As far as I recall, FI/BO differentiates itself from BO/HU by actually using Techs offensively with Boots. It also get LB burst as per the norm and Critical Field-augmented Crit Strike. Its weaknesses are a lack of good compatible Boots (best option is Placis Arion) and you lose access to Switch Strike, which forces you to spec into T-ATK.
Last edited by Altiea; Oct 12, 2017 at 01:55 AM.
ID: MPBLPure (Ship 2er)
Akane Tekuro -- Proud Boots main; above average main character. Exploring Omega. Lead Chip: Matoi [S Halloween]
Rei Sawatori - Hero. Taking a breather. Lead Chip: Darker Busters [Anniversary]
クロナアルティア (Altiea) -- A Fighter jaded by trauma. Hanging out with the Darker Busters. Lead Chip: Celebrate Heroines [Anniversary]
Grab DBs
Pop LB
Pop Crit Field for 100% Crit Rate
PA 1 > TAJA PA2
????
Profit!
It used to be the main way to play bouncer before Sega freaked and then nerfed Fi/X almost into non-existance for a while.
Then they went and made Astral Blaze which has been the best (and only way without going through es) to play FiBo for almost a year while also just being really solid DBs period.
Even after 13* crafting comes, I still think Astral Blaze will be the best; if not one of the best weapons for FiBo.
FiBo JB is one way to play, though in today's PSO2; it's probably best to play FiBo DB.
Though you can play both JB and DB on FiBo, the affixes used are completely different so one will be gimped when the other isnt.
Last edited by GHNeko; Oct 12, 2017 at 01:57 AM.
Suppose a class has a niche then:
a) if even a single part of the game requires that niche to achieve a good score, then that class becomes mandatory and ruins the fun for everyone else at that part.
b) if no part of the game requires that niche, then it's a useless niche.
This is both true and false, and it's entirely subjective. If the difference between X and Y is say 5%, then the lesser one isn't trash (imo). But if the difference is like 50%, then obviously playing the lesser one is done either due to wanting a challenge, due to trying to accomplish something hard, or due to player indifference/ignorance. But the general mentality is that "if something is not the absolute best, it's trash", and it is evident in every single online game I've played, PvE or PvP.
People who want to be the best play what the best is regardless if it suits them or not. And it's up to the developer to ensure that there are multiple ways to achieve that "best".
PSO-2 was advertised as an online RPG, however, it became an extreme hack and slash game long ago.
The concept of making difficulty levels where monsters gain more attack power, but each become damage tanks in their own way is a standard in the action genre.
The meta then deals with stacking as much DPS as possible to force bosses and enemies to be annihilated before they gain enough time in their phases to play their strongest attack. Even if they do throw it, there are counters to them in some form. When all else fails there are moon atomizers. Unfortunately, the developer has not shown any signs that they know how to balance a 12 man run, let alone a 4 man run.
Its like if SEGA creates events with very low DPS Checks in mind, and the players manage to beat the DPS check by a factor of 2 - 5x.
I can't even see what the boundaries are in PSO-2.
However, I can see the boundaries very clearly when running 4 man, 8 man, or 24 man raids in FF XIV.
But hey, people like free games and they get what they pay for. :P
PSO-2 Info: Ship: 2; ID: セツナヤキ; MCN: ケイリン
"If you want a bridge between past, present, and future, search for the void and awaken it!"
at it's roots, pso1 was designed as a Diablo clone, and most of that still holds true today
Wait, hold on. This statement makes like, no sense. There are good F2P games and bad paid subscription games. This is like saying the entire subgenre of F2P MMOs is bad because you don't pay to play.
Also, remember the last time they made an actually difficult DPS check? People got frustrated and complained because they weren't getting the rewards for the time they put into it, so they nerfed it. This would otherwise not be a problem if it wasn't time-limited content, but since it's time-limited content...
Last edited by Altiea; Oct 12, 2017 at 10:06 AM.
ID: MPBLPure (Ship 2er)
Akane Tekuro -- Proud Boots main; above average main character. Exploring Omega. Lead Chip: Matoi [S Halloween]
Rei Sawatori - Hero. Taking a breather. Lead Chip: Darker Busters [Anniversary]
クロナアルティア (Altiea) -- A Fighter jaded by trauma. Hanging out with the Darker Busters. Lead Chip: Celebrate Heroines [Anniversary]
You can see the boundaries clearly in FFXIV because there is one and only one way to play each DPS class. You learn your rotation and use it against every single fight in the game which is what allows them to tune DPS checks perfectly. There's also zero meaningful gear customisation available with obvious best in slot items that are used for all fights. The game offers players no choices in gear or playstyle in order to achieve the balance it has. It's closer to a rhythm game than an RPG with all the memorisation needed to succeed in fights.
That game also has two sets of content designed for casual and hardcore players. PSO2 up until now has never tried to split content between two player bases of differing skill levels. Every single bit of content has tried to please everyone at once, meaning all DPS checks and difficulty have been aimed at the casual playerbase so they don't fail runs but is easily broken by the hardcore players in the group. Only recently have they finally decided to create content for "powerful players" so we'll see how that goes.
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