Ayaha & Otoha's Wrath Guide: Master
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Ayaha & Otoha's Wrath: Master is a challenge quest centered on a boss battle with Ayaha and Otoha, unlocked upon the completion of Ayaha & Otoha's Wrath: Expert, and meeting the minimum might requirement of 34,000.
- Rewards from Master difficulty include Rebellious One's Cruelty and small amounts of Liberated One's Mask Fragment which can be used to upgrade 6 water Agito weapons past the fourth unbind level, as well as allowing for refinement, granting additional strength, new abilities, and might.
- Additionally, clearing Master difficulty for the first time rewards the player with sufficient amount of Rebellious One's Cruelty to fully upgrade an Agito weapon.
- Weekly bonuses from clearing the Master difficulty also provide a large amount of Rebellious One's Cruelty.
- 1 Stat and Equipment Requirements
- 2 Party Roles
- 3 General Party Setup
- 4 Attacks and Patterns (Standard)
- 5 Attacks and Patterns (Quad Karina)
Stat and Equipment Requirements[edit | edit source]
HP[edit | edit source]
HP isn't too much of a concern, as most adventurers should be able to withstand the unavoidable damage Ayaha & Otoha inflicts throughout the fight if they came prepared with sufficiently strong equipment, and a source of freeze and a source of frostbite are available.
- It's strongly suggested to upgrade your Water Tree to at least level 25 before attempting this quest.
Weapons[edit | edit source]
For Master, at a minimum, adventurers should be equipped with at least a 6 Agito weapon that's unbound 4 times. This includes even supportive role adventurers as the quest difficulty is extremely high.
- Support adventurers such as standard healers (non-Overdamage), Elisanne and Gala Elisanne can get by with a Chimeratech without issue as they do not provide significant personal DPS, but the reduced might may cause issues for them joining public co-op.
(Usable only for Elisanne, Gala Elisanne, and Jiang Ziya;
may have problems joining public co-op)
Dragons[edit | edit source]
Everyone must be equipped with a max-unbound 5 Water-attuned dragon for Master.
- Standard healers such as Jiang Ziya and support adventurers such as Elisanne and Gala Elisanne may carry weaker dragons, as their personal DPS is usually not too relevant.
|Standard DPS - Most DPS adventurers use these standard DPS dragons.
|Low Skill Damage DPS + Dragonyule Lily - Hunter Sarisse's force strikes and Yoshitsune's standard attacks contribute a more significant amount of DPS than their skill damage, and Dragonyule Lily's overdamage relies on having a high Strength, so Siren pales on them compared to Strength-based dragons.
|Buffer Elisannes - Elisannes don't have much skill damage, and spends most of the time buffing the entire team. Both versions of Elisanne will prefer having their skills ready earlier with either Gaibhne & Creidhne's (Water) Skill Recharge IIIf the user is attuned to Water: fills 35% of a skill's skill gauge after using that skill. or Halloween Maritimus' Skill Haste Up, but most non-Skill Damage dragons work well.
|Ha! You better have BURN HEAL! - Jiang Ziya is able to run any non-Skill Damage dragon. Use whichever is preferred.|
Wyrmprints[edit | edit source]
All adventurers in standard compositions should equip their standard wyrmprints.
Party Roles[edit | edit source]
DPS/Support[edit | edit source]
These units will be doing the majority of the DPS, and sometimes provide support and/or additional utility.
- Don't run more than 1 of either Elisanne in the entire team.
|Shreds overdrive gauges, and very high damage output riding on buff-stacking. Inflicts Frostbite.|
|Shreds overdrive gauges, high damage output, provides strong buff effects to the team, and a frequent source of Bog.|
|Very high damage output that synergizes well with sources of overdamage, and provides proximity-based buffs, and a source of guaranteed Freeze.|
|Extremely high damage output, and also very tanky. Inflicts Frostbite.|
|Extremely high damage output riding on buff-stacking. Inflicts Frostbite.|
|Strength Up buffer with full dual-resistances, and provides significant damage reduction to the entire team.|
|Very high damage output with a strong shapeshifting kit and inflicts Frostbite.|
|Strength Up buffer with full dual-resistances, and high amounts of SP gain due to weapon type's SP gain speed, ensuring high uptime.|
|Very high damage output that synergizes well with sources of overdamage, and provides buffs to nearby teammates. Also inflicts Frostbite.|
|Very high damage output that synergizes well with sources of overdamage, consistent Strength Down applier, and shreds overdrive gauges.|
|Very high damage output, and a source of guaranteed Freeze. Also inflicts Frostbite.|
|Very high damage output. An unreliable source of Frostbite.|
|Extremely high damage output that scales with buffs, but does not scale as high as Xander or Karina.|
|Extremely high standard damage output that synergizes well with sources of overdamage, especially if paired with abilities that grant Energy based on hit count, such as Taiko Tandem's 30 Hits = Energy Level UpIncreases the user's energy level by one stage for every 30-hit combo. or Hunter Sarisse's (Water) Combo = Energy Level Up VI chain coability.|
Healer[edit | edit source]
If desired, a healer can provide healing and support where needed.
