Technique Up 1/2
-Increases base T-ATK. T-ATK Up 1 is +50 for 10 SP, T-ATK Up 2 is +75 for 10 SP.
-3 SP in T-ATK Up 1 is necessary to use most other Techer skills.
-For wand strikes and Wand Gear, T-ATK Up 1 increases damage by approximately less than 1%, and T-ATK Up 2 is approximately a 1% increase in damage.
-The increase to Wand Gear damage alone is 2% for T-ATK Up 1, and 3% for T-ATK Up 2.
-As a general rule of thumb, it can be assumed that 25 T-ATK = 1% for Wand Gear.
-For tech damage, T-ATK Up 1 is approximately a 2% increase in damage, and T-ATK Up 2 is approximately a 4% increase in damage.
-As a general rule of thumb, it can be assumed that 20 T-ATK = 1% for tech usage.
-Increases base S-ATK by up to +50.
-For wand strikes and Wand Gear, S-ATK Up 1 increases damage by approximately less than 1%.
-The increase to wand strikes alone is approximately 1%.
-S-ATK Up is less valuable than T-ATK because wands have naturally higher S-ATK than they do T-ATK. Additionally, Wand Gear is calculated in a way that makes stacking T-ATK more meaningful, as its damage is boosted by elemental weaknesses as well as striking weaknesses.
-Though the % increase is lower, S-ATK adds more damage than T-ATK for single targets, as wand strikes average 229 power, and Wand Gear is only 160. From power alone, wand strikes average to be 43% stronger than Wand Gear, but there are many more variables that prevent it from being this straightforward.
-As a general rule of thumb, it can be assumed that 50 S-ATK = 1% for wand strikes.
-1 SP skill. Functionality described in "About Wands" section.
-Wand Gear is filled by using charged techs. Wand Gear can also be filled using the Techer skill Wand Lovers. Wand Lovers keeps Wand Gear maxed for its entire duration, which is unlimited. Essentially, Wand Gear is always maxed when using Wand Lovers.
-Although a Wand Gear explosion is triggered for each individual enemy hit by an attack, the explosions themselves can hit multiple enemies. This makes Wand Gear explosions quadratic (damage = d * x number of enemies).
-Due to this, the lightning tech Zondeel is a staple to wand usage, as it pulls all enemies susceptible to suction effects toward the player, making it easy to hit all of them at once.
-Wand Gear explosions use T-ATK, but are considered striking attacks. They are not techs, so Elemental Mastery skills do not apply to them, but PSE effects fully apply to damage done.
-Although Wand Gear explosions are striking attacks, they target the elemental hitzones of an enemy. If an enemy has a 20% weakness to the wand's element, Wand Gear will do 20% more damage. Likewise, if an enemy has a 15% resistance to the element, Wand Gear will do 15% less damage.
-Non-elemental wands will have non-elemental Wand Gear explosions, which cannot hit for weakness, but can be resisted.
-Enhances wand melee damage (both strikes and Wand Gear) by up to 40%, changes wand dodge action to Step, enables Step Attack for wands, and maxes Wand Gear.
-Wand Lovers cannot be used unless Wand Gear has been learned.
-Wand Lovers can be used regardless of weapon equipped, but only affects wands.
-Wand Lovers does not apply to techs used with a wand.
-Wand Lovers enables Step Attack regardless of whether Step Attack is present on the subclass' tree or not.
-Wand Lovers' Step is affected by Step Advance, but because Techer does not have Step Advance on its skill tree, it must be taken on a subclass' tree.
-Wand Lovers grants the largest damage bonus to wand melee damage on Techer's skill tree and comes with major changes to how wands work, making it a staple to Techer gameplay.
-5 SP skill. Adds up to 40% of the currently equipped wand's T-ATK as S-ATK.
-Currently, this can be generalized as 300-500 more S-ATK, which is generally 30% more S-ATK from what the wand would normally have.
