This might be a bit late, but I'd argue that taunts are way worse, as far as I am concerned they do absolutely nothing, but honestly in my opinion tanks in all of XC3 are very poorly designed being pretty much an unglorified Attacker that will never get as high damage which in turn means they aren't drawing as much aggro, and I also feel tanks are super easy to kill here especially evasion tanks, in the end all end game strategies never use a tank
@@Baltaczar taunt actually transfers aggro and can't be resisted. Target Lock is considered a debuff and is pretty much guaranteed to be resisted by bosses. I think it's certain attacker classes are just too good at what they do. Incursors and Martial artists are impossible to hold aggro against if built correctly. It's simply not worth it to manage aggro, just do damage, die and be brought back up. In FC, I agree though. Shulk and Nikol never had a chance against Rex
@@Baltaczar And we agree on that. Though I think aggro mechanic itself is the problem. If tanks had an inert like 300% aggro generation the game would flow a lot better. FC though is a lost cause lol. No amount of aggro generation can keep up with Rex and fix the shortcomings of those tanks.
@@Dynamus21Agreed, although this video actually inspired me to do a what if I could fix Shulk, I don't make videos but I really wanna make this happen because just remembering how bad Shulk's skills are almost makes my blood boil
I have a few issues with adding Enchant. 1. is a thematic problem, making Enchant a Kevesi art. The cool detail with Shulk in 3 is that his left side Agnian arts charge by auto attacking, and how did you charge Monado Arts in 1? Filling Shulks Talent Guage by auto attacking. But if a Monado art is now a Kevesi art that breaks the pattern. Perhaps swap it with Purge and make the Decoy Art a Kevesi Art with the name Shadow Eye (since having the aggro down effect is a bit pointless on a tank). 2. The buff sharing. Glim and Matthew do a good enough job filling the party with enough buffs to make Fiona jealous, passing Amour Veil and ESSPECIALLY Awakening on top of all that just feels a bit like extreme overkill. If that was the point that's fine, but it feels a bit too much for me. Since that is just the effect of the art there isn't really a way to change it aside form full on replacement, but if that is the case how about an evasion art? Most of the good tank builds in the base game use a ton of it so its weird both Nic and Shulk don't have any evasion arts. Perhaps call it Monado Shield.
These are both really good points. I totally missed the Monado art thing, thank you for bringing that up. As for the Awakening thing, it's definitely over the top, and that is kinda intentional. I figured it might be balanced slightly if it's applied at the start of the talent art, so some of the duration is eaten by the animation.
Shulk is a baffling character. He's Dunban, but he's kinda mediocre. That should be illegal. In general, they just kinda did his arts dirty. Monado Rage does not bypass debuff resist/immunity for some reason, even tho its entire purpose is to ensure that enemies targets him unconditionally. Purge has no reason to be here, it literally has no point to it logically because there are no auras to purge in this game. They tried to offset this by making the artsfusion-bonus that it despells buffs, but that's a pain because many later enemies want you to despell those instantly and bro will just waste his charge when you aren't playing him. Why isn't this just Monado Eater instead? Monado Armor now only targets him unless you use arts fusion(and it has a max range I think). Because we needed to nerf this guy even more bro. Also, I generally like how most arts that are based on original arts generally have the same or similar effect, like how slit edge is now causing bleed instead of defence down because it's actually gale slash. But for some reason the art based on Steel Strike is not part of the reaction-combo anymore because lol, they presumably thought Shulk was already too good(again).
i wasn't that on board with him being as good as rex until he could pass awakening lol. i will say that even with that debuff skill it still won't be likely, even in base game with sappy-sappy drain, the masha accessory and shackle ring boosting the chance its difficult to consistently apply debuffs. i doubt buffing the skill to like 20% would be overkill but in the end its just speculation. either way another bill will banger
Yeah, I'm also now realizing that all the Superbosses are flat out immune to Debuffs, save the Darbus' 60% ether Debuff resistance, and the Slow 'n' Steadies' resistance of 50% to phys/ether respectively. Maybe I shoulda gone harder and made it reaction resistance instead.
Funny thing is i still think he would be worse than Rex just because DPS is so much better because of the broken chain attacks and smash damage. If you wanted him to be "good" you would make him basically have 6 break arts, an entire break skill set, or just give him like 50000 hp. Honestly from playing Sages Gauntlet, its now baffling that tanks don't have +50000HP in base just because it actually makes defensive skills do stuff instead of just going "unga bunga smash" or "i buffed 80 timz is unkillable yeah"
The idea was to fit within XC3 game design. Sure, that would make him better, but it's also not a very interesting angle to take. In chain attacks, the ability to use Resonant Flag is amazing, especially on a tank class character who can get back your highest TP character.
The fact that they didn't Monado rage a taunt will always be baffling to me. Target Lock is so bad.
