Done. New Techer thread! Gonna try to keep things as updated as I can.
As a disclaimer, this guide isn't intended for beginners, but people that want to play "competitively". That is to say, people that want to play to their fullest ability. As such, all information is written with two purposes in mind: Covering every minuscule bit of information about everything covered within the guide to make it as comprehensive as possible, and providing recommendations and suggestions based on how it fits in PSO2's competitive environment. This information can be useful at any level of play, but is most useful at the higher end of the scale, so suggestions may not necessarily be accurate in lower level ranges, such as with new players who are still gathering resources. As such, it is recommended to post any questions about topics readers may have on any of the material covered within the guide.
Techer Guide (Updated 6/15/2015):Spoiler!
*Note: All opinions expressed belong to the author and should not be taken to be facts. Information provided is to provide a basic outline for readers to help with decision making and should be disregarded if it is not useful or applicable to the reader's goals.
Introduction to Techer
Techer (テクター, or Tekuta) is a melee/tech hybrid class that specializes in close range combat and support tech usage. It is the only class with universal access to the wand category of weapons. Wands (ウォンド, Wand, or 短杖, which means short staff/cane) are tech weapons that feature low T-ATK, but high S-ATK. Techer's skills primarily augment wands and support techs, but skills that enhance the properties of wind, light, and dark techs are also present. For more detailed information on how Techer plays, please check the individual subclass sections.
About Techer
-Techer features high T-ATK and S-DEF, but low HP and R-ATK. All other stats are average.
-Techer can equip gunslashes and talises in addition to wands.
-Techer primarily gets wind, light, and dark techs from enemy drops. Non-rare fire, ice, and lightning techs can be difficult to acquire.
-Recommended races for Techer are Newman and Dewman.
About Wands
-Wand Gear triggers an additional attack after connecting a normal attack with a wand. This attack has a different graphic based on the element of the wand, hits all enemies in the vicinity of the attack, and is calculated using T-ATK.
-Although Wand Gear is a striking attack, it targets an enemy's elemental hitzones instead of their striking hitzones. It is also boosted by elemental PSE.
-Wands feature the strongest normal attacks in the game, even without Wand Gear. When paired with the Techer skill Wand Reactor, wands also have the highest S-ATK of all weapons.
-The basic strikes of a wand have 224/200/264 power for the first, second, and third hit, respectively, which averages to 229 power. Step Attack has a power of 100. Wand Gear has a power of 160.
-Wands generally require T-ATK to equip despite having high S-ATK stats.
-The dodge action of wands is normally Mirage Escape, but the Techer skill Wand Lovers changes it to Step and enables the use of Step Attack. Wand Lovers can be turned off freely, but has a 30s cooldown, so it is not possible to rapidly switch it on and off.
-Wands have poor reach and limited air mobility. Techs can be used to mitigate these flaws.
Techer Skills
-Techer's skills primarily focus on the usage of wands and wind/light/dark techs, support techs, and PP regeneration.
-Unique passive skill Extend Assist extends the maximum duration of Shifta and Deband applied by the user from 1 minute to 3 minutes.
-Staple skills include Territory Burst, Wand Lovers, and Shifta Strike.
-Skills to avoid include Reverser Field, Mirage/Panic/Poison Boost, and Poison Ignition.
-Rare Mastery Techer, Long Time Assist, Shifta Strike, Deband Toughness, Reverser Field, and Wide Support require Techer to be the main class.
-Cookie cutter Techer build example.
-Please check each skill in the overview for a detailed examination.
-For skill recommendations, please check both the overview and the individual subclass sections.
Techer Skill Overview
Spoiler!
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.
Striking Up
-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.
Wand Gear
-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.
Wand Lovers
-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.
Wand Reactor
-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.
PP Restorate
-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.
Shifta Advance
-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.
Shifta Critical
-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.
Shifta Strike
-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.
Resta Advance
-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.
Deband Advance
-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.
Deband Cut
-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.
Deband Toughness
-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.
Reverse Bonus
-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.
PP Convert
-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.
Territory Burst
-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.
Wide Support
-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.
Super Treatment
-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.
Reverser Field
-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.
Mirage Boost
-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.
Panic Boost
-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.
Poison Boost
-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.
Poison Ignition
-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.
Aptitude Up
-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.
Techer Subclass Overview
-Subclasses add the ability to use PAs and techs attached to that particular class, 20% of the class' stats, and the entirety of the skill tree, minus skills that are main class only.
-In order to actually use subclass weapons, they must be equippable by the main class, in this case Techer.
-Hunter and Braver are recommended subclasses for Techer.
-Recommended Hunter base.
-Recommended Braver base.
Hunter Subclass Overview
Spoiler!Hunter is a high HP striking class that features a variety of offensive and defensive skills. As a subclass to Techer, Hunter's main features are the high striking bonuses and the defensive skills it possesses. With Fury Stance and the JA Bonus skills, Hunter tops off at a 76% increase to striking damage. Defensively, the skill Massive Hunter renders characters immune to flinching while greatly reducing damage taken. In addition to its class skills, Hunter also provides access to sword, wired lance, and partisan Photon Arts. Wired lances and partisans are particularly useful for Te/Hu, but swords should be ignored.
