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  1. #1

    Default What sort of skills for Bouncer would you like to see in the future?

    Just another fun thread to come up with potential skill tree ideas.

    Try and keep it somewhat realistic though.

    Tech JA Variant - Increases power of JA'd Techs when you use different Techs in the same combo. (5 levels, increase depends on how long you keep JAing different Techs)

    Rapid Boost PP Variant - Reduces PP cost of Techs during Rapid Boost when using different Techs in the same JA'd combo. (5 levels, -1 PP per level, only works during Rapid Boost)

    Elemental Burst PP Recover - Recovers PP when hitting enemies with Elemental Burst (1 point, +1 PP for each enemy you hit).

    Elemental Burst Expansion - When Gear gauge is maxed and Elemental Burst is used, increases it's AOE to double it's normal size. (1 point)

    Jet Boots Strike Advance - Increases your T-ATK when Jet Boots Strike is enabled (5 points, +20 T-ATK per level)

    Auto-Resta - Automatically uses (uncharged) Resta when HP is low. (5 points, 20% chance per level)

    Auto-Anti - Automatically uses Anti when afflicted with a status effect, including Freeze. (5 points, 20% chance per level)

    Megiverse Advance - Increases the HP regeneration factor and duration of Megiverse. (5 points, +10% (of Megiverse's value, not your total HP) HP regeneration per level, +1 second of Megiverse per level.)

  2. #2

    Default

    i was wondering about the 2nd and 3rd shift on jet boots though

  3. #3

    Default

    Something that lets me alter Dual Blade elements would be nice

  4. #4

    Default

    You took a lot of good ideas lol. But what abour the Dual Blades, do they get love?

    Photon Blade Seeker: 1 point, Photon Blades hone in on Locked-On target

    Photon Blade PP Share: When allies attack enemies you've struck with Photon Blades, both you and allies recover PP. (5 points)

    PB Element Conversion: When striking enemies with Photon Blades, changes the element of equipped dual blades to match the enemies weak element. (not sure if this should be 1 point of 5 points with max at 5 being 100%)

    EDT: I did not see your post before coming up with PB Element Conversion Lord Derpington, but is this what you had in mind?
    Ship 02 - Ur, Player ID: Niare Sky
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  5. #5

    Default

    BR's attack advance so TE's can sub BO without doing 50% less damage.

  6. #6

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    More fields, with more unique effects, and the current ones being stronger at level 1 (i.e. critical field would be 20%->30%, not 5%->30%; duration could stay the same as it is now).

    Although, I'm much more interested in new PAs than new skills.

  7. #7
    Sega Stockholm Syndrome GHNeko's Avatar
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    Default

    CRAFT MASTERY 2

    CRAFT MASTERY CRITICAL


    ...


    UHHH


    Elemental Stance S - 10 levels. Each level gives you a 1% chance of inflicting a status effect based on the current element, without needing an affix.

    Deband Ground Boost - 5 levels. Raises your defense by 1% per level for as long as your own the ground while under deband's effects.



  8. #8

    Default

    Quote Originally Posted by GHNeko View Post
    CRAFT MASTERY 2

    CRAFT MASTERY CRITICAL


    ...


    UHHH


    Elemental Stance S - 10 levels. Each level gives you a 1% chance of inflicting a status effect based on the current element, without needing an affix.

    Deband Ground Boost - 5 levels. Raises your defense by 1% per level for as long as your own the ground while under deband's effects.
    That Deband ground boost so OP. If you want to be immortal like Hunter, why don't you just say so?
    Ship 02 - Ur, Player ID: Niare Sky
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    PSO2 Story Playlists: Episode 1 | Episode 2

  9. #9
    Friends with Ragne-chan! Maenara's Avatar
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    Default

    You can damage an enemy with Jet Boots double jump, so:

    •Jump Advance: Passive skill, max level 1; Successfully damaging an enemy by double jumping(Referred to as stomping from this point on) does not use your double jump, allowing you to jump again, unless the same enemy is stomped twice in a row.
    •Stomp Advance: Passive skill, max level 5: Increase the damage dealt to enemies by stomps by 200/400/600/800/1000%.
    •Stomp Crush: Passive skill, max level 5: Stomping an enemy may inflict Zalure for 5/10/15/20/30 seconds, reducing their defensive stats by 10/20/30/40/50%. 5/10/15/20/25% proc rate. Rate halved against bosses, but no boss is immune to it.
    •Stomp Stun: Passive skill, max level 1: Stomping an enemy will apply stun 50% of the time. No effect on enemies immune to stun.
    •Stomp Bind: Passive skill, max level 1: Stomping an enemy will apply Bind status 50% of the time.
    •Stomp Extra: Passive skill, max level 1: A JA'd stomp doubles the proc rate of Stomp Crush, Stomp Stun, and Stomp Bind.
    •Just Stomp: Passive skill, max level 1: All attacks performed after a successful stomp become Just Attacks until you touch the ground or perform another jump. Referred to as Just Stomps.
    •Stomp Bonus: Passive skill, max level 5: Defeating an enemy with stomps or Just Stomps recovers 10/11/14/19/25 PP and 20/23/28/35/50% of maximum HP. Does not apply multiple times for simultaneous kills.

