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  1. #1631
    エターナルブレイバー milranduil's Avatar
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    as for how much it fills up compound bar, that depends what you are attacking, what level the mob is, and what weapon you're using...
    Spoiler!

  2. #1632

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    Quote Originally Posted by Sandmind View Post
    Welcome to PSO2 and PSOW, I hope you will enjoy your stay. Now, to avoid confusing you as a new player in this game with overly overly complicated systems, I will try to stick to each of your question as best as possible and not go much further.

    Ideal Rod or Talis is a good weapon against boss, due to their potential, but FOTE end up requiring different weapons and skill tree for best possible damage, unlike other class. This is also true for techer and bouncer. Havin a weapon for each elemental attribute is called having a "rainbow set". For FOTE, before 13* you actually want to pick a weapon's element according to it's potential, so you would pick one with a fire technic potential (16% at pot3) with 50% fire element, etc.

    Raw Tatk is one thing, but it need to be backed up by a good skill tree, since PSO2 rely more on stacking multiplier to high heaven (they multiply each other instead of being added together). Spare skill points at the end can be spended on Tatk if nothing better is advaible.

    Here is a good skill tree simulator, which include mag and level cap class bonus. You can use it to plan build, extra tree for FO and/or TE if buy them using AC (cash shop). I would recommend 1st recreating your current build to see if there is some problem there that affect your damage. I can tell you from experience back in late EP1 and most of EP2 that a generalist build is pretty bad for FOTE, since a specialist can usually squeeze out more damage on even mob that aren't weak to the element spec'ed.

    Gear wise, most people use PSO2 swiki with the help of google translate. It might be an headache at 1st (and technically always, since google translate can give you same weird wording), but it's always up to date. There used to be cirnopedia, but that was a database managed by one/few people and is now fully outdated outside of some quick copy-pasting for older stuff. To directly answer your question, the name you mentionned are mostly the top unit set currently or weapon. Unit wise, you want a complete matching set for the set bonus, since most prefered give 60+ X atk or all atk and PP or HP. Saiki is still considered a solid set due to it's set effect of 60+ all atk and massive 25PP and people like to craft it so each piece give more PP (I will come back to crafting later). As long as you do your featured quest, you can get "Key" for Bonus Quest, the tokyo one on a high level character can drop you the Saiki set. Entry level good unit set would be it's lesser cousin, Hiei, which drop from this quest also at all level (if crafted it can potentially last until XH). Main difference between the two once crafted is that Saiki give 25PP and Hiei only 10PP.

    Weapon wise, Sega is giving us right now "Collection Sheet", which, once completed, guarantee you a 13*. The Sheet are time limited though. Right now, we have the Revolucio set, which is more on the mid range or maybe lower of 13*, but a good entry if none yet or to make a weapon for less used element (Revo sheet is around until start of august). The Ray serie is on the upper side of 13* and come with a great potential, but it require more work and a scheduled only EQ (ray sheet around until start of october).

    This is becoming too long and gone off topic... moving on!

    Affix wise, we got this solid guide from Selphea and this affix simulator. They might not be fully up to date, but they should answer all the basic, and froma quick look, the simulator seem to be only missing Odin's special affix. Your run of the mill FOTE usually start out with Elder Soul (30 Tatk and 3 PP) + Technique III (30 Tatk) + Spirita III (4 PP) as their affix of choice on both weapon and units. If you have issue surviving, there is no harm in affixing Stamina III (50 HP) and/or Ragne soul (30 Tatk and 20HP) on units. Most people agree that at least having a relevant atk soul + Stat3 for 60 Atk with a balance of HP and PP that fit your playstyle/skill level get the job done. At higher skill level and budget, more Atk and PP is favored.

    Tech crafting wise, unless you're willing to spend a large amount of time and ressource, it's best to request the craft you want to be done. This old post from LonelyGaruga is a good start, but I would sure make to read the following 1-2 pages to see further reasoning or change made to the list he had made in that post. Cirnopedia's page on Tech Crafting has the extra info for the most part. Since crafting has barely been touched since the last time that database was updated (pre EP4), it's still somewhat relevant. The only new stuff is some PA's craft, some technic alter'ing craft to Zonde and Nazan (unlike the rest of the tech recipe that simply adjust number) and the fact that crafting weapon is not advaible for Summoner's Tact, New Type weapon (or NT) cannot be crafted eitheir, and it's mostly reserved for "Red weapon" (potential is 14%-16% damage boost if the weapon is crafted), a common drop exclusive to VHAQ quest type (SHAQ got blue weapon, which doesn't have a potential).

    ...

    Managed to survive this wall of text? Then one last thing, make sure to get your Compound Technic, mostly Fomelgion (fire+dark long range laser cannon) and Baranstion (light+ice close quarter sword barrage). Those are excellent bossing tool, which work on a shared meter builded from technic damage you deal (multi hit aoe tech on large group usually build it very fast). During EP3, you had to complete a farming CO (client order) in ultimate type quest, but the npc is only advaible when playing on EP1-3 with the story advanced enough to reach EP3. Starting with EP4, they can be buyed from the Photon Sphere npc shop for 50 sphere each. You can get them with the recycle shop (10* unit x 5 or 10* weapon x 1) or the player market aside from farming.

    As far as technic usage, rod vs talis and general/specific strategy is concerned, I will leave that for later or for a better FO player to answer.

    Yes, I managed to survive your wall of text lol. Very helpful info, I would want an Ideal but 180k CM grind seems like something I might shoot myself in the head for HAHAHA. I got multiple skill trees for FO already and should probably be working on TE as well. ALSO, thanks for the tips on the endgame techs, I looked them up and they definitely seem to pack some power! I will definitely go ahead and get those seeing as I probably won't go back to 1~3ep for sometime.

  3. #1633

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    (I love how taking a quick look at my how 21h old post leave me speechless at how heavy and dense in info it is. So much rapid fire info packed like sardine.)

    Glad to know this data will come in handy. Feel free to ask more FOTE related question here or in the "Quick question thread" in the PSO2 general section. There is never a dumb question, but people here tend to get salty if making a new thread for a single (common) question.

    Regarding entry level weapon that springed up, the only reason I truly mentionned any 13* was since itsbao93 was talking about endgame and was himself at endgame. At that point, it depend of time, meseta, lambda grinder, photon sphere and excube mostly.

    My own recommendation used to be pre NT introduction: pick a random 1-3* Rod and/or Talis with chosen element, grind to 10, max element and good to go until VH. Then start investing as seen fit in better weapon, althought it depend on ressources and leveling speed.

    Red rod/talis are a good alternative for freemium getting into SH/XH indeed. The main reason those suffer on FOTE vs every other class is due to the fact the elemental value is static for them (add straight invariable attack), where FO's Element Conversion is an another multiplier that use the Rod's raw Tatk as base. Still good weapons.

    Nox Rod restriction (being above ... 40%? PP) is major for fire and light element, since those two burn PP like no tomorrow. PP Convert counter it when active ofc. Solid choice and easy to get thanks to Revolucio Rod Sheet, since you can simply do SH+, collect the Nox, trash and repick with no penality if not wanting the Revo. Also worth investing in, since feeding a 12* NT+30 to a 13* NT will give it a large amount of exp. (For reference, 13* NT can be feed a Nox+26 for 0 to +10, then a Nox+30 with maybe 1-2 10* at +10 or +20 if you have even more photon sphere to throw out when emperor rappy isn't around, and the 20-30 will use more, just check before feeding how much you truly need.)

    Not going further with this topic, other than elemental tech potential 10-12* are still solid if premium.

    And now going to throw my current trees for FOTE as an example, some SP could be moved around, but it's a solid base.
    FOTE Fire + Light/Dark
    FOTE Lightning + Light/Wind
    TEFO Light/Support for PD EQ + Ice FO main

    TE sub in particular, could remove 4 SP from Territory PP Save and invest 3 SP into Wind Mastery to boost Zanverse on the Light/Dark tree. Or remove Wand Gear + 1 SP Wand Lover, since I got an ice Elysion and step come in handy. Spare could always be burned into Tatk Up2, but I favor reduced PP cost on zondeel/shifta/resta/anti/zanverse/megiverse/deband.

    The TE tree with main class support was a spare tree I hadn't touched since last summer. It's alright for pug'ing PD, the DPS lose is noticeable when comparing my un-affix'ed Ray Talis +30 vs my tricked out Caduceus with ult buster. But I make sure there is a TE in the mpa, even if the zanverse is the crappiest it can get (if I see other using it, I try to avoid using mine). In terrible pug, I have used up Reverser Field twice and all 5 moon a few time so far...

    Talis Fast Thrown is a skill I heard good off in some situation, like Talis Ragrants on boss when exposing weakpoint (example: Double when chasing him, position the talis at max range faster). I would had specced it already, but main class only, so gonna spec it 1st on my lightning tree the next time I actually use it.

    Edit: And made a wall of text again.
    Ship 2
    ID: Mentalist
    Chareen, FOTE
    Tasia, GUHU/RA, RAHU or SUGU.

  4. #1634
    エターナルブレイバー milranduil's Avatar
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    yes, talis fast throw is a great toggle skill. anyone who plays td/pd (primarily df double) with talis would agree.

    also, you can dump 3 points from the territory pp save to max tatkup2 for a little extra dmg on each tree if you want.

  5. #1635

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    @Sandmind
    Relatively new FO here, for your Fire +light/dark tree I see that you took 1 pt in wand lover and wand gear. Do FO/TE use wands? Also having talis thrown tech bonus and rod shoot together?

  6. #1636

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    Did sega fix zonde 0's hitbox issue, or make any other general improvements to it yet?

    Shigure ship 2. Credit to agarwood for the picture!

  7. #1637

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    yeah , at least i didnt had any problems against soma
    Last edited by Dammy; Jul 14, 2016 at 06:32 AM.

  8. #1638

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    Zonde 0 works fine for me. Legit DPS on Odin too.

  9. #1639

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    yeah , i have Odin's aggro most of time, using Zonde 0

  10. #1640

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    So it attacks from the sky downward now?
    Does it still have its impact delay?

    Shigure ship 2. Credit to agarwood for the picture!

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