Broken_L_button
Apr 11, 2011, 02:58 AM
~~~Upcoming updates and updates up until now~~~
-Establish a technique tier list
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-Put the detailed technique descriptions and reviews in spoiler boxes for easier reading
-->done
-Tweaking some technique descriptions to include changes made in PSP2i
-->done unless there are other technique changes I missed
-Putting weapon descriptions in spoiler boxes for easier reading
-->done
[/SPOILER-BOX]
YES. This is long overdue, I know, but hey, better (extremely) late than never, right? At any rate, here goes! I do hope this will be informative to anyone playing forces in both PSP2 (if there are any left) and PSP2 infinity. So, without any further ado...
How to be a better psycho-arsonist
What's a psycho-arsonist? (description of the Force type)
THEY'RE INSANE BADASSES WHO SET FIRE TO BUILDINGS WITH THEIR MINDS!! THEIR MINDS, MAN!!
...No, but seriously, forces are the mages of Phantasy Star. They use their mental abilities to manipulate the elements and harm enemies and support allies. They have high TEC and MST, and slightly higher than average EVA, while all the other stats are much lower than the other classes (in PSP2i, ACC is higher than the Hunters, though), making them quite fragile. They have a PA level cap of 30 for techniques (MAGIC SPELLS!!!!) and 15 for bullets and skills, making them obviously the best at using techniques.
1- Choose your race and gender
As with all Phantasy Star titles, there are quite a few races to choose from, and one can also choose their gender, which brings different pros and cons...Which most of you know already. But, if you don't know them, I'd refer you to The Noob Guide (http://www.pso-world.com/forums/showthread.php?t=184310), written by Unionhack, which goes quite in detail into these pros and cons. But, being the magnanimous person I am (ego stroke count: 1), I'll summarize these racial and gender pros and cons here very quickly:
Races
Humans
Traits: Highest DFP, MND and STA, the rest are balanced, not being the highest or lowest. Can use mirage blasts and have exclusive access to the black mirage blast, which increase attack speed for a short while.
Pros: Their stats makes them one of the most durable of the races. The rest of their stats are balanced, making them able to perform decently in every class.
Cons: They can't be the best at anything. [S]They're not Casts.
Newmans
Traits: Highest TEC, PP, PP regen (PP regen is the 2nd highest in PSP2) and EVA, 2nd highest MND. Also have high ACC. HP, ATK and DEF are almost the lowest of the low. Can use mirage blasts and have exclusive access to the White mirage blast, which raises the blast gauge of any ally in range (it is also rumored to have other effects besides that, though).
Pros: You've most likely noticed, they're the best forces out there. Their TEC allows for the most potent techniques and their PP allows them to use them more often than other races. Even though their squishy, their EVA allows for surprising survivability...Until they get hit with Diga behind the head (as with the other races too). Mirage Blast damage being TEC-based, they're also the best at using those. They also have nice pointy ears.
Cons: They're fragile and break like twigs. They can't be males and they're not Casts.
Casts
Traits: Highest ACC, 2nd highest HP, DEF and PP regen (was the highest in PSP2), as well as high ATK. PP and TEC and are the lowest of the low (their MND and EVA are also quite low, but not the lowest). Can use SUV weapons to mow down enemies or aid allies.
Pros: Their stats allow them to be the best with guns, being competent with melee combat as well as being quite durable. Despite their low PP, the regeneration rate of their PP bar is still fast enough to allow a decent use of PAs. Their SUVs allow them to have access to the highest level of buffs in the game. They're Casts, enough said.
Cons: They're the worst forces damage-wise. That's about it. Some people might say "CHIN STRAPS", but I think those things have their charm.
Beasts
Traits: Highest HP, ATK, and 2nd highest EVA (Newmen beat them by a tiny margin). ACC, TEC, MND, PP and PP regeneration rate are lower then most of the other races, with ACC being the lowest of the low (their PP regen is slightly higher than a Duman's). Can Nanoblast to transform into their giant beast forms, with different traits depending on their blast badges.
Pros: They're the best at melee and their high HP and EVA coupled with their decent DEF makes them very durable. Beast women are the best, too.
Cons: They're blind. Seriously. Using guns with them is quite an ordeal unless they're rangers. Their low PP regen forces you to pace yourself much more when using PAs. They're not great with techniques either. Not the worst, but still far from the power of the Newmen.
Dumans (PSP2I ONLY!!)
Trait: All offensive stats (ATK, ACC and TEC) are the 2nd highest while all defensive stats (HP, DEF, MND and STA) are the lowest of the low. Their PP regen is also the lowest. Can use an Infinity Blast that has a different animation depending on their current Type as well as different effects depending on their current Type level.
Pros: They will be the 2nd best at damage in every single type. Truly, they are remarkable offensively. They also have eye-patches and can become pirates in their spare time.
Cons: They're even more fragile than Newmen. While Casts had HP to somewhat make up for their low EVA, Dumans have both low HP and EVA, making blocking and dodging paramount for survival. Their PP regen also forces one to not abuse PAs too much and be mindful of their PP gauge. The males also have a horse face.
Gender
Males
Traits: Slightly higher HP, ATK, DEF and EVA. The rest (except STA) are slightly lower than the female's.
Pros: They're the best for melee. They also have cowboy hats.
Cons: None, really, unless you consider having certain stats being lower than the female's and not having curves a horrible thing.
Females
Traits: Slightly higher PP, PP regen, ACC, TEC and MND and have an extra hit with Twin daggers and Twin Claws. The rest (except STA) are slightly lower than the male's.
Pros: They're the best for attacking from afar with techs or guns. They can use PAs more often. They also have curves.
Cons: None, really, unless you consider having certain stats being lower than the male's and having too much skimpy/cutesy outfits as opposed to a more serious wardrobe as well as scary inertia for their breasts a horrible thing.
What brand of matches you should use to set fire to stuff (weapons you should look into)
This section contains a brief description of the weapons I find most useful for Forces. Weapons that aren't there are simply because I don't find them useful at all or because they're only useful for a niche crowd.
Notice: The PP costs listed for the ranged weapons are for PSP2. In PSP2i, a lot of them were reduced.
Swords
Traits: High ATK/low ACC. Increases DEF/MND in proportion to the weapon's rarity. 2-handed, which allows guarding without a shield. Deals 3 hits per 3 attack combo. Hits multiple targets.
Why this is useful: In PSP2, this weapon is horrid for normal attacks because of how slow it is. In PSP2i, since it's incredibly fast, it can be very useful for crowd control against tech-resistant enemies, especially in the hands of the more robust Forces (Casts, Humans, Beasts). Only for "shits and giggles" in PSP2, while it can be a great asset in PSP2i.[/SPOILER-BOX]
Spears
[SPOILER-BOX]Traits: High ATK/High ACC. Increases EVA in proportion to the weapon's rarity (except for Kubara spears). 2-handed, which allows guarding without a shield. Deals 3 hits per attack combo. Pierces, allowing the user to hit multiple targets in a line.
Why is this useful: The weapon's stats and bonuses compensate for the force's low ATK/ATA, helps with survivability (EVA bonus) and helps a low level force cope with the lack of decent technique weapons and high level technique disks in the beginning of the game. Dus Skadd is also an incredibly strong PA, allowing even forces to tear through enemies (note that its power was reduced in PSP2i) easily. A MUST for low level forces until they get better TEC weapons/higher ACC.
[/SPOILER-BOX]
Double Sabers
[SPOILER-BOX]Traits: Slightly higher than average ATK/ACC. Increases MND in proportion to the weapon's rarity. 2-handed, which allows guarding without a shield. Deals 6 hits in one 3 attack combo. Can hit targets around the user.
Why this is useful: This weapon's traits makes it very effective at raising your PP when you run out (which will happen a LOT in PSP2) of it. It also allows one to raise a small chain on a surrounding crowd of enemies to increase the potency of a chain-breaking Gi-tech. A MUST have for any force in PSP2. Much less important in PSP2i.
[/SPOILER-BOX]
Twin sabers
[SPOILER-BOX]Traits: Average ATK/ACC. Increases EVA in proportion to the weapon's rarity. 2-handed, which alows guarding without a shield. Deals 6 hits per 3 attack combo. Single target (with some exceptions).
Why this is useful: [S]BUREEDO DESUTOROKUSHION!!111ONE Kidding. These weapons are fast and great for nearly any situation requiring a melee weapon (Tech resistant enemies). The EVP increase also helps with your survival. Again, another MUST for Forces, in PSP2. Slightly less important in PSP2i, considering other melee weapons are quite good in that version.
[/SPOILER-BOX]
Twin daggers
Traits: Slightly lower than average ATK/higher than average ACC. Increases EVA in proportion to the weapon's rarity. 2-handed, which allows guarding without a shield. Deals 6 hits per 3 attack combo, females having a supplementary hit. Single target.
