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Kimil Adrayne
Nov 14, 2012, 12:27 AM
Anyone else bored of the Hu/fi, Ra/gu and Fo/te builds? Awesome, me too. Lets share some ideas. These may not be the best builds DPS-wise but I`m looking to have fun with them. Looking for comments, opinions, builds and whatnot. Lets go.

I've got three, based around my three characters:

Support Wartecher build
[SPOILER-BOX]Level 30 (http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html?tOIYIkIEI2IYIkIYIkIYIkIEI2IbIn00000 0febrImnIb4SIb0000ib00000ib0000Ib00000fkb2Sl2I2000 0f) / Level 60 (http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html?tOIYIkIYIkIYIkIYIkIYIkIYIkIbIn00000 0febrIsOcBqscB0000ib00000ib0000Ib00000fkb2SjqsI2J2 0000)

Meant for versatility in soloing and parties with the Resta/Shifta/Deband. For this to be effective, I`m really hoping that they boost Shifta`s effects and the usefulness of Territory boost. Beat em sillly with the daggers and double sabers. [/SPOILER-BOX]

Ice Guntecher Build
[SPOILER-BOX] Level 30 (http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html?r2IYIkIYIkIYIkIEI2IEI2IYIkIbIn00000 0ib00000ib00000ib2QI24QIk000fqojGAGK0000lb00000f) / Level 50 (http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html?r2IYIkIYIkIYIkIYIkIYIkIYIkIbIn00000 0ib00000ib00000ib2RI2JkIk000fGBjGAGKrAIk0000Ib0000 0f)

I don`t know how this will work, I haven`t played a gunner yet. Plan is, build some sweet Freeze mech guns, go nuts close range. Freeze boost + Freeze ignition use. Throw in some R-Def, emphasis on close range.
[/SPOILER-BOX]

Power Ranger Build
[SPOILER-BOX] Level 30 (http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html?dNIEI2IYIkIEI2IYIkIYIkIYIkIbInqnGKc A000007b00000ibJ2Ik00009b0000Ib00000ib00000f) / Level 60 (http://ryuhiroshi.ry.funpic.de/pso2/skillcalc.html?dNIYIkIYIkIYIkIYIkIYIkIYIkIbInqnGKs N6J00000b00000ibJkJk00009b0000Ib00000ib00000f)

Trying for some pure power on with the riffles + weak shot + fury stance + still shot. Stand the hell back and fire.[/SPOILER-BOX]

GreenArcher
Nov 14, 2012, 12:34 AM
Deband Cut > Shifta Critical IMO

I do the same as your RA/HU build, but don't use standing snipe, I hate standing still. It's a pretty baller setup. +20% JA bonus and +250 r-atk.

Kimil Adrayne
Nov 14, 2012, 12:45 AM
I haven't really looked into it yet... What does it do Green? I'm focusing on the critical boosts on that build so I can forgo dexterity building.

On the Ranger thing, I haven't tried the standing snipe skill yet, I guess it would be pretty bad in theory

Arada
Nov 14, 2012, 02:48 AM
Deband Cut reduces damages taken by a certain percentage.

At level 10, anyone under your Deband take 15% less damage. Instead of taking 500 damages, you only take 425 damages for instance.
It's one of the best boosts you can get on the techer skill tree if you're going melee as it will significantly increase your durability.

GoldenFalcon
Nov 14, 2012, 03:16 AM
Power Ranger build? lol
I've been calling that build the Turret since before the release of Gunner, since that was basically the only subclass option back then

Now, onto my lame build: Ranger/Techer. Only gimmick is to use PP Convert with Weak Bullet lv 6 so that I can have infinite PP for the duration of the first two weakpoint applications (rather than wasting bullets to normal attack for PP)

Acel
Nov 14, 2012, 04:10 AM
All my classes are built very differently and I dont think anybody has the same as mine.
Like for an example my Ra/Te is not based purely around Weak bullet and PP restorate (although both are maxed out) to allow more PA spams. It actually also has Stun grenade, Poison Ignition and both types of Ranger Traps, while having Tech for my disposal along with Lauchers having Poison Affixes.

Sample Playstyle(depending on situation):

A
1. Lay an Upper Trap.
2. Gather enemies or Zondeel (to suck them all in).
3. Activate Upper Trap.