Although Hunter provides large bonuses to striking damage, its tech damage is very low, with only Fury Combo Up (10%) boosting tech damage. Fortunately, Wand Gear is a striking attack, so it is unaffected by Te/Hu's low tech damage. Additionally, although Hunter has low tech multipliers, Techer does not. With Shifta Strike, Element Weak Hit, and two elemental mastery skills, Techer has a 90% damage bonus to tech damage, capping at 109% with Fury Combo Up. Although Te/Hu is best played concentrating on melee, a hybrid build stands out as an alternative option to use.
Hunter Weapons
Wired lances
-Possesses wide reaching attacks. Many attacks are grabs.
-Good range for striking weapons, but lengthy attacks and low mobility can render players vulnerable while attacking.
-Wired Lance Gear accumulates by landing non-grab attacks. Up to 3 stocks can be accumulated. Wired Lance Gear is consumed by grab attacks to increase power by 30%.
-Wired Lance Gear is easy to accumulate with PAs such as Cerberus Dance, Wild Round, and Kaiser Rise.
-High-damage PA Holding Current is a grab-type PA that inflicts heavy damage rapidly for a relatively low PP cost, but requires precise aim and renders users immobile. Excellent boss killing PA.
-Long-range PA Kaiser Rise launches enemies and accumulates Wired Lance Gear while dealing good damage. Versatile PA.
-Wired lances are somewhat recommended for Te/Hu. Kaiser Rise offers a good projectile attack and builds gear quickly, while Holding Current is an excellent tool for bosses. Other PAs that build Gear should be used as appropriately.
Partisans
-Possesses swift attacks. High mobility weapon. Possesses a few charging attacks.
-High speed makes for low vulnerability windows, but only a few PAs can be guard canceled. Most PAs can be Step canceled.
-Partisan Gear is accumulated by holding down Guard. Partisan Gear accumulation is interrupted if an attack is blocked. Up to 3 stocks can be accumulated.
-Partisan Gear can also be accumulated through animations at the end of Partisan attacks. These animations fill 1 stock of Partisan Gear.
-Because PP does not regenerate while holding down Guard or performing animations after partisan PAs, it is recommended to build Partisan Gear by using normal attacks.
-Partisan Gear is consumed by PAs to increase power and range. Partisan Gear increases the damage of PAs by 10%, except for Sacred Skewer and Volg Raptor. Sacred Skewer's damage is increased by 20%. Volg Raptor does not have its damage or range affected, but its projectile speed is increased.
-Partisans have a wide variety of useful PAs. Speed Rain, Assault Buster, Slide End, and Sacred Skewer hold a good combination of range and speed for mobbing, while Peak Up Throw and Volg Raptor make for an excellent boss killing weapon.
-Volg Raptor is a damage-copying PA that records damage the user does to a target for three seconds after the user's next attack performed on the target, then explodes. The damage recorded will have a JA bonus applied to it if Volg Raptor was JA'd. Charging Volg Raptor increases damage done by 20%, increasing PP efficiency but lowering DPS. Volg Raptor does not record Zanverse damage, but Zanverse records Volg Raptor damage. Volg Raptor does not apply bonus damage on weak points, but does have its damage reduced by resistant hitzones.
-Volg Raptor can be used for a wide variety of combos with different ranges, damage output, and PP costs. A good DPS combo example would be Volg Raptor > Sacred Skewer > Peak Up Throw. Volg Raptor combos are easy to sustain with PP Convert. Different Volg Raptor combos can be used depending on the situation.
-Partisans are among the best striking weapons and highly recommended to use for Te/Hu.
Hunter Skill Overview
Fury Stance
-Stance skill. Incompatible with Guard Stance. Increases striking damage by up to 20%. Both wand strikes and Wand Gear are striking attacks.
-Increases striking damage taken by 5%. Ranged and tech damage taken is unaffected.
-Required to use Fury Stance Up 1/2, Fury Critical, and Fury Combo Up.
-Minimal survival penalty for large increase in damage makes Fury Stance a staple Hunter skill to use for Techer players.
Fury Combo Up
-For every consecutive Just Attack performed during Fury Stance, increase damage by up to 10%.
-All levels of Fury Combo Up cap at a 10% increase. The difference between levels is how much % is added with each consecutive Just Attack. Level 10 maxes the damage bonus on the first Just Attack, level 5 provides a 5% damage bonus on the first Just Attack and the full 10% for all following consecutive Just Attacks.
-Works for techs, but does not work for Wand Gear.
-Not working on Wand Gear handicaps this skill's usefulness, but it's still an unconditional damage bonus. Because 5 SP gets the full bonus on the second Just Attack, it can be preferable to save the 5 SP that could be used to max the skill out for other skills.
-Using support techs before attacking can help reach the max damage bonus more quickly.
Guard Stance
-Stance skill. Incompatible with Fury Stance. Reduces striking damage taken and increases S-DEF. Striking reduction is a max of 25%. S-DEF increase is a max of +200.
-Required to use Guard Stance Burn, Guard Stance Poison, Guard Stance Up 1, and Absorption.
-Because Guard Stance is incompatible with Fury Stance, using it suffers a large decrease in damage. Guard Stance also only affects striking damage taken when other Hunter skills reduce damage more effectively and with no Stance restrictions.
