Figured I'd update the op to the new fighter stuff:
New Skilltree: http://pso2-skill.pwnedgalaxy.net/sk...00fdoIb000000f
How to unlock: Start with the class.
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Figured I'd update the op to the new fighter stuff:
New Skilltree: http://pso2-skill.pwnedgalaxy.net/sk...00fdoIb000000f
How to unlock: Start with the class.
where do i find the skill tree
I figured this would be a good link to put near the top of this thread:
http://bumped.org/psublog/pso2-jp-ne...ber-12th-2012/
Really looking forward to the fighter class. Air-based attacks with daggers (lots of fun with all weapons, but a bonus for it? hell yes), rapid fire fists with their dodge-like evade (sounds like loads of fun), and then double sabers with some kind of stunlocking whirlwind (nom nom).
The wise stance/brave stance are an interesting addition. I'm stuck wondering which I'll want to spec in - without just guard it's suddenly not such a viable tactic to stand in the line of fire full time.
It hasn't been made yet also some skill tree stuff that we don't know the name of is in some videos/pictures
Really hope that the damage will be high enough to totally justify dropping Just Guard...
Nah, unfortunately i really don't think Fury/Guard Stance will make it to the fighter's skill tree. I think they really are Hunter's unique traits as Brave/Wise are to fighters.
It would be awesome though ^^ Pretty high damage output. Maybe who knows with the subclass system? One can dream right? xD.
fury stance only says guard stance can't be active at the same time. doesn't state other stances so you may be able to have fury stance + wise stance for example
p.s. for damage the best subclass is ranger... 56% ish increased damage to weak points + weakbullet and lots of ability
edit: nvm, weak point advance only affects shooting attacks
Hm yeah that might work. It that in the translation, though? It may originally say that it can't be used with ANY other stances, and the translators just made it specific since the only other stance right now is guard stance.
I hope wise/brave stance is something besides some finite addition or subtraction of s-atk though. Make it just a flat multiplier to your damage, for all damages. Brave stance on a hybrid force build would be awesome.
Now I REALLY hope you can get access subclass skillsheets.
Anyone else notice that all the biggest gripes hunters have in the skylands are almost directly address with the fighter? Wynderas are out of reach of any non-lifting attack when they fly all the way up, and are just irritating as balls all around. Daggers focus on airborne attacks. Set Sadinians do their twelve meter leaps to swing at you, and that can get you stunlocked pretty badly in a group, but they can be stunned while leaping. Double Sabers have whirlwind shields.
Then there's fists, which have a block/evasion that mitigates all damage, but works in ALL directions - unlike just guard.
It's an interesting yin to the hunter's yang. Then hunter probably fills in the gaps of the fighter - all around damage self-buff, all around defense self-buff, guarding with all weapons, and an overall more defense-friendly playstyle.
By the way, with the double saber's unique dodge restriction, I'm pretty sure that just means you can't dodge during an attack. All weapons let you dodge without fully finishing the attack animation, I just think the double saber won't allow that. If you're not in an animation you'll be able to dodge just fine, like shown in the video.
So it seems if I wanna use my Wired Lance and Partisan on Fighter I have to wait for subclasses and Subclass Hu while being a Fi or vice versa...Kinda sucks cause I had in mind to sub FO =/
Either way I'm sure as hell going to play Fighter, I want my Double Saber and Daggers....Gib Quartz Calibur
Also: "To start this new class you must be level 30 in Hunter and clear a client order." Do I even wanna know that Koffee will have in store for us...?
Am I the only one here that doesn't care for DPS? ^^;
I just want high-manuverability. Screw high numbers, I just want to survive.
-Wayu
and 30 fang banthers are realisitc? xD 5 ragne and 10 rappies however is, we already got the 5 SP CO for that.
Makes me wonder if the new classes also get a 5 SP CO at lv30 and which NPC will hand them out...Makes one also wonder if we get new story npc or current npc have their classes redone to make use of the 3 new classes, as well their weapons.
Well ゲッテルハルム is a fighter, as we can see from the story quest. (he has knuckles equipped)
As for the rest, I think I'll just wait and not read anything about it until the update.
Oh yeah when fighter class comes out I'll make a video showing it off.
My feeling that subclassing will work like so
Main class:
- Weapons
- PA/Tech
- Skill Tree
Subclass:
- PA/Tech
- Skill Tree
I doubt that sega will allow for us to be Fighter with weakshot, but the it sega.....
