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[Event 149.5] Wrath reprint Guild event
Yet more Limited Hime balance changes happened:
Thunder Aphrodite:
Vigor uptime 3/7 -> 3/6
Barrier 1000 -> 2000, uptime 12/5 -> 5/5 (yes, that ability was kind of a freak)
Passive went from "self-def+" to "everyone with barrier: def+"
Ones that I can't be bothered to look up what changed:
Dark Amaterasu
Light Nike
Wind Sol
Hee hee hee, they made the Eidolon sound like She Shat. It's a poop joke. Hilarious, I know.
Right then, let's get straight into the heroic part:
Abilities and mechanics:
First wave, 100m HP, 6 orbs.
Huge elemental resistance to all but Thunder (why not a second element this time...?).
Immune to movement stopping debuffs (Charm, Para, Flame Bind, etc.)(Nutaku has translated this as "immune to everything", thanks Nutaku!). BP doesn't work, I hear.
Overdrives: Full Dispel + guaranteed 1t Doom (that means instant)
Trigger: lose 3 orbs taking 12 (or more) normal hits in a turn or a Full Burst
Second wave, 150m HP, 3 orbs.
Huge elemental resistance to all but Thunder (why not a second element this time...?).
Immune to movement stopping debuffs (Charm, Para, Flame Bind, etc.)(Nutaku has translated this as "immune to everything", thanks Nutaku!). BP doesn't work, I hear.
Overdrive: All damage? + gain 1 turn of Guardian of Time + prevent ability recovery this turn?
Rage Overdrive: All damage? + gain 2 turns of Guardian of Time + prevent ability recovery this turn?
Guardian of Time makes boss' normal attacks prevent ability recovery on that turn? (for all, even if they didn't take damage)
(I don't know, DMM wiki is dead again so I don't have much to work with, and no, I am not bothering to research this shit by myself)
Trigger: First action: All damage + prevent ability recovery this turn
Trigger: 75% HP: All damage + prevent ability recovery this turn
Trigger: 50% HP: All damage + prevent ability recovery this turn
Trigger: 25% HP: All damage + prevent ability recovery this turn + make self Rage
(notice: Rage bar is so big that you cannot Rage her until this Trigger, not even close, it's probably like a 500m HP bar!)
Trigger: When taking 3 (or more) Hime bursts: All damage + don't use Guardian of Time this turn? Priority over ODs?
Some words on how to fight:
Bring debuffs. I know right, more content where debuffs actually matter! Def- and Atk- are a godsend as always. Remember that Heavenly Thunder Disaster is a thing, even though rare at the moment.
Now then, keep in mind that my Thunder is absolutely insane. If I were to struggle against Water content, then like 99.9% of the playerbase would find that content absolutely impossible. My view of this fight can be badly warped as a result.
For the first fight, it's a DPS race with an interesting twist. If you bring Parac, you will without any doubt have no issues with this portion of the fight. As long as you can burst even once in six turns, Parac will give you so much Combo+ that you are virtually guaranteed to be able to not give a shit about the damage check timer. Can you afford to run Parac for the second boss though? She's certainly not bad, but there are better. But if you don't run Parac, you're going to need to kill the first fight fairly quickly, as chances are you will NOT reach 12 hits in a single round - meaning that you will need to rely on Full Bursts to slow the timer down. This might be impossible depending on the Hime you have and your Thunder Grid.
For the second fight, the skill recovery prevention is an interesting mechanic (and you cannot use Debuff Prevention to stop it). If you didn't put a skill on CD, it will be available next turn. If used a 1t CD skill (most notably Thunder Sol), the skill will NOT be available next turn. Well, basically that means when you KNOW you're getting hit by that thing you can either use the skill now or delay a turn - there will be pretty much no difference. Notice that this means that both debuffs and buffs become very unreliable. This is where our lord and savior Paras shines with her Soul weapon - 30% Def debuff is no joke to have reliable access to. There are other options, keep in mind that in this fight you only need a 3 burst to save your skin. If you have Marduk, you can even consider Charlemagne - having two characters who can instantly burst is probably a huge help.
As usual, the final 37.5m is the rough spot in this fight, as the skill recovery prevention goes up from 50% to 100% of the time. As usual, Byakko is a true hero here, but don't forget about Northern Star Lord or Genbu. If you don't have any of these, well, you're just gonna need to have a good team and a good Grid. Oh, and if you can get this far with Yori, clearly an extra Full Burst would be pure gold here.
My personal experience and opinions on the fight:
I think it's a good fight. It's been a while since we had those. A shame that turtle builds are dead, since turtling with Parac and Dian would totally be a thing in this fight... sigh.
Anyway, I went in to just AAB, got about halfway the first fight and died. Looked up the fight, easily killed it with a Paras team. Again, my Thunder is insane, so I didn't really need to even try and your experience will probably differ a lot.
I wonder if anyone is going to take the challenge of de-Raging her... I wonder if it can be done. You probably need to look for 90%+ Rage reduction from abilities, and that's rough considering how she prevents your ability usage. Certainly would be doable for good ol' turtling builds, but those aren't possible anymore.