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 {DQ3} 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 {DQ3} 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|oomphed]] at all times. If the Hero 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 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 | 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|oomphed]] at all times. If the Hero 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 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 Omniheal isn’t enough to fully heal the party, and otherwise use a combination of [[Kafrizzle]] and [[Kaboom]]. 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 | '''may not work if the player’s party is under level 45.''' | ||
==={{DQ9}}=== | ==={{DQ9}}=== | ||