Imagine if Signifer's buffs could potentially miss allies, or if bosses became immune to crits so Incursor's main gimmick became irrelevant. Now apply that logic to basically every remotely-difficult enemy in the game from the moment you get the class to postgame, and that's basically what Machine Assassin has to deal with. I never considered using Taion's Ouroboros form to make this class pretend to work well, but... man, you really have to jump through hoops to make this class functional while the top DPS classes require very little setup to outperform it.
Yeah it sucks especially because the OTHER debuff focused class, Tactician, can't even take advantage of Taions Ouroborous well because Tactician is much better if played on Taion, so he can't take advantage of his own skills properly.
i didnt even know taions ouroboros has that effect because i honestly rarely checked ouroboros arts and skills. i was honestly excited to find machine assasin but then got immediately disappointed because at that point i also tried for a while to inflict blaze on the enemies with seraph and that has just not been working then this debuff class shows up and i was like "i cant even hit blaze half the time or the def downs whats the point" and yeah it really needed in its native skill pool debuff resist down instead of a flippin master skill.
Using Taion’s ouroboros isn’t really a hoop to jump through since it also gets a big damage increase from the debuffs. If you can get the debuffs applied early then you end up having two sources of pretty good damage until Taion switches back out. The timers are all paused as well, so defense and resist reductions end up giving the team a ton of extra damage. It’s just a matter of accepting the very unforgiving RNG.
@@Scerttle Why run anything but soulhackers and seraphs since they do the most damage? Why play this game when Xenoblade 2 and Xenoblade X arguably have deeper combat? Why play any Xenoblade game when you can play a competitive shooter like Fortnite and actually get paid for it? Why play any video game when you can just work a job? In short the answer to all of these is that no one cares about optimization if its fun to do lol.
It is so unfortunate that machine assasin's entire purpose just fall apart solely because debuff resistance is another debuff and the fact that debuffs dont even last that long.
that and the fact that by the point you get the class, all bosses have pretty high debuff resist already, because i think, tho i dont have the data to confirm this, enemies have one debuff resist stat thats just high as a kite.
If it had its own debuff chance up skill or sappy sappy drain was 50% instead of 25% it MIGHT be bearable. As Enel says in the vid, debuffs need a rework in general for any of the classes that rely on them to be viable even on NORMAL. It's absurd.
@@Scerttle yeah. stalker dies less hard but still dies due to bleed being required, the bleed and blaze accessories are worthless cause this stuff never hits and while flash fencer and seraph dont rely on their dots, its still a big part of their damage they dont get to use
Debuff resistance is a mess, but that still isn't the biggest problem with this class. That would be the fact that this class looks different on male characters than it does on female characters. Let me put Noah in the hot mech-pilot suit.
From a story perspective, the contrast of Fiona and Segiri is really cool. They’re both young girls, both leaders of their colonies, but Fiona is an Agnus-based class focused on buffing the party, while Segiri is a Keves-based class focused on debuffing enemies. Their initial Hero Quests also focus on a Consul appearing more friendly than they really are, and also involve the Consul in question secretly sapping the life force of the Colony’s residents.
Based on the outward appearance of the class, you'd think this would be an unconditional offensive powerhouse. But no...it's only when enemies are debuffed.
Easy fix, dlc accessory that ignores debuff resistance, kinda like Ultimate Qigong except it should be be a really high number because of how extreme the debuff resistance is. That would easily push a lot of classes in your B and C Tier list high B and A tier. One more fix that they can try is that debuff resistance down cannot be resisted.
Chaos chain and Cursed Edge should be double their stats and on top of that the accessory giving extra 50-75% debuff resistance down would be much appreciated, allowing to spam debuffs during burst combos, especially during Daze phase. It's a cool mechanic but hard to use because it's simply lackluster compared to other attackers.
Two things that could fix this class: 1. Make the Resistance Down debuff unable to be resisted (or at least make it easier to apply than others). 2. Add an accessory with the same effect as as Sappy-Sappy Drain and can stack with it through future updates such as Challenge Mode. I also saw a suggestion somewhere about removing an enemy’s debuff resistance when they are dazed, thus giving debuffs and daze more functionality. But maybe it’s a bit too late for that…? Still a great suggestion though. At least Segiri herself as a hero functions adequately enough thanks to her chain attack skills. That’s… something?
I actually thought being dazed or in chain attacks or SOMETHING reduced debuff resist but I'm seeing things resisted in both cases, which seems weird to me.
Issue there is that it just means late hand you effectively NEED somebody on Ogre to reliably hit Break cause by then many enemies have high Break resistance. Not to mention that now somebody also needs to run the Burst arte. That's not the end of the world but it does require more set up then other classes do for a similar payoff. If debuffs were more devastating like XC1 Melia then sure.
Y'know I really hope enemy debuff resistance is adjusted in the future because most of the "bad" classes in Xenoblade 3 are just bad because debuffs are bad, also Monolith are cowards for making the male party members Machine Assassin class outfit different from the female party members one.
I really hope that a debuff rework/strengthening patch (I didn't want to say "debuff buff" because that's a weird statement shh) hits before Challenge Battle mode comes out, because imagine if you could pull a reverse-Signifier and put like 17 debuffs on an enemy and then spread them all to every enemy in a multi-enemy fight? That would be the single most satisfying thing in the entire game.
@@Dharengo I mean, I'm not, my favorite attacker Blade in XC2 is still the worst attacker in the entire game (*Cries in Perun*), but it'd be nice if two of the game's classes and one of the Ouroboros forms weren't absolutely outclassed by other counterparts just because of debuffs being weak. And unlike Xenoblade 2, this game is still having new content added, so there's actually a chance, however slim it may be, and I'm an optimist.
I think it’d be funny if instead of the whole “1 random debuff” gimmick Machine Assassin has, it could stack debuffs on ITSELF and force the enemy to inherit all of its debuffs (without the ability to resist them ofc). The debuffs wouldn’t be applied to you until you use the “apply all queued debuffs to enemy and self”, which would make anti-erosion system make sense because you only want debuffs from your arts, not the enemy’s. Make the TA extend debuff duration and bam, unique class. …that might be more fitting for Yumsmith than Machine Assassin though
The fundamental flaw to this class for me is that even when the stars align and debuffs work somewhat consistently, it takes more effort to make it effective for less reward. Maybe the thought process was that you have the additional benefit of the debuffs themselves in addition to the extra damage you deal with your additives. In any case, Tyrant Cross absolutely should have had a 10 second cooldown to match the 3 recharge on Aureole. The move is already so unreliable since even with all factors working in your favor it can just select something the enemy is immune to anyway.
