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View Full Version : Spell Casters Anonymous [Force & Technic Guide] 11/11/07



Spellbinder
Oct 22, 2006, 06:19 AM
It's time we had a place to put all of our Force and Technic knowledge for all those who seek it. So I thought here would be the place to start. This first post I'm making is somewhat of a guide, but if you have any comments, suggestions, or questions, feel free to post. I want this to be a place to seek answers to all of lifes problems... at least concerning Technics. So, let's get started!

About Forces: This is where it all begins, your journey into the world of Technics. The Force is your basic Technic user, able to turn the tide of battle armed with a wide array of offensive and defensive Technics.

- Maximum Job Level: 10
- Maximum Technic Level: 20
- Maximum Bullet Level: 10
- Maximum Skill level: 1
- Weapon Proficiencies:
[list:f782cdfe16][S Rank] - none
[A Rank] - none
- Rod, Wand, Longbow
[C Rank] - Rod, Wand, Longbow, Pistol, Saber, Dagger, Twin Dagger, Spear[/list:u:f782cdfe16]

About Fortechers: Technic usage at it's finest. The Fortecher is the advanced form of the Force. They take the abilities of a Force to the next level, able to use Technics to their maximum potential, as well as higher quality weaponry truly becoming a power to behold. Playing as a Newman will also grant you additional stat bonuses.

- Maximum Job Level: 15
- Maximum Support Technic Level: 30
- Maximum Attack Technic Level: 40
- Maximum Bullet Level: 30
- Maximum Skill level: 10
- Weapon Proficiencies:
[list:f782cdfe16][S Rank] - Rod, Wand, Longbow, Card
[A Rank] - Rod, Wand, Madoog, Longbow, Card, Pistol, Saber, Dagger, Twin Dagger, Spear, Whip
[B Rank] - Rod, Wand, Madoog, Longbow, Card, Pistol, Saber, Dagger, Twin Dagger, Spear, Whip
[C Rank] - Rod, Wand, Madoog, Longbow, Card, Pistol, Saber, Dagger, Twin Dagger, Spear, Whip[/list:u:f782cdfe16]

About Wartechers: A cross between melee and magic, the Wartecher is proficient in both Technics and Weapon Skills, bringing an interesting mix to the Phantasy Star Universe. Playing as a Human or Newman will also grant you a bonus to stats.

- Maximum Job Level: 15
- Maximum Support Technic Level: 20
- Maximum Attack Technic Level: 30
- Maximum Bullet Level: 20
- Maximum Skill level: 30
- Weapon Proficiencies:
[list:f782cdfe16][S Rank] - Dagger, Twin Dagger, Wand
[A Rank] - Knuckle, Spear, Twin Saber, Twin Claw, Saber, Claw, Whip, Longbow, Handgun, Card, Wand
[B Rank] - Knuckle, Spear, Twin Saber, Twin Claw, Saber, Claw, Whip, Longbow, Handgun, Card, Wand
[C Rank] - Knuckle, Spear, Twin Saber, Twin Claw, Saber, Claw, Whip, Longbow, Handguns, Card, Wand[/list:u:f782cdfe16]

About Guntechers: While not as proficient with Technics as the other jobs, the Guntecher is an excellent marksman, whose use of Technics makes him self-sustaining and excellent support to any team. Playing as a Newman or Human will also grant bonuses to your stats.

- Maximum Job Level: 20
- Maximum Technic Level: 10
- Maximum Bullet Level: 30
- Maximum Skill level: 10
- Weapon Proficiencies:
[list:f782cdfe16][S Rank] - Twin Handguns, Handguns, Crossbows, Machineguns
[A Rank] - Twin Handguns, Handguns, Crossbows, Machineguns, Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
[B Rank] - Twin Handguns, Handguns, Crossbows, Machineguns, Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
[C Rank] - Twin Handguns, Handguns, Crossbows, Machineguns, Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands[/list:u:f782cdfe16]

Force / Fortecher Comparison:

Now it's time to talk a little more in depth about the differences when going from Force to Fortecher. For this, we can examine the statistical differences between the two. To give an example of how they differ statistically, I will use a Level 60 Female Newman Force and Fortecher. The stats for job level 10 that I am using can be found in the JP Wiki. In this statistical comparison, Force will contain our base statistics (100%) and we will see how changing to Fortecher deviates from the base, making it stronger, or weaker from stat to stat.



Force Fortecher
HP 1104 (100.0%) 956 (86.59%)
ATP 284 (100.0%) 241 (84.86%)
ATA 163 (100.0%) 132 (80.98%)
TAP 989 (100.0%) 1096 (110.8%)
DEF 100 (100.0%) 60 (40.00%)
EVA 365 (100.0%) 457 (125.2%)
MST 329 (100.0%) 537 (163.2%)
END 12 (100.0%) 12 (100.0%)

So as we can see from this comparison, Fortechers will have lower HP, ATP, ,ATA, and DEF than Forces, but higher TAP, MST, and EVA. Judging by the decrease in physical strength, health, and accuracy, Fortechers role clearly starts to deter from hand to hand combat, although a good Bow still goes a long way in the right situation.

But let's take a look at what has increased: MST, TAP, and EVA. MST is definitely the most noticable, as it's 63% more than that of a Force. So, while they may have lower physical defense than a Force, their ability to withstand magic damage has shot up substantially. Also, while their physical defense is lower, their EVA has increased greatly, giving them a greater chance to block attacks completely, rather than taking less damage.

Finally there is TAP, which I honestly cannot tell you how much of a difference it makes until there is some sort of formula for damage to fall back on. However, even though the increase is only roughly 10 to 11%, there are two things we must factor in. First and foremost, this is not the end, as characters begin to progress beyond level 60, this difference may change and this post may have to be edited accordingly. Secondly, and also just as important, the fact that Fortechers can use Technics to their full potential at level 30, while Forces are restricted to level 20 Technics.

The difference in attack power for any given Technic between level 20 and 30 is anywhere from 10 to 15 percent, which when added to this increase of TAP, will show that Fortecher's magic prowess is obviously greater than that of a Force.

Rods, Wands, and You:
Those who are familiar with Phantasy Star Online would remember rods and wands as merely tools to amplify the strength of any given Techniques you may have already learned. In Phantasy Star Universe, however, the rules have changed a bit. Technics can be bought from your local weapons shop, and are all at level 1. Rather than hunting for months on end for higher level disks, you simply use the Technics you've learned, and they become stronger through use.

In addition to requiring use for Technics to become stronger, you must bind them to your rod or wand in order to use them, which is where things become interesting. When in battle, you will only have access to a total of six rods or wands from your action pallette at any given time. This means you'll have to choose carefully what you're going to use before you head into battle when all Technics are available. Now let's talk a little bit about these rods and wands separately.

Wands are your basic bread & butter, and is the weapon you start off with as you'll soon find when taking the tutorial if you're a Newman. They can hold up to two Technics at a time, and if both Technics happen to be of the same element, you'll receive a 4% bonus for your Technics. Since wands are one handed weapons, you'll have the option of dual wielding a pistol, or in the case of a Fortecher, a card weapon for additional ranged damage.

Although they are slower to cast, rods make up for this buy having higher attack power than wands. Rods also hold up to four Technics, and if all the Technics are of the same element, you will receive a bonus depending on how many technics are on the Rod. A 4% bonus for two Technics, an 8% bonus for three Technics, and a 12% bonus for four technics. Personally, I prefer to use rods over wands so that I can have as many Technics available as possible, but it's all a matter of preference.


Important Tip: Depending on what type of mission you're on, you could be in for the long haul. It's generally a good idea to carry several weapons with you for any given mission.

Getting to know your Technics: The part we've all been waiting for, the Technics! What make a Force or Fortecher into a walking powerhouse. This section will go over each of the Technics, and their general use in combat. If you'd like a closer look at these Technics in action at levels 1 and level 30, check out the videos here (http://www.pso-world.com/viewtopic.php?topic=120472&forum=20&35) for a demonstration of all of the Technics. Also, be sure to note the two costs of Technics listed. The cost in parentheses is that of the Fortecher since they have a discount on Technics.


[b]Attack Technics

Foie - A great single target attack that travels in a straight line, a little slow at first but gets better at levels 11 and 21. Obviously works well on Ice since that's the element best suited for it, and also works surprisngly well on Earth enemies as well. Another thing to note: Burn is your friend. Foie not only does great single target damage, but has a chance to burn for extra lingering damage to add on to your total amount delivered to targets. Great for large stubborn enemies that don't know when to quit.

PP Cost / Status Effects

Lv 1~10: 8 (6) PP, Lv 2 Burn | Lv 11~20: 10 (8) PP, Lv 3 Burn
Lv 21~30: (9) PP, Lv 4 Burn | Lv 31~40: (11) PP, Lv 4 Burn

Attack Strength

Lv 1~10: 221~230% | Lv 11~20: 232~250% | Lv 21~30: 252~270% | Lv 31~40: 271%~280%

Barta - A linear ice attack that pentrates to what seems to be a limitless number of enemies. Its size is actually not too bad at the start and only gets better at level 11 and great at level 21. The downside, however seems to be it has one of the lowest damages of any of the basic attacks. Probably the drawback for being able to affect so many enemies. Regardless of this little downer, it is still a good Technic, and freezing is always useful when it occurs. Also, when looking to hit a large number of targets in general, if they happen to be aligned in a particular way you can aim Barta through for fairly decent damage and a chance to Freeze.

PP Cost / Status Effects

Lv 1~10: 10 (8) PP, Lv 1 Freeze | Lv 11~20: 13 (10) PP, Lv 1 Freeze
Lv 21~30: (16) PP, Lv 1 Freeze | Lv 31~40: (15) PP, Lv 2 Freeze

Attack Strength

Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%

Zonde - A linear lightning attack which, like Barta, seems to penetrate to a limitless amount of enemies. Needless to say, this Technic is downright puny at the start, but it works its way up into a fine Technic at level 21 with a nice width and speed. While it's power is low in comparison to Deega and Foie, the damage is still fairly good, and the shock status is very helpful. Also, when looking to hit a large number of targets in general, if they happen to be aligned in a particular way you can aim Zonde through for fairly decent damage and a chance to Shock.

PP Cost / Status Effects

Lv 1~10: 10 (8) PP, Lv 1 Shock | Lv 11~20: 13 (10) PP, Lv 1 Shock
Lv 21~30: (16) PP, Lv 1 Shock | Lv 31~40: (15) PP, Lv 2 Shock

Attack Strength:

Lv 1~10: 126~135% | Lv 11~20: 136~145% | Lv 21~30 146~155% | Lv 31~40: 156~165%

Deega - A very strong single target attack. It travels slowly and in an arc, but its size increases at level 11 and again substantially at level 21. Because it travels up in an arc, it will be necessary to get very close to small enemies to ensure it hits, otherwise it will travel up and over said enemy (looks like they have some realistic collision detection here). Deega is an interesting beast in that Earth seems to be an element that does fairly good damage to any type of enemy. So if you're looking for single target damage, Deega is more than likely your best bet for anything save for Ice where Foie would more than likely do more damage.

PP Cost / Status Effects

Lv 1~10: 8 (6) PP, Lv 2 Silence | Lv 11~20: 10 (8) PP, Lv 3 Silence
Lv 21~30: (9) PP, Lv 4 Silence | Lv 31~40: (11) PP, Lv 4 Silence

Attack Strength

Lv 1~10: 231~240% | Lv 11~20: 242~260% | Lv 21~30: 262~280% | Lv 31~40: 281~290%

Megid - An Ultimate Technic that requires 99 PA fragments to use, as of now this is the last addition to the line of basic Technics, and a very welcome one with the changes made in Ambition of the Illuminus. Although this Technic costs a bit more than the others, its strength (although not that of Foie or Deega) is on par with that of Ra- Technics and also has the ability to penetrate in a straight line. Coupled with the fact that this Technic, as well as Barta and Zonde, causes monsters to now flinch, Megid has been well balanced for more vigorous use in Phantasy Star Universe.

PP Cost / Status Effects

Lv 1~10: 20 (16) PP, Lv 1 Inc. | Lv 11~20: 25 (20) PP, Lv 2 Inc.
Lv 21~30: 30 (24) PP, Lv 3 Inc. | Lv 31~40: (28) PP, Lv 3 Inc.

Attack Strength

Lv 1~10: 136~145% | Lv 11~20: 146~155% | Lv 21~30: 156~165% | Lv 31~40: 166~175%


General tips for the basic Technics: In the case of Zonde & Barta, know your enemy. There will be times when a linear penetrating attack may be ideal for not only tagging for exp, but dealing damage to a larger amount of enemies. Knowing which will deal more damage, or which status effect is more beneficial if it succeeds will help out here.

Rafoie - The area attack version of Foie, which hits up to three targets. It's size seems puny at first, but it's area of effect increases at 11, and seems to increase further still at 21. As before is perfect against Ice enemies and also works well for Earth. An important note for Rafoie, is that its targeting seems a little skewed in comparison to the other Ra- Technics. If enemies move a bit to the side the others tend to still land more often than Rafoie, so you'll need to be sure you're lined up properly or you will miss. Also, because you're able to hit up to three targets at a time, this gives you more chances to inflict Burn status on enemies. Be sure to take advantage of this when you can.

PP Cost / Status Effects

Lv 1~10: 16 (12) PP, Lv 1 Burn | Lv 11~20: 20 (16) PP, Lv 2 Burn
Lv 21~30: 24 (19) PP, Lv 3 Burn | Lv 31~40: (22) PP, Lv 3 Burn

Attack Strength

Lv 1~10: 131~140% | Lv 11~20: 141~150% | Lv 21~30: 152~170% | Lv 31~40: 171~180%

Rabarta - The area attack version Barta, which hits up to three targets. As with Rafoie, it's range seems meek at the start, but gains in size at levels 11 and 21. The damage for the Barta series seems so so, but is still an excellent choice against Fire based enemies, and as always the Freezing effect is helpful when successful.

PP Cost / Status Effects

Lv 1~10: 16 (12) PP, Lv 1 Freeze | Lv 11~20: 20 (16) PP, Lv 2 Freeze
Lv 21~30: 24 (19) PP, Lv 3 Freeze | Lv 31~40: (22) PP, Lv 3 Freeze

Attack Strength

Lv 1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 142~160% | Lv 31~40: 161~170%

Razonde - The area version of Zonde, which hits up to three targets. Its range of attack starts a bit small, but increases at level 11 and becomes substantial at level 21. The damage for this Tech is about average, so you should use it accordingly, and is great against Earth enemies. The targeting for this Ra- Technic seems forgiving in comparison to Rafoie as when enemies are a little off to the side it seems more likely to land.

PP Cost / Status Effects

Lv 1~10: 16 (12) PP, Lv 1 Shock | Lv 11~20: 20 (16) PP, Lv 2 Shock
Lv 21~30: 24 (19) PP, Lv 3 Shock | Lv 31~40: (22) PP, Lv 3 Shock

Attack Strength

Lv 1~10: 126~135% | Lv 11~20: 136~145% | Lv 21~30: 147~165% | Lv 31~40: 166~175%

Radeega - The area version of Deega, which hits up to three targets. This Ra- Technic, along with Rafoie will probably be used more than the other two just for their generally higher damage, and ability to do well against different Elements. As with Deega, Radeega does well against Fire enemies, so it makes an excellent alternative to Rabarta.

Lv 1~10: 16 (12) PP, N/A | Lv 11~20: 20 (16) PP, N/A
Lv 21~30: 24 (19) PP, N/A | Lv 31~40: (22) PP, N/A

Attack Strength

Lv 1~10: 141~150% | Lv 11~20: 151~160% | Lv 21~30: 162~180% | Lv 31~40: 181~190%

Ramegid - The area version of Megid, which hits up to three targets. As with all Ra- technics, the range starts off small but certainly works its way up accordingly. The damage is fairly nice as far as Ra- Technics go, although there are only a select few places with light enemies to use this attack on. Nevertheless, this is a great attack to use if only for the chance to confuse enemies.

PP Cost / Status Effects

Lv 1~10: 16 (12) PP, Lv 1 Confuse | Lv 11~20: 20 (16) PP, Lv 2 Confuse
Lv 21~30: 24 (19) PP, Lv 3 Confuse | Lv 31~40: (22) PP, Lv 3 Confuse

Attack Strength

Lv 1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 142~160% | Lv 31~40: 161~170%


General tips for the Ra- Technics: Know the range of your Ra- Technics. Get a feel for the range and use it to your advantage. If you're having trouble landing a hit, back up to your maximum range and strike. Even if you don't hit the enemies dead on, they will be caught in the area since you're attacking from max range.

Gifoie - The point blank area attack of Foie, which hits up to roughly six enemies. Its range starts off fairly small, but increases at level 11 and has a very nice range at 21. While its damage is lower than that of Rafoie, its usefulness should not be ignored, as its capacity to hit a larger amount of enemies more than makes up for its lacking in strength. Because it hits a larger number of targets, it makes for a nice chance to cause burning. Although burning is no longer as common for Force as it is for ranger, it's always welcome, and you'll have more chances since you're hitting more targets.

PP Cost / Status Effects

Lv 1~10: 20 (16) PP, Lv 1 Burn | Lv 11~20: 30 (24) PP, Lv 2 Burn
Lv 21~30: 40 (32) PP, Lv 3 Burn | Lv 31~40: (40) PP, Lv 3 Burn

Attack Strength
Lv1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 141~150% | Lv 31~40: 151~160%

Gizonde - The point blank area attack of Zonde, which hits up to roughly six enemies. As with Gifoie, its range starts of fairly small, but not quite as small as Gifoie, but increases at level 11 and is quite adequate at level 21. Because it hits a larger number of targets as a Gi- tech, it's great for spreading damage around if you're surrounded, and gives you more chances to inflect shock status on a group of enemies, while still dealing more damage than a basic Zonde attack.

PP Cost / Status Effects

Lv 1~10: 20 (16) PP, Lv 1 Shock | Lv 11~20: 30 (24) PP, Lv 2 Shock
Lv 21~30: 40 (32) PP, Lv 3 Shock | Lv 31~40: (40) PP, Lv 3 Shock

Attack Strength

Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%

Gibarta - The point blank area attack of Barta, which hits up to roughly six enemies. As with the other Gi- Technics, its range starts of fairly small, but increases becoming best at level 21. Because it hits a larger number of targets as a Gi-tech, it gives a greater chance of freezing enemies in a group, although I have yet to use it frequently enough to compare its damage to the others.

PP Cost / Status Effects

Lv 1~10: 20 (16) PP, Lv 1 Freeze | Lv 11~20: 30 (24) PP, Lv 2 Freeze
Lv 21~30: 40 (32) PP, Lv 3 Freeze | Lv 31~40: (40) PP, Lv 3 Freeze

Attack Strength

Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%

Gideega - The point blank area attack of Deega, which hits up to roughly six enemies. As with the other Gi- Technics, its range starts of fairly small, but becomes adequate at level 11 and seems fairly larget by level 21. This Technic does not have a side effect of silence like its Deega counterpart, but is still great for damage. Seeing as Earth Technics seem to have all around good damage, this is a good point blank attack to use in almost any situation.

PP Cost / Status Effects

Lv 1~10: 20 (16) PP, N/A | Lv 11~20: 30 (24) PP, N/A
Lv 21~30: 40 (32) PP, N/A | Lv 31~40: (40) PP, N/A

Attack Strength

Lv 1~10: 131~140% | Lv 11~20: 141~150% | Lv 21~30: 151~160% | Lv 31~40: 161~170%


General tips for the Gi- Technics: Know your limitations, and know your enemy. Because the Gi- Tech series requires you to get down and dirty in the front lines for damage, you need to be aware of what you're fighting and how badly they could hurt you. As noted some time ago by another PSOW goer, enemies have a tendency to turn towards players that cause them to flinch, and Gi- Technics are sure to do just that. It may be best to follow up behind a Hunter or Ranger who's already laying down damage so their attacks will hopefully draw attention away from you if you start to feel the burn.

Damufoie - A new and welcome addition to the Foie family of Technics. Damufoie continuously sprays fire infront of the caster hitting up to six targets while holding down the attack button. While it's range may seem small at first, you are able to control where you are aiming to a degree. When holding down the attack button, pressing to the left or the right will allow you to move your rod accordingly, able to hit more targets. The size of the flame starts off relatively small, but attains a respectable size at level 11, and is fairly large after level 21. Damufoie also seems to have a high tendency to inflict burn status on enemies, allowing for much additional damage to done through status effects.

PP Cost / Status Effects

Lv 1~10: 9 (7) PP, Lv 3 Burn | Lv 11~20: 12 (9) PP, Lv 3 Burn
Lv 21~30: 18 (14) PP, Lv 3 Burn | Lv 31~40: (17) PP, Lv 3 Burn

Attack Strength

Lv 1~10: 101~110% | Lv 11~20: 111~120% | Lv 21~30: 121~130% | Lv 31~40: 131~140%

Damubarta - A very welcome addition to the Barta family. When activated, Damubarta lays down what would appear to be a small patch of ice infront of the caster, that deals continuous damage to any enemy that steps on or close to it. Although its range is fairly small from levels 1 to 10, its size grows considerably at level 11 and is very, very large after level 21. What makes this Technic interesting is that it is, in effect, a Technic of offense and defense at the same time. Unlike other Damu- Technics, Damubarta has a fairly high tendency to cause freezing since its perpetuating damage constantly for its duration making it more defensive than the other Damu's. This is definitely a Technic of choice when going against fire based enemies.

PP Cost / Status Effects

Lv 1~10: 8 (6) PP, Lv 3 Freeze | Lv 11~20: 12 (9) PP, Lv 3 Freeze
Lv 21~30: 16 (12) PP, Lv 3 Freeze | Lv 31~40: (16) PP, Lv 4 Freeze

Attack Strength

Lv 1~10: 101~110% | Lv 11~20: 111~120% | Lv 21~30: 121~130% | Lv 31~40: 131~140%

Damudeega - A new and interesting addition to the Deega family. When used, Damudeega emits a poisonous gas infront of the caster for continuous damage. Although its size is small from levels 1 to 10, it has a fairly good reach, and this only gets better as its size increases at levels 11 and 21. However, Damubarta is still the more defensive due to its ability to freeze enemies, but Damudeega should not be counted out. Damudeega causes enemies to be poisoned should they linger about for too long, allowing for extra damage through status effects while enemies are being forced back.

PP Cost / Status Effects

Lv 1~10: 9 (7) PP, Lv 3 Poison | Lv 11~20: 12 (9) PP, Lv 3 Poison
Lv 21~30: 18 (14) PP, Lv 3 Poison | Lv 31~40: (16) PP, Lv 4 Poison

Attack Strength

Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%

Damumegid - A very dark and welcome addition to the family of Megid Technics. Similar to Damudeega, this Technic emits a different kind of poisonous gas infront of the caster for continuous damage. Of course its size is fairly small at the start, but becomes managable after level 11 and is excellent after level 21. Although this Technic does not force enemies back, its still a very valuable Technic to have. Dark seems to be an element with average effectiveness against nearly any type of enemy depending on their magic resistance. What makes it more unique is the status effect it inflicts, Infection. While this status effect may seem like the others since it is damage over time, there is a slight difference. Unlike other damages over time, which leave enemies with 1 hp, Infection can kill an opponent if their hp reaches near 0.

PP Cost / Status Effects

Lv 1~10: 9 (7) PP, Lv 2 Infection| Lv 11~20: 12 (9) PP, Lv 2 Infection
Lv 21~30: 18 (14) PP, Lv 2 Infection | Lv 31~40: (17) PP, Lv 3 Infection

Attack Strength

Lv 1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 141~150% | Lv 31~40: 151~160%


General tips for the Damu- Technics: Know your range, and pay attention to the situation. While the Damu- Technics are fairly powerful, you have to close distance between yourself and the enemy so you'll have to be cautious. Fortunately, withe updates from Ambition of the Illuminus, all Damu- Technics now cause enemies to flinch and are forced back slightly, making this line of Technics a fairly defensive bunch.

Regrants - An interesting twist to an old favorite, this is another Ultimate Technic that has graced the scene of Phantasy Star Universe. The range on this Technic starts off very small, but nevertheless the knockback from this attack is very potent. As time progresses, this Technic becomes larger and easier to handle, especially after level 30. There are two important things to note about this Technic. First and foremost, when attacking enemies with Regrants, the user will take roughly 12% of whatever damage is dealt to enemies. Second, when enemies are hit by this attack, they are knocked back and very far. However, there are a few enemies that simply fall over or simply begin to stagger. Personally, I believe this attack (with practice) is has great utility for locking down large annoying enemies that fall victim to staggering when struck with this attack, but be mindful of your health because you can be killed from taking too much damage from Regrants.

