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Light Techniques (PSO2)

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Revision as of 09:20, 11 May 2017 by Selena (talk | contribs) (Reformatted Technique Tables)
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Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound

Overview

  • More focused on support as an element, much like its force tree counterpart Ice. With that said...
  • Ragrants is a universal high DPS tech, if not the highest. Ilgrants also has some use for dps or status. Gigrants Type 0 can have some use where Zondeel doesn't work so well/ at all. Resta and Anti are staples to any caster.
  • Other damaging techs are typically outdone by alternatives in different elements.
    • This is primarily because outside of Ragrants, light's offensive techniques have a default charge of 1.2s instead of a flat 1s.
  • Light causes the Panic status effect, which can make enemies target other enemies instead of you.
    • This doesn't make you immune from their attacks, however.
    • Like other elements, can be used on some bosses for a special effect. In the case of light, it's always a special stun animation for a free exposed weakpoint.

Grants

Name Description
File:GrantsIcon.png
Grants
グランツ
Basic light technique. Crystallizes photons, producing arrows of light that rain down on the target.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Techer Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 475 480 485 490 495 500 505 510 515 520 525 530 535 540 545 550 556
Status (%) 20 21 22
PP Cost 20
Video Accuracy (%) 100%
Link Charge 1.20 Sec
  • Has unlimited range if free-aimed. Can hit locked on enemies behind a wall.
    • With no valid target, the max range is about 50M charged, and 23-24M uncharged.
  • Despite being multi hit, all 5 hits will hit your target even if they move after you cast.
    • If another valid target overlaps with the current target, Grants can hit another target. But it's very unlikely.
  • Uncharged is 1 hit of 33% listed power. Charged is 5 hits of 20% listed power
Craft type Merit Demerit Special
Efficient 1 PP Cost -10~1 Status Effect Rate -20~10%
2 PP Cost -10~1 Status Effect Rate -15~5%
3 PP Cost -10~1 Status Effect Rate -10~3%
Brilliant 1 Power +30~60% Charge Time +0.10~0.30s
2 Power +60~90% Charge Time +0.05~0.25s
3 Power +80~110% Charge Time +0.05~0.20s

Efficient:

  • Reduced PP Cost is never a bad thing. The status effect rate reduction is not too much of an issue either. Gives you a PP efficient light technique if nothing else.

Brilliant:

  • Charge time increase isn't that much, but larger increases will effectively offset any DPS gained.
  • Brilliant3 and a level 17 grants increases its power by 14.4~19.8%

Gigrants

Name Description
File:GiGrantsIcon.png
Gigrants
ギ・グランツ
Intermediate light technique. Creates a blade of light to drive away surrounding enemies.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Common Drop: Techer Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 488 494 500 506 512 518 524 530 536 542 548 554 560 566 572 578 584
Status (%) 20 21 22
PP Cost 25
Video Accuracy (%) 100%
Link Charge 1.20 Sec
  • Uncharged hits 1 time initially, 1 for the "circling blade". Charged hits 1 time initially, 5 hits for the "circling blade".
    • The charged version's power is 120% of the listed power. 20% of the listed power for each hit.
  • While the attack range is about as shown by the animation, it does reach further down than it does up. Jumping up and casting it still seems to hit enemies below reasonably well.
Craft type Merit Demerit Special
Brilliant 1 Power +30~60% Charge Time +0.10~0.30s
2 Power +60~100% Charge Time +0.05~0.25s
3 Power +70~110% Status Effect Rate -20~10%
Concentrated 1 Charge Time -0.40~0.10s Power -60~10%
2 Charge Time -0.50~0.20s Power -50~10%
3 Charge Time -0.55~0.35s Power -30~5%

Brilliant:

  • Loss of status rate is a nonissue; there are better techniques for inflicting status if you really need it.
  • Brilliant3 and a level 17 tech boosts damage by 12.0~18.8%.

Concentrated:

  • This does boost your effective dps, but at the cost of pp.
    • Most useful if it's to be used on a thrown talis, since you only have so much time to cast before it disappears.
  • Note that because the default charge time for this technique is 1.2s instead of the usual 1s of most other techniques, other elements may still be better should they have a "concentrated" version.

