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Difference between revisions of "Lightning Techniques (PSO2)"

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m (→‎Zondeel: ; changed some things i wasn't sure of)
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* The uncharged field lasts for about 1.5 seconds, has a smaller suction radius, and the suction is a bit weaker. The charged field lasts about 3 seconds.
 
* The uncharged field lasts for about 1.5 seconds, has a smaller suction radius, and the suction is a bit weaker. The charged field lasts about 3 seconds.
 
* Note that the mobs become densely packed enough that most techs will hit all suctioned mobs. [[Light Techniques#Ragrants|Ragrants]] is a notable followup technique to use.
 
* Note that the mobs become densely packed enough that most techs will hit all suctioned mobs. [[Light Techniques#Ragrants|Ragrants]] is a notable followup technique to use.
* When hit with a different lightning tech, the field "detonates". This causes it to deal damage.
+
* When hit with a different lightning tech, the field "detonates". This causes it to deal damage and it lose its suction effect.
 
** Only your lightning tech can "detonate" the field.
 
** Only your lightning tech can "detonate" the field.
 
*** If your MAG has the lightning t-atk "shot", it will cause the field to detonate.
 
*** If your MAG has the lightning t-atk "shot", it will cause the field to detonate.

Revision as of 10:05, 8 November 2016

Overview

  • Lightning is a somewhat quirky element. It's not very good for general damage purposes if you do not make a build for it. If you choose to be a lightning force though, you have access to a very potent type 0 zonde and a strong, wide hitting razonde (more on that in the related sections). As a bonus, you can tinker with other subclasses (primarily fighter) to make the most of the relatively strong power per cast and relatively high PP efficiency.
  • Lightning techniques are quite costly to use if you aren't a force main and put points into pp reduction.
  • Outside of damage, zondeel has universal utility in gathering mobs. It's a staple for any caster.
  • Lightning techs have a chance to inflict the shock status, which occasionally causes mobs to trigger their knockback animation.
    • As with all other status effects, certain bosses have special properties when inflicted with a status.
      • Examples are Gal Gryphon and Knight Gear. Inflicting the shock status on them leaves them vulnerable in place. Dark Falz Elder also is downed in a special animation.
      • In Ultimate Amduscia, the larger dragon bosses parts take extra damage when shocked. This is much like their normal counterparts with poison.

Zonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zonde.png Zonde
ゾンデ
Power
Accuracy
PP
Status
429
100
23
20
474
100
23
22
504
100
23
22
509
100
23
22
1.00 sec. Basic lightning technique. Charges photons to summon a bolt of lightning in any location.
  • Limited range, cannot go behind walls (or targets?). Even if you're locked onto an enemy, it will not hit it if it's behind a wall, unlike something like Rafoie.
  • If you hit in the direct center of this tech on your target, its power is 110% of what's listed. If you don't (it has a radius of where it can hit), its power is as listed.
Craft type Merit Demerit Special
Concentrated 1 Charge Time -0.30~0.10s PP Cost +3~10
2 Charge Time -0.40~0.20s Status Effect Rate -20~10%
3 Charge Time -0.45~0.25s Status Effect Rate -15~5%
Efficient 1 PP Cost -6~1 Power -40~20% Status Effect Rate +10%
2 PP Cost -7~1 Power -35~15% Status Effect Rate +11%
3 PP Cost -7~1 Power -30~10% Status Effect Rate +12%

Concentrated:

Efficient:

Zonde Type 0

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zonde.png Zonde Type 0
零式ゾンデ
Power
Accuracy
PP
Status
? ? ? 2268
100
40
5
1.25 sec. Rains multiple lightning bolts on your target in a small area. (unofficial description)
Craft type Merit Demerit Special
Type 0 Power +0~226% PP +0~10
  • Lightning's highest damage and dps tech.
  • Changes so you cannot move while charging the tech.
  • Does 7 hits of 8% listed power + 1 hit at 44% of listed power.
    • Final hit does knock down mobs.
  • If this is cast from a position higher than your target, you do about 9.5% more damage.
    • You can activate it by throwing a talis to a location higher than your enemy before casting.
  • Despite the appearance, all targets in the tech's attack range take full damage, and the damage area is somewhat generous (approximately 3m wide).
  • Uncharged is 3 low damage hits with a smaller range.

Gizonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Gizonde.png Gizonde
ギ・ゾンデ
Power
Accuracy
PP
Status
313
100
28
20
340
100
28
22
358
100
28
22
362
100
28
22
1.00 sec. Intermediate lightning technique. Release an electric shock that spreads from target to target.
  • Gizonde is a sadly weak tech. On top of having rather low power, each time it jumps to a nearby target, it can miss if the target is moving fast enough.
Craft type Merit Demerit Special
Supercharged 1 Power +10~30% PP Cost +3~10
2 Power +30~50% PP Cost +2~9 Charge Time -0.10s
3 Power +35~55% Status Effect Rate -20~10% Charge Time -0.10s
Efficient 1 PP Cost -6~1 Power -30~10% Status Effect Rate +10%
2 PP Cost -7~1 Power -25~10% Status Effect Rate +11%
3 PP Cost -8~1 Power -20~8% Status Effect Rate +12%

Supercharged:

Efficient:

Razonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Razonde.png Razonde
ラ・ゾンデ
Power
Accuracy
PP
Status
631
100
24
20
694
100
24
22
736
100
24
22
743
100
24
22
1.00 sec. Intermediate lightning technique. Generates a sphere of electricity, which shocks its surroundings.
  • Throwing a talis high into the sky allows Razonde to hit a far wider area.
    • There is an upper limit though. Experiment with this yourself to hit targets' weakpoints.
  • A maximum of 8 targets can be hit per cast.
Craft type Merit Demerit Special
Supercharged 1 Power +20~40% Status Effect Rate -30~10%
2 Power +40~60% Status Effect Rate -25~10% Charge Time -0.10s
3 Power +50~70% Status Effect Rate -20~10% Charge Time -0.10s
Efficient 1 PP Cost -6~1 Power -30~20% Status Effect Rate +10%
2 PP Cost -7~1 Power -25~15% Status Effect Rate +11%
3 PP Cost -7~1 Power -20~12% Status Effect Rate +15%

Supercharged:

  • Supercharged3 has no downside if you're a lightning force. You have several other options for causing status effect if you need it. Of course, then there's...

Efficient:

  • Very little downside here too, if any at all. You can apply status while making PP cost close to nothing. The main reason not to get this is that you don't want status to be applied (which may be desirable over shock).

Sazonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Sazonde.png Sazonde
サ・ゾンデ
Power
Accuracy
PP
Status
642
100
23
20
705
100
23
22
747
100
23
22
754
100
23
22
1.00 sec. Intermediate lightning technique. Plant an electrical sphere inside the target, leaving it vulnerable to other lightning attacks.
  • Doesn't do anything on its own after hitting its target (or a target that may be in the way.
  • Must be hit by another lightning tech to "detonate" it, causing it to do damage.
  • Does 2 hits if uncharged, 4 hits if charged.
    • Each tick is slow, and doesn't do the highest DPS. Reasonably PP efficient once detonated though.
Craft type Merit Demerit Special
Swift 1 Speed +20.00~40.00 PP Cost +1~8 Status Effect Rate +15%
2 Speed +30.00~50.00 Status Effect Rate -20~10% PP Cost -3
3 Speed +35.00~55.00 Status Effect Rate -15~5% PP Cost -4
Supercharged 1 Power +10~30% Speed -40.00~10.00
2 Power +160~200% Speed -45.00~38.00
3 Power +200~240% Speed -50.00~45.00

Swift:

  • Unfortunately, while this could be more effective as a single target status effect, only Swift1 increases the status effect rate while increasing the PP cost.
  • Swift3 does make it more PP efficient at least, and with a lightning force build, is 9 PP each per cast.

Supercharged:

  • The lowered speed will make hitting your target much more difficult.
  • At level 17 and with Supercharged3, damage is increased by 26.5~31.8%.

Zondeel

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zondeel.png Zondeel
ゾンディール
Power
Accuracy
PP
Status
478
100
26
14
523
100
26
16
553
100
26
17
559
100
26
17
1.00 sec. Basic lightning technique. Generates an electromagnetic field to draw in multiples targets. Strike the field with an electro-shock for an additional effect.
  • Mobs in range will be suctioned to the center. No damage is dealt.
    • Heavier mobs, and bosses in particular, are moved to the center more slowly compared to lighter enemies. Some may be too heavy or outright immune to the effect.
      • Examples of immunity are large bosses like dark ragne. Ultimate quest monsters infected with a core also become immune to these effects.
    • Extremely useful in any fixed spawn situation, or a situation where mobs move toward you/ your group.
  • The uncharged field lasts for about 1.5 seconds, has a smaller suction radius, and the suction is a bit weaker. The charged field lasts about 3 seconds.
  • Note that the mobs become densely packed enough that most techs will hit all suctioned mobs. Ragrants is a notable followup technique to use.
  • When hit with a different lightning tech, the field "detonates". This causes it to deal damage and it lose its suction effect.
    • Only your lightning tech can "detonate" the field.
      • If your MAG has the lightning t-atk "shot", it will cause the field to detonate.
    • The Peacekeeper zondeel ring forces zondeel to never detonate.
    • Does 4 hits if a charged field is detonated, and one hit on an uncharged detonated field.
  • For safety, best used in combination with a talis.
    • However, for complete precision (and some spawns may need it), you may want to utilize it with a rod. If you are the first to a spawn, you have enough time to throw off a zondeel safely in most cases. Mobs in Ultimate Quests are typically the most dangerous to try with a rod, but is possible.
  • Is affected by a techer's territory burst (and related skills), on top of lightning PP save.
    • Can be as low as 9 pp per cast
  • Mobs may be suctioned in on others screen and not your screen, and vice versa. Only boss positions are shared; mobs are not.
    • It's best to use zondeel right when/ soon after mobs spawn. This lets you ensure mob positions are still synced. Over time, their positions will de-sync.
Craft type Merit Demerit Special
Supercharged 1 Power +15~40% Charge Time +0.20~0.40s
2 Power +80~120% Charge Time +0.10~0.30s
3 Power +120~160% Charge Time +0.10~0.20s
Fierce 1 Status Effect Rate +10~20% Power -30~10%
2 Status Effect Rate +10~20% Power -25~5% Range +1.00m
3 Status Effect Rate +10~20% Power -20~3% Range +1.00m

Supercharged:

  • At level 17 and with Supercharged3, damage per cast is increased by 21.5~28.6%.
    • Note the charge time increases though, so dps gained isn't that high.

Fierce:

  • The increased range will help with mob gathering. The loss of power is negligible as it's primarily used to gather mobs.
  • The increased status effect can also make zondeel good for applying status effect. Primarily notable in

Nazonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Nazonde.png Nazonde
ナ・ゾンデ
Power
Accuracy
PP
Status
3000
100
35
15
3315
100
35
17
3525
100
35
17
3560
100
35
17
1.00 sec. Advanced lightning technique. Charge yourself with electricity and release it as a powerful electric field. Mash button to increase electricity.
  • Holds you in place as you use this technique.
Craft type Merit Demerit Special
Supercharged 1 Power +10~20% PP Cost +3~10
2 Power +30~50% PP Cost +2~9
3 Power +50~70% PP Cost +2~8
Concentrated 1 Charge Time -0.30s~0.10s Power -30~10%
2 Charge Time -0.40s~0.20s Power -20~10%
3 Charge Time -0.50s~0.20s Power -15~5%

Supercharged:

  • At level 17 and with Supercharged3, damage is increased by 1.4~2.0%

Concentrated:

Ilzonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Ilzonde.png Ilzonde
イル・ゾンデ
Power
Accuracy
PP
Status
365
100
25
15
401
100
25
17
425
100
25
17
429
100
25
17
0.70 sec. Advanced lightning technique. Uses photons to electrify the user, turning them into a lightning bird and charging forward.
  • You can pass through enemies with this tech, but not walls.
  • You can use this in mid air to maintain height. This can let you skip traps in say Amduscia.
  • Can be useful in putting distance between yourself and a target if you need some breathing room
Craft type Merit Demerit Special
Supercharged 1 Power +80~120% Charge Time +0.20~0.50s
2 Power +120~160% Charge Time +0.15~0.45s
3 Power +130~170% Charge Time +0.10~0.40s
Concentrated 1 Charge Time -0.20s~0.10s Status Effect Rate -20~10%
2 Charge Time -0.25s~0.15s Status Effect Rate -20~10%
3 Charge Time -0.30s~0.20s Status Effect Rate -20~10%

Supercharged:

  • At level 17 and with Supercharged3, damage is increased by 30.3~39.6% per cast.
    • Note the default charge time is 0.7s, so it will still charge faster than most techs.

Concentrated:

  • The lowered charge time allows you to use this technique to "dash", or move faster than the default running speed.
    • Note it will drain your PP quite fast, especially if you aren't a lightning build.
  • Makes it better as a "quick escape" option if a particularly nasty mob is chasing you (such as in an Ultimate Quest).