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  1. #111
    The Lone Gamer of the Apockalypse Zorak000's Avatar
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    I used to always forget about JA bonus 1+2 and TAJA bonus when I was comparing hunter and fighter subs to braver and bouncer subs; the stances themselves, alongside stuff like shifta air on bouncer and the stance charge skills on braver, would put their numbers somewhat closer to where fury+fury combo and the raw power of brave or wise stance give, but then when you factor in JA Bonus or TAJA, it just leaves braver and bouncer in the dust, since the skills they got that are closest to those are like, Combat JA Bonus, Rapid Shoot Mastery, and Rapid Boost JA Bonus, which are all active skills bound to specific weapon types

  2. #112

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    Quote Originally Posted by Zorak000 View Post
    I used to always forget about JA bonus 1+2 and TAJA bonus when I was comparing hunter and fighter subs to braver and bouncer subs; the stances themselves, alongside stuff like shifta air on bouncer and the stance charge skills on braver, would put their numbers somewhat closer to where fury+fury combo and the raw power of brave or wise stance give, but then when you factor in JA Bonus or TAJA, it just leaves braver and bouncer in the dust, since the skills they got that are closest to those are like, Combat JA Bonus, Rapid Shoot Mastery, and Rapid Boost JA Bonus, which are all active skills bound to specific weapon types
    Imagine if Rapid Shoot would affect wands. Te/Bo would be crazy!

  3. #113

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    Basically Hu sub is back to the old EP2 maxim - "Hunter is the horse we all ride". Only difference is that it's accompanied by Su sub, which is arguably better in a lot of circumstances, and Fi sub, which is stronger overall but loses survival utility.

  4. #114

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    Quote Originally Posted by AnikaSteinberg View Post
    Techer not on par with other classes is something I can understand. But if Sega really wants to keep the class(es) alive, they'd have to make some sort of gimmick to make it attractive to new players. So far, other classes have their own visual perks that makes them attractive to new players (HR "Dante" style, FI "Brawler" style, GU "Gun-kata" style, RA "Kiritsugu" style, FO "default caster", etc.), but imo only Techer just doesn't have this kind of "luster" other classes have.

    In fact, most casual players probably only know Techer as "that class that spams Shifta, Deband and Zanverse, and occasionally Restas that nobody really wants to use but at least one person has to". I'd really like my class to be known for something active if Sega adamantly insists on the support route they forced on Techer (at the latter end of EP2 going the start of EP3, to make way for the redesigned ST-atk specialist aka Bouncer). It should be a distinct attribute that defines this class in an action-genre MMO.

    Something as simple (and probably stupid) as a "Supportive Compound Technic" could help make them "flashier" to new players that might be potentially interested in the class while also giving the merit of having multiple Techers (at least 3) in an MPA. Each Techer could tactically count their cooldowns while executing the last "Supportive Compound Technic" in a quest.



    TL;DR
    Sega needs to make Te more "active" if they want to keep it as a support class. Otherwise, just bury and delete the class altogether. No new player would ever want to play a "follow crowd, spam F1 F2 F3 repeat" class in a high action-oriented MMO.
    Then again, that's mainly due to the direction the game went. TE started with literally nothing, but SEGA progressively gave the class an identity through wand melee, therefore making TE the one true hybrid. TE/BR with Rikauteri used to provide very interesting gameplay since banish into Techniques was so unique and fun. But in that whole subclass killing trend, TE suffered the most since it became pretty clear that TE didn't quite have enough "identity".

    Honestly, I was very disappointed with Heavy Hammer, not so much in terms of power or utility, but visually. I mean they could have given it a huge elemental burst or a jump into a big slam, well something flashy, but nope, we just get a pretty classic swing instead.

    As for support, tbh sadly, there is not that much to be done due to how limited the possibilities of buffing people are in PSO2. We all saw what happened to BO fields and Heal bonus. Anything that isn't + damage or + resistance immediately goes into niche territory. I would love supportive compounds but I honestly don't know what effects they could have that would be both original and impactful. Who knows though, maybe I'm missing something.

