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  1. #1

    Default Force Talent Tree Talk

    So I did see a few other threads with some ideas but I wanted to make a thread talking about the Force Talent Tree. Right now I went with what most people are doing with:

    3 Tech Damage Up
    5 Fire Mastery
    5 Fire Charge Boost S
    1 Charge Tech PP Revival

    I'm wondering where to put the rest of my points. I see a lot of people putting points into Bolt Tech PP Save but is that really worth it? Considering you could also simply boost Tech Damage for everything by going with either the first Talent in the tree or the Charge Damage Boost Talents you have unlocked in the Fire Tree?

    I'm trying to debate on the best course of action for maximum damage. Also does anyone know how much damage the Tech Damage Up Talent boost will actually give you in terms of damage?

    Just wanted to get some other players insight. I'm torn on what to spend the rest of my points on. Right now I mainly use RaFoie and GiGrants. I do use GiZonde occasionally but it feels somewhat buggy where it doesn't always hit the target and sometimes I feel like it travels to other targets but doesn't show/do the damage. Is Bolt Tech PP Save really worth it over the other damage boosting talents you could get or PP UP.

  2. #2

    Default

    I'm Level 28 currently; Bolt Tech PP Save is paying for itself. The concept of swarms of mobs being a threat, is completely nonexistent now. Hard Ragne's adds may as well not even spawn.

    If you don't want Bolt Tech PP Save, max Flame Tech S Charge and go from there; it's the only alternative that I feel competes. Being able to throw out Fire techs at twice the speed is invaluable, to the point where I expect most Forces to have both PP Save and S Charge maxed when the cap hits 40.

    Do not ignore these abilities. They are your biggest damage boost.

  3. #3

    Default

    Ya but you're stuck using Zonde forever with Bolt PP Save. If I went something like just pure tech power up with Tech Charge or the first talent in the tree I'd be able to use any spells I want whenever and they would all have extra damage.

    Plus Bolt PP Save only works with the Zonde Tree Line Correct? So if you go that route you'd want to max out Bolt Mastery as well for the damage since you'll only be using Zonde spells for the most part.

    I wish they have a Light Tree.. I also wonder if there will be a Wind/Dark Tree eventually.

  4. #4

    Default

    Quote Originally Posted by FenixStryk View Post
    I'm Level 28 currently; Bolt Tech PP Save is paying for itself. The concept of swarms of mobs being a threat, is completely nonexistent now. Hard Ragne's adds may as well not even spawn.

    If you don't want Bolt Tech PP Save, max Flame Tech S Charge and go from there; it's the only alternative that I feel competes. Being able to throw out Fire techs at twice the speed is invaluable, to the point where I expect most Forces to have both PP Save and S Charge maxed when the cap hits 40.

    Do not ignore these abilities. They are your biggest damage boost.
    I do agree it is a nice ability, but I find that this is a fairly lack luster ability when you take into account the fact that if you go into the fire tree... you are going to get PP charge revival

    Yes in large groups of small enemies, where you do not have to worry about your PP pool as much, Flame Tech S Charge is amazing, but when you get to bosses that take huge amount of damage to take down... problems stat to come up... such as not having an unlimited pp pool

    If you are finished charging and casting in half the time, then you are also diminishing the effectiveness of Charge PP Revival due to the reduced time to charge an ability. So, atleast on paper by having Charge PP revival (and limited PP reserves), you would instead want to go for higher damage to make each PP more effective, and to top things off... you are doubling your pp usage

    The main problem with Flame Tech Charge S is that PP is the main limit to your damage, not the charge speed, though it will probably let you get off an extra attack here and there... I don't think this extra attack will be enough to make up for the PP starvation you will be facing with Flame Tech Charge S

    For these reasons I believe Pure damage should be built if you are going into the Fire tree, though I am not sure if this is completely accurate because I have not done the math on it...

    my planned build: http://ryuhiroshi.ry.funpic.de/pso2/...!IEkbI2e2Ixinj

    I decided to go fire tree to try and be elementally neutral as possible, for future content releases

    also 1 point into each element because the first point is 5% for each
    Last edited by moeri; Jun 26, 2012 at 09:33 AM.

  5. #5

    Default

    Ya what you have is something what I was thinking about going for. The one point in each mastery makes sense since it gives you 5-10% damage right off the bat I think for one point.

    The only other things I'm considering are going for PP up (probably in the freeze tree since Freeze boost would be way more useful then shock boost) and raising the primary Tech Damage Up skill you start with. Does anyone know how much 50 Tech Power equates into damage?

    Right now we don't have the points to go for both thought. Going down the freeze tree for photon flare might be worth it later on as more levels open up as well.

  6. #6

    Default

    Quote Originally Posted by moeri View Post
    The main problem with Flame Tech Charge S is that PP is the main limit to your damage, not the charge speed. If you are finished charging and casting in half the time, then you are also diminishing the effectiveness of Charge PP Revival due to the reduced time to charge an ability.
    Ah, but you have made an oversight: how, pray tell, do you spend the surplus of PP generated during your mag's Photon Burst? Without Flame Tech S Charge, you are bound to waste the tail end of it sitting pretty with a full PP bar.

    Make no mistake, I agree that PP efficiency is key in maximizing Force's damage output; it is for this reason that every Force grabs PP Revival and Bolt Tech PP Save. However, even these two abilities ignore the lesser half of the puzzle: they don't have a PP dump during high-generation scenarios. It is only through Flame Tech S Charge that you can finally address this failing.

    I encourage you to both plan beyond the Level 30 cap, and investigate exactly how potent Charge Tech Advance really is. I am led to believe that there are better ways to spend your SP...

