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    It's time we had a place to put all of our Force and Technic knowledge for all those who seek it. So I thought here would be the place to start. This first post I'm making is somewhat of a guide, but if you have any comments, suggestions, or questions, feel free to post. I want this to be a place to seek answers to all of lifes problems... at least concerning Technics. So, let's get started!

    About Forces: This is where it all begins, your journey into the world of Technics. The Force is your basic Technic user, able to turn the tide of battle armed with a wide array of offensive and defensive Technics.
    • - Maximum Job Level: 10
      - Maximum Technic Level: 20
      - Maximum Bullet Level: 10
      - Maximum Skill level: 1
      - Weapon Proficiencies:
      [list:f782cdfe16][S Rank] - none
      [A Rank] - none
      [B Rank] - Rod, Wand, Longbow
      [C Rank] - Rod, Wand, Longbow, Pistol, Saber, Dagger, Twin Dagger, Spear
    [/list:u:f782cdfe16]

    About Fortechers: Technic usage at it's finest. The Fortecher is the advanced form of the Force. They take the abilities of a Force to the next level, able to use Technics to their maximum potential, as well as higher quality weaponry truly becoming a power to behold. Playing as a Newman will also grant you additional stat bonuses.
    • - Maximum Job Level: 15
      - Maximum Support Technic Level: 30
      - Maximum Attack Technic Level: 40
      - Maximum Bullet Level: 30
      - Maximum Skill level: 10
      - Weapon Proficiencies:
      [list:f782cdfe16][S Rank] - Rod, Wand, Longbow, Card
      [A Rank] - Rod, Wand, Madoog, Longbow, Card, Pistol, Saber, Dagger, Twin Dagger, Spear, Whip
      [B Rank] - Rod, Wand, Madoog, Longbow, Card, Pistol, Saber, Dagger, Twin Dagger, Spear, Whip
      [C Rank] - Rod, Wand, Madoog, Longbow, Card, Pistol, Saber, Dagger, Twin Dagger, Spear, Whip
    [/list:u:f782cdfe16]

    About Wartechers: A cross between melee and magic, the Wartecher is proficient in both Technics and Weapon Skills, bringing an interesting mix to the Phantasy Star Universe. Playing as a Human or Newman will also grant you a bonus to stats.
    • - Maximum Job Level: 15
      - Maximum Support Technic Level: 20
      - Maximum Attack Technic Level: 30
      - Maximum Bullet Level: 20
      - Maximum Skill level: 30
      - Weapon Proficiencies:
      [list:f782cdfe16][S Rank] - Dagger, Twin Dagger, Wand
      [A Rank] - Knuckle, Spear, Twin Saber, Twin Claw, Saber, Claw, Whip, Longbow, Handgun, Card, Wand
      [B Rank] - Knuckle, Spear, Twin Saber, Twin Claw, Saber, Claw, Whip, Longbow, Handgun, Card, Wand
      [C Rank] - Knuckle, Spear, Twin Saber, Twin Claw, Saber, Claw, Whip, Longbow, Handguns, Card, Wand
    [/list:u:f782cdfe16]

    About Guntechers: While not as proficient with Technics as the other jobs, the Guntecher is an excellent marksman, whose use of Technics makes him self-sustaining and excellent support to any team. Playing as a Newman or Human will also grant bonuses to your stats.
    • - Maximum Job Level: 20
      - Maximum Technic Level: 10
      - Maximum Bullet Level: 30
      - Maximum Skill level: 10
      - Weapon Proficiencies:
      [list:f782cdfe16][S Rank] - Twin Handguns, Handguns, Crossbows, Machineguns
      [A Rank] - Twin Handguns, Handguns, Crossbows, Machineguns, Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
      [B Rank] - Twin Handguns, Handguns, Crossbows, Machineguns, Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
      [C Rank] - Twin Handguns, Handguns, Crossbows, Machineguns, Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
    [/list:u:f782cdfe16]

    Force / Fortecher Comparison:

    Now it's time to talk a little more in depth about the differences when going from Force to Fortecher. For this, we can examine the statistical differences between the two. To give an example of how they differ statistically, I will use a Level 60 Female Newman Force and Fortecher. The stats for job level 10 that I am using can be found in the JP Wiki. In this statistical comparison, Force will contain our base statistics (100%) and we will see how changing to Fortecher deviates from the base, making it stronger, or weaker from stat to stat.
    Code:
    Force Fortecher HP 1104 (100.0%) 956 (86.59%) ATP 284 (100.0%) 241 (84.86%) ATA 163 (100.0%) 132 (80.98%) TAP 989 (100.0%) 1096 (110.8%) DEF 100 (100.0%) 60 (40.00%) EVA 365 (100.0%) 457 (125.2%) MST 329 (100.0%) 537 (163.2%) END 12 (100.0%) 12 (100.0%)
    So as we can see from this comparison, Fortechers will have lower HP, ATP, ,ATA, and DEF than Forces, but higher TAP, MST, and EVA. Judging by the decrease in physical strength, health, and accuracy, Fortechers role clearly starts to deter from hand to hand combat, although a good Bow still goes a long way in the right situation.

    But let's take a look at what has increased: MST, TAP, and EVA. MST is definitely the most noticable, as it's 63% more than that of a Force. So, while they may have lower physical defense than a Force, their ability to withstand magic damage has shot up substantially. Also, while their physical defense is lower, their EVA has increased greatly, giving them a greater chance to block attacks completely, rather than taking less damage.

    Finally there is TAP, which I honestly cannot tell you how much of a difference it makes until there is some sort of formula for damage to fall back on. However, even though the increase is only roughly 10 to 11%, there are two things we must factor in. First and foremost, this is not the end, as characters begin to progress beyond level 60, this difference may change and this post may have to be edited accordingly. Secondly, and also just as important, the fact that Fortechers can use Technics to their full potential at level 30, while Forces are restricted to level 20 Technics.