-The bonus S-ATK from Wand Reactor is affected by weapon element, and will be further increased by up to 50/60%.
-For wand strikes and Wand Gear, Wand Reactor adds approximately 8% more damage.
-For wand strikes alone, Wand Reactor adds approximately 13% more damage.
-Wand Reactor adds substantially more % damage than S-ATK Up because without it, wands have substantially lower S-ATK. Wand Reactor is responsible for wands having abnormally high S-ATK.
-Without Wand Reactor, approximately 30 S-ATK = 1% for wand strikes.
-Wand Reactor does not work on weapons that are not wands. Wand Reactor also does not subtract the T-ATK used to add to the wand's S-ATK.
-Strongly recommended due to high increase in wand damage.
-Increases natural PP regeneration speed by up to 140% of its natural regeneration time.
-Normal regeneration speed is 5 PP/1s. With PP Restorate maxed, this becomes 7 PP/1s.
-PP regeneration speed can also be considered 1 PP/0.2s. With PP Restorate maxed, this becomes 1 PP/0.14s.
-With this information, it can be observed that it takes 20s to restore 100 PP. With PP Restorate maxed, it takes 14s. 30s for 150 PP normally, 21s with PP Restorate maxed, and so on.
-PP Restorate stacks with other PP regeneration methods.
-Because wands do not use PP for their melee, PP Restorate is mainly useful for techs and other weapons, such as subclass weapons.
-PP Restorate is mainly a skill of convenience, having a small but constant effect that makes it possible to use more techs and PAs at a more frequent rate.
-Stacks with PP Convert, so having both is more useful than one or the other alone. The two skills combined provide superb PP regen.
-Increases the effectiveness of the fire tech Shifta.
-Shifta normally adds up to 19.7% of a player's base ATK to their current ATK. Shifta Advance multiplies this by up to 25%, for up to a 24.625% increase in base ATK.
-Base ATK stats include skill tree investments and mag stats in addition to the character's stats, but nothing else.
-Shifta normally adds approximately 100-200 ATK, depending on how high the base stat is. Shifta Advance makes this closer to 125-250 ATK, making Shifta Advance equivalent to 25-50 more ATK in all ATK stats.
-Because 5 SP in Shifta Advance is mandatory to use Shifta Strike, 13% of Shifta Advance's effect is almost always in play. The remaining 5 SP is a 12% increase to Shifta's effect, meaning that further investing in Shifta Advance only yields approximately 12-24 more ATK for each stat.
-Level 10 Shifta Advance adds approximately less than 1% to wand strikes, Wand Gear, and techs.
-Because Shifta applies to all players around the user instead of just the user, the total effect of Shifta Advance can be considered greater, approximately 12-24 more ATK per affected player for each ATK stat.
-Shifta Advance is a better investment the more ATK stats used, since it affects all ATK stats. For wand melee, it will have a stronger effect than Striking Up or Technique Up, but a weaker effect for techs and subclass weapons.
-Because level 10 Shifta Advance is a 5 SP investment after getting Shifta Strike, it is easy to fit into most builds.
-Adds a critical hit rate increasing effect to the fire tech Shifta.
-Critical hits will occur up to 20% more frequently. 1 SP grants the largest effect per SP spent, at a 5% rate increase.
-When a player lands a critical hit, it eliminates damage variance and causes their hit to do 100% of the possible damage it can do.
-Damage variance ordinarily causes attacks to vary from doing 90-100% of the full damage of the attack, meaning average damage is 95%. A 100% critical hit rate would increase damage by 5%.
-A player's natural critical hit rate is 5%, so a player will land critical hits 25% of the time with Shifta Critical maxed.
-Shifta Critical increases damage by up to 5%, 20% of the time. This is equivalent to up to 1% more damage. 1 SP is a 0.25% increase in damage.
