Final Bravely Default 2 update, after which you may now return to your regularly scheduled posts which are not walls of text, I promise.
Chapter 6-7: Once again, new quests. The most notable ones take me to a new optional dungeon, and one actually worth talking about:
Magma Mountain: The most notable enemy here is the Sizzlemoth, which has a MT physical which inflicts charm. Worse, it can use this as a counter to buffs and debuffs! Thanks, I hate it. There's also lots of big fire damage here, unshockingly. Equipping for fire defence and charm protection is a must, but I have very little of the latter, so I settle for just putting it on my Vanguard (Spiritmaster immunes it innately, fortunately). It suffices.
BOSS D-Vergr (3 resets): He starts with four minions out. The minions have around 9000 HP, which can be killed by one Neo Cross Slash (once I switch from an axe to a sword, at least) but loads of evade, needing at least three accuracy buffs to hit reliably. The main boss has the following skillset:
Terminus Est: summons a minion
Attack: The usual, 2k damage or so
Shadow Nova: MT dark magic, does over 2k if not resisted.
The End: Also MT dark. I see it only rarely, I dunno how it differs from Shadow Nova.
Bafflepuff: Confuse. Also used as a counter to buffs and rarely to physical damage.
Cackle: Only used as a counter to magic, MT debuff to Magic and MDef.
Seek and Destroy: Sacrifices a minion to hit one person for 5-digit damage. Yes, the devs gave the boss the Surpassing Power skill just for this.
His brave-chains are mixes of physicals and Shadow Nova.
The minions, on their own turns, can use Entice (inflicts charm) or a physical attack called Irritant. More on that later.
As mentioned, on my first attempt I only have two PCs immune to charm, and that's obviously bad. I need to buff to control the minions, who otherwise will charm me to death sooner or later, and buffing gets me countered by confuse. This is not tenable. One reset.
I come back with confuse immunity on Elvis, and shuffling out fire resistance for dark in a couple other places. Things go better this time, since I can now safely buff accuracy, but the minions keep returning and sooner or later they charm a key person at a bad time. They seem to get loads of turns sometimes for some reason. Regardless, that's two resets.
I head out and buy Mortarboards (confuse + charm immunity, 4 weight hat from Wiswald, it kinda rules tbh) for everyone except my Spiritmaster, so I'm finally free from status nonsense. I come back, look all those G-oetias in the eye and say "I don't care about you". I ignore them, setting up a damage blitz on the boss himself, whose HP isn't too high, and...
... and I lose more decisively than my previous attempts. And I realize why, too late: Irritant, the physical used by the minions, has a significant turn delay attached. With a full field of them, I get fewer turns than I should. Once I drop to two PCs, though, I'm just plain dead, they slowly lock me to death until the boss puts my Bastion out of my misery with Seek and Destroy. Wow, okay.
So the strategy is as follows: buff accuracy, use Vallation to protect from Shadow Nova on vulnerable PCs, and mercilessly kill the minions. Healthbringer can assist with keeping me alive (and repairing Vallation damage), as usual. It works.
Anyway. I also beat another optional boss (Hephaestos) who is notable for having 200k HP, which is quite a bit, but he's pure physical with no real tricks so gets owned by Rampart + my other usual nonsense.
The quests done, I advance the plot.
Fount of Knowledge: The randoms here are pretty badass, actually. I didn't notice on my first playthrough because my randomsmashing was cracked out by then, but yeah, they good. They hover in an HP range where even axe-weaks typically need Neo Cross Slash to kill, so I go through MP fast, and they hit hard. Some details:
Magiponera: They have very hard-hitting ice magic (over 3k) and can do significant damage to MP (2HKO typically), or inflict sleep. Can't stand these guys.
Angra Mainyu: Also do significant MP damage, with Mind Crush. Sometimes waste turns on Doom (5-turn countdown). Very evasive (I equip for accuracy but they still need three accuracy buffs).
Siamese Cait: Dodgy little bastards (also need three accuracy buffs). They also hard with light magic, or can inflict freeze (stop + poison status, can't be cured by any items). May use Curaga to fully heal themselves if low on HP. They absorb holy which is my backup damage. There's a fairy in Mag Mell who hates them enough to give me a quest to kill them; don't worry, I hate 'em too.
Rafflesia: If not killed in one hit they may counter with paralyse. Not too bad otherwise.
