Talking combat as i try it out with help from community.
Definitive Guide to Combat
Within this guide i aim to find a rewarding combat “Flowchart” for each of the characters.
Auto chain (R1/RB)-> ground artes -> knock-up* (the up arrow artes) -> Arial autos -> slam (down arrow artes)
- For the knock-up to work the enemy must be guard broken.
- You can swap the autos for the ground artes if you think the enemy will attack and catch it to counterattack.
This keeps the the enemy locked in hit-stun for awhile and allows for others to build breakers while grounded.
Trash fights for speed
Low level fights that you want over and are not concerned for anything but time.
Auto chain (R1/RB)-> ground artes -> knock-up* (the up arrow artes) -> Arial autos -> Special flame slam (down arrow artes with their held flame condition).
Same as the general but the flame will deal extra damage at the cost of health.
Shionne has a few ways she could be played and the effectiveness of each will be described within their section.
Logically the flowchart that I tend to play with is [healer>hunter>Pseudo mage>Rushdown].
With this knowing the defense of the enemy is important as different elements are better or if i need to switch to mage or if you need to dynamically fit in rushdown.
Ranged / Rushdown
Auto chain (R1/RB)-> ground artes -> position -> knock-up* (the up arrow artes) -> Arial autos -> slam (down arrow artes)
Note: For the knock-up to work the enemy must be guard broken.
This play style is not recommended as a main style, but she does have situations where she could transition from the other play styles to this is the opportunity arises (see what i did there?) and then it can excel.
For instance: your doing your thing in ‘hunter’ and the enemy does a gap closer to you and you have some AR. Then you can move into the knockup section of the chart, finish the chart, reposition, then go back to ‘hunter’.
Ranged Physical (Hunter)
Auto chain (R1/RB)-> ranged artes
I do think this is the primary mode that Shionne is made for. The bomb/shell artes are even stronger if the enemy is defense weak.
O-Spell Caster (Pseudo mage)
- Auto chain (R1/RB)-> ranged artes
- Ranged artes
Note: if the combo arte speed is equipped then doing autos first will make the spells quicker.
Only really works if the enemy physical defense is very strong and the autos is not worth it at all.
Support Caster (Healer)
As you have a heal cleanse and a revive you gotta manage the party health/debuffs
Position away from the attacks and cast your spells, the iron stance in of the skill trees can eat small attacks that hit later into the cast if repositioning isn’t an option
- List of combo spells here.
Use your support artes to enhance other party members then do your general charge up spells and boost to counter enemy artes until the buffs wear off then reapply.
If a mid length fight then you might wanna cut buffing the party as it should over before it breaks even.
For a very short fight then you might want to just use your ‘strike artes’ as those can be spammed quickly and actually do more burst damage /// unless they are slow enmies and can be caught in a single big AoE spell
Self buff -> Auto chain (R1/RB)-> ground artes -> knock-up* (the up arrow artes) -> Arial autos -> slam (down arrow artes)
Note: You can swap the autos for the ground artes if you think the enemy will attack and catch it to counterattack*
Using the Boost to break armor (you can see if they need to be broken or are broken as when you do the target select an armor icon will be next to their name)
Can the self buff stack? (i’ve tried and had conflicting evidence).