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I guess I'll have to put eight Ultrafauna Slayer XX on my skell to beat the beast. I'll have to be able to do it in two shots because my skell doesn't survive long enough to do anything else.
I've got some questions regarding locations that I don't recall where they are. The spreadsheet is translated from Japanese into English (sometimes loosely) and I am playing the game in German, so it's... well, hard to remember. Give me Frontier Nav numbers, please.
1. Primordia: Bluecliff and Castaway Cavern.
2. Oblivia: Demon's Pocket and Ibitsa.
3. Sylvalum: Abysscave.
4. Cauldros: Don't need a location here, but I've never seen the weather magnetic storm. The common weather is cloudy, occasionally it's clear, brimstone rain is followed up by rainbow most of the time, but magnetic storm is a complete mystery to me.
As for your questions, give me a few minutes to check my save.
I don't consider making all those Ultrafauna Slayers a waste of time though. Like I said before, the game wants you to kill 100 Telethias and 100 Yggraliths, so killing them with a single shot of the Zenith Cannon would be great. Yes, that's not possible on the Telethia, but taking off 1m HP before firing the cannon works to kill it in 20 seconds.
Molten Hollow is not it. For one, I've checked that cave, and two, the spreadsheet uses the name Molten Hollow for other enemies.
I don't think Bluecliff is the Drop Shaft either, because once again the spreadsheet uses Drop Shaft or something very close to it for other enemies. I also repeat that I don't think that Bluecliff is a cave.
But Bluecliff isn't Drop Shaft. I need two enemies in the range of level 11-20. The spreadsheet also lists an Auravis for the Bluecliff location, but I've found that specific enemy at one of its other locations already. I hope that helps a little bit. Bluecliff has Auravis, Vesper, Blatta.
Overall, I am still missing 33 of the roughly 1110 entries in the bestiary, but a good bunch of them are tyrants that I couldn't beat with the Ares 90.
If you need more directions, it's the rock where a level 37 auavis tyrant is circling a perch near the top of the rock: the cave is almost directly below that perch. There are evellos there during the day.
Ibitsa in Oblivia has another Forfex. The spreadsheet also says SW (southwest). I am looking for the Sand Forfex, but the Land Forfex is also listed for the same spot. I think it's a travel point on the southeast of Oblivia, maybe the Sand Forfex is a random replacement for the Land Forfex, or like other Forfexes, it only appears during rain?
So the only real thing left is how do magnetic storms occur in Cauldros?
So today I tried the Telethia again. Did around 3m damage with the opening shot (still missing Ultrafauna Slayer from the setup you suggested), but that's only a quarter of its health. Afterwards I am screwed because I have no other good weapons on the skell. The Zenit Cannon takes up only two slots, so that leaves another six. What should I go with?
You really only need to get it up to five or so: after a third of its health is gone Telethia becomes temporarily invincible, so I just let it go all the way down to the ground and hover around a mountain a bit while my cannon recharges, while telling my idiot teammates to stay close to me. The Telethia doesn't seem to actually do anything if you do this, so it's invincibility wears off, and it only has time to recover a few hundred thousand HP. Gradually close in and give him another shot, and he should be dead/nearly dead, depending on how many of your slots are devoted to Opening Damage Up.
Still though, even if the Telethia would be almost dead with two shots, I need at least one weapon that does half-decent damage because the garbage I have on the skell just doesn't do it.
I do remember the G-Buster 2 was an excellent weapon, especially since it also staggered, and I think you could put the Detonation-B superweapon with the Zenith Cannon, though because it's a melee thermal weapon it won't be as impressive with this build. I also used to emphasize weapons with short cooldowns, like the gatling guns, in order to trigger the most cockpit modes. It's a bit too luck dependent, but with high Potential skellwear those came on fairly regularly.
I put the Zenith Cannon on the Amducias that I already had, added three Weapon Attack Up XX, Negate Physical Reflect, two Above Attack Up and I think that's it. Went to the Telethia to see how it works and did 0 opening damage. That sucked.
At least I've completed the on-foot build. Couldn't be bothered to make a fifth Potential Up, so I added a Max SP Up X that I found somewhere, because having over 4k SP isn't bad. I defeated Dadaan (a level 77 Prone) within 15 seconds, so I think the build is good enough. And yes, all the Melee Attack Up augments are good because I am using three red arts in addition to Blossom Dance. All of them are multihit, so I managed to drive up the Overdrive counter over 50, even though I don't even know what I am doing. I just activate arts one after another.
And you really beat all tyrants? I've come across a headless Millesaurus in Oblivia. I looked up his stats and the thing has 100 million HP.
Your build will probably get you through just about everything now, so you should be good to go. What armors are you using? If you maximized Candid and Credible their armors should come with Potential Up X or so, while the cat people's business gets you some Potential Boosts instead. This is on the armor proper, and the light armors can have three slots like usual. You could mix and match to get you another hundred potential or so, if you want a bit more oomph.
And yes, all 250 tyrants. The Headless Emperor is actually a pretty straightforward and boring fight: If you've beaten Lucielle the Eternal, you've basically beaten the Headless Emperor, just dragged out forever. I did it on foot and just kept spamming Overdrives, with Ghost Walker preventing him from ever hitting me. Took like five minutes of whalloping, not very interesting.
