RolStoppable said:
My ultimate team to take down the strongest bosses (unique monsters above level 100) consisted of Shulk, Dunban and the character that shall not be named (commonly called '7' in XC discussions). So yes, Shulk's mini-heal skill is sufficient for an entire party; it has a short cooldown time. The level 120 boss is the longest battle in the game and the way to keep everyone alive is via high agility stats, the very thing that is the only viable method to use Dunban as a tank throughout the game; he doesn't have as many HP as Reyn and Rikki, but he can dodge a lot of attacks, so his low HP don't matter. Besides regular healing whenever Shulk's skill has recharged, the chain attack exploit is a life saver. Whenever an enemy is about to launch an attack that will klll someone, a timer pops up. This has two advantages: 1. The enemy does not use any other attacks while that timer runs, so you get ~10 free seconds of piling on attacks on the enemy. The moment the timer runs out, you activate the chain attack. There's enough of a delay until the chain attack begins that the enemy's attack still triggers, but the exploit is that no party member can die at this very moment, leaving everyone with at least 1 HP. Performing a long chain attack will inevitably fill up the bar for revival/chain attacks by more than half, so you are able to revive after the chain attack if the enemy should get in a quick normal hit afterwards. It's a party setup that opts for the highest possible damage output while still being in control of Shulk and his Monado skills. Sharla is superb at healing, but her damage output is the by far the worst of all characters. She's sufficient for the entire story, but when you move on to tackle über-bosses, you need a higher damage output or you'll never get it done. |
Interesting tips. Thanks. Can't remember if I ever did that when I played the game. It's been a while.
I never actually had the motivation to do the post game bosses, so I guess that's why I never felt the need to bench Sharla.