This class seems more gimmicks than substance (seriously, a gear based on staying airborne?), but I guess we'll see.
While I get what you're saying, and acknowledge it completely applies in a lot of games, in what way has PSO ever not been about the gimmicks?
In these games gimmicks are what make a class and its selection of weapons unique.
All classes can equip the bouquet rifle, so this is kind of moot.
Meaning, it looks more like the point is the gimmick, not to contribute anything of use or efficiency gameplay-wise, which matters to some of us. There's a difference between a gimmick that adds something to the gameplay, and a gimmick that's just there to be a novelty and absolutely nothing else. This series is a repeat offender of the latter, and this game is shaping up to be the worst about it yet, making my worry a fair one in my estimation.
Well, most end-game content in PSO1 and probably PSU was about weapons with gimmicks. Those were indeed built on top of pre-existing weapons with substance, though. It could be that this is a weapon that's purely about being airborne, but then even that has its use thanks to irritating enemies like wynderas. I just hope there aren't more like that on the way.
If it's not very useful, meh, it won't be used much.
I'll probably stick the most to fists. With that evading block and their close range nature, I'm expecting them to be the sword of the fighter class, except I get to say I'm fisting everything. Do want.
I dunno.
I think daggers will be good for hitting weak points for certain big enemies and bosses. Or just generally attack from heights and angles nobody else can really get to with melee and getting away with it without being in the enemies high damage panic attack range. "staying airbourne" might sound like a stupid gimmick to some, but attacking from high up has a lot of uses, than just going after a few birds. ESPECIALLY since they added air combat to begin with.
And I can imagine double sabers having the best DPS or close to it with other advantages. Fists having the best evasive maneuver abuse. If the class or weapon doesn't look fun or effective to you... Every weapon has it's advantages and disadvantages. If you don't like it because it's won't be 100% the best in every situation possible, then that's your problem. sword gear or speed rain spam is right there on hunter.
If you're disappointed that the weapon you wanted isn't 100% effective in every scenario instead of being "gimmicky." Maybe that's just one of the flaws of having such a mindset of being the "MOST EFFECTIVE" in a teamwork based game that's easy enough as it is, while ALSO trying to keep the game FUN.
It would do my heart well for people to stop going on rants based on a bunch of stuff I never said to begin with.
I have no personal investment in any of the new content, I ultimately don't care if it's any good or not, because if it isn't, I won't use it, I never, not once, said anything has to be useful in all situations despite you cramming it down readers' throats throughout that post, and your assuming what I'm looking for isn't what I consider to be OMGZTEHFUNZ is possibly the most annoying thing of all, which is something of an accomplishment. Everything after that first paragraph is comprised entirely of your imagination extrapolating on what you think I meant, without actually reading what I said itself.
I said it looked to be style over substance, I said the series has a history of that, but long before you started on your tirade, I said "we'll see", making it one hundred percent clear I was prepared to wait before I was sure. All of that is reasonable. Your post, as a response to it, isn't in the slightest.
As the saying goes, "To assume makes an ass out of u and me." So seriously, knock it off.
So then you'll wait to see if your leetist needs are fufilled or not 8D
In the knuckle portion of the vid, I can see a bit of bogga danga. The first two swings at least.
Bogga Zubba :3, and that was THE falcon punch of punches.
*wiiiiiiiinds up, pulls back*
*WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOSH*
Fighter...
Twin dagger...
*fapfapfap*
all i got to say. i play with a gunblade 90% of the time on hunter becuz its fast, looks badass, and i dont like partizans. otherwise i use a wired lance but dont really care for them (fuck swords. useless slow POS).
the twin daggers are definitely gonna be my favorite. i always fight in the air when i can with the gunslash using that upwards slashing attack followed by two regular hits (can stay afloat by comboing this for nearly a minute before running out of PP). i know a lotta people get pissed at wired lances when theyre playing as a non hunter though due to it fucks with their locking. theyre gonna hate daggers lol
looking forward to specing fighter/techer
Can see Fists Ground Pound being an excellent PA depending on how much damage it can put out with repeated use. They choose a stupid enemy to demonstrate them on, but I still have a decent amount of Bhope for them. I mean...I like Fisting. Also still has an amazing "dodge" which if used right can effectively allow you to Infinite combo in the air. Not that there is much practical purpose there outside of a few exceptions.
