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Difference between revisions of "Ice Techniques (PSO2)"

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m (→‎Nabarta Type 0: Finally got the scenario I wanted; XQ doesn't count. I was wrong on some information it seems. That and it's just too difficult to observe properly.)
m (→‎Nabarta Type 0: Well it's an awful tech, but I have to make it sound somewhat useful I guess...)
Line 351: Line 351:
  
 
* This technique cannot be charged, like the original uncrafted version.
 
* This technique cannot be charged, like the original uncrafted version.
* The exploding glacial spike hits for a small area in front of you, akin to something like uncharged Gibarta's range.
+
* The exploding glacial spike hits for a small area in front of you. Seems to extend a tiny bit past melee range.
 
* The default '''PP drain rate is approximately 50 PP/second'''. No natural PP regen works while this is held.
 
* The default '''PP drain rate is approximately 50 PP/second'''. No natural PP regen works while this is held.
 
* '''The initial PP cost and drain rate is affected by PP cost reduction potentials and [[Drink Menu|Drink]] effect''' like [[Light Techniques#Gigrants Type 0|Gigrants Type 0]].
 
* '''The initial PP cost and drain rate is affected by PP cost reduction potentials and [[Drink Menu|Drink]] effect''' like [[Light Techniques#Gigrants Type 0|Gigrants Type 0]].
 
** TA JA PP save affects the initial cost, but not the drain rate. Again like Gigrants0.
 
** TA JA PP save affects the initial cost, but not the drain rate. Again like Gigrants0.
* After blocking an enemy's attack, you gain a short invincibility window, akin to a katana's counter/ perfect guard.
+
* After blocking an enemy's attack, you gain a short invincibility window, akin to a katana's counter/ perfect guard.  
 
** Your PP briefly stops draining after a successful block (and there's no glacial spike). No PP is regained on successful usage or damage.
 
** Your PP briefly stops draining after a successful block (and there's no glacial spike). No PP is regained on successful usage or damage.
*** Thus, the better your own timing is, the better this technique can theoretically be up to a certain level.
+
*** The better your own timing is, the better this technique can theoretically be up to a certain level.
 
** You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. This is most useful if you're up against fast multi-hit attacks.
 
** You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. This is most useful if you're up against fast multi-hit attacks.
 +
*** Note: If 2 attacks hit you at the same time (for example, [[Aberrations#angafundarge|Anga Fundarge]]'s double "drill" attack, you can still be hit.
 
* The freeze rate is quite high, so if what you block can be frozen or held in place (Diabo, Goldrahdas), this may be a decent way to create some breathing room. Be aware of mob desyncs though.
 
* The freeze rate is quite high, so if what you block can be frozen or held in place (Diabo, Goldrahdas), this may be a decent way to create some breathing room. Be aware of mob desyncs though.
 
* Similar to [[Dark Techniques#Ramegid Type 0|Ramegid Type 0]], a thrown talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown talis to guard you.
 
* Similar to [[Dark Techniques#Ramegid Type 0|Ramegid Type 0]], a thrown talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown talis to guard you.
 
* While Nabarta0 can be useful in the right scenarios, [[Skill_Rings#L.2FTech_C_Parrying|L/Tech C Parrying]] will give a similar function while allowing you to cast something that hits harder and/or costs less PP. Unless there is a need to block and immediately counterattack multiple hits (and dodging may not suffice), there is little benefit to using this due to the high PP demand.
 
* While Nabarta0 can be useful in the right scenarios, [[Skill_Rings#L.2FTech_C_Parrying|L/Tech C Parrying]] will give a similar function while allowing you to cast something that hits harder and/or costs less PP. Unless there is a need to block and immediately counterattack multiple hits (and dodging may not suffice), there is little benefit to using this due to the high PP demand.
** One potential example of this is dealing with an angry [[Aberrations#falkeleone|Falke Leone]] from Ultimate Lillipa; smack it with your rod to keep your PP up, let it kill itself.
+
** One potential example of this is dealing with an angry [[Aberrations#falkeleone|Falke Leone]] from Ultimate Lillipa; smack it with a wand/rod to keep PP up, let it kill itself. Even then, you may still kill it faster getting in proper techs when you can.
  
