CyborgSage00x0 posted... I was hoping age and adjl would show up.
I never pass up a chance to fanboy about Xenoblade 3.
CyborgSage00x0 posted... So, I only started chapter 2...the whole point of class switching is to permanently get class skills more or less, yeah?
Yep. It's very similar to X's class system. You'll unlock passive skills and arts from each class to be used with other classes, which forms the backbone of the character building system. Levelling up a class also gives some stat boosts, but those only apply while using that class (this does, however, mean that if a boss fight's coming up, you might want to switch to a class you've got at a higher rank).
CyborgSage00x0 posted... Also, during chain attacks, what is the point of the healers preventing damage above 99%?
TP isn't directly a measure of damage. It dictates when the round ends and what bonuses you get when it does. When you hit 100 TP or more, the round ends with that turn and you perform the round finisher, but there are bonuses for finishing the round with higher amounts of TP. Most significantly, if you only break 100 TP, you only get back one character for the next round, but if you hit 150+, you get two, and hitting 200+ gives you three. The chain attack ends when you run out of characters, so getting more in there helps get more rounds. Higher TP also gets you a bigger damage bonus from each round (capping at the bonus that 200+ gives you, IIRC), so you're incentivized to stack it as high as you can each round.
Effectively, the strategy boils down to:
-Start with an attacker to get a big initial TP boost
-Use a healer to cap it at 99
-Use a defender to guarantee that the next round gives you back whoever's TP is highest, hopefully pushing past 150 (this often doesn't happen on round 1 unless you've built for it)
The next round, repeat that, but instead of the defender, use the attacker you used in the first round (whose TP will likely be in the 50-80 range, depending on their starting value and what bonuses you got) to push yourself into 150+ or 200+ territory and get more characters back for the third round. The third round will be the last one (for now), so then you can squeeze a bit more damage/buff opportunities out by using every remaining healer before going over 100 with the final character and triggering the finisher.
It's not the most intuitive system, but once you get a handle on how TP works it turns into a very satisfying puzzle to maximize the damage you get out of it. A few more extra mechanics end up in there (notably, once you get Heroes, they provide their own unique bonuses instead of whatever their role suggests they will), but that's the basic gist of it.