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View Full Version : Just for fun, let's come up with ideas for the inevitable R-ATK+T-ATK class.



Takatsuki
Aug 20, 2014, 07:10 AM
I call my class idea Blaster.

I haven't come up with a T-ATK weapon, but I did come up with an R-ATK one, called Options, sort of a mix between a Talis and a Rifle. Or like a Mag, kind of.

Options would be throwing weapons, like a large ball or a disc that flies in the air, and will hang there much like a Talis. Their Shift action would lock them into place or release them from said place. Pressing the normal attack button when an Option is already thrown onto the field would cause the Option to fire extremely quick R-ATK shots, which wouldn't be terribly strong, but would regenerate PP extremely fast.

Options would be able to fire Techs out from them, in a similar manner to a Talis, but they would also have their own set of Photon Arts, including:

Territory Hunter - A thrown Option will automatically shoot piercing lasers at any enemies that come nearby as long as it is locked in place. It would be possible to perform normal attacks and cast techs during this PA's active time. It wouldn't consume any more PP than the initial usage, and would last for quite a long time before you would have to apply it again.

Self Destruction - Causes the Option to explode, damaging all enemies nearby in a wide range and knocking them backwards. A new Option must be thrown after performing this PA.

Spiral Shooter - Causes the option to fly around wildly (same height, but moving horizontally) while spinning and shoot dozens of rapid shots over several seconds.

Hot Shot - A single red laser blast that has a high chance of causing burn.

Electro Cannon - Begins to charge up energy and hangs in the air mostly inactive over the next several seconds. By casting Lightning techs through the Option, you will increase it's charging power. When it finally fires off a shot, the damage and range are determined by how high it's been charged.

And that's all I've got so far. Feel free to come up with your own ideas.

SilenWhisper
Aug 20, 2014, 07:16 AM
Photon Handgun:
Chargeable attacks with techs instead of photon arts.
Gear: Double Shot.

Gama
Aug 20, 2014, 08:04 AM
Chaser

Handgun-you can lace bullets with technics giving them diferent effects and elemental bonuses.

Slicer-similar to jetboots where the last tech used gives the weapon a diferent element. pa's would be similar to psu.

rifle- duh

traps

the class focuses on single target damage being a good bounty hunter styled boss killer, techs help him out in mob control.

landman
Aug 20, 2014, 08:05 AM
Crosbows + Halos, because my Guntecher liked crosbows and because I can't think on a cool new tech weapon.

D-Inferno
Aug 20, 2014, 08:19 AM
I can't really picture SEGA making a ranged/tech hybrid class, since Ranged and Tech both feel redundant. I think a Gladiator class with Axes, Shields, and possibly Slicers could be next.

yoshiblue
Aug 20, 2014, 08:23 AM
Startech (Working Title):
Weapon: Lasers/Cannon

Fire slow homing orbs to attack your enemies or lay mines for a strategic advantage. Comes in ground and aerial builds.

Aerial:
Fires up to three shots per clip. Anymore causes the first to disappear. Orbs do R-atk and are about the size of a foie.

Q:Why do they home slowly?
A: They act as floating bombs. Casting a spell of your choice at it will cause the orb to explode in the element of your choice. Use spells like Ilbarta or Rafoie for instant explosions. Or use AoE spells like Zan or Rabarta for dual damage combos!

Q: Whats the point of the Orbs doing R-atk then?
A: The orbs will do constant damage as they travel. They don't disappear on the first hit. Startechers will have an ability that will allow them to detonate all the orbs and mines on the floor for major R-atk damage.

Q: Can I do anything else with these orbs?
A: Certainly. Wouldn't be a laser without well...lasers! If the startecher doesn't have a force to detonate these orbs, they can instead use a secondary fire to turn them into laser. These lasers will fly in the direction you face while keeping the same penetrating effects you know and love.



Ground Build:

Q: What can I do with a ground tree then?
A: You can lay multiple mines on the floor to blow them up with R or T-atk damage. Like the orbs, they can be triggered by the Startecher or by a fellow Technique user.

Q: Will this stack with Ranger Traps?
A: Yes. Planting a trap on a mine will boost the effects and range of the trap as well damaging the enemies in it. Traps place on these mines will not be used up.

