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Xenoblade Chronicles X

FaithMagickChick

10/30/2017 4:42 PM ·Spoilers

Mainly posting this for anyone new to skell combat: when facing larger indigens, like Millisaurs, Coronids, and Xe-dom, you'll want to break their appendages quickly. Each appendage enables specific attacks, so breaking them prevents those attacks from being used against your party. That's where Appendage Crush augments come in. I recommend you make 2-3 per skell.

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  • Skells do not have appendage crusher augments. Instead, they have Crush.Append, which is the equivalent of Ranged Appendage Damage for ground - it increases damage to the appendage HP not the main HP. Appendage Crushers on the ground do a major damage boost, even moreso with core crusher.

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  • Also endgame you can make a break skell with M-Missiles and about 27 or so of these and break every appendage on an enemy instantly, quite nice for farming.

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  • It's what they're commonly called by gamers, regardless whether fighting on foot or with skells. Besides, the screenshot lets them know which one I'm referring to. There also isn't a need to make 27 of them, when only 2-3 will suffice. I designed Irina's skell to break appendages and she gets it done in seconds with only 3 of them and a ranged attack stat of over 1,300.

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  • Sorry, but appendage crusher =/= crush/appends. For nemesis RP runs and proper app farming, 27 is enough with a ranged stat of around 700-1000 and around 200 additive slayer/position/traits.

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  • *continued Hers is equipped with an M-Missile with a fully upgraded MAG trait, and a lot of her skell gear also has Attribute Dmg.Beam traits to further boost its damage output. Of course, that's on my main account. On this one, I've just gotten back to chapter 12, but I'm holding off on it 'til I'm done gearing up my my on foot team and their skells.

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