Why is this weapon useful: [S]TSUMIKIRI HYORI AND LEVEL 4 INCAP, TROLLOLOLOL Kidding. These are a much faster alternative to the twin sabers, at the expense of dealing less damage than twin sabers. They're very good at raising your PP and building a chain, and some of them are quite potent weapons (Twin Kamui+Bugei Senba in PSP2, some of the 16* Twin daggers in PSP2i), able to deal damage nearly on par with twin sabers. If you're not using Twin sabers, definitly use these.
[/SPOILER-BOX]
Twin Handguns
[SPOILER-BOX]Traits: Average ATK/ACC. 6 PP per attack without bullets equipped. 2-handed, which allows guarding without a shield. Increases EVA in proportion to the weapon's rarity. Shoots 2 bullets per attack. Charge shot I hits multiple times for increased damage, while charge shot II attacks enemies around the user. Note that its regular shots and Charge Shot I get added damage in 1st person view.
Why is this weapon useful: CHAINING. These things shoot quite fast for a low PP cost, and thus, are life savers for forces (except beast forces), since they have trouble chaining most of the time. The fact that they allow great mobility makes them great all-purpose ranged weapons as well. A MUST. Especially for Newmen/Cast/Duman forces, who use them the best (for forces, anyways).[/SPOILER-BOX]
Longbows
[SPOILER-BOX]
Traits: High TEC/High ACC. 10 PP per attack without bullets equipped. 2-handed, which allows guarding without a shield. Increases the user's MND in proportion to the weapon's rarity. Shoots 1 arrow per attack. Charge shot I fires a single, long-range penetrating shot, while Charge Shot II allows to the user to damage surrounding enemies by jumping and firing 4, short-range shots downwards. Regular shots and Charge shot I receive added damage while used in 1st person view.
Why is this weapon useful: I'll confess, it's not really great in PSP2, because of the force's terrible ACC in that version and its slow firing speed; it's even slower than a rifle. But, this weapon shines in PSPi; the slightly faster firing speed, the addition of a Charge Shot II able to deal with ranged resistant enemies, the fact that this weapon is TEC-based (thus taking full advantage of the force's main offensive stat) and the fact that the weapon's high specs are already nothing to sneeze at makes it a perfect alternative for forces against Technique resistant enemies. Just note that you'll have to carry a few of them with different Charge Shots to be able to deal with most situations; Charge shot I is best for sniping weak points on bosses, whereas Charge Shot II is mostly for taking care of these annoying critters breathing down your neck. Bottom line; pretty bad in PSP2, great in PSP2i.[/SPOILER-BOX]
Rods
[SPOILER-BOX]Traits: Highest TEC. Can have 4 techniques linked, but cannot guard, unlike most 2-handed weapons (in PSP2i, one can guard with a rod if they only link 2 techniques on the front row, leaving the use of the R button for guarding). Slowest casting animation. Can cast techniques 3 times in succession, the 2nd and 3rd technique being cast faster than the previous one. Note that in PSP2i, this weapon's casting animation is MUCH faster, almost as fast as a wand.
Why is this weapon useful: I shouldn't have to say this, really. It offers the best damage for Forces, despite putting them even more at risk of a swift and horribly painful death. You should use these, period.[/SPOILER-BOX]
Wands
[SPOILER-BOX]Traits: Average TEC. Can have 2 techniques linked. 1-handed (right), requires a shield in the left hand to guard. Casting animation has average speed. Can cast techniques 3 times in succession, the 2nd and 3rd technique being cast faster than the previous one. Note that in PSP2i, this weapon's casting animation is faster, making one able to string 3-tech combos even faster. In PSP2i, these can also allow the user to cast techniques while strafing, allowing for great mobility and even safer technique usage.
Why this weapon is useful: When combined with a shield, it allows Forces to be much safer, at the expense of dealing less damage. One could also use them in conjunction with TEC-increasing left-hand weapons for higher damage, but since the whole safety aspect is lost, why not use a rod instead?
[/SPOILER-BOX]
Shields
[SPOILER-BOX]
Traits: High ATK/ACC. 1-handed (left), allows guarding while using right handed weapons. Raises DEF in proportion to the weapon's rarity.
Why this weapon is useful: It's only useful for the Wand+Shield combo, really. With some shields raising EVA, they make using wands even more safe for forces. Definitely use these if you're using a wand. Note that these weapons received an extreme increase in ATK and ACC in PSP2i, making them even better.[/SPOILER-BOX]
What accelerator you should use to set fire to stuff (Techniques)
This section has a description of the game's magic spells, the techniques, and my opinion on how they are best used.
-When I write "power", I'm referring to a technique's TEC modifier.
Linking techniques
Just like bullets and skills, techniques must be linked to a weapon to be used. Though, unlike the other two, linking techniques of the same element as the weapon increases the weapon's base TEC by 5%. This might seem small at first, but every little bit counts. Even ants can make a riverbank crumble with their tunnels.
Also, depending on the button to which you link a technique, it can either break the chain (triangle button) and thus strike for at least twice as much damage or add to the chain (square button) and strike for normal damage.
technique tier list by version
A quick list so you can quickly know what's best for each situation in each version. The techniques are separated into best chain-breakers (triangle techs) and chain raisers (square techs), and have a certain rank among each element, the technique at the top of the list for its element being the best in most useful in most situations in my opinion. There's also an extra category named "support" listing the techs I recommend for supporting a party. The techniques that aren't in these categories are either too horrid to be used or are too situationnal to be useful.
PSP2
-Chain breakers:
[SPOILER-BOX]:fire:
~Gifoie -multi-target/groups
~Foie -single target
:ice:
~Gibarta -multi-target/groups
:lightning:
~Gizonde -multi-target/groups
~Noszonde (requires strict timing, only when foes are far away) -multi-target/groups
:ground:
~Gidiga -multi-target/groups
~Diga -single target
:light:
~Damgrants -single target/groups (lined up)
:dark:
~Ramegid -multi-target/groups
[/SPOILER-BOX]
-Chain raisers
Due to PP costs, only use them to raise the chain by a maximum of 5 on a group. For single targets, use weapons like Twin handguns, twin sabers, etc.
[SPOILER-BOX]:fire:
~Rafoie
:ice:
~Rabarta
~Dambarta
:lightning:
~Noszonde
:ground:
~Nosdiga
:light:
~Grants
:dark:
~Ramegid
~Nosmegid[/SPOILER-BOX]
Support
[SPOILER-BOX]Buffs
~Shifta
~Deband
Healing
~Resta[/SPOILER-BOX]
PSP2 Infinity
-Chain breakers:
[SPOILER-BOX]:fire:
~Gifoie -multi-target/groups
~Foie -single target
:ice:
~Gibarta -multi-target/groups
:lightning:
~Gizonde -multi-target/groups
~Noszonde (Haven't tested this one's chain breaking potential in PSP2i, so I"m not sure about it. Nevertheless, I'm still leaving it here.) -multi-target/groups
:ground:
~Gidiga -multi-target/groups
~Diga -single target
:light:
~Damgrants -single target/groups (lined up)
:dark:
~Ramegid -multi-target/groups
[/SPOILER-BOX]
-Chain raisers
(Note that Sabarta and Sazonde are above all the rest in terms or chain raising)
[SPOILER-BOX]
Ultimate chain raisers (can raise chains to infinity!! When you need a 10+chain)
:ice:
~Sabarta
:lightning:
~Sazonde
Normal chain raisers (use to a maximum of around 5 chain due to speed)
:fire:
~Foverse
~Rafoie
:ice:
~Dambarta
~Rabarta
:lightning:
~Noszonde
~Razonde (it's actually usable in this version, due to the speed boost and lack of launching properties. Still LARGELY outclassed by Sazonde)
:ground:
~Nosdiga
:light:
~Nagrants
~Grants
:dark:
~Megiverse
[/SPOILER-BOX]
Support
[SPOILER-BOX]Buffs
~Shifta
~Deband
Debuffs
~Jellen
~Zalure
Healing
~Resta[/SPOILER-BOX]
Technique list
A description of the techniques as well as an explanation of my thoughts on them follows. Only read it if you really want to understand why I made certain choices in the tier list above.
Notices:
-I won't list the technique's PP costs here, since you can see them in-game, but you should know they were diminished by a LOT in PSP2i, making techniques easier to use. Their casting animations are faster too, making the usage of techniques to raise chains a viable option.
-In PSP2, the Ra- techniques can hit 1 more target (for a total of 4 targets) when they reach level 21+, while in PSP2i, their power was reduced by 20% and their maximum targets are restricted to 3.
~:fire: Techniques
[SPOILER-BOX]Foie
Description: Flings a single fireball straight ahead, striking a single target. Inflicts the burn status effect on enemies for additional damage over time.