B
1. Lay a Poison Trap.
2. Gather enemies or Zondeel.
3. Activate Poison Trap and activate Poison Ignition. (mobs with tons of hp)

C.
1. Gather enemies or Zondeel.
2. Divine Launcher.
3. Activate Poison Ignition if poisoned. (normal mobs)

D.
1. Gather enemies or Zondeel(roll away).
2. Stun grenade.
3. Zero Distance / Crazy Smash (for like エル・アーダ)


The combination of things I can do are just endless. :P

holmwood
Nov 14, 2012, 04:20 AM
All my classes are built very differently and I dont think anybody has the same as mine.
Like for an example my Ra/Te is not based purely around Weak bullet and PP restorate (although both are maxed out) to allow more PA spams. It actually also has Stun grenade, Poison Ignition and both types of Ranger Traps, while having Tech for my disposal along with Lauchers having Poison Affixes.

Sample Playstyle(depending on situation):

A
1. Lay an Upper Trap.
2. Gather enemies or Zondeel (to suck them all in).
3. Activate Upper Trap.

B
1. Lay a Poison Trap.
2. Gather enemies or Zondeel.
3. Activate Poison Trap and activate Poison Ignition. (mobs with tons of hp)

C.
1. Gather enemies or Zondeel.
2. Divine Launcher.
3. Activate Poison Ignition if poisoned. (normal mobs)

D.
1. Gather enemies or Zondeel(roll away).
2. Stun grenade.
3. Zero Distance / Crazy Smash (for like エル・アーダ)


The combination of things I can do are just endless. :P

I LIKE THIS.
^^;

Husq
Nov 14, 2012, 04:36 AM
C.
1. Gather enemies or Zondeel.
2. Divine Launcher.
3. Activate Poison Ignition if poisoned. (normal mobs)


I like this, but since the level 11+ discs are out and some PA got a power boost, you might want to try swapping divine launcher with cluster bullets, as they seem to do much more damage than divine launcher, besides they have a better change to hit the weak spots of enemies.

Alenoir
Nov 14, 2012, 10:43 AM
I like this, but since the level 11+ discs are out and some PA got a power boost, you might want to try swapping divine launcher with cluster bullets, as they seem to do much more damage than divine launcher, besides they have a better change to hit the weak spots of enemies.

That whole setup requires him/her to be up close near the mob, though. (Poison Ignition requires you to stand like, next to them to work.) Unless this is near a wall/a big enemy like Gawanda and you aim Cluster Bullet at the said wall/big enemy, it'd fly directly over the mob and into the distance. In a situation like that, it's better to just Divine Launcher.

GoldenFalcon
Nov 14, 2012, 10:49 AM
That whole setup requires him/her to be up close near the mob, though. (Poison Ignition requires you to stand like, next to them to work.) Unless this is near a wall/a big enemy like Gawanda and you aim Cluster Bullet at the said wall/big enemy, it'd fly directly over the mob and into the distance. In a situation like that, it's better to just Divine Launcher.

Can also Z-aim diagonally up, so that the Cluster Bomb explodes near you and drops down like a Razonde. But this can't hit short enemies

Kimil Adrayne
Nov 15, 2012, 12:20 AM
I like the Zondeel + Trap builds. any trouble being effective like that in MPAs?

Courina
Nov 15, 2012, 02:56 AM
My Support Wartecher , Devoted for Frontlinefight

Race : Cast (reason , bit extra HP , despite less tech)
MAG : Carina (for half Striking stats and awesome lazor)
Gear : any Vol Souled s-def gear you can use , more HP and more smash power.
Weapon : any vol souled weapon , at least 6 star , recommend have at least holy, fire, ice and thunder element.

Skill : [SPOILER-BOX]
T-atk passive 1 : 3 (requirement only)
Shifta Advance : 10 (all atk you can get, you are buffer)
Shifta Critical : 10 (same with above )
Deband Advance : 5 (requirement only, dodge damage better)
Deband Cut :10 (some % cut never hurt, not really nessesary actually)
Light Mastery : 5 (requirement only)
Resta Advance : 5 (requirement only)
PP Restorate : 10 (fastened PP passive gain)
Wand Gear : 1 (this is your main weapon)
Reversal : 1 (most situation this save your life, as most Hard and above can stomp knock down target)
[/SPOILER-BOX]

Sub : recommended with Force for Charge PP recovery/revival

Playstyle : maximize use of zan for chargin your wand gear , Vaccum everything close with Zondell and Smash. and most importantly : Keep your Buff up, especialy shifta

Acel
Nov 15, 2012, 04:08 AM
I like the Zondeel + Trap builds. any trouble being effective like that in MPAs?