Fallen Frond: They hit hard with wind magic, and are moderately evasive. May use Curaga to fully heal themselves if low on HP.
I go through potions and even ethers reasonably fast. One thing that helps a bit is doing in-battle HP/MP healing: Spiritmaster's Devotion works well for the latter, while my Bastion equipping a Blessed Shield and using its Cura itemcast to heal is actually shockingly decent healing, like 1200 MT or 3000 ST? Better than X-Potions; I'd assumed it would be worse.
BOSS Night's Nexus (1 reset): She has three forms, good speed (not as fast as Edna, but comparable to other "fast" bosses, i.e. a bit shy of 2x), and a hint of evasion (one accuracy buff is usually enough, two is safer). Here's the skillset:
Attack: ~1600 or so
Calamity Calls: MT dark damage, ~50% contagion
Inflame: MT damage, ~50% berserk
Ruin: MT damage, always does fixed 200 MP damage
Salvation: MT damage, heals user for around half the total damage dealt
World-Ender: MT damage
Default: throws this in periodically as per usual
If it looks like there are a lot of similar skills there, it's because there are. I'm fairly sure they're all physical (it's possible World-Ender isn't, that one's rare), it's possible some others have elements (Inflame might be fire? I'm not blocking that). Her attacks are remarkably undamaging, they might push to around 1000 against no buffs at, but almost always I see 3 digits. They are all multitarget, though, aside from the basic physical.
Contagion and Berserk are both annoying; Contagion does significant MP damage at the start of my turn, and berserk's turn denial is an obvious problem. Other than the ailments, Ruin is easily my most despised attack: 200 MP damage is a lot (ethers only restore 180) and can leave me dipping into my BP supply in order to use turns restoring it. It's worth noting that Rampart is not as good a solution to these moves as you might expect: it blocks the HP damage, but the other effects go through. Not cool!
She has three forms. When you beat the first, everyone celebrates: you won! Yeah yeah I totally buy the main villain had less HP than all the Chapter 5 bosses, guys, good one. The second form is the same as the first with slightly higher stats. The third form, though, is the problem.
The first thing to note is that while the first and second form are completely different fights, the second and third are technically a chain (even though there's a cutscene in the middle): status and BP carries over between them. So one key is to go into form 3 in good shape; I don't on my first attempt, and that's part of why I lose.
The bigger problem, though, is that form 3 now has three parts: the main body, and two hands. And they ALL have the full skillset as listed above, or most of it (in particular, I confirm that they all have Ruin, two have Calamity Call, two have Salvation, and two have physical attacks... only the body seems to have World-Ender but who cares about that). The Night's Nexus herself is just as fast as ever, and the hands, while a bit slower, are still pretty fast (and actually have slightly higher damage). So that means the boss's offence just went up by a factor of nearly three; if one of them does a brave-chain I can be barraged by an absolutely crazy number of MT attacks. (The main body will store up to 3 BP and do four-part chains, while the hands will store up to 1 and do two-parters.)
Oh yeah, and she counters physicals with a physical of her own (a lot), and counters either buffs by gaining BP (~50%), and counters healing by gaining BP (sometimes. Either she stops doing it in form 3 or I got very lucky).
After losing once I go out and buy some more statusblockers. My vanguard gets a Carbon Cap to prevent contagion; my Spiritmaster and Pictobard get accessories (my Bastion doesn't really use MP). I also equip Peace Rings on my Pictobard and Bastion (my Spiritmaster is already immune, and my Vanguard getting berserked isn't a big enough deal to sacrifice significant amounts of attack/damage over).
From there the strategy is clear enough: Spiritmaster stays at 2-3 BP, do lots of Don't Let Em Get You to reduce the physical pain, Spiritbringer to restore MP (really important to save turns with Ruin flying around), Bastion uses the Blessing Shield to provide healing if needed, occasional Rampart, lots of turn shifting around via Gift of Courage, buff accuracy to Neo Cross Slash reliable (it does around 12k, with a decent crit rate).
Form 3 is more demanding. I use Spiritmaster's special (MT full healing + regen) to help turn the tide but otherwise play carefully. Each hand can be killed in about three uses of Neo Cross Slash. Once I kill the second, I know from past experience that they'll both come back after a few turns, and that's annoying, but fortunately the main body doesn't have too much HP in this form so I'm able to do one more brave-blitz and win.