This might be a bit late, but I'd argue that taunts are way worse, as far as I am concerned they do absolutely nothing, but honestly in my opinion tanks in all of XC3 are very poorly designed being pretty much an unglorified Attacker that will never get as high damage which in turn means they aren't drawing as much aggro, and I also feel tanks are super easy to kill here especially evasion tanks, in the end all end game strategies never use a tank
@@Baltaczar taunt actually transfers aggro and can't be resisted.
Target Lock is considered a debuff and is pretty much guaranteed to be resisted by bosses.
I think it's certain attacker classes are just too good at what they do. Incursors and Martial artists are impossible to hold aggro against if built correctly. It's simply not worth it to manage aggro, just do damage, die and be brought back up.
In FC, I agree though. Shulk and Nikol never had a chance against Rex
@@Dynamus21I feel like when the best solution to getting aggro back is for the attacker to die then there is something majorly wrong
@@Baltaczar And we agree on that. Though I think aggro mechanic itself is the problem. If tanks had an inert like 300% aggro generation the game would flow a lot better.
FC though is a lost cause lol. No amount of aggro generation can keep up with Rex and fix the shortcomings of those tanks.
@@Dynamus21Agreed, although this video actually inspired me to do a what if I could fix Shulk, I don't make videos but I really wanna make this happen because just remembering how bad Shulk's skills are almost makes my blood boil
I have a few issues with adding Enchant.
1. is a thematic problem, making Enchant a Kevesi art. The cool detail with Shulk in 3 is that his left side Agnian arts charge by auto attacking, and how did you charge Monado Arts in 1? Filling Shulks Talent Guage by auto attacking. But if a Monado art is now a Kevesi art that breaks the pattern. Perhaps swap it with Purge and make the Decoy Art a Kevesi Art with the name Shadow Eye (since having the aggro down effect is a bit pointless on a tank).
2. The buff sharing. Glim and Matthew do a good enough job filling the party with enough buffs to make Fiona jealous, passing Amour Veil and ESSPECIALLY Awakening on top of all that just feels a bit like extreme overkill. If that was the point that's fine, but it feels a bit too much for me. Since that is just the effect of the art there isn't really a way to change it aside form full on replacement, but if that is the case how about an evasion art? Most of the good tank builds in the base game use a ton of it so its weird both Nic and Shulk don't have any evasion arts. Perhaps call it Monado Shield.
These are both really good points. I totally missed the Monado art thing, thank you for bringing that up. As for the Awakening thing, it's definitely over the top, and that is kinda intentional. I figured it might be balanced slightly if it's applied at the start of the talent art, so some of the duration is eaten by the animation.
Shulk is a baffling character. He's Dunban, but he's kinda mediocre. That should be illegal.
In general, they just kinda did his arts dirty. Monado Rage does not bypass debuff resist/immunity for some reason, even tho its entire purpose is to ensure that enemies targets him unconditionally.
Purge has no reason to be here, it literally has no point to it logically because there are no auras to purge in this game. They tried to offset this by making the artsfusion-bonus that it despells buffs, but that's a pain because many later enemies want you to despell those instantly and bro will just waste his charge when you aren't playing him. Why isn't this just Monado Eater instead?
Monado Armor now only targets him unless you use arts fusion(and it has a max range I think). Because we needed to nerf this guy even more bro.
Also, I generally like how most arts that are based on original arts generally have the same or similar effect, like how slit edge is now causing bleed instead of defence down because it's actually gale slash. But for some reason the art based on Steel Strike is not part of the reaction-combo anymore because lol, they presumably thought Shulk was already too good(again).
Will > all other Xenotubers
i wasn't that on board with him being as good as rex until he could pass awakening lol.
i will say that even with that debuff skill it still won't be likely, even in base game with sappy-sappy drain, the masha accessory and shackle ring boosting the chance its difficult to consistently apply debuffs. i doubt buffing the skill to like 20% would be overkill but in the end its just speculation.
either way another bill will banger
Yeah, I'm also now realizing that all the Superbosses are flat out immune to Debuffs, save the Darbus' 60% ether Debuff resistance, and the Slow 'n' Steadies' resistance of 50% to phys/ether respectively. Maybe I shoulda gone harder and made it reaction resistance instead.
Funny thing is i still think he would be worse than Rex just because DPS is so much better because of the broken chain attacks and smash damage. If you wanted him to be "good" you would make him basically have 6 break arts, an entire break skill set, or just give him like 50000 hp.
Honestly from playing Sages Gauntlet, its now baffling that tanks don't have +50000HP in base just because it actually makes defensive skills do stuff instead of just going "unga bunga smash" or
"i buffed 80 timz is unkillable yeah"
The idea was to fit within XC3 game design. Sure, that would make him better, but it's also not a very interesting angle to take. In chain attacks, the ability to use Resonant Flag is amazing, especially on a tank class character who can get back your highest TP character.