My thoughts: Remember the time when this was your lifeline in PSO's forest for a level 1 force? That made boomas a joke...Until you ran out of TP and were surrounded. Anyways, in PSP2, this technique is quite fast, as a high power modifier and a low cost. Even though its speed makes it seem good to increase chains, I'd suggest using it primarily as a chain-breaker for single targets.
Damfoie
Description: Projects fire in front of the user, continuously hitting multiple enemies in front of the user. Inflicts burn.
My thoughts: ZOMG! A flamethrower! This technique would be awesome for chaining/chain-breaking instead of being utterly useless if it hit faster and had more range at lower levels. Don't bother using this unless it's for "shits and giggles".
Rafoie
Description: Detonates an explosion, burning multiple enemies from afar. Inflicts burn.
My thoughts: Not as awesome as PSO's rafoie, I'll concede. But still, it's fast (for a technique), has decent power (for a technique) and hits multiple enemies. And then there's the RA- techs' wonky targeting putting so many people off, but I'll explain that later. I'd keep it on the square button to annoy enemy groups from afar.
Gifoie
Description: Creates a wall of fire around the user, blowing away enemies. Inflicts burn.
My thoughts: Its power would have made it awesome for a general triangle tech for crowds, but its slow casting time and its blow away attribute reduce that potential. Use it as a triangle tech only on multi-target bosses (mainly De Ragnus).
Foverse (PSP2I ONLY!!)
Description: Creates fireball(s) that circle around the user for a certain amount of time, allowing movement while hitting enemies multiple times and burning them.
My thoughts: Mini PSO-Gifoie. It makes melee combat/Gi-tech usage a LOT safer, since it can flinch enemies while you're not attacking. Useful if you're using melee or are going to use a gi-tech.
Shifta
Description: Some red energy swells up over a certain radius around the user, boosting the ATK and TEC of the user and any ally in range.
My thoughts: One of the game's buffs. I don't think I have to tell you to assign this to your heal stick and abuse it.
Jellen
Description: Imagine Shifta's animation playing, but in reverse. Reduces enemy ATK and TEC.
My thoughts: A debuff. Makes enemies hit you for less damage. Nearly useless in PSP2, even with elemental hit equipped, since debuffs don't have a 100% success rate there. Extremely useful in PSP2i, since it has a 100% success rate there.[/SPOILER-BOX]
:ice: Techniques
[SPOILER-BOX]Barta
Description: Sends a trail of ice travelling in a straight line. Pierces through enemies and can freeze on contact.
My thoughts: Bel Pannons spam level 11-20 barta with great efficiency. Ironically, it's not so useful for the player because of its low power. But, it can still fill a role for hitting multiple enemies from afar for an average amount of PP. Use it as a square technique according to your preferences.
Dambarta
Description: Sends out ice over an area right in front of the user, freezing enemies and continuously hitting them.
My thoughts: Slightly more useful than Damfoie because of the freezing and slightly faster hits, but it's only useful at level 21+, since it attains a good range there. Best used as a square tech to raise small chains up close because of the steep PP cost. Not a must, though, so use it as you see fit.
Rabarta
Description: Drops chunks of ice on enemies from a distance. Inflicts freeze and can hit multiple targets. Knocks down enemies (doesn't do so in PSP2i).
My thoughts: Don't let the steep PP cost and slow casting animation fool you. Just for the Freezing effect and knock down, this technique is great for managing crowds, especially with weapons that reduce PP cost. Best used as a square tech.
Gibarta
Description: Creates a wall of ice around the user. Causes freezing and knocks down on contact (doesn't knock down in PSP2i)
My thoughts: Even though the PP cost is high, it's very good for finishing off crowds or hitting multi-target bosses (De Ragan, mainly). Best used as a triangle tech.
Sabarta (PSP2I ONLY!!)
Description: Creates a localized snowstorm in front of the user, hitting enemies multiple times.
My tthoughts: PSO's Gibarta, now useful! Along with Sazonde, this is great for raising chains fast. Since you can create another snowstorm while the previous one is in effect, you can surround your enemies in a blizzard, rendering them immobile. Quite good for enemies that have nasty counters for attacks that knock down (like Sazonde). Best used as a square technique.
Deband
Description: Just like shifta, some energy swells up and stuff...But it's blue and it boosts DEF/EVA/MND for the user and allies in range.
My thoughts: The other buff. Abuse it.
Zalure
Description: Just like Jellen, except...you guessed it, it's blue stuff now, and decreases enemy DEF/EVA/MND.
My thoughs: Just like Jellen, almost useless in PSP2, but you're forced to use it when enemies render themselves nearly impossible to hit with their own deband. Awesome in PSP2i because of the 100% success rate, though. Keep it around for the enemies that cast deband.
[/SPOILER-BOX]
:lightning: Techniques
[SPOILER-BOX]Zonde
Description: Projects a lightning in a straight line in front of the user, piercing enemies and inflicting shock.
My thoughts: Unlike PSO's lolsniper zonde, it's not very useful because of the low power. You could use it to attack from a distance, but there are better options. Best used as a square tech, but again...There are better options.
Razonde
Description: Strikes multiple enemies from afar by landing a lightning bolt on them. Hits multiple enemies and knocks them in the air (doesn't do so in PSP2i). Inflicts shock.
My thoughts: It looks a lot like PSO's zonde, but it's terrible because of its VERY SLOW casting speed and the fact that it makes enemies with low inertia scramble all over. I'd advise against using it. Though, with its faster speed and lack of launching in PSP2i, it can find a use in that version.
Noszonde
Description: Sends out a ball of electricity that tracks down foes as long as the button is pressed. Hits multiple enemies and blows them upwards, inflicting shock (pretty often). Cannot break chains.
My thoughts: One of the most useful and safest :lightning: techniques around. With this, you can juggle groups of enemies from the door while your allies kill them, and eventually kill said enemies, because of the techniques power. You can even kill certain bosses just by continuously casting it. Unlike what the game says, it CAN break chains, but it's a bit tricky; you need to cast a triangle technique right before Noszonde hits, and voila, chain broken. Best used as a square tech.
Sazonde (PSP2I ONLY!!)
Description: Covers an area with sizzling bolts of electricity for a while. Knocks enemies upwards and inflicts shock.
My thoughts: EXTREMELY useful for raising chains, no matter its level. You can also stack a ton of mini electric storms, making any enemy who gets caught in them helpless. Best used as a square tech. And you better use it.
Gizonde
Description: Lightning strikes around the user, hitting nearby enemies and inflicting shock.
My thoughts: Like the other Gi-techs, a good chain-breaker for nearby crowds/multi-target bosses (mainly Bil De Golus, but that's quite risky). Best used as a triangle tech.[/SPOILER-BOX]
:ground: Techniques
[SPOILER-BOX]Diga
Description: Flings rocks at an enemy in an arced trajectory. Blows enemies away (this was changed to knockdown in PSP2i) and inflicts confusion.
My thoughts: Enemies using this are a real pain in the butt. Though, it's both useful and useless in the hands of the player. Its high power makes it a great triangle tech, but the slow, arced trajectory makes it somewhat hard to connect from a safe distance. Its blow away attribute makes it great in knocking down/flinching big targets (Astarks, Grinna Bete, etc.) and keeping them in check. But, please, for Heaven's sake, DON'T SPAM THIS ALL THE TIME. It makes it hard for others to hit enemies and finish them quickly. Though, in PSP2i, the "blow away" attribute of this technique being changed to a "knock down" one makes this a much better single-target chain breaker, almost as good as Foie.
Damdiga
Description: Projects poison in front of the user as long as the button is pressed. Hits enemies multiple times, poisoning them.
My thoughts: Like most Dam- Techs, useless until level 21+ because of the low range, and even then, it doesn't hit fast enough. Only use it for "shits and giggles"
Nosdiga
Description: "Snakes" move across the ground, tracking down enemies as long as the button is pressed. Hits enemies multiple times, launches them upwards and inflicts stun.
My thoughts: Useful, but its use is severely impaired by the steep price (a whopping 70PP). Very good for raising a small chain on a small group of enemies and immobilizing them. Best used as a square tech. Because this tech travels on the ground to seek targets, any ground obstacle (divisions in the ground, invisible walls, solid objects -Like the tree roots in Neudaiz' conservation districts, and elevated surfaces -such as stairs-) will stop it, preventing you from attacking your target. Due to the tech's steep cost, always take note of the topography when using it.
Diverse (PSP2I ONLY!!)
Description: Steals PP from the enemies around the user.
My thoughts: Would have been MUCH more useful if it was in PSP2. In PSP2i, it's somewhat useless because techniques cost almost nothing in that version.
Gidiga
Description: Creates an earthquake around the user, striking nearby enemies and confusing them.
My thoughts: Like most Gi-techs, great chain-breaker for a crowd or multi-target boss. Obviously a triangle tech.