-Mentioned as a skill to avoid. Do not use.
Massive Hunter
-5 SP active skill. Reduces all damage taken by up to 25% and prevents all flinching, including the status effect Shock and environmental hazards. Max duration of 45s with a 90s cooldown.
-Massive damage reduction and provides immunity to flinching for wand damage, extremely useful. Active/cooldown times means Massive Hunter can be active up to half the time.
-Duration makes for very versatile boss fighting skill. By minimizing the need to dodge, wands can use the third, strongest hit of their combo more frequently and attack when they would otherwise have to dodge.
-Healing techs Resta and Megiverse can be used to heal damage taken while attacking. Zanverse can be used to further increase damage.
-Can be combined with Deband Toughness and Deband Cut to great effect. Also pairs well with Flash Guard 1/2 and Halfline Automate.
-Highly recommended skill, immunity to flinching is an extremely useful quality for wand usage. Also greatly increases survival ability.
-Does not provide immunity to grab-type attacks, but does provide immunity to the effects of Shock.
War Cry
-Active skill. Instantly grabs enemy attention when used. Increases hate generation by up to 400% for 30s. 30s cooldown. Leveling increases hate generation and time duration, but does not change cooldown.
-Zondeel already allows players to actively pull enemies where they want, but War Cry can help when enemies are outside of Zondeel range, when having an enemy's attention is beneficial, or if the enemy is immune to Zondeel, like a boss.
-Primary benefit of skill is acquired with just 1 SP, so little reason to put more SP into skill.
-While not particularly beneficial, 1 SP is a minimal cost for a potentially handy skill.
-Affected enemies are marked by a red light appearing on them.
JA Bonus 1/2
-When performing a Just Attack, increases the damage of striking and ranged attacks by up to 10%. With both skills maxed, striking and ranged damage is increased by 21%.
-Does not work for techs, but does work for Wand Gear.
-Very straightforward skill, good damage increase. Always recommended.
Flash Guard 1/2, Flash Tech Guard
-Reduces damage taken. Flash Guard skills are up to 20% for striking and ranged damage each. Flash Tech Guard is up to 30% for tech damage.
-Damage % reductions are multiplicative. Maxed Flash Guard 1/2 is 100 * 0.8 * 0.8 = 0.64, or 64% damage, instead of 60%.
-Resistance is a separate value from defense. Enemy attacks check for both defense and resistance. Defense is striking, ranged, and tech. Resistance is striking, ranged, tech, fire, ice, lightning, wind, light, and dark. All attacks fall into one defense category and one resistance category.
-Because most enemy tech attacks are elemental, they fall into an elemental resistance category and not in the tech resistance category, which Flash Tech Guard increases. This means that Flash Tech Guard reduces damage from a very small pool of attacks.
-Most enemy striking and ranged attacks fall under their respective resistance category, but there are some elemental striking and ranged attacks. Flash Guard will not reduce damage taken from these attacks.
-Passive skills, low effect but are always reducing damage.
-Stacks well with Massive Hunter and other defensive skills.
-Flash Guard is recommended for reducing damage against two of the most common enemy attack types. Flash Tech Guard is not recommended due to the small number of attacks it defends against.
Iron Will
-When HP would be reduced to 0, there will be a 30-75% chance of remaining at 1 HP. 1-5 seconds of invincibility will be triggered upon activation. Leveling increases chance of triggering and invincibility duration.
-Required to use Never Give Up.
-Random chance of activation makes this skill unreliable.
-Because the goal of a defensive build is to avoid being reduced to 0 HP, the odds of Iron Will triggering would be minimal in a well designed build, decreasing its effectiveness further.
-Not recommended.
Automate Halfline
-Automatically use a -Mate item when HP is at 50% or less. Activation rate is up to 100%. Leveling increases activation rate.
-Requires Monomates, Dimates, or Trimates to be in the user's inventory.
-Automatic heal saves time and PP from using healing techs. Dimate and Trimate heal 60%/100% of HP respectively.
-Also useful for healing when performing lengthy attacks such as Holding Current.
-Does not do anything if HP was reduced from 51%~ to 0%.
-Has a short cooldown, so a rapid succession of moderately powerful attacks will still be fatal after the first activation.
-Although Techer can already heal during lengthy attacks using Megiverse, Automate Halfline allows more opportunities to use Zanverse instead. This increases the overall damage output of everyone in the MPA.
-When paired with Massive Hunter, allows players to be essentially invincible between damage resistance and automatic healing. Good for tackling large groups of enemies or fighting bosses. Creates even more attack opportunities than Massive Hunter alone.
-After Massive Hunter, Automate Halfline has the highest recommendation of Hunter's defensive skills.
Techer/Hunter Builds
Standard Example
Covers all of the basic tactics available to Te/Hu. Heavy emphasis on tanking in Ultimate quests, which is Te/Hu's greatest advantage over other Techer main combinations. Utility skills are also taken. Max PP Convert and PP Restorate to make the most of Volg Raptor combos with partisans. 5 SP from Fury Combo Up may be redistributed into S-ATK Up 3. Mag can have ~50 T-ATK removed in favor of S-ATK. Mostly a standard example of what Te/Hu does best.