PP Cost / Status Effects

Lv 1~10: 6 (4) PP, KnckBck | Lv 11~20: 9 (7) PP, KnckBck
Lv 21~30: 12 (9) PP, KnckBck | Lv 31~40: (12) PP, KnckBck

Attack Strength

Lv 1~10: 71~80% | Lv 11~20: 81~90% | Lv 21~30: 91~100% | Lv 31~40: 102~120%

Another thing to note is how long the damage lasts as it levels. From levels 1 to 10, Damu- Technics will do a certain amount of damage per second, for 4 seconds. From levels 11 to 20, Damu- Technics will do a certain amount of damage per second, for 6 seconds. After level 21, Damu- Technics do a certain amount of damage per second, for 8 seconds. So not only does their power grow as you level them, but the duration of the attacks increase as well, making them a powerful new addition to your arsenal.

Nosudeega - A new and unique Technic of the Deega family, which may in some cases hit up to three targets. When the attack button is held down, this Technic sends somewhat of a shockwave along the ground toward a target, and will eventually send out a volley of 3 waves at level 21. This attack will continue to follow a target until it either connects or the button is released. In other words, chances to miss are slim to none. Nosudeega also has a nice effect of causing enemies flinch or stagger, and in some cases leave enemies stunned. A welcome addition to the PSU family of Technics.

PP Cost / Status Effects

Lv 1~10: 25 (20) PP, Lv 2 Stun | Lv 11~20: 30 (24) PP, Lv 2 Stun
Lv 21~30: 40 (32) PP, Lv 2 Stun | Lv 31~40: (40) PP, Lv 2 Stun

Attack Strength

Lv 1~10: 131~140% | Lv 11~20: 146~155% | Lv 21~30: 161~170% | Lv 31~40: 171~180%

Nosuzonde - A new and unique Technic of the Zonde branch, which hits up to three targets. It starts off as a relatively small ball of energy, but increases in size and changes in appearance at level 11 and again at level 21. When the attack button is held down, this Technic sends an electric orb floating after the enemy, and will not detonate until the button is released. Should the orb come within close quarters of its target, it will begin to orbit said enemy until the button is released, at which point it will detonate. After reaching level 21 and above, Nosuzonde has the added effect of knocking enemies over, and is a very handy skill to have in your arsenal.

PP Cost / Status Effects

Lv 1~10: 30 (24) PP, Lv 2 Shock | Lv 11~20: 40 (32) PP, Lv 3 Shock
Lv 21~30: 50 (40) PP, Lv 3 Shock | Lv 31~40: (48) PP, Lv 3 Shock

Attack Strength

Lv 1~10: 131~140% | Lv 11~20: 146~155% | Lv 21~30: 162~180% | Lv 31~40: 181~190%

Nosumegid - A new and unique Technic of the Megid family, which may in some cases hit up to two targets. When the attack button is held down, this Technic sends an orb of dark energy out toward an opponent which will only detonate after the button is released. Like Nosuzonde, this attack will begin orbiting an enemy once within range if the attack button is still held. This attack also has a special ability. The damage inflicted by this attack increases as your health falls. Although a Force or Fortecher should try to avoid being in harm's way, just know that a few hit points from full means a few extra points of damage.

PP Cost / Status Effects
Lv 1~10: ?? (??) PP, Lv 2 HP-Damage | Lv 11~20: ?? (??) PP, Lv 3 HP-Damage
Lv 21~30: 55 (44) PP, Lv 3 HP-Damage | Lv 31~40: (52) PP, Lv 3 HP-Damage

Attack Strength

Lv 1~10: 126~135% | Lv 11~20: 141~150% | Lv 21~30: 157~175% | Lv 31~40: 177~195%


General tips for Nosu- Technics: Know your limitations. To start with, although I'm sure it cannot hit flying targets, Nosudeega may not be able to hit enemies who simply hover or do not quite touch the ground (ie. certain bosses I won't spoil). Furthermore, in the case of Nosuzonde, watch closely how the orb rotates around the enemy. If there's another enemy close by it's possible to detonate and hit both targets.


Healing Technics

Resta - This will probably be your first, and most basic of all support Technics. Resta allows you to restore the health of you, and any teammates that should happen to be nearby. At first, its range is fairly small, but be sure to stick with it. As time goes on, the range increases and by level 21 and above, you should have a fairly easy time using it to heal teammates. You won't be tagging them from across the country, but you will have an easy time getting the job done.

Lv 1~10: 30 (24) PP | Lv 11~20: 40 (32) PP | Lv 21~30: 50 (40) PP | Lv 31~40: 45 PP

Reverser - A very simple yet powerful and important support Technic. Reverser allows you to cure status effects that you or any of your nearby teammates may have. As with Resta, its range is very small to start with, so you may find yourself doing a bit of maneuvering to get the job done. However, after level 11 the range becomes fairly decent, and you will have no problems using it on teammates after level 21. Although this Technic can remove status effects, you must still be careful, as there are three instances in which you won't be able cure yourself. This will be when you are silenced, frozen, or when you are stunned / incapacitated by attacks. In the case of silence you will need a Sol Atomizer or another teammate to heal you. In the cases of being frozen or stunned, however, you will have to have someone else heal you, as you are not allowed to use items.

Lv 1~10: 8 (6) PP | Lv 11~20: 10 (8) PP | Lv 21~30: 12 (9) PP | Lv 31~40: 14

Giresta - A very expensive yet helpful Technic should you find your teammates incapacitated in battle. When cast, Giresta emits light energy around the caster that not only heals allies, but revives nearby players who are incapacitated. Another interesting attribute of this Technic, is that it grants players within range HP regeneration for 10 to 15 seconds, depending on the strength of the Giresta. The range is fairly small at first, but the area of effect increases in size after level 11 and is fairly large after level 21. When the proper situation arises, this would be a worthwhile Technic to own.

Lv 1~10: 40 (32) PP, Lv 1 HP Regen | Lv 11~20: 50 (40) PP, Lv 2 HP Regen
Lv 21~30: 60 (48) PP, Lv 3 HP Regen | Lv 31~40: 70 PP


General tips for Healing Technics: If you take on these Technics, learn to love them. Considering that Force and Fortecher are technically the progression of one job, that only leaves Wartechers and Guntechers as the only others who can attempt to learn these Technics, and even still they will not be as proficient. They are beneficial to you and your teammates when used well. Also keep in mind, no one is here saying to be a slave to your team, but be mindful of the situation. Your team will be greatful.


Support Technics

Before we begin with this section, here is some general information about the Support Technics:

Stat Enhancing Technics

Technic Level / Effect Level / Technic Duration / Technic Effect

Lv 1 ~ 10 / Level 1 / 120 seconds / 10%

Lv 11 ~ 20 / Level 2 / 180 seconds / 15%

Lv 21 ~ 30 / Level 3 / 240 seconds / 19%

Lv 31 ~ 40 / Level 4 / 300 seconds / 23%

Stat Lowering Technics

Technic Level / Effect Level / Technic Duration / Technic Effect

Lv 1 ~ 10 / Level 1 / 30 seconds / 10%

Lv 11 ~ 20 / Level 2 / 60 seconds / 15%

Lv 21 ~ 30 / Level 3 / 90 seconds / 19%

Lv 31~40 / Level 4 / 120 seconds / 23%

With that said, let's move on to their descriptions.

Shifta - The first of 8 Support Technics Tech users will have to choose from. This Technic increases the attack power of anyone in the party in range of the cast. At first the range starts off fairly small, but becomes managable after level 11, and is fairly easy to work with after level 21. When combined with other Support Technics in your arsenal, it will prove very useful to your party.

Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (38) PP, Lv 3 Stat Up
Lv 31~40: 56 PP, Lv 4 Stat Up

Deband - The next in the line of Support Technics, and a familiar sight to those who have played previous Phantasy Star games. This Technic enhances the physical defense of all party members within range.

Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (38) PP, Lv 3 Stat Up
Lv 31~40: 56 PP, Lv 4 Stat Up

Zodial - A new and very welcome addition to the Support Technics of Phantasy Star. This Technic boosts the accuracy and evasion of all party members within range.

Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (38) PP, Lv 3 Stat Up
Lv 31~40: 56 PP, Lv 4 Stat Up

Retier - Another new and welcome addition to the Support Force of Phantasy Star. This Technic boosts the magic attack and magic defense of all party members within range.

Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (38) PP, Lv 3 Stat Up
Lv 31~40: 56 PP, Lv 4 Stat Up

Jellen - The first of a few of the stat lowering Technics of Phantasy Star Universe. This Technic lowers the attack power of any enemies within range. As with the other stat lower Technics, the range is fairly small to start, but hits up to six targets. The range becomes fairly managable after level 11 and is fairly large after level 21.

Lv 1~10: 32 (25) PP, Lv 1 Stat Dwn | Lv 11~20: 40 (32) PP, Lv 2 Stat Dwn | Lv 21~30: 48 (38) PP, Lv 3 Stat Dwn
Lv 31~40: 56 PP, Lv 4 Stat Dwn

Zalure - The next in the line of status reduction of Phantasy Star Universe. This Technic lowers the physical defense of any enemies within range.

Lv 1~10: 32 (25) PP, Lv 1 Stat Dwn | Lv 11~20: 40 (32) PP, Lv 2 Stat Dwn | Lv 21~30: 48 (38) PP, Lv 3 Stat Dwn
Lv 31~40: 56 PP, Lv 4 Stat Dwn

Zoldeel - A new but very valuable Technic in the line of status reduction. This Technic lowers the accuracy and evasion of any enemies within range.

Lv 1~10: 32 (25) PP, Lv 1 Stat Dwn | Lv 11~20: 40 (32) PP, Lv 2 Stat Dwn | Lv 21~30: 48 (38) PP, Lv 3 Stat Dwn
Lv 31~40: 56 PP, Lv 4 Stat Dwn


General Tips for Support Technics:
Stat Enhancing Technics: If you learn any of these Technics, love them and use them well. When used in a party, depending on the difficulty of the mission they can have a very obvious and powerful effect on team performance, so be sure to keep them going for your Team when you can.

Also, keeping mind this is not to offend anyone, but depending on who you team with, they may or may not be paying attention to the Technics you're casting on them, so a shortcut letting your party know it's time to recast may prove helpful.

Stat Reducing Technics: Keep in mind there is a time and place for these Technics. There is no doubt that these Technics are helpful to the party, but depending on the situation, these stat reducing Technics may not be necessary. For example, during any given mission a majority of the enemies will have average attack power and resistance and your party will have no trouble if they are already buffed.

However, if you are fighting in a new and difficult mission (ie. S Rank Hive) you may want to try and debuff enemies to improve your party's performance. Also be warned, these Technics do not always stick in the first cast, so you may have to use it more than once to make sure enemies have been debuffed.

[more Technics to come]

Leveling Technics:

For those of you who don't want to simply level your Technics through partying and would rather take life by the horns, I highly suggest taking a look at Tra's Technic level guide found here:

Step by Step guide on Tech leveling for FT (http://www.pso-world.com/viewtopic.php?topic=133610&forum=22&22)

After trying this myself, it is indeed an excellent way to give your Technics a boost.

Technic Strengths & Weaknesses:
Using Technics is about more than just pointing your wand and making things hit the floor. You have to know which Technics are effective against different enemies. In Phantasy Star Universe, we deal with six elements: fire, ice, lightning, earth, dark, and light. Just to go over the basic idea of how they work, take a look at the following:

Fire <=> Ice
Lightning <=> Earth
Light <=> Dark

The way in which elemental weaknesses have been setup in this game seems to be that the element best suited to use is the one opposite of the enemy's type. So, if you're fighting a Lightning based enemy, Earth attacks would be best. Inversely, if you're fighting an Earth based enemy, Lightning attacks would be best, and so on. However, don't be content just yet, there's still a little more to it.

Although at first glance the opposite element would seem best suited, you must also consider the damage potential of different Technics. For example, if you and your party are fighting a single yet very strong enemy with high defense and whatnot, let's say its element is Fire. Looking back at the information I gave you before, a Tech from the Barta series would probably be your first choice, but there's something you have to remember: Technic attack power.

