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==Overview==
 
==Overview==
  
* Ice is the counterpart to [[Light Techniques|Light]]. Like light techniques, it's more focused on support (and in this case, support means inflicting status), except...
 
* [[Ice Techniques#Ilbarta|Ilbarta]] has quite high single target damage ability. Other damaging ice techs as a whole are slightly below average to average in terms of power/dps (when compared to other elements). PP efficiency can be slightly better than average too. After crafting of course.
 
* The ice techniques to use outside of ilbarta completely depends on your playstyle/ what you want out of the element. If you play rod only, Gibarta may be used quite heavily. If you're running an uncharged tech build, Nabarta has high use.
 
 
* 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.
 
* 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.
+
** The Force skill [[Force (PSO2)#Ice|Freeze Keep]] increases the damage threshold before mobs will break out of being frozen.
** 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.
+
**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==
 
==Barta==
  
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="150px"| Name
+
! width="150px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:BartaIcon.png|link=]]<br>Barta<br>バータ
+
| rowspan="6" |[[File:UITechBarta.png|link=]]<br>Barta<br>バータ
| colspan="19"| Basic ice technique. Freezes the air to fire a line of icicles.
+
| colspan="19" |Basic ice technique. Freezes the air to fire a line of icicles.
 
|-
 
|-
! width="170px"| Drop Table
+
! width="170px" |Drop Table
! width="90px"| Level
+
! width="90px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
 
| rowspan="6" | Common Drop: Force
 
| rowspan="6" | Common Drop: Force
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 459 || 464 || 474 || 479 || 484 || 489 || 494 || 499 || 504 || 509 || 514 || 519 || 524 || 529 || 534 || 539 || 544
+
| colspan="16" | ||1145
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="4" | 28
+
| colspan="4" |28
| colspan="5" | 29
+
| colspan="5" |29
| colspan="8" | 30
+
| colspan="8" |30
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 20
+
| colspan="17" |20
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100%
+
| colspan="17" |100%
 
|-
 
|-
 
| Link
 
| Link
| Charge
+
|Charge
| colspan="17" | 1.00
+
| colspan="17" |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.
+
*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"
 
** 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.
+
*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.
+
**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.
+
***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 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 [[Fire Techniques#Foie|Foie]] or [[Wind Techniques#Ilzan|Ilzan]]. You'll be hard pressed to actually hit.
+
*The width of the projectile is rather narrow compared to [[Fire Techniques (PSO2)#Foie|Foie]] or [[Wind Techniques (PSO2)#Ilzan|Ilzan]].
** The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged.
+
**The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged.
** You can use Ilzan to line mobs up to be hit/ frozen though.
+
*Uncharged deals about 33% damage of a charged hit.
* Uncharged deals about 33% damage of a charged hit.
+
*Barta has a max projectile distance of about 80m. Uncharged is about 70m.
* Barta has a max projectile distance of about 80M. Uncharged is about 70M.
 
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
Line 69: Line 65:
 
|-
 
|-
 
| rowspan="3" style="text-align: center;"| Ice Fang
 
| rowspan="3" style="text-align: center;"| Ice Fang
| 1 || Power +40~70% || PP Cost +3~10 || Status Effect Rate +15%
+
| 1 || Power +70~100% || PP Cost +3~10 || Status Effect Rate +15%
 
|-
 
|-
| 2 || Power +65~95% || PP Cost +2~9 || Status Effect Rate +15%
+
| 2 || Power +100~130% || PP Cost +2~9 || Status Effect Rate +15%
 
|-
 
|-
| 3 || Power +80~110% || Charge Time +0.10~0.30s || Status Effect Rate +15%
+
| 3 || Power +170~230% || 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? Outside of specific "defense" Emergency Quests, this is not too useful.
 
