Eco Drive: Attacks that use MP will use less of it, which allows them to use it more often.The 15% damage boost may not be much, but it will allow you to deal more damage. Stricken Fang/ Burn my Boat (Fatality Dice Inherit)/? (Light Serpent Inherit)/Frenzy Feast (Savage Moon Inherit): There comes a point where you are in a pinch, either due to the unfavorable NPC spawn, or getting hit too often.If you often try to avoid the AI, this would be great if it falls into another slot. Life Absorb (Grim Grudge Inherit): When an AI is killed, their soul are absorbed, increasing speed.However, Double Guts will not work if an NPC knocks the player out of the platform when having really low health, as the Ring Out will kill the Guts. Double Guts: In case the NPC spawns are not within your favour, or if you are in trouble, this could save you a lot should they whittle the HP to 0.Just stack them up with more kills quickly and you can one hit the AI easily with it. Berserker/Viking (Isa Niflheimr Inherit): Recommended as it can bolster the damage you deal with, even only for a moment.This list consists of the possible recommended skills. Combined with Berserk or Healing for Winners, and the raw power that the hold attacks have, is devastating against bosses.ĭo note that the '!' may appear when you synthesize skills. Its Special/Super attacks work wonders against crowds of NPCs, since it will drain their HP and give it to the player instead.Paired with the Berserker/Viking skill, the damage dealt can easily finish off the waves of NPC. Its Last Strong attack and Standing Special/Super are more than enough to reach quite a lot of NPCs within the middle of the arena, as long as players can make sure they do not get too close to them.Be aware of the MP, especially when using it as an inherit. Useful if the NPCs are trying to keep reaching towards the player as it fires the ice-thunder projectile. Its hold Attack while under Glaive Form can leave behind a frozen trap, one-hitting any Fire NPC that tries to get towards a player.Same can't be said about its inherit however. Its hold attack, when used while standing at a corner, can reach quite a lot of NPC so long as they do not get too close to the player using it.Not killing NPCs fast enough can end up using all the MP, reverting to normal mode where it can only shoot three projectiles. However, when using this mode, it will drain MP slowly. It can reach towards a lot of opponents with its hold attack while under its "Awakened" mode.A good setup when using the Mega Guard is using a style with great DEF stats. As it last a moment, players have to be aware of when the debuff runs out so it can be deployed again. When playing with a team, having the "Taunt" debuff active will make the NPCs be focused on the player with the debuff, ignoring the rest of the players.However, one has to be wary when dealing with bosses. This accessory is great for its jump attack as it can hit quite a lot around players if they try to swarm them around.Its hold attacks are great for reaching towards waves of NPC.Having a set up of accessories will work wonder. The way the NPC spawns can be very unpredictable. Defeating NPCs yields a small MP recover. NPCs mostly spawns around you (only spawns after the wave is done in Minor), and stops spawning if there is either too many of them, OR the wave has reached the boss.
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Furthermore, as the NPC is killed, the player that dealt the final blow will have a small portion of their MP restored, up until their maximum MP. When a player kills an enemy on this mission, a pink bar below the HP/MP bar will start filling up, when the bar is full, the player will get Invincibility and STR boost until the bar is empty. Players have a kill count on their HP/MP bars to keep track how many enemies they killed, most notably only for 'bragging rights' as they serve little to no purpose in SinglePlayer mode.