-Damage variance works differently for crafted weapons. For crafted weapons, each weapon category has a different base damage variance, which can be increased by increasing the gap between your own DEX and your target's DEX. The base variance is typically around 50% for minimum damage, with the highest possible minimum damage being 90%. Maximum damage is 100% regardless, meaning average damage is around 75% at worst and 95% at best.
-Although Shifta Critical can add up to 5% more damage on average, it's typically better for Techer to stack DEX through affixes and units instead of relying on critical hits to increase maximum damage.
-Shifta Critical adds minimal damage for the SP spent on it, and is not recommended.
-5 SP skill. Adds a damage % enhancing effect to the fire tech Shifta. Requires Techer to be the main class to use.
-2% for every 1 SP is already a good investment if it only affected the user, but the fact that this affects other players makes it even better, as the total effect can be upwards of a 120% increase to the entire party's damage.
-Very straightforward skill, but one of the most potent effects on the Techer tree, making it a must-have staple skill.
-5 SP skill. Increases the amount of HP healed by the light tech Resta.
-Max effect is a 20% increase.
-Resta ignores weapon T-ATK, but applies all other sources of T-ATK.
-The formula for uncharged Resta is (T-ATK - Weapon T-ATK) * Resta Power * Resta Advance * Potential * PSE * 0.08 (* 2)
-The formula for charged Resta is identical, except 0.25 instead of 0.08, and * 4 instead of * 2.
-Resta Power is the power of the disc. Level 17 is 116, or a 1.16 modifier. A +power recipe is upwards of 206 power, or a 2.06 modifier.
-With Resta's power recipe, Resta typically heals approximately 200 HP per tick uncharged, and approximately 600 HP per tick charged.
-Because of Resta's already high healing power, Resta Advance is not recommended, as Resta already heals most players to full health with 1-2 ticks.
-Increases the effectiveness of the ice tech Deband.
-Deband normally adds up to 19.7% of a player's base DEF stats to their current DEF. Deband Advance multiplies this by up to 25%, for up to a 24.625% increase in base DEF.
-Essentially identical to Shifta, but for DEF stats.
-By itself, Deband adds approximately 90-110 DEF to each DEF stat. Deband Advance further increases this by approximately 20-30 more DEF.
-Because of Deband Advance's low DEF increase, it is not recommended.
-Adds a damage reducing effect to the ice tech Deband.
-Reduces damage by up to 15% of the original value. 100 damage becomes 85, 200 becomes 170, and so on. The effect of 1 SP grants the largest bonus, at 5%. Level 10 Deband Cut is 15% for 10 SP, or 1.5% per 1 SP spent, making 1 SP more than three times as efficient per SP spent.
-Because 5 SP in Deband Advance is required to use Deband Cut, it can be considered a 6 SP cost for 5%, and 15 SP for 15%, making maxing Deband Cut a more efficient use of SP in practice.
-Deband Cut applies to striking, ranged, and tech damage, but not set damage effects such as burn or poison damage, which cannot be reduced.
-Similar to Shifta Strike, Deband Cut is a strong effect for single players, but even more potent when applied in parties.
-Because of Deband Advance's minimal defense boost, Deband Cut is significantly less useful than it could be, as the 5 SP on Deband Advance is almost a complete waste. Deband Cut is still a strong skill despite Deband Advance's failings.
-Because defense is less important than attack, even on its own virtues, Deband Cut may not be worth using.
-5 SP skill. Adds an effect that increases max HP to the ice tech Deband. Requires Techer to be the main class to use.
-Increases the max HP of all players affected by the player's Deband by up to 25%.
-Deband Toughness uses the full HP of all players affected, including affixes and units.
-Deband Toughness does not increase the current HP of players affected by it. Their current HP will remain at what they had before Deband Toughness was applied, so they must be healed to take advantage of the increased max HP.
-Techer usually has the highest HP of all classes while under the effect of Deband Toughness. Because of this, Techer can be considered a high HP class if using Deband Toughness.