    The difference in attack power for any given Technic between level 20 and 30 is anywhere from 10 to 15 percent, which when added to this increase of TAP, will show that Fortecher's magic prowess is obviously greater than that of a Force.

    Rods, Wands, and You:
    Those who are familiar with Phantasy Star Online would remember rods and wands as merely tools to amplify the strength of any given Techniques you may have already learned. In Phantasy Star Universe, however, the rules have changed a bit. Technics can be bought from your local weapons shop, and are all at level 1. Rather than hunting for months on end for higher level disks, you simply use the Technics you've learned, and they become stronger through use.

    In addition to requiring use for Technics to become stronger, you must bind them to your rod or wand in order to use them, which is where things become interesting. When in battle, you will only have access to a total of six rods or wands from your action pallette at any given time. This means you'll have to choose carefully what you're going to use before you head into battle when all Technics are available. Now let's talk a little bit about these rods and wands separately.

    Wands are your basic bread & butter, and is the weapon you start off with as you'll soon find when taking the tutorial if you're a Newman. They can hold up to two Technics at a time, and if both Technics happen to be of the same element, you'll receive a 4% bonus for your Technics. Since wands are one handed weapons, you'll have the option of dual wielding a pistol, or in the case of a Fortecher, a card weapon for additional ranged damage.

    Although they are slower to cast, rods make up for this buy having higher attack power than wands. Rods also hold up to four Technics, and if all the Technics are of the same element, you will receive a bonus depending on how many technics are on the Rod. A 4% bonus for two Technics, an 8% bonus for three Technics, and a 12% bonus for four technics. Personally, I prefer to use rods over wands so that I can have as many Technics available as possible, but it's all a matter of preference.

    Important Tip: Depending on what type of mission you're on, you could be in for the long haul. It's generally a good idea to carry several weapons with you for any given mission.
    Getting to know your Technics: The part we've all been waiting for, the Technics! What make a Force or Fortecher into a walking powerhouse. This section will go over each of the Technics, and their general use in combat. If you'd like a closer look at these Technics in action at levels 1 and level 30, check out the videos here for a demonstration of all of the Technics. Also, be sure to note the two costs of Technics listed. The cost in parentheses is that of the Fortecher since they have a discount on Technics.

    Attack Technics

    Foie - A great single target attack that travels in a straight line, a little slow at first but gets better at levels 11 and 21. Obviously works well on Ice since that's the element best suited for it, and also works surprisngly well on Earth enemies as well. Another thing to note: Burn is your friend. Foie not only does great single target damage, but has a chance to burn for extra lingering damage to add on to your total amount delivered to targets. Great for large stubborn enemies that don't know when to quit.

    PP Cost / Status Effects

    Lv 1~10: 8 (6) PP, Lv 2 Burn | Lv 11~20: 10 ( PP, Lv 3 Burn
    Lv 21~30: (9) PP, Lv 4 Burn | Lv 31~40: (11) PP, Lv 4 Burn

    Attack Strength

    Lv 1~10: 221~230% | Lv 11~20: 232~250% | Lv 21~30: 252~270% | Lv 31~40: 271%~280%


    Barta - A linear ice attack that pentrates to what seems to be a limitless number of enemies. Its size is actually not too bad at the start and only gets better at level 11 and great at level 21. The downside, however seems to be it has one of the lowest damages of any of the basic attacks. Probably the drawback for being able to affect so many enemies. Regardless of this little downer, it is still a good Technic, and freezing is always useful when it occurs. Also, when looking to hit a large number of targets in general, if they happen to be aligned in a particular way you can aim Barta through for fairly decent damage and a chance to Freeze.

    PP Cost / Status Effects

    Lv 1~10: 10 ( PP, Lv 1 Freeze | Lv 11~20: 13 (10) PP, Lv 1 Freeze
    Lv 21~30: (16) PP, Lv 1 Freeze | Lv 31~40: (15) PP, Lv 2 Freeze

    Attack Strength

    Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%


    Zonde - A linear lightning attack which, like Barta, seems to penetrate to a limitless amount of enemies. Needless to say, this Technic is downright puny at the start, but it works its way up into a fine Technic at level 21 with a nice width and speed. While it's power is low in comparison to Deega and Foie, the damage is still fairly good, and the shock status is very helpful. Also, when looking to hit a large number of targets in general, if they happen to be aligned in a particular way you can aim Zonde through for fairly decent damage and a chance to Shock.

    PP Cost / Status Effects

    Lv 1~10: 10 ( PP, Lv 1 Shock | Lv 11~20: 13 (10) PP, Lv 1 Shock
    Lv 21~30: (16) PP, Lv 1 Shock | Lv 31~40: (15) PP, Lv 2 Shock

    Attack Strength:

    Lv 1~10: 126~135% | Lv 11~20: 136~145% | Lv 21~30 146~155% | Lv 31~40: 156~165%


    Deega - A very strong single target attack. It travels slowly and in an arc, but its size increases at level 11 and again substantially at level 21. Because it travels up in an arc, it will be necessary to get very close to small enemies to ensure it hits, otherwise it will travel up and over said enemy (looks like they have some realistic collision detection here). Deega is an interesting beast in that Earth seems to be an element that does fairly good damage to any type of enemy. So if you're looking for single target damage, Deega is more than likely your best bet for anything save for Ice where Foie would more than likely do more damage.

    PP Cost / Status Effects

    Lv 1~10: 8 (6) PP, Lv 2 Silence | Lv 11~20: 10 ( PP, Lv 3 Silence
    Lv 21~30: (9) PP, Lv 4 Silence | Lv 31~40: (11) PP, Lv 4 Silence

    Attack Strength

    Lv 1~10: 231~240% | Lv 11~20: 242~260% | Lv 21~30: 262~280% | Lv 31~40: 281~290%


    Megid - An Ultimate Technic that requires 99 PA fragments to use, as of now this is the last addition to the line of basic Technics, and a very welcome one with the changes made in Ambition of the Illuminus. Although this Technic costs a bit more than the others, its strength (although not that of Foie or Deega) is on par with that of Ra- Technics and also has the ability to penetrate in a straight line. Coupled with the fact that this Technic, as well as Barta and Zonde, causes monsters to now flinch, Megid has been well balanced for more vigorous use in Phantasy Star Universe.

