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  1. #81

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    Focusing entirely on Fire or Lightning can give you 184% in one, but 139% in the other (and with only 5 in one of S Charge or PP Save, the other maxed). Flipping 1SP from Tech Advance into the off-element mastery makes it 182% vs 145%. But you also drop your other elements down.

    The "single tree multi-element" build I suggest gives you 166% Fire and 150% Bolt (or switch them), along with both of the utility skills. This is also nearly optimal for Techer elements, allowing for 189% with maxed masteries, and 227% with EMW.

    Another split could be 174% and 138%, taking points from Tech Advance into Mastery 2 and maxing both element utilities, but the four other elements also take a big drop.


    So what I'm saying is, you need three trees each for Force and Techer to maximize a single element (or four, if we count Ice as an element), but generalizing is not a significant difference. Pure Fire or Lightning is only ~110% as strong as my suggested build, and you still need a general Force build for the Techer elements.

  2. #82

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    I thought a little bit about how to make techer more interesting. My ideas are probably not what SEGA had in mind for the class but it'd be fun.imo

    Wand Gear
    Elemental explosion does 20% of your t-atk at all levels. Maxes by doing charged techs. At max, obtains super armor while charging with wands. Also allows you to cancel charging with a normal attack, which replaces the elemental explosion with whatever tech you were charging.

    Make Mirage Boost and Poison Boost optional to get to Mastery 2 and replace with...

    Haste Tech
    Any party member in the area of wind techs get a slight movement speed boost for a short duration.

    Berserk Charge
    Charged techs get a damage boost based on how low your health is. Maxing at 25% at less then 15% health.

    Finally a change to PP convert to synergize with this.

    PP Convert
    Cooldown: 60-90 Seconds
    When activated, your techs will cost health instead of PP.
    Each enemy killed during this reduces the cooldown by 1 second. Maxing at 2 seconds reduced with 10sp.

    Doesn't sound as useful as the old PP convert, but combined with megiverse and resta you should still get the desirable effect while changing techers playstyle to encourage staying in. With help from wand gear super armor this is no problem, though they will live quite dangerously. It'd proly still be a better sub unless Techers got better defense, but oh well I don't feel like thinking about more ways around that.
    Last edited by BlankM; Apr 24, 2013 at 02:32 PM.
    Ship 2
    Player ID: BlankM
    Character: Mauseletta
    Youtube Channel(Currently lacking PSO2 content)

  3. #83

    Default

    Well Techer is already a high risk melee class with low reward and very little to support the playstyle. Low HP, low defense, and low damage, but you're expected to attack up close? Closer than Rod melee, even.

    If that's what Sega had in mind, then to hell with that. Why does Techer get all the same stats as Fighter (besides an equal trade from S-Atk to T-Atk) but not the HP? Force can sub ANY CLASS to have as much T-Def as Fo/Te. Te/Fo gets nowhere near the same T-Def, while also taking a hit to S-Def which even a pure melee class is lacking.

    Wand Gear needs to be insane to compensate for all these deficiencies. Yet it's weaker than any tech or PA, offers zero range, requires opposing playstyles to charge vs use, and doesn't combine with any other aspect of Techer.

    TMG Gear? Increases all damage done using TMGs. Sword, Partisan, WL, Knuckle, and T.Dagger Gears all increase the effectiveness of their respective weapon. D.Saber Gear at least follows with everything else a Fighter does. Wand Gear is just... an extra, separate thing that clashes with the very method of building the Gear itself.

    If wands are going to be weaker AND slower than rods, at least make the gear a massive explosion that does a ton of damage and depletes the entire gauge. If wands actually cast faster than any other weapon in the game, but kept the damage penalty, it would make more sense to have a tiny yet persistent situational damage boost.

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