Specialized Tank
Specialized for Ultimate Quests. Heavier emphasis on defensive and support skills, grabbing Reverse Bonus, 2/1 in Wind Mastery, and 18 SP in Flash Guard. In Ultimate quests, it's more difficult to tank effectively because of the higher quantity and longevity of the mobs present. Te/Hu can Zondeel entire mob spawns and destroy them with wand melee provided that it can withstand the enemy attacks it endures, so this build emphasizes both the damage and the tanking aspects of Te/Hu.
Specialized Offensive/Tech Hybrid (Alternate)
Specializing in Techer's versatile range of attack options, this build aims for both striking and tech damage at the cost of defensive skills. The former build can have the Wind Mastery skills redistributed into Light/Dark Mastery skills as suited. The alternate version sacrifices Element Mastery skills for higher T-ATK and a stronger Shifta, and is more suited for improving all of Techer's attack methods instead of techs specifically. Although a Te/Hu is usually a tank build, it can pull off a full offensive more than adequately, though don't expect tech damage to be a primary source of damage. SP set in T-ATK, Shifta Advance, and Element Mastery skills may be freely redistributed among each other, such as maxing T-ATK Up 2 and one Element Mastery skill.
Braver Subclass Overview
Spoiler!Braver is a striking/ranged hybrid class that emphasizes high speed combat and the ability to work at different ranges. As a subclass to Techer, Braver is arguably the most effective. Wand strikes, Wand Gear, and techs all get significant improvements in damage from Braver's skills, and it features excellent subclass weapons in the form of katana and bullet bows. Although Braver's skill tree would appear to be lacking in damage boosting skills due to the high emphasis on its own weapons, the damage boosting skills it does have are very effective for Techer. Attack Advance boosts wand melee by 50%, while Weak Stance applies both to Wand Gear and to techs. Additionally, the subclass weapons are useful tools to have, so SP spent on them is very well spent.
Te/Br, more than any other Techer combination, relies on having its subclass weapons available to it. Between the large variety of skills present specifically for Braver weapons, the sheer value placed on the weapons themselves, and incredibly useful abilities like Banish Arrow tech combos, more than any other Techer combination, Te/Br needs the right equipment to showcase its abilities properly. This can make gearing it somewhat difficult, but the versatility and power Te/Br possesses is top-class, among the best in the game.
Braver Weapons
Katana
-Striking weapon. Possesses a Guard and Step. Step action is the fastest among weapons with Step.
-Katana Gear is accumulated through landing attacks. Katana Gear is activated by performing a Just Guard. Surrounds user in an aura that increases S-ATK (minus weapon S-ATK) by 30%. Also increases critical hit rate by 50%. Lasts until Katana Gear is depleted. Effect ends upon switching to a non-katana weapon.
-Many Katana PAs have a unique Just Charge functionality. Just Charge is a timed charge that must be released with specific timing. The earliest release time for a Just Charge is 0.4s, and is the same for all PAs with it.
-Normal attacks are very rapid, but have short range. Can be combined with Zondeel to rapidly build hits for Katana Combat Finish.
-High-speed travel PA Asagiri-rendan performs a quick dash before a flurry of slashes. Can be canceled with Step, allowing for rapid movement. Excellent travel ability with PP Convert, but of limited value elsewhere. One of the fastest methods of travel.
-Wide-range PA Kanran-kikyou performs a circular two-hit slash. Possesses the Just Charge mechanic and knocks enemies down. Wide range makes it suitable for building hits without Zondeel for Katana Combat Finish. Damage is high enough to be used to kill enemies so that Katana Combat Finish can be used on another spawn group.
-The most important function of katana is easily Katana Combat Finish. This skill is enabled by Katana Combat. Katana Combat Finish does incredible amounts of damage and possesses tremendous vertical and horizontal range, but has a cooldown. Damage is increased by hitting enemies during Katana Combat. Huge damage can be used to fill PB easily as well.
Bullet bows
-Ranged weapon with a wide variety of striking and ranged attacks. Only ranged weapon with Step as the dodge action. Possesses many charged attacks.
-Bow normals are normally weak with poor PP regen, but can be charged to do high damage and large PP regen. Braver skill Rapid Shoot further increases PP regen from bow normals, making it suitable for rapidly regenerating PP.
-Damage recording PA Banish Arrow duplicates damage done to a target over a three second time span, then explodes for the same amount of damage. The recorded damage can be further increased by performing a JA with Banish Arrow. Can be charged, but only expands the blast radius of Banish Arrow. Is not affected by weak points or resistant hitzones. Does not record Zanverse, but is recorded by Zanverse.
-Can be combined with a bow that possesses high T-ATK to perform Banish Arrow combos with techs. Fantastic synergy with PP Convert and Rapid Shoot for PP regen and the tremendous tech multipliers present on Te/Br create an extremely potent combination.
-Staple weapon for defeating bosses quickly as Te/Br, and one of the biggest selling points for the class combination. However, requires very specific weapons to utilize this strategy.
Braver Skill Overview
Average Stance
-Stance skill. Incompatible with Weak Stance. Increases all damage done by up to 15%.
-Required to use Average S Up, Average S Critical, and Average S Charge.