Gigrants Type 0

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Gigrants.png Power
Accuracy
PP
Status
? ? 1841
100
20
22
1859
100
20
22
~1.8s (1.75s swiki) Create a multiple blades of light which encircle you. After photons condense enough, release for a finishing blow. (Unofficial description)
Craft type Merit Demerit Special
Type 0 Power +0~185% PP +0~10
  • The default PP drain rate is approximately 25 PP/second. No natural PP regeneration works during this.
    • The initial cost and PP drain are both affected by PP cost reduction potentials and Drink effect. This is like Nabarta Type 0.
      • Also like Nabarta0, seems TAJA PP save does not affect the drain cost, only the initial cost.
      • With no sources of PP cost reduction, you must drain at least 40 PP to charge it. This means the minimum actual cost to cast gigrants0 charged is 40 + the listed PP cost.
  • Surrounds you with light blades as you charge it. You can move while it charges.
    • If used with a thrown talis, surrounds the thrown talis instead, which locks it in place.
    • Despite requiring a charge, the force skill Charge Escape does not work here, much like Namegid and Compound Techniques
  • From the moment you start casting, it takes just over 5 ticks to have it fully charge. If you constantly hit enemies from the moment you cast it, you can release it just before the 6th tick.
    • You can hold the charge beyond the point it's done charging to keep doing the minor hits.
    • Each tick of gigrants type 0 seems to hit in approximately 0.35-0.40s intervals (very slightly slower than Ramegid Type 0)
      • Unlike Ramegid0, the hits while charging do cause hitstun and enemies to flinch, which will keep you safe in a lot of cases.
  • Each hit while charging does approximately 10% of the listed power per tick, with the final hit doing about 50% of the listed power
    • Spinning blades qualify as "normal Techniques" for the purposes of specific Skills and Potentials that increase its power, such as Normal Tech Advance and the Potential.png Innocent Appearance potential. The final hit is counted as charged, so skills like Tech Charge Advance for force only affects the final hit.
  • Each hit favors hitting a weakpoint if near the correct height and in range.
    • Unlike the normal version of Gigrants, Gigrants0 hits targets higher up reasonably well too.
  • The final hit after charging does linger for awhile despite how the animation looks. This can make it useful in clearing out an area with fixed spawns.
    • The final hit also knocks down enemies.
  • Gigrants0 is most useful in situations where zondeel does not work (or work that well, due to lag or other conditions). Crafted and territory burst Zondeel has a slightly larger radius than gigrants0 (can vacuum up mobs in the Kuron TA center ring spawn, where gigrants0 cannot hit them from the same spot). There are higher damage/dps/PP efficient (or all of those) options for more focused attacks.

Ragrants

Name Description
File:RaGrantsIcon.png
Ragrants
ラ・グランツ
Intermediate light technique. Crystallize photons to form a single lance of light that is fired forward.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Crys Draal Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 1003 1014 1025 1036 1047 1058 1069 1080 1091 1102 1113 1124 1135 1146 1157 1168 1180
Status (%) 20% 21% 22%
PP Cost 30
Video Accuracy (%) 100
Link Charge 1.00 Sec
  • Light's highest DPS technique.
  • Does 1 hit if uncharged, 5 hits if charged. Charged power is as listed.
    • When uncharged, it seems to only hit once even if multiple targets are available.
  • Once cast, the beam of light lingers to do its hits. The user can move or cast something else (even ragrants again) with no issue.
    • There is a slight delay before the hits do damage. However, if you cast right by (/on top of) the target, the slight delay seems to disappear.
  • Despite what its range looks like from the side (somewhat long beam), the actual effective range is approximately half of that (before it tapers off to a thin lance).
    • Also despite how it looks, it does have decent attack width, again contrary to its animation.
    • Using this with a talis to hit where you want is ideal.
    • Specifically, when charged, the max range is about 13m (possibly 14, but target hitboxes can be weird).
      • It's close to the distance of an uncharged Ilzonde.
Craft type Merit Demerit Special
Brilliant 1 Power +30~70% PP Cost +3~10
2 Power +90~150% PP Cost +2~9
3 Power +140~210% PP Cost +1~8
Concentrated 1 Charge Time -0.60~0.30s Power -65~50%
2 Charge Time -0.65~0.35s Power -60~40%
3 Charge Time -0.70~0.40s Status Effect Rate -20~10%

Brilliant:

  • Brilliant3 and a level 17 ragrants effectively boosts its damage by 11.9~17.8%.
    • Anything higher than a +4 PP cost effectively nullifies most of the damage per PP though.

Concentrated:

  • This craft allows ragrants to be the highest dps tech you can cast, regardless of element, with a good craft.
    • If you're a force, a maxed pp convert or ketos proi is needed to maintain your PP
  • As status effect rate is mostly negligible, you can effectively ignore it for ragrants.
  • This allows you to hit fast enough to cause enemies that get hit-stunned to slow down their actions drastically.
  • Can very quickly charge your Combo Tech gauge due to multiple hits and high damage per hit.