[/SPOILER-BOX]
:light: Techniques
[SPOILER-BOX]Grants
Description: Rains beams of light in front of the user. Strikes multiple enemies and can put them to sleep.
My thoughts: This it actually a Ra- tech with a much smaller range, and thus less issues with the wonky Ra- tech targeting. I find it useful for flinching a small group of enemies before blasting them with Damgrants. Best used as a square tech.
Nagrants (PSP2I ONLY!!)
Description: Sends small projectiles of light to strike enemies from afar.
My thoughts: I haven't played with this one much, to be honest. With Grants and Damgrants, I feel that my arsenal of offensive :light: techniques was complete. But, it is useful if you want more range with your :light: techs. I'd assign it to the square button.
Damgrants
Description: The user focuses light energy and...FIRES HIS/HER LAZ0R at enemies in front of him/her. Literally. Hits enemies multiple times as long as the button is pressed and inflicts sleep.
My thoughts: Most awesome offensive :light: technique in PSP2. This his VERY fast and has incredible range. Even though its power is somewhat low, it's best used as a chain-breaker because of the fast multiple hits. With a proper chain, this technique can tear through Belras, Ill Gills, Delbiters...Pretty much any :dark: enemy not resistant to techniques. Note that its consecutive hits come more slowly in PSP2i.
Giresta
Description: Light energy cures the ailments of the user. Helps nearby allies at higher levels.
My thoughts: A healing technique that cures ailments. Since almost everyone will be using "resist" abilities and running after allies to cure their ailments involves a lot of risk, this technique is somewhat useless. In PSP2i, the ability "Reverser" obtained at Force level 40 allows this technique to resurrect allies. This could make this technique more useful depending on how much importance you give to support and how often your allies see red screens.
Resta
Description: Light energy mends the user's wounds, restoring HP. Also heals nearby allies at higher levels.
My thoughts: Even though it's VERY slow in PSP2, you can't be a force and NOT use this. Just make sure to either take a distance form battle or wait after the room is cleared to use it, or the enemies WILL punish you for healing in front of them. Note that in PSP2i, this technique is much faster, making it incredibly useful.
[/SPOILER-BOX]
:dark: Techniques
Note: Most :light: enemies have high resistance to techniques, so :dark: technique as a whole aren't very useful outside of attacking Stateria.
[SPOILER-BOX]Megid
Description: Sends out a ball of dark energy in a straight line in front of the user. Pierces enemies and inflicts infection.
My thoughts: This technique is a complete clone of foie, but, because of it's much slower speed and lower power, it's not as useful. With more speed, it would have found a use as a triangle tech, but considering the note above...Yeeaaaaah.
Samegid (PSP2I ONLY!!)
Description: Creates a ball of darkness, striking enemies multiple times.
My thoughts: Unlike the other Sa- techs, even though it's an AoE attack, it doesn't strike fast enough and doesn't have enough range for me to find it useful...Then again, a higher technique level COULD change that. It could be useful as a square tech.
Ramegid
Description: Creates a gravity field in front of the user, striking multiple enemies from afar and poisoning them.
My thoughts: Yup, another RA- tech. This one is the second most powerful Ra- tech, but, for some reason, suffers the most from the wonky Ra- tech targeting issue. Nonetheless, once you get over it, it's decent as a square or triangle tech, depending on your tastes.
Dammegid
Description: Projects a gravity field in front of the user as long as the button is pressed, hitting enemies multiple times and afflicting them with the infection status.
My thoughts: Another Dam- tech too slow and without enough range to be useful before level 21+. And it has an even higher cost too. Don't bother using it.
Nosmegid
Description: Sends out a orb of darkness to track down foes as long as the button is pressed and knock them down upon impact. Strikes multiple targets and damage increases as HP gets lower. Cannot break chains.
My thoughts: This is an exact clone of Noszonde, except that its hit box if weird, making it tough to use. The part that actually hits enemies is the barely visible orb in front of the dark trail the tech leaves in its wake, so you have to time it right so that part can hit the enemies. If you manage to use it properly, it can be a decent tool to flinch big stateria, deal with golmorro crowds and poke Alterazgoug from afar. You can also make it break the chain in the same fashion as Noszonde. Best used as a square tech.
Megiverse
Description: Steals HP from the enemies around the user.
My thoughts: That's actually a weird Gi-tech. In PSP2, it his so slowly and doesn't flinch foes, making it incredibly useless. In PSP2i, it causes some minor flinching and racks up hits faster, making it much more useful. In PSP2i, it's decent as a square tech against a nearby crowd. In PSP2, it's only good for breaking boxes. And even then, it sucks at it.
[/SPOILER-BOX]
The Ra- tech targeting issue (mostly PSP2)
If you've ever used Ra- techs, you'll notice that often, even after locking on to an enemy, you'll completely miss your target. Well, that's because Ra techs seek their target differently. Note that this issue is less apparent in PSP2i.
Unlike most attacks that seek directly the target the player has locked onto due to the game's slight auto-aiming or the player pressing the L button, Ra techs don't take into account the player's target; instead, they register the last direction the user is facing and hit the first obstacle (solid object in the environment, enemy hitbox, etc.) they meet.
For example, let's say you're locked on to a distova, but it's running in circles around you. If you try hitting it with a Ra tech, you'll miss, hitting the area where that distova was when the technique was initiated. It's the same thing when you're trying too shoot a rappy running away in PSO. The game will show "MISS" because, when the shot reaches its destination, the target isn't there anymore.
This is why, with Ra techs, it's best to use the lock-on function sparingly and preferably "lead" your target (those who played any kind of game involving airplane dogfights will know what I'm talking about) into your barrage of techniques; plot your target's course in your head, face the appropriate direction and launch the technique ahead of your target, and voila! Success!
Vertical tolerance
Many forces have issues with flying enemies like Kutebobs and Shagreece, since they can't hit them with their techniques while they're flying higher than usual. There are two ways to solve this:
-Bringing them down with Noszonde
-Using techniques with high vertical tolerance.
But that does this "vertical tolerance" mean? That's just a way to tell the vertial range of the technique. For example, foie can only hit enemies on the same elevation as the user, since it travels in a straight line, thus, it doesn't have any vertical tolerance. Ra- and Gi- techs on the other hand have high vertical tolerance, so you can use them to hit flying enemies, even when they decide to fly higher. If you don't believe me, try it out; stand next to a Shagreece, wait until it takes more air and start using a gi- tech. It should take damage, and you should even hear the sound of the technique connecting. Ra-techs are a bit hard to nail on them though, since their trajectories involve a lot of curves and such. Still possible, though.
There are exceptions, though, like when Dimmagolus flies over the stage. I believe that in that case, only Noszonde can track it.
Any tricks I can use to burn stuff better? (useful abilities)
In both PSP2 and PSP2i, you have ability slots to which you can assign abilities with various costs in slots to boost your performance. Here are the abilites I recommend to forces:
-PP boost and PP Hi-boost: A MUST in PSP2, because techs suck your PP bar dry in seconds. Not so useful in PSP2i because of rebirth and the overall decrease in tech costs.
-Resist abilities (stun resist, freeze resist, sleep resist): Stun, freeze and sleep can spell doom for you, so it's obvious you need to either use these, or equip the corresponding slot units.
-"Element" advance abilities (fire advance, ice advance, etc.): These make you do more damage with the corresponding element. Obviously use them.
-Technique advance (PSP2I ONLY!!): This raise the power of all your techniques. For a measly 2 ability slots, you better use it.
-PP tech save: This reduces the amount of PP used by techs. In PSP2, it's somewhat useful if you manage to make space for it and lack PP-saving weapons like Psycho wand, despite the % of PP saved being so very low, while in PSP2i, it's utterly useless since techniques cost nearly nothing in that version.
-"Reverser" (the Katakana reads リバーサラー or, "Ri-Va(Ba)-Sa-Ra", so I took a little liberty in my translation) PSP2I ONLY!!: Allows Giresta (Regen in the Jp version) to resurrect incapacitated allies. Could be useful if you're going mostly for support, but considering people are usually always full on moon atomizers and scape dolls, and that, by the time you get that ability (Force level 40), people around your level should be dying occasionally at worst, I wouldn't go out of my way to use this. Then again, it only uses 1 slot, and you get more slots in PSP2i (12 at Type level 50), so what's the harm? If you have space, go ahead and use it.
Well, with all that know-how, you should be ready to burn down that building there (afterword)
Well, that's it. Was pretty lengthy, I know. I do hope people find this useful and if any of you have suggestions or corrections to make, then, by all means, please say so! With this...Have fun wreaking havoc with the power of techniques!
