Zoma: Difference between revisions

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Remove his [[Shroud of Shadows]] immediately with the [[Sphere of Light]]; without it, Zoma is immune to nigh upon everything you can throw at him. His [[C-c-cold Breath|breath]] and [[Kacrackle|ice magic]] is more powerful, and his physical ability is also quite powerful . On top of this, he will regenerate 90~110 {{HP}} per round, minimizing any damage players can inflict between healing sessions. This form is so powerful that it has become a challenge among {{III}}'s players to slay the fiendish overlord '''without''' the [[Ball of Light]].
Remove his [[Shroud of Shadows]] immediately with the [[Sphere of Light]]; without it, Zoma is immune to nigh upon everything you can throw at him. His [[C-c-cold Breath|breath]] and [[Kacrackle|ice magic]] is more powerful, and his physical ability is also quite powerful . On top of this, he will regenerate 90~110 {{HP}} per round, minimizing any damage players can inflict between healing sessions. This form is so powerful that it has become a challenge among {{III}}'s players to slay the fiendish overlord '''without''' the [[Ball of Light]].


Once the shield is removed, Zoma's defensive capabilities will plummet considerably: [[Sap]], [[Zap]], and all forms of fire will hit 100% of the time, and his regeneration will be nixed. [[Woosh]] spells also have a 30% chance to connect. The {{Hero 3}}/[[Warrior]] should be [[Oomph]]ed at all times. If the {{Hero 3}} isn’t physically attacking, he should be casting [[Kazap]] for extra damage. This is slightly risky though, for if the battle goes south, [[Omniheal]] may be necessary, and the {{Hero 3}} needs to have enough {{MP}} to cast it. The [[Warrior]] should also have a [[Staff of resurrection]] as a Hail Mary. The [[Sage]]/[[Priest]] should continually cast [[Multiheal]], and, as extra insurance, have a [[Sage’s staff]] as backup for when they run out of {{MP}}. The [[Mage]]/[[Sage]] (although a [[Sage]] is recommended), should use the [[Sage’s stone]] when the [[Priest]]’s [[Multiheal]] isn’t enough to fully heal the {{Party 3}}, and otherwise spam [[Kafrizzle]]. Keep this strategy up, and taking a few turns to heal every now and then, and one should be able to best the hellish demon. '''NOTE: The preceding strategy'''
Once the shield is removed, Zoma's defensive capabilities will plummet considerably: [[Sap]], [[Zap]], and all forms of fire will hit 100% of the time, and his regeneration will be nixed. [[Woosh]] spells also have a 30% chance to connect. The {{Hero 3}}/[[Warrior]] should be [[Oomph]]ed at all times. If the {{Hero 3}} isn’t physically attacking, he should be casting [[Kazap]] for extra damage. This is slightly risky though, for if the battle goes south, [[Omniheal]] may be necessary, and the {{Hero 3}} needs to have enough {{MP}} to cast it. The [[Warrior]] should also have a [[Staff of resurrection]] as a Hail Mary. The [[Sage]]/[[Priest]] should continually cast [[Multiheal]], and, as extra insurance, have a [[Sage's staff]] as backup for when they run out of {{MP}}. The [[Mage]]/[[Sage]] (although a [[Sage]] is recommended), should use the [[Sage's stone]] when the [[Priest]]’s [[Multiheal]] isn’t enough to fully heal the {{Party 3}}, and otherwise spam [[Kafrizzle]]. Keep this strategy up, and taking a few turns to heal every now and then, and one should be able to best the hellish demon. '''NOTE: The preceding strategy'''
'''may not work if the player’s {{Party 3}} is under level 45.'''
'''may not work if the player’s {{Party 3}} is under level 45.'''