Night's Nexus uses physicals, Calamity Call, Ruin, World-Ender
Grasping Hand uses Calamity Call, Ruin, Salvation
Cradling Hand uses physicals, Ruin, Salvation
At this point I decide I'm high-levelled enough (48) to try some of the Hall of Tribulation fights. Spiritmaster has by far the biggest upgrade from JL 13+, so my first target is to get that.
BOSS Helio, Domenic, and Martha (2 resets): The opening to this fight is great. The camera pans over the enemy line showing you Helio and Domenic. Huh, wasn't there supposed to be a third boss?
And then Martha drops on someone dealing 9999.
Anyway this fight is nasty, let's talk about it.
All three bosses have a a "Counter Any Ability" which gives them 1 BP. I'd guess it's around 50%. This will counter anything a PC does EXCEPT the default command and item command. Maybe the basic attack command, I never used one. The fact that items are safe is a key detail of all the tribulation fights, and this includes itemcasts.
Helio the Spiritmaster can cast Holy for huge singletarget damage, or set a version of Healthbringer which restores around 3k MT (he basically always does this when it expires), or rarely cast Reraise on someone. When he reaches 3 BP he will do a brave-chain of Holy castings.
Domenic the Oracle uses both Triplera and Triplega which each do 1-3 hits (randomly) of a random mix of fire/ice/lightning. Each hit is significant, probably high 2HKO for the -ga version and low 2HKO for the -ra version. Fortunately he doesn't do this often, outside brave-chains. He uses the majority of his turns casting Reflect, both on his own team and mine. Extremely rarely he will cast Stop, and both times he does it bounces off a reflected PC. Unfortunately he's immune. His brave-chains involve Triplera and Triplega and thus have lots of damage potential.
Martha is The Problem. She counters the Default command by using Super Jump; on her next turn, she lands for around 5000-6000 MT physical damage. Oh and it delays everyone's turn. She will sometimes use Super Jump on her own turns, or Sonic Thrust (weaker MT physical, good for shredding Rampart). She can also use various ST physicals (Bolt Blast is lightning, Mind Crush does lots of MP damage, Angon pierces default). Her brave-chain, mercifully, is all ST physicals.
That's a lot of damage! On my first attempt I die horribly. I come back with Iceflame Shields (fire/ice immunity), Valkyrie Coats (light/lightning resistance), and Light Talismans (stacks with the former to light immunity) on everyone. This leaves Helio unable to damage me, and Domenic *mostly* unable to damage me, though sometimes he rolls a lot of lightning damage and that can cause problems. Martha can still just carve through the team, though. So... bardstrats it is!
General strategy:
-keep Don't Let Em Get To You x4 active at *all* times. Anyone without this is going to explode sooner or later.
-Since buffs are needed, keep Spiritmaster at 2-3 BP. I use Healthbringer to keep up with healing. I would love to use the Blessing Shield but unfortunately the Iceflame Shield is too important.
-Rampart is pretty cool, even though Sonic Thrust sometimes just shreds it.
-Only default if my current HP situation is good. Preferably if Rampart is up.
-Regen is a good buff to get up to help with healing, since there's no dispel to worry about. Either the Spiritmaster special or casting it manually. It's reflectable so I have to watch that (the one time I forget is annoying, thank goodness Pictomancer has dispel because Regen is fixed 10% MHP and you don't want a boss with that).
-Mind Crush is so freaking annoying. I need to use lots and lots of ethers to keep up.
-Mild accuracy buffing is needed the two mages. (Martha needs a lot, she's very evasive.)
I end up Domenic first, just because he's so much easier to kill than Martha (I just don't have the turns for more significant accuracy buffing) and I figure that once he falls, the battle will be mostly won. I'm kinda right but I still almost lose at one point after which is embarrasing. Funnily enough, Helio runs out of MP around the time I finally kill Domenic, but he's a non-entity anyway at that point. Martha dies second once I'm able to scrounge up time to buff accuracy (I can also use the Blessing Shield at this point, which helps).
Anyway both my resets come pretty quickly, so fight #3 involves me figuring out a lot of details of the fight and generally takes forever. I get so few turns for anything besides staying alive, and it's so difficult to make headway for a long time especially since only attacking very rarely gives Helio's healing more time to be effective. I use all my Ethers and X-Potions and Elixirs, and the fight takes about an hour and a half, but I do win. The one last scary point shortly after killing Domenic is terrifying because I would lose about an hour's work there.