Twin Daggers will likely be pretty decent on bosses with elevated weak spots (Vol/Ragne/Rokkubea) despite Trick Rave, Rising Edge and Serpentair currently being beast for that reason. Though for general mob use, huh, I'll be trying to find ways to make it work for my alt.
Double Wabers are gonna be totally rad regardless.
I've been wanting to use twin daggers since the game came out. Hell, I've gotten to a point where I use that style whenever I can, even down to them being Levia's main weapon type. I've been waiting for them to come out so I can use them again. Now that everyone else is stoaked about them, I feel like a hipster. Go back to double sabers and swords, leave my weapon type alone!
At first, I didn't like the thought of twin daggers having the gimmick of having to stay afloat to build their gear. Then I remembered that Levia built her fighting style to work both underwater and on land. Well, what's more underwater styled than fighting while flying? This may work out to my favor.
Still, I prefer fist's gear. Faster attacks the more you attack? That's a pretty neat way to fight. Build up your speed until you overwhelm your enemy. And speaking of fists, I wonder how the PAs are going to be handled for non-fist using characters using unarmed. Will they not have access to fist PAs? I think it'd be neat to be a hunter and do neat fist attacks.
Only thing I'm annoyed at is... No partisan and daggers in the same class. That's all I ever want in a PS game, and I never get it. PSO had twin daggers not interrupt enemies right and partisans be too fast when you get a battle unit. PSU had no fighting classes that S ranked both of them (though Fortefighter's A rank was pretty much good enough, considering their attack rate and fF's attack power). PSP2 finally gave me a taste, and it was beautiful. But now I lost it again! I know that subclasses will let me do it, but I wanted to hybridize myself. Maybe pure hunter is better, but it's not nearly as interesting.
Bah. Lances are Zofael's weapons anyway.
Fighter is amazing, that is all.
(Also breaking ragne's legs is for non-fighters)
edit: also daggers aren't at all gimmicky and are in fact amazing, so mobile and so awesome.
It's a great day to be able to hit the Vol Dragon's higher horn as a melee class.
You already could pretty well with rising edge, but this is just so much more reliable that it'd be like sniping wynderas with sonic arrow.
Which I'm also unfortunately very practiced at.
I'll say this much. Knuckle Fighter VS Ragne's Legs = easiest thing in the world... well as long as you don't have aggro... err... not the main target. Even then it's still doable. Here's how... or atleast before, and if, they nerf it...
Step 1: Jump
Step 2: Punch
Step 3: Dodge
Step 4: Repeat Steps 2 and 3
Step 5: ???
Step 6: Profit
You can stay suspended in the air as long as you don't go beyond the first punch, and/or get hit. Does not work on the ground because you take a step forward everytime making you go pass the leg at times.
Whenever you dodge you reset the PA and your basic attack, so if you want to JA your first PA should be the one that can do a good amount of damage. I put Dempsey Roll, I mean Bogga Danga... I mean Pendulum Roll there not for the damage but for looks.
Even easier: Lock onto weakpoint, then use daggers and spend the entire fit in midair homing on his weakpoint again and again while hitting nothing else.
The issue with hunter was it had no specialized ranged options, like bullets or space magic. With daggers you are the bullet.
And it is so delicious.
Yeah, I forgot that important word: continuously.
See above. If you're using shooting mode you can stay in the air almost indefinitely with Serpent Air.
Let me know when daggers home in on targets then get a damage boost for repeatedly attacking in midair.
What he should have said was "reliably and without major hassle."
Some of the better PAs I've discovered:
Deadly Archer (Double Sabers) - Ridiculously powerful PA if you know how to use it right. This thing hits like 6-8 times optimally and does some really good damage too. With a decent weapon it should one-shot most things on lower difficulties if you get all the hits in, which isn't hard to do reliably with a little practice.
Tornado Dance (Double Sabers) - Tears through trash mobs like nothing; very easy to control and it's very strong too. Great to chain off of a Step Attack.
Raging Waltz (Twin Daggers) - Nuff said here, extremely useful on bosses and flying enemies.
Scare Fugue (Twin Daggers) - It's a "grab" move which sorta loses points with me, but it's really strong and chains pretty nicely off of Raging Waltz.
