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  1. #1

    Default qoxolg and Arksenth's Guide on How to Melee TE!

    Recently there has been a slight surge in interest in playing melee Techer, so qoxolg and I have banded together to create a guide for those looking to go down this path. To warn those reading from the outset: do not be mistaken in thinking that a melee TE is a viable main at all. Even at best, TE has extremely poor damage output and extremely poor survivability, and is easily crippled in many game-play situations. However, TE remains a fun challenge for those who enjoy the challenge of playing a risky front-line game while juggling multiple gauges, so this guide is intended to help those people optimize their TE gameplay, such that they can move up their TE from complete trash-tier to... merely subpar tier with insane amounts of dedication, meseta investment and skill. Yay!

    This guide will briefly introduce you to the basics of TE, and then delve more in-depth into the two major options for TE subclasses and their diversified gameplay strategies - TE/FI and TE/HU.

    Wand Gear:

    TE's unique class feature is Wand Gear, which can be charged by landing charged techs and creates AoE elemental explosions whenever a target is smacked with a wand's normal attack. While pretty, smacking only one target with a wand doesn't do too much; despite having high multipliers, Wand Melee damage is still a normal attack, and Wand Gear Explosions cannot be Just-Attacked, making them even weaker than Wand Melee hits.

    However, the side of Wand Gear that isn't immediately obvious is that it is the only multiplicative AoE damage source in the entire game, drastically scaling up damage with the more mobs you manage to hit simultaneously with a wand smack. Which is to say: each target hit by your wand smack will generate a unique explosion, which then hits everything nearby. So if you have two mobs, two unique explosions will be generated, effectively doubling the damage of your Wand Gear. And if you have fifty mobs trapped in a Zondeel, fifty unique explosions will be generated for each wand smack you deal, hitting each mob fifty times.

    In this way, Wand Gear combined with territory-burst Zondeel can instantly propel Techer to the strongest mobbing option possible when large swarms are present - not only instantly demolishing every mob in the entire area with a single blow, but also providing ample support by continuing to trap and suction new spawns into a centered bottleneck for party members to finish off. Given the aggression, HP, speed, and spawn rates of mobs in SH difficulty especially, this makes TE a fairly strong asset for this difficulty mode in particular. Assuming that no Zonde-spamming FO is in vicinity, of course.

    Wand Gear alone provides incentive for TE to play front-line and up-close. Even when bossing when Wand Gear no longer shines as much, the sustained DPS and PP recovery of Wand Smacks can enable some unique strategies revolving around PP dumping and quick-charge Techs that a traditional FO may not find sustainable due to PP drain.

    The animation is also pretty flashy, and will vary based on the element on your wand. Note that regardless of the element of your wand, Wand Gear Explosions will paradoxically count as non-elemental damage, however...


    Techniques:

    As a hybrid casting-melee class, Techer has access to techniques. While not unique in this aspect - and certainly, a teching-focused FO main will do better than Techer in consistent damage/DPS from Techniques, Techer has unique playstyle considerations - charging Wand Gear and up-close combat with the option of seamless strong normals for PP regeneration - that may make its choice of techniques vary drastically from that of Force. Technique options that best cater to these playstyles will be discussed in detail in both the TE/FI and TE/HU guides below.


    Skills:

    The Techer skill tree has several unique skills that cater specifically to melee TEs. While these will be discussed in more detail in the sub-class specific sections with specific builds and trees, to briefly cover some of the more important skills:

    Wand Gear:
    A absolute must-have for all melee Techers - and in fact, I would also strongly recommend that even FO/TEs grab Wand Gear should they have access to a wand, given its only one-point cost and given how superior Wand Gear can be for demolishing swarms of mobs even over AoE Techniques.

    Territory Burst:
    To enable TE's multiplicative damage in Wand Gear, mobs need to be in range of each other. Zondeel is consequentially the single most important technique for a melee TE. Territory Burst effectively magnifies the range of Techer for gathering mobs for Zondeel, significantly boosting the mobbing capabilities of Techer.