  7. #7

    Default

    Quote Originally Posted by FenixStryk View Post
    Ah, but you have made an oversight: how, pray tell, do you spend the surplus of PP generated during your mag's Photon Burst? Without Flame Tech S Charge, you are bound to waste the tail end of it sitting pretty with a full PP bar.

    Make no mistake, I agree that PP efficiency is key in maximizing Force's damage output; it is for this reason that every Force grabs PP Revival and Bolt Tech PP Save. However, even these two abilities ignore the lesser half of the puzzle: they don't have a PP dump during high-generation scenarios. It is only through Flame Tech S Charge that you can finally address this failing.

    I encourage you to both plan beyond the Level 30 cap, and investigate exactly how potent Charge Tech Advance really is. I am led to believe that there are better ways to spend your SP...
    Well, it seems I have much to learn, because I did not know my mag was giving me PP during its photon blast. Though photon blasts are fairly short... so I do not think it will be enough PP to make a difference in an extended battle.

    I will look into this when I get back online

    Though it is still only for fire techs, and I am worried... that putting things into one element might be a bit dangerous

    You make a good point nonetheless and testing will need to be done to determine the effectiveness of the ability

    I am still worried that a photon blast would give a huge spike in damage, then afterward damage output would again be lower, eventually overtaken by a character without Flame Tech S charge

    I encourage you to both plan beyond the Level 30 cap, and investigate exactly how potent Charge Tech Advance really is. I am led to believe that there are better ways to spend your SP...
    Precisely why I am so worried about spending points in particular elements
    Last edited by moeri; Jun 26, 2012 at 10:16 AM.

  8. #8

    Default

    Quote Originally Posted by FenixStryk View Post
    Ah, but you have made an oversight: how, pray tell, do you spend the surplus of PP generated during your mag's Photon Burst? Without Flame Tech S Charge, you are bound to waste the tail end of it sitting pretty with a full PP bar.

    Make no mistake, I agree that PP efficiency is key in maximizing Force's damage output; it is for this reason that every Force grabs PP Revival and Bolt Tech PP Save. However, even these two abilities ignore the lesser half of the puzzle: they don't have a PP dump during high-generation scenarios. It is only through Flame Tech S Charge that you can finally address this failing.

    I encourage you to both plan beyond the Level 30 cap, and investigate exactly how potent Charge Tech Advance really is. I am led to believe that there are better ways to spend your SP...
    Its a waste of points for a photon blast really. Even if you got it just for that sole purpose after its done you're back in the same situation. To be honest,if you look at it past 30 you're damage numbers are just going to get higher and higher make the % charge boost higher.

    I also imagine that gear down the road will have more PP on it making the Bolt Tech PP Save less and less useful. Or you simply could dump into the PP talent to get 50 more PP which can be used all around. You have to factor in that Resta cost 30 or so as well its not cheap.

    It seems most people are not factoring in the Wind and Dark tree that are not release as well as Light Magic. GiGrants is amazing and grants at level 1 does really good damage. You can stick with one element and level up the mastery since they are no weaknesses but why not have strong magic all around? It just seems boring to stay with Lightning because its the cheapest. You'll also probably end up doing more going all around.

    If you stick to weaknesses this is very true since they do more damage.

    For all we know Wind Magic could be the strongest like Earth was in PSU. It be more worth while to plan for that then to place all your tokens on Lightning.

    I think people going for the lightning tree are placing all there coins into one basket. It seems if you go that tree you're setting yourself up to simply use Lightning always. I think its better to use the correct element on boss fights it seems. Especially like Vol Dragon where you can freeze his feet for example.

    I guess in the end it wont matter you'll do fine with whatever way you go. You could go in with no Talents and S rank everything under the right time-limits with a team still.

  9. #9

    Default

    Quote Originally Posted by Zorian View Post
    Its a waste of points for a photon blast really. Even if you got it just for that sole purpose after its done you're back in the same situation. To be honest,if you look at it past 30 you're damage numbers are just going to get higher and higher make the % charge boost higher.

    I also imagine that gear down the road will have more PP on it making the Bolt Tech PP Save less and less useful. Or you simply could dump into the PP talent to get 50 more PP which can be used all around. You have to factor in that Resta cost 30 or so as well its not cheap.

    It seems most people are not factoring in the Wind and Dark tree that are not release as well as Light Magic. GiGrants is amazing and grants at level 1 does really good damage. You can stick with one element and level up the mastery since they are no weaknesses but why not have strong magic all around? It just seems boring to stay with Lightning because its the cheapest. You'll also probably end up doing more going all around.

    If you stick to weaknesses this is very true since they do more damage.

    For all we know Wind Magic could be the strongest like Earth was in PSU. It be more worth while to plan for that then to place all your tokens on Lightning.

    I think people going for the lightning tree are placing all there coins into one basket. It seems if you go that tree you're setting yourself up to simply use Lightning always. I think its better to use the correct element on boss fights it seems. Especially like Vol Dragon where you can freeze his feet for example.

    I guess in the end it wont matter you'll do fine with whatever way you go. You could go in with no Talents and S rank everything under the right time-limits with a team still.

    I'm planning for after the open beta, so I've mad the decision to put 5 into Barta, and Zonde, and I'm going to make T-Atk Up get to 5 cause its currently at 3.

    But in the long run I plan to get charged teck, pp up, and just try to increase overall damage while still being able to use multiple kinds of techs to take down all the different bosses easier.

    IMO I love the Force in this game.

  10. #10

    Default

    Maximum damage? If that's what you want, you should strongly consider getting Photon Flare. The Tech Attack boost from that is pretty much ridiculous.

    Edit: By the way, why stop at 5 points? A lot of these "talents" increase in effectiveness the more points you put into them, with points from 6-10 often being more effective point-for-point than points from 1-5.

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