Fighter/Techer is my favorite, and I use fighter as a model for what a tree should look like as the whole tree is fantastic.
Ok so what would I change in Force?
Don't get me wrong, anyone who knows me has known me for HUnewearls/FOnewearls in PSO-1, Masterforce in PSU with all techs maxed....Hell I remember beating "The Magashi Plan" as Basic Force for the luls in PSU. In PSO-2 I find the Force-Tree to be one of the most idiotically designed trees.....and it had to follow up with the techer tree's three elements...
So this thread is about redesigning and recreating trees... As something fun.
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So here is what I would do for our beloved Forces
Some skills will have a main effect, and a sub effect. Both effects come in the player mains. Sub effect comes only if the tree is subbed.
Force Tree (what I would do)
Entry-Skill:
Mental Strength: Main Effect: increases passive PP regeneration, and +5 T-ATK every point. Maximum 10
The tree will then enter three lines, with two stances:
Charged Combat: All Charged Techs will hit for +20% damage, however uncharged techs will hit for 1/4th their total damage.
Uncharged Combat: Uncharged Techs hit for 50% of their Charged Damage. Fully Charged Techs hit for 80% of their damage.
The third line would focus on non-tech weapons with slotted techs. This line would increase offensive abilities to a weapon but still have a high level of tech dependency and sub dependency.
Skills for Weapons:
Rod Gear: Attacking an enemy directly (S-ATK) will increase the gear count by 1 for each hit made. Consume the gear from double-tapping shift. The AoE Radius of your next spell increases by 5% and your chance at proc'ing a status effect increases by 2% for each gear. The total is +25% AoE Range, and +10% Condition Proc Rate (if you have rod mastery).
Rod Mastery: Increases the maximum Gear count from Three to Five. Converts 25% of Rod S-ATK into T-ATK.
Talis Gear: Attacking an enemy will charge the gear. Increases the range of a tech that is fired from the talis and the speed of the tech itself. Does not decrease tech charge time. The gear is consumed when a Fired-Talis ends.
Talis Mastery: Allows a Tech-Attack to charge the gear itself, increases gear performance by 20% (Range and Speed), and when the gear is consumed it drops to 50% rather than 0%.
Style Skills (style skills that are turned on like wand reactor, but can only have one active at a time. So we can have a stance, and a Style Skill turned on at once)
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Element Specialization (Skill): Increases damage by 20% vs enemies weak against an element, however a tech will hit for 80% of its damage if an enemy is affected that is not weak against your tech. (This skill would be turned on and off like Wand Reactor).
This skill is designed in mind as a way of having the concept of element specialization we all know and love as something conditional, rather than investing in each element to increase tech damage, one invests in a style of play...rather than the tech damage itself...So those +44% damage from Fire, Lightning, Ice techs, that would cost 60 points0 to get all three. Instead, we focus more on the style of play where players want to do Element Weaknesses.....as always..should be conditional. ^_^
Elemental Weapon (Skill): This skill allows you to slot techs in the PA slots of Melee and ranged Weapons (like Bouncer Jet Boots), and will grant a tech-damage increase based on a portion of the Elemental Attribute of the weapon equipped. This additional damage is saved into a separate damage pool and applied only if and only if a tech-PA is combined with a non-tech PA. It will not work if two-techs are fired back to back.
This skill is designed to bring the idea of Wartecher, or Guntecher. The idea of combining a style of play that focuses on the weapon rather than the tech. Once again the damage is conditional because when we combine weapon PAs with high multipliers like gunslash PAs with Techs....we do not want to undermine the entire class from one powerful skill or make everyone dependent on that one skill.
Skills Dependent on Uncharged Combat stance:
Broken Cap: Techs no longer fully charge, but have their full animation at better intervals and a +10% chance to proc a condition. In short they behave in the same way (but without the damage) for a charged tech.
Uncharged Chaining - Gain a Damage increase of 5% (maximum 20%) for each uncharged tech that overlaps the area of the field.
Meltdown (MAIN ONLY) - A field is generated affecting all players around the field. For each condition an enemy suffers, they sustain +5% damage up to a total of 20%.
Example of Meltdown would be in fighting a boss, and finding out that Jellen Shot (Attack Down), and Shock is affecting the boss. Everyone in the field would get a +10% damage increase. In fact, there are enemies Ive fought against as Fighter/Techer who have had 3 - 4 conditions stacked on top of it.
Innocent Recovery (main only) - Recover up to 20% of PP used towards casting uncharged techs after casting.
Charged Combat (Stance Dependent Skills)
Magical Barrage: Condition Proc -10%, +1 hit on fully charged Techs, +20% Speed. Leaves a three second pain zone.
Celestial Aura: +10% PP Consumption, Increases Charge time of techs by 15%, Increases damage by 25% of Charged Techs, Increases Pain Zone duration from 3 seconds to 5 seconds.
Ravage (Main Only): Hit +1 on pain zones from techs, painzone hit interval -.3 seconds. Recover PP for each enemy that dies in a painzone. A field surrounds players allowing anyone in the field to get the benefit.
Innocent Annihilation (main only): +10% damage in pain zones which have at least one element overlapping.
Ok, this takes explaining....
The way I see Charged Techs working is that each Charged Tech would leave behind a Pain Zone after initial damage is dealt. Magical Barrage would help those Charged Techs connect to their target by allowing them to hit faster, also allowing an extra hit increases damage without needing too many multipliers and dependent on the idea of mass nuking hoards of enemies.
We then have Celestial Aura to increase the damage of the Charged Techs themselves at a penalty of Charge Time and PP Cost. The idea is that Charged Techs are Slower to cast but really hit hard due to multipliers, this increases the pain zone to 5 second duration as well. Each second in a pain zone an enemy takes damage, and can proc conditions. Ravage not only adds more hit, but reduces the painzone hit interval from 1 second to .7 seconds...increasing damage by tons. The PP recovery is nice too....as Charging Techs would use tons of PP..
Finally, Innocent annihilation would make it so that if two pain field are on top of each other, the two of them proc together....and hit for +10% more damage each. Considering that Ravage already lowers the hit interval to .7 seconds, A Force going this route would be extremely brutal.
In short, its either "Slower but Brutal, or Quick and massive" meaning that Slower but Brutal allows for HIGH Damage Numbers, less techs on the field, but one or two players can do it well in Charged Techs. Quick and Massive allows for 4+ techs to use each other for synergy and just dump everything uncharged on top of each other to nuke the field...and they function as conditionmancers as well.
Charged is better for Full Force and Super High Tech damage, while Uncharged would be better for those going Elemental Weapon/Arms as well.
Skills that are not stance:
Dissolve: For each point, up to 10. Condition-Damage and Condition Duration goes up by 10%.
Second-Wind: A skill that triggers as a passive once every 30 seconds. Recover 25% of your health and 25% of PP if you kill an enemy with your health below 50% and PP below 25%
Second-Wind is a force version of Super-Treatment for the Self...but oriented towards the class. If the force consumes his or her PP, and takes a hit.....the reaction is usually to either Get Away or Fight (Flight or Fight) since we look at ourselves and see that at below 50% health we can take one more hit and die....so the idea is that if you can kill any enemy...be it a trash mob while fighting that powerful enemy...your health and PP would recover by 25% giving you enough ground to open up your options to survive. It would work in ANY Force Style since generally forces have low health and burn PP extremely fast. At 0 PP, a force is a sitting duck.
Preservation: Regenerate PP while Charging a Tech, and retain a charged tech evading.
Preservation is not in the stances because the stances can be switched on or off and one can actually use a normal playstyle. Also, if one goes the Elemental Weapon Route, the option should exist independently rather than in a stance. All the stance skills are there to enhance the stance, but it doesn't mean uncharged or charged skills should only be in the stances...
Elemental Arms (Main-Only), requires Elemental Weapon: The game's first Gear-Based Skill within a playstyle, and Not a weapon. Acquire a gear each time a hybrid combo (tech/non-tech) is used. Overall weapon and tech damage is increased. When the gear fills up, it enhances the attributes of your primary weapon's gear by 10%. If using a gunslash, it will increase its attack speed by 10% (if I made it 20%, why use any other weapon in the game?)
Other Skills:
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These two skills are designed for players who have a preference on range, and should be included:
Short-Range Combat: 5 points = +15% damage. Increases damage if an attack is fired from short range or blow.
Long-Range Combat: 5 points = +15% damage. Increases damage if an attack is fired from long range or extreme range.
No Penalty is given except the skill not triggering if for example a short range attack is fired from long range. The two skills already allow a player to pick on their playstyle. All of us have a preference of either playing short or long range depending on situation. If you do both regularly, you dont spend any points on it...
...but if you are force who loves the Short-Range Gi-Tech Annihilation, or love Talis + Ra Techs...they really would help with playstyle. This also would help with survival as a player could focus on either staying long or short.
Super Skills
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Magica Rapture: Cooldown 90 seconds. 30 Second duration - Your Health Drops to 50%, PP can not be depleted, AoE Blast Radius +100%, Status Resistance -50%. Your Techs ignore the Hit-Box Limits on Monsters.
Have fun using RA and GI techs to eviscerate everything..How about a RAfoei hitting All hitboxes of a Fang Banther or Fang Banshee at the same time?
This skill would be dependent on having different skills leveled. A Super Skill should never be an independent skill...otherwise players would just skip everything and grab it. My own damned fault. (Maybe a Condition of "Must be Max Level" or so)
Aura Magi - Cooldown 90 Seconds, Runs out when PP runs out. PP Degeneration -2, Nullify Knockback/Launch/knockdown attacks against you, Condition Resistance drops by 100%. When an enemy is hit by an attack or tech, an elemental explosion results. This causes some PP Lost, however if a condition affects the player, it is instantly cleared and applied to all enemies at a radius around the caster (100% chance on enemies capable of being proc'ed that condition). If an enemy dies with a condition, the player's PP regenerates at a certain rate per enemy kill.
This skill is a super version of Wand Gear/Wand Reactor, etc.....except it also applies to techs as well. Under this skill the player will be fighting to retain PP as each explosion consumes PP as well as having constant PP Degeneration. A player will end with 0 PP, leaving them weakened for a bit....A skill like this would be stellar for AQs where enemies pop out everywhere...and its easy to run out of PP in an extended fight. Also a great control skill too.
Skills for Evasion:
Two Skills:
Mirage Step - We love the invincibility frames to this...
Forcefield - This skill would be bought and would be slotted, so it could be used for any weapon a force equips, but its only for FORCE-MAIN. Cooldown 30 sec. PP Degeneration -2. A second lifebar (the forcefield) affects the player. This forcefield lasts until the Lifebar is depleted (and it explodes, knocking out the player) or PP runs out. The forcefiled has no resistances and will sustain normal damage from all attacks. It uses its own defense power so Defensive Build can not manipulate it. Most of the time 2 - 3 hits will destroy the forcefield.
Skills I have not included:
All the numerical skills I have not included. I would have a skill that would increase T-ATK, but more importantly I would have a skill that would increase Tech Resistance by up to 10%, since traditionally spellcasters have taken less spell damage in games with the rationale that they know more about the spells they are fighting against, since they fight with the same spells. However, it would be an option.
Finally, I would put in more skills for Weapon/Tech Hybrid, but if I did its sub would make it stronger than anything out there...so the option is there, while the hybrid would enhance it further...since we do have subclasses. The main point really is addressing the Charge/Uncharged playstyles.
Of course this thread is a combination of creativity, pet peeves, Frustration, etc.
Do you have a favorite class that you would like to redesign its tree? Simply reply with your opinion and what you would do. It doesn't have to be so perfect. Just a sign, since I wonder about these things.
I just believe that trees should focus on overall playstyles. of course I would overhaul techs and everything too...but just an idea I wanted to throw in. :P
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