  
 
==Gibarta==
 
==Gibarta==
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="130px"| Name
+
! width="130px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:GiBartaIcon.png|link=]]<br>Gibarta<br>ギ・バータ
+
| rowspan="6" |[[File:UITechGiBarta.png|link=]]<br>Gibarta<br>ギ・バータ
| colspan="19" | Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front.
+
| colspan="19" |Intermediate ice technique. Quickly cools the atmosphere, producing icy shrapnel in front.
 
|-
 
|-
! width="190px"| Drop Table
+
! width="190px" |Drop Table
! width="100px"| Level
+
! width="100px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
 
| rowspan="6" | Common Drop: Force
 
| rowspan="6" | Common Drop: Force
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 622 || 627 || 632 || 637 || 642 || 647|| 652 || 657 || 662 || 667 || 672 || 677 || 682 || 687 || 692 || 697 || 704
+
| colspan="16" | ---||1380
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="4" | 15
+
| colspan="4" |15
| colspan="5" | 16
+
| colspan="5" |16
| colspan="8" | 17
+
| colspan="8" |17
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 23
+
| colspan="17" |23
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100%
+
| colspan="17" |100%
 
|-
 
|-
 
| Link
 
| Link
| Charge
+
|Charge
| colspan="17" | 1.00 Sec
+
| colspan="17" |1.00 Sec
 
|}
 
|}
  
* Creates a roughly 90-degree field of ice in front of you/ your talis' aimed direction.
+
*Creates a roughly 90-degree field of ice in front of you.
* 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.
+
**If used from a thrown talis, the field is created in the direction the user is facing regardless of the position of the target.
** Each hit does knock enemies back if they can be knocked back.
+
*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.
* Note that while the field covers good horizontal distance, it does not have much vertical coverage.
+
**Each hit does knock enemies back if they can be knocked back.
** 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.
+
*Note that while the field covers good horizontal distance, it does not have much vertical coverage.
* Since the field stays in place for  long (about 2.5-3 seconds), you can do other things while the field is in place.
+
**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.
** 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.
+
*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 [[Fire Techniques#Gifoie|Gifoie]], just the field is shaped differently.
+
**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.
+
***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.
 
 
* '''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.)
 
* '''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.)
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
 
| rowspan="3" style="text-align: center;"| Ice Fang
 
| rowspan="3" style="text-align: center;"| Ice Fang
| 1 || Power +15~50% || Charge Time +0.30~1.00s ||  
+
| 1 || Power +80~140% || Charge Time +0.30~1.00s ||  
 
|-
 
|-
| 2 || Power +60~90% || Charge Time +0.20~0.60s ||  
+
| 2 || Power +140~190% || Charge Time +0.20~0.60s ||  
 
|-
 
|-
| 3 || Power +65~100% || Status Effect Rate -15~5% ||  
+
| 3 || Power +150~200% || Status Effect Rate -15~5% ||  
 
|-
 
|-
 
| rowspan="3" style="text-align: center;"| Efficient
 
| rowspan="3" style="text-align: center;"| Efficient
Line 150: Line 135:
 
| 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==
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="130px"| Name
+
! width="130px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:RaBartaIcon.png|link=]]<br>[[Ice Techniques#Rabarta|Rabarta]]<br>ラ・バータ
+
| rowspan="6" |[[File:UITechRaBarta.png|link=]]<br>[[Ice Techniques#Rabarta|Rabarta]]<br>ラ・バータ
| colspan="19" | Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself.
+
| colspan="19" |Intermediate ice technique. Manipulates the atmosphere to summon a blizzard around oneself.
 
|-
 
|-
! width="190px"| Drop Table
+
! width="190px" |Drop Table
! width="90px"| Level
+
! width="90px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!!6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
 
| rowspan="6" | Common Drop: Force
 
| rowspan="6" | Common Drop: Force
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 501 || 507 || 513 || 519 || 525 || 531 || 537 || 543 || 549 || 555 || 561 || 567 || 573 || 579 || 585 || 591 || 597
+
| --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || --- || ---||1170
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="4" | 28%
+
| colspan="4" |28%
| colspan="5" | 29%
+
| colspan="5" |29%
| colspan="6" | 30%
+
| colspan="6" |30%
| colspan="2" | 35%
+
| colspan="2" |35%
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 23
+
| colspan="17" |23
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100
+
| colspan="17" |100
 
|-
 
|-
 
| Link
 
| Link
| Charge  
+
| Charge
| colspan="17" | 1.00 Sec
+
| colspan="17" |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.
 