Q: Can these mines do anything else?
A: You bet. Support techniques used on these mines will trigger an AoE field that will last a few minutes. Shift and Deband will receive a 5x boost but will immediately go away should the field expire or is left behind. If you ever wanted your own healing zone, Startechers will become your new best friend.

Chrysheight
Aug 20, 2014, 08:29 AM
Name it Spartan, give it a master chief costume with elemental plasma grenades, shotguns, and alien technology for it's t-atk.

I am however only partially serious. I agree with redundancy, but give it more support traps, bring back shotguns and whips. Give T-atk based special bullets and the whip to switch to a casting role. (Sure Sega will figure that one out.) Yeah.

Ce'Nedra
Aug 20, 2014, 08:37 AM
I can't really picture SEGA making a ranged/tech hybrid class, since Ranged and Tech both feel redundant. I think a Gladiator class with Axes, Shields, and possibly Slicers could be next.

Considering Braver is Strike/Ranged and Bouncer is Strike/Tech its kinda inevitable that we get a Ranged/Tech class next year. It would make no sense if they don't. Even if Ranger and Techer feel redundant, people will still play it and I guess PSU had Guntecher as well. I would be interested in seeing the hybrid myself even though I might never play it personally.

HeyItsTHK
Aug 20, 2014, 08:45 AM
I can't really picture SEGA making a ranged/tech hybrid class, since Ranged and Tech both feel redundant.

Yet it still existed in PSU. Also RAmarl in PSO.

TheAstarion
Aug 20, 2014, 09:56 AM
Professor. An Explorer/Witch Hunter type vibe.

Class weapons: Needle (Shotgun Crossbow for the uninitiated), and either PSN's Halo or a Book for tech.

Halo with PAs as in Nova, and also the manoeuvrability that it affords. Book would be the summoning compendium able to partial-summon creatures to do an attack then dissolve, or fully summon them for a limited time as a cooldown ability.

Heartseeker: Able to lock on to shielded weak points. Passive, perhaps starting at less than 100% damage but getting up to and maybe beyond 100%. Combo with Phantasmic Attack for straight damage, or Break Stance on Bouncer to get to the weak point the old fashioned way.

Phantasmic Attack: Attacks pass through any obstacles and automatically hit the target, as long as it would be in range. Locked on to Vol's tail but he just decided to spin 180 degrees? No need to run 8 seconds out of your way to get to it, use an attack and it'll tunnel through the parts you didn't want to hit and connect where you did. Cooldown ability on a similar up/downtime as Rapid Shoot.

Absolute Area: Lay down a large circular field in which things happen. Cooldown ability. Able to specialise into HP/PP regeneration or damage amplification. Similar to Territory Burst and Bouncer's Field skills but the Absolute Area stays where it is.

Other traps and tools smiliar to Ranger's but different... Freeze Grenade, Zalure Trap, Burn Trap, Shock Grenade, Wound Bomb. Aim to get every status effect between Professor and Ranger.

Probe Dart: load your Needle with a Probe Dart that displays the probed enemy's HP bar. Lasts about as long as a Weak Bullet but the Probe is a 1SP skill with a reasonably short cooldown.

Earth Stance: A slow-to-start stance that gains in power the longer you are in contact with the ground. 1% per second (max 60% for 1min? Or 120% for 2min?) bonus to attack and defence as long as you don't jump, get knocked up, knocked down or use a flashy PA that lifts you from the ground. Could turn out really powerful... or an absolute lemon because of how maps are designed.

Duel Stance: Damage dealt to and taken from targeted enemy rises, damage to and from any other enemy reduced. Fight a Fang Banther without worrying too much about being blindsided by the Banshee or errant gulfs.

And lastly, Throw Atomisers. Throw it as far as you would a grenade.

gigawuts
Aug 20, 2014, 10:02 AM
Chaser

Handgun-you can lace bullets with technics giving them diferent effects and elemental bonuses.

Slicer-similar to jetboots where the last tech used gives the weapon a diferent element. pa's would be similar to psu.

rifle- duh

traps

the class focuses on single target damage being a good bounty hunter styled boss killer, techs help him out in mob control.