In an MPA you would prolly be doing Zondeel->Divine Launcher/Zero Distance most of the time especially during a PSE/Crossburst. The only time you can probably pull off a Trap->Zondeel is when everyones fighting a boss and mobs are running all over the place or you are alone on the wrong side of the map...(eg city emergency)

My initial concept was to go Ra/Hu so I can use WarCry to pull enemies (including bosses) to the traps. :P

Ps: Zondeel can really make fun of some bosses btw :P

Darki
Nov 15, 2012, 05:41 AM
I'm trying for a full offensive "wartecher" build, this means using both offensive techs and melee. I didn't really plan it, I'm just throwing stuff while I level, and when I'm 50/50 I'll think about getting a new skilltree and try something more specific.

My intention is to try being as proficent with techs as with melee, not really aiming for a too high top damage but just versatility, as I love the concept of chaining PAs and techs together. My first idea (before knowing that we couldn't use the subclass' weapons) was to be HU/FO and use swords, wired lances, talises and rods, but as there are more accessible class-free useful melee weapons for me than tech ones (I like Lambda Hyperion and Arystine) I'll be going Force/Hunter when I get enough ability points to use those two weapons as FO.

StoopidRyoko
Nov 15, 2012, 08:28 AM
I've played as 2 of the 3 builds you have suggested up there. Fighter/Techer is certainly fun when you have access to Zondeel. The buff to territory burst is an added bonus. It went from lasting 10s to about 60s. Boosted Zondeel + Quake Howling = Stun Fun. XD. For the added bonus my Mag is Libra and the zonde bullet he fires every so often is great for bonus damage with zondeel. Fighter is definitely going to be the next class I hit 50 with.

As for the Ice Gunner, This was how I hit lvl 50 (after the exp update) except I played FO main and GU sub. I have a second FO tree that focuses on the charge bonuses and Photon Flare, and my Gunner tree went in the opposite direction. I chose to get Chain Trigger and Finish. Photon Flare + Chain trigger and go nuts. Depending on your number of hits in the chain, anything higher than 31 you should finish it with a Gunner PA, anything 30 or less gives you enough time to finish the chain with a charged tech. (you can get 2 in. one non JA and the last one JA.)

My next planned Hybrids to try out are Gunner/Fighter, Techer/Hunter or Fighter, Not too sure what i'd like to Pair with Ranger.

CelestialBlade
Nov 15, 2012, 08:59 AM
Really want to do a Fighgunner build (FI/GU) to break up my FI/HU monotony, just trying to find a way to make that halfway useful instead of "kinda gimped Fighter oh and also you have a gun". Is Zero Range Advance or Aerial Advance going to give me any benefit?

Kimil Adrayne
Nov 15, 2012, 09:20 AM
I was looking into aerial advance myself, i don't know the percent increase it gives, but this should have good synergy with the Dagger Gear.

CelestialBlade
Nov 15, 2012, 09:36 AM
I was looking into aerial advance myself, i don't know the percent increase it gives, but this should have good synergy with the Dagger Gear.
That's true. Shoot Polka to launch and then maintain an aerial beatdown with Orchestra or something. I'm thinking of putting my focus in PP Restorate, Chain Finish, and Aerial Advance. Going for sustained damage, chaining on bosses, and a ranged attack option against enemies that aren't so melee-friendly. Won't do the numbers I can dish out with FI/HU but it'll have good variety, just gonna have to see if that'll really be very effective.

GoldenFalcon
Nov 15, 2012, 02:10 PM
I was looking into aerial advance myself, i don't know the percent increase it gives, but this should have good synergy with the Dagger Gear.

It increases damage against airborne enemies by 2% per SP
(This means it pretty much doesn't work against bosses)

Acel
Nov 15, 2012, 07:49 PM
It happens that Im also playing a Fighter/Techer.

Techer because of PP restorate, Poison Ignition, Territorial burst and access to techs like Zondeel.