* 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.
+
*The range is actually slightly smaller than what the animation displays.
** Uncharged has a much smaller hit radius than charged
+
**Uncharged has a much smaller hit radius than charged
* None of the hits cause knockback
+
*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]].
+
**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.
+
***Note uncharged has a lower freeze rate than charged.
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
Line 214: Line 190:
 
|-
 
|-
 
| rowspan="3" style="text-align: center;"| Ice Fang
 
| rowspan="3" style="text-align: center;"| Ice Fang
| 1 || Power +30~55% || Charge Time +0.10~0.30s ||  
+
| 1 || Power +80~150% || Charge Time +0.10~0.30s ||  
 
|-
 
|-
| 2 || Power +60~90% || Charge Time +0.10~0.30s ||  
+
| 2 || Power +150~220% || Charge Time +0.10~0.30s ||  
 
|-
 
|-
| 3 || Power +120~150% || Status Effect Rate -25~15% ||  
+
| 3 || Power +190~250% || 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==
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="130px"| Name
+
! width="130px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:SaBartaIcon.png|link=]]<br>Sabarta<br>サ・バータ
+
| rowspan="6" |[[File:UITechSaBarta.png|link=]]<br>Sabarta<br>サ・バータ
| colspan="19" | Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target.
+
| colspan="19" |Intermediate ice technique. Manipulates photons to adjust atmospheric pressure. Drops a series of icicles on your target.
 
|-
 
|-
! width="190px"| Drop Table
+
! width="190px" |Drop Table
! width="100px"| Level
+
! width="100px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
| rowspan="6" | [[Natives#banthaelena|Bantha Elena]]
+
| rowspan="6" |[[Bantha Elena]]
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 660 || 668 || 676 || 684 || 692 || 700 || 708 || 716 || 724 || 732 || 740 |748 || 756 || 764 || 772 || 780 || 788
+
| colspan="16" ---||1261
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="4" | 15%
+
| colspan="4" |15%
| colspan="5" | 16%
+
| colspan="5" |16%
| colspan="8" | 17%
+
| colspan="8" |17%
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 20
+
| colspan="17" |20
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100%
+
| colspan="17" |100%
 
|-
 
|-
 
| Link
 
| Link
| Charge
+
|Charge
| colspan="17" | 1.50 Sec
+
| colspan="17" |1.00 Sec
 
|}
 
|}
  
* On targeted mobs, an initial hit will lock their movement/animation briefly as the animation plays out.
+
*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
+
** 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.
+
**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.'''
+
*'''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.
+
**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]].
+
*Very long range if free aimed. Does not require ling of sight, so it can hit an enemy behind a wall.
* Also of note is that it can stop a launch or knockback.
+
* 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 pure damage for this reason. Using it uncharged has some merits though.
 
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
Line 287: Line 251:
 
|-
 
|-
 
| rowspan="3" style="text-align: center;"| Ice Fang
 
| rowspan="3" style="text-align: center;"| Ice Fang
| 1 || Power +30~50% || Charge Time +0.10~0.30s ||  
+
| 1 || Power +40~80% || Charge Time +0.10~0.30s ||  
 
|-
 
|-
| 2 || Power +50~75% || Charge Time +0.10~0.30s ||  
+
| 2 || Power +70~120% || Charge Time +0.10~0.30s ||  
 
|-
 
|-
| 3 || Power +90~110% || Charge Time +0.08~0.22s ||  
+
| 3 || Power +110~160% || Charge Time +0.08~0.22s ||  
 
|}
 
|}
 
Wide:
 
 
* More range is not a bad thing. It does not expand the initial animation stop's range, but it does make it easier to have all hits of the technique hit... and multiple targets.
 
 
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%.
 
  
 
==Nabarta==
 
==Nabarta==
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="130px"| Name
+
! width="130px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:NaBartaIcon.png|link=]]<br>Nabarta<br>ナ・フォイエ
+
| rowspan="6" |[[File:UITechNaBarta.png|link=]]<br>Nabarta<br>ナ・バータ
| colspan="19" | Advanced ice technique. Release a constant stream of chilling air.
+
| colspan="19" |Advanced ice technique. Release a constant stream of chilling air.
 