-Versatile, but weak effect. Good for wand strikes and katana, poor for Wand Gear, techs, and bows.
-Not particularly recommended due to high SP expense for a low effect and incompatibility with Weak Stance.
Weak Stance
-Stance skill. Incompatible with Average Stance. Increases all damage done to weak points by up to 35%, but reduces damage done to non-weak points by 5%.
-Required to use Weak Stance Up, Weak Stance Critical, and Weak Stance Charge.
-A weak point is any hitzone of an enemy that takes more than 110% damage. Hitzones affected by Weak Bullet become weak points unless damage taken would still be less than 110%.
-For tech attacks, in addition to weak points, elemental weakness is checked. Weak Stance can be applied by attacking a weak point with a non-weakness element or by attacking a non-weak point with a weakness element.
-Wand Gear qualifies as a tech attack for the purposes of Weak Stance.
-Unless attacking a weak point, wand strikes will be penalized even if matching elemental weakness.
-Due to the extremely high damage increase in Wand Gear and tech damage, Weak Stance is always recommended to get. Cornerstone to Te/Br play.
Katana Combat
-Active skill. Requires a katana to use. Allows high speed attack movement for 20s. Activate Katana Combat again to perform a powerful shockwave attack, Katana Combat Finish. Leveling decreases cooldown, level 1 is 180s, level 10 is 90s.
-Required to use Combat JA Finish and Combat Finish.
-Katana Combat Finish is strengthened by landing attacks during Katana Combat. Caps at 50 hits. Techs do not qualify. Normal power is 300, increases by 30 for each hit, cap is 1800 power.
-Can quickly max hits by using Zondeel to pull many enemies to attack. Basic combo is 4 hits for each enemy.
-Katana Combat Finish's damage is increased by performing a Just Attack.
-Invincible during Katana Combat Finish.
-When performing normal attacks during Katana Combat, teleport to the closest enemy to attack. Normal attack speed is increased. Good aerial combat ability.
-Katana Combat Finish is the primary draw for katana as a Techer. Deals with enemies that cannot be pulled with Zondeel effectively. Invincible for dealing with dangerous situations.
Combat JA Bonus
-5 SP skill. During Katana Combat, increases striking damage by up to 15% when performing a Just Attack.
-Does not apply to Katana Combat Finish. Performing Katana Combat Finish ends Katana Combat.
-Damage boost can help with wiping out enemies during Katana Combat before using Katana Combat Finish.
-Not a high priority skill, but more useful than some others available on the Braver tree.
Combat Finish
-5 SP skill. Increases the damage of Katana Combat Finish. Level 1 is a 100% damage increase. Level 5 is 200%.
-At 0 hits, Katana Combat Finish has 600 power with Combat Finish at level 1, and 900 power at level 5. At 30 hits, Katana Combat Finish has 2400 power with level 1 Combat Finish and 3600 power at level 5. At 50 hits, Katana Combat Finish has 3600 power with level 1 and 5400 power at level 5.
-Extremely high damage potential. Annihilates high HP enemies.
-Recommended to maximize Katana Combat Finish damage.
Rapid Shoot
-Active skill. Requires a bullet bow to use. Reduces the damage of normal attacks to perform three attacks at once. Also increases the rate at which a Just Attack can be performed after a normal attack. Lasts 60s, cooldown is 150s. Leveling increases damage and Just Attack speed, but does not change active time or cooldown.
-Required to use Rapid Shoot Up 1/2, Rapid Shoot Mastery, and Rapid Shoot Advance.
-At level 10, damage done per normal attack is 34% * 3, making normal attacks 2% stronger during Rapid Shoot.
-PP regenerated on a per hit basis remains the same. Without Rapid Shoot, normal attacks regenerate 3 PP when uncharged, and 9 PP when charged. During Rapid Shoot, uncharged normal attacks regenerate 3 PP * 3, and charged attacks regenerate 9 PP * 3, for 27 PP per attack.
-Necessary in order to use other bow skills. Leveling increases damage and attack speed, making it easier to fit normals between techs and slightly increasing damage output. PP Convert makes PP regeneration less necessary, but can be used without PP Convert.
Rapid Shoot Up 1/2
-5 SP skills. During Rapid Shoot, increases R-ATK. Rapid Shoot Up 1 increases R-ATK by 200, while Rapid Shoot 2 increases R-ATK by 300, for a 500 total increase.
-Tremendous R-ATK increase for a small amount of SP, but Te/Br generally uses techs while wielding a bow, so the R-ATK is wasted.
-Because Te/Br does not normally use bow PAs for BA combos, Rapid Shoot Up skills are of limited value.
-Not recommended to use.
Rapid Shoot Mastery
-During Rapid Shoot, increases all damage by up to 15%.
-Increases striking and tech damage as well as ranged damage.
-Straightforward skill, enhances tech damage for bow combos.
-Strongly recommended to use.
Rapid Shoot Advance
-5 SP skill. Increases PP regenerated by bullet bow attacks. Also reduces Rapid Shoot cooldown. PP regeneration is increased by up to 40%, Rapid Shoot cooldown is reduced by up to 30%.
