Difference between revisions of "Hero (PSO2)"
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===First Blood=== | ===First Blood=== | ||
− | Your first attack in a combo will become a Just Attack. | + | Your first attack in a combo will become a Just Attack. Has no effect on Techniques. |
===Hero Counter=== | ===Hero Counter=== | ||
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===Hero Boost=== | ===Hero Boost=== | ||
− | Gradually gain a damage bonus over time. Resets if the player takes | + | Gradually gain a damage bonus over time. Resets if the player takes a certain amount of their maximum HP in damage over a short period of time. |
===Hero Damage Bonus I=== | ===Hero Damage Bonus I=== | ||
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===HT Counter Bonus=== | ===HT Counter Bonus=== | ||
− | While Hero Time is active, restore Gear if | + | While Hero Time is active, restore Gear if an attack is successfully evaded with Step. |
===HT Counter PP Gain=== | ===HT Counter PP Gain=== | ||
− | While Hero Time is active, | + | While Hero Time is active, restore PP if an attack is successfully evaded with Step. |
===Zero Range Gear Up=== | ===Zero Range Gear Up=== |
Revision as of 07:52, 31 July 2017
Wielding three types of weapons, the Hero is a powerful Advanced Class whose true power is being a master of all. With balanced growth in S-ATK, R-ATK, and T-ATK, as well as the ability to quickly switch between weapons even during the heat of battle, the Hero controls the battlefield with masterful strength and skill.
Properties of Hero
The Hero class is a special Class with several properties unique to them.
Unlocking Hero
To unlock the Hero class, the player must complete a Client Order from Koffie. To complete this Client Order, the player must earn three Titles which each require reaching Level 75 in a specific Class Type. The player must earn a Title for a Striking, Ranged, and Technique Class in order to complete the Client Order.
The Classes that qualify for each category are as follows:
- Striking: Hunter, Fighter, Bouncer
- Ranged: Ranger, Gunner, Braver
- Technique: Force, Techer, Summoner
Other Properties
- Hero Photon Arts do not require a Photon Art Disc to learn.
- The Hero cannot use Innate Photon Arts or Techniques that are pre-installed into certain Swords, Twin Machineguns, or Talises. However, Innate Photon Arts and Techniques installed onto other types of weapons may still be used.
- The Hero has alternate Client Orders for releasing the Level Cap that are separate from the normal Level Cap Client Orders.
- The Hero cannot select a Subclass. Likewise, the Hero class cannot be chosen as a Subclass.
- Certain Potentials, such as Sealing Dragon's Roar, Skill Rings, such as R/Attack Advance, and the buff effect "Elemental PP Restorate" have no effect on Hero.
Class Weapon Overview
The Hero uses the Sword, Twin Machinegun, and Talis weapons.
Sword
A heavy, powerful greatsword. Unlike the Hunter's Sword, the Hero wields its Sword in one hand, and is capable of strong, yet rapid attacks that quickly rack up damage. Hero's Sword is highly mobile, and has great single-target damage.
When used to activate Hero Time Finish, the user unleashes a flurry of advancing sword strikes, followed by an immensely powerful downwards slash.
The Sword's Weapon Action is Energy Blast. When the Weapon Action button is pressed, the user fires bullets of energy at a target. These bullets deal damage and restore PP when they strike targets. Provided the proper Skills are acquired, this Weapon Action can be held to charge even stronger bullets that deal more damage and have a wider area of effect.
Twin Machineguns
A twin pair of semi-automatic pistols. A balanced weapon, the Twin Machineguns are capable of both single-target attacks as well as crowd control. Unique to the Hero, the Twin Machineguns boast a strong normal attack that consumes PP to activate and can be held down indefinitely as long as the user still has PP remaining.
When used to activate Hero Time Finish, the user twirls their Twin Machineguns, then releases an annihilating burst of energy that vaporizes anything near the user.
The Twin Machineguns' Weapon Action is Reload. By pressing the Weapon Action button, the user will twirl their Twin Machineguns to rapidly restore PP. The button can be held down to continue twirling and continuously restore PP. If this Weapon Action is activated during any Just Attack circle, this initiates a Just Reload and charges PP even faster than normal.
