Just finished
Mechonis Core. Holy ♥♥♥♥.
Basically everything and everyone that could have possibly been significant turned out to be VERY, VERY significant. Shulk's odd dual-consciousness dream, Egil's true goals, the visual similarities between 7th's possession by Meyneth and Shulk's visions, why Zanza was sealed, why Dickson was hiding something, why the High Entia breed with Homs.
This, my friends, is how you execute a plot twist.
A question, though:
So do I need to care about the anti-Mechon weapons anymore? It doesn't seem like I'm going to fight many of them ever again. Quote:
Originally Posted by Double A The problem is that Shulk is just as good at drawing aggro as Dunban, but not nearly as good at dealing with it.
And a boss party without two "light healers" seems like it wouldn't go far. |
There are ways of recovering HP without relying on healing arts (Gems that restore health) and they go very well with both 7th and Dunban due to their high rate of attack and double attacking potential.
Quote:
Originally Posted by Rarity So finally picked this up after hearing people praise its name all over the place. considering my JRPG experience up to now is basically just Final Fantasy, DQ/DW, and Lost Odyssey, is there anything I should know going in as I get the feeling I'll be 'doing it wrong.' |
1. Thoroughly explore. This is essential to getting full enjoyment of the game.
The quests are designed to be interlinked with your initial movement through each area (you'll naturally find most of the quest-related enemies and items just by filling in the map), with higher-rank quests relying more on foreknowledge of the map and character relationships and so forth. Personally I tried to uncover as much of the map and complete as many quests as possible before moving through the story. It was a nice feeling to have the story pushing me to go somewhere, but being able to say "♥♥♥♥ that" and go exploring at my own pace.
In hindsight, however, I think a better method might be to progress through the story until you start to notice a push to the next area, then completing as many quests as you can find. This way you'll avoid being overleveled for the major fights in that particular area, while still reaping all the rewards from the quests for the next one.
HOWEVER
There's a certain point in the game where you'll start encountering a lot more Mechon, and I recommend you explore these areas BEFORE going on to the bosses, as you won't be able to come back to some of them later. I'm only saying this because it's not made
especially obvious by the game (in other cases it's usually blatantly clear).
2. Make an effort to really learn the battle system. The battle system is very malleable and designed for players to select their own combinations of arts and find out what works best for them.
The main restraints are learning how to manage the game's core mechanics (aggro, tension, visions, topple/daze, etc.), which is sometimes very hard (but as I'm learning not totally impossible) with certain combinations of characters due to their strengths and weaknesses and the way their arts work and so on. A good working knowledge of how to manipulate these mechanics reveals a very deep combat system beneath what appears to consist at first glance of basically "spam strong arts."
...I will admit however that for many story bosses, which are often abridged fights, the mechanics don't really matter all that much, something which has really bugged me in some of the later fights (
screw you Egil).
3. Don't burn out.
You seem to have this mindset already, but enjoying the game is more important than finishing every sidequest. I've personally had to take a couple breaks from sidequests at various points because they're very taxing if you've missed a whole bunch of them outside of initial exploration. (Place name spoilers:
Frontier Village and
Alcamoth in particular.)