Woo! Spiritmaster Level 15 reached. Spiritmaster gains two more spirit effects: Lifebringer (revives) and Bravebringer (+1 BP). Both are automatically summoned at 1 BP or less. This is silly. Let's go try it out.
BOSS Orpheus, Anihal, Bernard, and Shirley: Looking at enemy levels this is probably intended to be the first Hall of Tribulations fight.
Orpheus uses MT magic damage. Nothing too scary, a bit under 2k, but it's non-elemental and hits everyone and that's definitely really bad when added to other things in this fight. If he has buffs I didn't give him time to use them.
Anihal's pets haven't scaled up very well, they mostly do 3-digit MT damage. She can still use Muzzle for MT silence.
Shirley, being the gambler, is random as hell. She can pull out lots of hits (up to 10?) of ST magic damage (high 3HKO or so), but usually whiffs around doing not much.
Bernard is the star of the show in the same way Martha was: he does by far the most damage, has the highest HP/evasion, has a brave-chain of four powerful singletarget physicals, and has counters besides the generic "gain 1 BP". In his case, he can counter Default with Steal Breath (steals a BP) and buffs with Buff Burglar, which does exactly what it says on the tin. One mercy is that if he's not brave-chaining, he won't do much damage, just relatively weak physicals which may steal a little HP/MP/BP. When he brave-chains, though, it's time for four attacks which do around 4000 damage each, potentially OHKOing some team members (though Spiritmaster can never be OHKOed, which is super valuable as it means he'll never wipe my full team). Since he steals BP and gains it on counters he gets these chains pretty often.
UNFORTUNATELY for this fight, cap-broken Spiritmaster is overpowered. Every round I regain HP, MP, get revived, get status-healed (sorry Muzzle), and most importantly gain 1 BP. And Bravebringer can be cast manually on top of this, so make that 2 BP. This breaks the game's action economy and I'm free to essentially get triple my normal compliment of actions. (A little less because manually casting Bravebringer itself costs 2 BP, but this is easily worth it and also helps keep Spiritmaster's BP below 2, which I now like).
With all these extra actions there's plenty of time to use Blessing Shields to heal (my Bastion and Spiritmaster both do this) or transfer BP around. Or use Phoenix Downs, because as Bernard's brave chains above illustrate, people definitely die! (It's not worth waiting for the spirit to revive them, but that's still a nice bonus if it happens.) My pictobard uses accuracy buffs -> Shut Up and Dance so that my Vanguard can reliably hit.
Kill order is Orpheus (he's fragile, but his MT damage scares me) -> Shirley (she's randomly scary) -> Anihal (mostly because she takes some incidentally retargeted Neo Cross Slashes and is thus easy to kill next) -> Bernard.
Level 14 Bard provides Epic Group-Cast, so I can now use the Blessing Shield for 3000 MT Healing, and Spiritmaster's Healthbringer now restores around 1600 MT. Awesome.
BOSS Sir Sloan (1 reset): I decide to go advance the plot now, figuring my new powers make me unstoppable. Well, not quite. Sloan does multiple Microgravities in a brave chain and I die.
So the cool thing about this fight is that Super Spiritmaster isn't the answer. The spirits don't prevent me from all dying at once, and debuffing Sloan is useless - his damage isn't based on his attack stat, but his HP. So one last time, back to Bard strats, since their percent damage reduction does work. This also leaves me free to buff accuracy as much as I want, which is good because Sloan's evasion is crazy. Anyway, with bardstrats and my now shockingly good healing, this is a routine win.
I decide to try out another hall fights. One more in particular, since Vanguard is my next most valuable job to cap-break.
BOSS Selene, Dag, Roddy, Lily (3 resets): This one is quite a bit tougher.
Selena will sometimes cast Protect or Shell which aren't too notable, or will use Full Cure for around 5000 MT healing. Her only brave-chain, which she uses quite often, is Benediction (+30% healing power for 3 turns) -> Full Cure. Depending on how much she has used this recently she can heal for up to 9000. If an ally drops she will use Raise All for 99999 revival on them. This is brutal and one reset is partially due to finding this out. So she's obviously target #1.
