Sorry to downsize btw.
Anyway, while these are great, it's important to note that most techs will be "per situation". Zondeel is probably the most easy to use and useful, just tap it to pull mooks to you or around your talis...preferably the latter. Barta is gonna be great for taking down a line of mooks as it does a great bit of general damage and is generally better for mobbing at very early levels till you get your masteries started(though, by this point, the info is probably useless for you ), ragrants is great, but it really needs to be used via talis to be all that useful. Anything out of range should be ilgrant'd instead. Both should be customized to reduce charge time.
So...it is to say, you'll probably be needing to experiment to find what works for you in each situation. Generally you can get away with killing things via Zondeel into a wide AoE range attack like Gifioe. I would also suggest using mostly rod to get used to everything unless you really wanna play that talis. Eventually you'll need to learn how to talis as it's far more effective than using rods at end game .w.; I only plan on having rods later for using compounds once I get enough talises. /thecostofbeingaForce.
I think it's more important to ask what element(s) you might be focusing on and go from there.
This is the class that everyone jumped on a bandwagon for a while, only to realize it's not as easy as it seems and absurdly costly for what makes it "broken"(nerf Tech JG ring seriously) alongside just needing a lot of weapons for each element .w.; Then add in needing to set up requests for multiple customizations... It can make things easy, but only once you actually GET there.
Last edited by Starryeyedbunny; Aug 23, 2016 at 11:41 AM.
I've been back for a few days mostly spamming alot of the riding quest for my collection files and I'm still trying to decide on things regarding wind techs. Right now I have a +30 Form rod (40 light) and have settled on sazan as my go-to wind tech. However, I still have my old level 3 potential elysion (50 wind) and it seems like I do more damage during most given windows with the elysion using uncharged sazan. There wasn't much widespread use for wind techs outside of elysion when I played last so I'm not sure if anything has changed regarding what the go-to wind tech (and craft for it if any) people prefer nowadays. Can anyone suggest anything different or should I just stick to uncharged w/ elysion where wind is concerned for now?
Honestly hard because most of the wind techs are useful in some way. It's more that now that wind has become useful for having maps where it matters, people realized the potential of a lot of wind techs.
- Zan : kinda useless if you can't manage to keep at least 6 of screen for some time. Otherwise it's relatively strong.
-Gizan : underwhelming but still does its job at stunlocking stuff that gets on your toes for escaping
- Razan : a very good damage tech with multi craft. also launches enemies which can be useful or annoying depending on the situation
-Sazan : less damage that multi Razan, but vacuum effect when charged and good uncharged damage makes it a go-to as you've said
-Nazan(normal) : your highest dps on big single targets (the ones that don't get blown up by it), especially with a good concentrated craft. You'l have to stay at close range for this though, which isn't always ideal. If you don't like it, you can always switch to
-Nazan (type 0 craft) : shoots a ball of wind that explodes upon coming into contact with the ground or a wall, or after having travelled a certain distance. While it's a bit hard to use, it has great AoE, stays out for a while to act as a mine/stunlock and has very good damage to boot. Losing normal Nazan over this can be detrimental, so pick the one you'll find the most useful.
- Ilzan : low damage, but the area it hits is so wide that it can become your highest damage tech if you can suck in enough enemies into it. Also groups them in a straight line to your and the other player's advantage.
-Zanverse : normally wind TE job (or GU/TE or *insert every zanverse specialist build here*) but if you're a Ice/Light/Wind FO/TE that becomes your job if no one's around to do it. Throw it out where your mpa is grouped and leech dat damage, and that's it
Last edited by Zephyrion; Aug 29, 2016 at 04:53 AM.
Just to make sure I have this right. Braver is the force subclass to roll when you just wanna nuke things and don't care for PP management right? (its a male newman for those wanting specifics)
Not for every scenario, it'll be great for enhancing Fire/Ice/Lightning damage, as well as speeding through TACOs via gurren with an all-class or Force-ready Katana.
Fo/br can kill mobs weak to the 3 mentioned elements far better than Fo/Te as Weak Stance applies it's bonus for simply matching their elemental weakness with a tech, but Fo/Te will be superior for boosting compounds and work better for EQ boss fights due to access to a second set of elemental mastery and elemental weak hit.
Does anyone know how many frames the casting animation is with rods, talises, and wands (especially rods)? I'm trying to do some calculations but I can't find this number anywhere. I can find the charge times for techs, but that's only half of what's necessary. Thanks.
To my knowledge, the charge time for techniques you find listed is the default time for anything not called a wand. Wand were simply given a casting time nerf for reason known only by Sega.
Ship 2
ID: Mentalist
Chareen, FOTE
Tasia, GUHU/RA, RAHU or SUGU.
Probably to push force as main casting class and push te as support/wand whacking class.
Connect With Us