Nagrants

Name Description
File:NaGrantsIcon.png
Nagrants
ナ・グランツ
Advanced light technique. Create an extremely dense sphere of light which automatically reacts to enemies.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Noire Draal Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 724 732 740 748 756 764 772 780 788 796 806 812 820 828 836 844 852
Status (%) 20 21 22
PP Cost 20
Video Accuracy (%) 100
Link Charge 1.20 Sec
  • The sphere of light lasts for roughly 2 seconds uncharged, 6 seconds charged.
    • You get 3 hits max uncharged, 7 hits max charged. One hit when it's cast, then one hit per second until it expires. The last hit is as the animation disappears.
      • Each hit does 15% of the listed power, charged or uncharged.
  • Target priority is things closer to center (for enemies that have multiple parts; doesn't hit multiple parts though).
  • Does push enemies out of its range with each hit, if they can be knocked back by hits. Can be useful as a "wall" for these types of enemies.
    • Conversely, you might not get the full number of hits because of this effect if you're using it for damage.
  • Its horizontal range is a bit less than Gifoie.
  • This is not considered a support technique, so territory burst doesn't affect it.
  • You can put out multiple of these at one time and each will run for its full duration.
    • Like any other technique, switching weapons will end the effects of the technique immediately. The animation will play out, but not actually do anything.
Craft type Merit Demerit Special
Multi-Hit 1 Hit Interval -0.30~0.20s Charge Time +0.20s~0.30s (Max charged hits +1~2)
2 Hit Interval -0.30~0.20s Charge Time +0.15s~0.25s (Max charged hits +1~2)
3 Hit Interval -0.30s Charge Time +0.10s~0.20s Status Effect Rate +10%
(Max charged hits +2)
Brilliant 1 Power +30~60% PP Cost +3~10
2 Power +60~100% PP Cost +2~9
3 Power +70~110% Status Effect Rate -20~10%

Multi-Hit:

  • The 2 extra hits of Multi-Hit3 can make this a better "wall" to keep enemies back.
    • The increased status rate also helps with this behavior
  • There is an increased charge time, which doesn't help the higher-than-normal 1.2s base charge time.
  • With Multi-Hit3 and Nagrants17, a charged nagrants has its max damage effectively increased by 28.6%.
    • Keep in mind that with more hits, there's more knockback.

Brilliant:

  • Lowered status effect rate isn't much of an issue in this case. However, using Nagrants for actual damage isn't a great option. It's PP efficient, but the DPS is not that high. Brilliant3 is effectively a better version of the uncrafted original if you're going to use it for damage.
    • On that note, Multi-Hit3 can be better in the damage department despite its slightly increased charge time.
  • With Brilliant3 and Nagrants17, damage is increased by 8.2~12.9%.

Ilgrants

Name Description
File:IlGrantsIcon.png
Ilgrants
イル・グランツ
Advanced light technique. Crystallizes photons into droplets of light which pursue targets and explode.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
SH Advance Quest: Skyscape Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 758 766 774 782 790 798 806 814 822 830 838 846 854 862 870 878 887
Status (%) 30 32 35 40
PP Cost 25
Video Accuracy (%) 100
Link Charge 1.20 Sec
  • Uncharged damage is 3 hits of 7% listed power. Charged is actually 10 hits of 12% listed power each.
  • The projectiles home in on the target you aimed at initially. Objects or other enemies can get in the way.
    • If you're using this while locked on to a target, the projectiles start more spread out than if you were to free aim it. It's spread out enough that some of the projectiles can immediately hit the ground.
      • Thus, you may need to jump up before casting if using it with a rod and are not free aiming it.
      • If you're using it with a talis, there is no issue at all if you throw the talis skyward before casting. Might even help hit your desired target.
    • A fast moving enemy may cause ilgrants to miss altogether.
    • A target that is too close may not end up taking all hits of ilgrants either. The projectiles may try to turn and hit the target, but end up hitting the ground or a wall instead.
  • Ilgrants' max distance per projectile is about 60M charged or uncharged (and in a straight line). The projectile stays alive for about 2 seconds. Therefore, the speed of the projectile is 30 by default.
  • Ilgrants' status effect rate is very high. I don't think each projectile has the full listed status effect rate, but causing Panic with the uncharged version works reliably on most targets.
Craft type Merit Demerit Special
Swift 1 Speed +8.00~13.00 Status Effect Rate -40~20% Charge Time -0.10s
2 Speed +10.00~15.00 Status Effect Rate -38~18% Charge Time -0.15s
3 Speed +11.00~17.00 Status Effect Rate -20~10% Charge Time -0.25s
Brilliant 1 Power +10~30% Speed -14.00~12.00
2 Power +30~50% Speed -16.00~14.00
3 Power +40~60% Speed -20.00~17.00

Swift:

  • The projectile speed increase does allow it to have more max range, being able to reach its target faster.
  • The increased projectile speed does not increase the turn radius of the projectiles though. Using it in close range may not be viable anymore.
  • Be aware ilgrants is good to use if you need to apply the panic status to a target. A swift craft may not be good for that purpose. It does help with increasing ilgrants' dps though.
  • Swift3 increases the speed and max projectile distance by approximately 36.7~56.7%.

