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Wind Techniques (PSO2)
Revision as of 08:38, 15 October 2016 by Sneakilydeaky (talk | contribs) (This stuff takes awhile to make, write about, confirm, etc. And it's still not even close to being done properly because of zanverse alone.)
Overview
- Relatively high power per cast, low PP cost.
- Focused on moving enemies around and multi-hit.
- Multi-hit can make it good for build up your Compound Techniques gauge.
- As several techs are multi hit though, you may not get the full damage out of them per cast should they move.
- Note that moving enemies around will cause them to do that on others screens.
- Bosses are synced in movement, non-bosses are not.
- See each specific tech for what happens, if anything.
- Multi-hit can make it good for build up your Compound Techniques gauge.
- All techs minus gizan have several uses.
- Given each tech's different behavior, wind can be considered a jack-of-all-trades type of element
- Zan and Gizan would be the least used wind techs. Everything else has relatively high utility.
Zan
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Zan.png | Zan ザン |
Power Accuracy PP Status |
365 100 18 18 |
401 100 18 20 |
425 100 18 20 |
429 100 18 20 |
1.00 sec. | Basic wind technique. Unleash boomerangs of sharp winds towards the enemy. |
- Each projectile can do one hit per mob per "pass". On a new pass
- The maximum duration of each projectile is 15 seconds.
- The maximum number of "passes" is 14 times.(?- I have testing to do)
- None of the projectiles disappear early unless they hit a wall or the user.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge time -0.30~0.10s | Power -30~20% | |
2 | Charge time -0.35~0.15s | Power -25~15% | ||
3 | Charge time -0.40~0.20s | Power -20~10% | ||
Windslicer | 1 | Power +20~35% | PP Cost +3~10 | Speed +10.00 |
2 | Power +30~50% | PP Cost +2~9 | Speed +12.00 | |
3 | Power +40~60% | PP Cost +2~8 | Speed +13.00 |
Gizan
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Gizan.png | Gizan ギ・ザン |
Power Accuracy PP Status |
537 100 16 20 |
591 100 16 22 |
627 100 16 22 |
633 100 16 22 |
1.00 sec. | Intermediate wind technique. A change in pressure caused by photons creates a whirlwind that slices all enemies around the caster. |
- Heavily outclassed by other techs.
- 5 hits total when charged. 4 hits of 10%, one hit of 60%.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Windslicer | 1 | Power +15~30% | PP Cost +3~10 | |
2 | Power +60~120% | PP Cost +2~9 | ||
3 | Power +70~130% | Range -0.70~-0.30m | ||
Concentrated | 1 | Charge time -0.50~0.20s | Status Effect Rate -20~10% | |
2 | Charge time -0.55~0.25s | Status Effect Rate -17~10% | PP Cost -2 | |
3 | Charge time -0.55~0.30s | Status Effect Rate -15~10% | PP Cost -3 |
Razan
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Razan.png | Razan ラ・ザン |
Power Accuracy PP Status |
475 100 20 18 |
520 100 20 20 |
550 100 20 20 |
556 100 20 20 |
1.00 sec. | Intermediate wind technique. Manipulate pressure under your target to generate a powerful tornado. |
- Charged is 34% x 3, or 102% of the given power.
- Uncharged power is 50% of the given power.
- Lifts enemies up into the air (those that can be lifted).
- On other players screens, this will lift enemies up from where they currently are on their screen.
- Has unlimited range if free aimed.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Multi-Hit | 1 | Hit Interval -0.10~0.01s | PP Cost +3~10 | (Charged max hits +1~2) |
2 | Hit Interval -0.10~0.01s | PP Cost +2~9 | Status Effect Rate +2% (Charged max hits +1~2) | |
3 | Hit Interval -0.10s | Power -20~10% | Status Effect Rate +3% (Charged max hits +2) | |
Windslicer | 1 | Power +25~50% | Charge Time +0.10~0.20s | |
2 | Power +50~80% | Charge Time +0.10~0.20s | ||
3 | Power +90~120% | Charge Time +0.08~0.18s |
Multi-Hit:
- Allows you to open switches in one cast (the ones in the Lillipa/ Vopar TAs for example) with the 2 extra hits.
- Effectively boosts damage per cast by 60.7%~63.7%, assuming Multi-Hit3 and level 17 tech.
- Pretty much 0 downside to this craft. Get it.