    PP Cost / Status Effects

    Lv 1~10: 20 (16) PP, Lv 1 Inc. | Lv 11~20: 25 (20) PP, Lv 2 Inc.
    Lv 21~30: 30 (24) PP, Lv 3 Inc. | Lv 31~40: (2 PP, Lv 3 Inc.

    Attack Strength

    Lv 1~10: 136~145% | Lv 11~20: 146~155% | Lv 21~30: 156~165% | Lv 31~40: 166~175%


    General tips for the basic Technics: In the case of Zonde & Barta, know your enemy. There will be times when a linear penetrating attack may be ideal for not only tagging for exp, but dealing damage to a larger amount of enemies. Knowing which will deal more damage, or which status effect is more beneficial if it succeeds will help out here.
    Rafoie - The area attack version of Foie, which hits up to three targets. It's size seems puny at first, but it's area of effect increases at 11, and seems to increase further still at 21. As before is perfect against Ice enemies and also works well for Earth. An important note for Rafoie, is that its targeting seems a little skewed in comparison to the other Ra- Technics. If enemies move a bit to the side the others tend to still land more often than Rafoie, so you'll need to be sure you're lined up properly or you will miss. Also, because you're able to hit up to three targets at a time, this gives you more chances to inflict Burn status on enemies. Be sure to take advantage of this when you can.

    PP Cost / Status Effects

    Lv 1~10: 16 (12) PP, Lv 1 Burn | Lv 11~20: 20 (16) PP, Lv 2 Burn
    Lv 21~30: 24 (19) PP, Lv 3 Burn | Lv 31~40: (22) PP, Lv 3 Burn

    Attack Strength

    Lv 1~10: 131~140% | Lv 11~20: 141~150% | Lv 21~30: 152~170% | Lv 31~40: 171~180%


    Rabarta - The area attack version Barta, which hits up to three targets. As with Rafoie, it's range seems meek at the start, but gains in size at levels 11 and 21. The damage for the Barta series seems so so, but is still an excellent choice against Fire based enemies, and as always the Freezing effect is helpful when successful.

    PP Cost / Status Effects

    Lv 1~10: 16 (12) PP, Lv 1 Freeze | Lv 11~20: 20 (16) PP, Lv 2 Freeze
    Lv 21~30: 24 (19) PP, Lv 3 Freeze | Lv 31~40: (22) PP, Lv 3 Freeze

    Attack Strength

    Lv 1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 142~160% | Lv 31~40: 161~170%


    Razonde - The area version of Zonde, which hits up to three targets. Its range of attack starts a bit small, but increases at level 11 and becomes substantial at level 21. The damage for this Tech is about average, so you should use it accordingly, and is great against Earth enemies. The targeting for this Ra- Technic seems forgiving in comparison to Rafoie as when enemies are a little off to the side it seems more likely to land.

    PP Cost / Status Effects

    Lv 1~10: 16 (12) PP, Lv 1 Shock | Lv 11~20: 20 (16) PP, Lv 2 Shock
    Lv 21~30: 24 (19) PP, Lv 3 Shock | Lv 31~40: (22) PP, Lv 3 Shock

    Attack Strength

    Lv 1~10: 126~135% | Lv 11~20: 136~145% | Lv 21~30: 147~165% | Lv 31~40: 166~175%


    Radeega - The area version of Deega, which hits up to three targets. This Ra- Technic, along with Rafoie will probably be used more than the other two just for their generally higher damage, and ability to do well against different Elements. As with Deega, Radeega does well against Fire enemies, so it makes an excellent alternative to Rabarta.

    Lv 1~10: 16 (12) PP, N/A | Lv 11~20: 20 (16) PP, N/A
    Lv 21~30: 24 (19) PP, N/A | Lv 31~40: (22) PP, N/A

    Attack Strength

    Lv 1~10: 141~150% | Lv 11~20: 151~160% | Lv 21~30: 162~180% | Lv 31~40: 181~190%


    Ramegid - The area version of Megid, which hits up to three targets. As with all Ra- technics, the range starts off small but certainly works its way up accordingly. The damage is fairly nice as far as Ra- Technics go, although there are only a select few places with light enemies to use this attack on. Nevertheless, this is a great attack to use if only for the chance to confuse enemies.

    PP Cost / Status Effects

    Lv 1~10: 16 (12) PP, Lv 1 Confuse | Lv 11~20: 20 (16) PP, Lv 2 Confuse
    Lv 21~30: 24 (19) PP, Lv 3 Confuse | Lv 31~40: (22) PP, Lv 3 Confuse

    Attack Strength

    Lv 1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 142~160% | Lv 31~40: 161~170%


    General tips for the Ra- Technics: Know the range of your Ra- Technics. Get a feel for the range and use it to your advantage. If you're having trouble landing a hit, back up to your maximum range and strike. Even if you don't hit the enemies dead on, they will be caught in the area since you're attacking from max range.
    Gifoie - The point blank area attack of Foie, which hits up to roughly six enemies. Its range starts off fairly small, but increases at level 11 and has a very nice range at 21. While its damage is lower than that of Rafoie, its usefulness should not be ignored, as its capacity to hit a larger amount of enemies more than makes up for its lacking in strength. Because it hits a larger number of targets, it makes for a nice chance to cause burning. Although burning is no longer as common for Force as it is for ranger, it's always welcome, and you'll have more chances since you're hitting more targets.