The fighter class is good but all the weapons lack one thing:good aoes/crowd control option. And that is where Zondeel comes into play.

With Zondeel, all I need to do when surrounded is Zondeel to suck all the mobs in then:

If Im on Double Daggers - Twirl-> Orchestra for maximum carnage
If Im on Knuckles - Charge Straight Charge and let go OR Jump->Quake Howling->Pendulum Roll OR simply Flash Thousand
If Im on Double Sabers - Tornado Dance->another PA OR Rumbling Moon OR Illusion Rave OR Charge Deadly Archer OR activate Double Saber Gear->any PA etc (just too many things you can do)

Not to forget with Chase bind, once your weapon inflicts any status on the mobs you are hitting(which happens a lot because of the frequency), they CANT move away. Not to mention the ADDITIONAL damage you are doing with Chase advance. Also if you are using Poison on your weapons, not are you just inflicting a 3% hp per tick dot on the enemy, doing 140% more damage, you are also setting them up for Poison Ignition for a deadly finisher every 30 secs.

Now the best part is also having the option to change your mag default attack with ExCubes... Im so having mine changed to Zonde(mag assist trigger for Sa Zonde/Zondeel) for sure. :)

Ps: I was struggling to choose between Gunner subclass or Techer and Zondeel itself was the single factor that made a whole lot of difference for me (crowd control option).

Darki
Nov 20, 2012, 01:22 AM
Uh, I have some doubts about my future equipment. As I said before, I'm trying to make a somewhat balanced build for both offensive techs and melee, and I'm kinda lost with what affixes to put there. My char is a female newman Force/Hunter, with a mag that for now has 30 in all SATK/DEF and TATK/DEF stats (saving 30 points for fine-tuning) and my intended gear if possible is going to be the snow banther set for units, then Lambda Alystein + L. Hyperion for melee weapons and Milky Twinkle + Bloomy Colette for techs (and probably a random gunslash or an Ares Vis to fill up some PP, although I rarely use it, I might just fill in two slots with sword and two with rod). These weapons more than high-end are more of some solid base from where expand in the future when we get more stuff (plus I like having sets).

Even though I enjoy using techs and melee together I prefer leaving that for a secondary sword when I get my hands on something more suited for it like a Madam Umbrella or something similar (pity that the Coat Edge is HU only) so with the melee ones I simply went with Vol Soul + Power III. Likewise, for the tech weapons my plan is going Ragne Soul + Technic III. At some point when I have enough money for this I suppose I could think about remaking them with a more ambitious goal, adding some more affixes there (Ability and/or Mutation), but I think they're fine for a short term goal.

For the units, I'm not really sure what to do. My original idea was to go with Power III + Ragne Soul OR Technic III + Vol Soul to get something useful with both sources of damage. Snow Banther set gives already 45 TATK and SATK so in total I would get 135 points in both stats. In the future I could get that over 150 with Ability III.

In the other hand, I could simply go full TATK and get 225 total points (plus 45 SATK, again with Ability III in the future I'd raise that to 240 and 60). I'm more concerned about my tech damage, since techs are more of burst damage while I'm pretty happy with my melee already (I wouldn't say no to more damage, of course, but it doesn't worry me that much). That setup would also help me doing some teching while using melee weapons, too.

What's your opinion? I didn't even get some of this gear yet, but it shouldn't be too difficult with some farming and TACO'ing.

Ryock
Nov 20, 2012, 12:08 PM
It happens that Im also playing a Fighter/Techer.

Techer because of PP restorate, Poison Ignition, Territorial burst and access to techs like Zondeel.

The fighter class is good but all the weapons lack one thing:good aoes/crowd control option. And that is where Zondeel comes into play.

With Zondeel, all I need to do when surrounded is Zondeel to suck all the mobs in then:

If Im on Double Daggers - Twirl-> Orchestra for maximum carnage
If Im on Knuckles - Charge Straight Charge and let go OR Jump->Quake Howling->Pendulum Roll OR simply Flash Thousand
If Im on Double Sabers - Tornado Dance->another PA OR Rumbling Moon OR Illusion Rave OR Charge Deadly Archer OR activate Double Saber Gear->any PA etc (just too many things you can do)

Not to forget with Chase bind, once your weapon inflicts any status on the mobs you are hitting(which happens a lot because of the frequency), they CANT move away. Not to mention the ADDITIONAL damage you are doing with Chase advance. Also if you are using Poison on your weapons, not are you just inflicting a 3% hp per tick dot on the enemy, doing 140% more damage, you are also setting them up for Poison Ignition for a deadly finisher every 30 secs.

