-Hybrid class that uses melee and ranged attacks to operate effectively in any range.
-Allows access to katana and bullet bow PAs.
-Many skills that enhance katana and bullet bows.
-Skills that enhance the power of normal attacks and charged attacks are present.
-Skills that add additional effects to Step such as a damaging effect or the ability to Just Attack are present.
-High number of skills that emphasize Braver weapons limit build options.
-High powered normal attacks and techs, but poor Wand Gear damage.
-The skills Rare Mastery Braver and Combat Escape cannot be used when Braver is a subclass.
-Versatility and power present from Braver skills and weapons make Braver the highest recommended subclass to use.
Braver Weapons
Katana
-Striking weapon. Weapon action is guard. Dodge action is Step.
-Possesses many high speed and charging attacks.
-Katana Gear is accumulated through landing attacks. Katana Gear is activated by performing a Just Guard. Surrounds user in an aura that increases S-ATK (minus weapon S-ATK) by 30%. Also increases critical hit rate by 50%. Lasts until Katana Gear is depleted. Effect ends upon switching to a non-katana weapon.
-Katana charges require a timed release instead of a held charge. Charge times are universally 0.5s at the first release timing.
-Normal attacks are very rapid, short range. Good for building hits for Combat Finish. Short range can be compensated for with Zondeel.
-High-speed travel PA Asagiri-rendan performs a quick dash before a flurry of slashes. Can be canceled with Step, allowing for rapid movement. Excellent travel ability with PP Convert.
-Wide-range PA Kanran-kikyou performs a circular two-hit slash. Requires charging, extremely fast attack. Knocks enemies down. Good for building hits for Combat Finish.
-Several skills tied to katana usage. Please check Braver skill overview for more information.
-Recommended for high travel speed and Combat Finish. Not recommended for offensive purposes outside of Combat Finish. Katana Gear requires extended use of katana to be effective, not recommended for use.
Bullet bows
-Ranged weapon. Weapon action switches available PAs. Dodge action is Step.
-Possesses many charging and combo attacks. Step Attack and some PAs are striking attacks. Normal attacks can be charged.
-Some bows feature high T-ATK, making them suitable for tech usage. Techs must be used from the subpalette.
-Slightly slower Step speed than normal.
-Combo PA Banish Arrow copies damage done and detonates. Increases copied damage by 30% if performed with a Just Attack. 1.5s charge time, charging increases projectile speed and explosion range, but does not increase damage. Lasts 10 seconds until an attack is copied, detonates 3 seconds later. Is not affected by hitzones. Can be used with techs, high damage potential when using bows with high T-ATK. Copies Zanverse damage, but not damage done by other players, only the user.
-Extremely high boss killing ability through Banish Arrow combos makes bows, specifically those with high T-ATK, highly recommended for use.
Braver Skill Overview
Counter Edge
-1 SP skill. Adds a shockwave when performing a Just Counter with a katana.
-Damage is double the regular counter's damage.
-Katana can be used to block attacks instead of avoiding them with Step, then switch back to wands or bows. Counter Edge adds a small amount of damage for a low SP cost.
-Extremely limited use, but easy to fit into most builds.
Average Stance
-Stance skill. Incompatible with Weak Stance. Increases all damage done by up to 15%.
-Required to use Average S Up, Average S Critical, and Average S Charge.
-Versatile, but weak effect. Good for wand strikes and katana, poor for Wand Gear, techs, and bows.
-Not particularly recommended, but does have a good damage bonus for when Weak Stance can't be used.
Weak Stance
-Stance skill. Incompatible with Average Stance. Increases all damage done to weak points by up to 35%, but reduces damage done to non-weak points by 5%.
-Required to use Weak Stance Up, Weak Stance Critical, and Weak Stance Charge.
-A weak point is any hitzone of an enemy that takes more than 1x damage. Hitzones affected by Weak Bullet become weak points unless damage taken would still be 1x or less.
-For tech attacks, in addition to weak points, elemental weakness is checked. Weak Stance can be applied by attacking a weak point with a non-weakness element or by attacking a non-weak point with a weakness element.
-Wand Gear qualifies as a tech attack for the purposes of Weak Stance.
-Unless attacking a weak point, wand strikes will be penalized even if matching elemental weakness.
-Damage increase is lower than Average Stance for wand melee on single targets, but higher for multiple targets.
-Strong bonus to tech damage and bow attacks as well.
-Recommended for tech usage.