Dag can use Enrage (provoke) to make sure he is the one targeted; he is smart and always prioritizes my top damage-dealer (I assume he looks for Atk/MAtk, since if he targets a second person he'll hit my Spiritmaster). He'll also use Shield Bash for around 2000 and turn delay. Initially his brave-chain is a bunch of Shield Bash, which seems to mainly target my spiritmaster and bard but I'm not sure why he focuses on them. Once his HP drops he'll mix in Neo Cross Slash into his brave chains which does over 8000, i.e. just kills most people. Or Quake Blade, which is kinda similar but earth. More on that later.
Roddy has Chainspell, so everything he does is cast twice. He can use Stonera (ST or MT earth damage with a chain of slow/stop) or Aerora (ST or MT wind damage with a chain of sleep/silence) or Healaga (3000 ST healing x2, targets the lowest-HP ally). His brave-chain is to use Healaga twice, Stonera, and Quake, which is a stronger than Stonera but always ST. Once an ally drops he starts using Tornado (stronger ST wind magic) and his brave-chains will involve Disaster (stronger ST wind/earth magic, but is nulled by anyone who nulls either element).
And finally, for the third of these fights in a row, there is an incredibly dangerous physical attacker with way too much evasion. Lily can use Shadowbind (paralysis, no damage), Quickfire Flurry (bunch of hits), Human Slayer (about 3000 ST), and Grand Barrage (5-8 hits of ~300 each). Her brave chain is to use Human Slayer twice, then Quickfire Flurry, then Grand Barrage. Once an ally drops she may use two Grand Barrages. Once she's below half HP she uses Grand Barrage x4. Do the math on that one, it's horrifying. She's the only one of the four who has a counter to something besides "gain 1 BP from anything"; in her case, she can counter physical attacks with Shadowbind.
It takes three resets to figure out everything about the winning strategy here, but here's what I end up doing:
-Earth immunity and at least wind resistance on everyone except my Vanguard. This can be accomplished by Gaia Shield, Academy Outfits, Earth Talismans, and Wind Talismans.
-Reflect Ring on my Vanguard; the Relect Ring has a huge boost to Targeting Chance so also ups her attack a lot. Reflect stops everything Roddy does. As a bonus, he'll sometimes inflict sleep, slow, or stop on himself! I imagine his healing can also be shut down with reflect but I can't actually cast it.
-My bard and spiritmaster use hats which provide cost reduction / MT, while the other two get hats which block paralysis. In the case of my Vanguard this is absolutely crucial, or Shadowbind counters will wreck me.
-Keep Super Spiritmaster up. This provides the BP, healing, extra MP, and status healing (for silence/sleep). Unfortunately the dispel means I can't buff defence which leaves Lily a huge threat.
-Use Pictomancer's Disarming Scarlet to keep Lily at Atk-35%, especially later in the fight this becomes crucial, so that I can actually survive Grand Barrage x4.
-In a change, I put Sing secondary on my Spiritmaster, so I have another source of Shut Up and Dance.
-Spiritmaster and Vanguard can still use the Blessing Shield for MT healing, though it bounces off my reflected Vanguard, so X-Potions can be used to heal her.
-Otherwise it's the usual buff accuracy -> Shut Up and Dance to pull chains of Neo Cross Slash as offence.
-Pictomancer's Purify can remove Provoke, I discover. Hooray!
-Kill order is Selene -> Dag -> Lily -> Roddy. Selene must die first, Dag I end up killing before Lily because he's just much easier to kill (less evasive), and I learn the hard way that Lily being below half health when she has any offensive help is a bad time.
Breaking the cap on Vanguard mostly gives me Ultimatum, which is finally, finally, a MT physical! It costs 1 BP but has a higher base power than even Neo Cross Slash (though doesn't break the damage cap). To give you an idea, Berserker also has a MT physical which costs 1 BP, and this one is 3x stronger. It's fun! Sadly I don't have too much left to use it on.
Neither of my remaining jobs gets much from breaking their job cap, but I make a try at Pictomancer anyway. Unfortunately the Pictomancer / Berserker / Arcanist tribulation fight features Castor hitting me for MT 12000 damage (not a typo) without even needing a full brave-chain, and Folie can use Purify to heal attempts to debuff him (and also has horrible multiturning status hell). I can probably find a way to win this (which will also involve some elemental shutdown of Vigintio whose damage is actually legit now) I figure but it seems like a large step up from even the previous fights and y'know what, nah I'm good.