    PP Cost / Status Effects

    Lv 1~10: 20 (16) PP, Lv 1 Burn | Lv 11~20: 30 (24) PP, Lv 2 Burn
    Lv 21~30: 40 (32) PP, Lv 3 Burn | Lv 31~40: (40) PP, Lv 3 Burn

    Attack Strength
    Lv1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 141~150% | Lv 31~40: 151~160%


    Gizonde - The point blank area attack of Zonde, which hits up to roughly six enemies. As with Gifoie, its range starts of fairly small, but not quite as small as Gifoie, but increases at level 11 and is quite adequate at level 21. Because it hits a larger number of targets as a Gi- tech, it's great for spreading damage around if you're surrounded, and gives you more chances to inflect shock status on a group of enemies, while still dealing more damage than a basic Zonde attack.

    PP Cost / Status Effects

    Lv 1~10: 20 (16) PP, Lv 1 Shock | Lv 11~20: 30 (24) PP, Lv 2 Shock
    Lv 21~30: 40 (32) PP, Lv 3 Shock | Lv 31~40: (40) PP, Lv 3 Shock

    Attack Strength

    Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%


    Gibarta - The point blank area attack of Barta, which hits up to roughly six enemies. As with the other Gi- Technics, its range starts of fairly small, but increases becoming best at level 21. Because it hits a larger number of targets as a Gi-tech, it gives a greater chance of freezing enemies in a group, although I have yet to use it frequently enough to compare its damage to the others.

    PP Cost / Status Effects

    Lv 1~10: 20 (16) PP, Lv 1 Freeze | Lv 11~20: 30 (24) PP, Lv 2 Freeze
    Lv 21~30: 40 (32) PP, Lv 3 Freeze | Lv 31~40: (40) PP, Lv 3 Freeze

    Attack Strength

    Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%


    Gideega - The point blank area attack of Deega, which hits up to roughly six enemies. As with the other Gi- Technics, its range starts of fairly small, but becomes adequate at level 11 and seems fairly larget by level 21. This Technic does not have a side effect of silence like its Deega counterpart, but is still great for damage. Seeing as Earth Technics seem to have all around good damage, this is a good point blank attack to use in almost any situation.

    PP Cost / Status Effects

    Lv 1~10: 20 (16) PP, N/A | Lv 11~20: 30 (24) PP, N/A
    Lv 21~30: 40 (32) PP, N/A | Lv 31~40: (40) PP, N/A

    Attack Strength

    Lv 1~10: 131~140% | Lv 11~20: 141~150% | Lv 21~30: 151~160% | Lv 31~40: 161~170%


    General tips for the Gi- Technics: Know your limitations, and know your enemy. Because the Gi- Tech series requires you to get down and dirty in the front lines for damage, you need to be aware of what you're fighting and how badly they could hurt you. As noted some time ago by another PSOW goer, enemies have a tendency to turn towards players that cause them to flinch, and Gi- Technics are sure to do just that. It may be best to follow up behind a Hunter or Ranger who's already laying down damage so their attacks will hopefully draw attention away from you if you start to feel the burn.
    Damufoie - A new and welcome addition to the Foie family of Technics. Damufoie continuously sprays fire infront of the caster hitting up to six targets while holding down the attack button. While it's range may seem small at first, you are able to control where you are aiming to a degree. When holding down the attack button, pressing to the left or the right will allow you to move your rod accordingly, able to hit more targets. The size of the flame starts off relatively small, but attains a respectable size at level 11, and is fairly large after level 21. Damufoie also seems to have a high tendency to inflict burn status on enemies, allowing for much additional damage to done through status effects.

    PP Cost / Status Effects

    Lv 1~10: 9 (7) PP, Lv 3 Burn | Lv 11~20: 12 (9) PP, Lv 3 Burn
    Lv 21~30: 18 (14) PP, Lv 3 Burn | Lv 31~40: (17) PP, Lv 3 Burn

    Attack Strength

    Lv 1~10: 101~110% | Lv 11~20: 111~120% | Lv 21~30: 121~130% | Lv 31~40: 131~140%


    Damubarta - A very welcome addition to the Barta family. When activated, Damubarta lays down what would appear to be a small patch of ice infront of the caster, that deals continuous damage to any enemy that steps on or close to it. Although its range is fairly small from levels 1 to 10, its size grows considerably at level 11 and is very, very large after level 21. What makes this Technic interesting is that it is, in effect, a Technic of offense and defense at the same time. Unlike other Damu- Technics, Damubarta has a fairly high tendency to cause freezing since its perpetuating damage constantly for its duration making it more defensive than the other Damu's. This is definitely a Technic of choice when going against fire based enemies.

    PP Cost / Status Effects

    Lv 1~10: 8 (6) PP, Lv 3 Freeze | Lv 11~20: 12 (9) PP, Lv 3 Freeze
    Lv 21~30: 16 (12) PP, Lv 3 Freeze | Lv 31~40: (16) PP, Lv 4 Freeze

    Attack Strength

    Lv 1~10: 101~110% | Lv 11~20: 111~120% | Lv 21~30: 121~130% | Lv 31~40: 131~140%


    Damudeega - A new and interesting addition to the Deega family. When used, Damudeega emits a poisonous gas infront of the caster for continuous damage. Although its size is small from levels 1 to 10, it has a fairly good reach, and this only gets better as its size increases at levels 11 and 21. However, Damubarta is still the more defensive due to its ability to freeze enemies, but Damudeega should not be counted out. Damudeega causes enemies to be poisoned should they linger about for too long, allowing for extra damage through status effects while enemies are being forced back.

    PP Cost / Status Effects

    Lv 1~10: 9 (7) PP, Lv 3 Poison | Lv 11~20: 12 (9) PP, Lv 3 Poison
    Lv 21~30: 18 (14) PP, Lv 3 Poison | Lv 31~40: (16) PP, Lv 4 Poison

    Attack Strength

    Lv 1~10: 111~120% | Lv 11~20: 121~130% | Lv 21~30: 131~140% | Lv 31~40: 141~150%


    Damumegid - A very dark and welcome addition to the family of Megid Technics. Similar to Damudeega, this Technic emits a different kind of poisonous gas infront of the caster for continuous damage. Of course its size is fairly small at the start, but becomes managable after level 11 and is excellent after level 21. Although this Technic does not force enemies back, its still a very valuable Technic to have. Dark seems to be an element with average effectiveness against nearly any type of enemy depending on their magic resistance. What makes it more unique is the status effect it inflicts, Infection. While this status effect may seem like the others since it is damage over time, there is a slight difference. Unlike other damages over time, which leave enemies with 1 hp, Infection can kill an opponent if their hp reaches near 0.

