerous because of it. Their physical attack inflicts silence so Rune Rings or Ribbons are a must for your healer(s). These bastards are vulnerable to paralysis though, and Edge always goes first, Shadowbind them and hope it works on the first shot, then take them out. Cursed Rings work well if you're underleveled, but once you get into the mid 70's these aren't much of a threat anymore unless you let your guard down.
Red Dragon - I've yet to kill one of these this playthrough, and my party averages level 80 with the best equipment combinations possible at the moment. Even sticking Cursed Rings on Cecil and Kain to absorb Thermal Rays does nothing, it'll decimate the rest of the party in two turns, then take out Cecil and Kain very slowly and painfully with physical attacks, reviving the dead party members isn't really an option because it'll just hit them with Thermal Rays again before you have a chance to heal them. Just run, and forget the Crystal Gloves. I'll give one of these a try again once I get done everything else in the Subterrane.

I forgot one:
Lunasaur (D.Lunar) - You only fight one this time (Cue YouTube idiot: "they made it easier!!!11") but what a fight. It uses Bad Breath on the entire party three or four times in a row, then uses physicals and Bio for a while, before returning to Bad Breath and repeating the whole thing. Basically, make sure you have some status protection on and that Rosa has Omnicasting so you can cure everyone really fast. I do like that they made the monster guarding the Ribbons a massive status effect abuser though.