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My main tactic currently is piling art damage quarts on Musse and attack damage ones on Ash, set the master to the 1.5x delay extra damage one and then open hammer things down. In most instances, it's short work, when that fails swap out to a high evasion Kurt and Duvalie.
I'll not lie though, this thread took off a lot more than I anticipated lol.
There's one maybe annoying boss later on that loves to spam aoe's with KO. Status effects can be annoying in trial chests as well. In both cases you can always start using said anti-status effects. KO boss is late enough in the game that black accessories are easily available.
Yo, you should spoiler tag that.
Another fun part that tipped the scales is Fie. Give Fie more than 50% evasion rate and give her the Master Quartz that grants automatic Insight and Stealth, put her in the midst of enemies, and watch the fireworks. As of now, battles are the one-sided affair it has always been in previous games.
I think what happened to OP is a case of early game hell. This isn't new as CS3 had an acute case when you fought the Queen Kumbada boss monster that did Deathblow multiple times in a row at the point when no resistant accessories were available yet. CS4's early game hell happened to be a bit milder, but more protracted. Just keep fighting and progressing and upgrading. You'll surmount this mountain eventually
This is especially so if you have the +100% and +50% damage quartz on him
Pretty much have Elliot in my team as a guarantee no matter who else. But typically, I also add Musse in with the +100% and +50% damage on first attack. Trigger the instant cast order and it can be brutal, especially on a crit lol. Think I oneshotted a boss because the first turn was a crit.
My first gripe is Break - sometimes the enemies will recover instantly making it a joke, and sometimes you can go infinite turns with delay orders like in CS3. They need to rebalance it, so that breaking is useful and rewarding, but you cannot loop 30 turns before enemy recovers. Maybe fixed turns or maybe diminishing returns on delaying.
My second gripe is turn limit on AP conditions... F!*k You! Whoever came up with this BS. We are already handicapped with scanning mechanic, RNG Status effects lottery, and chain fights without ability to save in between.