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Obviously you also can't use support attack/defend either.
another question, kinda mechanic related
youve just also just blown another member who at the time i thought would go well with it out of use. his abiltys and purpose seems to cancel it. ive swapped him. good to know,i think i just throw on support defend,but is his ability useful at all even on higher difficulties? Child of Fate, on normal, he barely is used as the evasion rate usually means he dosent even get to do his job, but i fear if i take him up higher difficulty i figure hes gonna get pounded, which is by design, but will he be sustaining too much damage to even make this bonus relevent?
However, just like on the normal difficulties, defensive skills and parts become less important as you go along, eventually it's more productive to just have more offensive capability and wipe out units, so long as your units have enough HP and Defense to take a few hits on their own. Give it long enough and you're back to evading most attacks.
For example I had Kira Yamato in a Scorpio which reduces all damage by a few thousand (something like 3000?) and has shield defend. I gave it resistance coatings to further lower beam and kinetic damage further, and then my teams were able to recover HP each turn. At first it was just the difference between instantly dying and being able to take a hit or two, later it got to the point where it wasn't able to take any damage at all even when other units still would take a beating when defending. And then I had him support defending and not really attacking anything, as the Scorpio's barrier ability drains a lot of EN per defend.
I tried the same thing with another character in a Super Hyperion Gundam which has a permanent barrier that ignores damage up to 5000 or 6000 damage, but I found it wasn't very effective because the Hyperion does not have shield defend and doesn't reduce damage by much. I switched to the Turn-A Gundam instead as it has a shield but also regenerates HP per turn.