    PP Cost / Status Effects

    Lv 1~10: 9 (7) PP, Lv 2 Infection| Lv 11~20: 12 (9) PP, Lv 2 Infection
    Lv 21~30: 18 (14) PP, Lv 2 Infection | Lv 31~40: (17) PP, Lv 3 Infection

    Attack Strength

    Lv 1~10: 121~130% | Lv 11~20: 131~140% | Lv 21~30: 141~150% | Lv 31~40: 151~160%


    General tips for the Damu- Technics: Know your range, and pay attention to the situation. While the Damu- Technics are fairly powerful, you have to close distance between yourself and the enemy so you'll have to be cautious. Fortunately, withe updates from Ambition of the Illuminus, all Damu- Technics now cause enemies to flinch and are forced back slightly, making this line of Technics a fairly defensive bunch.

    Regrants - An interesting twist to an old favorite, this is another Ultimate Technic that has graced the scene of Phantasy Star Universe. The range on this Technic starts off very small, but nevertheless the knockback from this attack is very potent. As time progresses, this Technic becomes larger and easier to handle, especially after level 30. There are two important things to note about this Technic. First and foremost, when attacking enemies with Regrants, the user will take roughly 12% of whatever damage is dealt to enemies. Second, when enemies are hit by this attack, they are knocked back and very far. However, there are a few enemies that simply fall over or simply begin to stagger. Personally, I believe this attack (with practice) is has great utility for locking down large annoying enemies that fall victim to staggering when struck with this attack, but be mindful of your health because you can be killed from taking too much damage from Regrants.

    PP Cost / Status Effects

    Lv 1~10: 6 (4) PP, KnckBck | Lv 11~20: 9 (7) PP, KnckBck
    Lv 21~30: 12 (9) PP, KnckBck | Lv 31~40: (12) PP, KnckBck

    Attack Strength

    Lv 1~10: 71~80% | Lv 11~20: 81~90% | Lv 21~30: 91~100% | Lv 31~40: 102~120%


    Another thing to note is how long the damage lasts as it levels. From levels 1 to 10, Damu- Technics will do a certain amount of damage per second, for 4 seconds. From levels 11 to 20, Damu- Technics will do a certain amount of damage per second, for 6 seconds. After level 21, Damu- Technics do a certain amount of damage per second, for 8 seconds. So not only does their power grow as you level them, but the duration of the attacks increase as well, making them a powerful new addition to your arsenal.
    Nosudeega - A new and unique Technic of the Deega family, which may in some cases hit up to three targets. When the attack button is held down, this Technic sends somewhat of a shockwave along the ground toward a target, and will eventually send out a volley of 3 waves at level 21. This attack will continue to follow a target until it either connects or the button is released. In other words, chances to miss are slim to none. Nosudeega also has a nice effect of causing enemies flinch or stagger, and in some cases leave enemies stunned. A welcome addition to the PSU family of Technics.

    PP Cost / Status Effects

    Lv 1~10: 25 (20) PP, Lv 2 Stun | Lv 11~20: 30 (24) PP, Lv 2 Stun
    Lv 21~30: 40 (32) PP, Lv 2 Stun | Lv 31~40: (40) PP, Lv 2 Stun

    Attack Strength

    Lv 1~10: 131~140% | Lv 11~20: 146~155% | Lv 21~30: 161~170% | Lv 31~40: 171~180%


    Nosuzonde - A new and unique Technic of the Zonde branch, which hits up to three targets. It starts off as a relatively small ball of energy, but increases in size and changes in appearance at level 11 and again at level 21. When the attack button is held down, this Technic sends an electric orb floating after the enemy, and will not detonate until the button is released. Should the orb come within close quarters of its target, it will begin to orbit said enemy until the button is released, at which point it will detonate. After reaching level 21 and above, Nosuzonde has the added effect of knocking enemies over, and is a very handy skill to have in your arsenal.

    PP Cost / Status Effects

    Lv 1~10: 30 (24) PP, Lv 2 Shock | Lv 11~20: 40 (32) PP, Lv 3 Shock
    Lv 21~30: 50 (40) PP, Lv 3 Shock | Lv 31~40: (4 PP, Lv 3 Shock

    Attack Strength

    Lv 1~10: 131~140% | Lv 11~20: 146~155% | Lv 21~30: 162~180% | Lv 31~40: 181~190%


    Nosumegid - A new and unique Technic of the Megid family, which may in some cases hit up to two targets. When the attack button is held down, this Technic sends an orb of dark energy out toward an opponent which will only detonate after the button is released. Like Nosuzonde, this attack will begin orbiting an enemy once within range if the attack button is still held. This attack also has a special ability. The damage inflicted by this attack increases as your health falls. Although a Force or Fortecher should try to avoid being in harm's way, just know that a few hit points from full means a few extra points of damage.

    PP Cost / Status Effects
    Lv 1~10: ?? (??) PP, Lv 2 HP-Damage | Lv 11~20: ?? (??) PP, Lv 3 HP-Damage
    Lv 21~30: 55 (44) PP, Lv 3 HP-Damage | Lv 31~40: (52) PP, Lv 3 HP-Damage

    Attack Strength

    Lv 1~10: 126~135% | Lv 11~20: 141~150% | Lv 21~30: 157~175% | Lv 31~40: 177~195%


    General tips for Nosu- Technics: Know your limitations. To start with, although I'm sure it cannot hit flying targets, Nosudeega may not be able to hit enemies who simply hover or do not quite touch the ground (ie. certain bosses I won't spoil). Furthermore, in the case of Nosuzonde, watch closely how the orb rotates around the enemy. If there's another enemy close by it's possible to detonate and hit both targets.
    Healing Technics

    Resta - This will probably be your first, and most basic of all support Technics. Resta allows you to restore the health of you, and any teammates that should happen to be nearby. At first, its range is fairly small, but be sure to stick with it. As time goes on, the range increases and by level 21 and above, you should have a fairly easy time using it to heal teammates. You won't be tagging them from across the country, but you will have an easy time getting the job done.

    Lv 1~10: 30 (24) PP | Lv 11~20: 40 (32) PP | Lv 21~30: 50 (40) PP | Lv 31~40: 45 PP

    Reverser - A very simple yet powerful and important support Technic. Reverser allows you to cure status effects that you or any of your nearby teammates may have. As with Resta, its range is very small to start with, so you may find yourself doing a bit of maneuvering to get the job done. However, after level 11 the range becomes fairly decent, and you will have no problems using it on teammates after level 21. Although this Technic can remove status effects, you must still be careful, as there are three instances in which you won't be able cure yourself. This will be when you are silenced, frozen, or when you are stunned / incapacitated by attacks. In the case of silence you will need a Sol Atomizer or another teammate to heal you. In the cases of being frozen or stunned, however, you will have to have someone else heal you, as you are not allowed to use items.

    Lv 1~10: 8 (6) PP | Lv 11~20: 10 ( PP | Lv 21~30: 12 (9) PP | Lv 31~40: 14

    Giresta - A very expensive yet helpful Technic should you find your teammates incapacitated in battle. When cast, Giresta emits light energy around the caster that not only heals allies, but revives nearby players who are incapacitated. Another interesting attribute of this Technic, is that it grants players within range HP regeneration for 10 to 15 seconds, depending on the strength of the Giresta. The range is fairly small at first, but the area of effect increases in size after level 11 and is fairly large after level 21. When the proper situation arises, this would be a worthwhile Technic to own.

    Lv 1~10: 40 (32) PP, Lv 1 HP Regen | Lv 11~20: 50 (40) PP, Lv 2 HP Regen
    Lv 21~30: 60 (4 PP, Lv 3 HP Regen | Lv 31~40: 70 PP


    General tips for Healing Technics: If you take on these Technics, learn to love them. Considering that Force and Fortecher are technically the progression of one job, that only leaves Wartechers and Guntechers as the only others who can attempt to learn these Technics, and even still they will not be as proficient. They are beneficial to you and your teammates when used well. Also keep in mind, no one is here saying to be a slave to your team, but be mindful of the situation. Your team will be greatful.
    Support Technics

    Before we begin with this section, here is some general information about the Support Technics:

    Stat Enhancing Technics

    Technic Level / Effect Level / Technic Duration / Technic Effect

    Lv 1 ~ 10 / Level 1 / 120 seconds / 10%

    Lv 11 ~ 20 / Level 2 / 180 seconds / 15%

    Lv 21 ~ 30 / Level 3 / 240 seconds / 19%

    Lv 31 ~ 40 / Level 4 / 300 seconds / 23%

    Stat Lowering Technics

    Technic Level / Effect Level / Technic Duration / Technic Effect

    Lv 1 ~ 10 / Level 1 / 30 seconds / 10%

    Lv 11 ~ 20 / Level 2 / 60 seconds / 15%

    Lv 21 ~ 30 / Level 3 / 90 seconds / 19%

    Lv 31~40 / Level 4 / 120 seconds / 23%

    With that said, let's move on to their descriptions.

    Shifta - The first of 8 Support Technics Tech users will have to choose from. This Technic increases the attack power of anyone in the party in range of the cast. At first the range starts off fairly small, but becomes managable after level 11, and is fairly easy to work with after level 21. When combined with other Support Technics in your arsenal, it will prove very useful to your party.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (3 PP, Lv 3 Stat Up
    Lv 31~40: 56 PP, Lv 4 Stat Up


    Deband - The next in the line of Support Technics, and a familiar sight to those who have played previous Phantasy Star games. This Technic enhances the physical defense of all party members within range.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (3 PP, Lv 3 Stat Up
    Lv 31~40: 56 PP, Lv 4 Stat Up


    Zodial - A new and very welcome addition to the Support Technics of Phantasy Star. This Technic boosts the accuracy and evasion of all party members within range.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (3 PP, Lv 3 Stat Up
    Lv 31~40: 56 PP, Lv 4 Stat Up


    Retier - Another new and welcome addition to the Support Force of Phantasy Star. This Technic boosts the magic attack and magic defense of all party members within range.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Up | Lv 11~20: 40 (32) PP, Lv 2 Stat Up | Lv 21~30: 48 (3 PP, Lv 3 Stat Up
    Lv 31~40: 56 PP, Lv 4 Stat Up


    Jellen - The first of a few of the stat lowering Technics of Phantasy Star Universe. This Technic lowers the attack power of any enemies within range. As with the other stat lower Technics, the range is fairly small to start, but hits up to six targets. The range becomes fairly managable after level 11 and is fairly large after level 21.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Dwn | Lv 11~20: 40 (32) PP, Lv 2 Stat Dwn | Lv 21~30: 48 (3 PP, Lv 3 Stat Dwn
    Lv 31~40: 56 PP, Lv 4 Stat Dwn


    Zalure - The next in the line of status reduction of Phantasy Star Universe. This Technic lowers the physical defense of any enemies within range.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Dwn | Lv 11~20: 40 (32) PP, Lv 2 Stat Dwn | Lv 21~30: 48 (3 PP, Lv 3 Stat Dwn
    Lv 31~40: 56 PP, Lv 4 Stat Dwn


    Zoldeel - A new but very valuable Technic in the line of status reduction. This Technic lowers the accuracy and evasion of any enemies within range.

    Lv 1~10: 32 (25) PP, Lv 1 Stat Dwn | Lv 11~20: 40 (32) PP, Lv 2 Stat Dwn | Lv 21~30: 48 (3 PP, Lv 3 Stat Dwn
    Lv 31~40: 56 PP, Lv 4 Stat Dwn


    General Tips for Support Technics:
    Stat Enhancing Technics: If you learn any of these Technics, love them and use them well. When used in a party, depending on the difficulty of the mission they can have a very obvious and powerful effect on team performance, so be sure to keep them going for your Team when you can.

    Also, keeping mind this is not to offend anyone, but depending on who you team with, they may or may not be paying attention to the Technics you're casting on them, so a shortcut letting your party know it's time to recast may prove helpful.

    Stat Reducing Technics: Keep in mind there is a time and place for these Technics. There is no doubt that these Technics are helpful to the party, but depending on the situation, these stat reducing Technics may not be necessary. For example, during any given mission a majority of the enemies will have average attack power and resistance and your party will have no trouble if they are already buffed.

    However, if you are fighting in a new and difficult mission (ie. S Rank Hive) you may want to try and debuff enemies to improve your party's performance. Also be warned, these Technics do not always stick in the first cast, so you may have to use it more than once to make sure enemies have been debuffed.
    [more Technics to come]

    Leveling Technics:

    For those of you who don't want to simply level your Technics through partying and would rather take life by the horns, I highly suggest taking a look at Tra's Technic level guide found here:

    Step by Step guide on Tech leveling for FT

    After trying this myself, it is indeed an excellent way to give your Technics a boost.

    Technic Strengths & Weaknesses:
    Using Technics is about more than just pointing your wand and making things hit the floor. You have to know which Technics are effective against different enemies. In Phantasy Star Universe, we deal with six elements: fire, ice, lightning, earth, dark, and light. Just to go over the basic idea of how they work, take a look at the following:
    • Fire <=> Ice
      Lightning <=> Earth
      Light <=> Dark


    The way in which elemental weaknesses have been setup in this game seems to be that the element best suited to use is the one opposite of the enemy's type. So, if you're fighting a Lightning based enemy, Earth attacks would be best. Inversely, if you're fighting an Earth based enemy, Lightning attacks would be best, and so on. However, don't be content just yet, there's still a little more to it.

    Although at first glance the opposite element would seem best suited, you must also consider the damage potential of different Technics. For example, if you and your party are fighting a single yet very strong enemy with high defense and whatnot, let's say its element is Fire. Looking back at the information I gave you before, a Tech from the Barta series would probably be your first choice, but there's something you have to remember: Technic attack power.

    If for example you wanted to use Barta, a multiple enemy hitting Technic, it's attack power may be around 135% as an example. Deega on the other hand only hits one target, and because of this has a much higher strength in the general range of over 200%.

    In short, the more enemies a Technic can hit, the lower its attack power. So in this case, although Barta is the effective element against the enemy, Deega may be your better choice due to its higher strength. If rather than one powerful Fire enemy you have multiple weaker Fire type enemies, then perhaps Barta would still be viable depending on the enemy's positioning.

    Getting to know your Force:
    We've talked about your stats, and we've talked about your Technics. But now, it's time to talk about you, the Force and what you can do for your party. A Force is the traditional "glass cannon" of Phantasy Star Universe. They have very low health and physical defense, but counter this by having a very impressive offense and, in the case of Phantasy Star Unverse, defense given to them through the use of a large assortment of Technics.

    First and foremost, I will tell you this now so this will not be a shock to you later. High level Hunters are very powerful, in someways more powerful than Forces can be directly. But you shouldn't let this distract you, or make you grow envious of what they do. Why shouldn't this upset you? Well, let me try to explain.

    Although Technics don't always seem to be as powerful as the attacks of Hunters in a direct comparsion, you have to put it into perspective. Photon Arts for Hunters were designed to deal damage, and that's it. Nothing more, nothing less. Technics, however have a little more edge to them. So let's say a Hunter uses a Photon Art that deals a few hundred damage per hit to a group of enemies, and he's able to rack up a fair bit of damage.

    You will be using Technics that deal several hundred points of damage per cast and possibly burn enemies, for added damage over time. You may shock enemies, leaving them unable to fight back against the team making everyone's life a little easier. Enemies may find themselves silenced, and unable to use those nasty attacks everyone hates. Or they may be left frozen, giving teammates the chance to chip in a few extra hits without retaliation.

    An excellent example of this would be S Rank Linear Line. When this mission was first released, an unprepared group would simply get pummeled by megid, and lots of it. If everyone wasn't packing scape dolls, there would be no chance of completing this mission with S Rank. Not long after, however, people discovered something very interesting that changed the way people looked at this mission. The megid enemies used was considered a physical attack, so if they were shocked they couldn't megid.

    So, enter a team with three Forces, and an assortment of Hunters and Rangers. The team would step into a room, the Forces would let rip with Zonde, and the rest was history. Enemies were being shocked left and right, unable to megid, and unable to fight back period. Put simply, Forces made the mission a breeze, and I think knowing your character could make that possible is just as important as any amount of insane damage other characters may or may not dish out.

    So yes, while they are not always as powerful as Hunters, depending on what you're fighting. Forces can dish out a very respectable amount of damage, and inflict valuable status effects on enemies to boot. Something Hunters can't boast, although Rangers excel at status effects moreso than Forces.

    Even though Forces have a very large array of damage dealing Technics, they should never forget their support Technics. Out of the 36 Technics available in total, 12 of them are designed for support, so they have to be their for a reason. No one is saying to be a slave to the team, but just remember that as a Force you're capable of doing things the rest of your team can't without spending alot of money on items from the shop.

    You have the ability to heal them, cure their status ailments, and make everyone stronger in every aspect without having to use any items. So be mindful of your team's health. You don't have to constantly spam, but if you see a teammate taking a beating, help them out with a resta. Or if you see one of the Hunters is shocked, try and use Reverser so they can keep fighting the good fight. There will be times when it's better to think of the strength of the team in its entirety rather than just the strength of an individual.