Talis
A handheld device that creates cards capable of casting Techniques. Unlike the Force and Techer, the Hero is capable of using Photon Arts with the Talis, although they lose the ability to cast Techniques using the Talis' cards as an anchor point. Hero's Talis is a more support-oriented weapon, capable of debilitating enemies with attacks while staying out of the line of fire.
When used to activate Hero Time Finish, the user generates a field of energy that pulls enemies towards it before decimating everything within its area of effect with a storm of light.
The Talis' Weapon Action is Agile Shift. When the Weapon Action button is pressed, the user throws a Talis card that turns into a warp point. When the Weapon Action button is pressed again, the user instantly teleports to the card's location. The card can be free-aimed with the Third-Person Camera, is capable of targeting enemies, and will persist even if the user changes weapons.
Gunslash
These are universal weapons for all classes, which can switch between striking attacks that scale off of S-ATK and shooting attacks that scale off of R-ATK.
Skill Tree Overview
Skills
Step
Default skill. Press the Evade button to quickly dash forward while avoiding attacks.
Step Attack
Default skill. Press the Attack button right after a Step to execute a special attack.
Just Reversal
Default skill. Press the Jump button right when you hit the ground after taking knockback to get up right away.
Hero Mag
Default skill. A percentage of your MAG's total ATK stats are converted into ATK.
First Blood
Your first attack in a combo will become a Just Attack. Has no effect on Techniques.
Hero Counter
If you Step through an attack that would have struck you, press the Attack or Photon Arts button to execute a powered up Step Attack or Photon Art.
Next Jump
While wielding a Sword, Twin Machinegun, or Talis, press the Jump button while airborne to execute a second jump.
Hero One More Jump
If an enemy is struck by Next Jump, regain a jump.
Hero Boost
Gradually gain a damage bonus over time. Resets if the player takes a certain amount of their maximum HP in damage over a short period of time.
Hero Damage Bonus I
Gain a damage bonus when wielding a Sword, Twin Machineguns, or a Talis.
Hero Damage Bonus II
Gain a damage bonus when wielding a Sword, Twin Machinegun, or a Talis.
Hero Gear/Hero Time
Enables Hero Gear and the Active Skill Hero Time. Attack enemies with a Sword, Twin Machinegun, or Talis to accumulate Hero Gear. Once the Hero Gear Gauge is completely filled, the Hero Time Skill can be activated. While Hero Time is active, every attack that successfully connects with a target grants an ATK bonus, up to a limit.
Hero Attack Bonus
Gain a damage bonus to normal attacks while wielding a Sword, Twin Machinegun, or Talis.
Hero Time Finish
While Hero Time is activated, use the Hero Time Skill again to end Hero Time and execute a powerful finishing attack.
HT Counter Bonus
While Hero Time is active, restore Gear if an attack is successfully evaded with Step.
HT Counter PP Gain
While Hero Time is active, restore PP if an attack is successfully evaded with Step.
Zero Range Gear Up
Increase Gear accumulation when attacking enemies in close range.
Long Range Gear Up
Increase Gear accumulation when attacking enemies from far away.
Combo Gear Up
Increase Gear accumulation when using any Photon Art that switches weapons.
Hero Gear Time Gain
Hero Gear slowly accumulates over time while in a Quest.
Aura High Charge
Enables Energy Blast to be charged up to two stages and increases the damage of Energy Blast at full charge.
Combo Aura Short Charge
Chaining any Sword attack or Photon Art into Energy Blast will instantly charge Energy Blast to one stage.
TMG Attack PP Save
Twin Machinegun attacks and Photon Arts consume less PP.
H Talis Charge Keep
Step while charging any Technique or Agile Shift to store the charge.
Come Again
A Marking Shot can be used up to two times before despawning.
H Flash Guard
Reduces damage taken.
Hero Will
Has a chance to leave you at 1 HP if you take a hit that would incapacitate you. Does not activate if the user is at 1 HP. Only activates once per Quest.
All Tech PP Save
Reduces the PP cost of Techniques.
Victory Cry
Active Skill. Raises Hate Accumulation for 30 seconds and restores PP based on the number of enemies near you when the Skill is activated.
Weak Attack Critical
Raises Critical Hit Rate when attacking a weak spot.
HP Up
Raises base HP.
PP Up
Raises base PP.
All ATK Up
Raises base ATK.
All DEF Up
Raises base DEF.