Oh and on normal difficulty if you want to play this class and use it on super bosses there are two ways to get debuffs on enemies. For both you need to use the class on sena, and it helps to have one other. Use taion oroborus right off the start and use your debuff res down. It will hit pretty often. Another way is Noah's oroborus forms second talent art (triggered by using the talent art right before you overheat or by entering.oroborus form while his infinity blade is equipped) this will trigger "all down" status almost all the time without any debuff res down. This all down seems to reduce resistance to debuffs, so as long as they aren't immune to debuff res down (seraph) you can apply it pretty often. Also if you run the debuff duration increasing art on three characters in your party (segiri sena and a third machine assassin) you can keep them up for most of the fight. Also on the third machine assassin I use random debuffs art instead of debuff res down to get more debuffs. I love debuffs and wish they were better in this game
I think a nice balance would be to give Machine Assassin a class skill like: "Missing a debuff application gives next debuff attempt 100% accuracy with 50% added duration." So you can guarantee resistant down debuff and apply additional debuffs after. And missing a debuff because of a high resistance only increases Machine Assassins effectiveness. This way they wouldnt have to completely re-work enemy debuff resistance but the Machine Assassin can excell at what they are supposed to be good at compared to other classes.
Debuff resistance down being able to be resisted makes ZERO sense in terms of game balance considering how debuffs work in 3. The only way I can see this class being somewhat fun/viable (as a person who played the entire game on hard) is if they patch debuff res down to proc more or when the inevitable custom difficultly comes out and debuff res will be a slider
Insane that they made a class based on XCX Heavy Hitter and then carefully design everything about it and the game to make it suck. Shackle Ring (and the weaker version) affects debuff application according to Rocco Dev but that requires player control, otherwise it's probably useless.
I’ve personally found a lot of success with No Love Lost as it applies its debuff extremely consistently compared to most arts. It’s ether based which isn’t the best, but I can almost always have the additives stacked up early in a fight while simultaneously improving a separate multiplier that also helps the rest of my team.
Yeah No Love Lost is better than Overfall on Machine Assassin because as part of a fusion art the attack will be physical anyways, and consistently lowering Physical Def. could seriously buff Machine Assassin's average damage output or DPS. Also, No Love Lost can apply Phys. Def. down 3 times in 1 art, making it easier to apply.
I find it hilarious that the class that focuses on buffs is the best class in the game and the class that focuses on debuffs to be the worst class in the game.
For such a convoluted quest chain required to unlock this Hero, the class really needs to be stronger. At the very least, debuff resistance down should either NOT itself be a debuff, or it should be a guaranteed hit. And it really should not require a specific Ouroboros ability in order to be not completely useless compared to the other insanely powerful Attacker classes.
Aside from debuffs not being viable without a lot of work, the next biggest shame is not actually getting to pilot a Levnis/mini-Ferronis for the class.
Honestly they should make "utility based" art combo (daze>burst) significantly decrease enemy debuff resistant during daze faze Like common we can beat enemies all we want for damage during launch, dazing enemy to just deal some damage only to burst them and reset aggro completely seems underwhelming in comparison. Imagine if debuffs last longer, so you could actually juggle between combo routes, like applying debuffs, smashing enemy, refreshing debuffs and so on.
This class is like half of the reason I hope they adjust the older classes instead of just replacing with powercreeping classes. Machine assassin is a cool class, dual wielding axes is badass, but god it all falls apart when you’re finished the final boss because everything afterwards is immune to debuffing. At least a strong accessory that actually helps debuff in the future would be nice to have
One thing that would make these guides more helpful is quickly going through the team you’re using. This game’s so reliant on team comp that knowing what classes work together well is like 1/3 or making a class work.
Xenoblade 3: Welcome to the end game! We have Unique Monsters, Bosses, and Super Bosses who are almost completely immune to debuffs! *Machine Assassin, Stalker, and Tactician are typing...*
i feel like if they just made tyrant cross apply one random debuff GUARANTEED and viral vector spread all debuffs on your target to nearby enemies and refresh duration, it could actually be a good class. you still have a chance of getting the same debuff, and your theoretical debuff generation is way slower without talent applying 2, but the class would actually fucking do something
Honestly I think it's silly that debuffs like dots can be resisted in the first place. I understand debuffs that prevent the enemie from attacking at all such as break having resistance. But I honestly think debuffs that just gives damage should just be applied as long as the art hits.
Man, I tried using this class on hard mode against a superboss to see if it was even possible. Dreadwyrm Nizoont was a no-go because heat scream purges debuffs on the very rare occasion you get one off and Perilwing Ryuho I don't think I got *any* debuffs off. I tried with Kilocorn Grandeps, but the only debuffs I could get off was the resistance down from Terror Onslaught, and ether def down from overfall. I couldn't even get any more debuffs on him with Tyrant Cross, even with the resist down debuff up. This really isn't the most usable class on hard mode. I didn't try against Levialord Emperio because fighting in the water sounded like a pain, and Seraphic Ceratinia... I uh... didn't really feel like fighting Aionios's strongest at the top of the food chain with a gimmick build...
Kinda funny this is the only ascension quest I haven't done yet and was just telling my wife it's probably not even worth the time. Thanks for confirming! You're the Xenoblade King 👑!
Maaaaan, I was so excited when I got Segiri. I looked at her kit and thought debuff stacking with attack multipliers seemed really cool. And I think, in the 40 or so hours since I've gotten her, Tyrant Cross has never applied a debuff Oh well. Please fix, monolith
Riki was my favourite character to play in XC1 because of debuff madness, so it’s a shame that this class isn’t very good. By the way, it’s funny that I couldn’t figure out what the 3rd class you haven’t done is. Poor old Lost Vanguard. Kinda forgettable.
This class is cool in concept, but with how powerful the enemy debuff resistances are, not to mention that you don't get this class until the very late game and it's a Keves class, make it rather difficult to use properly. I feel like it would have really benefittted from a debuff resistance down skill, similar to Sappy Sappy Drain, instead of Anti-Erosion System. It's the one skill that just doesn't fit in with the rest of the kit in my opinion and could have been used to make the class much more effective.
I find it much better to use No Love Lost than Overfall, since NLL has 4 hits, all of which can apply the Phys. Def. Down debuff. Since Machine assassin is a physical damage class, this debuff is more effective, and the 4 hits makes it much more consistent to apply. I also like having the Fast Recharge field effect art, since it speeds up the ridiculously long cooldowns the class has, and the Protector's Pride skill along with Fraternal Badge accessory are essential for lowering cooldowns further IMO. This is at least my experience in hard mode. I find the damage of the class is really terrible though, so it is much better to switch to Taion whenever you activate his ouroboros, that way you can spam Atomize, dealing about 1-200'000 damage per second.
Enemy debuff resistance is really bizarrely high in this. I understand making resistance to the "serious" debuffs high, but stuff like DoTs or decreasing defense shouldn't be nearly impossible to apply. While I was using the "apply random debuff" Soul Hacker Art I spent a while thinking it was broken, because it never did anything. But no - it just worked like 5% of the time.
Update no love lost is actually closer to 50% effective with SSD a team with a seraph running hidden thorn in addition to a crit recharge strategos allows for debuffs to be active about 80% of the time (except on dreadwyrm) Ultimately the class won't be effective until SSD becomes a party wide buff
Monolith carefully picking every single aspect about this class to be the most useless as possible. Really ho03 they buff it if they can in a patch, but if they buff one class, chances are they’ll nerf others, so it’s a bit of a double edged sword.
You should run No Love Lost at all times on hard mode imo because it is the most reliable way of applying a debuff onto enemies with high debuff resistance. Getting 3 proc attempts per use on an Agnus art makes a massive difference to the consistency of application and the uptime on said debuffs. It's significantly more useful than Overfall despite the longer cooldown, is the only "reliable" option for applying debuffs during chain attacks, and has better synergy with its primarily physical arts set as well, as you really want to be using Fatal Bite for your spam DPS moreso than Overfall and it ultimately has slightly better cooldown synergy with your other arts as well, especially if you're primarily focusing on fusions rather than regular art cancel spam. Though of course you could always swap out one of the evasion arts for Overfall if you want to focus all in on debuff fishing, though ultimately I think the increased crit rate and power multiplier is better for your overall DPS given your high base crit and Overfall's painful unreliability.
hmmm, just had an idea about debuffs. how about instead of resisting debuffs (in terms of being applied), debuff resistance is just about reducing the effect of the debuff. so say a high debuff resistant boss with phys down will only have say 5% phy down vs say applying the same phys down on a normal mob and it's effect will be 25%. probably cant be applied to xc3 of the rework needed, but i think such a system makes debuffs more viable specially if the game has classes that have debuffs as a core in their kit.
considering how *almost* everything about this class is a reference to Seven, its very strange that they took Melia's gimmick* instead and made it worse. *maybe its tinfoil hat but I legitimately think the reason debuffs are so trash in this game is because people saw what summon earth was doing to superbosses in chain attacks and went "oh no no no we can't be having that" for...... some reason, I really hope they make adjustments to buff MA, but I've never really followed xenoblade dlc and idk if they actually do like.... Balance passes on stuff??
I hate when game devs fall for traps like this of just making Debuffs worse than Buffs. There's no reason they should be this bad. Buffs are almost always better in almost every game, just because devs love to give enemies debuff resistance for some reason.
It's a shame that debuff are so bad since topple daze etc... Work so much better and is more effective anyway. You would think the opposite would work better that debuff occur more on unique monster than topple spam
I wonder if a party focused entirely around debuff synergy could work well (if notably worse than just a pile of soulhackers and signifiers, obviously). Like, what if you tried Noah - mAssassin Mio - base class, perhaps with Nopon Doll since solo tanking Eunie - flex spot, likely healer focusing on support or another MA if you're feeling spicy, with accessory to bump interlink level speed Taion - Yumsmith (I know, but gimme a sec), mostly built as normal but also running Energy Grenade, presuming that its blaze counts as a (somewhat guaranteed!) debuff for MA passives, with accessory to bump interlink level speed. That way you either have Taion interlink or you have energy grenade available to make sure MAs are getting the 70% boost nearly always LanLan - Signifier because broken, or Strategos to stay on theme if you want and because Love Lost is actually reasonably consistent (or tactician, but we're already pushing it with bad classes as is) Sena - Another mAssassin Hero - Troubadour for more debuff spam on other party members, signifier if you want, or strategos to stay on theme. This all largely centers on Energy Grenade counting as a debuff so damage is almost never terrible. If it doesn't, then this idea is trash, but replace yumsmith with whatever makes you happy. One character (plus taion interlink) trying for debuffs is definitely not going to work well, but maybe as an entire party theme it works out okay? Especially after considering that the debuffs themselves can help a little in ways other than damage numbers.
I heard a lot of talk about chain ring and shackle ring, which are accessories that boost arts when you use different arts in succession. Supposedly it increases the success rate of debuffs, meaning you can reliably get debuffs off when you use your tyrant cross after all your other arts. Is this true? I feel like it’d be a massive help if it works
It kind of feels like a missed opportunity for Machine Assassin to not have some kind of "Overdrive" skill that lowers debuff resistance, similar to how Elma's Overdrive was used in XC2. It made the ability VERY useful AND well worth the difficulty in initially obtaining it from challenge mode, which would contrast nicely with the difficulty it takes to get this class in XC3 and would mean that Machine Assassin is better for long fights like unique monsters or superbosses, where it can build up its "overdrive" effect to really let it's debuff focus shine while also helping enable all the other debuff-oriented classes.
I think that while it makes sense for enemies to have decent debuff resistance I think that it should be kinda like Monster Hunter where debuffs build up over time although I don’t know how they’d implement that due to the cooldowns so maybe it would be like a certain number of attempts to apply a debuff before it applies and it would vary depending on how high resistance is but as sort of balancing act it would last longer depending on how many attempts it takes so that they would last longer when they take more attempts to apply.
I think that Overfall's low cooldown and higher Power Multiplier make it better, but I would run No Love Lost over Aerial Slash or Jackal Claw for more debuff chances.
I try to run this class with other classes that have access to hidden thorn or other bleed effects since it seems to be the easiest debuffs to land in my experience.
I’ve been trying to run both stalker and machine assassin just to try to make a bet with a friend where I said they could do more damage than swordfighter
would this class be any good if the debuff-related effects included reactions? I feel like the damage buffs you get would make the class at least passable if you got them for breaking an enemy and such
I feel like (or at least HOPE) that the next few patches will include some balancing to help debuffs work better. The weird thing about this class though is in chain attacks it gets RIDICULOUSLY consistent Amazings and as such it’s almost worth keeping for that alone.
If there's anything I attribute to Xenoblade (especially 1 and X) it's having like five debuffs on the enemy at any one time without even trying to spec into debuff-heavy playstyles, so it kind of sucks that debuffs are so terrible in 3's late game because of how everything has massive debuff resistance. At least the gauntlet makes them somewhat better.
I think focusing on debuffs on this class is the downfall. Granted that's how I decided to attempt to play it at first, make it a straight debuff class thinking with both buffs and debuffs you could widen or close the gap further and faster. I'm tinkering around with nothing but high multipliers and if a debuff so happens to happen cool. Right now, I'm running UP - Jackal Claw, Right - Aerial Slash, Down - Ring o Roses, X - Havoc Slayer, Y - Fatal Bite, B - Terror Onslaught, A - Sword of Valor (not quite sure what to use here.) Skills - Fighting Prowess, Frenzied Combo, Ultimate Qigong. Gems - Empowered Combo, Steel Cleaver, Analyze Weakness. Accessories - Ceramic Belt, Mercurii Rings, Thermo Headgear. The idea is if someone else makes a debuff, then cool, you can spread it or lower for someone else and go straight physical. Every time you use Terror Onslaught, even though it's for physical damage, it does happen to debuff the enemy. As a long fight goes on, the class should become stronger with just Terror Onslaught. If someone puts a debuff or a dot up, you can spread it, would help the dmg go up quicker. Don't know if this is actually on to something or not, but other this class is really lack luster. This is the only way I can think of making it worthwhile (Also don't have all the gems maxed or highest accessories) but I'm hitting 200k+ per hit on really short fights at least without much debuffing going on. (Though the short fights are against Rare mobs, not elite monsters) TLDR: I turned this class into a, if debuffs happen cool, I just made it easier to other people to debuff for shiz and gigz. You also have access to 1 debuff this route even though you aren't focusing on debuffs which still makes use of chaos chain which just makes the class stronger over time, if debuffs actually land.
Its sad to see that Xenoblade 3 has the classic Debuff problem. Introduce a whole bunch off cool effects but make it so that you can hardly make use of them in any fights where they will shine. It often ends up being better to buff yourself or just do damage. There end up being cases where debuffs are really effective against you but useless against enemies, the charmed status in Persona games for instance. I'm not sure if debuff resistance is universal to all debuffs but if it is then you wind up with the problem of it being the same difficulty to inflict ether defense down as it is to inflict bind which completely immobilizes your enemies, not to mention Blaze, Bleed, Toxic and Freeze(Which Enemies can apply but you can't as of yet) which were the cornerstone of how I liked to play Riki and Melia(Minus the Bleed) in X1. I love it when you can use debuffs in RPGs and it doesn't suck but most of the time you're just better off using brute force or buffs.
The 1st time I beat every superboss I used Noah's lucky 7 and when you go oroboros with the lucky 7 it let's you spam origin sword which has a really high chance of applying an op debuff so maybe that could be decent short term.
I wonder, why does some arts have both a buff/debuff and a reaction effect ? In the case of terror onslaught, it seems like it will apply debuff res down twice if you attack from the back
Just out of curiosity, when you mention the damage formula for this game (such as calling criticals an independent multiplier), is there a source somewhere with the actual formula, or are you speculating based on series trends? If there is a source, is there a place that you know of that has base stats for the party member and classes?
From what i've heard, the usual damage formula used in this game is something like this : Attack Stat × sum of all "additive boosts" × crit multiplier (if you hit a crit) × Art Ratio × [1- Enemy Defense (depends on the attack type : physical or ether based, is affected by Ult.Quigong and brooch accesories)] x 1,2 if fusion art × chain attack multiplier (=1 if not in a chain attack). About the character base stats, they are pretty negligeable but here's a tip to remember the most important stat advantages : Noah has the best dexterity, Mio the best agility, Sena the best Attack, Lanz the best HP, Eunie the best healing stat out of the main 6 cast. As a source, i'm sure their are plenty of wikis and forums (like the sub-reddit, for instance) about the game, just search for it and you'll find whatever you need to know. (Edit: fixed some misspelling)
@@Luragon9876 I know about how it works traditionally, but it would still be nice to see one. As for the stats, I still want to know what they end up at when they reach level 99, and I also want to know the CLASS stats, specifically what they multiply the characters' stats by. I want to be able to rank everything in an Excel document for instance. I've tried searching stuff up, but either they aren't there, or I'm not good at Google searching.
I like to use accessories that give me a chance to keep recharge after using an art since that makes spamming tyrant cross more doable. Running troubadour in the party also helps Downside of course is that then you’re not using accessories to get a big damage boost
When they do stick how good are debuffs? If they did decrease debuff resistance, would those classes be extremely broken? Most games I play debuffs are nice, but not really necessary. Others like FF13 and the SMT series they're really strong.
i think the fundamental issue is that buff are so op in these game id you could combine buffs and debuff enen hard mode will turned into a casual walk. i think we need to make these class into something diferent.
I heard the Shackle Ring accessory increases the chance of Debuffs being successful. I use the Shackle Ring on my Signifer but I don't know how successful it is of an accessory. Some people in the discord I'm in seem to swear by it.
I wonder if its worth dropping jackal claw/aerial slash for the one from the postgame class that boosts recharge by 25%. Sure you lose evasion, but you get an 18s cooldown on the debuff art, which while bad, is more manageable, especially as you'll never have a troubador with you at the rear
Imagine if Signifer's buffs could potentially miss allies, or if bosses became immune to crits so Incursor's main gimmick became irrelevant. Now apply that logic to basically every remotely-difficult enemy in the game from the moment you get the class to postgame, and that's basically what Machine Assassin has to deal with.
I never considered using Taion's Ouroboros form to make this class pretend to work well, but... man, you really have to jump through hoops to make this class functional while the top DPS classes require very little setup to outperform it.
Yeah it sucks especially because the OTHER debuff focused class, Tactician, can't even take advantage of Taions Ouroborous well because Tactician is much better if played on Taion, so he can't take advantage of his own skills properly.
i didnt even know taions ouroboros has that effect because i honestly rarely checked ouroboros arts and skills. i was honestly excited to find machine assasin but then got immediately disappointed because at that point i also tried for a while to inflict blaze on the enemies with seraph and that has just not been working then this debuff class shows up and i was like "i cant even hit blaze half the time or the def downs whats the point" and yeah it really needed in its native skill pool debuff resist down instead of a flippin master skill.
Using Taion’s ouroboros isn’t really a hoop to jump through since it also gets a big damage increase from the debuffs. If you can get the debuffs applied early then you end up having two sources of pretty good damage until Taion switches back out. The timers are all paused as well, so defense and resist reductions end up giving the team a ton of extra damage.
It’s just a matter of accepting the very unforgiving RNG.
@@Evan.13239 and at that point why bother when you can run optimal set ups less suceptible to RNG?
@@Scerttle Why run anything but soulhackers and seraphs since they do the most damage? Why play this game when Xenoblade 2 and Xenoblade X arguably have deeper combat? Why play any Xenoblade game when you can play a competitive shooter like Fortnite and actually get paid for it? Why play any video game when you can just work a job? In short the answer to all of these is that no one cares about optimization if its fun to do lol.
It is so unfortunate that machine assasin's entire purpose just fall apart solely because debuff resistance is another debuff and the fact that debuffs dont even last that long.
Also it’s art cooldowns are sooooo long, especially relative to the power of the arts
7 and her Ferronis are so cool. A real shame
that and the fact that by the point you get the class, all bosses have pretty high debuff resist already, because i think, tho i dont have the data to confirm this, enemies have one debuff resist stat thats just high as a kite.
If it had its own debuff chance up skill or sappy sappy drain was 50% instead of 25% it MIGHT be bearable. As Enel says in the vid, debuffs need a rework in general for any of the classes that rely on them to be viable even on NORMAL. It's absurd.
@@Scerttle yeah. stalker dies less hard but still dies due to bleed being required, the bleed and blaze accessories are worthless cause this stuff never hits and while flash fencer and seraph dont rely on their dots, its still a big part of their damage they dont get to use
Debuff resistance is a mess, but that still isn't the biggest problem with this class.
That would be the fact that this class looks different on male characters than it does on female characters.
Let me put Noah in the hot mech-pilot suit.
Lanz, the MVP, would rock a pink glowing choker. You were all thinkin' it.
