Originally Posted by
Magus_84
For a general-use nuking Force:
Max out (roughly in order, I'm not linking to the skill calc because it has a ton of ads now)...
-Charge PP Restore (get this first)
-Flame Tech Short Charge (get this maxed next)
-Bolt PP Save (get this next)
-Tech Charge Advance I and II
You'll need points in the prereqs for the skills above, of course. If you get all the prereqs and then max the skills I mentioned to max, you'll have like six points left. You can throw the rest into T-ATk UP 1, or just save them until new skills come out. Alternatively, you could throw the rest of the points into an elemental boost of your choice (Flame Mastery, Bolt Mastery, etc. Ice isn't good enough to be worth more than a single point in its Mastery).
Personally, I'd save the points left over unless you need T-atk up to equip weapons.
For Techer:
- Max out PP Restorate I. Get the minimum necessary in the prereq skills.
- Get Wand Gear if you plan on using Techer main a lot. Otherwise skip it and its prereqs for now
- Get 5 points in Deband Advance
- Get 1 point in Territory Burst
- Get 1 point in Deband Cut
From there, save the rest of your points, unless you want to go for Poison Ignition, PP Convert, or specialize in Light/Wind/Dark techs. You could also max out Territory Burst for 20 seconds' more uptime, but the uptime at level 1 is usable enough. I'd suggest saving the points though, as Techer will, at the very least, get PP Restorate II with a skill tree update. Those points would be better spent there than in anything else the Techer tree currently offers, at least if you're going Force/Techer.
If you plan on going with an Elemental Mastery from the Techer side of the tree, I'd vote Wind. Using this combo means you have fast-charging Fire Techs, cheap Lightning Techs and strong Wind Techs, along with a bit of boost to Light Techs (due to prereqs for PP Restorate I).
Dark Techs have incredibly high base power, but are a bit awkward to use for general-purpose nuking. Ice Techs are kinda weak, and when you need to use them, unboosted Barta/Gibarta should be enough.
The above setup boosts the most broadly-useful techs (Foie/Rafoie/Safoie, Zonde/Gizonde/Zondeel, Zan/Razan for knockup) while still leaving open some options on the Techer side of things.
If I were you though, I'd just put a point into Wind Mastery (after you get the other stuff I mentioned) and save the rest of your Techer points.
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