If for example you wanted to use Barta, a multiple enemy hitting Technic, it's attack power may be around 135% as an example. Deega on the other hand only hits one target, and because of this has a much higher strength in the general range of over 200%.

In short, the more enemies a Technic can hit, the lower its attack power. So in this case, although Barta is the effective element against the enemy, Deega may be your better choice due to its higher strength. If rather than one powerful Fire enemy you have multiple weaker Fire type enemies, then perhaps Barta would still be viable depending on the enemy's positioning.

Getting to know your Force:
We've talked about your stats, and we've talked about your Technics. But now, it's time to talk about you, the Force and what you can do for your party. A Force is the traditional "glass cannon" of Phantasy Star Universe. They have very low health and physical defense, but counter this by having a very impressive offense and, in the case of Phantasy Star Unverse, defense given to them through the use of a large assortment of Technics.

First and foremost, I will tell you this now so this will not be a shock to you later. High level Hunters are very powerful, in someways more powerful than Forces can be directly. But you shouldn't let this distract you, or make you grow envious of what they do. Why shouldn't this upset you? Well, let me try to explain.

Although Technics don't always seem to be as powerful as the attacks of Hunters in a direct comparsion, you have to put it into perspective. Photon Arts for Hunters were designed to deal damage, and that's it. Nothing more, nothing less. Technics, however have a little more edge to them. So let's say a Hunter uses a Photon Art that deals a few hundred damage per hit to a group of enemies, and he's able to rack up a fair bit of damage.

You will be using Technics that deal several hundred points of damage per cast and possibly burn enemies, for added damage over time. You may shock enemies, leaving them unable to fight back against the team making everyone's life a little easier. Enemies may find themselves silenced, and unable to use those nasty attacks everyone hates. Or they may be left frozen, giving teammates the chance to chip in a few extra hits without retaliation.

An excellent example of this would be S Rank Linear Line. When this mission was first released, an unprepared group would simply get pummeled by megid, and lots of it. If everyone wasn't packing scape dolls, there would be no chance of completing this mission with S Rank. Not long after, however, people discovered something very interesting that changed the way people looked at this mission. The megid enemies used was considered a physical attack, so if they were shocked they couldn't megid.

So, enter a team with three Forces, and an assortment of Hunters and Rangers. The team would step into a room, the Forces would let rip with Zonde, and the rest was history. Enemies were being shocked left and right, unable to megid, and unable to fight back period. Put simply, Forces made the mission a breeze, and I think knowing your character could make that possible is just as important as any amount of insane damage other characters may or may not dish out.

So yes, while they are not always as powerful as Hunters, depending on what you're fighting. Forces can dish out a very respectable amount of damage, and inflict valuable status effects on enemies to boot. Something Hunters can't boast, although Rangers excel at status effects moreso than Forces.

Even though Forces have a very large array of damage dealing Technics, they should never forget their support Technics. Out of the 36 Technics available in total, 12 of them are designed for support, so they have to be their for a reason. No one is saying to be a slave to the team, but just remember that as a Force you're capable of doing things the rest of your team can't without spending alot of money on items from the shop.

You have the ability to heal them, cure their status ailments, and make everyone stronger in every aspect without having to use any items. So be mindful of your team's health. You don't have to constantly spam, but if you see a teammate taking a beating, help them out with a resta. Or if you see one of the Hunters is shocked, try and use Reverser so they can keep fighting the good fight. There will be times when it's better to think of the strength of the team in its entirety rather than just the strength of an individual.

While on the subject of strength, we all know Forces can dish out alot of damage directly against enemies, but through support, you'll find dishing out damage directly isn't the only way to get the job done. Consider the stat enhancing Technics. You're capable of increasing the teams, physical strength, defense, evasion, accuracy, magic defense, and magic offense. Not only that, but you can weaken enemies, lowering their strength, defense, and evasion.

So, when your team is ripping through a mission doing tons of damage, just remember you helped make that possible, by giving them the strength they needed to rip through so easily. The Force is a character that brings a combonation of offense, defense, and support to a team unlike most types in Phantasy Star Universe. Some may think little of them, and others will think they're the God's gift to gaming. But just remeber that a Force is about having fun with magic. With such a large arsenal of Technics for offense and defense, you won't be disappointed in the path you've taken.

Partner Machinery & You:
In Phantasy Star Universe, we no longer have the little floating helpers over our shoulders for those that remember them. We now have Partner Machinery, which start of as little floating robots in our rooms that look after our items, and eventually run our player shops should we choose to open one.

You can raise your Parter Machinery by feeding it various items you come across in your adventures, and depending on what stats you raise, it benefits your Partner Machinery in creating certain items for you. Raising defense helps in the synthesis of armors, power helps in the synthesis of melee weaponry, dexterity helps in the synthesis of guns, and mind helps in the synthesis of rods and wands.

As your Partner Machinery levels it will evolve at levels 20, 50, and 80 where it finally takes on a humanoid form, and participate with you in battle.

[more to come for Partner Machinery]


Useful Links & Credits
PSUPedia [Information on Force / Fortecher stats; Partner Machinery feeding charts] (http://psupedia.org/index.php?title=Main_Page)
JP Wiki Force Data (http://psu.fei-yen.jp/wiki/html/)
Expert Class Weapon Distribution Thread (http://www.pso-world.com/viewtopic.php?topic=121267&forum=22&207)
Video of Technics (http://www.pso-world.com/viewtopic.php?topic=120472&forum=20&35)


So c'mon in and don't be shy. Ask questions or just simply put in formation to add on to what I have here so far ^_^ maybe we can turn it into a spiffy guide for PSOW at some point.




Edit: Added Wartecher & Guntecher from DLShAdOw
Edit: Added info on Tech strength & weaknesses
Edit: Added Force/Fortecher comparison
Edit: Added PP cost / status effect levels
Edit: Added Technic info and new section
Edit: Added more Technics
Edit: Added PP costs
Edit: Included racial bonus in descriptions
Edit: Added PP costs and Technics
Edit: Revised PP costs for AotI, Included Damage stats

<font size=-1>[ This Message was edited by: Spellbinder on 2007-11-11 16:11 ]</font>


<font size=-1>[ This Message was edited by: Spellbinder on 2007-11-14 07:23 ]</font>

Starshape
Oct 22, 2006, 06:44 AM
Liked this one.. only thing I miss is that the text doesn't give you an image in your head how the techs look.. I know how they look from other sources but still.. it's almost the most fun with techs http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

Spellbinder
Oct 22, 2006, 06:46 AM
Well, I have links to the videos in there for visual aid~ hehe.

Nestahima
Oct 22, 2006, 07:55 AM
Very nice. I started a post (that wasn't nearly as long) but as a discussion on technics. If you want to read through it, it is here.

http://www.pso-world.com/viewtopic.php?topic=122062&forum=20

Rizen
Oct 22, 2006, 07:59 AM
Nice nice! Im glad to see all the class guides being made. Now we only need a Hunter topic http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

Im going to add a link to this topic in my Ranger topic http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif

Starshape
Oct 22, 2006, 08:13 AM
Good thinking Rizen! http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif People don't link enough to good pages.

tycl
Oct 22, 2006, 08:29 AM
i like the game but you have way too much time on your hands. lol

Ceresa
Oct 22, 2006, 09:25 AM
Zonde and Barta are pure trash once you make the jump to Fortecher.

They hold their own somewhat as long as the tech cap is 20, but after that they're obsolete. Ra and Gi lines both hit Lvl 3 shock/freeze at 21 while barta/zonde slum it at lvl 1 still. Unlimited targets on the basic spells is nice in theory but fails horribly in practice with hunters and rangers scattering the mobs all over the room, making the incredibly wide range Ra/Gi series far more useful. Throw in the fact that Ra and Gi have a higher dmg modifier and it's a no brainer. PP cost is a non-issue with the -25% tech cost modifier Fortecher enjoys along with the incredibly high rod PP.

Of course if all you do is solo, with the mobs constantly grouping together and chasing only you, it's pretty decent.

DLShAdOw
Oct 22, 2006, 09:38 AM
About Wartechers: Tired of being pushed around all the time by those big mean monsters? Wartechers can cast spells and hold their own in a fight and do a little shooting on the side. Recommended for use with a Human.

- Maximum Job Level: help on this one?
- Maximum Technic Level: 20
- Maximum Bullet Level: 10
- Maximum Skill level: 20
- Weapon Proficiencies:
[S Rank] - Daggers, Twin Daggers
[A Rank] - Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Longbows, Handguns, Cards, Wands
- Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Longbows, Handguns, Cards, Wands
[C Rank] - Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Longbows, Handguns, Cards, Wands

[b]About Guntechers: Amazing with bullets, but only proficient with skills and technics, Guntechers aren't really the best Expert Class for someone looking to play a force. Recommended for use with a Newman.

- Maximum Job Level: help on this one?
- Maximum Technic Level: 10
- Maximum Bullet Level: 30
- Maximum Skill level: 10
- Weapon Proficiencies:
[S Rank] - Twin Handguns, Handguns, Crossbows, Machineguns
[A Rank] - Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
[B Rank] - Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
[C Rank] - Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands

I put together these for you, though I'm not sure if you want them or not, I would if I were playing a force.

anmato145
Oct 22, 2006, 12:01 PM
I heard some info that made me stray from becoming a force. That literally every high ranked mission NEEDS a force dedicated to debuffing/healing. Before I decide on making FO, I really wanna know if this is true. I don't want to be stuck debuffing and curing the whole end game life of PSU. Or arguing with the other FO on who gets to nuke and who gets to heal. I just want some clarification before I choose FO

Kayai
Oct 22, 2006, 12:49 PM
okay...the only question i have is....

When you bind a technique to a rod or wand....is it permanent? Can i bind it to one weapon and then swap it to another? or do i need to buy a new disk?

Brittaintrail
Oct 22, 2006, 12:55 PM
you can bind and unbind any technique to one or more wands/rods simultaneously

Rina
Oct 22, 2006, 01:18 PM
Nice post, http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif good info about Force and Fortecher. I was starting to wonder where I'd go to keep my techs up at the same level (I'm obsessive about that too XD) but you gave me the awnser there.

What techs do FO get for healing / debuffing? I didn't see them in that list. I know theres some kind of AoE heal I've seen in the videos. But debuffing? Is that referring to the chance to do burning damage, or the chance to silence, stun, knock over, ect. ?

And I wouldn't mind healing / debuffing end game as long as I could do some nuking to level my techs at the same time (I play support classes alot in mmo's), or switch off every other mission with another FO.

Also, with PM's, wouldn't a GH-410 or 420 be better for soloing? Though I guess 450 is best if you wanted to craft. And if you have a friend or someone in the group who's a Hunter then 450 would be ideal. (Though it's one of the more expencive ones to get, and takes a week or more I think.)

Kayai
Oct 22, 2006, 01:19 PM
On 2006-10-22 10:55, Brittaintrail wrote:
you can bind and unbind any technique to one or more wands/rods simultaneously



thanks, that clears alot of things up for me http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif

Brittaintrail
Oct 22, 2006, 01:42 PM
Are there grants and megid type spells?

Spellbinder
Oct 22, 2006, 01:46 PM
Yes, I just haven't added them in since I've only used them briefly offline.

And yes Ceresa, http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif I know how much you despise Zonde and Barta, but I'm not trying to be overly biased so people can try them for themselves, and see if they like them.

Brittaintrail
Oct 22, 2006, 01:52 PM
I love barta but only used it at low levels

Skittle
Oct 22, 2006, 01:52 PM
very nice, appreciating the information (that i know, but regardless), its nice that you took the time to inform... im personally really looking forward to duel weilding card/wand with my fortecher...

Skittle
Oct 22, 2006, 01:59 PM
but dont zonde/barta have a higher probability to shock/freeze than ra and gi regardless of level???

Spellbinder
Oct 22, 2006, 04:32 PM
As far as I know, they all have an equal chance of causing status effects, but how powerful said effect is depends on the spell. I'll think of a way to add this into the next update on the Technics.

Spellbinder
Oct 24, 2006, 01:48 AM
Added a bit of info to the thread~ ^_^

UltraDeeDer
Oct 24, 2006, 03:05 AM
This should be turned into a guide or stickied or some such. Great post.

Kent
Oct 24, 2006, 06:42 AM
It's not a bad guide.