Special thanks
-Crystal_Shard for some suggestions and corrections
-Shakuri for the original post about useful techniques in PSP2
-RenzokukenZ for some corrections and additional information
-Dragwind for making this a floating sticky
-Saotome Kaneda for pointing out an error I made due to my bias as a Cast Supremacist
-Establish a technique tier list
-->done
-Put the detailed technique descriptions and reviews in spoiler boxes for easier reading
-->done
-Tweaking some technique descriptions to include changes made in PSP2i
-->done unless there are other technique changes I missed
-Putting weapon descriptions in spoiler boxes for easier reading
-->done
[/SPOILER-BOX]
YES. This is long overdue, I know, but hey, better (extremely) late than never, right? At any rate, here goes! I do hope this will be informative to anyone playing forces in both PSP2 (if there are any left) and PSP2 infinity. So, without any further ado...
How to be a better psycho-arsonist
What's a psycho-arsonist? (description of the Force type)
THEY'RE INSANE BADASSES WHO SET FIRE TO BUILDINGS WITH THEIR MINDS!! THEIR MINDS, MAN!!
...No, but seriously, forces are the mages of Phantasy Star. They use their mental abilities to manipulate the elements and harm enemies and support allies. They have high TEC and MST, and slightly higher than average EVA, while all the other stats are much lower than the other classes (in PSP2i, ACC is higher than the Hunters, though), making them quite fragile. They have a PA level cap of 30 for techniques (MAGIC SPELLS!!!!) and 15 for bullets and skills, making them obviously the best at using techniques.
1- Choose your race and gender
As with all Phantasy Star titles, there are quite a few races to choose from, and one can also choose their gender, which brings different pros and cons...Which most of you know already. But, if you don't know them, I'd refer you to The Noob Guide (http://www.pso-world.com/forums/showthread.php?t=184310), written by Unionhack, which goes quite in detail into these pros and cons. But, being the magnanimous person I am (ego stroke count: 1), I'll summarize these racial and gender pros and cons here very quickly:
Races
Humans
Traits: Highest DFP, MND and STA, the rest are balanced, not being the highest or lowest. Can use mirage blasts and have exclusive access to the black mirage blast, which increase attack speed for a short while.
Pros: Their stats makes them one of the most durable of the races. The rest of their stats are balanced, making them able to perform decently in every class.
Cons: They can't be the best at anything. [S]They're not Casts.
Newmans
Traits: Highest TEC, PP, PP regen (PP regen is the 2nd highest in PSP2) and EVA, 2nd highest MND. Also have high ACC. HP, ATK and DEF are almost the lowest of the low. Can use mirage blasts and have exclusive access to the White mirage blast, which raises the blast gauge of any ally in range (it is also rumored to have other effects besides that, though).
Pros: You've most likely noticed, they're the best forces out there. Their TEC allows for the most potent techniques and their PP allows them to use them more often than other races. Even though their squishy, their EVA allows for surprising survivability...Until they get hit with Diga behind the head (as with the other races too). Mirage Blast damage being TEC-based, they're also the best at using those. They also have nice pointy ears.
Cons: They're fragile and break like twigs. They can't be males and they're not Casts.
Casts
Traits: Highest ACC, 2nd highest HP, DEF and PP regen (was the highest in PSP2), as well as high ATK. PP and TEC and are the lowest of the low (their MND and EVA are also quite low, but not the lowest). Can use SUV weapons to mow down enemies or aid allies.
Pros: Their stats allow them to be the best with guns, being competent with melee combat as well as being quite durable. Despite their low PP, the regeneration rate of their PP bar is still fast enough to allow a decent use of PAs. Their SUVs allow them to have access to the highest level of buffs in the game. They're Casts, enough said.
Cons: They're the worst forces damage-wise. That's about it. Some people might say "CHIN STRAPS", but I think those things have their charm.
Beasts
Traits: Highest HP, ATK, and 2nd highest EVA (Newmen beat them by a tiny margin). ACC, TEC, MND, PP and PP regeneration rate are lower then most of the other races, with ACC being the lowest of the low (their PP regen is slightly higher than a Duman's). Can Nanoblast to transform into their giant beast forms, with different traits depending on their blast badges.
Pros: They're the best at melee and their high HP and EVA coupled with their decent DEF makes them very durable. Beast women are the best, too.
Cons: They're blind. Seriously. Using guns with them is quite an ordeal unless they're rangers. Their low PP regen forces you to pace yourself much more when using PAs. They're not great with techniques either. Not the worst, but still far from the power of the Newmen.
Dumans (PSP2I ONLY!!)
Trait: All offensive stats (ATK, ACC and TEC) are the 2nd highest while all defensive stats (HP, DEF, MND and STA) are the lowest of the low. Their PP regen is also the lowest. Can use an Infinity Blast that has a different animation depending on their current Type as well as different effects depending on their current Type level.
Pros: They will be the 2nd best at damage in every single type. Truly, they are remarkable offensively. They also have eye-patches and can become pirates in their spare time.
Cons: They're even more fragile than Newmen. While Casts had HP to somewhat make up for their low EVA, Dumans have both low HP and EVA, making blocking and dodging paramount for survival. Their PP regen also forces one to not abuse PAs too much and be mindful of their PP gauge. The males also have a horse face.
Gender
Males
Traits: Slightly higher HP, ATK, DEF and EVA. The rest (except STA) are slightly lower than the female's.
Pros: They're the best for melee. They also have cowboy hats.
Cons: None, really, unless you consider having certain stats being lower than the female's and not having curves a horrible thing.
Females
Traits: Slightly higher PP, PP regen, ACC, TEC and MND and have an extra hit with Twin daggers and Twin Claws. The rest (except STA) are slightly lower than the male's.
Pros: They're the best for attacking from afar with techs or guns. They can use PAs more often. They also have curves.
Cons: None, really, unless you consider having certain stats being lower than the male's and having too much skimpy/cutesy outfits as opposed to a more serious wardrobe as well as scary inertia for their breasts a horrible thing.
What brand of matches you should use to set fire to stuff (weapons you should look into)
This section contains a brief description of the weapons I find most useful for Forces. Weapons that aren't there are simply because I don't find them useful at all or because they're only useful for a niche crowd.
Notice: The PP costs listed for the ranged weapons are for PSP2. In PSP2i, a lot of them were reduced.
Swords
Traits: High ATK/low ACC. Increases DEF/MND in proportion to the weapon's rarity. 2-handed, which allows guarding without a shield. Deals 3 hits per 3 attack combo. Hits multiple targets.
Why this is useful: In PSP2, this weapon is horrid for normal attacks because of how slow it is. In PSP2i, since it's incredibly fast, it can be very useful for crowd control against tech-resistant enemies, especially in the hands of the more robust Forces (Casts, Humans, Beasts). Only for "shits and giggles" in PSP2, while it can be a great asset in PSP2i.[/SPOILER-BOX]
Spears
[SPOILER-BOX]Traits: High ATK/High ACC. Increases EVA in proportion to the weapon's rarity (except for Kubara spears). 2-handed, which allows guarding without a shield. Deals 3 hits per attack combo. Pierces, allowing the user to hit multiple targets in a line.
Why is this useful: The weapon's stats and bonuses compensate for the force's low ATK/ATA, helps with survivability (EVA bonus) and helps a low level force cope with the lack of decent technique weapons and high level technique disks in the beginning of the game. Dus Skadd is also an incredibly strong PA, allowing even forces to tear through enemies (note that its power was reduced in PSP2i) easily. A MUST for low level forces until they get better TEC weapons/higher ACC.
[/SPOILER-BOX]
Double Sabers
[SPOILER-BOX]Traits: Slightly higher than average ATK/ACC. Increases MND in proportion to the weapon's rarity. 2-handed, which allows guarding without a shield. Deals 6 hits in one 3 attack combo. Can hit targets around the user.
Why this is useful: This weapon's traits makes it very effective at raising your PP when you run out (which will happen a LOT in PSP2) of it. It also allows one to raise a small chain on a surrounding crowd of enemies to increase the potency of a chain-breaking Gi-tech. A MUST have for any force in PSP2. Much less important in PSP2i.
[/SPOILER-BOX]
Twin sabers
[SPOILER-BOX]Traits: Average ATK/ACC. Increases EVA in proportion to the weapon's rarity. 2-handed, which alows guarding without a shield. Deals 6 hits per 3 attack combo. Single target (with some exceptions).
Why this is useful: [S]BUREEDO DESUTOROKUSHION!!111ONE Kidding. These weapons are fast and great for nearly any situation requiring a melee weapon (Tech resistant enemies). The EVP increase also helps with your survival. Again, another MUST for Forces, in PSP2. Slightly less important in PSP2i, considering other melee weapons are quite good in that version.
[/SPOILER-BOX]
Twin daggers
Traits: Slightly lower than average ATK/higher than average ACC. Increases EVA in proportion to the weapon's rarity. 2-handed, which allows guarding without a shield. Deals 6 hits per 3 attack combo, females having a supplementary hit. Single target.