Wild Rhapsody (Twin Daggers) - Not the best damage in the world, but it's very easy to use continuously and it'll keep you airborne for as long as you have PP really. It's the new Serpent Air for me.
Dark Scherzo (Twin Daggers) - Because you gotta have a PA with some range sometimes. Torn between this and Raging Waltz on my palette.
(haven't messed with Knuckles much yet)
So, Double Sabers have become my trash mob killer and Twin Daggers are excellent in boss fights. The Shift action on Daggers is extremely powerful if you know how to time it--it's like a JG that doesn't reflect damage, but keeps you in the fight and works from all directions. It's becoming really easy to remain damageless in some boss fights because of that skill alone.
(and am I the only one who thinks the Fighter skill tree is freaking terrible? I'm not digging Brave/Wise Stance at all and that's pretty much the only creative skill we get to play with. Lame.)
Knuckles when you use them the normal way are fun but when you get gear....it's beast mode.
Twin Daggers are pretty fun., notably Raging Waltz. This PA closes in on enemies too easily and they get combo'd forever. If you have it as first PA, you can spin in midair to reset your air PA order and re-use it when needed. This helps you close in on bosses that moved out of reach or search for a new enemy to snatch up.
By staying above them in the air and attacking, you are COMPLETELY untouchable from Ragne, Rockbear, Gwana, and Vol. I think missiles from Trans are the only thing to worry about but I could be wrong. I feel bad for Ragne weakpoint. Definitely not a good weapon for Cater though.
Double sabers are really good. As someone said, Tornado Dance and Deadly Archer are ridiculous and I think it has the best gear.
Knuckles feel lacking. Mediocre PAs (I like Straight Charge), bad air control, short range, mainly single target. Might be good once a character has good items. I need to see it's maximum damage potential. If it will be useful, then it would probably be a boss killer when bosses get stunned.
Overall, it feels like Fighter is a class that would benefit the most by switching weapons for the right situations. No one weapon is useful in every situation, which I can't say the same for Hunter.
Fists are quick and have really decent damage, with the right combos the weapon just flows together so well. Plus, with a maxed out gauge, you can pretty much spam the "block" button and NEVER get hit.
Without gear gauge, however... It's exactly as you explain it.
WITH gear gauge? The only flaws I'd find in it is the inability to efficiently swap from air to ground combat.(Which you'll rarely feel the need to do once you get your combo off on your targets) and the PP costs of it's attacks. Also all of the PA's change completely with the gear, gaining more range and flashier effects(Not sure about power other than DPS from the incredible speed boost.)
Some of my thoughts and observations:
- Twin Daggers are THE boss killers. They mutilate bosses like nothing else. The only bosses I've found thusfar that are better to fight with other weapons are Gwanahda (Double Sabers, for mass killing his tentacles) and Tranmizer (Knuckles seem to be better here IMO).
- Double Sabers destroy trash mobs.
- Knuckles are best for strong non-boss enemies (with the exception of flying enemies, which Twin Daggers always wins out on).
- Twin Dagger's Divekick PA (I don't have the game open at the moment so I don't know the names) is incredibly useful. If you don't properly time it, you can end up missing the enemy after hitting them once, but the JA window on it is huge, so you want to wait till the enemy has stopped flying back and it will home right back in on them. 3 of those will kill most enemies, from what I've seen (some enemies take only 2) and again, with proper timing, it will never miss.
- Knuckle Gear is a HUGE improvement over base Knuckles. Without it, Knuckles feel very underpowered, but with it, you can rip through enemies like nothing. It's PAs are very powerful and since it attacks so fast with Knuckle Gear, you generate PP very quickly.
- Brave Stance and Wise Stance both look worthy of investing points in, for different reasons. Their attack boost is pretty good and the opposite side's attack reduction isn't too bad in the event that you screw up a hit or two. When fighting enemies that you will pretty much always be in front of (like the Rockbear, Gwanahda or Vol when not breaking his tail), there's really no reason to not be using Brave Stance, and of course, the reverse is true as well - enemies like Caterdran/sa and Tranmizer are prime targets for Wise Stance. However, I think it's probably better to not use a stance when fighting Banther/Banshee due to how often they move around.
- Knuckle's dodge is possibly the best evasive move in the game. It has HUGE invincibility frames and you can do it over and over very quickly. I would say it has about the same speed as Just Guard, but it's invincibility stays active longer than Just Guard's does.
