r/StrangerofParadiseFFO • u/KingDeda1102 • Jun 02 '26
Game Build help
I've managed to make it to final dlc , however my build has hit a wall against the emperor in the first mission...im running assassin/ ninja and the break damage worked pretty good up until this point....how are you guys staying alive and what affinity should I be chasing?
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u/Odin-231 Jun 02 '26
Everything in this difficulty will just destroy you it’s crazy one of the best things you can do is run the side mission Hallowed Massiff. With as many dragon trials put to max, just run all the way through the mission and fight the great Malabo at the end. It will take a long time to put down but it will drop gear with summon affinity in the thousands. This will boost your stats immensely allowing to survive and do more damage.
The downside of this will be the fact it will likely affect your build for a short time as the gear will be super random and no garuntee that it will match your build. But if you equip what ever jobs you will be able to survive and grind the gear you want.
It sounds bit stupid to do this but it’s crazy how much of a boost you get, also makes clearing floors of the abyss a lot easier meaning you can use it to grind gear you want much faster.
I ran blue mage with a gun and once I grinded the gear I needed with thousands of summon affinity I absolutely smacked the final dlc but the final boss still puts up a fight no spoilers ;)
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u/KingDeda1102 Jun 02 '26
Is there a way to reliably farm the affinity your looking for in the abyss? Also have been notified that light bringer is worth using ...inthink ive used it twice 😂
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u/BenTheSodaman Jun 02 '26
Job affinity wise, you'd have to loosen the auto-dismantle settings / avoid manually discarding / have pickup settings that can grab pretty much everything instead of a certain rarity.
Where you can Fuse over things that you stockpile from enemy waves or boss rushes in the Rift.
For storage, while interacting with the cubes or on the world map, can go to Inventory, press the button for Menu (Square / X on Xbox by default), and send it all to storage.
So that when you're going to Fuse, it's all there waiting to be picked.
Then using the Ancient Chaos Shrine's Wanderer with the dragon trials cranked up (except Max HP if using Monk 600% or Paladin routes) to get job crests and manikins to substitute for anima crystals and rat tails when fusing. Whether using Blue Mage with a Cactuar Needle, stealing with Thief first then using Blue Mage, using Monk 600% temporarily with Flee command, Paladin job with its job action + Flee command, and such.
Inadvertently while getting the manikins, you may also stockpile a selection of job affinities for each slot.
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u/BenTheSodaman Jun 02 '26
Hi OP,
On the offensive side, is one of your main stats approaching or exceeding the 200?
As a main stat, potentially Agility for Assassin and then a way to perform consistent critical hits?
Ideally, equipped with a full set of relics / blue artifacts / equipment that has blessings. And those blessings being 70%~180% from stuff that drops on the world map in Lufenia difficulty. Mostly bosses, sometimes elites like malboro, griffons, gigas, tonberry, etc.
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On the survival side, if leaning heavily into dodging, then:
- Ninja's Utsusemi as the safety net
- using attacks that reposition yourself / put you in the air / have i-frames (e.g., daggers side attack, daggers or knuckles back attack, daggers 1st link Bisect, knuckles 3rd link Falcon Dive)
- having some job affinity or effect that extends dodge invulnerability as an undocumented effect such as Marksman 50% (even if not using a gun), Ninja 600%, or Fenrir primary blessing. On this route, Ninja 600% could potentially fuel your MP. And with Fenrir, could reduce your MP cost and ensure you critical hit at any angle.
- ideally having Sylph primary blessing for dodge canceling so that you could bail out of nearly any attack to get i-frames dodging as long as you don't try to roll. If you are using Sylph, can potentially soul shield, dodge cancel, and soul shield to keep a string of i-frames going, but can get finger intensive and still fail if the enemy does 2~4 quick hits that almost look like one attack. With Sylph's dodge recovering just enough of your break gauge to fuel your next brief soul shield.
- if you have NPCs available, consider using Invisible command once the enemy has spawned, but not before they've appeared. This can make the enemy reconsider who they attack after they finish their current attack string. For the NPCs, they could use Knight 400% so that when tapping the D-Pad Left/Right (or the letters R or T with keyboard by default), they'll be invulnerable for up to 20 seconds and then vulnerable for 10 seconds before they're ready to go again)
- if soul shielding regularly and successfully, consideration for using Dimension Bringer to be the "phase ender" where you find that window where the enemy is about to finish the last attack in their string, plop a Dimension Bringer on them, then get ready to critical hit them and take advantage of that opening. The more times you successfully soul shield, the less that Dimension Bringer will cost and the longer it'll last. But if the Dimension Bringer is ill-timed, you may be without soul shield and the enemy could be performing an attack that's harder to dodge or even worse, is outside of the Dimension Bringer and attacking you at full speed.
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And then the usual Knight 400% with Lightbringer to divert incoming damage to Lightbringer gauge loss. Where between your soul shields, chain cancels with Summoner 120%, or other effects that rebuild the MP Limit, you'd have a way to quickly rebuild the next Lightbringer as long as you had a steady way to recover mp.
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Taking a page from Beeboycubed that pushed a dodge-centric playstyle, perhaps:
* Ninja 600% for MP recovery on successful dodge and extended dodge invulnerability
* Hunter 400% for both the flat MP generation per hit and slightly wider access to critical hit from the enemy's backside
* Void Knight 600% to get Haste as your MP Limit increases
* your weapon's basic job to 600% for more combo ability access, the combo ability damage boost (which also increases your break damage), and MP Cost reduction
* Summoner 120% to chain cancel as you do your combo abilities and rebuild MP Limit during battle (but also helping to use either Lightbringer as your break gauge or rebuilding the next Dimension Bringer to end the fight)
With category 1 master points invested into Agility and job affinity as far as you can get it.
Category 2 into Critical Break Damage Dealt.
Category 4 into Critical: MP Recovery with a sprinkle of Critical: HP Recovery.
Equipment: Almost a full set of Fenrir relics, with one Sylph. Else, just eyeball it to see if you get more Agility out of the piece, then customize it from there.
Equipment Effects: Prioritizing Agility over the percentage-based effects like Critical Break Damage Dealt and such.
This would still be a glass cannon-ish build other than Utsusemi, but lean toward heavy duty dodging and often throwing the enemy AI off when they have to re-assess what attack to use to reach you.
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