-When maxed, bow normals will regenerate 4.2 PP * 3 for uncharged attacks and 12.6 PP * 3 for charged attacks. Uncharged attacks regenerate 3.6 more PP than without Rapid Shoot Advance, and charged attacks will regenerate 10.8 more PP than without Rapid Shoot Advance.
-Rapid Shoot's cooldown is reduced to 105s from 150s, for a 45s reduction. With an active time of 60s and a cooldown of 105s, Rapid Shoot can be used every 45s.
-Recommended for lowering cooldown of Rapid Shoot. The enhanced PP regeneration is also a nice plus.
Attack Advance
-5 SP skill. Increases the damage of normal attacks by up to 50%.
-Does not apply to uncharged techs, Wand Gear, or the Step Attack of wands.
-Also does not apply to Katana Combat Finish or Snatch Step.
-Counting both wand strikes and Wand Gear, the damage increase is approximately 20%.
-Extremely high damage increase for wand strikes. Largest damage bonus from a single skill.
-Also applies to bow normal attacks. Bow normal attacks have 200 power when charged. As ranged attacks, bows qualify for headshot bonuses, doubling damage.
-Recommended for wand usage. High effect for small SP investment.
Charge Shoot
-5 SP skill. Requires a bullet bow to use. Increases damage and speed of bow normals. Damage is increased by up to 15%, speed is increased by up to 50%.
-Does not affect bow PAs or techs used with bows.
-Speed increase reduces angles, increases accuracy.
-Minimal value skill. Damage and speed of bow normals are of nominal importance for Te/Br.
-Not recommended for use.
Quick Mate
-1 SP skill. Reduces the usage time of -Mate items.
-Does not affect X Atomizer or other items.
-Without Quick Mate, it takes 100f to use a Monomate, 151f to use a Dimate, and 200f to use a Trimate. With Quick Mate, it takes 62f to use a Monomate, 94f to use a Dimate, and 125f to use a Trimate.
-PSO2 runs at 60f per 1s. Without Quick Mate, it takes 1.66s to use a Monomate, 2.51s to use a Dimate, and 3.33s to use a Trimate. With Quick Mate, it takes 1.03s to use a Monomate, 1.56s to use a Dimate, and 2.08s to use a Trimate.
-Quick Mate reduces -Mate usage time by roughly 40%.
-Monomates heal 30% HP, Dimates heal 60% HP, and Trimates heal 100% HP. Trimates are half as fast as Monomates, but heal more than three times the HP. Dimates are roughly 3/4ths as fast as Monomates, but heal twice the HP.
-An uncharged Resta is faster than Monomates and heals approximately 50-75% HP with a +power recipe, depending on T-ATK and HP. A charged Resta is faster than either Dimates or Trimates and heals approximately 100% HP with two ticks.
--Mate items do not require PP, but Territory Burst PP Save reduces the PP expense of using Resta. Megiverse can also be crafted for -PP to cost as little as 3 PP when combined with Territory Burst PP Save.
-Superior healing speed and power of Resta makes -Mate items not recommended for use.
Braver Mag
-5 SP skill. Adds S-ATK and R-ATK to base stats depending on how much DEX is on the user's mag. Level 5 is a 50% conversion rate.
-With 190 DEX, Braver Mag adds 95 S-ATK and 95 R-ATK.
-Does not subtract from DEX given by mag.
-More effective with more DEX on mag. Should not be used without a pure DEX mag.
-Small increase in S-ATK and non-existent increase in T-ATK makes Braver Mag not recommended for use.
Snatch JA Combo
-1 SP skill. When performing a Step, adds a Just Attack timing at the end.
-Works for all Step actions except dual blades and jet boots.
-Timing differs depending on weapon. Some weapons are faster than others, some slower. Wands have normal speed.
-Highly practical skill for mobile combat. Increases damage of Step Attack, enables faster Just Attacks of techs.
-When using techs, tech > Step > tech is faster than tech > tech > tech. Snatch JA Combo permits a JA after Step, so no loss of JA occurs doing this.
-Recommended for versatility. Adds attack options otherwise not present to wands. Low SP cost.
Techer/Braver Builds
Standard Example (Alternate)
Te/Br is very simple to build since it doesn't have a lot of room to do something different. The Light Mastery skills can be distributed into Wind Mastery or Dark Mastery as needed, but otherwise Te/Br is straightforward, as grabbing all the important skills uses up all the SP available. The alternate build exchanges the Element Mastery skills for T-ATK and a stronger Shifta, so as to specialize in fire/ice/lightning techs better. Mixing Element Mastery, T-ATK, and Shifta Advance skills as suited is another alternative option.
Techer Equipment
Weapons
Spoiler!-Element Weak Hit and (Te/Br only) Weak Stance require weapons of all elements except wind to use effectively. The only enemy weak to wind exclusively, Bantha Ong, is a rare variant of the boss Fang Banther, which is weak to fire.
-Recommended to acquire weapons of many different elements to use Element Weak Hit and Weak Stance most effectively.
-Does not apply to techs. Techs ignore weapon element.
Wands
Guarditorch
-8* wand. Machine Hunter potential. Recommended for lightning element.
-Available early on and has solid performance when crafted, superior to Pristine Small Hammer.
-Suitable for leveling players that want a weapon that retains viability later on in the game.
-Requires 338 T-ATK to equip when uncrafted and 600 T-ATK when crafted. Equipment requirement can be reduced or changed through craft items.
-Can be equipped by any class through great successes or class add items. Not recommended to use class add items for this weapon.
-Can be purchased from player shops or acquired from a level 21-45 Guardine (N-VH difficulties). Level 31+ Barbarlilipans can also drop Guarditorch.
-Motif of the Mech Guardine.
Pristine Small Hammer
-10* wand. Discerning Eye potential. Recommended for all elements besides lightning.
-Weakest recommended wand, but very easy to acquire. Excellent starting wand for VH+, and good even in XH and Ultimate.
-Requires 425 DEX to equip.
-Bouncer equippable.
-Drops from level 41+ Leran-gam. Can also be found in Emergency Quest Advent of the Annihilator at VH or above.
-"新光小槌" = Shinkō Kodzuchi
-Motif of all-race male costume Pristine Grand Armor and all-race female costume Pristine Lovely Armor.
Elysion
-11* wand. Innocent Appearance potential. For tech usage. Element is irrelevant.
-Increases uncharged tech damage by 70%. Extremely powerful effect.
-Requires 500 S-ATK to equip.
-Force equippable.
-Drops from level 56+ Dark Falz Elder. Can also be found in all three Mining Base Defense quests at VH or above.
-Retro weapon from PSO. Formerly a Saber-class weapon.
Seras Cure
-11* wand. Dragon Hunter potential. Recommended for ice and dark element.
-Second strongest wand for non-boss dragonkin. Weaker than Ideal Hexe for dragonkin bosses, however.
-Requires 425 T-DEF to equip.
-Force and Braver equippable.
-Drops from Goronzoran. Level 66+.
-Motif of female outfit Seras Alicia. Dragon Sanctum motif.
Summit Moon
-12* wand. Ancient Oath potential. Recommended for any element.
-Superior to Pristine Small Hammer, but much more difficult to acquire.
-Performance against non-boss enemies is roughly comparable to Ideal Hexe. Ideal Hexe is superior against bosses, however.
-Requires 440 S-DEF to equip.
-Area drop for the Emergency Quest Mining Base Defense: Despair, at XH difficulty.
-Retro weapon from PSO.
Ideal Hexe
-13* wand. Colossal Spirit potential. Recommended for any element.
-Second strongest wand for general usage. Strongest wand for bosses.
-Difficult to acquire a rainbow set of, but easier than Ares Wand.
-Requires 460 T-DEF to equip.
-Casts need T-DEF on their mag to meet this.
-Can be obtained from the Challenge Miles exchange shop. Traded for 180,000 Challenge Miles. Has 20 light and 2s.
-Part of the Ideal series of weapons.
Ares Wand
-13* wand. Phantasmal Blessing potential. Recommended for any element.
-Strongest wand for general usage. Second strongest for bosses.
-Requires 730 T-ATK to equip.
-High difficulty of acquisition makes acquiring and maxing element for 5 different Ares Wands an extremely difficult endeavor. Recommended to gather other wands prior to attempting collecting a full set of Ares Wands.
-Drops from Ultimate Quest boss Anga Fundarge. Level 80.
-Motif of the Phantom Beast Ketos.
-Part of the Ares series of weapons.
Slave Cross
-13* wand. Pledge of Magic potential. Recommended for any element.
-Stronger than Ares unless the Photon Blast gauge is maxed. Extremely high effectiveness with potential due to low PP costs of wands.
-Requires 735 T-ATK to equip.
-Effectiveness compared to Ares Wand heavily relies on base stats. Lower base stats provide a stronger advantage to Slave Cross, while higher base stats will provide a stronger advantage to Ares Wand.
-Area drop for Corruption Survey: Lilipa. Can also be acquired by trading 250 Ultimate Mech Crystal Yurlungur at the pyroxene exchange shop. Comes with 15 fire element and 3s.
-Part of the Slave series of weapons.
Recommended Wand Selection
735+ T-ATK, 460+ T-DEF:Spoiler!Fire: Ares Wand and Ideal Hexe
Ice: Ares Wand/Slave Cross and Ideal Hexe
Lightning: Ares Wand/Slave Cross and Ideal Hexe
Wind: Ares Wand/Slave Cross and Ideal Hexe
Light: Ares Wand/Slave Cross and Ideal Hexe
Dark: Ares Wand/Slave Cross and Ideal Hexe
~730 T-ATK, 460+ T-DEF:Spoiler!Fire: Ideal Hexe
Ice: Ideal Hexe and Seras Cure
Lightning: Ideal Hexe
Wind: Ideal Hexe
Light: Ideal Hexe
Dark: Ideal Hexe and Seras Cure
~730 T-ATK, ~460 T-DEF:Spoiler!Fire: Summit Moon
Ice: Summit Moon and Seras Cure
Lightning: Summit Moon
Wind: Summit Moon
Light: Summit Moon
Dark: Summit Moon and Seras Cure
Special: Elysion (techs)
Subclass Weapons
Wired lance: Glorious Wing (Ancient Oath), Blade Whip Paratizeru (+20% Kaiser Rise potential)
Partisan: Trident Crusher (Ancient Oath)
Katana: Aseracta (Dragon Hunter, Ice/Dark recommendation), Bio Janen (Immediate Destruction)
Bullet bow: Rikauteri (Ancient Oath)
Units
Spoiler!
