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  1. #1

    Default Some Force Questions

    I recently decided to try my hand at being a Force because I've always wanted to be a magic (or a technique, technically, I guess) user but I've always struggled in that department. I have a Braver and a Hunter that I love and I'm doing pretty well as them but I would really love to give a Force a shot. But I'm struggling in a few areas of trying to understand how to play as one. If someone could answer my few questions, I would appreciate it.

    1) What is the difference between a Techer and a Force? I know that Techers can use light and dark techniques and Forces use fire and ice and win (I think) but is that the only big difference?

    2) I've read a lot online that the Talis is the best weapon for a Force because you can cast techniques from farther away and whatnot but is using a Rod or whatever just as good? I've tried the Talis and I don't know if it's just me or what but I can't get the hang of using it and it's not my favorite thing in the world.

    3) What would be the best subclass to go with as a Force (or possibly a Techer, depending on if that class would be better for me)? I was originally thinking of going Force/Techer but would something else be better?

    4) What would the best skill tree build be? I was going to attempt to make one myself but I was intimidated by all the skills branching off into the different technique elements.

    I'm not really sure what things weigh in when making and playing as a Force so if someone could give me some pointers and try to answer my couple questions, I would appreciate it a lot.

  2. #2

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    I have a force/techer, it's not level capped or anything but judging by the talent tree it looks like techers have many shifta/deband upgrade abilities, as well as the dark/light magic improvements like you said.

  3. #3
    Garbage-chan Kondibon's Avatar
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    Default

    Quote Originally Posted by ashleebabee2308 View Post
    I recently decided to try my hand at being a Force because I've always wanted to be a magic (or a technique, technically, I guess) user but I've always struggled in that department. I have a Braver and a Hunter that I love and I'm doing pretty well as them but I would really love to give a Force a shot. But I'm struggling in a few areas of trying to understand how to play as one. If someone could answer my few questions, I would appreciate it.

    1) What is the difference between a Techer and a Force? I know that Techers can use light and dark techniques and Forces use fire and ice and win (I think) but is that the only big difference?

    2) I've read a lot online that the Talis is the best weapon for a Force because you can cast techniques from farther away and whatnot but is using a Rod or whatever just as good? I've tried the Talis and I don't know if it's just me or what but I can't get the hang of using it and it's not my favorite thing in the world.

    3) What would be the best subclass to go with as a Force (or possibly a Techer, depending on if that class would be better for me)? I was originally thinking of going Force/Techer but would something else be better?

    4) What would the best skill tree build be? I was going to attempt to make one myself but I was intimidated by all the skills branching off into the different technique elements.

    I'm not really sure what things weigh in when making and playing as a Force so if someone could give me some pointers and try to answer my couple questions, I would appreciate it a lot.
    1) The main differences are that techer focuses more on support, and PP management, as well as a bit of melee with wands. Also Force has fire, ice, and lightning skills on it's skill tree, Techer has Wind, Light, and Dark. If you want to go pure casting then force is the class you should be maining though.

    2)Talis isn't good because it lets you cast techs from far away (though that is useful in some cases), it's because there's a skill that gives you up to 20% extra damage when the card is floating, making it good for homing or tracking techs, which are currently overwhelming the meta.

    3) For damage with a single force tree probably fighter. With multiple trees Braver (with weak stance) might be better. For PP management and more sustained damage or if you want to use dark techs, techer is best.

    4) The optimum way to build force is to have multiple skill trees. If you only have one, I believe most people suggest going with an Ice/Dark Fo/TE tree but I'm not too knowledgable about the specifics. You should, probably wait for someone who understands skill trees better than me.
    Last edited by Kondibon; Jul 14, 2014 at 04:51 PM.

  4. #4

    Default

    1) FO is the pure casting class, while TE on it's own was more intented to burn PP and melee to regen.

    2) A same grade Rod is about 10% raw damage stronger than a Talis. So that 20% would be seen as 10% stronger. Until I saw mention of affix on weapon + units and other multipliers. As such, Talis is pulling ahead madly on good geared FO when the talis skill is in use. Not always easy to use with tech that launch from the player/talis and doesn't track, etc. Also a good tool to safely zondeel mob together, depending on the situation.

    3a) TE for PP management, larger support tech range (including zondeel), if maining a TE's element (but still main as FO for Element Conversion).
    3b) FI for pure raw damage with a single element, drawback of needing to watch where you stand in relation to the enemy. Brave stance is equal to two mastery in damage, so better than TE when using FO's element, otherwise equal. Wise stance is rouglhy equal to TE's single element spec vs enemy weak to it.
    3c) BR can ouput more raw damage than FI's brave stance with the different drawback of needing to match element or hit a weakpoint for weak stance (average stance is lower than brave stance). Both stance deal less than TE's element vs enemy weak to it.
    Now for the silly subs:
    3d) HU only give Fury Combo Up 20% boost to tech damage, otherwise, only benefit to a caster is being a tank build.
    3e) RA: First Hit work for tech and same for Sharpshooter (RA main only, same damage and as FO main's Element Conversion). Otherwise, Weak Bullet and Killing Bonus.
    3f) GU: Perfect Keeper's 20%, Atk PP restorate for PP management and chain trigger/finale (and automate deadline below chain). Aerial Advance work for tech, but very few mob actually fly up and it's harder to juggle mob with techs than GU's PA and I believe only Dark Vibras actually fly among the current boss selection. Otherwise, Sroll JA and High Time both apply to tech, but cannot really be exploited as it stand for serious build. FOGU would be broken if there was a FO able TMG with vibras's bow level of Tatk with the current GU tree.

    4) FO is the one class where multiple skill trees is required if you want to max your damage potential everywhere, due to mob weakness (in general, 20% if dual weakness, 30% for single weakness). Otherwise, from experience, a generalist FO end up being weak compared to a specialist single tree, be it single element or dual element (one from both FO and TE). Ice/dark is so strong right now thanks to Ilbarta for boss fight and Ilmegid for mobbing. One could go pure Dark by taking all FO's generalist skill and use Namegid for bossing, but I personally prefer Ilbarta and it tend to be better and/or easier to use than Namegid.
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  5. #5

    Default

    1) What is the difference between a Techer and a Force? I know that Techers can use light and dark techniques and Forces use fire and ice and win (I think) but is that the only big difference?
    A: in my perspective. techer is upgrade version of force. while force usually wait to regen PP, techer can do a flashy normal attack to regen PP. other than that, both are spellcaster, just differ in mastery.

    2) I've read a lot online that the Talis is the best weapon for a Force because you can cast techniques from farther away and whatnot but is using a Rod or whatever just as good? I've tried the Talis and I don't know if it's just me or what but I can't get the hang of using it and it's not my favorite thing in the world.
    A: talis is good for force because of skilltree "talis mastery"... other than that, just a same playstyle with different weapon. just pick which one you prefer.

    3) What would be the best subclass to go with as a Force (or possibly a Techer, depending on if that class would be better for me)? I was originally thinking of going Force/Techer but would something else be better?
    A: for me. best force/techer... spamming tech while PP convert is active is a bliss (and still regen PP while charging)... and ketos proi while PP convert in cooltime... and friend's ketos proi while my PP convert and ketos proi in cooltime...

    4) What would the best skill tree build be? I was going to attempt to make one myself but I was intimidated by all the skills branching off into the different technique elements.
    A: current best skill build for me is an ice/dark build... but wind is nice too... (i love zan spamming)

    well... different people has different playstyle...

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