|Defensive support healer with Burn relief. Can bail out burning teammates, provides Defense Up buffs, maintains a healthy amount of regen healing, and allows more equipment flexibility due to Skill Prep +100%Fills 100% of skill gauges at the start of quests..|
|Dragonyule Lily provides access to overdamage, which can elevate teamwide DPS and especially the hit count (for activating combo-based abilities). She also provides very strong spot-healing to individual damaged adventurers with her force-strike gift healing, and can also reach very high levels of Strength by the former action. Being dual-resistant, Dragonyule Lily will never be disabled or put into danger by any possible affliction.|
General Party Setup[edit | edit source]
In solo, a burn-resistant healer should be used, and minimize the amount of non- Burn-resistant AI adventurers in your party, as the AI has a high tendency to get hit by attacks and may be inflicted by burn, which may make survival a serious issue. Ideally, the controlled adventurer should be a ranged unit, too, to minimize the chances of being struck by high-intensity attacks during phase 1.
- It's OK if the lead (controlled) adventurer isn't burn-resistant.
In co-op, most compositions will work fine for this quest, so long as at least one adventurer can provide healing in any form, and a source of damage-over-time and disabling afflictions is available.
- For healing in 4DPS compositions, this is usually accomplished with Healing Doublebuff wyrmprints and defensive buffs, or healing shared skills.
- Frostbite is the prefered damage-over-time affliction, and many Water-attuned adventurers can inflict it.
- Freeze and Stun can be inflicted by some Water-attuned adventurers.
|A sample 3DPS setup for solo use. In solo, burn may become a serious issue for survival, and ideally AI adventurers should be burn-proof.|
|A sample 3DPS setup for co-op use. In co-op, due to not having to cope with poor AI, most adventurers are viable.|
|A sample 4DPS setup for co-op use.|
|A speedclear setup using 4 Karinas.|
Attacks and Patterns (Standard)[edit | edit source]
For speedclearing with Karina compositions, see Attack and Patterns (Quad Karina) for direct instructions.
On Warabe Asobi[edit | edit source]
Warabe Asobi is a special effect that will alter Ayaha & Otoha's resistance to afflictions. The affliction resistance changes depending on the "game" (moves) they are using, but generally speaking, they will be vulnerable to afflictions while the condition is active, even if they have been previously afflicted.
- Note that you may only Freeze or Stun once every Warabe Asobi activation.
- You cannot freeze or stun Ayaha & Otoha twice in a row.
- However, you can freeze Ayaha & Otoha, then follow it with a stun immediately afterward, and vice versa.
In either phase, Warabe Asobi's ability icon (below Ayaha & Otoha's HP bar) will brighten when it is active.
In phase 1, you will be able to tell when it activates by the "Let's Play" callout.
In phase 2, the following attacks will activate Warabe Asobi:
- Kagome Kagome
- Hana Ichi Monme
- Abukutatta Nietatta
On Tosenbo and Toryanse[edit | edit source]
With Tosenbo and Toryanse active, Ayaha & Otoha will gain significant amounts of damage reduction and a rapid gain of Strength, making DPS poor and survival difficult. Use afflictions to disable their effects.
Tosenbo provides Ayaha & Otoha significant damage reduction.
- Tosenbo reduces damage received by human Ayaha & Otoha by 35%.
- Tosenbo reduces damage received by therion Ayaha & Otoha by 70%.
Toryanse increases Ayaha & Otoha's strength by 10% every tick. These very frequent buffs last for 60 seconds, making Dispels ineffective in stemming the flow of buffs.
- Toryanse ticks every 6.5 seconds on human Ayaha & Otoha.
- Toryanse ticks every 4 seconds on therion Ayaha & Otoha.
Opener[edit | edit source]
Unlike Standard and Expert difficulty, the fight does NOT open with a pair of purple-telegraphed dashes, and group baiting towards the bottom is not ideal. Depending on whether the quest is played in solo or Co-op, the first mechanic in play differs.
Hakkeyoi[edit | edit source]
In a Co-op run, this mechanic always goes first at the start of the quest. As this is a DPS check at the start of the fight, Adventurers without Skill Prep should ideally bait this as to keep adventurers with Skill Prep free to destroy the weak point quickly.
In a solo run, this mechanic is skipped at the start of the quest, but may come up later during the first phase.
The adventurer furthest away will be trapped and have their skills drained, while a weak point is generated and a purple attack telegraphed directly towards the weak point. Destroy the weak point, after which the twins will hurt themselves and provide an opening for attack. Failing to do so will result in the trapped Adventurer being one-hit killed.
Chuchu Takokaina[edit | edit source]
This is always the first mechanic in a solo run, and always goes after Hakkeyoi in a Co-op run.
Avoid the red attacks and don’t get caught in the cage