Though, for Guntecher, you list Twin Handguns, Handguns, Crossbows, and Machineguns as S-rank, but not A/B/C-rank, going against the pattern you have in the previous class listings.

Also, you misspelled Diga. Being that the English release is imminent, you should probably use the English names for the techniques.

AngelLight
Oct 24, 2006, 07:54 AM
To answer one of the previous posters, there are three ways to heal via Techs:

Resta: The de-facto way of healing. Starts out as a self heal but as it levels, it becomes a PBAoE heal.

Giresta: The Rez Spell, which also adds a regen effect to the targeted character. I'm not sure if you can still cast this on someone alive to give the regen effect or not.

Megiverse: A Life Leech Spell. If you're an old WoW player then this is alot like Vampiric Embrace. If you're an old FFXI player then it's like drain. Only thing is, this will only heal the caster but you can't beat the simo offense-defense moves.

Tahldon
Oct 24, 2006, 08:10 AM
What a great thread, and here I was looking for more information on Forces.

Necrosis
Oct 24, 2006, 09:25 AM
So there has been something eating away at me.

Evolving to the GH-450, I want to start my Lv80 PM with the stats of 50 Def and 30 Mind. Now as I understand it, if I add the 30 mind first, and then 50 def afterwards, I will end up with a GH-450. Will the same happen if I raise 50 Def first and then 30 Mind on the end, or will that cause a different evolution due to the previous evolutions that come before Lv80?

I want the GH-450 for my force, using enough mind to kick in the evolution correctly for synthing staves, but also with alot of Defense so I have some better numbers for armor synthing. If I can do the 50 Def first, I could work on that from day one for free, but if I'm required to hit the 30 mind FIRST, I basically need some 250,000 meseta before I get any evolution.

Spellbinder
Oct 24, 2006, 08:34 PM
To be honest, if you don't raise mind or power before 30 I have no idea what will happen to your PM, even looking at the charts. Your best bet would probably to look around through the PM threads and see if any information turns up.

Kie
Oct 24, 2006, 08:59 PM
you mentioned a place to raise your techs so im guessing its not like pso were you have to find/buy higherlvl techs? and im gona miss my little mag T_T I loved mags so much

Nani-chan
Oct 24, 2006, 09:10 PM
you buy techs/blullets/PAs and the more you use them the higher the level it becomes. No it's not like pso http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

Necrosis
Oct 24, 2006, 09:55 PM
I've already absorbed as much PM related tidbits people have pieced together, at least as much as I could find. Closest I've seen is instructions to evolve a GH-440 by leveling 20 Def and then continue to 80 with either Pow or Def. So by that it would mean doing 80 Defense would end up with a GH-440, but would that change if I did 50 Def and tacked on the 30 Mind at the end prior to Lv80.

Would be nice to be able to level the defense first, because it will have those extra stages of evolution that would help improve my synthing odds earlier in the game. But if I must do 30 Mind first, and I didnt do that, I'd have to start all over http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif

Spellbinder
Oct 24, 2006, 10:47 PM
It's worth it in the end, when you can synth yourself nice items.

LeMan_Bayon
Oct 24, 2006, 11:03 PM
Giresta: The Rez Spell, which also adds a regen effect to the targeted character. I'm not sure if you can still cast this on someone alive to give the regen effect or not.


Actually, casting it on someone alive is the only way to get the regen effect. If they are dead, it just revives them. If you look at the giresta part of my video, you'll notice I had to cast it twice, once to revive Hyuga and the second time to show the regen effect.

Spellbinder
Oct 24, 2006, 11:06 PM
In effect, Giresta is a revival, hp regeneration, and healing Technic all in one.

Kie
Oct 24, 2006, 11:08 PM
god I was an expert on pso XD now im looking at all the new changes and feel like such a newb XD oh this will be so much fun http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif in psu will you be able to like trade PM's like how you could trade mags? and can you have more then one? it would bug me if I make one I get it to max lvl and it turns out horrible and there is nothing I could do about it. and just to be clear about the tech thing. so you buy like the lvl 1 tech then the more you use it the more it lvls up? god thats great I would get so frustrated when I played pso looking for my lvl 30 techs

Spellbinder
Oct 24, 2006, 11:58 PM
That's correct about the techs. You buy them at level 1, and the more you use them, the stronger they become.

Gavin_King
Oct 25, 2006, 12:50 AM
Great thread so far... I really want to restart my force from the beta now.

Kie
Oct 25, 2006, 08:52 AM
what is the max lvl in psu?

Midicronica
Oct 25, 2006, 12:01 PM
Kudos, this thread is wonderful. http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif

Jarek
Oct 25, 2006, 03:07 PM
Looks nice. The more I read and see about forces, the more I want to be one again. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif Must be my foney side coming out like it did with pso.
I have a couple small questions about that giresta. (Hope they aren't repeats)
1. Just how much hp does it regene? I imagine it is some % of your max health.
2. How often does the hp recover? Every second? Every 5 seconds?
3. How long does the regene status last?
4. Do any of the above increase at say lv11 or 21?
I'm just curious if it would actually be useful instead of just regular resta healing.
I'd watch that video with the lv1 techs and the lv30 variants, but I'm on 56k...and that's a long video...

Spellbinder
Oct 25, 2006, 04:08 PM
Questions 1, 2, and 3 I'd have to sum up as "need more testing." I play on the JP Servers, but I've only included Technics in this guide that are available online and I have used on a regular basis so I can give good descriptions rather than just guesses and nebulous information. As more Technics are released and I put them to use (or I can stomach playing Extra Mode offline), I'll be sure to update with more information, unless someone else comes forward with handy info~

As for question 4, I would assume so. All Technics have some marginal increase in effectiveness at levels 11 and 21 respectively, it would only seem natural for Giresta to follow suit. http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

Kie
Oct 25, 2006, 09:15 PM
do you know if certin places like Us will be able to play with JP or EU?

Spellbinder
Oct 25, 2006, 10:03 PM
For the PC/PS2 versions, JP servers are separated, and US/EU will be playing together. On the Xbox360 version, all regions are linked.

Kie
Oct 26, 2006, 12:34 AM
uhh that lost me so for PC/PS2 I will be able to play with US/EU? awsome I was worried for a second there XD

Garnet_Moon
Oct 26, 2006, 01:48 AM
Let me guess... Grants, Megid, Nosu line, Gi line and the rest of the light and dark line are only sold on Moatoab? I can't find them anywhere.

And jesus what did you Forces do in the beta?!! Better yet, what didn't you do? >.> I've been complimented out the ass for using Resta in between my Diga and Radiga spammage.

<font size=-1>[ This Message was edited by: Garnet_Moon on 2006-10-25 23:49 ]</font>

Spellbinder
Oct 26, 2006, 10:27 PM
Not sure what that's supposed to mean. http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif Anywho, another update~

Kie
Oct 26, 2006, 11:00 PM
hey speaking of these new classes like fortecher, wartecher, and guntecher im confused do you eventually choose between these? or are these just a catagory you would fall in say if you were meele and magic?

also when it comes to wich PM to use I have heard people say that the one you recomended is best for say a hunter for the healing but would it be good for a fo to sence fos can just heal them selves. but then you can synth wands and rods better correct?



<font size=-1>[ This Message was edited by: Kie on 2006-10-26 21:04 ]</font>


<font size=-1>[ This Message was edited by: Kie on 2006-10-26 21:12 ]</font>

Spellbinder
Oct 26, 2006, 11:25 PM
Fortecher, Wartecher, and Guntecher are jobs. You go to the counter on the 5th floor of Guardian Colony and change to whichever job, assuming you meet the requirements.

As for PM's, I personally think the GH-450 is a good companion for any type, especially for a Force. Although a Force can heal themselves, alot of people like to keep rods of the same element for bonuses, and have to switch to whichever rod has Resta assigned to it. Even disregarding that, it's nice to have GH-450 casting Resta, since once it starts to, it usually continues to do so several times. So if you and your team should find yourselves in a pinch, the GH-450's healing would certainly be appreciated.

There's also the fact that since it requires the Mind stat to become a GH-450, it's already geared toward synthesizing Rods & Wands. The PM even has an innate talent for synthesizing Rods so it simply compounds with the Mind Stat you have on your PM.

I've already mentioned this in the first post, although not very indepth.

Kie
Oct 26, 2006, 11:27 PM
thank you. but will a GH-450 recoginize that a party member has low health and heal? or will it only heal when you are low health?

Emgro
Oct 26, 2006, 11:30 PM
Anyone know which techs are currently available for the US? I've checked all the shops, and only found the tier 1 and 2 for fire, earth, ice, lightning, and light. No Dark or anything higher.

Spellbinder
Oct 26, 2006, 11:37 PM
thank you. but will a GH-450 recoginize that a party member has low health and heal? or will it only heal when you are low health?

I'm not entirely certain how the AI monitors if your health is low, or if it even does. But the GH-450 tends to heal often enough to where you wouldn't worry about that.

Anyone know which techs are currently available for the US? I've checked all the shops, and only found the tier 1 and 2 for fire, earth, ice, lightning, and light. No Dark or anything higher.

What you see in the store is all you get.

Inazuma
Oct 27, 2006, 01:40 AM
the pm's resta works just like an "attack" does. basically, whenever the pm gets close to monsters, it will attack em. but half the time its using resta instead. its kinda hard to explain, but the pm pretty much walks up to monsters and casts resta towards em. it doesnt know when ppl are low on hp at all, but since its casting resta close to where the fighting is going on, it does a great job of healing everyone close by.

GyroidFanatic
Oct 27, 2006, 10:14 AM
I just bought Resta and Radiga, but I can't find them on any of my menus. Is there a certain requirement I need to use them?

EDIT: Nevermind, I'm an idiot -_-

<font size=-1>[ This Message was edited by: GyroidFanatic on 2006-10-27 08:17 ]</font>

SiegeV
Oct 27, 2006, 06:41 PM
Approximately how many casts are needed to level each TECHNIC online? I know that there's an offline experience chart (which looks quite dreadful as it is), but is the required casts any different? While I think it makes sense that casting something repeatedly would improve it eventually, the number of casts seems quite... ridiculous.

Spellbinder
Oct 27, 2006, 07:43 PM
I wish I actually knew, the only thing I can guess from casting is that you get experience based on how many times you cast, and how many targets you hit compared to the maximum of the Technic. (ie. Rafoie hitting 2 targets is less exp than Rafoie hitting 3 targets).

Shadow_180
Oct 29, 2006, 10:09 AM
Anyone know if jellen and zalure (and zoldeel I guess) can still be used to tag enemies for EXP?

I saw in a video that ramegid does damage, does PSU megid do damage as well or is it still a one hit KO spell like in PSO?

Can you cast giresta on yourself to get the HP regen?

Thanks =)

Spellbinder
Oct 29, 2006, 10:29 AM
Anyone know if jellen and zalure (and zoldeel I guess) can still be used to tag enemies for EXP?

Yes, they can still be used to tag for experience.


I saw in a video that ramegid does damage, does PSU megid do damage as well or is it still a one hit KO spell like in PSO?

Megid is just like any other Technics in the game, it comes as Megid, Ramegid, Nosumegid, Damumegid, Megiverse, and Megistar. Supposedly the 4 Megid attacks have a chance to kill in one hit, but I've yet to confirm it.


Can you cast giresta on yourself to get the HP regen?

Yes you can.

danielshawn
Oct 29, 2006, 03:34 PM
I have questions about PMs:

Is 80 the max level per category?

Are there formulas on how to migrate your PM through the different evolution models?

Promotion to battle-bot comes when a single level hits 80, is that correct? What if you had 40 Technic and 40 Armor?

What are the consequences of trying to raise two stats silmultaneously, since I want to be able to better synth armor, also.

Is it thought that all battle-bots are created equal? Is there any factor that could make your PM better than someone else's PM, if they evolved to the same robot?

Mwabwetumba
Oct 29, 2006, 05:04 PM
Hello folks!

Recently Ive started to think about playing a FOcast, and I would like to hear your thoughts about this peculiar choice? Any personal experiences maybe?
Anything?

Hello?

Thank you for your time.

Spellbinder
Oct 29, 2006, 07:08 PM
Is 80 the max level per category?

The max level is 100 for any given category.


Are there formulas on how to migrate your PM through the different evolution models?
It's not exactly a formula, but PSUPedia has an evolution chart that shows you what evolutions your PM will go through depending on what stats you raise on it.


