Ship 2 - Player ID: Faust
Ashbell HUFIdewman - フランブローズ FOFIcaseal - GALE GUHUmarl
If you're going to be using crafted boots, level up your crit skills. Shifta crit and elemental stance crit give you a 45% chance to ignore your damage variance, and that goes up to 75% with critical field up. I personally find it more useful than elemental PP field, but you can also remove points from heal bonus.
I don't really bother with craft mastery though because it's a pretty awful bonus. 10 points for less than 5% damage. It's hardly worth it even if you have a full crafted set.
From the techer tree, remove the extra 5 points from shifta and deband adv base skills. They're totally awful. I calc'd it, and upping it to 10 only gives me 6 extra t-atk. Even distributed to a full 12 man mpa, that's not worth the points. Wind Mastery boosts zanverse damage from moment gale, or you could juse put the points into pp restorate. Max PP convert isn't really necessary. At most you'd want 6. More points you can put into wind or dark mastery.
Ship 2 - Player ID: Faust
Ashbell HUFIdewman - フランブローズ FOFIcaseal - GALE GUHUmarl
Literally the only thing a TE/BO gains for support over a TE/BR is crit field(pretty much useless) and pp restore field(not very good). But the problem is, you give up like 50% damage for these two things.
Play TE/BR, TE/BO is completely pointless and provides almost no additional support over TE/BR.
While doing nearly non-existent damage, yes. Your buffs being slightly easier to keep up don't matter when you're doing such horrible damage. This is an action RPG, you need to be doing as much damage as possible WHILE providing support, not gimping your damage to the point of nothingness just to try to squeeze out 1% more support.
You should have zero problems keeping up THREE MINUTE deband/shifta as a TE main. Zanverse is also extremely easy to keep casting while whacking things with a wand, it's not like you should be spamming that AOE boots PA on everything, anyways. You can easily zanverse in situations it's good in with TE/BR.
Please stop trying to play TE/BO, it's bad.
If you want to use jet boots, play BO/HU or BO/FI. If you want to give amazing buffs, play TE/BR.
Last edited by Shiyo; Sep 1, 2014 at 08:59 PM.
Last edited by TaigaUC; Sep 1, 2014 at 09:02 PM.
It would also be nice if BO's tree had more multipliers so we could play TE/BO and BO/TE. The devs said TE would be the best sub for BO, but it never is. I also really, really, REALLY wanted to be mega support TE/BO but it's far too weak ; ;
Stupid badly designed % DMG modifier's only things that matter skill trees. Oh well, maybe stances will be removed by EP5 and trees will simply be unique actives and abilities and very little % dmg modifiers.
Last edited by Shiyo; Sep 1, 2014 at 09:06 PM.
Well, duh. Te/Bo is a support class. Bo/Hu and Bo/Fi are "solo" classes. That's how balance works.
http://www.nicovideo.jp/watch/sm24337313
https://www.youtube.com/watch?v=ewVVFltyDJ4
Te/Bo is complete and utter shit! Use te/br instead.
I also have another one where I managed 1:40 using ramegid to proc poison on Quartz's nose like the te/br did, but I played pretty sloppily. I think I'll be working that into my routine more often though.
Ship 2 - Player ID: Faust
Ashbell HUFIdewman - フランブローズ FOFIcaseal - GALE GUHUmarl
TE/BO isn't support. TE/BO is giving up 50% of your potential damage for 2 completely garbage fields that don't make up for your huge DPS decrease from /BR's multipliers.
TE/BR is support.
Bo/FI and BO/HU aren't "solo" classes, they still give out buffs and fields while dealing damage, except they deal much more damage while providing those same buffs and fields that a worthless BO/TE does.
Please explain how your video makes multipliers and math invalid? Because you can kill bosses quick with vastly inferior multipliers? I guess that's cool, doesn't change the fact you're doing much less damage just because "I WANT TO BE A UNIQUE SNOWFLAKE". You would kill faster with a proper sub, what exactly don't you understand?
(BO)/TE gives what, 20% damage via EHW and 100 more sattk from shifta advance and 15% damage reduction from deband, while /HU gives like 74% from all it's multipliers.
(TE)/BO gives what, 30% damage from elemental stance, PP field(minor) and crit field(worthless), while /BR gives 50% wand damage from attack advance and 25% from average stance, as well as 55% from weak stance when charging techs and using techs the enemy is weak to.
Like, you can see the math in front of you, but sit there in your own little world of denial.
Also this is the Bouncer thread.
Last edited by Shiyo; Sep 1, 2014 at 10:59 PM.
I apologize if I sound too forthcoming but did anyone see the questions I posted a few hours ago? (Post #1007)
I'm using a bouncer weapon, and I'm using the videos to prove the point that te/bo (using JBs) isn't that much worse than te/br, if at all.
Let's also not call te/bo a "snowflake" like ep2's ra/te, ra/fo, hu/te (wandless), etc. It's a perfectly functional class with enough multipliers to get things done. If one enjoys using jetboots to put out about the same amount of damage as a te/br's wand, then what is the problem with that? Same support, same damage, just a different delivery system.
JB gear does not increase tech damage. The only things bouncer has to increase tech damage are shifta air, elemental stance, and I guess break stance (?), as well as the various critical skills. Techs are more of a situational thing for bouncer gameplay.
If your element matches the enemy's weak element, you gain +x pp per normal hit you perform.
Ship 2 - Player ID: Faust
Ashbell HUFIdewman - フランブローズ FOFIcaseal - GALE GUHUmarl
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