Main Page

Ice Techniques (PSO2)

From Arks-Visiphone
Revision as of 12:17, 6 May 2019 by Blead (talk | contribs) (Rewrite and fact check Ice Techniques)
Jump to navigation Jump to search
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound

Overview

  • 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.
    • Freezing freezes 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.

Barta

Name Description
UITechBarta.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.
    • 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.
  • 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 +70~100% PP Cost +3~10 Status Effect Rate +15%
2 Power +100~130% PP Cost +2~9 Status Effect Rate +15%
3 Power +170~230% Charge Time +0.10~0.30s Status Effect Rate +15%

Gibarta

Name Description
UITechGiBarta.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 (%) --- 1380
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.
    • If used from a thrown talis, the field is created in the direction the user is facing regardless of the position of the target.
  • 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.
    • 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.
  • 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 +80~140% Charge Time +0.30~1.00s
2 Power +140~190% Charge Time +0.20~0.60s
3 Power +150~200% 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

Rabarta

Name Description
UITechRaBarta.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 (%) --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- 1170
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.
      • 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 +80~150% Charge Time +0.10~0.30s
2 Power +150~220% Charge Time +0.10~0.30s
3 Power +190~250% Status Effect Rate -25~15%

Sabarta

Name Description
UITechSaBarta.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 (%) --- 1261
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 its 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% total 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.
  • Very long range if free aimed. Does not require ling of sight, so it can hit an enemy behind a wall.
  • It can stop a launch or knockback.
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 +40~80% Charge Time +0.10~0.30s
2 Power +70~120% Charge Time +0.10~0.30s
3 Power +110~160% Charge Time +0.08~0.22s

Nabarta

Name Description
UITechNaBarta.png
Nabarta
ナ・バータ
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.
    • It can be used for an extremely quick JA window.
      • Natural PP recovery is stopped while casting. Force skill tree's Charge PP Revival has no effect, 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.
  • When used from a thrown talis, its direction cannot be changed at all.
  • Keep in mind, since this technique cannot be charged, it is affected by the Force skill Normal Tech Advance and potentials like Potential.png Innocent Appearance.


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%

Nabarta Type 0

Name Stat +1 +10 +16 +17 Charge Obtain List Description
UITechNaBarta.png Power
Accuracy
PP
Status
? ? 1088
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, similar to Gigrants Type 0.
      • TA JA PP save affects the initial cost, but not the drain rate. Again, similar to Gigrants Type-0.
  • 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.
    • 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.
    • The block timing continues for a small period of time after releasing Nabarta-0. With the right timing, one can simply tap Nabarta-0 in anticipation of an attack, and continue performing other actions uninterrupted.
  • The freeze rate is quite high.
  • 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.
  • Unlike L/Tech C Parrying, Nabarta-0 allows you to block multiple hits in succession due to the invincibility window generated upon a successful block.

Ilbarta

Name Description
UITechIlBarta.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.
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

Chart detailing relative power of each option with Lv. 17 Ilbarta (assuming charged):

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
UITechDeband.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 (%) 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 197
Status (%) -
PP Cost 20
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • Default max duration is 1 minute.
    • SClassAbilityIcon.png S4:Support Extension from Atlas Exocet and Atlas Exocet Ex increases the max duration to 2 minutes.
    • Techer skill Extend Assist increases the max duration to 3 minutes.
    • The above effects do not stack. The maximum possible duration is still 3 minutes.
  • Gain 15 seconds per pulse/tick by default.
    • Fighter skill Adrenaline and its skill ring version increase the duration gained per pulse/tick to 45 seconds for the recipient only.
      • This only applies to yourself. You need to have the skill to get increased duration per pulse/tick. Deband can be casted by anyone and the effect will still apply.
    • Techer skill Long-Time Assist increases the duration gained per pulse/tick to 45 seconds from your own Deband only.
      • Unlike Adrenaline, this only applies to your own Deband, and everyone who receives your Deband will get the increased duration, including yourself.
  • 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%.
  • Like Shifta, the most potent Deband effects are retained on subsequent recasts, regardless of the player recasting Deband.
  • Ice element mastery from Force skill tree does not boost Deband's power.
  • This does affect AIS and Dark Blast.
    • Doesn't affect stationary turrets however.
  • 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)
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound