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I just beat the game. Last 10 weeks or so, I don't think I took much more then 120hp in total dmg from enemies (including last mission), and no bosses even hit me once, never had to do a last stand mission (didn't know how clock worked). Found a pritty strong build with 2 chars that carried it all.
Ingrid with Herald lvl 5, Great wind, and Conjurer. Item from blacksmith (AP on hit). She often could get up to 9AP and basickly didnt run out of AP. Could often take entire packs alone.
Eddy Great wind, leech, and commet (that graze on miss had been nice also, or something to get CD redcution). Used the item to get AP when healed (max is 2 AP per round, basicly allways procced). Item power amulet (since he builds up crit chanse everything crits after a while and with masive AP it did alot of dmg) He finished of entire packs and bosses him self mostly.
The 3d or 4th didnt mather so much, both could give inspire, sometimes I went with celestine and sometimes healer.
Not many fights where there was a round 2, even pulled 2 camps once with over 18 ppl on different sides, was abit early in the game so couldnt kill all in first round but had no problem handling it. I think it was a pritty strong build that did not have 2 use signature abilities.
Is it just a matter of catching the scion when they're surrounded by troops? Seems like it's an ordeal. With Eddie I could just kill them before they got to show me how annoying they can be.
Edit: My agents barely survived, with one wounded and one incapacitated. But I guess the answer to my question could be Fragmentation Grenade II in a sufficient amount (7-9) when I'm hunting for scions. I guess it's good to have a use for them. I did want this playthrough to be one where I have to use comsumables.
Edit 2: Turns out that The Herald V with The Companions V can easily provide virtually unlimited APs, as The Companions reduce cooldowns for The Herald so it can be used over and over until all of the Alexandrite's Fleeting Glamours (plus the other two or three agents) provide only two cooldowns, at which point one has to wait until next turn to get back into the cheese. And each Herald reduces Célestine's stress, so she can gamble for twice as many APs as the others. I didn't understand this from any of the descriptions. I see now how my team of agents was just not built up enough to comfortable handle scions.