 
==Ilbarta==
 
==Ilbarta==

Revision as of 16:57, 11 March 2017

Overview

  • Ice is the counterpart to Light. Like light techniques, it's more focused on support (and in this case, support means inflicting status), except...
  • Ilbarta has quite high single target damage ability. Other damaging ice techs as a whole are slightly below average to average in terms of power/dps (when compared to other elements). PP efficiency can be slightly better than average too. After crafting of course.
  • The ice techniques to use outside of ilbarta completely depends on your playstyle/ what you want out of the element. If you play rod only, Gibarta may be used quite heavily. If you're running an uncharged tech build, Nabarta has high use.
  • Ice, as its name implies, causes the freezing status effect. This encases an enemy in ice. Frozen enemies will be in place for a long period of time or if they take enough damage to be released from being frozen.
    • The force skill Freeze Keep increases the damage threshold before mobs will break out of being frozen. This may or may not be a good thing.
    • Freezing, to my knowledge, does freeze mobs in place wherever the mob is on a player's screen. Outside of bosses, mobs are not synced in movement, but status effects are synced. This can be a good or bad thing. Be careful how you utilize this.

Barta

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Barta.png Barta
バータ
Power
Accuracy
PP
Status
459
100
20
28
504
100
20
30
534
100
20
30
539
100
20
30
1.00 sec. Basic ice technique. Freezes the air to fire a line of icicles.
  • Travels along the terrain and will hit all targets in its path until its max range is reached. Or if it runs into a wall.
    • It may behave erratically on slopes because of how it sticks to the terrain, not necessarily the "ground"
  • The projectile can "leap off" a cliff and travel downward. However, it cannot "climb up" cliffs/walls.
    • Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though.
      • This can allow it to bypass some low walls/ cliffs.
    • The projectile does hold a constant horizontal speed after it's released. It's not affected by slopes or hills (in increasing/decreasing its speed).
  • The width of the projectile is rather narrow compared to Foie or Ilzan. You'll be hard pressed to actually hit.
    • The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged.
    • You can use Ilzan to line mobs up to be hit/ frozen though.
  • Uncharged deals about 33% damage of a charged hit.
  • Barta has a max projectile distance of about 80M. Uncharged is about 70M.
Craft type Merit Demerit Special
Efficient 1 PP Cost -10~1 Power -30~10%
2 PP Cost -10~1 Power -25~10% Status Effect Rate +2%
3 PP Cost -10~1 Power -20~10% Status Effect Rate +4%
Ice Fang 1 Power +40~70% PP Cost +3~10 Status Effect Rate +15%
2 Power +65~95% PP Cost +2~9 Status Effect Rate +15%
3 Power +80~110% Charge Time +0.10~0.30s Status Effect Rate +15%

Efficient:

  • Lowers damage by a small amount, but allows this to be your least PP costly ice technique. The increased status effect rate helps its already high freeze chance as well.

Ice Fang:

  • With Ice Fang3 and Barta17, damage per cast is increased by 14.8~20.4%.
  • Status effect is generally not cared for, but the very high chance can be boosted even higher with Potential.png Ultimate Calamity and/or with Fighter's Half Line Boost.
    • Just be aware that status effects are nice, but on mobs, why hold them in place if you can just kill them faster? Outside of specific "defense" Emergency Quests, this is not too useful.

Gibarta

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Gibarta.png Gibarta
ギ・バータ
Power
Accuracy
PP
Status
622
100
23
15
667
100
23
17
697
100
23
17
704
100
23
17
1.00 sec. Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front.
  • Creates a roughly 90-degree field of ice in front of you/ your talis' aimed direction.
  • The field does up to 3 hits, charged or uncharged. Each hit is 33% of the listed power if charged, meaning you only get 99% of the listed power.
    • Each hit does knock enemies back if they can be knocked back.
  • Note that while the field covers good horizontal distance, it does not have much vertical coverage.
    • Free aiming it up or down does not change its vertical orientation. The field is strictly horizontal. Only jumping or casting with a talis can change the vertical location of the field.
  • Since the field stays in place for long (about 2.5-3 seconds), you can do other things while the field is in place.
    • It can be used as a sort of "barrier" to allow you to charge some other techs. Especially if a mob that will charge at you can be knocked back.
    • If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like Gifoie, just the field is shaped differently.
      • This can cause odd behavior in enemies that spawn though. In the Kuron time attack, a floating mob may be frozen high up in the air if this is used as they spawn, but aren't killed on the first hit and get frozen.
  • As it doesn't surround you or your talis, this is generally easier/better to use with your rod over talis.
  • The length of the field created is approximately 16m in the aimed direction. (Should be exact, but target hitboxes may have an influence on this to some degree.)
Craft type Merit Demerit Special
Ice Fang 1 Power +15~50% Charge Time +0.30~1.00s
2 Power +60~90% Charge Time +0.20~0.60s
3 Power +65~100% Status Effect Rate -15~5%
Efficient 1 PP Cost -10~1 Power -30~10%
2 PP Cost -10~1 Power -30~10% Charge Time -0.05s
3 PP Cost -10~1 Power -20~10% Charge Time -0.07s

