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  1. #31

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    Quote Originally Posted by Meteor Weapon View Post
    ....wasn't SO5, made by Tri Ace a major flop in japan, then Tri Ace got purchased by a mobile company?
    Yeah indeed, though it was Tri-Ace it was a different team than the previous Star Ocean, there wasn't even the creator of the serie on SO5, so even if Tri-Ace has the reputation of being better than SEGA it doesn't prevent them to get it wrong sometimes, in their case only one was bad enough to be bought by a mobile company in order to survive. As for PSO2 there is some similarities, not the same team than PSO1 (probably PSU/PSPo2i too) but at least they kept a few "big minds" of PSO1
    Last edited by Cyber Meteor; May 5, 2017 at 02:38 PM.


    Also, uploading some PSO2 musics on Youtube when i got enough time to do it, i might have what you're looking for : https://www.youtube.com/channel/UCHr...C9cNXO0AjuItAA

  2. #32
    Phantom Flame Pyrei's Avatar
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    when you consider every class except force and techer uses PAs for damage, this ring "Charge PA Parry" and the other skill/ring that we'd all want "PA charge PP revival" are both too good to be skills for the simple problem of which class gets these? (and if you say all class, then that means techer must also get force's charge PP revival which hasn't happened in 4 years, doubt we'll get it now). Now these could be rings of course but these could easily reshape the entire game.

    if just talking about Charge PA parry, for all PAs, this makes several PAs much stronger than listed, as you'll be spamming those even more than before, not just as damage but as shielding too.

    hunter: several hunter PAs have charge ability so I believe sega decided to give this as a skill to hunters to test how well this would be as a ring for force, it works fairly well.
    fighter: not very many PAs have charge ability on fighter come to think of it, deadly circle 0 would be abused further tho... but aside from that deadly archer, tornado dance, slide upper 0, straight charge (normal), and meteor fist would be slightly better from this
    ranger: while this class is the start of the convo, it actually gains little from charge Parrying, only end attract, sat cannon (does this even count as charged? idr), and divine launcher 0, and aiming shot for gunslash
    gunner: thanks to gunner's "TMG Arts S-charge" gunner can't really even use PA charge parry, as this skill removes the charge from the few charged PAs gunner has.
    braver: this class would be the trouble maker of the bunch, several PAs on both katana and bow are considered as charge PAs, so giving this class PA charge parry would likely make braver a lot stronger (shame tho would be nice :v)
    bouncer: the only thing here is strike gust and vinto gigue???... (can we get more bouncer PAs... please)
    summoner: summoner has a few PAs that charge, aero/torim spiral, popple splode, redran burst, the real question is which gets the parry? pet or master?

  3. #33
    Sega Stockholm Syndrome GHNeko's Avatar
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    Quote Originally Posted by Pyrei View Post
    gunner: thanks to gunner's "TMG Arts S-charge" gunner can't really even use PA charge parry, as this skill removes the charge from the few charged PAs gunner has.

    tmg s charge doesnt remove charge from PAs
    you can still charge them.

    what the skill does is that it lets you use the charged version of a pa instantly. not kill the charge.



  4. #34

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    I think a good buff for Ranger would be to split Weak Bullet into two 5 point talents. The first would be the current WB, but make it only as strong as the jammed version since that's pretty much how it works in all relevant content. The new 5 point talent connected to that would be something like Ranger does 5% or 10% more damage per skill point to a WB'd target, main class only.

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