Katana Combat
-Active skill. Requires a katana to use. Allows high speed attack movement for 20s. Activate Katana Combat again to perform a powerful shockwave attack, Katana Combat Finish. Leveling decreases cooldown, level 1 is 180s, level 10 is 90s.
-Required to use Combat JA Finish, Combat Escape, and Combat Finish.
-Katana Combat Finish is strengthened by landing attacks during Katana Combat. Caps at 30 hits. Techs do not qualify. Normal power is 300, increases by 30 for each hit, cap is 1200 power.
-Can quickly max hits by using Zondeel to pull many enemies to attack. Basic combo is 4 hits for each enemy.
-Katana Combat Finish's damage is increased by performing a Just Attack.
-Invincible during Katana Combat Finish.
-When performing normal attacks during Katana Combat, teleport to the closest enemy to attack. Normal attack speed is increased. Good aerial combat ability.
-Katana Combat Finish is the primary draw for katana as a Techer. Deals with enemies that cannot be pulled with Zondeel effectively. Invincible for dealing with dangerous situations.
-Because the main use of Katana Combat is to quickly perform Katana Combat Finish, leveling is low priority.
Combat JA Bonus
-5 SP skill. During Katana Combat, increases striking damage by up to 15% when performing a Just Attack.
-Does not apply to Katana Combat Finish. Performing Katana Combat Finish ends Katana Combat.
-Good skill, but requires extended katana usage to benefit.
-Not recommended for Techer.
Combat Finish
-5 SP skill. Increases the damage of Katana Combat Finish. Level 1 is a 100% damage increase. Level 5 is 200%.
-At 0 hits, Katana Combat Finish has 600 power with Combat Finish at level 1, and 900 power at level 5. At 30 hits, Katana Combat Finish has 2400 power with level 1 Combat Finish and 3600 power at level 5.
-Extremely high damage potential. Annihilates high HP enemies.
-Recommended to maximize Katana Combat Finish damage.
Rapid Shoot
-Active skill. Requires a bullet bow to use. Reduces the damage of normal attacks to perform three attacks at once. Also increases the rate at which a Just Attack can be performed after a normal attack. Lasts 60s, cooldown is 150s. Leveling increases damage and Just Attack speed, but does not change active time or cooldown.
-Required to use Rapid Shoot Up 1/2, Rapid Shoot Mastery, and Rapid Shoot Advance.
-At level 10, damage done per normal attack is 34% * 3, making normal attacks 2% stronger during Rapid Shoot.
-PP regenerated on a per hit basis remains the same. Without Rapid Shoot, normal attacks regenerate 3 PP when uncharged, and 9 PP when charged. During Rapid Shoot, uncharged normal attacks regenerate 3 PP * 3, and charged attacks regenerate 9 PP * 3, for 27 PP per attack.
-Necessary in order to use other bow skills. Leveling increases damage and attack speed, making it easier to fit normals between techs and slightly increasing damage output. PP Convert makes PP regeneration less helpful than it would be, but can be used without PP Convert.
Rapid Shoot Mastery
-During Rapid Shoot, increases all damage by up to 15%.
-Increases striking and tech damage as well as ranged damage.
-Straightforward skill, enhances tech damage for bow combos.
-Recommended to use.
Rapid Shoot Advance
-5 SP skill. Increases PP regenerated by bullet bow attacks. Also reduces Rapid Shoot cooldown. PP regeneration is increased by up to 40%, Rapid Shoot coldown is reduced by up to 30%.
-When maxed, bow normals will regenerate 4.2 PP * 3 for uncharged attacks and 12.6 PP * 3 for charged attacks. Uncharged attacks regenerate 3.6 more PP than without Rapid Shoot Advance, and charged attacks will regenerate 10.8 more PP than without Rapid Shoot Advance.
-Rapid Shoot's cooldown is reduced to 105s from 150s, for a 45s reduction. With an active time of 60s and a cooldown of 105s, Rapid Shoot can be used every 45s.
-Recommended for lowering cooldown of Rapid Shoot. Enhanced PP regeneration is a plus, but not particularly important.
Attack Advance
-5 SP skill. Increases the damage of normal attacks by up to 50%.
-Does not apply to uncharged techs, Wand Gear, or the Step Attack of wands.
-Also does not apply to Katana Combat Finish, Counter Edge, or Snatch Step.
-Counting both wand strikes and Wand Gear, the damage increase is approximately 20%.
-Extremely high damage increase for wand strikes. Largest damage bonus from a single skill.
-Also applies to bow normal attacks. Bow normal attacks have 200 power when charged. As ranged attacks, bows qualify for headshot bonuses, doubling damage.
-Recommended for wand usage. High effect for small SP investment. Bow damage increase is a small bonus.
Charge Shoot
-5 SP skill. Requires a bullet bow to use. Increases damage and speed of bow normals. Damage is increased by up to 15%, speed is increased by up to 50%.
-Does not affect bow PAs or techs used with bows.
-Speed increase reduces angles, increases accuracy.
-Minimal value skill. Good damage increase, but only applies to bow normals. Speed of projectiles are of nominal importance.
-Not recommended, but lack of useful Braver skills makes Charge Shoot an option for maximizing bow damage.
Quick Mate
-1 SP skill. Reduces the usage time of -Mate items.
-Does not affect X Atomizer or other items.
-Without Quick Mate, it takes 100f to use a Monomate, 151f to use a Dimate, and 200f to use a Trimate. With Quick Mate, it takes 62f to use a Monomate, 94f to use a Dimate, and 125f to use a Trimate.
-PSO2 runs at 60f per 1s. Without Quick Mate, it takes 1.66s to use a Monomate, 2.51s to use a Dimate, and 3.33s to use a Trimate. With Quick Mate, it takes 1.03s to use a Monomate, 1.56s to use a Dimate, and 2.08s to use a Trimate.
-Quick Mate reduces -Mate usage time by roughly 40%.
-Monomates heal 30% HP, Dimates heal 60% HP, and Trimates heal 100% HP. Trimates are half as fast as Monomates, but heal more than three times the HP. Dimates are roughly 3/4ths as fast as Monomates, but heal twice the HP.
-An uncharged Resta is faster than Monomates and heals approximately 50-75% HP with a +power recipe, depending on T-ATK and HP. A charged Resta is faster than either Dimates or Trimates and heals approximately 100% HP with two ticks.
--Mate items do not require PP, but Territory Burst PP Save reduces the PP expense of using Resta. Megiverse can also be crafted for -PP to cost as little as 3 PP when combined with Territory Burst PP Save.
-Superior healing speed and power of Resta makes -Mate items not recommended for use.
Braver Mag
-5 SP skill. Adds S-ATK and R-ATK to base stats depending on how much DEX is on the user's mag. Level 5 is a 50% conversion rate.
-With 190 DEX, Braver Mag adds 95 S-ATK and 95 R-ATK.
-Does not subtract from DEX given by mag.
-More effective with more DEX on mag. Should not be used without a pure DEX mag.
-Small increase in S-ATK and non-existent increase in T-ATK makes Braver Mag not recommended for use.
Snatch JA Combo
-1 SP skill. When performing a Step, adds a Just Attack timing at the end.
-Works for all Step actions except dual blades and jet boots.
-Timing differs depending on weapon. Some weapons are faster than others, some slower. Wands have normal speed.
-Highly practical skill for mobile combat. Increases damage of Step Attack, enables faster Just Attacks of techs.
-Recommended for versatility. Adds attack options otherwise not present to wands. Low SP cost.
Techer/Braver Builds
Basic Example
-Balanced build. Does not specialize in anything.
-Best for unspecialized tech usage.
-Lack of specialization reduces effectiveness in important fields. Wind/light/dark tech damage suffers.
Specialized Tech Usage
-Focuses on one element to maximize damage for it.
-Recommended for high damage bow combos.
-Can be altered for dark.
-Wind is not recommended due to lack of enemies weak to wind. Weak Stance requires an elemental weakness to be effective.
Average Stance/Wind
-Emphasizes wand melee and wind techs.
-Less damaging but more versatile than other builds.
-Not particularly recommended.
Dual Stances
-Wand-centric build. Relies on switching stances to optimize damage.
-Max Wind Mastery skills for optimal Zanverse damage.
-Weaker techs, poorer bow combos.
Bow Main
-Sacrifices wand skills for two elements. Light and dark recommended, but can use any two of three Techer elements.
-Higher focus on bow skills in Braver tree. Retains katana skills.
-Almost strictly for tech usage. Not recommended.
Generalized Bow Main
-Focuses more on general tech damage than specialized elements.
-Lower damage capacity for non-maxed elements, but higher overall damage for targets not weak to maxed element.
Specialized Bow Main
-Focuses on one Techer element instead of two.
-Highest T-ATK capacity makes for best fire/ice/lightning tech damage.
-Highest potential damage for wind/light/dark, but less useful for using more than one Techer element.
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