I'm not sure about Rifle, but the rest of these sound pretty good for a ranged/tech class.

Slicer is almost a definite pick here, especially since it was turned into a tech-based weapon in Phantasy Star Zero. Before Braver I would've figured bows would be on this class for sure, but that's out now.

What I can't pick is the second weapon. What would be really cool is a handheld device that boosted up your mags and had them attack and even execute PAs. Mags were a weapon in one of the PSUs, and they have a more combat-oriented role now, so seeing that played up for a class would be neat.

So...

Slicers & Tech Mags.

This would work because Sega regularly riffs on other games in PSO2, and Monster Hunter has the Insect Glaive now, which is awesome
[spoiler-box]
http://www.youtube.com/watch?v=p0nyeIIAkZk]http://www.youtube.com/watch?v=p0nyeIIAkZk[/spoiler-box]

Yamishi
Aug 20, 2014, 12:37 PM
I'd like to see another heavy weapon for a ranged class. Something like a minigun. It operates like a turret, with continued fire and a chance of overheating, but you can slowly move while firing.

I'm picturing the Mulcher from Gears of War, if that helps anyone.

NoiseHERO
Aug 20, 2014, 12:49 PM
https://www.youtube.com/watch?v=sMWu73l7dDA

Something like this but TECH explosions.

Kondibon
Aug 20, 2014, 12:56 PM
I'd like to see another heavy weapon for a ranged class. Something like a minigun. It operates like a turret, with continued fire and a chance of overheating, but you can slowly move while firing.

I'm picturing the Mulcher from Gears of War, if that helps anyone.
http://www.youtube.com/watch?v=2navT9Nf8bk


https://www.youtube.com/watch?v=sMWu73l7dDA

Something like this but TECH explosions.That actually seems like something that could potentially be worked into PSO2's mechanics.

gigawuts
Aug 20, 2014, 01:00 PM
Also, I meant to add that Slicer PAs would be like jetboots with built-in techs, but offensive ones instead of defensive ones. Different PAs would have different elements for different purposes, and might even benefit from masteries.

Some examples:

Burnout: Fire damage, blade penetrates. Throw blade forward in a straight line, ground catches fire half a few feet behind it like a car peeling out. Fire hits 3 times. Hatou Rindou meets Foie meets Nafoie on the ground.

Deadwell: Dark damage, sticks to target. Lock a target (or TPS one) and throw blade (does work on terrain). Homing Gravity Point, suction only affects other targets and it starts dealing damage immediately on impact.

Tazer: Lightning damage, sticks to target. Blade is thrown straight and doesn't spin, hits something and zaps as fast as Grapple Charge. Flinch on par with Serpent Air.

Deepfreeze: Ice, blade penetrates. Blade is thrown on a horizontal arc (will seek targets near its typical path) and damages each hitbox it hits. Think Hatou Rindou. Goes a decent distance, let's say a bit farther forward than Gibarta's hitbox. Normally starts out from your left, arcing to your right as it travels. Charge .5 seconds to change to right->left.

Heaven-Sent: Wind, blade penetrates. Hits and grapples+knocks down a target for decent damage, seeks 3 targets near eachother. Cannot hit the same target more than once.

Guiding Quartz: Light, close range. Large glowing quartz crystals explode from the ground (or air, if you're jumping) around your feet. Charge to throw blade for a weaker remote detonation.

All of these would be pure element, and tech damage. Eventual Slicer PA additions would be other pure-element PAs, or even mixed-element PAs. Maybe even pure RATK, possibly SATK. Some Slicers should have only TATK, some Slicers should have TATK and lots of RATK (Think Deo Mazurka ratio of RATK/SATK), some Slicers should have TATK and SATK for certain PAs.

Stealthcmc1974
Aug 20, 2014, 02:05 PM
Duelist. A class with a mercenary-like feeling. A mainly offensive class, they focus on weakening enemies and taking them out, either from a distance or at close range. They can rally allies and further their effectiveness in combat.