Promotion to battle-bot comes when a single level hits 80, is that correct? What if you had 40 Technic and 40 Armor?

It evolves into its humanoid form when its cumulative level is 80. So, if you raised 40 Technic and 40 Armor, that would be enough for your PM to evolve.


What are the consequences of trying to raise two stats silmultaneously, since I want to be able to better synth armor, also.

The only consequence of raising more than one stat on a PM, is that it won't be as proficient in either when synthesizing material. Hopefully someone can correct me if I'm wrong, but for every five levels in a given stat, you gain an additional % toward success. So in the case of a Pure GH-450 with 100 Technic. You'd have a +20% chance toward success plus an additional bonus from the fact that GH-450 specializes in synthesizing Wands and Rods.


Is it thought that all battle-bots are created equal? Is there any factor that could make your PM better than someone else's PM, if they evolved to the same robot?

I wouldn't say they're all 'equal' perse, but they all have their pros and cons. I created another topic where people have accumulated a decent amount of information on Partner Machinery, so there may be some input on the different PM's and how they function to help you choose which one you'd like to use.

Maxurion
Oct 30, 2006, 05:16 PM
Megid most definately has a chance to one hit KO. I got hit by it in chapter 12 of story mode and it knocked me out one hit. Thank you scape dolls, heh heh.

Oh... I was hit by the same megid attack quite a few times, it only 1 hit killed me once.

Also... this thread is awsome, I'm bookmarking it, heh heh.

Spellbinder
Oct 30, 2006, 11:05 PM
Well I know the NPC one can kill us in one hit because... well, NPC's are just evil. But it may function differently for us. When it's released we'll be able to get some definite yes/no's on it.

Spellbinder
Nov 2, 2006, 12:57 AM
Added just a smidge of information.

Tornasu
Nov 3, 2006, 10:39 AM
Is there another post for Hunters? I want to use a spear at higher lvl but i dont see it for the A/S class... HELP PLEASE!

Pure-chan
Nov 3, 2006, 11:59 AM
Thanks for putting up such a detailed guide. http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif I'm hoping to learn more about grants and megid once they're out.

AngelLight
Nov 3, 2006, 01:29 PM
On 2006-10-29 07:29, Spellbinder wrote:

Megid is just like any other Technics in the game, it comes as Megid, Ramegid, Nosumegid, Damumegid, Megiverse, and Megistar. Supposedly the 4 Megid attacks have a chance to kill in one hit, but I've yet to confirm it.



Hmmm... I knew that megid was the original instant KO type, but the Ra, Nosu, and Damu do as well? I was under the impression that only megid was the KO one and the other 3, plus Megiverse, were straight normal damage.

Someone also suggested that the other megid spells might proc the Virus status on the forums somewhere. I'm more then just a little curious about these spells and I hope SEGA releases them all real soon (My Dark Mage is eagerly waiting O_O ).

AngelLight
Nov 3, 2006, 01:31 PM
On 2006-11-03 08:59, Pure-chan wrote:
I'm hoping to learn more about grants and megid once they're out.



There's no straight Grants coming, as we all remember it from PSO. But there is a channeled light magic damage spell that's rumored to also hurt you as well as your target(s).

Honestly, I find it wierd that a dmg spell that would hurt the caster would not be a dark magic spell and would instead be a light magic one....but meh, whatever works http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

Spellbinder
Nov 5, 2006, 06:06 AM
I've added a new section, hope you all enjoy.

Astarin
Nov 7, 2006, 02:47 PM
I have info about TECHNICS that aren't listed here, from my experiences with Extra mode.

Regrant - The light-type attack spell. Works like the dam- series; bursts of light appear just in front of the caster for as long as the button is held, damaging enemies within a small area of effect. It is worth noting that these bursts also periodically hurt yourself, as well.

Megid - Basic dark-type attack spell. A purple blob flies ahead, doing damage AND penetrating enemies, similar to Barta or Zonde. Also a small chance to one-hit-KO; this chance increases with level.

Megid also comes in Ra- and Dam- forms. I haven't experimented with these yet. The other TECHNIC worth mentioning is...

Giresta - Light-type healing spell. Resurrects players within an area of affect (which is visible, just like Shifta and Deband) AND grants automatic HP regeneration for those within said area. The duration of HP regeneration is very small, only a couple seconds at level 1. Presumeably, this increases with level.



<font size=-1>[ This Message was edited by: Astarin on 2006-11-07 11:49 ]</font>

AngelLight
Nov 7, 2006, 03:45 PM
heh I need to do some more extra mode I guess then I have ^_^

Talin
Nov 7, 2006, 04:57 PM
For anyone who has played the JP or Extra modes, can you please answer the following question:

Does TP affect Shifta/Deband at all (or the de-buff versions, as well)? I'm curious if you get a higher benefit out of using these abilities based on the stat, or if it is a static benefit based on your level or the level of the Technic. Thanks!

TechnicMaster
Nov 7, 2006, 10:21 PM
I'm not sure if this has been covered anywhere, and am new to the boards, so havent had a chance to look, but does any1 know what the Mental Strength stat affects? I've noticed it on armors, and wanna know if that affects spellcasting in anyway.
Thanks in advance for any answers.

Spellbinder
Nov 7, 2006, 10:31 PM
For anyone who has played the JP or Extra modes, can you please answer the following question:

Does TP affect Shifta/Deband at all (or the de-buff versions, as well)? I'm curious if you get a higher benefit out of using these abilities based on the stat, or if it is a static benefit based on your level or the level of the Technic. Thanks!

I'd have to dig through the topics again, but from what I understand, Technic Power does not have an affect on the strength of Shifta and Deband.


I'm not sure if this has been covered anywhere, and am new to the boards, so havent had a chance to look, but does any1 know what the Mental Strength stat affects? I've noticed it on armors, and wanna know if that affects spellcasting in anyway.
Thanks in advance for any answers.

Mental Strength is now our magical defense, so it affects how much damage you take from elemental attacks.

ViciousXUSMC
Nov 8, 2006, 12:49 AM
Seems to be alot of questions on techs still, esp the light/dark ones so here is the description of all:

(from psupedia)

FIRE
Foie Fire-based attack TECHNIC. Shoots a ball of fire in a straight line in front of the caster.
Explodes upon hitting an enemy. Can cause Burn Status.

Rafoie Fire-based attack TECHNIC. Creates a blast of fire in front of the caster, damaging enemies around it.
Can cause Burn Status. Hits up to three targets.

Damfoie Fire-based attack TECHNIC. A TECHNIC that generates a continuous flame in front of the caster, draining their weapon's PP at a fixed rate depending on how long the casting button is held.

Gifoie Fire-based attack TECHNIC. Generates a wall of flames around the caster damaging any enemies within range.

Shifta Fire-based support TECHNIC. Temporarily increases the ATP of the caster and their allies.

Jellen Fire-based support TECHNIC. Temporarily decreases the ATP of enemies.


ICE
Barta Ice-based attack TECHNIC. Generates cold air which travels in a straight path in front of the caster hitting multiple enemies.
Can cause Freeze Status.
Level 1 Tech
Cost : 10 PP
Damage : 101%

Rabarta Ice-based attack TECHNIC. Creates a block of ice in front of the caster, damaging enemies around it.
Can cause Freeze Status.

Dambarta Ice-based attack TECHNIC. A TECHNIC that generates a continuous blast of frigid air in front of the caster, draining their weapon's PP at a fixed rate depending on how long the casting button is held.

Gibarta Ice-based attack TECHNIC. Generates a wall of ice around the caster damaging any enemies within range.

Deband Ice-based support TECHNIC. Temporarily increases the DFP of the caster and their allies.

Zalure Ice-based support TECHNIC. Temporarily decreases the DFP of enemies.

THUNDER
Zonde Thunder-based attack TECHNIC. Generates a bolt of lightning which will penetrate an enemy in front of the caster.
Can cause Shock Status.
Level 1 Tech
Cost : 10 PP
Damage : 106%

Razonde Thunder-based attack TECHNIC. Generates a thunderbolt in front of the caster, damaging enemies in a radius.
Can cause Shock Status.

Gizonde Thunder-based attack TECHNIC. Generates a dome of thunder over the caster, damaging any enemies within range.

Noszonde Thunder-based attack TECHNIC. Generates a ball of electricity which automatically pursues an enemy as long as the casting button is held down. Can hit multiple targets near the point of inpact.

Zodial Thunder-based support TECHNIC. Temporarily increases the ATA and EVP of the caster and their allies.

Zoldeel Thunder-based support TECHNIC. Temporarily decreases an enemy's ATA and EVP.

EARTH
Diga Earth-based attack TECHNIC. Launches a ball of fire and rock with a parabolic flight path.
This ball explodes upon impact. May inflict Silence Status.
Level 1 Tech
Cost : 8 PP
Damage : 231%

Radiga Earth-based attack TECHNIC. When cast a mass of fire and rock will is summoned from the ground at a distance.
Will damage up to three enemies caught in the blast radius. May inflict Silence Status.
Level 1 Tech
Cost : 16 PP
Damage : 141% Magic.

Damdiga Earth-based attack TECHNIC. A TECHNIC that continually generates poisonous fog in front of the caster, draining their weapon's PP at a fixed rate depending on how long the casting button is held.

Gidiga Earth-based attack TECHNIC. Causes the ground beneath the caster to violently break apart damaging any enemies within the attack radius. May inflict Silence Status.

Nosdiga Earth-based attack TECHNIC. Generates serpents that automatically pursues an enemy as long as the casting button is held down. The number of serpents increases with the level of this TECHNIC.

Dizas Earth-based support TECHNIC. Temporarily generates a field around the caster which decreases the damage taken from melee attacks.

LIGHT
Resta Light-based healing TECHNIC. Uses the power of photons to heal and restore the cells of a body.
Restores the HP of the caster and allies.

Giresta Light-based healing TECHNIC. Allows the caster to revive a fallen ally. It also increases the body's healing abilities by adding an automatic HP regeneration effect.

Reverser Light-based healing TECHNIC. Uses the power of photons to enable properties of immunity.
Removes all negative Status Effects.

Regrant Light-based attack TECHNIC. Consumes PP at a fixed rate depending on how long the casting button is held. This TECHNIC generates explosions of light which damage enemies and possibly the caster.

Rentis Light-based support TECHNIC. Temporarily generates a field around the caster which decreases the damage taken from ballistic attacks.

Retier Light-based support techqniue. Temporarily increases the TAP and MST of the caster and their allies.

DARK
Megid Dark-based attack TECHNIC. Launches a gravity sphere in front of the caster.
Has a low probability of completely incapacitating an enemy in battle.

Ramegid Dark-based attack TECHNIC. Generates a gravitational field in front of the caster damaging any enemies within the attack radius.

Dammegid Dark-based attack TECHNIC. Consumes PP at a fixed rate depending on how long the casting button is held. This TECHNIC generates a gravitational field in front of the caster which can cause infection.

Nosmegid Dark-based attack TECHNIC. Generates a sphere of gravity that automatically pursues an enemy as long as the casting button is held down. The amount of damage dealt depends on the caster's remaining HP.

Megiverse Dark-based support TECHNIC. This TECHNIC restores the caster's HP by absorbing it from enemies. Consumes PP at a fixed rate depending on how long the casting button is held.

Megistar Dark-based support TECHNIC. The ultimate support TECHNIC which temporarily raises all attributes of the caster in exchange for a large amount of HP.



Thats it http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif IMO most of the dark spells sound usless :/



<font size=-1>[ This Message was edited by: ViciousXUSMC on 2006-11-07 21:55 ]</font>

Spellbinder
Nov 8, 2006, 08:37 AM
I knew all the descriptions were there http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif I've tried not to include anything in the guide that isn't online that people haven't had a chance to use extensively first hand.

Astarin
Nov 11, 2006, 12:40 PM
On 2006-11-07 11:47, Astarin wrote:

Giresta - Light-type healing spell. Resurrects players within an area of affect (which is visible, just like Shifta and Deband) AND grants automatic HP regeneration for those within said area. The duration of HP regeneration is very small, only a couple seconds at level 1. Presumeably, this increases with level.

Actually, I should revise this description. Further experimentation shows that the duration of HP regeneration isn't quite as short as I thought.