I tangle with two other kinda superbossy fights, Cyclops and Jormungandr. They're both pretty similar, featuring a swarm of incredibly evasive helpers (as in I need around 5 accuracy buffs to reliably hit) and a very hard-hitting physical primary boss. Strategy: Disarming Scarlet on the boss, Rampart, accuracy-buffed Ultimatum to kill the minions with all my usual Spiritmaster, +BP, BP- and turn-transferring nonsense.
Isle of Nothingness: The final dungeon is still capable of putting up a bit of a fight. Most notable are Amons, who appear in huge groups and have a ST physical which hits for around 4500. That's a lot! It's fire so I do have to adapt my equipment. Accuracy-buffed Ultimatum is the way to go, but does need BP sadly.
BOSS Night's Nexus: The first form is the same as the third form from the Fount of Knowledge, except she has one new move (Exclusion, one turn ST banish). Unfortunately for her I'm way stronger now. I do equip berserk and contagion-blockers again but with those in place, this form poses zero threat, its damage is too poor for what I can do now.
Some plotty nonsense follows, and then the real final boss! Here's what we're dealing with:
A World Forsaken: ~2500 MT
A Life Cut Short: Death, also used as a counter to buffs
Courage Squandered: -1 BP MT. Works even if the target(s) have negative BP. Also used as a counter to items
A Wellspring Depleted: ~500 MT MP damage
Tragic Denouement: Inflicts all debuffs, MT
Counters any damage by gaining BP
The counters all seem to be under 50% except maybe the item one. The item counter definitely throws a wrench in my plans since the tribulation fights had trained me that items are safe! Also after that huge MP damage I do need to use ethers a lot.
That said she just doesn't use enough turns on damage, and Spiritmaster nonsense undoes a lot of what she does. The instant death is annoying for my singing pictomancer, but my singing spiritmaster is immune because Spirited Defence is silly. So while it takes more time than you might expect for me to kill a boss with only 150k HP and modest evasion (two accuracy buffs suffice), I never feel in any remote danger. This kinda cements on my mind that the halls of tribulations are kinda superbossy!
Final quick thoughts on the classes:
Vanguard: 8/10. Debuffs have some use but not much. Really, though, this class is about three things: high attack via the second specialty, shocking MP-efficient damage moves (both Cross Cut and Neo Cross Slash are best in class for their MP costs), and BP donation. Being durable is just gravy. Definitely one of the best classes in the game.
Bard: 7/10. Great skillset. Stacking damage reduction is one of the easiest ways to mitigate any boss who doesn't rely heavily on dispel (read: everyone except Edna, this is not a Dragon Quest game). Having a rare way to boost accuracy is also welcome. The sleep and damage-boosting songs have uses too, and then lategame Shut Up and Dance is wonderful.
Pictomancer: 4/10? It has a few niches, but overall debuffs just aren't that great in this game. -10% Atk might result in as much as -15% damage if you're lucky (usually less), but the Bard version is better at that for a number of reasons (Bard buffs are MT, bosses get turns faster so status wears off on them faster). And it's not a great carrier because no S ranks and low weight tolerance. It does have Sub-Job BP Saver though, and that's surely in the conversation for best support ability in the game. And it did have good synergy with the rest of my team, particularly Spiritmaster.
Spiritmaster: 7/10. Good but weird. The various spirits themselves are only okay, but getting all four of them going at once for free? That's neat. Except the part where it dispels you, that's not neat. Its L1 passive which prevents OHKOs rules and makes me forgive the class for its ugly weight tolerance, Sub-Job Speciality 1 is also cool. It has a great special if its own damn L2 passive isn't interfering with it, MT fullheal that also casts reraise and regen on everyone? Nice. Breaks the postgame as well, so there's that.
Bastion: 4/10. Self-only defensive buffs are truly terrible, so this class doesn't have too much except Rampart (and Vallation, but waaay more bosses use physicals in this game). Nulling one physical hit on everyone is great, and while the HP cost isn't fun to pay it's probably nicer than paying with extra BP like in BD1. As a carrier it's decent enough, you can do worse than tanky and high weight tolerance, and the free BP while absorbing damage while defaulting is cool.