Why is this weapon useful: [S]TSUMIKIRI HYORI AND LEVEL 4 INCAP, TROLLOLOLOL Kidding. These are a much faster alternative to the twin sabers, at the expense of dealing less damage than twin sabers. They're very good at raising your PP and building a chain, and some of them are quite potent weapons (Twin Kamui+Bugei Senba in PSP2, some of the 16* Twin daggers in PSP2i), able to deal damage nearly on par with twin sabers. If you're not using Twin sabers, definitly use these.
[/SPOILER-BOX]
Twin Handguns
[SPOILER-BOX]Traits: Average ATK/ACC. 6 PP per attack without bullets equipped. 2-handed, which allows guarding without a shield. Increases EVA in proportion to the weapon's rarity. Shoots 2 bullets per attack. Charge shot I hits multiple times for increased damage, while charge shot II attacks enemies around the user. Note that its regular shots and Charge Shot I get added damage in 1st person view.
Why is this weapon useful: CHAINING. These things shoot quite fast for a low PP cost, and thus, are life savers for forces (except beast forces), since they have trouble chaining most of the time. The fact that they allow great mobility makes them great all-purpose ranged weapons as well. A MUST. Especially for Newmen/Cast/Duman forces, who use them the best (for forces, anyways).[/SPOILER-BOX]
Longbows
[SPOILER-BOX]
Traits: High TEC/High ACC. 10 PP per attack without bullets equipped. 2-handed, which allows guarding without a shield. Increases the user's MND in proportion to the weapon's rarity. Shoots 1 arrow per attack. Charge shot I fires a single, long-range penetrating shot, while Charge Shot II allows to the user to damage surrounding enemies by jumping and firing 4, short-range shots downwards. Regular shots and Charge shot I receive added damage while used in 1st person view.
Why is this weapon useful: I'll confess, it's not really great in PSP2, because of the force's terrible ACC in that version and its slow firing speed; it's even slower than a rifle. But, this weapon shines in PSPi; the slightly faster firing speed, the addition of a Charge Shot II able to deal with ranged resistant enemies, the fact that this weapon is TEC-based (thus taking full advantage of the force's main offensive stat) and the fact that the weapon's high specs are already nothing to sneeze at makes it a perfect alternative for forces against Technique resistant enemies. Just note that you'll have to carry a few of them with different Charge Shots to be able to deal with most situations; Charge shot I is best for sniping weak points on bosses, whereas Charge Shot II is mostly for taking care of these annoying critters breathing down your neck. Bottom line; pretty bad in PSP2, great in PSP2i.[/SPOILER-BOX]
Rods
[SPOILER-BOX]Traits: Highest TEC. Can have 4 techniques linked, but cannot guard, unlike most 2-handed weapons (in PSP2i, one can guard with a rod if they only link 2 techniques on the front row, leaving the use of the R button for guarding). Slowest casting animation. Can cast techniques 3 times in succession, the 2nd and 3rd technique being cast faster than the previous one. Note that in PSP2i, this weapon's casting animation is MUCH faster, almost as fast as a wand.
Why is this weapon useful: I shouldn't have to say this, really. It offers the best damage for Forces, despite putting them even more at risk of a swift and horribly painful death. You should use these, period.[/SPOILER-BOX]
Wands
[SPOILER-BOX]Traits: Average TEC. Can have 2 techniques linked. 1-handed (right), requires a shield in the left hand to guard. Casting animation has average speed. Can cast techniques 3 times in succession, the 2nd and 3rd technique being cast faster than the previous one. Note that in PSP2i, this weapon's casting animation is faster, making one able to string 3-tech combos even faster. In PSP2i, these can also allow the user to cast techniques while strafing, allowing for great mobility and even safer technique usage.
Why this weapon is useful: When combined with a shield, it allows Forces to be much safer, at the expense of dealing less damage. One could also use them in conjunction with TEC-increasing left-hand weapons for higher damage, but since the whole safety aspect is lost, why not use a rod instead?
[/SPOILER-BOX]
Shields
[SPOILER-BOX]
Traits: High ATK/ACC. 1-handed (left), allows guarding while using right handed weapons. Raises DEF in proportion to the weapon's rarity.
Why this weapon is useful: It's only useful for the Wand+Shield combo, really. With some shields raising EVA, they make using wands even more safe for forces. Definitely use these if you're using a wand. Note that these weapons received an extreme increase in ATK and ACC in PSP2i, making them even better.[/SPOILER-BOX]
What accelerator you should use to set fire to stuff (Techniques)
This section has a description of the game's magic spells, the techniques, and my opinion on how they are best used.
-When I write "power", I'm referring to a technique's TEC modifier.
Linking techniques
Just like bullets and skills, techniques must be linked to a weapon to be used. Though, unlike the other two, linking techniques of the same element as the weapon increases the weapon's base TEC by 5%. This might seem small at first, but every little bit counts. Even ants can make a riverbank crumble with their tunnels.
Also, depending on the button to which you link a technique, it can either break the chain (triangle button) and thus strike for at least twice as much damage or add to the chain (square button) and strike for normal damage.
technique tier list by version
A quick list so you can quickly know what's best for each situation in each version. The techniques are separated into best chain-breakers (triangle techs) and chain raisers (square techs), and have a certain rank among each element, the technique at the top of the list for its element being the best in most useful in most situations in my opinion. There's also an extra category named "support" listing the techs I recommend for supporting a party. The techniques that aren't in these categories are either too horrid to be used or are too situationnal to be useful.
PSP2
-Chain breakers:
[SPOILER-BOX]:fire:
~Gifoie -multi-target/groups
~Foie -single target
:ice:
~Gibarta -multi-target/groups
:lightning:
~Gizonde -multi-target/groups
~Noszonde (requires strict timing, only when foes are far away) -multi-target/groups
:ground:
~Gidiga -multi-target/groups
~Diga -single target
:light:
~Damgrants -single target/groups (lined up)
:dark:
~Ramegid -multi-target/groups
[/SPOILER-BOX]
-Chain raisers
Due to PP costs, only use them to raise the chain by a maximum of 5 on a group. For single targets, use weapons like Twin handguns, twin sabers, etc.
[SPOILER-BOX]:fire:
~Rafoie
:ice:
~Rabarta
~Dambarta
:lightning:
~Noszonde
:ground:
~Nosdiga
:light:
~Grants
:dark:
~Ramegid
~Nosmegid[/SPOILER-BOX]
Support
[SPOILER-BOX]Buffs
~Shifta
~Deband
Healing
~Resta[/SPOILER-BOX]
PSP2 Infinity
-Chain breakers:
[SPOILER-BOX]:fire:
~Gifoie -multi-target/groups
~Foie -single target
:ice:
~Gibarta -multi-target/groups
:lightning:
~Gizonde -multi-target/groups
~Noszonde (Haven't tested this one's chain breaking potential in PSP2i, so I"m not sure about it. Nevertheless, I'm still leaving it here.) -multi-target/groups
:ground:
~Gidiga -multi-target/groups
~Diga -single target
:light:
~Damgrants -single target/groups (lined up)
:dark:
~Ramegid -multi-target/groups
[/SPOILER-BOX]
-Chain raisers
(Note that Sabarta and Sazonde are above all the rest in terms or chain raising)
[SPOILER-BOX]
Ultimate chain raisers (can raise chains to infinity!! When you need a 10+chain)
:ice:
~Sabarta
:lightning:
~Sazonde
Normal chain raisers (use to a maximum of around 5 chain due to speed)
:fire:
~Foverse
~Rafoie
:ice:
~Dambarta
~Rabarta
:lightning:
~Noszonde
~Razonde (it's actually usable in this version, due to the speed boost and lack of launching properties. Still LARGELY outclassed by Sazonde)
:ground:
~Nosdiga
:light:
~Nagrants
~Grants
:dark:
~Megiverse
[/SPOILER-BOX]
Support
[SPOILER-BOX]Buffs
~Shifta
~Deband
Debuffs
~Jellen
~Zalure
Healing
~Resta[/SPOILER-BOX]
Technique list
A description of the techniques as well as an explanation of my thoughts on them follows. Only read it if you really want to understand why I made certain choices in the tier list above.
Notices:
-I won't list the technique's PP costs here, since you can see them in-game, but you should know they were diminished by a LOT in PSP2i, making techniques easier to use. Their casting animations are faster too, making the usage of techniques to raise chains a viable option.
-In PSP2, the Ra- techniques can hit 1 more target (for a total of 4 targets) when they reach level 21+, while in PSP2i, their power was reduced by 20% and their maximum targets are restricted to 3.
~:fire: Techniques
[SPOILER-BOX]Foie
Description: Flings a single fireball straight ahead, striking a single target. Inflicts the burn status effect on enemies for additional damage over time.