Saiki (PP)
-PP craft: +30 PP, +12% shooting resistance. 1008/924/924 defenses.
-Set Bonus: +60 to all ATK stats, +80 DEX, +25 PP.
-Recommended for offensive purposes. Highest PP set, good ATK bonus.
-Requires 500 R-DEF to equip. Can use crafting items to reduce equipment requirements.
-Drops from Gigur Gunne-gam. Level 66+.
Brisa (HP)
-HP craft: +100 HP, +12% striking resistance. 1008/924/924 defenses.
-Set Bonus: +70 to all ATK stats, +50 DEX, +9% ice, lightning, and dark resistance, +80 HP, +5 PP.
-+380 HP total for highest HP bonus, high striking resistance. Multiple elemental resistances, slightly high ATK.
-Only +5 PP, no shooting or tech resistance.
-Requires 500 S-DEF to equip.
-Recommended for defensive purposes.
-Drops from Emergency Quest boss Magatsu. Level 66+.
Magatsuhi + Vento
-Magatsuhi: +100 HP, +5 PP, +4% striking/shooting/tech resistance, +9% dark resistance. 350/322/336 defenses.
-Vento (HP craft): +200 HP, +8% striking resistance. 672/616/616 defenses.
-Vento Set Bonus: +40 to all ATK stats, +10 PP, +10% ice resistance.
-Total: +300 HP, +15 PP, +12% striking resistance, +4% shooting/tech resistance, +10% ice resistance, +9% dark resistance. 1022/938/952 defenses.
-Combines the Magatsuhi rear unit with the Vento arm/leg set. Magatsuhi is uncrafted, Vento units are crafted.
-Lower HP and ATK than crafted Brisa, but superior PP, defenses and striking/shooting/tech resistances.
-Magatsuhi requires 430 T-DEF to equip. HP crafted Vento units require 500 S-DEF to equip.
-Magatsuhi can be acquired in the second phase of the Magatsu Emergency Quest. Vento units can be purchased. The arm unit is アーム/ヴェントヘクサ, the leg unit is レッグ/ヴェントテトラ.
-Magatsuhi has a design motif inspired by the Evil God Magatsu.
Mag
Spoiler!Mags are primarily used for two purposes, increasing base stats and using Photon Blasts. For the former, mags provide 190 free points that can be distributed to any stat besides HP. For Techer, the two relevant stats out of those is S-ATK and T-ATK. When distributing base stats, there are two things to keep in mind. The first is equipment requirements. Many weapons have equipment requirements that simply cannot bet met without dumping a lot of SP into Stat ups. Mags can enable players to equip these weapons. The other thing to keep in mind is what stats benefit most from being raised. This is primarily for damage purposes.
For Te/Hu should aim for at least 600 S-ATK and at least 750 T-ATK in order to equip all of its relevant weapons. After that, the distribution between S-ATK and T-ATK is somewhat even. Because wands and Hunter weapons can use S-ATK, raising S-ATK seems like the obvious choice, but Wand Gear, which carries the bulk of wand melee's damage for mobbing, requires T-ATK. As such, the decision for what to put points into lies mainly in whether mobbing or bossing is more important. Although mobbing makes up the majority of PSO2's gameplay and is Techer's greatest strength, one might consider it overkill and decide to concentrate more on bossing to make up for a weakness.
For Te/Br, the choice is much more straightforward, since everything Te/Br does is T-ATK based except for wand strikes and katana. Since T-ATK makes up such a huge concentration of Te/Br's attacks, maxing T-ATK on a mag is the obvious choice.
On the subject of Photon Blasts, currently there are two viable choices, Ketos Proi and Julius Nifta. Ketos Proi is unique among all PBs in that it does no damage by itself. Instead, it quadruples the PP regen of any player affected by it. It also provides a minor healing effect. The quadrupling of PP regen speed is an important distinction to make, as this means that it stacks with PP regen effects. For Techer, with PP Restorate maxed out, PP regen becomes 560% (28 PP per second) as opposed to 440%. With a max level PP Convert also active, PP regen speed is 168 per second, which essentially means an endless supply of PP. This is not recommended to do often though, as alternating between Ketos Proi and PP Convert is usually more effective than using both at once. Ketos Proi has the unusual property of charging considerably faster than other PBs, making it easier to use its effect more often.
The other PB of note, Julius Nifta, generates a powerful suction effect that pulls enemies in, stuns them, and inflicts heavy damage for a few hits over the course of the PB. The damage scales off of T-ATK, so Techer naturally does much higher damage than a non-tech class would with Julius Nifta. The suction effect pulls enemies from a very wide range, much wider than Zondeel, and the heavy damage allows it to immediately wipe out weaker enemies that get pulled into it. This is immensely valuable for PSE Bursts and wiping out an entire room of enemies.
Feel free to ask any questions or make any suggestions for additions. The goal is to cover as much useful information for people to know about Techer as possible without being confusing, so questions and suggestions will help further this goal.
With the guide aside, treat the thread the same as the previous thread. It's just a discussion thread with a handy dandy guide on the OP. Go wild.
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