|-
 
|-
! width="190px"| Drop Table
+
! width="190px" |Drop Table
! width="100px"| Level
+
! width="100px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
| rowspan="6" | [[Oceanids#baldominus|Bal Dominus]]
+
| rowspan="6" |[[Bal Dominus]]
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 198 || 200 || 202 || 204 || 206 || 208 || 210 || 212 || 214 || 216 || 218 || 220 || 222 || 224 || 226 || 228 || 230
+
| 198 || 200 || 202 || 204 || 206 || 208 || 210 || 212 || 214 || 216 || 218 || 220 || 222 || 224 || 226 || 228||230
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="4" | 15
+
| colspan="4" |15
| colspan="5" | 16
+
| colspan="5" |16
| colspan="8" | 17
+
| colspan="8" |17
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 30
+
| colspan="17" |30
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100
+
| colspan="17" |100
 
|-
 
|-
 
| Link
 
| Link
| Charge
+
|Charge
 
| colspan="17" | -
 
| colspan="17" | -
 
|}
 
|}
  
* This technique cannot be charged.
+
*This technique cannot be charged.
* Hold the button down to keep the technique casting. You can move while it's being cast.
+
*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.
+
**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.
*** Any PP recovery doesn't work while casting. Force skill tree's [[Force#Charge_PP_Revival|Charge PP Revival]] has no effect either, since this can't be charged.
+
** It can be used for an extremely quick JA window.
* Each hit is in approximately 0.5s intervals, and for the listed power.
+
***Natural PP recovery is stopped while casting. Force skill tree's [[Force (PSO2)#Charge PP Revival|Charge PP Revival]] has no effect, since this can't be charged.
* The "projectile" emitted by this does travel forward slowly, so it may take some time to hit a target not right by you.
+
*Each hit is in approximately 0.5s intervals, and for the listed power.
** It seems to travel to about 10M in front of your current position.
+
*The "projectile" emitted by this does travel forward slowly, so it may take some time to hit a target not right by you.
* Pointless with a talis, since it doesn't change direction or follow you at all.
+
**It seems to travel to about 10M in front of your current position.
* Keep in mind, since this technique cannot be charged, it is affected by the Force skill tree's [[Force#Normal_Tech_Advance|Normal Tech Advance]] and the potential {{pots|Innocent Appearance}}. That's the best way to get the most out of Nabarta.
+
*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 [[Force (PSO2)#Normal Tech Advance|Normal Tech Advance]] and potentials like {{pots|Innocent Appearance}}.
 +
 
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
Line 366: Line 323:
 
|}
 
|}
  
Fierce:
+
=== Nabarta Type 0===
 
 
* The power decrease is quite harmful in this case, given the low listed power already. This is if you plan to use it for damage.
 
* The status effect rate increase is very good though if you really want to make sure something becomes frozen.
 
 
 
Ice Fang:
 
 
 
* If you are using this with some fun equipment with the earlier mentioned potential, this is the craft to get. Status effect is negligible for those purposes.
 
* With Ice Fang3 and Nabarta17, damage is increased by 13.0~19.6% per hit.
 
 
 
===Nabarta Type 0===
 
  
 
{{TechniqueList/Header}}
 
{{TechniqueList/Header}}
| [[File:Nabarta.png]] || Power<br>Accuracy<br>PP<br>Status || ? || ? || 829<br>100<br>10<br>40 || ? || - ||  || A glacial spike forms in front of you, protecting you from enemy attacks. Explodes to deal damage when struck. (Unofficial description) ||
+
| [[File:UITechNaBarta.png]] || Power<br>Accuracy<br>PP<br>Status || ? || ? || 1088<br>100<br>10<br>40 || ? || - ||  || A glacial spike forms in front of you, protecting you from enemy attacks. Explodes to deal damage when struck. (Unofficial description) ||
 
|}
 
|}
  
Line 386: Line 333:
 
