Main Page
Jump to navigation
Jump to search
Fire Techniques (PSO2)
Revision as of 05:23, 12 October 2016 by Sneakilydeaky (talk | contribs)
Overview
- Damaging techs heavily rely on their ability to be quickly charged via the force skill tree. Average to mediocre otherwise.
- Fire is high dps, high pp cost. Fire forces typically emphasize having more pp for this reason.
Foie
- If you graze enemies with the edge of the projectile, the projectile will continue onward until the center hits something.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Blazing | 1 | Power +10~30% | PP Cost +3~10 | Speed +4.00 |
2 | Power +30~50% | PP Cost +2~9 | Speed +6.00 | |
3 | Power +40~60% | Burn Rate -18~10% | Speed +8.00 | |
Efficient | 1 | PP Cost -10~1 | Distance -20~10m | |
2 | PP Cost -11~2 | Distance -25~12m | ||
3 | PP Cost -12~3 | Distance -26~13m |
Blazing:
Efficient:
Gifoie
- Highest DPS fire tech. 34% damage per hit, up to 3 hits per cast. So total damage is actually 102% of the listed power.
- Very good with a talis. Covers a wide area from a distance. Far riskier with a rod if things get a chance to retaliate.
- Since it has a long animation, you can start casting it at a spot before a mob appears to have them start taking damage immediately.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Concentrated | 1 | Charge time -0.40~0.20s | Burn rate -20~10% | |
2 | Charge time -0.45~0.25s | Burn Rate -25~15% | ||
3 | Charge time -0.45~0.35s | Burn Rate -18~10% | ||
Blazing | 1 | Power +20~40% | PP +3~10 | |
2 | Power +60~120% | PP +2~9 | Burn Rate +5% | |
3 | Power +120~150% | Burn Rate -20~10% |
Concentrated:
- The charge time reduction is applied to the original cast time before flame s charge is in place. With a -0.40s craft, the charge time is effectively 0.3s.
- Makes it easier to use with zondeel and/or talis. The shorter charge time allows you to cast more before zondeel or the talis disappear.
Blazing:
- At level 17, the 3rd craft will get you a 18.5~23.1% damage increase per cast.
Rafoie
- Has infinite range if you free aim it and it has something to hit. You can hit something from across an open map (like in TD/MBDs).
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Blazing | 1 | Power +10~30% | Charge Time +0.30~0.70s | |
2 | Power +50~80% | Charge Time +0.20~0.60s | Burn Rate +5% | |
3 | Power +70~110% | Burn Rate -18~10% | Charge Time -0.05s | |
Wide | 1 | Range +1.00~1.50m | PP +1~6 | Burn Rate +15% |
2 | Range +1.30~1.80m | PP +1~6 | Burn Rate +15% | |
3 | Range +1.50~2.00m | Power -30~10% | Burn Rate +15% |
Blazing:
- The level 3 craft, with a level 17 rafoie, increases your damage by approximately 17.1%~26.9% per cast.
- The charge time reduction is applied before the force tree skill fire tech charge.
Wide:
- Status effect is not too useful in general. Unless you want to use this to inflict status, there is little use.
- Will get a relatively large number of mobs' attention though.
- If you do use it for status, using it with Psycho Wand's weaponoid potential Ultimate Calamity gives it a 63% chance to cause a burn. This is especially good in something like TD4, wave 6 for burning apprentice. Tightly packed mobs will also very likely target you, which will allow you to keep a tower safe.
Safoie
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Efficient | 1 | PP Cost -10~1 | Range -2.00~1.00m | |
2 | PP Cost -10~1 | Range -1.80~0.80m | ||
3 | PP Cost -10~2 | Range -1.60~0.60m | ||
Blazing | 1 | Power +20~40% | PP +3~10 | |
2 | Power +60~120% | PP +2~9 | Burn Rate +5% | |
3 | Power +70~130% | Burn Rate -20~10% |
Efficient:
Blazing:
Safoie Type 0
Name | Stat | +1 | +10 | +16 | +17 | Charge | Obtain List | Description | ||
---|---|---|---|---|---|---|---|---|---|---|
File:Safoie.png | Power Accuracy PP Status |
? | ? | ? | 673% 100% 15 22 |
0.8s | Dash forward circled by flames. A ring of fire erupts around you at the end, concentrated at your front. |
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Type 0 | Power +0~67% | PP +0~10 |
- Upon reaching an enemy, you will stop.