First off, this TECHNIC also includes a standard Resta-like effect, where it heals a chunk of your HP, then grants auto-regeneration. My Newman Force simply doesn't have much HP, so it would normally be fully healed by the initial effects of Giresta. It'll be hard to determine how much longer the regeneration lasts in Extra mode (where I can't simply play in a party with other Hunters). I'll try using it around NPC partner Hunters with more HP.

If the auto-regen proves to be significant, Giresta could possibly end up replacing Resta. Will post more info as I discover it, if it helps.

KillMe
Nov 11, 2006, 05:32 PM
Ok has anyone else noticed the big freakin' hot
Technic the elder Vol brother uses in Chapter 5 I
think (rouges) where if he lives long enough to use
it he summons a bad ass tornado that shoots all
these beams of light out (around 20+) in random
directions? this Technic is just sooo hot and I need
it now! But after watching some video's of all the
Technics LV1-30 it never showed up and I was pretty
mad that I didn't see it. So It'd be awesome if
someone could tell me what Tech that is and what
LV it turns into a tornado cuz I really really need
to know!
Thanks! by the way Awesome thread!

Spellbinder
Nov 11, 2006, 05:40 PM
Sorry KillMe, but that's just a one time deal for the NPC's. We don't get any Technic like what they did.

KillMe
Nov 11, 2006, 09:20 PM
No!!! It can't be true.....Why make a spell for NCPs
only...especially since half the technics arn't even
as near as kewl as they were in PSO, but that totally
blows. Maybe If I'm really really luck they'll
release it in like 6 months or something online
that would be something to look forward too, but I
guess I'll just have to keep my fingers crossed

thanks to replying Spellbinder http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif



<font size=-1>[ This Message was edited by: KillMe on 2006-11-11 18:21 ]</font>

roygbiv
Nov 11, 2006, 09:41 PM
well giresta has about twice the cost of resta so... probably won't be used except if you know you are about to be hit by some pretty strong attack... -> boss battles?

On the other hand expert classes deal with PP generation issues much better than what we have now.

ViciousXUSMC
Nov 13, 2006, 11:58 PM
resta cost 40pp for me now at lvl 11 and when the Gi spells are out they cost 40+ also.... I assume the flame thrower type techs and the nosu techs drain PP really fast too :/

AngelLight
Nov 14, 2006, 09:45 AM
Giresta would be a good way to overlap other techs, if used for their buff. For example, Regrants drains hp while you're channeling, Megistar drains hp while it's on, and since there's a presidence for it there will prolly be self HP degen weapons like the Soul Eater was on PSO.

At the higher levels the cost wont be that bad of a problem.

Astarin
Nov 14, 2006, 02:08 PM
On 2006-11-13 20:58, ViciousXUSMC wrote:
resta cost 40pp for me now at lvl 11 and when the Gi spells are out they cost 40+ also.... I assume the flame thrower type techs and the nosu techs drain PP really fast too :/



Level 11, you say? So, how is Giresta's HP regeneration at that point? Any better? Can you tell if it's based upon a percentage of HP, or just an absolute amount? Does it last any longer?

Sorry, my Giresta is still like level 3. I'm curious as to whether it becomes significantly better at higher levels, or if it's like other buff spells (which I've heard don't really increase in effectiveness at all, just duration).

Thoridan
Nov 14, 2006, 02:50 PM
Nice guide. Found one spelling error though. http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

"Now let's talk a little bit about these rods and wants separately." Think you meant to say Wands.

Spellbinder
Nov 14, 2006, 09:26 PM
Hehe http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif thanks, I'll correct the typo.

ViciousXUSMC
Nov 15, 2006, 12:00 AM
oh I said resta not giresta http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif I dont have the jp version :/ I would love it tho, or atleast be able to play with jp players like the old pso could. I know alot more japanese now than I did then so it would be nice to learn more or atlest keep refreshed as to not forget it.

one thing about the giresta deal, it doesnt revive you and give you hp regen at the same time from what I read, if sombody is dead it revives them, if sombody is alive it gives them hp regen. So you have to cast it 2x for sombody thats dead to get the effect.

Astarin
Nov 16, 2006, 02:45 PM
Oops... so you didn't say Giresta. Sorry Vicious, my bad. Just... just got a little carried away, I guess. *coughs*

In that case, you can answer another question. Any visual change for Resta at level 11? Or perhaps a range increase?

Astarin
Nov 16, 2006, 02:50 PM
Oh, you didn't say Giresta. Sorry Vicious, just... just got a little overzealous, I guess. *coughs*

Anyway, you can answer another question then. Have you noticed any visual changes or range increases as Resta levels up, or is it just the amount it heals?

Astarin
Nov 16, 2006, 02:51 PM
[Deleted. Technical Difficulties -_-*]

<font size=-1>[ This Message was edited by: Astarin on 2006-11-17 09:57 ]</font>

AngelLight
Nov 16, 2006, 03:12 PM
Someone got a wee bit overzealous with the posting too http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

Spellbinder
Nov 16, 2006, 09:20 PM
On 2006-11-16 11:51, Astarin wrote:
Oh, you didn't say Giresta. Sorry Vicious, just... just got a little overzealous, I guess. *coughs*

Anyway, you can answer another question then. Have you noticed any visual changes or range increases as Resta levels up, or is it just the amount it heals?



In regards to resta, the uh... I guess you could say circle it makes around when casting, increases in size at levels 11 and 21.

DanMalak
Nov 17, 2006, 12:42 AM
You know what I hate when im using my newman force? Its when im with hunters in my group and they're just spamming pa's, and when they get hit they dont heal, they just want me to heal them. Even when they are about to die, they wont even use a monomate/dimate/trimate. So when I waste my time healing them I cant get my atks off to get any exp/or help them to finish faster so we can get higher ranks.

PMB960
Nov 17, 2006, 01:50 AM
Kick them. Some people expect you to be a personal healbot. If they cotinually get themselves killed just kick them if they are stupid about it.

OTown
Nov 18, 2006, 01:56 AM
Great info. To think I've been wasting my mesta on crappy weapons and leveling my pms on a hunter spec. I feel like an idiot noob.

OTown
Nov 18, 2006, 02:59 AM
Great info. Planned on becoming a guntecher as a newman. Damage when i can heal/buff/debiff/pray/melee/whataver and i have to. Being a shaman in WOW you get use to it.

Brittaintrail
Nov 18, 2006, 07:15 PM
One thing I've noticed lately about using forces is getting killled because no one is prepared to heal you. Those big monsters, that cast gibarta until something dies, will freeze a hunter and i'll run over to heal because he/she cannot while frozen. If they die its my fault. I get in the same situation with way less HP and no huter come to my rescue with a star atomizer.

Franz
Nov 19, 2006, 04:31 AM
Has anyone had any chance to test the B rank unit Me/concentrate with force and is it worth the decrease in tech speed for the 80 tp boost it gives? (online mode)

LocGaw
Nov 19, 2006, 09:53 AM
At this point I am a tad disturbed about a Fo's tech not hitting multiple points on the same mob... Is there any change to this with the new techs or somthing we will have to live with?

Thank you.

Astarin
Nov 19, 2006, 10:15 PM
On 2006-11-19 06:53, LocGaw wrote:
At this point I am a tad disturbed about a Fo's tech not hitting multiple points on the same mob... Is there any change to this with the new techs or somthing we will have to live with?

Thank you.



I've noticed this myself. In PSO, Forces tended to kill bosses very quickly, thanks to techniques hitting multiple target points. Now, TECHNICs NEVER seem to damage multiple points on the same creature, and Forces take much longer to solo a boss.

Anyway. While my experience is limited to offline Extra mode, there does not seem to be a way to change this. Ra-, Nos-, Gi- and Dam- TECHNICs all hit enemies at one point only.

However... now that I've played around with them some more, I will revise an earlier statement I made. Dam- TECHNICs are probably the next best thing. While they still only hit an enemy on one point, you can damage them continuously by holding down the button. In Extra mode, Dam- TECHNICs are all reasonably strong and don't use up too much PP. How they perform in Network mode has yet to be seen.

Mayuga
Nov 20, 2006, 09:39 AM
nice job w/ the guide.

Spellbinder
Nov 24, 2006, 07:21 PM
Another update. O.O I wonder how much more I can add on before I hit the limit on that post.

Midicronica
Nov 24, 2006, 07:59 PM
On PSUpedia, I read when you reach your expert class, for fortegunner, fortecher, fortefighter, your PP consumption gets cut in half by at least 80% now, this seems crazy. Since I'm too lazy to do the math myself, let's say you were using resta which takes 40 PP with te addition of the -80% PP consumtion rate, what would that make it out to?

Spellbinder
Nov 24, 2006, 08:31 PM
I think what they meant by that is your Technics cost 80% of the original rather than -80%. So using your example, a Technic would cost 40 PP as a Force, but as a Fortecher it would cost 32 PP. I can't remember off the top of my head if its 80% or 90% of the original cost, but I'm online now so I can confirm that shortly.

Edit: Just confirmed it at the Guardian counter. I thought it would be trouble at first, but I still have a few techs in the 11 to 20 range to check with. When I changed to Force one of my Technics cost 40 PP, and when I changed back to Fortecher the cost was 32 PP.



<font size=-1>[ This Message was edited by: Spellbinder on 2006-11-24 20:22 ]</font>

Spellbinder
Dec 1, 2006, 01:01 AM
After noticing a trend in how PP costs work, I was able to fill in some more~ yay

ViciousXUSMC
Dec 1, 2006, 02:54 AM
Forces only ownd certian bosses and that was in normal/hard mode in ULT hunter/ranger were better or atleast equal becaue magic did very little dmg in ult but % weps still did ALOT

Spellbinder
Dec 6, 2006, 12:27 AM
Added in the racial bonuses so people won't have to scramble around for them... myself included http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif

Buddant
Dec 12, 2006, 02:06 AM
What would you all say is the least used line of technics? I'm guessing zonde, never really see other forces using anything from that series. Is the damage for zonde and gizonde decent as it gets higher level? Would love to hear opinions and experiences with zonde spells.

Also, what about the damage of gibarta at higher levels? I really like the idea of freezing/shocking, but would like to contribute some decent damage at the same time.

<font size=-1>[ This Message was edited by: Buddant on 2006-12-11 23:12 ]</font>

Spellbinder
Dec 12, 2006, 11:12 AM
In a situation where Lightning is needed, Zonde is rarely used, although you get plenty of mileage out of Razonde and Gizonde. The only problem is there aren't enough situations to make the most use out of the Lightning Technics, although they are very useful against general element enemies since they tend to be ones that use Guns and Sabers. Shocking them to prevent attacks is very helpful.

As for Gibarta, with the proper equipment the damage is ok I suppose, although for an ideal combination of freezing and damage, Damubarta will definitely come out on top. As an example, against your average group of fire enemies, my Damubarta now does around 700 damage per second for 8 seconds, and on top of that, it has Lv 3 Freezing. At the end of the casts duration, that's an average of 5600 damage to each enemy caught in the crossfire if they take every hit, but between a Force's Damubarta and a Hunter's PA's enemies are... well, I almost feel bad for enemies.

Jarek
Dec 12, 2006, 07:26 PM
On 2006-12-05 21:27, Spellbinder wrote:
Added in the racial bonuses so people won't have to scramble around for them... myself included http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif


I don't suppose you know just how much of a bonus this is, percentage wise? I've seen people metnion these racial bonuses before, but I haven't really been sure just how much it is.

Randomness
Dec 12, 2006, 07:28 PM
On 2006-12-12 16:26, psobsesser wrote:

On 2006-12-05 21:27, Spellbinder wrote:
Added in the racial bonuses so people won't have to scramble around for them... myself included http://www.pso-world.com/images/phpbb/icons/smiles/anime2.gif


I don't suppose you know just how much of a bonus this is, percentage wise? I've seen people metnion these racial bonuses before, but I haven't really been sure just how much it is.



I believe they are relatively minor, generally not more than 5-6%

Kibbles
Dec 13, 2006, 11:50 AM
Heya, I just picked up the FO class on an alt a bit ago (32 now lvl8FO), and it has become my new main because it is so fun. I'm currently using two haji's and then other stuff to fill the slots, but I was wondering what A rank rod I should be shoooting for. I have about 34k saved up, only 46k more to go!

Elusivellama
Dec 13, 2006, 01:20 PM
Hmm... when you mentioned 'Racial Bonuses' for being a Newman or Human when it comes to the tech classes, did you mean the Newman racial advantage of higher TAP and MST, or is it -entirely- because the player is a Newman or Human?

