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==Overview== | ==Overview== | ||
+ | |||
+ | * Ice is the counterpart to [[Light Techniques|Light]]. Like light techniques, it's more focused on support, except... | ||
+ | * [[Ice Techniques#Ilbarta|Ilbarta]] has very high single target damage ability. Other damaging ice techs as a whole are slightly below average to average in terms of pp efficiency and power/dps. After crafting of course. | ||
+ | * 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 [[Force#Ice|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== | ==Barta== | ||
Line 19: | Line 25: | ||
| | | | ||
|} | |} | ||
+ | |||
+ | * 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 arch the shot slightly. Aim too high and it won't have much horizontal distance/speed though. It travels in a parabola manner | ||
+ | *** 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. | ||
+ | * The width of the projectile is rather narrow compared to [[Fire Techniques#Foie|Foie]] or [[Wind Techniques#Ilzan|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. | ||
+ | * Uncharged deals about 33% damage of a charged hit. | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| 3 || Power +80~110% || Charge Time +0.10~0.30s || 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 {{pots|Ultimate Calamity]] and/or with [[Fighter#halflineboost|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? | ||
==Gibarta== | ==Gibarta== | ||
Line 54: | Line 80: | ||
| | | | ||
|} | |} | ||
+ | |||
+ | * 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 [[Fire Techniques#Gifoie|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. | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| 3 || PP Cost -10~1 || Power -20~10% || Charge Time -0.07s | | 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== | ==Rabarta== | ||
Line 89: | Line 135: | ||
| | | | ||
|} | |} | ||
+ | |||
+ | * 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 [[Lightning Techniques#Zondeel|Zondeel]]. | ||
+ | *** Note uncharged has a lower freeze rate than charged. | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| 1 || Hit Interval -0.40s || Power -30~10% || | | 1 || Hit Interval -0.40s || Power -30~10% || | ||
|- | |- | ||
− | | 2 || Hit Interval -0.40s || Power -25~10% || Status Effect Rate +2%<br>(Max | + | | 2 || Hit Interval -0.40s || Power -25~10% || Status Effect Rate +2%<br>(Max hits +1) |
|- | |- | ||
− | | 3 || Hit Interval -0.40s || Power -20~8% || Status Effect Rate +4%<br>(Max | + | | 3 || Hit Interval -0.40s || Power -20~8% || Status Effect Rate +4%<br>(Max hits +1) |
|- | |- | ||
| rowspan="3" style="text-align: center;"| Ice Fang | | rowspan="3" style="text-align: center;"| Ice Fang | ||
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| 3 || Power +120~150% || Status Effect Rate -25~15% || | | 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== | ==Sabarta== | ||
Line 124: | Line 188: | ||
| | | | ||
|} | |} | ||
+ | |||
+ | * 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 [[Fire Techniques#Rafoie|Rafoie]], [[Wind Techniques#Sazan|Sazan]], and [[Wind Techniques#Razan|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 this reason. | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| 3 || Power +90~110% || Charge Time +0.08~0.22s || | | 3 || Power +90~110% || Charge Time +0.08~0.22s || | ||
|} | |} | ||
+ | |||
+ | Wide: | ||
+ | |||
+ | * More range is not a bad thing. Again, it does not expand the initial animation stop's range. | ||
+ | |||
+ | 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== | ==Deband== | ||
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| | | | ||
|} | |} | ||
+ | |||
+ | * Whereas [[Fire Techniques#Shifta|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, 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%. | ||
+ | * 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. | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} | ||
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| 3 || Hit interval -0.30s || PP +1~8 || Range +1.00m<br>(Max charged hits +1) | | 3 || Hit interval -0.30s || PP +1~8 || Range +1.00m<br>(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. | ||
+ | * A good craft with Territory PP save can make this effectively a better all around deband. | ||
+ | |||
+ | 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 [[Photon_Arts_List#Jet_Boots|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). | ||
==Nabarta== | ==Nabarta== | ||
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| | | | ||
|} | |} | ||
+ | |||
+ | * This technique cannot be charged. | ||
{{TechniqueQuickMerit/Header}} | {{TechniqueQuickMerit/Header}} |
Revision as of 12:29, 10 November 2016
Overview
- Ice is the counterpart to Light. Like light techniques, it's more focused on support, except...
- Ilbarta has very high single target damage ability. Other damaging ice techs as a whole are slightly below average to average in terms of pp efficiency and power/dps. After crafting of course.
- 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 arch the shot slightly. Aim too high and it won't have much horizontal distance/speed though. It travels in a parabola manner
- 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.
- Free aiming it and aiming up allows you to arch the shot slightly. Aim too high and it won't have much horizontal distance/speed though. It travels in a parabola manner
- 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.
- Uncharged deals about 33% damage of a charged hit.
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 {{pots|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?
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.
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.
- However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place after a Zondeel.
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 this reason.
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. Again, it does not expand the initial animation stop's range.
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, 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%.
- 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.
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.
- A good craft with Territory PP save can make this effectively a better all around deband.
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).
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.
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% |
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. |
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 |