Which makes vigorous/ascension and vigorous/grace (defender + ascension) natural combinations... like a couple of the new heavenly treasure weapons xP

As far as the turn system goes, the game just processes turns as they come in. The thing about AAB is that you're spending time to cast abilities even when unnecessary, which is delaying the submission of your next turn, so the wait is longer in real time for your heal to come up again. So I think what Not Registered was getting at is that you're supposed to manually mash through turns to get through your heal's cooldown, unless some situation pops up. Like if you have to wait for a Joan or two to set up a damage cut so you can tank an overdrive. Or something related to that particular raid's mechanics may discourage taking turns at that moment.

Quote Originally Posted by lalala View Post
Vigor is pretty good cuz it looks like it could stack with Pride. Read somewhere on this forum:

Quote Originally Posted by Unregistered
'special attack' is a separate type/category/multiplier. 'character' is one multiplier, 'element' is another multiplier, 'special attack' is yet another multiplier. So, it can be rather potent, depending on the restrictions. It's like how the vigorous skill (which also counts as special attack) has some nasty potential, but realizing it is a bit strict (you need at least near full HP).
For the event eidolons with that passive (at MLB), it gives [10 + 40 * (1 - HP/MHP)]% special attack. So a minimum of +10% at full HP, then gains +1% for every 2.5% HP lost.
That Assault (L) weapon from the Sphinx Advent did nothing for me. I think I messed up my grid somewhere.
Oh, I wrote that. Ok, at the time of writing, that was accurate with regards to what the wiki said. Since then the damage formula's been updated; vigor type effects are now a separate factor from character/element/special.