Weapons:

Handgun (operates more like a Magnum, meant for single targets delivering high damage with a slower rate of fire)

Slicer (Can imbue the weapon with elements based on techniques you used like Bouncer)

Skills:

Critical Eye: Active Skill (Duration like 30 seconds?) If you land a critical hit on an enemy, has a chance to lower enemy defenses for a brief period of time

Elemental Bullet: Active Skill. Loads tech bullets that lodge inside an enemy for a brief period before causing a tech explosion. Attacks from techs and weapons matching the element of the handgun will increase the damage of the explosion. Max 3 Bullets, with a duration of like 5 to 10 seconds per bullet?

Slicer Frenzy: Active Skill. Increases how many blades the slicer produces and the attack speed while decreasing the normal damage of each blade. Attack speed increase applies to PAs and Techs.

Slicer Gear: Increases with normal attacks but resets upon being hit. Increases critical hit rate and damage.

Enemy Scan: Active Skill. Single burst, not a duration. Slows enemy movement and decreases enemy defenses of enemies caught in the AoE burst

Ally Scan: Only applies if Enemy Scan has been learned. Casts Deband on allies caught in the AoE of Enemy Scan.

Element Synergy: Passive. Receive a small damage boost when near allies using attacks or techniques matching the element of your equipped weapon.

Blitzkrieg: Passive. When a tech explosion occurs, has a chance to trigger an AoE burst increasing PA attack and tech charging speeds of allies caught in the AoE burst.

Blitzkrieg Up: Increases damage of allies caught in the Blitzkrieg field.

Duelist Mag: Adds a fixed rate or R-ATK and T-ATK based on your Mag's DEX rating (Let's be real, this skill would be here if SEGA adds a tech/range hybrid).

EDIT: Truth be told, I would have used Blaster, but OP had it first and I couldn't think of any names starting with a B that I liked.

Rupikachu
Aug 20, 2014, 03:57 PM
What about something like an Engineer/Shaman? Deploying photon/t-atk mini elemental towers using some kind of ball weapon that acts like nafoie to positionate them? + secondary weapon like a shotgun or needle. I think that would be fun to play.

gigawuts
Aug 20, 2014, 04:11 PM
What about something like an Engineer/Shaman? Deploying photon/t-atk mini elemental towers using some kind of ball weapon that acts like nafoie to positionate them? + secondary weapon like a shotgun or needle. I think that would be fun to play.

Oh god, I wish. I don't know how well a turret class would work in Phantasy Star, but even if you merely summon something that walks around with you instead of being rooted that would be so cool.

Global Agenda did a great job with its summoning class, with a specialization in either turrets & support buildings (health, power, etc.) or drones & your own guns, which would help you shoot stuff. Buildings lasted until they were killed, and drones lasted until they were killed or their time limit ran up. Both were tied to cooldown, but CD only really mattered on drones for obvious reasons, so the drone spec had CD & lifetime bonuses.

Either of those types of specs would be cool, but a class that worked exactly the same with half the tree for one and the other half for the other would force me to invest in many new sets of pants.

Sega pls.

Hexxy
Aug 20, 2014, 04:26 PM
I tried to think of something that would remain mostly R/Tatk based, but also synergize with most classes. I seem to have ended up with some sort of weird support class.

Class Name: Enhancer

The class will revolve around a bar called Enhance Gear. This is a gear bar that is separate from all other weapons own gear bar. Enhance Gear has 3 tiers, starts at full, and goes down 1 notch per attack/pa. It refills at 1/sec when not attacking. It activates whenever a coat (see skills) is used.

Main Weapon 1: Techgun (Handgun basically, but tatk based)
Stats: Tatk-Based with (Tatk * x%) as ratk
Single target

Main Weapon 2: Slicer
Stats: 50/50 R/Tatk
AOE up to 5 targets (1 at a time, but very fast), can multibox up to 3 hits on a single target but still overall weaker than techgun in this case

And of course gunslash.


Weapon Action:
Instantly perform/cast the last coated ability with x% more power. Power increases the LOWER your enhance gear is (see below, think of it as a reverse charge). The current coat remains active, but this ability has an internal cooldown (5-8 seconds, but the bar will charge and can be used as normal during this time). This works across all weapons, so if you have say dubs equipped, it will proc both gears. Using a coat, which activates this kind of action, disables other weapon actions (no guarding...etc). In the case of Gunslash, due to it's nature, it will switch modes *after* the action is complete.