I'm kinda torn on whether to max out Brave/Wise Stance or just invest in S-ATK, because I'm just not feeling the Stance concept. I see huge damage potential but against some bosses it just seems like it'd be really irritating. I'll just go for all the Gears for now and await further research.
So we all agree Twin Daggers are incredibly awesome against bosses, so I'll throw out a discussion question: what is your favorite Dagger PA for damage-dealing? Using Raging Waltz to dash yourself up to a boss weakpoint is a given, but I'm trying to figure out a good DD chain for when I'm in the air. I personally like Scare Fugue and Wild Rhapsody, but I don't have all the PAs capped yet so I can't do a good comparison. Thoughts?
Daggers cool, but so fast..
I love Knuckles, I wish they had a little bit of range of PSU's Knuckles on some of its PAs (i.e. that ground pound move even with Gear is lacking) but overall I'm pleased with em. That Evasive Sway at full gauge lets you slugged out in boss's faces without much care.
The whole concept of Brave/Wise Stance I still need warming up to, Hunter's Fury Stance spoiled me. It was just "pop it and forget it" type deal and everything was all good now it kind irks me knowing my damage is cut some just because I'm not in the right stance especially considering some enemies weakpoints are in their back and stance changing is not instant.
So, Dual Sabers gear is an AoE attack placed on the block button, it has 3 stages. When you press block it uses all built up charges (up to 3).
EDIT: Oh, forgot to mention, it works a little like rafoie/rabarta - you launch it and it spins around, difference is that it follows you and the range isn't as big but still pretty nice; you can continue attacking with no problems and even JA combo the AoE attack if you manage to pull off filling it up so fast. The gear is filled up by attacking with normal attacks and photon arts, doesn't matter whether you are or on ground or in air.
Anybody notice that Twin Daggers seem to have auto Just Guard properties during normal attacks? Haven't figured out the exact timing yet though.
I've noticed.
And how do I effectively dodge with knuckles..?(talking about the sway thing)
@Indigo - it just guards with that spin special thing too.
Only during certain parts of the attack though. I'm double checking right now.
Edit: It totally does.
http://s11.postimage.org/q46nkne77/p...110508_000.png
http://s12.postimage.org/l5wgs2d2l/p...110700_012.png
I've only checked the first attack extensively so far. It seems to happen in-between the two hits. I know the third attack also can auto Just Guard, it's how I first noticed it. I'd assume the second attack can as well.
You're right, it does. It's probably during the the very cut animation...like...when the cut hitbox is active. It shows so in the little video you get at the first dagger mission with Ohza even =w=.
I agree that Fighter class seem to have to swap between weapons more for different situations...though I wanted to especialize in a single weapon with each character. I might try to force the weapons to be useful in all situations..
what has been consufing me about Fighter though is the Brave/Wise stance. It says "front" and "back"...but this concept is a bit relative...I'm not sure how to read it. Would it be the front and back of the enemy as a whole? or of your current target? (for example, Vol's tail would be considered "back" no matter what, or it would depend on what angle you're hitting it from?"
I find the enemy as a whole idea more plausible, but then...some enemies have some spots that are dubious about wether they're "front" or "back"
-Ragne's weak point: it's front or back? <_> ...if you'd divide ragne on the middle, the weak point would stay on the "front"...but we usually hit it from the back..
-Vol's upper horn: it's situated more or less at the middle of his body...front or back?
-Gwanahda's tentacles: do those have a front or back at all? ._.
-Big Vardha: ...... <____> HOW DOES THIS EVEN!
among other targets...
what do you guys think or know/tested about it so far?
also, it seems the idea about stances would be to swap between them according to the enemy's weak spots / break point location...but what if you focused on one single stance?
I noticed that at lv5, the brave stance raises the front atk by some...and decreases the back one just by...Idk, 20%? And the more you raise it, the more it decreases the back side atk while increasing the front side.
While the "Brave Stance Up" skill only raises the front damage, not giving any penality to the back damage. So maybe a good idea would be to get the stance just to lv5 so you unlock the stance up skill and then invest only on the stance up skill?
and then use the other points you won't be using on the other stance/side of the skill tree on s-atk boosting, so your base damage is already pretty high, and you get an even better boost on the side you chose to specialize in.
also...I'm taking the critical thing skills are like the Hunter one?...so it's somewhat pointless if you have high DEX?
for now I'm doing the same as Cocona too anyway...going for gears only. Those stances look a bit confusing to me yet, due to not knowing what EXACTLY is "front" or "back" on all targets.
