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Difference between revisions of "Ice Techniques (PSO2)"

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Revision as of 06:28, 18 April 2018

Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound

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 Description
File:BartaIcon.png
Barta
バータ
Basic ice technique. Freezes the air to fire a line of icicles.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Force Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) --- --- --- --- --- --- --- --- --- --- --- --- --- --- 772 --- 916
Status (%) 28 29 30
PP Cost 20
Video Accuracy (%) 100%
Link Charge 0.60
  • 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 Description
File:GiBartaIcon.png
Gibarta
ギ・バータ
Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Force Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) --- --- --- --- --- --- --- --- --- --- --- --- --- --- 882 932 986
Status (%) 15 16 17
PP Cost 23
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • 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 Description
File:RaBartaIcon.png
Rabarta
ラ・バータ
Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Force Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- 836
Status (%) 28% 29% 30% 35%
PP Cost 23
Video Accuracy (%) 100
Link Charge 0.80 Sec
  • 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 Description
File:SaBartaIcon.png
Sabarta
サ・バータ
Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Bantha Elena Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 660 668 676 684 692 700 708 716 724 732 740 748 756 764 772 780 788
Status (%) 15% 16% 17%
PP Cost 20
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • 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%.

Nabarta

Name Description
File:NaBartaIcon.png
Nabarta
ナ・フォイエ
Advanced ice technique. Release a constant stream of chilling air.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Bal Dominus Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 198 200 202 204 206 208 210 212 214 216 218 220 222 224 226 228 230
Status (%) 15 16 17
PP Cost 30
Video Accuracy (%) 100
Link Charge -
  • 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 are affected by PP cost reduction potentials and the 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. 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 multiple attacks hit you at the exact same time (for example, Anga Fundarge's double "drill" attack, you can still be hit. You gain invincibility after you do damage, though this assumes what you're guarding against is in range to 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 Description
File:IlBartaIcon.png
Ilbarta
イル・バータ
Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
SH Advance Quest: Tundra Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 435 440 445 450 455 460 465 470 475 480 485 490 495 500 505 510 515
Status (%) 15 16 17
PP Cost 25
Video Accuracy (%) 100
Link Charge 1.00 Sec
  • Creates an explosion of ice directed at the target.
    • Effective range is identical to your Lock-On range. Has no effect if there is no target. Can hit targets behind obstructions.
    • Technically counts as two hits for certain purposes, such as Wand Gear, but only one hit inflicts damage.
    • Each cast of Ilbarta generates a blue sigil on the target on hit. These sigils max out at 7 casts and increase the damage of Ilbarta based on the number of stacked sigils. Multiple players casting Ilbarta on the same target will collectively raise the sigil count. Sigils will reset if the target is not hit with another Ilbarta within a specific time period.
    • Uncharged cast inflicts 50% of its notation at 1-3 stacks, 100% of its notation at 4-6 stacks, and 200% on the 7th cast.
    • Charged cast inflicts 100% of its notation at 1-3 stacks, 200% of its notation at 4-6 stacks, and 800% on the 7th cast.
    • Uncharged casts can be fired off to rapidly increase the sigil count, then the last few casts can be charged for maximum damage. Alternatively, you can fire off six uncharged casts, then charge the 7th, but this method is extremely PP-intensive.
    • Coordination is key when partying with other Forces using Ilbarta. If you do not have an Ice build, try to back off when the sigil count approaches the limit so as to not accidentally "steal" the final hit from someone who has higher Ilbarta output.
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:

  • Increases effective DPS in exchange for a slight decrease in raw power. Can be used to stack sigils faster with charged casts.

Ice Fang:

  • Increases damage per cast by roughly 23.3~31.1% with Ice Fang 3 on a Lv. 17 Ilbarta. Increases raw damage in exchange for a cast time increase.
  • Viable if you are simply throwing uncharged casts to stack sigils, as it boosts both the power of the preparation phase and the final hit.

Chart detailing relative power of each option with Lv. 17 Ilbarta:

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%

Deband

Name Description
File:DebandIcon.png
Deband
デバンド
Basic ice technique. Generate a defensive active field.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Apos Dorios
Red Containers
EC Reward
Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196
Status (%) -
PP Cost 20
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • Generates a field that increases the base DEF stats of all players within its area of effect.
    • Boosts your base DEF by 10% of its power notation. Base DEF includes such things as your MAG and DEF Up Skills, but excludes equipment and related Special Abilities.
    • 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%.
    • Most potent when cast by a Techer that has learned Deband Advance, Deband Cut, and Deband Toughness. Otherwise has overall less viability than Shifta.
    • As with Shifta, the most potent Deband effects are retained on subsequent recasts, regardless of the player recasting Deband.
    • Affected by Territory Burst and Territory PP Save.
    • Base Deband range is approximately 1.5m uncharged, 6m charged. Territory Burst boosts its range to roughly 3m uncharged, 10m charged, and Wide Support further boosts it to 5m uncharged, 13m charged.
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:

  • Viable for pumping out Debands faster than normal in group play.
  • Range increase adds a flat 2m to all listed range values.

Multi:

  • Trades PP efficiency for one extra tick per charged cast. PP cost increase can be nullified with a low Demerit and Territory PP Save.
  • High synergy with Jet Boots, as the Branched Action of its Gran Wave PA casts Deband at no additional PP, allowing it to effectively ignore the Craft's Demerit and gain its benefits with no downsides.
  • Range increase adds a flat 1m to all listed range values.


Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound