Quote Originally Posted by sanahtlig View Post
Why would a user farming for a single element be overly concerned with Guild Orders of the same element? The rewards for Guild Orders can be used on any element. Should be gearing to clear the typical Guild Order, not the Wind ones specifically.

Wind has 3 general builds available: Berserk, Burst, and Endurance.

The Berserk build specializes in 3-turn spike damage (Berserk + Burst combined) and damage-on-demand (when the two are used separately). With the right composition, 2 Bursts in 7T (one buffed by PF) is possible. It can also put up excellent damage at the start of fights. Morgan's single-target heal can be useful in long encounters. The Charm Burst effect introduces an element of RNG, however. Damage potential will be diminished if Provisional Forest isn't slotted, but 3T spike damage still exceeds the Rapid Burst build.

The Rapid Burst build specializes in 6-turn damage. It can be superior for sustained damage in long fights. It's less sensitive to RNG, gives you a free EX slot, and you have some flexibility in character choice, but its damage potential is diminished whenever you have to hold your Burst. Elemental advantage and Exceed skill will boost the potency of this build.

I made a tool that compares damage from Berserk and Burst builds given different conditions. It's available in the Berserk tab of my toolbox.

The Endurance build gives access to healing and a full range of debuffs. It's effective for long encounters, especially on auto-battle. Soul and EX skill can be chosen freely, making it pretty versatile. It can achieve total mitigation of overdrives with Joan and Gaia.

These builds can also be mixed and matched to some extent. The Berserk-oriented squad I use for Wind Catastrophes relies on Gaia to mitigate overdrives, for example.
Sorry, but I can't follow you. How is a "user farming for a single element" stuff relevant when I went out of my way to suggest otherwise..?