Iiiinteresting.
I've been using fists on trash mobs mainly, because the gear and idle animation are fun. Just to practice with them. They're more limited than I'd have liked, but that isn't actually a problem at all; if anything it's a boon like the sword's limitations. You learn to be better, and are better for it than other weapons. They're extremely close range with most attacks, but that's not a problem if you use the flicker jab (the 3x cone-shaped punch) and straight charge. The loss of gear, like daggers, is not a big deal. You can recover gear in two swings - step attack is a must with this weapon, more than any other. Each hit recovers a very nice amount of PP. Goes amazingly with either stance, since being so close you know where you'll be hitting. Both stances work too.
Daggers are just amazing. They're decent against everything, but when it comes to trash mobs only two or three moves really help taking more than two things down at a time (up at a time?). The gear is great, pretty fun to use. If you place raging waltz in the first slot you can start every single attack with a twirl -> waltz for two gear bars at the start of every attack PLUS get JA for it. Short polka (wtf? who comes up with these names?) is great in midair or on the floor. Raging waltz actually has brilliant damage, I get better crits than the second hit of symphonic drop.
edit: Oh yeah, with daggers for killing bosses I find wise stance a MUST. They are FANTASTIC at hitting weak points, which are frequently on backs. I don't know if it counts since they can be towards the front of the boss, like ragne's weak point or vol's back horn, but I use wise stance anyway. I'll do crit testing later.
Double sabers, well, I love them, but I haven't been giving them as much focus as knuckles and daggers because I don't have the gear yet. I had the luck of finding illusion rage when grinding to unlock fighter, so needless to say they were particularly fun as soon as I found a 1* double saber...
Oh damn, that's cool as hell. Must be when the two blades come together in the animation? Between that and the omnidirectional JG of the Shift action, there's certainly plenty of defense on Dags.
Oh, on a quick add about Twin Daggers.
What annoyed me at first about Raging Waltz is that it'd home me to the enemy, but I'd fly way higher than the enemy itself, making me unable to combo afterwards on most enemies...(or at least forest ones)
but after I got shooting polka I found out it combos perfectly with raging waltz...as in: raging waltz > shooting polka
the swirl > raging waltz gigawuts just commented is also a great idea. If you do swirl > raging waltz > shooting polka you're suddenly with your gear maxed already, midair. Sexy =w=
So, about the stances!
I'm only fighter 14, but I got wise stance to 5 and wise stance up to 1.
At level 5, wise stance increases damage by 125% and decreases it by 85%. At level 6, it would increase by 126% and decrease by 84%. I expect similar numbers on brave stance.
In theory, it should be, at level 10, 130% increase and 80% decrease.
Wise stance up, at level 1, increases damage as a whole (there didn't seem to be any indication of placement) by 2% while in wise stance. I wouldn't be surprise if it went up to +20% at level 10, though I wouldn't be surprised either if it was more of a 15% thing.
Maxing those two would mean dealing 145~150% from the back and 95~100% damage from the front.
Which would make maxing those 2 very, very worth it. You'd spend all your time with the stance active.
In the end, it would be the melee version of rangers' weak hit advance. And it would be awesome.
Now the weapons...
Well, Twin Daggers are amazing. Range is short and low on mobility with the basic attacks, but the PAs are incredible. It deals good damage while being unhittable due to all the aerial-ness of the attacks. And then there's the auto Just Guard, which feels like some sort of offensive parrying. Wow.
Knuckles hit like trucks. I didn't expect those to hit SO hard. Pendulum Roll (the dempsey roll) being particularly strong. I didn't get to use the more AoE-ish PAs, but they're such a simple, effective weapon, much like the sword. You punch things and you punch them hard.
And then Double Sabers. I don't really know what to say aside that they are so rad. They are the AoE centric weapon of the bunch and I really like that. Tornado Dance is surprisingly awesome, the battle mobility it provides is something I like a lot. The Illusion thing PA is the heavy hitter, and quite enjoyable to use, though the animation can feel pretty long when you want to dodge. I barely use the other PAs, those two being so good. The grab PA looks sweet, but the range and damage is... Very lackluster. I expected something more powerful from a grab, but at least, it's fast.