From a story perspective, the contrast of Fiona and Segiri is really cool. They’re both young girls, both leaders of their colonies, but Fiona is an Agnus-based class focused on buffing the party, while Segiri is a Keves-based class focused on debuffing enemies. Their initial Hero Quests also focus on a Consul appearing more friendly than they really are, and also involve the Consul in question secretly sapping the life force of the Colony’s residents.
Based on the outward appearance of the class, you'd think this would be an unconditional offensive powerhouse. But no...it's only when enemies are debuffed.
Easy fix, dlc accessory that ignores debuff resistance, kinda like Ultimate Qigong except it should be be a really high number because of how extreme the debuff resistance is. That would easily push a lot of classes in your B and C Tier list high B and A tier. One more fix that they can try is that debuff resistance down cannot be resisted.
Chaos chain and Cursed Edge should be double their stats and on top of that the accessory giving extra 50-75% debuff resistance down would be much appreciated, allowing to spam debuffs during burst combos, especially during Daze phase. It's a cool mechanic but hard to use because it's simply lackluster compared to other attackers.
Two things that could fix this class:
1. Make the Resistance Down debuff unable to be resisted (or at least make it easier to apply than others).
2. Add an accessory with the same effect as as Sappy-Sappy Drain and can stack with it through future updates such as Challenge Mode.
I also saw a suggestion somewhere about removing an enemy’s debuff resistance when they are dazed, thus giving debuffs and daze more functionality. But maybe it’s a bit too late for that…? Still a great suggestion though.
At least Segiri herself as a hero functions adequately enough thanks to her chain attack skills. That’s… something?
Would be nice but don't expect any of that to actually happen.
I actually thought being dazed or in chain attacks or SOMETHING reduced debuff resist but I'm seeing things resisted in both cases, which seems weird to me.
@@Scerttle attacking dazed enemies does not generate Aggro. The debuff increase on dazed enemies sounds nice.
Issue there is that it just means late hand you effectively NEED somebody on Ogre to reliably hit Break cause by then many enemies have high Break resistance.
Not to mention that now somebody also needs to run the Burst arte. That's not the end of the world but it does require more set up then other classes do for a similar payoff. If debuffs were more devastating like XC1 Melia then sure.
Time for the coolest class in the game being awful because debuff don’t work.
Rip to this cool Mechon class.
Y'know I really hope enemy debuff resistance is adjusted in the future because most of the "bad" classes in Xenoblade 3 are just bad because debuffs are bad, also Monolith are cowards for making the male party members Machine Assassin class outfit different from the female party members one.
I’m more upset that the armor is so light-looking. I mean, LOOK at the Ferron.
@@reyntime8735
I was really hoping it would look more mech like
I agree with everything you just said!
I remember being so excited thinking how it'd look on lanz but imagine my disappointment when he was just wearing his regular pants
@@wempletun8218 Like the Orion armors from 1, perhaps?
One of the best quests in the game. Segiri and all of Colony 0 are just great…just a shame that the class isn’t great because debuffs are bad
Hopefully the DLC gives us something that makes it better
#BiffteenSweep
Crappy quest, you crazy
@@truestrixian6496 he
I really hope that a debuff rework/strengthening patch (I didn't want to say "debuff buff" because that's a weird statement shh) hits before Challenge Battle mode comes out, because imagine if you could pull a reverse-Signifier and put like 17 debuffs on an enemy and then spread them all to every enemy in a multi-enemy fight? That would be the single most satisfying thing in the entire game.
Don't count on it.
@@Dharengo I mean, I'm not, my favorite attacker Blade in XC2 is still the worst attacker in the entire game (*Cries in Perun*), but it'd be nice if two of the game's classes and one of the Ouroboros forms weren't absolutely outclassed by other counterparts just because of debuffs being weak. And unlike Xenoblade 2, this game is still having new content added, so there's actually a chance, however slim it may be, and I'm an optimist.
@@daltongibson1033 I'm not as optimistic. Objectively speaking there are far better things devs can do with their time.
I wish she was better man…
I think it’d be funny if instead of the whole “1 random debuff” gimmick Machine Assassin has, it could stack debuffs on ITSELF and force the enemy to inherit all of its debuffs (without the ability to resist them ofc). The debuffs wouldn’t be applied to you until you use the “apply all queued debuffs to enemy and self”, which would make anti-erosion system make sense because you only want debuffs from your arts, not the enemy’s. Make the TA extend debuff duration and bam, unique class.
…that might be more fitting for Yumsmith than Machine Assassin though
Yumsmith just cramming pastries down their throat mid fight to apply self debuffs
The fundamental flaw to this class for me is that even when the stars align and debuffs work somewhat consistently, it takes more effort to make it effective for less reward. Maybe the thought process was that you have the additional benefit of the debuffs themselves in addition to the extra damage you deal with your additives.
In any case, Tyrant Cross absolutely should have had a 10 second cooldown to match the 3 recharge on Aureole. The move is already so unreliable since even with all factors working in your favor it can just select something the enemy is immune to anyway.
Oh and on normal difficulty if you want to play this class and use it on super bosses there are two ways to get debuffs on enemies. For both you need to use the class on sena, and it helps to have one other. Use taion oroborus right off the start and use your debuff res down. It will hit pretty often. Another way is Noah's oroborus forms second talent art (triggered by using the talent art right before you overheat or by entering.oroborus form while his infinity blade is equipped) this will trigger "all down" status almost all the time without any debuff res down. This all down seems to reduce resistance to debuffs, so as long as they aren't immune to debuff res down (seraph) you can apply it pretty often. Also if you run the debuff duration increasing art on three characters in your party (segiri sena and a third machine assassin) you can keep them up for most of the fight. Also on the third machine assassin I use random debuffs art instead of debuff res down to get more debuffs. I love debuffs and wish they were better in this game
I think a nice balance would be to give Machine Assassin a class skill like: "Missing a debuff application gives next debuff attempt 100% accuracy with 50% added duration." So you can guarantee resistant down debuff and apply additional debuffs after. And missing a debuff because of a high resistance only increases Machine Assassins effectiveness. This way they wouldnt have to completely re-work enemy debuff resistance but the Machine Assassin can excell at what they are supposed to be good at compared to other classes.
Debuff resistance down being able to be resisted makes ZERO sense in terms of game balance considering how debuffs work in 3. The only way I can see this class being somewhat fun/viable (as a person who played the entire game on hard) is if they patch debuff res down to proc more or when the inevitable custom difficultly comes out and debuff res will be a slider
We can only pray DLC Wave 1 will bring that patch
One good thing about debuff-based classes: they place higher on your tier list than Heavy Guard. . .
Enel is as resistant to debuffs as a super boss on Hard mode. Thanks to his 999% awakening buff of handsomeness and intellect.
This class is basically an aggressive Signifer if you shoot every Signifers in the party right before the battle starts
Insane that they made a class based on XCX Heavy Hitter and then carefully design everything about it and the game to make it suck.
Shackle Ring (and the weaker version) affects debuff application according to Rocco Dev but that requires player control, otherwise it's probably useless.