    Craft skills:

    •Craft Bonus S: Passive skill, max level 1: With a crafted weapon equipped, increase the maximum duration of Shifta on yourself by 60 seconds.
    •Craft Bonus D: Passive skill, max level 1: Increase all bonuses granted to yourself by Deband, including bonuses added by supplemental skills(such as Deband Toughness) by 1/3 for each crafted unit equipped. (E.G.: With 3 crafted units and maxed Deband Cut and Deband Toughness, you get 30% damage reduction and 50% additional HP as opposed to 15% and 25% respectively).
    •Craft Special: Passive skill, max level 10: With crafted units and/or weapon equipped, reduce the cooldown time of all skills by 1/2/3/4/5/6/7/8/9/10% for each crafted item equipped(40% reduction with 3 units and weapon).
    •Craft EX: Passive skill, max level 10: With a crafted weapon equipped, your minimum damage variance is allowed to pass 90% and even 100%, given high enough DEX. When passing 100%, your minimum damage variance is then treated as your maximum. However, it is still the value altered by DEX values, the 100% will always be 100% even while it's the minimum. Maximum damage variance allowed is 100~100/100~110/100~120/100~130/100~145/100~160/100~175/100~195/100~220/100%~250%. Note that this skill does not actually change your variance, it only allows it to get that high so long as your DEX is high enough and the enemy's is low enough.
    •Craft Extend Critical Bonus: Passive skill, max level 5: With a crafted weapon equipped, increase critical hit rate by a percentage equal to the extension level, capping out at +5/8/12/18/25%.

    Others:

    •DEX High Up: Max level 5: Increase base DEX by 40/60/80/100/120.
    •DEX Leech Field: Active skill, max level 5: Generate a debuffing field which reduces the DEX of enemies inside it by 40/50/60/75/100% and adds the cumulative total DEX taken to the DEX of each ally inside the field as well. Same duration and cooldown as the other Field skills at the same levels.
    •DEX Stat Bonus: Passive skill, max level 10: Add 1/2/3/4/5/6/7/8/9/10% of your DEX to your equipped weapon's S/R/T-Atk.
    •Photon Blade Annihilation(Warning, very complicated skill): Active skill, max level 5, Dual Blades:
    Spoiler!


    Some values would more than likely need to be tweaked for balance etcetera etcetera.
    Last edited by Maenara; Aug 31, 2014 at 12:24 PM.
    Quote Originally Posted by GHNeko View Post
    this is an absolutely disgusting post

    reported.
    Maenara - Level 75 HU/FI/RA/GU/FO/TE/BR/BO

  10. #10

    Default

    Oh, a couple skill ideas I've had tossing around. Mix and match ideas to fit your idea of balance at your leisure.

    Elemental Polarity: Changes your weapon's element. Fire to ice, ice to fire; lightning to wind, wind to lightning; light to dark, dark to light. Active, like a stance. Maybe mainclass exclusive? Or reduces the element when converting, and restores it when deactivating. Maybe adds it as a reduced second element instead of changing it.

    Break High Up: +x atk during Break Stance.

    Break Weak Combo: During Break Stance, breakable parts count as weak points for the purpose of activating Weak Hit Advance & Weak Stance, without otherwise raising the damage (a 1x hitbox still counts as 1x, just now with WHA or WS active too). Only matters if the part isn't already a weak point.

    Break Shrapnel: Breaking an enemy part reduces resistances of nearby enemies

    Break Substitute: Enemies without breakable parts take more damage on their weakest points (so an oodan's head takes more damage from all damage types since it's weak to ratk, or cores on micdas since every other part has higher resistances)

    Break Bind: Breaking an enemy part binds the enemy

    Break Boost: Breaking an enemy part buffs your damage for x time (and nearby players?)
    or
    Break Chain: Breaking parts raises a counter that raises your damage (against that enemy? other enemies?)

    Break PP Restorate: Attacking a breakable part restores PP, even if using a PA. Up to +3, only once per attack (so multi-hit moves only recover 3pp no matter how many hits land).

    Break Critical Advance: Criticals deal x% more damage to breakable parts (I'm thinking a big amount, like 30-50%. Let's make that critical field skill a better fit with Break Stance.)

    Breakable Blades: Any part pierced with a photon blade counts as a breakable part (or does it already work this way? it should).
    Last edited by gigawuts; Aug 31, 2014 at 12:46 PM.

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