    Wand Lovers:
    Wand Lovers is an active that brings a number of perks to Techer temporarily. It instantly fills up the Wand Gear gauge - which can be very important in situations where one doesn't have enough time to charge a technique. It adds a 35% multiplier for both wand and wand explosion damage. But most importantly, it gives Techer step attack for a limited time, giving Techer a stronger mobility and in some cases, dodging tool within its duration. Unlike most actives, it is quick activation and has only a fraction of a second of activation animation associated with it.

    Wand Reactor:
    Wand Reactor adds 40% of a Wand's T-ATK to your S-ATK, giving even T-ATK oriented Techers with full T-ATK affixed gear about equal amounts of T-ATK and S-ATK. The boost is extremely large, being as much as 400 S-ATK in some cases - or about 20% more wand melee damage for only 5 SP.

    Element Weak Hit:
    The only multiplier that impacts both wand damage and teching damage, EWH grants a 20% bonus when matching elemental weakness to the element on your weapon. It isn't a significant boost, but for melee focused TEs, there isn't much else. It does, however, work very nicely in conjunction with the diversity of wand choices that TE has, as explored below.

    PP Restorate 1:
    While TE doesn't have PP Charge Revival to have PP Restorate on at all times, PP Restorate does make a significant difference for moving between spawn to spawn, non-Teching down-time when TE is smacking with a wand, and dodging - which a front-line TE will be doing a lot of. Furthermore, it helps you dash faster by recovering PP faster for Assault Busters/Straight Charges.

    Assist Extend:
    Mainly important for FI subclasses, Assist Extend allows TE to instantly buff itself for a full two minutes in just one buff when combined with Adrenaline, making Shifta no longer a hassle but an easy-to-apply mainstay.

    Elemental Masteries:
    Where Elemental Weak hit gives Techer the ability to generalize in technique choices by element matching, specializing with Elemental Masteries is still an excellent option. For Wind, Light and Dark Elements, melee/hybrid Techer can achieve even greater multipliers by specializing in an element than traditional casters can, giving a truly strong impact to their techs. This works especially well with the heavy favoring of Wind these days, in addition to Technique Crafting giving Light and Dark renewed viability.

    Note that while Techer is advertised as a "support class" and has skills for Shifta/Deband, these are generally ill-advised and too weak to consider. The best support that Techer can bring is in the form of creating bottle-necks with Zondeel and to a limited extent, frontline healing - any other support such as Shifta/Deband should only be considered a very minor aspect of gameplay.


    Wand Options:

    TE has a number of wands with excellent latents to consider - with a wand latent boosting every elemental tech family, and a wand latent boosting every enemy type, TE has an excellent array to choose from. Furthermore, TE has a unique skill called Wand Reactor, which boosts S-ATK by 40% of Wand T-ATK for only 5 SP. Below is a chart of the S-ATK/T-ATK values of Wands when Wand Reactor is factored in. (Chart by qoxolg)
    Spoiler!
    Last edited by Dhylec; Feb 3, 2014 at 09:06 PM. Reason: boxed image

  2. #2

    Default

    TE/FI

    Mobbing: 4/5
    Bossing: 2/5
    Parties: 4/5
    MPA: 3/5

    TE/FI balances teching and melee by having decent multipliers for melee and excellent multipliers for teching - balanced out by the loss of PP Charge Revival coming from a FO sub, of course. The goal of TE/FI is to pump out super-charged techs and then toggle to wand smacks to do still comparable DPS while regenerating PP for the next relentless barrage of techs.

    Like all melee versions of TE, TE/FI is also quite reliant on using Zondeel to bring hordes of mobs together to smash in one go. Unlike TE/HU, TE/FI does have a little bit of versatility due to its powerful teching capabilities - so therefore, if you're in a MPA that has a trash Zonde-spamming Lightning FO inside it, you can still function to some degree as a techer so long as you watch your PP burn - PP reduction cost techs are excellent for this purpose. Likewise, for difficult bosses, TE/FI has techs to fall back on when it absolutely can't get wand smacks in - although you won't be as efficient as this as a FO with PP Charge Revival. Such is the peril of playing a hybrid.