I’ve personally found a lot of success with No Love Lost as it applies its debuff extremely consistently compared to most arts. It’s ether based which isn’t the best, but I can almost always have the additives stacked up early in a fight while simultaneously improving a separate multiplier that also helps the rest of my team.
Yeah No Love Lost is better than Overfall on Machine Assassin because as part of a fusion art the attack will be physical anyways, and consistently lowering Physical Def. could seriously buff Machine Assassin's average damage output or DPS. Also, No Love Lost can apply Phys. Def. down 3 times in 1 art, making it easier to apply.
Quick Reference
Machine Assassin
Skills: 1:30
Sappy-Sappy Drain!
Covert Attack
Ultimate Qigong
Arts: 4:19
Tyrant Cross/Jackal Claw
Fatal Bite/Aerial Slash
Terror Onslaught/Overfall
Gems: 8:12
Empowered Combo
Swelling Scourge
Disperse Bloodlust/Refined Incantation/Analyze Weakness
Accessories: 9:17
Saturni Rings/Boost Attack
Warped White Brooch/Ignore Phys Def
Hermit Mask/Boost Damage Terrestrial
I find it hilarious that the class that focuses on buffs is the best class in the game and the class that focuses on debuffs to be the worst class in the game.
For such a convoluted quest chain required to unlock this Hero, the class really needs to be stronger. At the very least, debuff resistance down should either NOT itself be a debuff, or it should be a guaranteed hit. And it really should not require a specific Ouroboros ability in order to be not completely useless compared to the other insanely powerful Attacker classes.
Aside from debuffs not being viable without a lot of work, the next biggest shame is not actually getting to pilot a Levnis/mini-Ferronis for the class.
Yup. That's a luxury reserved only for the unplayable hero. Segiri being stingy, it seems
Honestly they should make "utility based" art combo (daze>burst) significantly decrease enemy debuff resistant during daze faze
Like common we can beat enemies all we want for damage during launch, dazing enemy to just deal some damage only to burst them and reset aggro completely seems underwhelming in comparison.
Imagine if debuffs last longer, so you could actually juggle between combo routes, like applying debuffs, smashing enemy, refreshing debuffs and so on.
Debuff classes are temporary.
Mwamba is forever
This class is like half of the reason I hope they adjust the older classes instead of just replacing with powercreeping classes. Machine assassin is a cool class, dual wielding axes is badass, but god it all falls apart when you’re finished the final boss because everything afterwards is immune to debuffing.
At least a strong accessory that actually helps debuff in the future would be nice to have
Wish debuffs were better, but this class is honestly a lot of fun to play.
One thing that would make these guides more helpful is quickly going through the team you’re using. This game’s so reliant on team comp that knowing what classes work together well is like 1/3 or making a class work.
Xenoblade 3: Welcome to the end game! We have Unique Monsters, Bosses, and Super Bosses who are almost completely immune to debuffs!
*Machine Assassin, Stalker, and Tactician are typing...*
Worst part you get Machine Assassin petty much at the end of the game.
i feel like if they just made tyrant cross apply one random debuff GUARANTEED and viral vector spread all debuffs on your target to nearby enemies and refresh duration, it could actually be a good class. you still have a chance of getting the same debuff, and your theoretical debuff generation is way slower without talent applying 2, but the class would actually fucking do something
also im so mad the class outfit isnt just. the mech. complete horseshit how cool the mechs in this game are and you arent allowed to pilot one
Yup, Keves arts should be buffed and the debuff resistance of the bosses in general should be nerfed.
Come on Monolith 💀
You'd think the Spec Ops unit wouldn't suck so much, but oh well.
Honestly I think it's silly that debuffs like dots can be resisted in the first place. I understand debuffs that prevent the enemie from attacking at all such as break having resistance. But I honestly think debuffs that just gives damage should just be applied as long as the art hits.
Man, I tried using this class on hard mode against a superboss to see if it was even possible. Dreadwyrm Nizoont was a no-go because heat scream purges debuffs on the very rare occasion you get one off and Perilwing Ryuho I don't think I got *any* debuffs off. I tried with Kilocorn Grandeps, but the only debuffs I could get off was the resistance down from Terror Onslaught, and ether def down from overfall. I couldn't even get any more debuffs on him with Tyrant Cross, even with the resist down debuff up. This really isn't the most usable class on hard mode.
I didn't try against Levialord Emperio because fighting in the water sounded like a pain, and Seraphic Ceratinia... I uh... didn't really feel like fighting Aionios's strongest at the top of the food chain with a gimmick build...
Kinda funny this is the only ascension quest I haven't done yet and was just telling my wife it's probably not even worth the time. Thanks for confirming! You're the Xenoblade King 👑!
The ascension quest is worth for the story. It's also a bit funny what happens at the end after the quest
I'd say that even if the class isn't that good the story that the questline is part of is actually really cool and wholesome.
@@dragonmaster1500 I'll probably still check it out I'm just over leveled and getting bored running back and forth.
Sad part is that based on O-Blade we can tell there are arts with guaranteed debuff chances, so they should patch that
Maaaaan, I was so excited when I got Segiri. I looked at her kit and thought debuff stacking with attack multipliers seemed really cool.
And I think, in the 40 or so hours since I've gotten her, Tyrant Cross has never applied a debuff
Oh well. Please fix, monolith
Those weapons look so cool, but I’m so sad that the class itself is middling at best. Hey, at least Segiri is broken in Chain Attacks
Riki was my favourite character to play in XC1 because of debuff madness, so it’s a shame that this class isn’t very good. By the way, it’s funny that I couldn’t figure out what the 3rd class you haven’t done is. Poor old Lost Vanguard. Kinda forgettable.
I'm still not in endgame but at the moment my main problem with this class is the freaking cooldown... Oh boy are they long.
Honestly wished that Burst reduced all resistances (reactions, debuffs) for a bit of time.
I imagine if enemies couldn't resist so often, Machine assassin's power could parallel Signifer's support
This class is cool in concept, but with how powerful the enemy debuff resistances are, not to mention that you don't get this class until the very late game and it's a Keves class, make it rather difficult to use properly. I feel like it would have really benefittted from a debuff resistance down skill, similar to Sappy Sappy Drain, instead of Anti-Erosion System. It's the one skill that just doesn't fit in with the rest of the kit in my opinion and could have been used to make the class much more effective.
I felt that "couldn't delay this forever" part.
I find it much better to use No Love Lost than Overfall, since NLL has 4 hits, all of which can apply the Phys. Def. Down debuff. Since Machine assassin is a physical damage class, this debuff is more effective, and the 4 hits makes it much more consistent to apply.
I also like having the Fast Recharge field effect art, since it speeds up the ridiculously long cooldowns the class has, and the Protector's Pride skill along with Fraternal Badge accessory are essential for lowering cooldowns further IMO.
This is at least my experience in hard mode.
I find the damage of the class is really terrible though, so it is much better to switch to Taion whenever you activate his ouroboros, that way you can spam Atomize, dealing about 1-200'000 damage per second.
i really like no love lost for this class cause of the 3 chances to apply phys def down
You missed the shackle/chain ring, it has a really vague description but from what I have read and tested it seems to increase debuff proc rate.