Skills:
All Coats are active use, instant, have no cd or duration, and enable the Enhance gear. Only one can be active at a time.

Tech Coat:
When activated, absorbs the next tech and coats the weapon with the energy, converting the weapon into that element and adding x% more element damage. Additionally, when connecting an attack that consumes enhance charges, there is a y% chance an element based status debuff (burn, shock, whatever) is applied to the attack. Every time an attack, tech, or pa uses the last charge, a mini version of the attached tech auto-casts at some reduced damage.

Photon Coat:
When activated, absorbs the next PA and coats the weapon with a powerful aura, increasing PA damage and speed by x%. Does not affect techs. Similar to tech coat, a y% chance to apply a physical debuff (stun, kd, confuse, whatever) is attached to your attacks. Every time an attack or pa uses the last charge, it hits a second time at some reduced damage.

Marksman's Coat:
Can only be applied to ranged weapons. Increases all attributes (damage, speed/animations, range, and accuracy) by x%. All ranged attacks gain a puncture effect causes attacks to go through enemies and hit up to a max of 3 enemies. Slicers can now hit 8 enemies, and 4 hits on single targets instead of 3.

Debilitating Coat:
Activates immediately. Attaches utility debuffs to your attack/pa/tech. This can be anything such as reduced damage, def, speed...etc. CAN affect bosses.

Medical Coat:
Attaches a healing effect depending on the source of the coat. If a mate is used, your attacks gain a personal leech effect. If a tech (resta) is used, your attacks generate constant aoe healing centered around the attack source that affects all nearby friendlies.

Enhance Burst (Active):
If you have an active coat, Enhance Burst applies the coat to everyone around you for x seconds. Instant cast. Insert cooldown here. Blah blah.

Deadly Barrage (Passive):
When using a ranged PA, the previous ranged PA you used has a x% chance to be autocasted at target at reduced damage, but with no PP cost.

Ok I ran out of ideas.

PokeminMaster
Aug 20, 2014, 04:41 PM
My only request: THE GLORIOUS RETURN OF LASER CANNONS (and maybe Slicers too)

ReverseSeraf
Aug 20, 2014, 05:19 PM
... so something like this?


http://www.youtube.com/watch?v=qsn9xS5wcWQ

NoiseHERO
Aug 20, 2014, 05:24 PM
... so something like this?

Kritika ???? ?? ShadowMage ??58~60????(????) by?? - YouTube (http://www.youtube.com/watch?v=qsn9xS5wcWQ)

That looks....

Incredibly obnoxious...

ReverseSeraf
Aug 20, 2014, 05:36 PM
That looks....

Incredibly obnoxious...

It was fun while it lasted :L

Great Pan
Aug 20, 2014, 07:57 PM
RA/TE, GU/TE, done.

Sacrificial
Aug 20, 2014, 08:01 PM
... so something like this?

Kritika ???? ?? ShadowMage ??58~60????(????) by?? - YouTube (http://www.youtube.com/watch?v=qsn9xS5wcWQ)

I had something like that in mind.

PS is that yousei teikoku? sounds like it .-.

Miyuki_Kamiko
Aug 21, 2014, 03:57 AM
Duel bladed fans

there normal attacks is throwing them like thayls

PAS will be elemental
Flame tornado offensive you spin two times and create a fire tornado that goes at your enemy
Ice tornado defensive you spin around and create an ice tornado around you
Air bullets your fans create gusts of wind in the shape of bullets
Lightning blades it shoots the small blades off your fans with Lightning surrounding them
Light beam you put your fans together and shoot a beam of Light at your enemy
Dark Mist you wave your fans and create dark mist that heads towards your enemys

DJcooltrainer
Aug 21, 2014, 10:43 AM
Gunshlash and photon shurikens with elemental attacks.

Zorua
Aug 21, 2014, 05:32 PM
Hrm.. Hard to say, seeing as both r and t-atk are used to fight at a distance...
How does the new class from Nova work? I get the impression that halos use t-atk and piles use r-atk, but I'm probably wrong.

Anyway, what we really need is a new s/r-atk class that focuses on using gunslashes. I know Sakai would love that.