    While on the subject of strength, we all know Forces can dish out alot of damage directly against enemies, but through support, you'll find dishing out damage directly isn't the only way to get the job done. Consider the stat enhancing Technics. You're capable of increasing the teams, physical strength, defense, evasion, accuracy, magic defense, and magic offense. Not only that, but you can weaken enemies, lowering their strength, defense, and evasion.

    So, when your team is ripping through a mission doing tons of damage, just remember you helped make that possible, by giving them the strength they needed to rip through so easily. The Force is a character that brings a combonation of offense, defense, and support to a team unlike most types in Phantasy Star Universe. Some may think little of them, and others will think they're the God's gift to gaming. But just remeber that a Force is about having fun with magic. With such a large arsenal of Technics for offense and defense, you won't be disappointed in the path you've taken.

    Partner Machinery & You:
    In Phantasy Star Universe, we no longer have the little floating helpers over our shoulders for those that remember them. We now have Partner Machinery, which start of as little floating robots in our rooms that look after our items, and eventually run our player shops should we choose to open one.

    You can raise your Parter Machinery by feeding it various items you come across in your adventures, and depending on what stats you raise, it benefits your Partner Machinery in creating certain items for you. Raising defense helps in the synthesis of armors, power helps in the synthesis of melee weaponry, dexterity helps in the synthesis of guns, and mind helps in the synthesis of rods and wands.

    As your Partner Machinery levels it will evolve at levels 20, 50, and 80 where it finally takes on a humanoid form, and participate with you in battle.

    [more to come for Partner Machinery]


    Useful Links & Credits
    PSUPedia [Information on Force / Fortecher stats; Partner Machinery feeding charts]
    JP Wiki Force Data
    Expert Class Weapon Distribution Thread
    Video of Technics


    So c'mon in and don't be shy. Ask questions or just simply put in formation to add on to what I have here so far ^_^ maybe we can turn it into a spiffy guide for PSOW at some point.




    Edit: Added Wartecher & Guntecher from DLShAdOw
    Edit: Added info on Tech strength & weaknesses
    Edit: Added Force/Fortecher comparison
    Edit: Added PP cost / status effect levels
    Edit: Added Technic info and new section
    Edit: Added more Technics
    Edit: Added PP costs
    Edit: Included racial bonus in descriptions
    Edit: Added PP costs and Technics
    Edit: Revised PP costs for AotI, Included Damage stats

    <font size=-1>[ This Message was edited by: Spellbinder on 2007-11-11 16:11 ]</font>


    <font size=-1>[ This Message was edited by: Spellbinder on 2007-11-14 07:23 ]</font>

  2. #2

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    Liked this one.. only thing I miss is that the text doesn't give you an image in your head how the techs look.. I know how they look from other sources but still.. it's almost the most fun with techs

  3. #3

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    Well, I have links to the videos in there for visual aid~ hehe.

  4. #4

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    Very nice. I started a post (that wasn't nearly as long) but as a discussion on technics. If you want to read through it, it is here.

    http://www.pso-world.com/viewtopic.p...22062&forum=20

  5. #5

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    Nice nice! Im glad to see all the class guides being made. Now we only need a Hunter topic

    Im going to add a link to this topic in my Ranger topic

  6. #6

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    Good thinking Rizen! People don't link enough to good pages.

  7. #7

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    i like the game but you have way too much time on your hands. lol

  8. #8

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    Zonde and Barta are pure trash once you make the jump to Fortecher.

    They hold their own somewhat as long as the tech cap is 20, but after that they're obsolete. Ra and Gi lines both hit Lvl 3 shock/freeze at 21 while barta/zonde slum it at lvl 1 still. Unlimited targets on the basic spells is nice in theory but fails horribly in practice with hunters and rangers scattering the mobs all over the room, making the incredibly wide range Ra/Gi series far more useful. Throw in the fact that Ra and Gi have a higher dmg modifier and it's a no brainer. PP cost is a non-issue with the -25% tech cost modifier Fortecher enjoys along with the incredibly high rod PP.

    Of course if all you do is solo, with the mobs constantly grouping together and chasing only you, it's pretty decent.

  9. #9

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    About Wartechers: Tired of being pushed around all the time by those big mean monsters? Wartechers can cast spells and hold their own in a fight and do a little shooting on the side. Recommended for use with a Human.

    - Maximum Job Level: help on this one?
    - Maximum Technic Level: 20
    - Maximum Bullet Level: 10
    - Maximum Skill level: 20
    - Weapon Proficiencies:
    [S Rank] - Daggers, Twin Daggers
    [A Rank] - Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Longbows, Handguns, Cards, Wands
    [B Rank] - Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Longbows, Handguns, Cards, Wands
    [C Rank] - Knuckles, Spears, Twin Sabers, Twin Claws, Sabers, Claws, Longbows, Handguns, Cards, Wands

    About Guntechers: Amazing with bullets, but only proficient with skills and technics, Guntechers aren't really the best Expert Class for someone looking to play a force. Recommended for use with a Newman.

    - Maximum Job Level: help on this one?
    - Maximum Technic Level: 10
    - Maximum Bullet Level: 30
    - Maximum Skill level: 10
    - Weapon Proficiencies:
    [S Rank] - Twin Handguns, Handguns, Crossbows, Machineguns
    [A Rank] - Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
    [B Rank] - Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands
    [C Rank] - Sabers, Daggers, Rifles, Shotguns, Longbows, Laser Cannons, Cards, Wands

    I put together these for you, though I'm not sure if you want them or not, I would if I were playing a force.
    You mean why is there silverware in the pancake drawer? WUH-HUH!

  10. #10

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    I heard some info that made me stray from becoming a force. That literally every high ranked mission NEEDS a force dedicated to debuffing/healing. Before I decide on making FO, I really wanna know if this is true. I don't want to be stuck debuffing and curing the whole end game life of PSU. Or arguing with the other FO on who gets to nuke and who gets to heal. I just want some clarification before I choose FO

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