Enemy debuff resistance is really bizarrely high in this. I understand making resistance to the "serious" debuffs high, but stuff like DoTs or decreasing defense shouldn't be nearly impossible to apply.
While I was using the "apply random debuff" Soul Hacker Art I spent a while thinking it was broken, because it never did anything. But no - it just worked like 5% of the time.
no love lost is effective about 20% of the time i've found the pause debuff timer art is more useful than terror onslaught
Update no love lost is actually closer to 50% effective with SSD a team with a seraph running hidden thorn in addition to a crit recharge strategos allows for debuffs to be active about 80% of the time (except on dreadwyrm)
Ultimately the class won't be effective until SSD becomes a party wide buff
I keep getting sleep as my random debuff, so yeah.......
Monolith carefully picking every single aspect about this class to be the most useless as possible. Really ho03 they buff it if they can in a patch, but if they buff one class, chances are they’ll nerf others, so it’s a bit of a double edged sword.
You should run No Love Lost at all times on hard mode imo because it is the most reliable way of applying a debuff onto enemies with high debuff resistance. Getting 3 proc attempts per use on an Agnus art makes a massive difference to the consistency of application and the uptime on said debuffs. It's significantly more useful than Overfall despite the longer cooldown, is the only "reliable" option for applying debuffs during chain attacks, and has better synergy with its primarily physical arts set as well, as you really want to be using Fatal Bite for your spam DPS moreso than Overfall and it ultimately has slightly better cooldown synergy with your other arts as well, especially if you're primarily focusing on fusions rather than regular art cancel spam. Though of course you could always swap out one of the evasion arts for Overfall if you want to focus all in on debuff fishing, though ultimately I think the increased crit rate and power multiplier is better for your overall DPS given your high base crit and Overfall's painful unreliability.
This guide deserves a thumb up just because... you actually did it
hmmm, just had an idea about debuffs. how about instead of resisting debuffs (in terms of being applied), debuff resistance is just about reducing the effect of the debuff. so say a high debuff resistant boss with phys down will only have say 5% phy down vs say applying the same phys down on a normal mob and it's effect will be 25%. probably cant be applied to xc3 of the rework needed, but i think such a system makes debuffs more viable specially if the game has classes that have debuffs as a core in their kit.
Obviously, the best way to play Machine Assassin is to have your whole party as them to brute force through the high debuff resistance.
considering how *almost* everything about this class is a reference to Seven, its very strange that they took Melia's gimmick* instead and made it worse.
*maybe its tinfoil hat but I legitimately think the reason debuffs are so trash in this game is because people saw what summon earth was doing to superbosses in chain attacks and went "oh no no no we can't be having that" for...... some reason,
I really hope they make adjustments to buff MA, but I've never really followed xenoblade dlc and idk if they actually do like.... Balance passes on stuff??
Really hope they buff debuffs at some point.
It's almost time for the guide I'm waiting for, I think you gamers know
Soon, we will have 'it'
why not use No Love Lost over Overfall? with the multiple hits and multiple chances at debuffing the enemy def?
I hate when game devs fall for traps like this of just making Debuffs worse than Buffs. There's no reason they should be this bad. Buffs are almost always better in almost every game, just because devs love to give enemies debuff resistance for some reason.
Man this class got done dirty
It's a shame that debuff are so bad since topple daze etc... Work so much better and is more effective anyway.
You would think the opposite would work better that debuff occur more on unique monster than topple spam
after a month of this game being out Machine Assassin is really good for Elite and Base enemy's but not super bosses
Could you run No Love Lost with your Strategos build to potentially get more debuffs? It might be a semi-viable way to inflict debuffs.
I wonder if a party focused entirely around debuff synergy could work well (if notably worse than just a pile of soulhackers and signifiers, obviously). Like, what if you tried
Noah - mAssassin
Mio - base class, perhaps with Nopon Doll since solo tanking
Eunie - flex spot, likely healer focusing on support or another MA if you're feeling spicy, with accessory to bump interlink level speed
Taion - Yumsmith (I know, but gimme a sec), mostly built as normal but also running Energy Grenade, presuming that its blaze counts as a (somewhat guaranteed!) debuff for MA passives, with accessory to bump interlink level speed. That way you either have Taion interlink or you have energy grenade available to make sure MAs are getting the 70% boost nearly always
LanLan - Signifier because broken, or Strategos to stay on theme if you want and because Love Lost is actually reasonably consistent (or tactician, but we're already pushing it with bad classes as is)
Sena - Another mAssassin
Hero - Troubadour for more debuff spam on other party members, signifier if you want, or strategos to stay on theme.
This all largely centers on Energy Grenade counting as a debuff so damage is almost never terrible. If it doesn't, then this idea is trash, but replace yumsmith with whatever makes you happy.
One character (plus taion interlink) trying for debuffs is definitely not going to work well, but maybe as an entire party theme it works out okay? Especially after considering that the debuffs themselves can help a little in ways other than damage numbers.
I heard a lot of talk about chain ring and shackle ring, which are accessories that boost arts when you use different arts in succession.
Supposedly it increases the success rate of debuffs, meaning you can reliably get debuffs off when you use your tyrant cross after all your other arts.
Is this true? I feel like it’d be a massive help if it works
Sounds like too much work for a better chance to apply a SINGLE RANDOM debuff.
It kind of feels like a missed opportunity for Machine Assassin to not have some kind of "Overdrive" skill that lowers debuff resistance, similar to how Elma's Overdrive was used in XC2. It made the ability VERY useful AND well worth the difficulty in initially obtaining it from challenge mode, which would contrast nicely with the difficulty it takes to get this class in XC3 and would mean that Machine Assassin is better for long fights like unique monsters or superbosses, where it can build up its "overdrive" effect to really let it's debuff focus shine while also helping enable all the other debuff-oriented classes.
Ugh I wish we got a debuff accessory of some sort 😭 or at least some sort of custom difficulty where we can bring the resistance down + nothing else
Watch challenge mode drop an accessory that lowers debuff resist by like 70 percentage points which makes this class usable
This didn't age well
I think that while it makes sense for enemies to have decent debuff resistance I think that it should be kinda like Monster Hunter where debuffs build up over time although I don’t know how they’d implement that due to the cooldowns so maybe it would be like a certain number of attempts to apply a debuff before it applies and it would vary depending on how high resistance is but as sort of balancing act it would last longer depending on how many attempts it takes so that they would last longer when they take more attempts to apply.
Out of curiosity, if you pair a debuff art with an art that hits multiple times in a fusion art, would you have more chances to apply the debuff?
no, only on the hits of the debuff
considering its a bulky suit of armor that can turn invisible i wonder why this class wasnt a tank class that does both damage tanking and evasion
I have been dreading and looking forward to this guide. Here's hoping for my favorite class getting some accessory in the dlc! Or just a hotfix.
Question : despite No Love Lost being higher cooldown, wouldn't it be better instead of Overfall ?
I think that Overfall's low cooldown and higher Power Multiplier make it better, but I would run No Love Lost over Aerial Slash or Jackal Claw for more debuff chances.
@@sdtrawick sounds nice!
Great video enel keep it up
I try to run this class with other classes that have access to hidden thorn or other bleed effects since it seems to be the easiest debuffs to land in my experience.
I’ve been trying to run both stalker and machine assassin just to try to make a bet with a friend where I said they could do more damage than swordfighter
would this class be any good if the debuff-related effects included reactions? I feel like the damage buffs you get would make the class at least passable if you got them for breaking an enemy and such
I feel like (or at least HOPE) that the next few patches will include some balancing to help debuffs work better. The weird thing about this class though is in chain attacks it gets RIDICULOUSLY consistent Amazings and as such it’s almost worth keeping for that alone.
If there's anything I attribute to Xenoblade (especially 1 and X) it's having like five debuffs on the enemy at any one time without even trying to spec into debuff-heavy playstyles, so it kind of sucks that debuffs are so terrible in 3's late game because of how everything has massive debuff resistance. At least the gauntlet makes them somewhat better.
how do you bring up the team ouroborous menu in battle? i dont think the game told me
Change the setting first in options to allow you to control the transformation for each member of the team
I think focusing on debuffs on this class is the downfall. Granted that's how I decided to attempt to play it at first, make it a straight debuff class thinking with both buffs and debuffs you could widen or close the gap further and faster. I'm tinkering around with nothing but high multipliers and if a debuff so happens to happen cool. Right now, I'm running UP - Jackal Claw, Right - Aerial Slash, Down - Ring o Roses, X - Havoc Slayer, Y - Fatal Bite, B - Terror Onslaught, A - Sword of Valor (not quite sure what to use here.) Skills - Fighting Prowess, Frenzied Combo, Ultimate Qigong. Gems - Empowered Combo, Steel Cleaver, Analyze Weakness. Accessories - Ceramic Belt, Mercurii Rings, Thermo Headgear. The idea is if someone else makes a debuff, then cool, you can spread it or lower for someone else and go straight physical. Every time you use Terror Onslaught, even though it's for physical damage, it does happen to debuff the enemy. As a long fight goes on, the class should become stronger with just Terror Onslaught. If someone puts a debuff or a dot up, you can spread it, would help the dmg go up quicker. Don't know if this is actually on to something or not, but other this class is really lack luster. This is the only way I can think of making it worthwhile (Also don't have all the gems maxed or highest accessories) but I'm hitting 200k+ per hit on really short fights at least without much debuffing going on. (Though the short fights are against Rare mobs, not elite monsters)
TLDR: I turned this class into a, if debuffs happen cool, I just made it easier to other people to debuff for shiz and gigz. You also have access to 1 debuff this route even though you aren't focusing on debuffs which still makes use of chaos chain which just makes the class stronger over time, if debuffs actually land.
Its sad to see that Xenoblade 3 has the classic Debuff problem. Introduce a whole bunch off cool effects but make it so that you can hardly make use of them in any fights where they will shine. It often ends up being better to buff yourself or just do damage. There end up being cases where debuffs are really effective against you but useless against enemies, the charmed status in Persona games for instance.
I'm not sure if debuff resistance is universal to all debuffs but if it is then you wind up with the problem of it being the same difficulty to inflict ether defense down as it is to inflict bind which completely immobilizes your enemies, not to mention Blaze, Bleed, Toxic and Freeze(Which Enemies can apply but you can't as of yet) which were the cornerstone of how I liked to play Riki and Melia(Minus the Bleed) in X1.
I love it when you can use debuffs in RPGs and it doesn't suck but most of the time you're just better off using brute force or buffs.
*Traumatic flashbacks of charmed Yukari*
Just here to leave my like and comment for the algorithm. Thanks as usual Enel
The 1st time I beat every superboss I used Noah's lucky 7 and when you go oroboros with the lucky 7 it let's you spam origin sword which has a really high chance of applying an op debuff so maybe that could be decent short term.
I wonder how this class is now that another way to further lower enemy debuff resistence exists
Thanks for the guide! Lots of troubles with the class sadly.
This class should have a stacking skill with Sappy-Sappy Drain that decreases debuff resistance...
I wonder, why does some arts have both a buff/debuff and a reaction effect ? In the case of terror onslaught, it seems like it will apply debuff res down twice if you attack from the back
I thought Machine Assassin was Moebius when I first saw the silhouette in the menu.
Just out of curiosity, when you mention the damage formula for this game (such as calling criticals an independent multiplier), is there a source somewhere with the actual formula, or are you speculating based on series trends?
If there is a source, is there a place that you know of that has base stats for the party member and classes?
From what i've heard, the usual damage formula used in this game is something like this : Attack Stat × sum of all "additive boosts" × crit multiplier (if you hit a crit) × Art Ratio × [1- Enemy Defense (depends on the attack type : physical or ether based, is affected by Ult.Quigong and brooch accesories)] x 1,2 if fusion art × chain attack multiplier (=1 if not in a chain attack).
About the character base stats, they are pretty negligeable but here's a tip to remember the most important stat advantages : Noah has the best dexterity, Mio the best agility, Sena the best Attack, Lanz the best HP, Eunie the best healing stat out of the main 6 cast.
As a source, i'm sure their are plenty of wikis and forums (like the sub-reddit, for instance) about the game, just search for it and you'll find whatever you need to know.
(Edit: fixed some misspelling)
@@Luragon9876 I know about how it works traditionally, but it would still be nice to see one. As for the stats, I still want to know what they end up at when they reach level 99, and I also want to know the CLASS stats, specifically what they multiply the characters' stats by. I want to be able to rank everything in an Excel document for instance.
I've tried searching stuff up, but either they aren't there, or I'm not good at Google searching.
I like to use accessories that give me a chance to keep recharge after using an art since that makes spamming tyrant cross more doable. Running troubadour in the party also helps
Downside of course is that then you’re not using accessories to get a big damage boost
When they do stick how good are debuffs? If they did decrease debuff resistance, would those classes be extremely broken? Most games I play debuffs are nice, but not really necessary. Others like FF13 and the SMT series they're really strong.
Segiri is one of my favorite heroes in the game, it’s such a shame her class sucks…
Nice to see Sena’s girlfriend getting covered early
i think the fundamental issue is that buff are so op in these game id you could combine buffs and debuff enen hard mode will turned into a casual walk. i think we need to make these class into something diferent.
I heard the Shackle Ring accessory increases the chance of Debuffs being successful. I use the Shackle Ring on my Signifer but I don't know how successful it is of an accessory. Some people in the discord I'm in seem to swear by it.
I wonder if its worth dropping jackal claw/aerial slash for the one from the postgame class that boosts recharge by 25%. Sure you lose evasion, but you get an 18s cooldown on the debuff art, which while bad, is more manageable, especially as you'll never have a troubador with you at the rear