Good Assault Rifle PAs:
Diffuse Shell
AoE - Very high damage at lv16, but range is extremely close.
Homing Emission
Single Target - Very high damage at lv11+, but requires multiple target locks on the same enemy in order to fire more missiles. Target locks from other targets will not damage anything but that enemy. Use at close range to hit a single hitbox with all missiles. Checks for Standing Snipe the moment you press down the button, so you can freely move around while aiming to retain the bonus.
Impact Slider
Gap Closer - Very high damage at lv16, but is most useful as an approach.
Sneak Shooter
Single Target - High damage from a distance, however accuracy can be a problem from too far away. Executes very quickly, so this makes for a good way to dump lots of PP for burst damage.
Bad Assault Rifle PAs:
Piercing Shell
AoE - Low damage in a straight line. Absolute trash on a single target, and very difficult to hit multiple enemies with since the bullet is so thin.
Grenade Shell
AoE - Low damage to a target area, and difficult to get headshots with. Would only be useful if you cannot switch to another weapon (WB loaded) and don't have better PAs at lv16 yet.
One Point
Single Target - Low damage, high rate of fire. Can be useful to attack certain hitboxes since it roots you in the air, or for hitting contact switches/rubble, but the damage is too low for more general use.
Glory Rain
AoE? - Decent damage to the surrounding area if most of the hits manage to land, but that range is pitiful. It's also too slow to be useful in most situations.
Parallel Slider
Escape? - Pitiful damage and its utility is next to nothing.
Good Launcher PAs:
Divine Launcher
AoE - High damage to a large area with knockdown, but high PP cost.
Concentrate One
AoE - Higher damage than Divine Launcher at lv16, but spread out over three shots with smaller explosions and no knockdown for a lower cost. Can be useful to target separate groups of small enemies, or to provide steady DPS.
Cluster Bullet
AoE - Good damage from above. Extremely helpful for enemies with weak points on top as opposed to in front (eg: mechs, malmoths).
Rodeo Drive
Gap Closer - Good damage and a large distance traveled. With proper positioning, the spin at the end can hit the same target(s) twice, or cancelled with a roll for faster travel.
Crazy Smash
Single Target - Very high damage at close range for low PP cost and sends enemies flying. Since it executes quicker than a regular attack, some players find it useful solely for a faster JA on a proceeding PA.
Bad Launcher PAs:
Cracker Bullet
AoE? - Decent damage to a small area, but keeps targets stunlocked. Not very useful compared to killing the enemy or knocking them down, but can be useful for switches/rubble.
Zero Distance
Single Target - High damage but extremely short range. Not worth using, even if you're certain you won't miss.
Fake Silhouette
Escape - Creates dummies which can draw slight aggro and block projectile attacks. Terrible damage, however.
Flame Bullet
AoE - Good damage over a short period at short range, however better long range PAs can still be used in these situations. Useful if you really need to walk a short distance while you attack, but not much else.
Connect With Us