Just to keep myself organized, I figure I'd start a thread while it's fresh in my mind. Feel free to add to this! I kinda wanna write my own beginners' guide.
- Once you hit Chapter 2, you are free to roam around, but Fast-Travel does not unlock until you start Chapter 3, so you can avoid the frustration of getting lost or stuck early on if you curb your wanderlust until you finish Chapter 2.
- Until you can get to the investment board (AM), hold onto the junk that drops from monsters. It may seem like trash, but it's actually really valuable in upgrading your weapons and armor.
- Battle Arts are color-coded, and your combos and affinities grow based on how many times you respond to character's calls for them. If you're colorblind, this isn't very helpful.
- You don't have a huge variety of color-coded Arts early on, but when you do start being able to combine things, don't feel like you need to pop an Art one after the other (I'm conventionally trigger-happy from the first XB, so this was hard to un-learn).
- Choose arts that your party members don't have. You'll be able to accommodate their combo requests easier.
- You want to do combos. When you're in a bind, they will heal you dramatically, and increase your affinity.
Battle Roles Relative to the First Xenoblade
Unlocked in Chapters 1-2
Unlocked in Chapter 3-4
- Once you hit Chapter 2, you are free to roam around, but Fast-Travel does not unlock until you start Chapter 3, so you can avoid the frustration of getting lost or stuck early on if you curb your wanderlust until you finish Chapter 2.
- Until you can get to the investment board (AM), hold onto the junk that drops from monsters. It may seem like trash, but it's actually really valuable in upgrading your weapons and armor.
- Battle Arts are color-coded, and your combos and affinities grow based on how many times you respond to character's calls for them. If you're colorblind, this isn't very helpful.
- You don't have a huge variety of color-coded Arts early on, but when you do start being able to combine things, don't feel like you need to pop an Art one after the other (I'm conventionally trigger-happy from the first XB, so this was hard to un-learn).
- Choose arts that your party members don't have. You'll be able to accommodate their combo requests easier.
- You want to do combos. When you're in a bind, they will heal you dramatically, and increase your affinity.
Battle Roles Relative to the First Xenoblade
Unlocked in Chapters 1-2
- Spoiler:
Elma
Elma handles like Fiora (Ranged DPS). She's relatively low-maintenance. Give her equipment that increases her ability to do damage.
Lin
Lin handles very similarly to Reyn (Tank). Keep an eye on her HP and give her strong armor. Tanks in XBX seem to have a little bit more range to them because of the setting making guns available to just about everyone.
Unlocked in Chapter 3-4
- Spoiler:
Doug
Doug is another Reyn, but I haven't played very much into Chapter 4, and I've only used him with Irina, Gwin and my Cross, but that unit functions really well together. Doug starts off with more variety in his abilities than Lin does, but he also comes to the fray at Level 18???? Get yourself a Doug and beef him up.
Irina
Irina is a Sharla (Heals + DPS + Debuffs). I don't know if there's a heat-management aspect to playing with her, but I haven't gotten into too many scrapes with her yet.
Gwin
Gwin's character sheet makes him look like a Dunban, (DPS + Buffs), but he hasn't stood out to me in combat quite yet.