    TE/FI works best with techs that can dump out large amounts of damage in short periods of time - for this reason, TE/FI has benefited immensely from the crafting update especially with its bonuses to Wind, Dark and Light techs. Since you're now using techs for damage as opposed to charging gear as with TE/HU, your wand gear charge can suffer a bit. Wand Lovers has helped significantly for this purpose.

    Note that since your wand smack and explosion damage isn't as strong as TE/HU except when you manage to afflict a Status Effect, you have a harder time bringing down heavies compared to TE/HU.

    Finally, as a bonus, you get access to both knuckle dashing - and the heavily prized Adrenaline, which lets you keep a very persistent buff on your character when paired with Assist Extend.

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Builds

    TE/FI builds tend to revolve around elements in order to take advantage of the insane multipliers afforded on both the main and the subclass for teching, similar to FO builds. Builds are ranked in order of viability, going down the list.

    Wind Specialist
    Spoiler!


    Wind Specialist EWH Build
    Spoiler!


    Dark Specialist
    Spoiler!


    Light Specialist
    Spoiler!


    --------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Equipment

    Unlike TE/HU, TE/FI does not have enough multipliers to make a Double Saber/Twin Dagger/Knuckle viable, so TE/FI focuses exclusively on Wands. Unlike TE/HU, TE/FI should be focusing on T-ATK, so Stina is no longer an option - however, Evil Curst and Windmill and other element latent specialist wands work even better on TE/FI than other classes. Check qoxolg's section for a more detailed explanation of wands.

    Elysion, paired with Wand Lovers, works incredible on wind-specialist TE/FIs and works beautifully with the PP-dump and wand melee alternating style that TE/FI prefers.

    Affixes (for both units and weapons) should focus on T-ATK and PP as your priorities. The Primula set, as with TE/HU, works very nicely.
    Last edited by Arksenth; Feb 3, 2014 at 02:21 AM.

  3. #3

    Default

    -void-
    Last edited by qoxolg; Jan 17, 2015 at 02:09 PM. Reason: Poopshit


  4. #4

    Default I like cookies!

    --

    *Written by LonelyGaruga

    Introduction to Techer

    Techer (テクター, or Tekuta) is a melee/tech hybrid class that specializes in close range combat and support tech usage. It is the only class with universal access to the wand category of weapons. Wands (ウォンド, Wand, or 短杖, which means short staff/cane) are tech weapons that feature low T-ATK, but high S-ATK. Techer's skills primarily augment wands and support techs, but skills that enhance the properties of wind, light, and dark techs are also present.

    About Techer
    -Techer features high T-ATK and S-DEF, but low HP and R-ATK. All other stats are average.
    -Techer can equip gunslashes and talises in addition to wands.
    -Techer primarily gets wind, light, and dark techs from enemy drops. Non-rare fire, ice, and lightning techs can be difficult to acquire.
    -Recommended races for Techer are Newman and Dewman.

    About Wands
    -Wand Gear triggers an additional attack after connecting a normal attack with a wand. This attack has a different graphic based on the element of the wand, hits all enemies in the vicinity of the attack, and is calculated using T-ATK.
    -Wand Gear is boosted by striking weak points and elemental weaknesses. It is also boosted by elemental PSE.
    -Wands feature the strongest normal attacks in the game, even without Wand Gear. When paired with the Techer skill Wand Reactor, wands also have the highest S-ATK of all weapons.
    -The basic strikes of a wand have 224/200/264 power for the first, second, and third hit, respectively, which averages to 229 power. Step Attack has a power of 100. Wand Gear has a power of 160.
    -Wands generally require T-ATK to equip despite having high S-ATK stats.
    -The dodge action of wands is normally Mirage Escape, but the Techer skill Wand Lovers changes it to Step and enables the use of Step Attack. Wand Lovers can be turned off freely, but has a 30s cooldown, so it is not possible to rapidly switch it on and off.
    -Wands have poor reach and limited air mobility. Techs can be used to mitigate these flaws.

    Techer Skills

    -Unique passive skill Extend Assist extends the maximum duration of Shifta and Deband applied by the user from 2 minutes to 3 minutes.
    -Staple skills include Territory Burst, Wand Lovers, and Shifta Strike.
    -Skills to avoid include Reverser Field, Mirage/Panic/Poison Boost, and Poison Ignition.
    -Rare Mastery Techer, Long Time Assist, Shifta Strike, Deband Toughness, and Reverser Field require Techer to be the main class.
    -Cookie cutter Techer build example.
    -Please check each skill in the overview for a detailed examination.