Now the best part is also having the option to change your mag default attack with ExCubes... Im so having mine changed to Zonde(mag assist trigger for Sa Zonde/Zondeel) for sure. :)

Ps: I was struggling to choose between Gunner subclass or Techer and Zondeel itself was the single factor that made a whole lot of difference for me (crowd control option).

Playing Fighter/Force myself, and I gotta say, it's a TON of fun to do. Zondeel makes killing stuff with the fighter weapons a breeze. Deadly Archer and the double saber gear are basically a guaranteed kill combo together with zondeel. Cool to see some people also enjoying the hybrid potential =D

Alenoir
Nov 20, 2012, 01:09 PM
@Darki

For the units, go with Quartz Soul? Gives 30 S-ATK and helps with success chance to fuse Tech III out of Tech IIs. As a force, I would say go with Soul + Tech III + Spirita III instead of Ability III.

Darki
Nov 20, 2012, 01:51 PM
Uh, Spirita III? Can that even be done? <_< I though Spirita Boost was a single attribute given with AC item, and that couldn't be upgraded, correct me if I'm wrong...

In any case, as I said I'm not intending to spend AC items on this, when probably we're getting more units later that I might prefer. I know Quartz units improve Technic III creation, but as I said I'm not too sure if I should go hybrid with my units or go just tech, which would mean I'd rather use Ragne or Wolga soul.

Syklo
Nov 20, 2012, 05:11 PM
Playing Fighter/Force myself, and I gotta say, it's a TON of fun to do. Zondeel makes killing stuff with the fighter weapons a breeze. Deadly Archer and the double saber gear are basically a guaranteed kill combo together with zondeel. Cool to see some people also enjoying the hybrid potential =D

To be quite honest, I don't understand why you wouldn't; I reckon it's silly not to, but that's just me,

[SPOILER-BOX]I prefer weak versatility than focused specialised power thankyouverymuch.[/SPOILER-BOX]

GoldenFalcon
Nov 20, 2012, 05:36 PM
Uh, Spirita III? Can that even be done? <_< I though Spirita Boost was a single attribute given with AC item, and that couldn't be upgraded, correct me if I'm wrong...

Spirita is its own thing, kinda like Stamina vs. Stamina Boost

Cry0
Nov 20, 2012, 05:49 PM
personally, I like the purity of the HU/FI breed. There are probably more practical and tactical options, but it's what I enjoy the most. I would like to try gunner/techer one day though...

Darki
Nov 20, 2012, 06:58 PM
Spirita is its own thing, kinda like Stamina vs. Stamina Boost

Damn true, sorry I misunderstood.

Ryock
Nov 20, 2012, 07:53 PM
To be quite honest, I don't understand why you wouldn't; I reckon it's silly not to, but that's just me,

[SPOILER-BOX]I prefer weak versatility than focused specialised power thankyouverymuch.[/SPOILER-BOX]

Honestly? I still see a lot of the old PSU mentality of hybrids, so yeah. I'm all for versatility in a number of situations =D

Kondibon
Nov 20, 2012, 07:59 PM
To be quite honest, I don't understand why you wouldn't; I reckon it's silly not to, but that's just me,

[SPOILER-BOX]I prefer weak versatility than focused specialised power thankyouverymuch.[/SPOILER-BOX]I actually think that because all the classes have their own quirks if you get at least one all class weapon for your sub class you could play hybrid regardless of which classes you're using, though I guess it wouldn't be as defined a difference.

Zerolimit
Nov 20, 2012, 08:55 PM
what does everyone think of GU/HU?

I'd main T. Mech guns mostly what I'd use HU for is Fury Stance as well as just attack+

Syklo
Nov 20, 2012, 09:03 PM
Honestly? I still see a lot of the old PSU mentality of hybrids, so yeah. I'm all for versatility in a number of situations =D

Don't even know what you're referring to, as the only other phantasy star i played was PSZ.

and I'm also a FI/FO; lovin' it :)
It's interesting though that I constantly switch between all 3 subpalettes while playing FI/FO (in book 2)