Ice Fang:

  • With Ice Fang3 and Gibarta17, damage is increased by 9.2~14.2%

Efficient:

  • The charge time decrease is technically able to offset the power lost per cast, so dps should be similar or slightly higher. Realistically, it doesn't make too much of a difference though.
  • Regardless, a good craft (-8 PP or better) allows it to be reasonably powerful and PP efficient. The DPS isn't the best, but allows you to fight for a long while without boosted PP regeneration.

Rabarta

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:RaBarta.png Rabarta
ラ・バータ
Power
Accuracy
PP
Status
501
100
23
28
555
100
23
30
591
100
23
35
597
100
23
35
1.00 sec. Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself.
  • Does 4 hits total charged or uncharged. The first 2 hits are quick, with the remaining 2 coming out more slowly afterward.
  • The range is actually slightly smaller than what the animation displays.
    • Uncharged has a much smaller hit radius than charged
  • None of the hits cause knockback
    • However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place after a Zondeel.
      • Note uncharged has a lower freeze rate than charged.
Craft type Merit Demerit Special
Multi-Hit 1 Hit Interval -0.40s Power -30~10%
2 Hit Interval -0.40s Power -25~10% Status Effect Rate +2%
(Max hits +1)
3 Hit Interval -0.40s Power -20~8% Status Effect Rate +4%
(Max hits +1)
Ice Fang 1 Power +30~55% Charge Time +0.10~0.30s
2 Power +60~90% Charge Time +0.10~0.30s
3 Power +120~150% Status Effect Rate -25~15%

Multi-Hit:

  • Despite the power decrease, the increased number of hits offsets the listed power decrease.
  • More status effect rate also helps if freezing is your thing.
  • With Multi-Hit3 and Rabarta17, damage is effectively increased by 20.8~23.3%.

Ice Fang:

  • If freezing isn't your thing, this is probably the better option to take. There is no real downside to either craft though.
  • With Ice Fang3 and Rabarta17, damage is increased by 20.1~25.1%.

Sabarta

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Sabarta.png Sabarta
サ・バータ
Power
Accuracy
PP
Status
660
100
20
15
732
100
20
17
780
100
20
17
788
100
20
17
1.50 sec. Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target.
  • On targeted mobs, an initial hit will lock their movement/animation briefly as the animation plays out.
    • If the mob is hit by anything else, it can start moving again seemingly. Or if not, it will at least start it's knockback animation
    • This doesn't work on bosses. Also, only the originally targeted mob that's hit by the initial freeze is put in this state.
  • Uncharged damage is 1 hit of 44% of the listed power. Charged damage is 3 hits of 34% for 102% of the listed power.
    • The first actual damage hit does track the target you're locked onto. The 2nd and 3rd hits may not hit if the target moves out of technique's range after.
  • Unlimited range if free aimed. If locked onto an enemy behind a wall, it still works too, much like Rafoie, Sazan, and Razan.
  • Also of note is that it can stop a launch or knockback.
  • Note the charge time is longer than most techniques at 1.5 seconds on top of the delayed hit. It's not that good for pure damage for this reason. Using it uncharged has some merits though.
Craft type Merit Demerit Special
Wide 1 Range +0.50m~2.00m PP Cost +3~10
2 Range +1.00m~2.50m PP Cost +2~9
3 Range +1.20m~2.70m Power -20~10%
Ice Fang 1 Power +30~50% Charge Time +0.10~0.30s
2 Power +50~75% Charge Time +0.10~0.30s
3 Power +90~110% Charge Time +0.08~0.22s

Wide:

  • More range is not a bad thing. It does not expand the initial animation stop's range, but it does make it easier to have all hits of the technique hit... and multiple targets.

Ice Fang:

  • More charge time on top of the already high charge time isn't that great. It does make uncharged a bit better at least.
  • With Ice Fang3 and Sabarta17, damage per cast is increased by 11.4~14.0%.