-Deband Toughness adds approximately 100-300 more HP for each player affected, depending on how high their HP is.
-Deband Toughness is an even better skill than Deband Cut for increasing a player's ability to survive damage, and costs half the SP. This makes it a higher priority skill if seeking to increase personal durability, or the durability of other players.
-Similar to Deband Cut, defensive skills are generally less useful than offensive skills, so Deband Toughness may not be worth using.
-1 SP skill. Applies the effects of the player's Shifta and Deband when reviving other players.
-This includes skills such as Shifta Strike or Deband Toughhess.
-The Shifta/Deband effect will be at its max duration, or 3 minutes.
-Handy for saving time from applying Shifta/Deband after reviving a player. Because players are revived at half health normally, it would be necessary to apply Deband Toughness before healing them, or it would be necessary to heal them again, unless they healed themselves. With Reverse Bonus, Deband Toughness will already be applied, so the revived players can be healed immediately.
-1 SP so very easy to fit into most builds.
-Has no effect if playing solo.
-Active skill. When triggered, rapidly increases PP regeneration, but applies a max HP reduction during the effect.
-For every 1 PP regenerated, 1-5 more PP is regenerated. Lasts 30s with a 120s cooldown. Cooldown begins from the moment of activation, so in practice cooldown is 90s unless activation was interrupted.
-Normally, PP regenerated is 5:1s. With PP Convert, 5-25 more PP is regenerated every second. With level 10 PP Convert, PP regeneration is 30:1s
-Stacks with PP Restorate. PP Restorate is applied after PP Convert. With both maxed, PP regeneration is 42:1s.
-With both PP Restorate and PP Convert at level 10, it takes 2.3 seconds to regenerate 100 PP.
-Level 9 PP Convert takes 2.8 seconds, level 6 takes 3.5 seconds, level 3 takes 4.7 seconds, and level 1 takes 7.1 seconds.
-Without PP Restorate, level 10 PP Convert takes 3.3 seconds to regenerate 100 PP. Level 9 takes 4 seconds, level 6 takes 5 seconds, level 3 takes 6.6 seconds, and level 1 takes 10 seconds.
-Max HP reduction becomes stronger as PP Convert is leveled. Begins at a 20% reduction, max level is 30%.
-Deband Toughness is applied before PP Convert's HP reduction. With max Deband Toughness and PP Convert, HP will be 87.5% of normal max instead of 70%.
-Leveling PP Convert increases the max HP reduction, but only levels 3, 6, 9, and 10 increase the amount of PP regenerated. There is no advantage in levels 2, 4-5, or 7-8 compared to their lower levels.
-Regenerates PP more rapidly than PP Restorate, but is only active 1/4th of the time.
-Most effective when combined with PP Restorate.
-Very versatile skill for tech and subclass weapon usage. High PP regen means less downtime while attacking. Has minimal value to wand melee however.
-1 SP skill. Increases the range of support techs by 50%. Support techs are Shifta, Deband, Zondeel, Zanverse, Resta, Anti, and Megiverse.
-Also affects the range of Freeze Ignition and Poison Ignition.
-Support techs normaly have a range of 2m when uncharged. Charging triples range to 6m. Territory Burst makes uncharged techs 3m and charged techs 9m.
-Some support techs can be crafted for +m. This is added after charging and Territory Burst. A support tech with +1m will have an uncharged range of 4m and a charged range of 10m.
-Support techs that qualify for +m crafts are Shifta, Deband, Zondeel, and Anti.
-Because Territory Burst greatly expands the range of Zondeel, more enemies can be pulled in to attack with wand melee. The increased range also makes supporting other players easier.
-1 SP makes Territory Burst possible to fit into any build, and has an extremely strong effect on support techs, making it a staple skill.
-1 SP skill. Further increases the range of the support techs Shifta, Deband, Resta, and Anti. Requires Techer to be the main class to use.