What I'm trying to say is... say I pick a Female Newman to be a Fortecher. I know my TAP and MST are the highest of all the races and sexes. Are you saying I get an additional bonus to my stats on top of that, just because I'm Newman?

Spellbinder
Dec 15, 2006, 09:59 PM
Hmm... when you mentioned 'Racial Bonuses' for being a Newman or Human when it comes to the tech classes, did you mean the Newman racial advantage of higher TAP and MST, or is it -entirely- because the player is a Newman or Human?

What I'm trying to say is... say I pick a Female Newman to be a Fortecher. I know my TAP and MST are the highest of all the races and sexes. Are you saying I get an additional bonus to my stats on top of that, just because I'm Newman?

To the best of my knowledge, that is correct. The same goes for all of the Expert Jobs. Different races have bonuses for playing different Expert Jobs.

Spellbinder
Dec 25, 2006, 01:11 AM
Another tiny update, but there is plenty more where that came from. http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif Just too sleepy to do it all now.

~Merry Christmas Tech Users of Phantasy Star Universe~

Witchblade56
Dec 26, 2006, 02:47 PM
Eh Id like to interject that using GH410 has a bit more advantage than the GH450 now. I have the 450 in process on another character so ill be making all my own weaps for my force.

The GH410 is nice in that you run through a crowd and then bam she smacks the mob[s]. That has always gotten her [in my experience] instant aggro. I can then run around the edge [with laia meleeing too] and resta and skill up my techs.

Since the GH450 was nerfed i tend to think that the GH410 is a forces best friend atm.

This is just my own personal observation/experience soloing.

Inazuma
Dec 26, 2006, 07:44 PM
witchblade. dont worry, the 450 should be back to her normal heal happy self soon. prob w/ your next update.

Spellbinder
Dec 27, 2006, 01:08 AM
Like Inazuma said, GH-450 current US condition was not nerf, just merely broken with one of Sega's updates. Last week a patch fixed GH-450 for JP PSU, and since technical updates get shared across versions pretty quickly, I'd expect the next update to fix GH-450 for you as well.

etlitch
Dec 27, 2006, 06:41 AM
Zonde does'nt deal enough lvl of Shock status effect for it to be that usefull when shock is needed. Still works as dmg spell if you somehow are able to line up at least 3 enemies. lol knockback happy melees.

Spellbinder
Dec 28, 2006, 02:12 AM
Phew, added in the support technics http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

Buddant
Dec 28, 2006, 08:42 AM
Anyone playing the JP version or have played around with nosudeega and/or nosuzonde in story mode? Would love to hear more about these two, will they be the best techs when wanting to damage groups of enemies from range? Better than the Ra series of techs? Any input appreciated.



<font size=-1>[ This Message was edited by: Buddant on 2006-12-28 05:42 ]</font>

Spellbinder
Dec 28, 2006, 09:40 AM
I've used them online and tried to describe them in the first post. o.O

Buddant
Dec 28, 2006, 09:47 AM
On 2006-12-28 06:40, Spellbinder wrote:
I've used them online and tried to describe them in the first post. o.O


Yes, I read that, but was hoping for more of an opinion of them overall than just an explanation. Did you use them as your primary damage techs while partying?

Spellbinder
Dec 28, 2006, 11:35 AM
They only hit two to three targets at a time, so it wouldn't be a very good idea to use them as primary. However, they are good for highly evasive enemies (ie. The Snipers in the Lab, Guards in in the Temple in Agata, etc.) and for high flying enemies since it sends them straight to the ground. If you're looking for primary, that would more than likely be Damu Technics and possibly Gi Technics depending on your style of play.

Buddant
Dec 30, 2006, 03:57 AM
On 2006-12-28 08:35, Spellbinder wrote:
They only hit two to three targets at a time, so it wouldn't be a very good idea to use them as primary. However, they are good for highly evasive enemies (ie. The Snipers in the Lab, Guards in in the Temple in Agata, etc.) and for high flying enemies since it sends them straight to the ground. If you're looking for primary, that would more than likely be Damu Technics and possibly Gi Technics depending on your style of play.


Thanks. Also, any idea how many new techs we're getting in the upcoming patch? I just played around with damubarta and some of the dark series in story mode and can't wait to get them online.

Spellbinder
Dec 31, 2006, 01:11 AM
On 2006-12-30 00:57, Buddant wrote:

On 2006-12-28 08:35, Spellbinder wrote:
They only hit two to three targets at a time, so it wouldn't be a very good idea to use them as primary. However, they are good for highly evasive enemies (ie. The Snipers in the Lab, Guards in in the Temple in Agata, etc.) and for high flying enemies since it sends them straight to the ground. If you're looking for primary, that would more than likely be Damu Technics and possibly Gi Technics depending on your style of play.


Thanks. Also, any idea how many new techs we're getting in the upcoming patch? I just played around with damubarta and some of the dark series in story mode and can't wait to get them online.



As a guess I'd say Damufoie, Damubarta, Damudiga, Damumegid, Shifta, Deband, Zodial, Retier, Jellen, Zalure, Zodeel, and maybe Ramegid.

Alisha
Dec 31, 2006, 03:00 AM
assuming those techs come what advice would you give a new beast force thats plaanning to go wartecher. starting after that update would be a lot different than starting on launch day i would think.

Itsuki
Dec 31, 2006, 03:16 AM
Does that mean we may see Alisha online in january? http://www.pso-world.com/images/phpbb/icons/smiles/icon_eek.gif

Alisha
Dec 31, 2006, 04:39 AM
definately.

LTrav2k
Apr 14, 2007, 01:09 PM
As a wartecher, do you guys think NosMegid would serve me better than regular Megid? I was wondering would lower HP be worth it for myself in respect to damage... especially since after the expansion it appears I'll be able to use up to level 30 attack technics.

Spellbinder
Apr 14, 2007, 06:05 PM
With expansion information looming about, there may be some updates so stay tuned.

Tra
Apr 14, 2007, 06:17 PM
On 2007-04-14 11:09, LTrav2k wrote:
As a wartecher, do you guys think NosMegid would serve me better than regular Megid? I was wondering would lower HP be worth it for myself in respect to damage... especially since after the expansion it appears I'll be able to use up to level 30 attack technics.



nope

Spellbinder
Apr 14, 2007, 06:20 PM
Note: Looking for information regarding PM's GH-41X, GH-42X, GH-43X, and GH-44X in regards to their functionality teamed with a Force character.

LTrav2k
Apr 18, 2007, 10:43 AM
Thanks for answering my other question, the other options I'll trying to decide between are Megid, Nosudiga, and the twin daggers PA. For a wartecher, which do you guys think would be the most beneficial choice?

I've already picked up Megiverse and I've got 75 more frags, just wondering should I save up to 99 now or look into just building back up with something that could help me out more.

<font size=-1>[ This Message was edited by: LTrav2k on 2007-04-18 08:45 ]</font>

Spellbinder
Apr 18, 2007, 08:43 PM
On 2007-04-18 08:43, LTrav2k wrote:
Thanks for answering my other question, the other options I'll trying to decide between are Megid, Nosudiga, and the twin daggers PA. For a wartecher, which do you guys think would be the most beneficial choice?

I've already picked up Megiverse and I've got 75 more frags, just wondering should I save up to 99 now or look into just building back up with something that could help me out more.

<font size=-1>[ This Message was edited by: LTrav2k on 2007-04-18 08:45 ]</font>


Well, I don't know much about Wartechers and meleeing, but from a Technic user's perspective, I would probably rule out Megid. While a good Technic, its fairly situational, and its PP cost is very high compared to most. It would wear out your wand very quickly, so I would be a toss up between Nosudiga and the Dagger PA. Any Wartechers care to comment here? http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif



<font size=-1>[ This Message was edited by: Spellbinder on 2007-04-18 18:43 ]</font>

scm
Apr 21, 2007, 01:17 AM
this thread should be a sticky!!

Nani-chan
Apr 21, 2007, 01:19 AM
On 2007-04-20 23:17, scm wrote:
this thread should be a sticky!!



It is..
one of the guides listed in
the stickied Helpful PSU Guides (Updated Apr 18)

Spellbinder
May 9, 2007, 09:19 PM
Made a reference to Tra's Technic leveling guide, and also still looking for input on GH-41X, 42X, 43X, and 44X use with Fortechers in play if anyone has one.

LTrav2k
May 10, 2007, 01:04 PM
I think I read a post by Tra about this question somewhere else, but I can't find it anymore http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif If there is only one enemy will Nosudiga score multiple hits against that enemy? If the answer is yes, does the damage output make it worth your while in exchange for aiming Diga?

JAFO22000
May 10, 2007, 01:27 PM
If there is only one enemy will Nosudiga score multiple hits against that enemy?

Yes


If the answer is yes, does the damage output make it worth your while in exchange for aiming Diga?



I'm sure there are others who can give you exact numbers vs. the casting speed vs. the chance that you will crit with them,etc...

In my non-statistical look at things I've noticed that each hit of Nosdiga (non-crit) hits for roughly one half of what Diga (also non-crit) hits for on the same enemy.

Example: If Diga hits a Koltova for ~600, then Nosdiga (same level as Diga) seems to hit it for ~300x3 or 900 total if you score all three hits.

I'm sure this is completely incorrect and that someone will come along with numbers and mathematical quadratic equations to prove it, but without breaking out a calculator and testing it, this is ROUGHLY what I notice.

Note that you have to wait a bit longer for all three nosdiga hits, so it's probably faster to cast diga than nosdiga. Nosdiga however has a more useful SE, too bad it only gets to level 2. Works great on Goshin!

Spellbinder
May 10, 2007, 02:52 PM
On 2007-05-10 11:27, JAFO22000 wrote:

If there is only one enemy will Nosudiga score multiple hits against that enemy?

Yes


If the answer is yes, does the damage output make it worth your while in exchange for aiming Diga?



I'm sure there are others who can give you exact numbers vs. the casting speed vs. the chance that you will crit with them,etc...

In my non-statistical look at things I've noticed that each hit of Nosdiga (non-crit) hits for roughly one half of what Diga (also non-crit) hits for on the same enemy.

Example: If Diga hits a Koltova for ~600, then Nosdiga (same level as Diga) seems to hit it for ~300x3 or 900 total if you score all three hits.

I'm sure this is completely incorrect and that someone will come along with numbers and mathematical quadratic equations to prove it, but without breaking out a calculator and testing it, this is ROUGHLY what I notice.

Note that you have to wait a bit longer for all three nosdiga hits, so it's probably faster to cast diga than nosdiga. Nosdiga however has a more useful SE, too bad it only gets to level 2. Works great on Goshin!



I don't have any fancy quadratic formulas and derivatives either, but that seems fairly spot on. I read this while soloing S2 Relics so I took a moment to load up Diga and Nosdiga on the same Rod to see how they'd fair. On the same enemy, Diga hit for about 1000, and Nosdiga hit for 550 x 3 (1650). In the end I think it pans out to personal taste or which monster you're facing. Most of the time I go with Nosdiga for the chance to stun and the little bit of flinching it causes when I hit enemies with it.

Nikki_Cole
Aug 2, 2007, 01:01 PM
Great Thread! I was just starting out in PSU and trying to break the habit of PSO EP 1&2 which is a little simpler in my opinion. This thread really helped me out in letting me know that I just have to buy the wand/rod for my different techs and simply use them to lvl up in that tech.

Now I just need to work on lvling my character and PM. hee hee

Thanks Spellbinder!!

Spellbinder
Nov 11, 2007, 07:10 PM
*Necromancy* I've been busy, but have not forgotten about this not so little guide here. I've put in a few things, but I need some confirmation PP costs for some of the Technics. Also looking forward to the PM update so I can hopefully put in a complete overview of the GH-45X series since the variety has given alot of functionality while still being able to synth Technic casting weapons so far.

ArmedesInf.X9000
Aug 16, 2008, 12:08 PM
Spellbinder,

All I can say is Thank You! Out of all my PSU Online and Offline history and w/both Expansion...I can honestly say w/me...I am by far least experienced w/ Forces after all I much prefer to play as Casts an Beasts so usually I don't mess w/Forces and Force types and if I do, I use Beasts........

To any out there, who want to bring their Force game into play I highly would recommend this guide to anyone. Forces are fun in their own way.

Ignorance was my excuse for never touching Forces much in the past, well this guide ends that excuse.