- Uncharged Razan does become weaker though. It's still 50% of the listed power, not 50% of the adjusted 5 hit power.
Windslicer:
- With Windslicer 3 and level 17 tech, it's approximately 16.2%~21.6% more damage per cast.
- The increased charge time nullifies a lot of the dps potentially gained.
- If you do charge it, Multi-Hit3 is better in every way.
Sazan
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Sazan.png | Sazan サ・ザン |
Power Accuracy PP Status |
607 100 18 18 |
661 100 18 20 |
697 100 18 20 |
703 100 18 20 |
1.00 sec. | Intermediate wind technique. Places a whirlwind in front of you that draws enemies in, while cutting them with blades of wind. |
- Has a minor suction effect, similar to zondeel.
- This will move a non-boss enemy to where it is on your screen on everyone else's screens (in your party or MPA).
- 3 hits of 34% each for a total of 102% listed power.
- Uncharged is half that.
- Has unlimited range if free-aimed.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Efficient | 1 | PP Cost -10~1 | Power -30~20% | |
2 | PP Cost -10~1 | Power -30~20% | Status Effect Rate +2% | |
3 | PP Cost -10~1 | Power -25~15% | Status Effect Rate +3% | |
Windslicer | 1 | Power +30~60% | Charge Time +0.20~0.40s | |
2 | Power +60~90% | Charge Time +0.15~0.35s | ||
3 | Power +80~110% | Charge Time +0.15~0.30s |
Efficient:
- A good craft makes this your most PP efficient tech while still being quite powerful.
- Aim for -8 PP as a standard. -9 is possible, but quite rare.
- If you use it with a weapon that has the Innocent Appearance potential, you can do rather high damage quite quickly.
Windslicer:
- The increased power can be good if, again, you want to use it with the Innocent Appearance potential. You won't last very long compared to the efficient craft though.
- Power is increased by approximately 11.4%~15.6% for Windslicer 3 and level 17 tech.
Zanverse
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Zanverse.png | Zanverse ザンバース |
Power Accuracy PP Status |
20 100 20 18 |
20 100 20 20 |
20 100 20 20 |
20 100 20 20 |
1.00 sec. | Basic wind technique. Create a field of photons that delivers wind element attacks. |
- For any player standing in the field, zanverse takes whatever damage they do and does 20% of that damage as wind.
- The damage done is affected by several skills from all classes
- Things like Summoner's all attack up, Gunner main class High Time, Techer main class's shifta buff(?), and techer's wind mastery (Todo: make a chart detailing all of it)
- Having both of techer's wind masteries makes zanverse do 28.8% of the damage you/other players do.
- Things like Summoner's all attack up, Gunner main class High Time, Techer main class's shifta buff(?), and techer's wind mastery (Todo: make a chart detailing all of it)
- The damage done is also affected by the mob's innate damage taken.
- Primarily notable on exoda AIS. Your zanverse's damage will add much more damage than usual on them.
- The damage done is affected by several skills from all classes
- This does work on AISes, like shifta
- It does not work on stationary turrets.
- Weapon potentials also affect zanverse's damage output(?)
- The field stays for 1.5s if uncharged, 5.5s if charged.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge time -0.50~0.10s | PP Cost +3~10 | |
2 | Charge time -0.50~0.20s | PP Cost +2~9 | ||
3 | Charge time -0.50~0.30s | PP Cost +1~8 | ||
Efficient | 1 | PP Cost -10~1 | Charge Time +0.20~0.40s | |
2 | PP Cost -10~1 | Charge Time +0.20~0.30s | ||
3 | PP Cost -10~1 | Charge Time +0.15~0.25s |
Concentrated:
- Coupled with territory PP save, this can help you get off "free" damage for less PP cost. And rather quickly.
Efficient:
- As wind doesn't have any ways of shortening charge time, the extra time is a rather large penalty. Having a zanverse for the equivalent of one cast/ hit is not very notable.
Nazan
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Nazan.png | Nazan ナ・ザン |
Power Accuracy PP Status |
762 100 16 20 |
843 100 16 22 |
897 100 16 22 |
906 100 16 22 |
1.00 sec. | Advanced wind technique. Produces a condensed blast of air. Narrow range, but very powerful. |
- Wind's highest DPS tech
- Range is effectively melee range. Very strong single hit.
- Does knock back enemies(?)