-Wide Support increases the range of these support techs by roughly 20%. With Territory Burst, the total increase in range is 80%. Charged support techs get 10.8m before applying craft effects.
-Low cost and solid effect make this a staple Techer skill.
-1 SP skill. When curing a status effect, adds an HP and PP recovering effect.
-When curing a status effect, the user of Super Treatment and all players cured are healed for two ticks of 25% of their max HP, for a 50% heal.
-Also increases PP regeneration by +3 for every 1 PP normally regenerated. Same regeneration as PP Convert level 6. Please check PP Convert overview for more information on how much PP is regenerated.
-PP regeneration lasts 30s.
-Applied by items such as Sol Atomizer and the light tech Anti.
-Does not work for self-inflicted status effects such as Limit Break. Also does not work with status effects healed by mags or the Hunter skills Guard Stance Poison and Guard Stance Burn.
-Very easy to apply in areas where status effects can be inflicted by objects, such as lava, Curse Sentries, or lightning.
-Can deliberately have status effects inflicted to repeatedly trigger PP regeneration.
-1 SP makes it very easy to fit into any build, and has a potent effect when applied. Low cost also ensures minimal loss in areas that lack common status effects.
-Active skill. Generates a field around the user that revives defeated players. Requires Techer to be the main class to use.
-Revived players will be restored with up to 100% of their max HP. Requires level 8 to exceed the standard 50% Moon Atomizers and other revival methods restore players with. Level 1 revives players with 5% HP. Level 5 revives players with 25% HP.
-Reverser Field lasts up to 15s. Level 1 provides a 5 second field, levels 5-10 provide a 15 second field. Cooldown is 600s (10 minutes) regardless of level.
-If using Reverse Bonus and Deband Toughness, Reverser Field does not count the extra HP provided by Deband Toughness. Level 10 will revive players with 80% of their health instead of 100%. This makes healing after revival necessary.
-Does not qualify for the 20 FUN bonus normally received for reviving players.
-Inferior to Moon and Cosmo Atomizers in almost every way. 600s cooldown means activation will be 1-2 times a quest. If damaged during activation animation, does not trigger. Lasts a short period of time, limiting number of players that can be revived at once. Generally would not revive more players than a Moon/Cosmo Atomizer. Main advantage is healing with more HP, but if Reverse Bonus and Deband Toughness is applied, then it's necessary to heal regardless.
-Unlikely to ever be necessary to use because players can carry 5-10 revival items at once.
-Bad skill, do not use.
Territory PP Save
-5 SP skill. Reduces the cost of support techs. Requires Territory Burst to use.
-Cost reduction is up to 7 PP. 1 SP reduces the cost by 3, 2-5 further reduce cost by 1 PP per SP spent.
-Cost reduction helps mitigate PP expenses from frequent support tech usage, allowing for more techs and PAs to be used. Also allows quicker support tech usage after emptying PP gauge.
-Utility skill similar to PP Restorate. Small effect, but low cost.
-Recommended to use at least 1 SP for the larger effect.
Wind Mastery 1/2
-Increases the damage of wind techs by 20%. With both maxed, damage is increased by 44%.
-The first SP spent in both Wind Mastery 1 and 2 is a 5% increase.
-2 points in Wind Mastery 1 is a prerequisite to learn Wind Mastery 2. The most SP efficient increase possible is to grab 2 points in Wind Mastery 1 and 1 point in Wind Mastery 2, for an 11% increase for 3 SP.
-Wind techs are effective against Forest Naberius natives and winged darkers. Wind techs generally have lower PP costs and higher uncharged damage compared to other elements. Wind techs also often feature launching or suction effects.
-Recommended wind techs are Ra Zan, Sa Zan, Na Zan, and Il Zan.
-Applies to Zanverse. Normally, 20% of damage done when inside of Zanverse's field will be done as a separate attack. Wind Mastery is applied to this, for up to 28.8% damage from Zanverse, or an 8.8% increase in damage . 2/1 SP causes Zanverse to deal 22.2% damage, or a 2.2% increase.