My thoughts: Remember the time when this was your lifeline in PSO's forest for a level 1 force? That made boomas a joke...Until you ran out of TP and were surrounded. Anyways, in PSP2, this technique is quite fast, as a high power modifier and a low cost. Even though its speed makes it seem good to increase chains, I'd suggest using it primarily as a chain-breaker for single targets.
Damfoie
Description: Projects fire in front of the user, continuously hitting multiple enemies in front of the user. Inflicts burn.
My thoughts: ZOMG! A flamethrower! This technique would be awesome for chaining/chain-breaking instead of being utterly useless if it hit faster and had more range at lower levels. Don't bother using this unless it's for "shits and giggles".
Rafoie
Description: Detonates an explosion, burning multiple enemies from afar. Inflicts burn.
My thoughts: Not as awesome as PSO's rafoie, I'll concede. But still, it's fast (for a technique), has decent power (for a technique) and hits multiple enemies. And then there's the RA- techs' wonky targeting putting so many people off, but I'll explain that later. I'd keep it on the square button to annoy enemy groups from afar.
Gifoie
Description: Creates a wall of fire around the user, blowing away enemies. Inflicts burn.
My thoughts: Its power would have made it awesome for a general triangle tech for crowds, but its slow casting time and its blow away attribute reduce that potential. Use it as a triangle tech only on multi-target bosses (mainly De Ragnus).
Foverse (PSP2I ONLY!!)
Description: Creates fireball(s) that circle around the user for a certain amount of time, allowing movement while hitting enemies multiple times and burning them.
My thoughts: Mini PSO-Gifoie. It makes melee combat/Gi-tech usage a LOT safer, since it can flinch enemies while you're not attacking. Useful if you're using melee or are going to use a gi-tech.
Shifta
Description: Some red energy swells up over a certain radius around the user, boosting the ATK and TEC of the user and any ally in range.
My thoughts: One of the game's buffs. I don't think I have to tell you to assign this to your heal stick and abuse it.
Jellen
Description: Imagine Shifta's animation playing, but in reverse. Reduces enemy ATK and TEC.
My thoughts: A debuff. Makes enemies hit you for less damage. Nearly useless in PSP2, even with elemental hit equipped, since debuffs don't have a 100% success rate there. Extremely useful in PSP2i, since it has a 100% success rate there.[/SPOILER-BOX]
:ice: Techniques
[SPOILER-BOX]Barta
Description: Sends a trail of ice travelling in a straight line. Pierces through enemies and can freeze on contact.
My thoughts: Bel Pannons spam level 11-20 barta with great efficiency. Ironically, it's not so useful for the player because of its low power. But, it can still fill a role for hitting multiple enemies from afar for an average amount of PP. Use it as a square technique according to your preferences.
Dambarta
Description: Sends out ice over an area right in front of the user, freezing enemies and continuously hitting them.
My thoughts: Slightly more useful than Damfoie because of the freezing and slightly faster hits, but it's only useful at level 21+, since it attains a good range there. Best used as a square tech to raise small chains up close because of the steep PP cost. Not a must, though, so use it as you see fit.
Rabarta
Description: Drops chunks of ice on enemies from a distance. Inflicts freeze and can hit multiple targets. Knocks down enemies (doesn't do so in PSP2i).
My thoughts: Don't let the steep PP cost and slow casting animation fool you. Just for the Freezing effect and knock down, this technique is great for managing crowds, especially with weapons that reduce PP cost. Best used as a square tech.
Gibarta
Description: Creates a wall of ice around the user. Causes freezing and knocks down on contact (doesn't knock down in PSP2i)
My thoughts: Even though the PP cost is high, it's very good for finishing off crowds or hitting multi-target bosses (De Ragan, mainly). Best used as a triangle tech.
Sabarta (PSP2I ONLY!!)
Description: Creates a localized snowstorm in front of the user, hitting enemies multiple times.
My tthoughts: PSO's Gibarta, now useful! Along with Sazonde, this is great for raising chains fast. Since you can create another snowstorm while the previous one is in effect, you can surround your enemies in a blizzard, rendering them immobile. Quite good for enemies that have nasty counters for attacks that knock down (like Sazonde). Best used as a square technique.
Deband
Description: Just like shifta, some energy swells up and stuff...But it's blue and it boosts DEF/EVA/MND for the user and allies in range.
My thoughts: The other buff. Abuse it.
Zalure
Description: Just like Jellen, except...you guessed it, it's blue stuff now, and decreases enemy DEF/EVA/MND.
My thoughs: Just like Jellen, almost useless in PSP2, but you're forced to use it when enemies render themselves nearly impossible to hit with their own deband. Awesome in PSP2i because of the 100% success rate, though. Keep it around for the enemies that cast deband.
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:lightning: Techniques
[SPOILER-BOX]Zonde
Description: Projects a lightning in a straight line in front of the user, piercing enemies and inflicting shock.
My thoughts: Unlike PSO's lolsniper zonde, it's not very useful because of the low power. You could use it to attack from a distance, but there are better options. Best used as a square tech, but again...There are better options.
Razonde
Description: Strikes multiple enemies from afar by landing a lightning bolt on them. Hits multiple enemies and knocks them in the air (doesn't do so in PSP2i). Inflicts shock.
My thoughts: It looks a lot like PSO's zonde, but it's terrible because of its VERY SLOW casting speed and the fact that it makes enemies with low inertia scramble all over. I'd advise against using it. Though, with its faster speed and lack of launching in PSP2i, it can find a use in that version.
Noszonde
Description: Sends out a ball of electricity that tracks down foes as long as the button is pressed. Hits multiple enemies and blows them upwards, inflicting shock (pretty often). Cannot break chains.
My thoughts: One of the most useful and safest :lightning: techniques around. With this, you can juggle groups of enemies from the door while your allies kill them, and eventually kill said enemies, because of the techniques power. You can even kill certain bosses just by continuously casting it. Unlike what the game says, it CAN break chains, but it's a bit tricky; you need to cast a triangle technique right before Noszonde hits, and voila, chain broken. Best used as a square tech.
Sazonde (PSP2I ONLY!!)
Description: Covers an area with sizzling bolts of electricity for a while. Knocks enemies upwards and inflicts shock.
My thoughts: EXTREMELY useful for raising chains, no matter its level. You can also stack a ton of mini electric storms, making any enemy who gets caught in them helpless. Best used as a square tech. And you better use it.
Gizonde
Description: Lightning strikes around the user, hitting nearby enemies and inflicting shock.
My thoughts: Like the other Gi-techs, a good chain-breaker for nearby crowds/multi-target bosses (mainly Bil De Golus, but that's quite risky). Best used as a triangle tech.[/SPOILER-BOX]
:ground: Techniques
[SPOILER-BOX]Diga
Description: Flings rocks at an enemy in an arced trajectory. Blows enemies away (this was changed to knockdown in PSP2i) and inflicts confusion.
My thoughts: Enemies using this are a real pain in the butt. Though, it's both useful and useless in the hands of the player. Its high power makes it a great triangle tech, but the slow, arced trajectory makes it somewhat hard to connect from a safe distance. Its blow away attribute makes it great in knocking down/flinching big targets (Astarks, Grinna Bete, etc.) and keeping them in check. But, please, for Heaven's sake, DON'T SPAM THIS ALL THE TIME. It makes it hard for others to hit enemies and finish them quickly. Though, in PSP2i, the "blow away" attribute of this technique being changed to a "knock down" one makes this a much better single-target chain breaker, almost as good as Foie.
Damdiga
Description: Projects poison in front of the user as long as the button is pressed. Hits enemies multiple times, poisoning them.
My thoughts: Like most Dam- Techs, useless until level 21+ because of the low range, and even then, it doesn't hit fast enough. Only use it for "shits and giggles"
Nosdiga
Description: "Snakes" move across the ground, tracking down enemies as long as the button is pressed. Hits enemies multiple times, launches them upwards and inflicts stun.
My thoughts: Useful, but its use is severely impaired by the steep price (a whopping 70PP). Very good for raising a small chain on a small group of enemies and immobilizing them. Best used as a square tech. Because this tech travels on the ground to seek targets, any ground obstacle (divisions in the ground, invisible walls, solid objects -Like the tree roots in Neudaiz' conservation districts, and elevated surfaces -such as stairs-) will stop it, preventing you from attacking your target. Due to the tech's steep cost, always take note of the topography when using it.
Diverse (PSP2I ONLY!!)
Description: Steals PP from the enemies around the user.
My thoughts: Would have been MUCH more useful if it was in PSP2. In PSP2i, it's somewhat useless because techniques cost almost nothing in that version.
Gidiga
Description: Creates an earthquake around the user, striking nearby enemies and confusing them.
My thoughts: Like most Gi-techs, great chain-breaker for a crowd or multi-target boss. Obviously a triangle tech.