Brilliant:

  • The projectile speed decrease lowers its effective range by a lot. Not to mention on targets that move, it may have trouble hitting at all.
  • Brilliant3 and a level 17 ilgrants boosts damage by 4.5~6.8%.
    • It specifically decreases the speed and max projectile distance by approximately 56.7~66.7%
      • The lowest speed would make it equal to uncrafted charged Megid, but the projectiles stay alive for half the time.
    • Due to the lowered charge time of the Swift3 craft though, this still loses out in DPS.
  • Thus, it's not recommended to take this at all for how much it limits your Ilgrants. Sure, you could still use it in melee range, but if you're there, Ragrants likely would be better. Unless you're specifically going for status.

Resta

Name Description
File:RestaIcon.png
Resta
レスタ
Health restoration technique. Heals wounds and restores lost health with photon energy.
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 (%) 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116
Status (%) -
PP Cost 30
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • Shifta + Shifta drink both affect resta's healing amount per tick.
  • The exact formula for how much each charged tick heals is (total t-atk** / 4) * resta's power (%) * resta advance * potential effect * PSE effect.
    • All of your t-atk (affixes inclusive) from everything EXCEPT your weapon's base t-atk value (the value before affixes).
    • Uncharged resta heals for 2 ticks of 32% of one charged tick (rounded down to the nearest whole number).
  • Like most other support techniques, casting any support technique that isn't Zondeel prematurely stops the field's effects, despite the animation still playing.
  • Base Resta range is approximately 1.5m uncharged, 6m charged.
    • With the Techer skill Territory Burst, range is approximate 3m uncharged, 10m charged. Coupled with the main class techer skill Wide Support, range is 5M uncharged, 13m charged (An uncharged Ilzonde is just inside that range).
Craft type Merit Demerit Special
Multi-Hit 1 Hit Interval -0.30s Power -20~10% (Max charged hits +1)
2 Hit Interval -0.30s Power -15~5% (Max charged hits +1)
3 Hit Interval -0.30s Power -10~3% (Max charged hits +1)
Brilliant 1 Power +20~40% PP Cost +3~10
2 Power +40~60% PP Cost +2~9
3 Power +60~90% PP Cost +1~8

Multi-Hit:

  • This does weaken your uncharged resta by a small amount.
  • Multi-Hit3 and level 17 resta boosts effective charged healing by 14.2~21.8%

Brilliant:

  • PP cost is affected by territory pp save, so the cost of this can be effectively negated if playing with that class.
  • Brilliant3 and level 17 resta boosts healing by 51.7~77.6%.

Anti

Name Description
File:AnteIcon.png
Anti
アンティ
Status ailment cure technique. Through the purifying effects of photons, remove contaminants from the body.
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 (%) 100
Status (%) -
PP Cost 25
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • While this does cure all status conditions, it does not remove effects such as stun or being hit by a weak bullet.
  • Note you also cannot use it to remove freeze from yourself, as you're frozen and can do nothing. Unless...
  • As the field does stay for a couple of seconds, you can cast this before a status effect attack hits to be cured from it immediately.
    • If you have the techer skill "super treatment", this helps in maintaining your PP. Other players' too possibly.
      • An example of this is during the Dark Falz Elder fight. As it transitions to phase 2, you can intentionally get hit by one of its giant ice rocks that are guaranteed to freeze you. If you put up an anti field a bit before it hits, you will be cured and get "free" increased pp regen... as long as you don't die through the initial hit.
Craft type Merit Demerit Special
Concentrated 1 Charge Time -0.40~0.10s PP Cost +3~10
2 Charge Time -0.50~0.20s PP Cost +2~9 Range +1.50m
3 Charge Time -0.50~0.20s PP Cost +1~8 Range +2.00m
Efficient 1 PP Cost -10~1 Charge Time +0.20~0.30s Range +1.00m
2 PP Cost -10~1 Charge Time +0.15~0.25s Range +1.00m
3 PP Cost -10~1 Charge Time +0.10~0.20s Range +1.00m

Concentrated:

  • The increased range and quick charge make this most useful to techers (or forces with techer sub) that have the Super Treatment skill.
  • As with resta, the pp cost can effectively be negated with a good craft and territory pp save.

Efficient:

  • Most useful if meant to only be used on yourself.
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound