I've got an
updated version of the builds guide here, but it's mostly the same for Force. The only good new skill they got was Freeze Keep, but you're forced to take a bunch of bad skills to get it.
Dextro is exactly right, but to go into more detail:
1. No. PF is not enough of a boost for too short of a time with a harsh penalty. PF is not good at low levels because you could simply fill up the T-Atk skills to give you more overall and count towards equipment requirements. But don't do that, because there are stronger skills to get than those, even at low levels. PF is not good at end game because that 200 T-Atk is roughly 10% of your total, which you can easily get from a Tech Advance or Elemental Mastery skill which works all the time without penalty.
2. The way this skill works, and a few other similar mechanics like the Injury status effect, is that your maximum health temporarily drops down. A chunk of your HP bar turns red and
cannot be healed. At the end of the skill's duration, your HP will be returned if you didn't take any damage nor had any incoming heals (even if you didn't actually gain any HP as a result of the healing).
3. No, as Dextro said these are multiplicative. That means a 10% status boost turns a 20% chance into a 22% chance. It's simply not worth 10 SP.
4. No, 10 PP isn't worth 10 SP. Half of a single cast from a full bar doesn't help as much as more damage, especially when you have so much PP regen available to you. Definitely try to get more PP from your equipment and affixes, but not from your skill tree.
Connect With Us