  5. #115
    Mercenary Moffen's Avatar
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    I feel like Te should be allowed to be competitive and do DPS alone but all the skills relating ot that should probably be main class as to not buff FoTe even more. Ranger can give the whole mpa a 20% damage boost and even a 10% damage cut but is still incredibly strong in terms of damage. Feels unfair that Ra can do that and not Te.
    Spoiler!

  6. #116

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    Quote Originally Posted by Moffen View Post
    I feel like Te should be allowed to be competitive and do DPS alone but all the skills relating ot that should probably be main class as to not buff FoTe even more. Ranger can give the whole mpa a 20% damage boost and even a 10% damage cut but is still incredibly strong in terms of damage. Feels unfair that Ra can do that and not Te.
    Shifta strike is a lot more consistent, universal and applicable than WB, + you get Deband skills on top which are far better than Jellen Bullet (which RA has a hard time affording/using anyway due to stupidly high SP cost on top of overwriting your weak bullet load), with a lot of bonuses like territory + wide support, anti-treatment and reverse bonus (that should all be main class but oh well). Also contrary to popular belief, while TE is not an insane power machine, It still gets a very solid output in mobbing scenarios and can also get very decent damage on raid bosses thanks to Heavy Hammer windows and/or Light mastery on top of whacking. The issue lies more in how TE is perceived as a heal/buffslut, therefore not being able to have any kind of decent contribution by itself. I do agree it needs a bit more oomph though, just not as much as the memes would let you believe. I do wish we get a zero range tech skill multiplier for TE while FO gets a long range one, but we'll see how it pans out
    Last edited by Zephyrion; Aug 14, 2018 at 12:39 PM.

  7. #117
    Mercenary Moffen's Avatar
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    Quote Originally Posted by Zephyrion View Post
    Shifta strike is a lot more consistent, universal and applicable than WB, + you get Deband skills on top which are far better than Jellen Bullet (which RA has a hard time affording/using anyway due to stupidly high SP cost on top of overwriting your weak bullet load), with a lot of bonuses like territory + wide support, anti-treatment and reverse bonus (that should all be main class but oh well). Also contrary to popular belief, while TE is not an insane power machine, It still gets a very solid output in mobbing scenarios and can also get very decent damage on raid bosses thanks to Heavy Hammer windows and/or Light mastery on top of whacking. The issue lies more in how TE is perceived as a heal/buffslut, therefore not being able to have any kind of decent contribution by itself. I do agree it needs a bit more oomph though, just not as much as the memes would let you believe. I do wish we get a zero range tech skill multiplier for TE while FO gets a long range one, but we'll see how it pans out
    You have a point with everything you've said, i just thought i'd point out that Ra is considered support(By sega standards) but still has a lot of dps.
    I had an idea ages ago for Te which was basically having an innocent form-type skill that buffs uncharged technics to 120% damage output,completely main class. In exchange,nerf innocent form down a bit harder maybe? All the innocent form weapons are incredibly outdated now so i think it'd be fine that the potential itself is changed so its not OP with the new skill. Idk,i feel like uncharged technics are heavily under utilised.
    Spoiler!

  8. #118
    The Lone Gamer of the Apockalypse Zorak000's Avatar
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    at the very beginning, like beta/pre-VH beginning, techs kinda felt like they were going to go for "spam uncharged for burst damage that'll run you out of pp real fast, use charged techs (on force) for sustained damage with lower dps" but I suppose that philosophy would have held had the game not sped up so much since then.

  9. #119

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    Quote Originally Posted by Zorak000 View Post
    at the very beginning, like beta/pre-VH beginning, techs kinda felt like they were going to go for "spam uncharged for burst damage that'll run you out of pp real fast, use charged techs (on force) for sustained damage with lower dps" but I suppose that philosophy would have held had the game not sped up so much since then.
    That Legacy lives on in Ilbarta.

  10. #120

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    Quote Originally Posted by Velmoria View Post
    Actually to Ranger.
    Fury Stance gives 61.4% damage boost.
    Weak Stance (charged) gives 63.4% damage boost only to weak point.

    They are multiplies, not additive
    Fury Stance = 100% * (1.1^4) * (1.05^2)
    charged Weak Stance = 100% * 1.35 * (1.1^2)
    i see, thanks for the tip i trought those where aditive, guess i spam keys on hu when drops then

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