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Katrina
Sep 24, 2006, 10:31 AM
I've found a lot of info on most of the available classes and specialists, but not much on Protranser. I had a few questions and was wondering if anyone could enlighten me, http://www.pso-world.com/images/phpbb/icons/smiles/icon_confused.gif

~Do Protranser's get any advantage in cost effectiveness with traps over other classes?

~Does anyone know the Photon Arts caps for Protranser?

~Any other general info regarding Protranser or traps in general would be very much appreciated

ty http://www.pso-world.com/images/phpbb/icons/smiles/icon_bunny.gif

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DizzyDi
Sep 24, 2006, 10:43 AM
I don't think theres an real solid info on Protranser out there just yet.
You'll probably have to wait until ST unlocks expert classes and someone actually takes the time to train one.

Rizen
Sep 24, 2006, 11:17 AM
I was leaning towards being one by the description. Hope some more info comes out soon.

A2K
Sep 24, 2006, 11:49 AM
Traps themselves come in two main categories: regular and "G". The regular traps you set on the ground and go off on their own after a short interval. "G" traps are actually triggered remotely by the player who set them. These actually seem like they'd be quite good for ambushes and actually more like "traps" rather than mines/grenades.

I've only experimented in Story Mode where there are only three types available: Explosive (raw damage), Burn Status, Freeze Status (both in regular and G forms). Ethan can actually carry a lot more of them than characters in Network Mode. Perhaps Protransers have a higher inventory limit as well?

Anyway, some caveats. Traps are assigned to the "item" column of the action palette, along with mates, goggles, what have you, but unlike in PSO where an android could just drop them whenever, selecting them here will unequip your weapon put you into a "trap setting" mode. A caveat: Switching OUT of trap setting mode to different traps or back to your regular weapons will make them disappear before exploding, and you lose them anyway. Strange, I know...

Traps can be set three at a time on the ground. They must be detonated before you can set any more of them.

Interestingly enough, clustering them together actually seems rather counterproductive. I can't say for certain with the damage-only traps, but if they're properly spaced apart they almost seem guaranteed to cause their associated status effect. Unfortunately, it seems, a single trap can only inflict status on a single enemy.

I didn't do much real measuring of damage, but in general it seems a lot lower than conventional weapons. The status causing ones don't seem to do much at all--not that it matters a whole lot, because as I said they seem as if they are highly effective at causing abnormal status. The pure damage traps? They cause higher damage, but it still isn't a whole lot. So what's the draw? It seems like they are quite capable of knocking enemies down instantly--and actually don't seem to be bound by the one trap = one enemy effected rule.

The best strategy I can tell with them it seems is to set a few traps (spaced correctly), let them go off, and then clean up with conventional weapons. I can actually see these being somewhat worthwhile help in regular play.

<font size=-1>[ This Message was edited by: A2K on 2006-09-24 09:55 ]</font>