|}
 
|}
  
* This technique cannot be charged, like the original uncrafted version.
+
*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 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 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 Menu|Drink]] effect, like [[Light Techniques#Gigrants Type 0|Gigrants Type 0]].
+
**The initial PP cost and drain rate are affected by PP cost reduction potentials and the [[Drink Menu|Drink]] effect, similar to [[Light Techniques (PSO2)#Gigrants Type 0|Gigrants Type 0]].
*** TA JA PP save affects the initial cost, but not the drain rate. Again like Gigrants0.
+
***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.  
+
*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.
+
**Your PP briefly stops draining after a successful block. No PP is regained on successful usage or damage.
*** The better your own timing is, the better this technique can theoretically be up to a certain level.
+
**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.
** 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.
*** Note: If multiple attacks hit you at the exact same time (for example, [[Aberrations#angafundarge|Anga Fundarge]]'s double "drill" attack, you can still be hit. You gain invincibility after you do damage, though this assumes what you're guarding against is in range to be hit.
+
*The freeze rate is quite high.
* The freeze rate is quite high, so if what you block can be frozen or held in place (Diabo, Goldrahdas), this may be a decent way to create some breathing room. Be aware of mob desyncs though.
+
*Similar to [[Dark Techniques (PSO2)#Ramegid Type 0|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.
* Similar to [[Dark Techniques#Ramegid Type 0|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 [[Skill Rings (PSO2)#L.2FTech C Parrying|L/Tech C Parrying]], Nabarta-0 allows you to block multiple hits in succession due to the invincibility window generated upon a successful block.
* While Nabarta0 can be useful in the right scenarios, [[Skill_Rings#L.2FTech_C_Parrying|L/Tech C Parrying]] will give a similar function while allowing you to cast something that hits harder and/or costs less PP. Unless there is a need to block and immediately counterattack multiple hits (and dodging may not suffice), there is little benefit to using this due to the high PP demand.
 
** One potential example of this is dealing with an angry [[Aberrations#falkeleone|Falke Leone]] from Ultimate Lillipa; smack it with a wand/rod to keep PP up, let it kill itself. Even then, you may still kill it faster getting in proper techs when you can.
 
  
 
==Ilbarta==
 
==Ilbarta==
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="130px"| Name
+
! width="130px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:IlBartaIcon.png|link=]]<br>Ilbarta<br>イル・バータ
+
| rowspan="6" |[[File:UITechIlBarta.png|link=]]<br>Ilbarta<br>イル・バータ
| colspan="19" | Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique.
+
| colspan="19" |Advanced ice technique. Damages while inscribing an icy crest that amplifies further casts of this technique.
 
|-
 
|-
! width="190px"| Drop Table
+
! width="190px" |Drop Table
! width="100px"| Level
+
! width="100px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
| rowspan="6" | SH Advance Quest: Tundra
+
| rowspan="6" |SH Advance Quest: Tundra
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 435 || 440 || 445 || 450 || 455 || 460 || 465 || 470 || 475 || 480 || 485|| 490 || 495 || 500 || 505 || 510 || 515
+
| 435 || 440 || 445 || 450 || 455 || 460 || 465 || 470 || 475 || 480||485 || 490 || 495 || 500 || 505 || 510||515
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="4" | 15
+
| colspan="4" |15
| colspan="5" | 16
+
| colspan="5" |16
| colspan="8" | 17
+
| colspan="8" |17
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 25
+
| colspan="17" |25
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100
+
| colspan="17" |100
 
|-
 
|-
 
| Link
 
| Link
| Charge  
+
| Charge
| colspan="17" | 1.00 Sec
+
| colspan="17" |1.00 Sec
 
|}
 
|}
  
* Creates an explosion of ice directed at the target.
+
*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.
+
**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.
+
**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.
+
**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'''.
+
**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'''.
+
**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'''.
** Uncharged casts can be fired off to rapidly increase the sigil count, then the last few casts can be charged for maximum damage. Alternatively, you can fire off six uncharged casts, then charge the 7th, but this method is extremely PP-intensive.
 
** Coordination is key when partying with other Forces using Ilbarta. If you do not have an Ice build, try to back off when the sigil count approaches the limit so as to not accidentally "steal" the final hit from someone who has higher Ilbarta output.
 
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
Line 463: Line 406:
 
|}
 
|}
  
Concentrated:
+
'''Chart detailing relative power of each option with Lv. 17 Ilbarta (assuming charged)''':
  
* Increases effective DPS in exchange for a slight decrease in raw power. Can be used to stack sigils faster with charged casts.
+
{| class="wikitable table-bordered"
 
+
!Name!!1st-3rd hits!!4th-6th hits !!7th hit!! Damage per cast
Ice Fang:
 
 
 
* Increases damage per cast by roughly 23.3~31.1% with Ice Fang 3 on a Lv. 17 Ilbarta. Increases raw damage in exchange for a cast time increase.
 