I've maxed out all stores a long time ago. Today I also got the trophy for adding 777 augment slots to my equipment, so now I don't know what to do with miranium on a regular basis. I don't get why you can't give May May miranium in exchange for cash. Then again, I wouldn't know what to do with cash either. Would have been cool if cash bought you materials, just like the reward tickets do.
Anyway, the armor that I am using is all level 55 pieces that come with Treasure Sensor VI. I've bought full sets for the rest of my party to increase the drop rates for a total of 120%. Each piece also has Potential Up VI on it, so it's not that bad. Yeah, I haven't bothered to equip the best armor for combat or even look for it. There's obviously room for improvement.
Yeah, I don't understand the need to introduce any grind in a game that already has so much content. Again, the game as a whole often seems like one step forward, one step back.
I have to say that the postgame really sucks. Getting to 95% exploration rate is fine, but then it begins to become a nightmare. How could this sort of thing be greenlit? It's terrible game design. It's Bravely Default level of stupidity.
Which augments should I prioritize in Xenoblade CX if I want to become super powerful on foot? Potential Up seems to be a must, but what about a good way to gain TP fast in order to use more skills that depend on potential?
So far I've made TP Gain for ranged weapons (there's no XX version, it's just plain TP Gain), TP Gain Appendage Destroyed XX (no idea how it is really called, but nets 1.500 TP) and Accuracy Up XX for melee weapons (because I want to hit high level foes).
I'll do Potential augments next. Does Potential Boost stack? In that case I should make those instead of Potential Up once I have 200+ potential on my character, because +25% is greater than potential +50 from Potential Up XX.
I don't think you need the Accuracy Up: unlike the original I don't remember missing often unless they use Decoy, in which case no reasonable amount of accuracy will be enough. You're better off just burning the decoys with fast attacks instead.
Gun - Ranged: TP Gain Up, Crush: TP Gain XX, Appendage Crusher.
Sword - Melee Acc Up XX, Melee Attack Up XX x2.
Armor - Potential Up XX x2. Nothing of real value on the other pieces.
But you said I should have a Negate Reflect. I am using a Gravity weapon with 512 attack right now and I hope that Rexoskell is resistant against gravity. Then such an augment would make the thing killable without a problem.
As for the armor, is Evasion Up any good or should everything be about potential?
Lastly, which class should I set my character to? I've got rank 10 in all of them due to the excessive grinding.
Once I am set with the on-foot stuff, I have to kill plenty of Rexoskells and other Time Attack-exclusive enemies to build the skell weapons. All of those missions don't allow the use of skells.
Arts: TP Gain XX x3, Melee Attack Up XX x3, Potential Up XX x5. That's very simple, but the guy suggested to farm for equipment that comes with skills like HP Up, TP Up and Potential Up.
Gosh, is the game dragging at this point. I am done with most of the missions, so there isn't much left to do besides tedious farming. The only diversion right now are squad tasks because I'll have to do a lot of them for trophies.
Evasion Up would help with survivability, so it's far from useless. That said, the endgame bosses have hundred of thousands if not millions of HP, so while you'd live longer the fights will drag out a lot more too. I just used a Ghost Walker build, and thus negated the need to evade for all but a handful of tyrants.
The final class depends on what type of attacks you're going to use the most. I went with Mastermind, because that boosts your Potential more than any other class, so you're TP-using skills will hit the hardest. Drifter is a good option if you want to maximize the number of skills you'll be using, but I think Mastermind's stat boosts make it better.
I'd ignore the Melee Up augments, as those slots are better devoted to more Potential. Melee Up has no effect on TP skills, even melee-colored ones like Blossom Dance, so it's only worthwhile if you'll be relying on non-TP melee skills. My build uses them a lot, but mostly as a way to build up TP and shorten cooldown times.
And finally, yes, the endgame is nothing but grinding, really. It's actually not particularly fun, and the only reason I stuck with it was because off-screen mode let me grind while something else was on TV. I'm honestly not sure it's worth it.
Which ones of the level 60 skell weapons should I prioritize? There are 14 of them, but I'd like to kill something eventually to break up the monotony of grinding every now and then.
The only things to note are that the most resisted types by postgame tyrants are ether and physical, that the dragon lance in particular is a bad weapon in my opinion (too many slots, to slow to use), and that the Zenith Cannon may be physical but it completely ignores resistances.
I went with the Zenith Cannon myself, using a Mastema that had the Adumias' armor, and after augmenting it was doing about seven million damage in my opening shot, but out of the box it'll be doing closer to half a million or so, with a slow cooldown, so it's mostly a win-or-lose weapon that's eventually supereffective but also kind of boring. The other alternative that I liked was going thermal with the Adumias and using Megaflame and Detonation B superweapons, with the Megaflame doing the heavy lifting and the Detonation being the assist.
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Final-Fan said: As long as "flexible" doesn't turn into "short-sighted", I don't think this will be a huge problem. Too many corporations fall prey to the toxic culture of chasing short-term dividends no matter the long-term cost to the company's future. I foresee a 90% chance that "flexible" dissolves into "short-sighted" within a console generation....
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