Back in PSO, the force classes were very well balanced with respect to each other.
FOnewearls were glass cannons
FOnewms were best with the Ra-techs
FOmarls had healing proficiency
FOmars mixed melee with Gi-techs
None of these classes were 'useless' with respect to each other, and they all had something the others didn't. I'm glad that Casts can now be forces, I just hope that Sega actually gives them a real role to play other than joke character (FOcasts a la PSU)
What role should FOcasts and Focaseals in play in PSO2? High-def healers, mages with guns? Also, should HUcasts and RAcasts remain tech'less? Discuss.
I'll start.
Having played a Beast WT the whole of my PSU career, I know that building classes with laughable ATP and TP and low skill caps will lead to nothing but a crap class. What I'd like to do would be to give FOcasts and FOcaseals good TP (equal or on par with to newms and humans) and the same tech level caps as the other to races (while being forces).
Now, limit them by only allowing them access to a couple of tech groups at any given time (the attack techs being grouped by element and the support techs being grouped by healing, buffing and debuffing).
Starting off as a FOcaseal with access to 2 groups, I could chose to have access the fire-tech group (foie, gifoie, rafoie) and the healing techs (Resta, Anti and reverser). I would have equal proficiency with these techs to any newm or hume using them but would only be able to use these 2 groups. I could change which I had access to at a counter in the lobby, and maybe I could gain more access to groups as I level up. When ever my current techs wouldn't be enough, I could switch to what ever melee or ranged weapons I'd have access to.
This way, FOcasts would still be potent forces without stepping on toes.
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