-Increasing Zanverse damage means an increase to all forms of damage, making Wind Mastery skills useful even for melee oriented build. Zanverse is affected by attacks from all players within the Zanverse field and not just the user, so Wind Mastery skills also boosts the damage done for the entire party.
-The damage increase to Zanverse is greater than Shifta Advance, Striking Up, or Technique Up (except for personal tech usage), but only while Zanverse is in effect. Zanverse lasts 1.5s uncharged and 5s charged. Zanverse can be crafted for up to -0.5s charge time, for a charge time as low as 0.5s.
-2/1 SP investment for a 2.2% increase in Zanverse damage in addition to the 11% increase in wind tech damage can be a good investment for any build, but may not always be possible to fit in.
-Increases the chances of applying the status effect Mirage with wind techs by up to 10%.
-Only works for wind techs. Does not work with the special ability Mirage (I-V).
-When an enemy is under the effects of Mirage, attacks that connect with players have a random chance of missing, doing no damage and not flinching the player. Lasts 20 seconds.
-The mid-boss Decol Malluda and the EQ-exclusive boss Dark Falz Loser are immobilized by Mirage instead of its usual effect.
-The % increase is multiplicative. A wind tech with a Mirage rate of 20% will have 22% with maxed Mirage Boost.
-When crafted, Ra Zan (Multi Recipe) and Sa Zan (Efficient Recipe) have the highest Mirage rates, at 23%. Na Zan has a Mirage rate of 22% regardless of craft. Mirage Boost increases these to 25.3% and 24.2%, respectively.
-Status effects are not applied on a per hit basis, but differ from tech to tech. The actual rates are unknown.
-The low increase in status effect rates for the high SP expense makes Mirage Boost a poor skill. Not recommended.
Light Mastery 1/2
-Increases the damage of light techs by 20%. With both maxed, damage is increased by 44%.
-Essentially identical to Wind Mastery skills, but for light techs.
-Light techs are effective against darkers, distorted creatures, and evil god class enemies. Light techs generally have higher power and status affliction rates than other techs, but have longer charge times, lower uncharged damage, and cost more PP.
-Despite these drawbacks, light techs are versatile in terms of damage, range, and utility.
-Recommended light techs are Grants, Ra Grants, Na Grants, and Il Grants.
-Does not apply to Resta or Anti.
-Because darkers are the most common enemy category and all EQ-exclusive bosses are weak to light, light is a common weakness element.
-Light techs have the fewest offensive techs of all element categories.
-Light Mastery skills are recommended for tech-centric builds. As with Wind Mastery, a 2/1 SP investment grants an 11% increase in damage and is easy to fit in.
-Between wind, light, and dark techs, light can be considered the most effective of the three.
-Increases the chances of applying the status effect Panic with light techs by up to 10%.
-Essentially identical to Mirage Boost, but for Panic and light techs.
-When an enemy is under the effects of Panic, its attacks will harm enemies of the same racial class. It will also begin attacking the closest target around it, instead of the one with the highest hate. In the Mining Base Defense quests, enemies afflicted with Panic will avoid attacking walls and towers. Lasts 30 seconds.
-Dark Vibrace, Dark Vibrace Yuga, Apos Dorios, and Anga Fundarge are immobilized by Panic instead of its usual effect.
-Panic can be considered the most versatile status effect between Techer's elements.
-Il Grants has the highest Panic rate, at 40%. Panic Boost increases this to up to 44%, for a 4% increase.
-As with Mirage Boost, the low increase makes this skill not recommended.
Dark Mastery 1/2
-Increases the damage of dark techs by 20%. With both maxed, damage is increased by 44%.
-Essentially identical to Wind Mastery and Light Mastery skills, but for dark techs.