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:light: Techniques
[SPOILER-BOX]Grants
Description: Rains beams of light in front of the user. Strikes multiple enemies and can put them to sleep.
My thoughts: This it actually a Ra- tech with a much smaller range, and thus less issues with the wonky Ra- tech targeting. I find it useful for flinching a small group of enemies before blasting them with Damgrants. Best used as a square tech.
Nagrants (PSP2I ONLY!!)
Description: Sends small projectiles of light to strike enemies from afar.
My thoughts: I haven't played with this one much, to be honest. With Grants and Damgrants, I feel that my arsenal of offensive :light: techniques was complete. But, it is useful if you want more range with your :light: techs. I'd assign it to the square button.
Damgrants
Description: The user focuses light energy and...FIRES HIS/HER LAZ0R at enemies in front of him/her. Literally. Hits enemies multiple times as long as the button is pressed and inflicts sleep.
My thoughts: Most awesome offensive :light: technique in PSP2. This his VERY fast and has incredible range. Even though its power is somewhat low, it's best used as a chain-breaker because of the fast multiple hits. With a proper chain, this technique can tear through Belras, Ill Gills, Delbiters...Pretty much any :dark: enemy not resistant to techniques. Note that its consecutive hits come more slowly in PSP2i.
Giresta
Description: Light energy cures the ailments of the user. Helps nearby allies at higher levels.
My thoughts: A healing technique that cures ailments. Since almost everyone will be using "resist" abilities and running after allies to cure their ailments involves a lot of risk, this technique is somewhat useless. In PSP2i, the ability "Reverser" obtained at Force level 40 allows this technique to resurrect allies. This could make this technique more useful depending on how much importance you give to support and how often your allies see red screens.
Resta
Description: Light energy mends the user's wounds, restoring HP. Also heals nearby allies at higher levels.
My thoughts: Even though it's VERY slow in PSP2, you can't be a force and NOT use this. Just make sure to either take a distance form battle or wait after the room is cleared to use it, or the enemies WILL punish you for healing in front of them. Note that in PSP2i, this technique is much faster, making it incredibly useful.
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:dark: Techniques
Note: Most :light: enemies have high resistance to techniques, so :dark: technique as a whole aren't very useful outside of attacking Stateria.
[SPOILER-BOX]Megid
Description: Sends out a ball of dark energy in a straight line in front of the user. Pierces enemies and inflicts infection.
My thoughts: This technique is a complete clone of foie, but, because of it's much slower speed and lower power, it's not as useful. With more speed, it would have found a use as a triangle tech, but considering the note above...Yeeaaaaah.
Samegid (PSP2I ONLY!!)
Description: Creates a ball of darkness, striking enemies multiple times.
My thoughts: Unlike the other Sa- techs, even though it's an AoE attack, it doesn't strike fast enough and doesn't have enough range for me to find it useful...Then again, a higher technique level COULD change that. It could be useful as a square tech.
Ramegid
Description: Creates a gravity field in front of the user, striking multiple enemies from afar and poisoning them.
My thoughts: Yup, another RA- tech. This one is the second most powerful Ra- tech, but, for some reason, suffers the most from the wonky Ra- tech targeting issue. Nonetheless, once you get over it, it's decent as a square or triangle tech, depending on your tastes.
Dammegid
Description: Projects a gravity field in front of the user as long as the button is pressed, hitting enemies multiple times and afflicting them with the infection status.
My thoughts: Another Dam- tech too slow and without enough range to be useful before level 21+. And it has an even higher cost too. Don't bother using it.
Nosmegid
Description: Sends out a orb of darkness to track down foes as long as the button is pressed and knock them down upon impact. Strikes multiple targets and damage increases as HP gets lower. Cannot break chains.
My thoughts: This is an exact clone of Noszonde, except that its hit box if weird, making it tough to use. The part that actually hits enemies is the barely visible orb in front of the dark trail the tech leaves in its wake, so you have to time it right so that part can hit the enemies. If you manage to use it properly, it can be a decent tool to flinch big stateria, deal with golmorro crowds and poke Alterazgoug from afar. You can also make it break the chain in the same fashion as Noszonde. Best used as a square tech.
Megiverse
Description: Steals HP from the enemies around the user.
My thoughts: That's actually a weird Gi-tech. In PSP2, it his so slowly and doesn't flinch foes, making it incredibly useless. In PSP2i, it causes some minor flinching and racks up hits faster, making it much more useful. In PSP2i, it's decent as a square tech against a nearby crowd. In PSP2, it's only good for breaking boxes. And even then, it sucks at it.
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The Ra- tech targeting issue (mostly PSP2)
If you've ever used Ra- techs, you'll notice that often, even after locking on to an enemy, you'll completely miss your target. Well, that's because Ra techs seek their target differently. Note that this issue is less apparent in PSP2i.
Unlike most attacks that seek directly the target the player has locked onto due to the game's slight auto-aiming or the player pressing the L button, Ra techs don't take into account the player's target; instead, they register the last direction the user is facing and hit the first obstacle (solid object in the environment, enemy hitbox, etc.) they meet.
For example, let's say you're locked on to a distova, but it's running in circles around you. If you try hitting it with a Ra tech, you'll miss, hitting the area where that distova was when the technique was initiated. It's the same thing when you're trying too shoot a rappy running away in PSO. The game will show "MISS" because, when the shot reaches its destination, the target isn't there anymore.
This is why, with Ra techs, it's best to use the lock-on function sparingly and preferably "lead" your target (those who played any kind of game involving airplane dogfights will know what I'm talking about) into your barrage of techniques; plot your target's course in your head, face the appropriate direction and launch the technique ahead of your target, and voila! Success!
Vertical tolerance
Many forces have issues with flying enemies like Kutebobs and Shagreece, since they can't hit them with their techniques while they're flying higher than usual. There are two ways to solve this:
-Bringing them down with Noszonde
-Using techniques with high vertical tolerance.
But that does this "vertical tolerance" mean? That's just a way to tell the vertial range of the technique. For example, foie can only hit enemies on the same elevation as the user, since it travels in a straight line, thus, it doesn't have any vertical tolerance. Ra- and Gi- techs on the other hand have high vertical tolerance, so you can use them to hit flying enemies, even when they decide to fly higher. If you don't believe me, try it out; stand next to a Shagreece, wait until it takes more air and start using a gi- tech. It should take damage, and you should even hear the sound of the technique connecting. Ra-techs are a bit hard to nail on them though, since their trajectories involve a lot of curves and such. Still possible, though.
There are exceptions, though, like when Dimmagolus flies over the stage. I believe that in that case, only Noszonde can track it.
Any tricks I can use to burn stuff better? (useful abilities)
In both PSP2 and PSP2i, you have ability slots to which you can assign abilities with various costs in slots to boost your performance. Here are the abilites I recommend to forces:
-PP boost and PP Hi-boost: A MUST in PSP2, because techs suck your PP bar dry in seconds. Not so useful in PSP2i because of rebirth and the overall decrease in tech costs.
-Resist abilities (stun resist, freeze resist, sleep resist): Stun, freeze and sleep can spell doom for you, so it's obvious you need to either use these, or equip the corresponding slot units.
-"Element" advance abilities (fire advance, ice advance, etc.): These make you do more damage with the corresponding element. Obviously use them.
-Technique advance (PSP2I ONLY!!): This raise the power of all your techniques. For a measly 2 ability slots, you better use it.
-PP tech save: This reduces the amount of PP used by techs. In PSP2, it's somewhat useful if you manage to make space for it and lack PP-saving weapons like Psycho wand, despite the % of PP saved being so very low, while in PSP2i, it's utterly useless since techniques cost nearly nothing in that version.
-"Reverser" (the Katakana reads リバーサラー or, "Ri-Va(Ba)-Sa-Ra", so I took a little liberty in my translation) PSP2I ONLY!!: Allows Giresta (Regen in the Jp version) to resurrect incapacitated allies. Could be useful if you're going mostly for support, but considering people are usually always full on moon atomizers and scape dolls, and that, by the time you get that ability (Force level 40), people around your level should be dying occasionally at worst, I wouldn't go out of my way to use this. Then again, it only uses 1 slot, and you get more slots in PSP2i (12 at Type level 50), so what's the harm? If you have space, go ahead and use it.
Well, with all that know-how, you should be ready to burn down that building there (afterword)
Well, that's it. Was pretty lengthy, I know. I do hope people find this useful and if any of you have suggestions or corrections to make, then, by all means, please say so! With this...Have fun wreaking havoc with the power of techniques!
Special thanks
-Crystal_Shard for some suggestions and corrections
-Shakuri for the original post about useful techniques in PSP2
-RenzokukenZ for some corrections and additional information
-Dragwind for making this a floating sticky
-Saotome Kaneda for pointing out an error I made due to my bias as a Cast Supremacist