    Techer Skill Overview

    Spoiler!


    Techer Subclass Overview

    -Subclasses add the ability to use PAs and techs attached to that particular class, 20% of the class' stats, and the entirety of the skill tree, minus skills that are main class only.
    -In order to actually use subclass weapons, they must be equippable by the main class, in this case Techer.
    -Hunter, Fighter, and Braver are recommended subclasses for Techer.
    -Recommended Hunter base.
    -Recommended Fighter base.
    -Recommended Braver base.

    Hunter Subclass Overview

    Spoiler!


    Fighter Subclass Overview

    Spoiler!


    Braver Subclass Overview

    Spoiler!


    Techer Equipment

    Weapons

    Spoiler!

    Units

    Spoiler!
    Last edited by qoxolg; Jan 14, 2015 at 03:01 AM. Reason: yay!


  5. #5

    Default

    Excellent guide! Thank you very much.

    I just have one thing that I'd like clarification on...

    Quote Originally Posted by Arksenth View Post
    The animation is also pretty flashy, and will vary based on the element on your wand. Note that regardless of the element of your wand, Wand Gear Explosions will paradoxically count as non-elemental damage, however...
    Are you sure about that? I asked before if the wand attribute percentage affects wand gear explosions, and was told the following:

    Quote Originally Posted by Omega-z View Post
    @Lorne - Yes Wands elemental attribute % does affect Wand Gears explosions.
    So, how exactly does this work? The attribute percentage increases the explosion damage, yet it still counts as non-elemental damage? Or does the attribute percentage actually not affect the explosions after all?

  6. #6

    Default

    Wand Explosions work really, really weird. It uses your T-ATK, but counts as a "Striking Elemental Attack" and thus is granted the (weapon elemental attribute/100) bonus - but despite this, it's still non-elemental damage. All striking multipliers will impact Wand Explosions in general. Also, even if you JA your smack, the Wand Explosion itself will not be JAed, and thus cannot benefit from the 30% JA multiplier or any class-related JA skills.
    Last edited by Arksenth; Feb 3, 2014 at 03:00 AM.

  7. #7

    Default

    I've been running through the wand equipment list over and over and I'm still not sure where I should be diving into in terms of TE/FI. It sounds like Windmill and Evil Curst would cover all of my teching needs, but I don't know how important it would be to consider having every element covered in terms of smacking.

  8. #8

    Default

    Depends on what kind of build you're going for, duh. A Windmill is fine for standard wind builds, but if you're going to element match - which is a very good idea on TE/FI, by the way, you might want a wand for most if not all elements. The chart is there for you to decide what set of wands you want to tote around.

  9. #9

    Default

    I just want to stop by and advocate for TE/BR, which I find to be a very compelling combination. It's got similar power to TE/FI but with an omni-directional stance (although the missing Chase Advance Plus is a fairly large downside).

    What really adds to the class are the snatch step and just reverse cover skills, which augment the Wand Lovers step and lack of hyper/super armor into having additional flinch and recovery. The two skills are certainly more useful for TE than other classes.

    My build is far from complete (I still have yet to get a fast charge recipe for Nafoie, which is going to make a big difference), and I'm only using a 24 light Elysion so the results may be skewed, but the bonus damage on the explosion with a tech mag against darkers, weak points, and boost points is pretty notable and against groups of darkers seems to more than make up for the lack of bonus damage to the direct wand strike.

    I find it to be pretty fun.

  10. #10

    Default

    Quote Originally Posted by Arksenth View Post
    Depends on what kind of build you're going for, duh. A Windmill is fine for standard wind builds, but if you're going to element match - which is a very good idea on TE/FI, by the way, you might want a wand for most if not all elements. The chart is there for you to decide what set of wands you want to tote around.
    Alright, just wanted to understand how important it was to make use of EWH. I was already a little bit in progress but didn't want to dump too much money before making any mistakes.

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