- If you are targeting or locked on to an enemy and another blocks your path, you will be stopped.
- If you are targeting or locked on to an enemy, you can move vertically. This is the only tech that allows you to move vertically.
- Free aim/ 3rd person mode does not allow you to move vertically.
- You have super armor during the movement part of the tech.(?)
- You do 25% of the listed power during the dash, and 3-4 hits of 25% listed power at the end.
- The hits from the "nova" seem to cover 180 degrees of where you're facing at the end of the dash.
- The 5th hit seems to occur if it does travel some distance (about 3/4ths its full length) then comes to a stop. One or two from the dash, three or four from the explosion. Not sure if you actually need to stop or if another hit occurs at roughly that distance.
- The force skill Talis tech bonus does not apply.
- Compared to ilzonde, the dash distance is inferior. The charged and uncharged versions move about 90% of the distance of ilzonde's movement.
Shifta
- Default max duration is 1 minute without the related techer skill or upcoming ring, where it's then 3 minutes.
- Gain 15 seconds per "hit" by default, 45 seconds per hit with the related techer main skill.
- Boosts your base attack by 10% of the stated amount (at level 17, it's 19.7%).
- If you have shifta advance from the techer tree maxed, level 17 shifta boosts your base attack by 1.25 * 19.7% = 24.625%
- Fire element mastery from force skill tree does not boost shifta's power.
- The best properties of all shiftas used are taken into account. If your shifta is weaker, using your shifta will increase the timer before shifta expires. This means that even if your shifta is worse or better in some parts, using multiple shiftas will keep the strongest properties on you. If a techer hits you with a completely maxed shifta (level 17, maxed crit, maxed shifta advance, maxed main class skill), you can keep it indefinitely by refreshing/increasing the duration with your shifta.
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Multi | 1 | Hit interval -0.30s | PP +5~15 | (1 more hit max) |
2 | Hit interval -0.30s | PP +1~11 | (1 more hit max) | |
3 | Hit interval -0.30s | PP +1~10 | Range +1.00m (1 more hit max) | |
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 +2~8 | Range +2.00m |
Multi:
- The extra hit allows you to max your buff's timer more easily. The time does run down as each hit is given.
- The extra PP can be counteracted with techer's territory pp save skill.
- If using the jet boots PA ____'s shift action (through main class bouncer or the all class equipment originating from pso2es), the extra PP does not matter, since the skill itself has its own PP cost, and the shift action doesn't cost any PP.
- Uncharged still only hits twice, but more quickly.
Concentrated:
- Charge time reduction is calculated before any percentages (from Flame Tech S charge or equipment)(?) For example, if you have the mentioned skill maxed and have a craft that reduces charge time by 0.4s, (1-.4s) * .5 = 0.3s.
- Level 3's increased range helps cover more ground.
- To my knowledge, range increase applies to uncharged as well, but uncharged's range is small.
Nafoie
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Blazing | 1 | Power +30~60% | PP +3~10 | |
2 | Power +60~90% | PP +2~9 | ||
3 | Power +60~90% | Burn Rate -18~6% | ||
Concentrated | 1 | Charge time -0.40~-0.10s | Burn Rate -30~10% | |
2 | Charge time -0.45~-0.15s | Burn Rate -30~10% | ||
3 | Charge time -0.45~-0.25s | Burn Rate -18~6% |
Blazing:
Concentrated:
Ilfoie
Craft type | Merit | Demerit | Special | |
---|---|---|---|---|
Efficient | 1 | PP -13~3 | Power -500~300% | |
2 | PP -15~5 | Power -470~270% | ||
3 | PP -17~7 | Power -440~240% | ||
Concentrated | 1 | Charge time -0.60~-0.20s | Power -400~200% | |
2 | Charge time -0.70~-0.30s | Power -380~180% | ||
3 | Charge time -0.80~-0.40s | Power -350~150% |
Efficient:
Concentrated:
- Not very useful outside of AQs. With a group that's subbed Fo and has the ketos proi PB, you can group up at the exit to limit spawns to a single location and gain lots of exp in short time.