Quite pleased with Fighter overall, the new weapons are so awesome... I wonder if I'll be able to play Hunter again.
Oh?...I thought the stance up skill would raise the damage only from the side the stance specializes in...not overall damage.
if it DOES raise overall damage, then it's pretty good o.o...it would cover up the loss from hitting the wrong side, and cause even more damage from hitting the right side.
We need confirmation on this though...I think raising the overall damage sounds a bit OP for the skill...but I wouldn't mind at all if that's the case.
but still...what about the "front"/"back" definitions?...am I the only one who thought of this? @_@
I didn't look too indepth about this...
But from what I've seen, every part has its own front/back. I'll see what I can gather from that Caterdran I'll soon fight.
[...]
Ok so, every part seem to have its own hitbox, kind of... It seem like it may work differently depending on the part.
Its tail always count as a back part. On the other hand, while hitting his body, depending on the angle, damage would be either reduced or increased, and that's taking into account his "fleshy" parts.
It's probably part specific and not a whole. I also remember fighting Vol Dragon and his legs clearly had a front and back section.
And I rechecked Wise Stance Up. It's (sadly) back only. But that's still a significant increase in damage.
Okay so I can't provide a video for the reason I did not get more ram I'm saving up for a new motherboard and who knows when I'll be getting that; if anyone wants to provide a video go ahead I'll update the op with it.
Loving the mob clear with Double Sabers, they also hold their own against bosses too (though Daggers are definitely the quicker way to go, it obliterates Rockbear and Ragne). Not gonna bother putting points into the crit boosts since it's not worth it. Which means I've got lots of free skill points for only getting DS mastery.
Skill points seem to be easier spent on this class than on the others. Nothing seems worth getting on techer, which somehow makes the choices even harder. And the only four abilities that look special with gunner are on opposite sides of the tree, making you chose two of them. In comparison, fighter seems like force. All the good stuff is right next to each other, so it's easy to fill up on useful abilities. Unlike force though, there isn't just one good tree, one mediocre one, and one bad one. There's two good ones.
Of course, you need to chose between focusing on a weapon and getting good skills, or getting all weapons and picking your skills wisely. Kind of useful for people who don't like double sabers out of simple spite.
Twin daggers step attack seems to be the fastest for mobility purposes.
But knuckles with gear is actually quite a bit faster. It has replaced normal walking for me.
Just got Straight Charge which was last Knuckle PA I needed. That thing is beast. Like a more controllable Bogga Zubba from PSU. With Gear gauge at max the hitbox is slightly larger than the special effects graphics let on, really impressed by it. Perfect mob slaying PA, just plows through everything.
That's weird. I usually set it to render as an mp4 with 720p at 30 fps.
Well I fixed the lag setting but im randomly losing 1 clip each time I render.(not losing the actual clip but video goes dark)
1st try I lose a twin dagger clip, 2nd try knuckle clip but twin dagger clip works, 3rd dagger pa again.
The funny thing is when I watch it in Sony vegas pro the clips show fine. I'm still at it though will post it when I fix this problem :-(
Update OP with how to get fighter class.
Well, call that dumb luck but I've just found "Oboro", a 8 star Twin Dagger while doing some COs with my Hunter. Got it to +7 using limited grinders and yay, a weapon with 100 attack more than the one from the premium package. Now to get some sweet skills on it and I'm done until the cap I guess.
http://i.imgur.com/itd13.jpg
OBOOROOOO
I envy you >:|
@Dycize
yeah...it seems the stance up thing boosts only the damage from the side of your stance.
I'm still rpetty confused about what to do with my Fighter skill tree...all I know for sure is that I won't want to get neither of the stances themselves above Lv5...to invest in the stances I'd rather put on the stance up skill that doesn't penalize me for leveling it more.
I'm guessing the critical is to be ignored too...unless you have no DEX boost in your mag/equips?
@Crimson Exile
the video is a bit choppy yeah...and I know that error in vegas that one of the clips go black...it happened to me before too. But on my case it would show on the preview in vegas, so I didn't have to render it again and again.
maybe changing the render settings could help?...I often render my videos in .wmv I find it a good format size/quality wise
Yeah, stance criticals are as bad as fury stance critical, if not worse, since fury adds pure atk, thus making your damage range bigger, whereas brave/wise add damage based on your actual damage.