-Dark techs are effective against dragonkin inhabiting Floating Continent and Dragon Sanctum as well as Kuronians. Dark techs generally possess homing features that make them easy to connect with compared to other techs, but also feature higher PP costs and unusual properties that can restrict their usage.
-All dark techs are recommended to be used.
-Does not apply to Megiverse.
-Dark techs are somewhat recommended for tech-based builds. Some bosses that are weak to dark techs are resistant to other tech elements, making it more difficult to defeat them with non-dark techs. Having dark techs widens the variety of tools available to use. As with Wind Mastery and Light Mastery skills, a 2/1 SP investment is an 11% increase to dark techs and is easy to fit into most builds.
-Increases the chances of applying the status effect Poison with dark techs by up to 10%.
-Essentially identical to Mirage Boost and Panic Boost, but for Poison and dark techs.
-When an enemy is afflicted with poison, its HP will be reduced by 3% of its maximum HP every 3 seconds. Lasts 30 seconds.
-The mid-boss Goronzoran's breakable crystal rods will take double damage if afflicted by poison instead of its usual effect. The bosses Quartz Dragon and Dragon Ex can have poison applied to their breakable parts, and will take doubled damage from attacks to those parts while poisoned instead of its usual effect.
-Poison's strong effect on mid-boss and boss class enemies that it works on makes it a very powerful status effect, but is of limited value against smaller enemies.
-All insect darkers and some aquatic darkers are immune to poison.
-Gi Megid has the highest poison rate, at 40%. Poison Boost increases this to up to 44%, for a 4% increase.
-As with Mirage Boost and Panic Boost, Poison Boost's poor increase makes it not recommended.
-Active skill. When used, causes all nearby poisoned enemies to explode, damaging the poisoned enemies. Also damages nearby enemies and has a chance to poison them.
-Leveling increases damage, chance of poisoning non-poisoned enemies, and reduces cooldown. Level 1 is 100% of damage, 5% chance of poison, and 120s cooldown. Level 10 is 300% damage, 30% chance of poison, and 30s cooldown.
-Exact damage is unverified, but very high.
-Damage uses T-ATK and is treated as a non-elemental uncharged tech attack. Does not qualify for Just Attack mechanics.
-Targets hitzones and benefits from weak point damage, but extremely difficult to aim.
-Poor range, but increased by Territory Burst.
-Can hit the same enemy multiple times if other poisoned enemies are overlapping.
-Level of Poison applied to non-poisoned enemies varies depending on the level of poison that the exploded enemy was afflicted with.
-All status effects triggered by techs are level 1. Only weapon affixes can apply levels 2-5. Level 3 Poison decreases the HP of afflicted enemies by 4% every 3 seconds, for 30 seconds. Level 5 Poison decreases the HP of afflicted enemies by 5% every 3 seconds, for 30 seconds. Level 2 is the same as level 1, and level 4 is the same as level 3.
-Does not work on the special poison effects applied to Goronzoran, Quartz Dragon, or Dragon Ex.
-Capable of extremely high damage due to qualifying for the Innocent Appearance potential, but short range and only works for small enemies and the mid-bosses Caterdra'n and Caterdra'nsa, making its uses very limited. Additionally, other players can override the status effect on poisoned enemies, making it difficult to be reliably used around others.
-Limited uses for low priority tasks makes this skill not recommended to use.
Element Weak Hit
-Increases damage done when attacking an enemy with its elemental weakness by up to 120%.
-For striking and ranged attacks, the element of the weapon must be a weakness element in order to acquire the damage bonus.
-For techs, only the element of the tech must match an enemy's weakness.
-Because of this skill, it is recommended to have wands for every element besides wind. The rare enemy Bantha Ong is the only enemy solely weak to wind.
-For tech usage, element does not matter, so a rainbow palette of tech weapons is unnecessary.
-Element Weak Hit is one of Techer's only damage increasing skills, and is recommended to max in every build.
-Increases base DEX stat by up to +50.
-DEX is used for reducing damage variance. Both damage done and damage taken will have lower variance with higher DEX values.
-50 DEX adds about 10% more minimum damage to crafted weapons. Assuming no other DEX investment, this increases average damage by about 6%.
-Although the DEX increase has a dramatic effect on crafted damage, there are significantly better sources of DEX, such as affixes and a unit bonus.
-Some equipment requires more DEX than a player naturally has when level capped. Aptitude Up can be used to equip these weapons, but putting DEX on a mag is more effective for this purpose.
-Not recommended for its low value.
PP Up 1/2
-Increases base PP by up to +10.
-PP is used for PA and tech usage. Typical cost ranges around 20-30 PP.
-PP can be acquired through units and affixing as well as PP Up skills.
-Units and affixes can add 50+ PP, which is generally sufficient, making PP Up skills a low priority.
Technique Defense Up
-Increases base T-DEF by up to +50.
-T-DEF is used for reducing damage from tech-based attacks. Tech-based attacks are most frequently used by darkers, dragonkin, and Kuronians.
-Tech attacks are generally less common but higher in damage than striking and ranged attacks. T-DEF is the least commonly high stat among all classes.
-Unlike skills that increase ATK, which are usually for a class' main offensive attacks, DEF skills only apply to one type of attack that will be encountered, making them poor investments. The decrease in damage is also very low.
-Technique Defense Up adds less total DEF stats than Deband Advance and only applies to the user, making it an extremely poor skill. Not recommended at all.
Rare Mastery Techer
-When using a weapon that is rarity 10+, increases S-ATK and T-ATK by up to +50. Requires Techer to be the main class.
-Does not increase base stats, so unaffected by Shifta effects.
-1 SP adds +30 S-ATK and T-ATK, more than half the effect for 1/10th of the SP cost.
-1 SP is approximately a 1% increase in Wand Gear and tech damage, and less than a 1% increase to wand strikes.
-Rare Mastery Techer increases both S-ATK and T-ATK, unlike most other Rare Mastery skills which only affect one ATK stat. Increasing both S-ATK and T-ATK makes it more effective than Striking Up or Technique Up 1 for increasing damage.
-1 SP is very easy to fit in and has an SP efficient effect for what it does, recommended to use.
-More than 1 SP is not recommended due to poor increases per SP.
Long Time Assist
-1 SP skill. Increases the duration of a Shifta and Deband effect applied by the user by 30s per tick. Requires Techer to be the main class.
-Shifta and Deband apply a 15s duration per tick normally. Long Time Assist makes this 45s per tick, a tripled effect.
-Maximum Shifta and Deband duration is 3 minutes. Four ticks of Shifta or Deband will achieve the max duration, minus the time spent between ticks. Shifta and Deband have 2 ticks uncharged, 4 ticks charged, and can be crafted for +1 tick for charged. Uncharged techs will remain at 2 ticks.
-Only one support tech field can be active at once (Zondeel counts as an offensive tech for this) per player. If a second support tech is used before one expires, the previous support tech will be overwritten. For Shifta and Deband, remaining ticks will not take effect, even if overwritten by another Shifta or Deband.
-Extremely useful for applying buffs to other players. Normally Shifta and Deband take two charged uses to apply the maximum effect to a player, and several seconds are lost during the application of these ticks, making it necessary to apply a third buff to actually get the max duration. And after applying the buffs, 15s per tick is difficult for upkeep. Long Time Assist makes it significantly easier to apply Shifta and Deband and keep them applied to players.
-Also makes keeping Shifta and Deband on the user easier. Uncharged usage of Shifta and Deband will give a minute and a half duration. This makes it easy to use between spawns or during boss fights.
-Essential for keeping Shifta Strike or Deband Cut/Toughness applied.
-1 SP cost makes this possible to fit into any build. Extremely convenient skill that creates the foundation of Techer's ability to apply Shifta and Deband to itself and other players. Always recommended.