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Windslicer | 1 | Power +20~80% | PP Cost +3~10 | |
2 | Power +80~120% | PP Cost +2~9 | ||
3 | Power +110~150% | Status Effect Rate -18~12% | ||
Concentrated | 1 | Charge time -0.40~0.20s | Power -30~15% | |
2 | Charge time -0.40~0.20s | Power -30~10% | PP Cost -2 | |
3 | Charge time -0.45~0.25s | Power -15~5% | PP Cost -3 |
Windslicer:
- Boosts damage per cast by approximately 12.1%~16.6% with windslicer3 and level 17 tech.
Concentrated:
- Reducing the charge time gives you a rather large dps increase. While each cast will be slightly weaker, you can get more casts out in the same time. Not to mention for less PP.
Nazan Type 0
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Nazan.png | Nazan Type 0 | Power Accuracy PP Status |
? | ? | ? | 1730 100 25 10 |
0.80s | Shoots a ball of wind that hits enemies multiple times. |
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Type 0 | Power +0~173% | PP +0~10 |
- Nazan type 0 is the highest dps wind tech.
- Also the 2nd most pp efficient tech per point of damage.
- When shot, the wind sphere travels a certain distance before hovering in place for a second or so. The ball damages enemies until it disappears.
- The sphere can travel through enemies. It will not travel behind enemy walls or things like TD/MBD darker walls.
- The sphere does not ever prematurely disappear.
- The sphere's range is quite wide in comparison to what the animation displays. I'd guess it has a roughly 1 meter radius around its animation/ center point.
- If you hit enemies at melee range, enemies that can be knocked back will be knocked back by it
- If they aren't in melee range, the sphere may travel straight past the intended target and miss.
- Note that even if enemies are knocked back, they may not end up where the ball ends up.
- You can use free aim to shoot the ball into the ground to stop it from traveling too far
- Can hit airborne enemies if they are at "ground level"
- Can also target a wall to stop the sphere's movement early.
- If you use it beneath some other slightly heightened structure, such as a turret/ais spawn pad in TD4, nazan type 0 may not do any damage to things surrounding it.
- Best used with rod and free aim to have max control over where it ends up.
- A good tactic is to jump up and shoot at the ground.
- Make sure no enemies get in the way of targeting, else the sphere may travel in a random direction.
- Using it with zondeel is also a good idea.
- A good tactic is to jump up and shoot at the ground.
- Can "hitstun lock" enemies due to its fast hit rate.
- In particular, if a Gigur Gunne Gam spawns with an infection core, you can target the core and it will be very nearly unable to move as long as you keep casting.
- 10% of the power is done at the time you shoot it(?), 10% for when the sphere travels(?), 8 hits of 10% once the sphere is hovering in place.
- Not entirely sure what happens if you cut its travel distance short early. Will test...
Ilzan
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Ilzan.png | Ilzan イル・ザン |
Power Accuracy PP Status |
350 100 20 18 |
386 100 20 20 |
410 100 20 20 |
414 100 20 20 |
1.00 sec. | Advanced wind technique. Manipulates atmospheric pressure to fire a tornado that drags enemies into its center. |
- The projectile moves mobs to its center, where they are then hit.
- This will move a non-boss enemy to where it is on your screen on everyone else's screens (in your party or MPA).
- Can be useful in lining mobs up for a rifle's End Attract or your Fomelgion.
- Note that a mob can be suctioned, but may not take damage. This typically happens if the mob is too close (and you don't aim it near enough initially) or if they are at a different vertical height. (There's more, but I can't think of other situations at this time).
- Knocks enemies down.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Wide | 1 | Range +0.80~1.00m | Status Effect Rate -18~10% | |
2 | Range +1.00~1.20m | Status Effect Rate -18~10% | ||
3 | Range +1.20~1.40m | Status Effect Rate -18~10% | ||
Concentrated | 1 | Charge time -0.30~0.20s | Power -30~10% | PP Cost -2 |
2 | Charge time -0.40~0.20s | Power -30~10% | PP Cost -3 | |
3 | Charge time -0.50~0.30s | Power -25~10% | PP Cost -4 |
Wide:
- More range allows it to get more mobs lined up. This may further emphasize the problem of mobs being suctioned but not being hit. (Someone who doesn't have a craft of this should clear this one up for me...)
Concentrated:
- Less PP cost and ability to be cast more quickly can give it decent DPS ability. Otherwise, more or less a better version of the uncrafted original.