Deband

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Deband.png Deband
デバンド
Power
Accuracy
PP
Status
180
100
20
0
189
100
20
0
195
100
20
0
197
100
20
0
1.00 sec. Basic ice technique. Generate a defensive active field.
  • Whereas Shifta boosted base attack, this boosts your base defense.
  • Boosts your base defense by 10% of the listed amount.
    • Base is your defense before equipment and affixes. Only things on your MAG, skill tree, title rewards, and from main/subclass levels count.
    • Taking Deband Advance from the Techer skill tree allows you to raise base defense by as much as 24.625% instead of the regular 19.7%.
  • Points into the force skill tree's Ice Mastery doesn't affect Deband, much like Shifta
  • Because it's generally not recommended to invest into defensive abilities, this has less use than Shifta.
    • If deband is cast by a Techer with the related deband skills, it does become quite a bit more useful however.
  • Like Shifta, the best properties of all debands is kept. If a maxed Techer deband is cast on you, you can indefinitely keep it by refreshing the timer with your own Deband.
  • Is affected by the Techer skill Territory burst and Territory PP save.
  • Base Deband range is approximately 1.5m uncharged, 6m charged.
    • With the Techer skill Territory Burst, range is approximate 3m uncharged, 10m charged. Coupled with the main class techer skill Wide Support, range is 5M uncharged, 13m charged (An uncharged Ilzonde is just inside that range).
      • All these values are shared for at least Shifta and Resta.
Craft type Merit Demerit Special
Concentrated 1 Charge time -0.40~-0.10s PP +3~10
2 Charge time -0.45~-0.15s PP +2~9
3 Charge time -0.45~-0.15s PP +1~8 Range +2.00m
Multi 1 Hit interval -0.30s PP +5~15 (Max charged hits +1)
2 Hit interval -0.30s PP +1~11 (Max charged hits +1)
3 Hit interval -0.30s PP +1~8 Range +1.00m
(Max charged hits +1)

Concentrated:

  • The increased range and quicker charge time primarily help a main class techer if they need to get this on their group quickly.
    • The exact range increase is 2m more than each of the previous values given.

Multi:

  • Multi-Hit is the best general purpose craft for Deband. This is because if you use jet boots and use the shift action of the PA Gran Wave, it costs no additional PP for a charged Deband. The Deband takes on all properties of what yours is (level, craft, techer related stuff, etc).
  • As with Concentrated3, the range increase is straight addition to the above listed values.

Nabarta

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Nabarta.png Nabarta
ナ・バータ
Power
Accuracy
PP
Status
198
100
30
15
216
100
30
17
228
100
30
17
230
100
30
17
None Advanced ice technique. Release a constant stream of chilling air.
  • This technique cannot be charged.
  • Hold the button down to keep the technique casting. You can move while it's being cast.
    • Costs 30 PP initially and PP drains at roughly 5 PP/ second. Note that if you just press the button and release again, you may consume 30 PP without doing anything.
      • Any PP recovery doesn't work while casting. Force skill tree's Charge PP Revival has no effect either, since this can't be charged.
  • Each hit is in approximately 0.5s intervals, and for the listed power.
  • The "projectile" emitted by this does travel forward slowly, so it may take some time to hit a target not right by you.
    • It seems to travel to about 10M in front of your current position.
  • Pointless with a talis, since it doesn't change direction or follow you at all.
  • Keep in mind, since this technique cannot be charged, it is affected by the Force skill tree's Normal Tech Advance and the potential Potential.png Innocent Appearance. That's the best way to get the most out of Nabarta.
Craft type Merit Demerit Special
Fierce 1 Status Effect Rate +10~20% Power -30~10%
2 Status Effect Rate +15~25% Power -20~10%
3 Status Effect Rate +20~30% Power -15~5%
Ice Fang 1 Power +15~25% Status Effect Rate -20~10%
2 Power +25~40% Status Effect Rate -20~10%
3 Power +30~45% Status Effect Rate -18~8%

Fierce:

  • The power decrease is quite harmful in this case, given the low listed power already. This is if you plan to use it for damage.
  • The status effect rate increase is very good though if you really want to make sure something becomes frozen.

Ice Fang:

  • If you are using this with some fun equipment with the earlier mentioned potential, this is the craft to get. Status effect is negligible for those purposes.
  • With Ice Fang3 and Nabarta17, damage is increased by 13.0~19.6% per hit.

Nabarta Type 0

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Nabarta.png Power
Accuracy
PP
Status
? ? 829
100
10
40
? - A glacial spike forms in front of you, protecting you from enemy attacks. Explodes to deal damage when struck. (Unofficial description)
Craft type Merit Demerit Special
Type 0 Power +0~83% PP +0~10
  • This technique cannot be charged, like the original uncrafted version.
  • The exploding glacial spike hits for a small area in front of you. Seems to extend a tiny bit past melee range.
  • The default PP drain rate is approximately 50 PP/second. No natural PP regen works while this is held.
  • The initial PP cost and drain rate is affected by PP cost reduction potentials and Drink effect like Gigrants Type 0.
    • TA JA PP save affects the initial cost, but not the drain rate. Again like Gigrants0.
  • After blocking an enemy's attack, you gain a short invincibility window, akin to a katana's counter/ perfect guard.
    • Your PP briefly stops draining after a successful block (and there's no glacial spike). No PP is regained on successful usage or damage.
      • The better your own timing is, the better this technique can theoretically be up to a certain level.
    • You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. This is most useful if you're up against fast multi-hit attacks.
      • Note: If 2 attacks hit you at the same time (for example, Anga Fundarge's double "drill" attack, you can still be hit.
  • The freeze rate is quite high, so if what you block can be frozen or held in place (Diabo, Goldrahdas), this may be a decent way to create some breathing room. Be aware of mob desyncs though.
  • Similar to Ramegid Type 0, a thrown talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown talis to guard you.
  • While Nabarta0 can be useful in the right scenarios, L/Tech C Parrying will give a similar function while allowing you to cast something that hits harder and/or costs less PP. Unless there is a need to block and immediately counterattack multiple hits (and dodging may not suffice), there is little benefit to using this due to the high PP demand.
    • One potential example of this is dealing with an angry Falke Leone from Ultimate Lillipa; smack it with a wand/rod to keep PP up, let it kill itself. Even then, you may still kill it faster getting in proper techs when you can.

Ilbarta

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Ilbarta.png Ilbarta
イル・バータ
Power
Accuracy
PP
Status
435
100
25
15
480
100
25
17
510
100
25
17
515
100
25
17
1.00 sec. Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique.
  • Unlimited range when free aimed. If locked onto a target behind a wall, will hit that target.
    • Nothing happens if there's no target.
  • When you hit a target with ilbarta, the target's "icy crest" hit count increases by 1.
  • On the 7th hit, the icy crest "explodes" for high damage.
  • For charged 1st-3rd hits does 100% of the listed power, 4th-6th hits do 200% of the listed power, and the final 7th hit does 800% of the listed power
    • Uncharged is 50%, 100%, and 200% respectively.
  • As the "icy crest" hit count doesn't care about whether you hit with charged or uncharged, a good strategy is to fire off the first 3 hits uncharged, then charge the 4th-7th.
    • Alternatively, if you really have the PP to burn, you can go with 6 uncharged hits and then charge the 7th hit for quick big damage.
  • The "icy crest" stays for about 5 seconds. If the target is not hit with another ilbarta in that time period, the "icy crest" counter will reset to 0.
  • Note that every player and npc hitting the same target with ilbarta will increase the "icy crest" hit count.
    • Be courteous about your ilbarta. If you are not at least using ice equipment with an ice build, be considerate of someone who may. Try to look out for the damage number(s) you see to know if you should go for the 7th hit or help to build to the 7th hit.
  • You can actually hit more than one target at once in one cast, but it's a very small range. Each monster has their own "icy crest", and will take damage accordingly.
  • Technically counts as 2 hits for the purposes of something like wand gear, but only one of them does actual damage.
Craft type Merit Demerit Special
Concentrated 1 Charge Time -0.40~0.10s Power -50~30%
2 Charge Time -0.45~0.15s Power -40~20%
3 Charge Time -0.50~0.20s Power -30~10%
Ice Fang 1 Power +60~100% Charge Time +0.10~0.30s
2 Power +100~140% Charge Time +0.10~0.30s
3 Power +120~160% Charge Time +0.10~0.30s

Concentrated:

  • This makes it far easier to complete a fully charged ilbarta chain. However, it does make the finish slightly weaker. It also doesn't save you from the relatively large PP drain too.
  • Generally used for yourself or if someone else in a MPA is also using it. Then you can use this to help get some decent damage off while building the "icy crest" count.

Ice Fang:

  • While charging the other hits will be not quite as good, particularly the first hits, the 7th hit will be far stronger with this.
  • Makes the mentioned strategy of not charging at least the 1st-3rd hits more notable.
  • With Ice Fang3 and Ilbarta17, damage per cast is increased by 23.3~31.1%

Chart detailing relative power of each option with Ilbarta17:

Name 1st-3rd hits 4th-6th hits 7th hit Damage per cast
Concentrated3 485~505% 970~1010% 3880~4040% 94.2~98.1%
No craft 515% 1030% 4120% 100%
Ice Fang3 635~675% 1270~1350% 5080~5400% 123.3~131.1%