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Deathlike2

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FF4 - Top Annoying Monsters
« on: March 18, 2008, 02:24:52 PM »
I felt bored, but I have some ideas for actual articles soon (regarding stat boosts and another on ideas to weapon rebalancing...)

Here's my list of most annoying monsters, in order of greatest annoyance, given location and current party you first encounter this monster...

1) Mechanical Dragon - strongest monster in the Giant that doesn't hesitate to rape you outright, especially when you have at most one character at this point that can have fire protection
2) Chimera (Manticore being a related monster, but not the same of course) - basic elemental absorb and a nasty Ice attack when left alone is annoying as hell
3) Green Dragon - high HP and status resistances make it difficult to kill easily, plus you only have one character that has a Thunder resistance piece of equipment...
4) Bomb/Greybomb - way too much attack power this early in the game, plus no Bomb magic drops
5) Zemus's Mind - multitargeted Charm = good chance of Rydia annihilating your party with Meteo
6) Tinymage - paralysis vs physical attacks and Psych vs magical attacks is not my idea of fun
7) Blue Dragon - this target has elemental absorbs up the ass, to the point where the Dragon's Whisker is stronger than the Wyvern (Dragoon) Lance
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Dragonsbrethren

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Re: FF4 - Top Annoying Monsters
« Reply #1 on: March 18, 2008, 03:18:39 PM »
WaterBug annoys me. It's not a hard monster at all, but you need to single target Thunder or have Cecil attack it twice to get rid of it. Not only that, they upgraded it's Reraise spell in FF4 DS so it revives all the monsters in the formation. :angry:

JCE3000GT

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Re: FF4 - Top Annoying Monsters
« Reply #2 on: March 18, 2008, 03:56:28 PM »
1. Wyvern - is there any reason for me not to explain it?
2. King Ryu - Thanks to these guys Edge ALWAYS dies first with Blitz. 

Deathlike2

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Re: FF4 - Top Annoying Monsters
« Reply #3 on: March 18, 2008, 06:41:46 PM »
2. King Ryu - Thanks to these guys Edge ALWAYS dies first with Blitz. 

A Diamond Ring is your best friend here. When I think about it, the pair of Protect Rings you get.. one of them should go to Edge (the other goes to Rydia regardless if you equip the Minerva Robe). Rosa is supposed to not get the other one since she has equipment that increases her magic defense.
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Dragonsbrethren

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Re: FF4 - Top Annoying Monsters
« Reply #4 on: August 01, 2008, 08:10:45 AM »
 :bump:

Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
:stfu:

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. :clocke:

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.

:edit:

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.
« Last Edit: August 01, 2008, 02:05:57 PM by Dragonsbrethren »

Deathlike2

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Re: FF4 - Top Annoying Monsters
« Reply #5 on: August 01, 2008, 02:15:16 PM »
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."

Quote
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.

It's the only spare time where you want to release your vengence quickly.

Quote
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...

Quake doesn't get a second thought? I mean, this is anti-Asura magic.

Quote
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. :clocke:

It's not "out of place", but moreso "it's not a Mech" that annoys the living daylights out of me.


Quote
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.

It's simply strange that Breath is used late in its original script.. to justify the existance of the Ribbons..
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Dragonsbrethren

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Re: FF4 - Top Annoying Monsters
« Reply #6 on: August 01, 2008, 02:26:07 PM »
Quake doesn't get a second thought? I mean, this is anti-Asura magic.

I didn't try it, Bahamut is shown floating so I didn't think it would work, and I took him down before he even had a chance to Mega Flare this playthrough. It was my first time through the Japanese version that I didn't realize the old strategy wouldn't work. If you're curious, they changed the text in the book that mentioned reflecting his power back on him, now it just talks about how he's the "Father of the Eidolons" or something like that.

Deathlike2

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Re: FF4 - Top Annoying Monsters
« Reply #7 on: August 01, 2008, 02:34:14 PM »
Yet in all this time, floating doesn't always imply immunity! Not sure if that was corrected or changed, but until someone explains why the CPU should be taking Quake damage, I don't think it's an official change...
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Dragonsbrethren

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Re: FF4 - Top Annoying Monsters
« Reply #8 on: August 01, 2008, 02:48:57 PM »
Most floating things seem to be immune now, although it's hard to tell, Quake is very unreliable in this version--you get it a lot sooner as compensation though...I bet it was supposed to be this way in the original too, Palom always seemed to learn it way too early compared to Rydia, she gets it right after Bio like him in this version.

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Re: FF4 - Top Annoying Monsters
« Reply #9 on: August 02, 2008, 06:26:41 PM »
It's FF4 DS time!

Oh Goody!

Quote
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.

Oh god.. I hate these things at first, then I simply killed them with ease without the Curse ring.

Quote
Flamehound (FlameDog/Fiery Hound) - See Frostbeast entry, substitute "Icestorm" with "Scorch" and "Cid" with "Kain."

didn't have much trouble with them, as I power leveled after getting rydia back.

Quote
Chimera - See Flamehound entry, substitute "Scorch" with "Blaze." Your complaints about elemental absorption still stand.

Now I didn't face any chimera's this playthough.. maybe i killed the eggs fast enough before they showed.

Quote
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.

This was the first real boss battle where I thought about after dying to him 1 time, thanks to reverse.

Quote
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.

I just usually attacked fast and hard against these.  But even then, they still get in first.

Quote
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.

Yeah these are annoying.  If I'm right these appear in the cave of sylph.. and you get to fight 4 of them in a group in chest. Annoying pricks.

Quote
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...

Mega Flare doesn't refelect as Bahamut has Piercing Magic a status effect from FFXII.. Not only do you get bahamut, but you can go back to whyt's house to get something to help you thought the final bosses.

Quote
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. :clocke:

These things are evil, I nearly got a game over to these, so.. I ran!

Quote
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.

Globe 199 is still around. and the Attack Node sucks. I died to this boss 4 or 5 times before I got quick fingers, It would do it's Laser Array twice before I could do anything.

Quote
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.

These guys start out hard and Rydia works best to keep him paralyze while you attack attack attack.

Quote
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.

These guys can be though, I actually went and got Cecil's and Kain's ultimate weapon and some protect rings before facing this bastard.  The he went down.. I was around my upper 70's to lower 80's for my first kill.

Quote
:edit:

:O an edit! Keel it!
Quote
I forgot one:

They say an elephant never foregets.

Quote
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.

I actually didn't have a hard time with this battle, I just attack, I think Rosa was doing the most damage.... and I had a ribbon equipped on one of my characters, which i won in a battle earlier.

 :edit:

Damn quote typoes
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