Well, the first thing you want to do is get the gear(s) you want. After that, 2 choices : either you upgrade your stance(s), or you take the passive skills. At this point its mostly a matter of choice and of build. If your mag already has a good amount of s-atk, s-atk passives aren't needed. HP up is... Well, HP up.
Out of the 2 stances, brave stance is the better one, imo. Ennemies generally face you from the get go, so no need to get behind them or spend too much time positioning. Against bosses, they either have an obvious weak point (rockbear, caterdran, disarmed big vardha) where you might want to spend the whole battle with your stance active, for the others, they're generally more tricky. In the end, your choice.
I have it fixed lag free/choppy also. I'm currently uploading it now :D
The funny thing is that my problem was simple for some reason you can't go to another tab while rendering or clips may go black.
So every time I went to my browser some clips would go offline.
For the choppyness I think Vegas app was messing up yesterday when I was rendering the video. Just finish checking the video everything should be fine.
(For sony vegas to be known as a Top video editor it sure had a lot of problem :-?)
I will post new video when it is finished uploading! ^^
Hands down fighter is the funnest class.
Nice find on the oboro dude! That's a weapon I'd probably equip straight away upon finding it.
This skill tree exists to give min/maxers fits. You basically have to decide from the beginning whether you want all Wise or all Brave, and that decision is dependent on which gear(s) you want unless you want to hybridize and go somewhat insane, kind of like the suffering Sword Gear puts one through, but worse.
I guess it depends on how useful Double Saber Gear is. Wise Stance isn't bad, but if you want Knuckle Gear, and especially Dagger Gear, you may as well go all-in on that side of the tree, getting Brave Stance to 5, Stance Up to 10, and both S-Atk Up skills available to 10.
If you want Dagger Gear and Double Saber Gear, though... well, that sucks. You stand to lose 50 or more S-Atk, and you either get the Gear on the other side as soon as possible and hamper your overall damage for every level it takes you to catch up, since those points could have been spent on increasing the effectiveness of a Stance, or you work on the Stances of the Gear(s) you picked first and get the other Gear(s) at the end of your career, at least the end of it at the current level cap, giving you less time to fool around with it.
On that note, I'd love to punch the bastard who decided to bury the Gears deep on opposite sides of the tree in the first place.
Ugh, I know, I'm tiring of the way they're designing trees. Unique abilities should be at the top of each tree, like force's element specs. Ranger is the worst offender at it - there's a reason very very very few rangers get into traps...you spend half the SP just getting to the fucking things.
There should have just been a third branch with the gears in it, with basic stat modifiers being their unlock requirements. Then you're free to choose on your own accord whether you want to go Brave, Wise, or some of both.
Though knowing this game, some dick would bury one under HP or S-Def Up.
Anyone else noticed the Deadly Archer PA (Double Saber) seems to ignore defense? o.O
I'm not 100% sure, but when I was killing Vol Dragons with DS for the Barbara CO, when the Vol was in his last stage the other PA's damage was lower, while the Deadly Archer was still hitting the same thing. It was almost like all the Dragon was a weak spot o.O
I'm pretty low level with Fighter and didn't really test it, but something seems wrong with that PA's damage.
I definitely notice it does not ignore defense. Find a breeder/breeahdah/whatever and attack its face, then attack the red core on its back/eggsac. You'll notice a considerably difference.
What you're seeing is the multiplier for attacks. Each attack has a different damage multiplier. For instance, a sword's first swing has a higher multiplier than its second swing (discounting JA etc.). PA's are the same way. Even in the same chain on the same hitbox, you can get two crits from one PA that have two different damages, because those different hits had different multipliers. The biggest example of this is heavenly fall, where you grab for a bit of damage and them smash for a ton more damage.
edit: But then again, I've had thoughts that certain hitboxes have the same defense but also have a multiplier for damage taken (e.g. weakpoints, ragne always takes immense damage on his core, far more than something with even 0 defense seemingly should). You might actually be right.
How exactly do the Brave/Wise Stance Up skills affect Brave/Wise Stance itself? Is it better to raise the Stance or the Stance Up if you do not have enough points to raise both?
Here's the fighter skill tree on my wiki so far. http://p2o.wikkii.net/wiki/Fighter_Skill_Tree