* Viable if you are simply throwing uncharged casts to stack sigils, as it boosts both the power of the preparation phase and the final hit.
 
 
 
'''Chart detailing relative power of each option with Lv. 17 Ilbarta''':
 
 
 
{| class="wikitable"
 
! Name !! 1st-3rd hits !! 4th-6th hits !! 7th hit !! Damage per cast
 
 
|-
 
|-
| Concentrated3 || 485~505% || 970~1010% || 3880~4040% || 94.2~98.1%
+
|Concentrated3||485~505%||970~1010%||3880~4040%||94.2~98.1%
 
|-
 
|-
| No craft || 515% || 1030% || 4120% || 100%
+
|No craft||515%||1030%||4120%||100%
 
|-
 
|-
| Ice Fang3 || 635~675% || 1270~1350% || 5080~5400% || 123.3~131.1%
+
|Ice Fang3||635~675%||1270~1350%||5080~5400%||123.3~131.1%
 
|}
 
|}
  
 
==Deband==
 
==Deband==
  
{|class="wikitable" style="text-align: center;
+
{| class="wikitable table-bordered" style="text-align: center;"
! width="130px"| Name
+
! width="130px" | Name
 
! colspan="19" |Description
 
! colspan="19" |Description
 
|-
 
|-
| rowspan="6" | [[File:DebandIcon.png|link=]]<br>Deband<br>デバンド
+
| rowspan="6" |[[File:UITechDeband.png|link=]]<br>Deband<br>デバンド
| colspan="19" | Basic ice technique. Generate a defensive active field.
+
| colspan="19" |Basic ice technique. Generate a defensive active field.
 
|-
 
|-
! width="190px"| Drop Table
+
! width="190px" |Drop Table
! width="100px"| Level
+
! width="100px" |Level
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17
+
! 1!! 2!! 3!! 4!! 5!! 6!! 7!! 8!!9!!10!!11!!12!!13!!14!!15!!16!!17
 
|-
 
|-
| rowspan="6" | Apos Dorios <br> Red Containers <br> EC Reward
+
| rowspan="6" | [[Apos Dorios]] <br> Red Containers <br> EC Reward
| Req. T-ATK
+
|Req. T-ATK
| 96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470 || 485
+
|96 || 100 || 150 || 210 || 240 || 288 || 308 || 324 || 332 || 374 || 394 || 402 || 430 || 440 || 455 || 470||485
 
|-
 
|-
| Power (%)
+
|Power (%)
| 180 || 181 || 182 || 183 || 184 || 185 || 186 || 187 || 188 || 189 || 190 || 191 || 192 || 193 || 194 || 195 || 196
+
| 180 || 181 || 182 || 183 || 184 || 185 || 186 || 187 || 188 || 189 || 190 || 191 || 192 || 193 || 194 || 195||197
 
|-
 
|-
 
| Status (%)
 
| Status (%)
| colspan="17" | -
+
| colspan="17" | -
 
|-
 
|-
| PP Cost
+
|PP Cost
| colspan="17" | 20
+
| colspan="17" |20
 
|-
 
|-
! Video
+
!Video
| Accuracy (%)
+
|Accuracy (%)
| colspan="17" | 100%
+
| colspan="17" |100%
 
|-
 
|-
 
| Link
 
| Link
| Charge
+
|Charge
| colspan="17" | 1.00 Sec
+
| colspan="17" |1.00 Sec
 
|}
 
|}
  
* Whereas [[Fire Techniques#Shifta|Shifta]] boosted base attack, this boosts your base defense.
+
*Default max duration is 1 minute.
* Boosts your base defense by 10% of the listed amount.
+
**{{AbilityFactors|S4:Support Extension}} from [[Atlas Exocet]] and [[Atlas Exocet Ex]] increases the max duration to 2 minutes.
** Base is your defense before equipment and affixes. Only things on your MAG, skill tree, title rewards, and from main/subclass levels count.
+
** Techer skill [[Techer (PSO2)#Extend Assist|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 [[Fighter (PSO2)#Adrenaline|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 [[Techer (PSO2)#Long-time Assist|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%.
 
** 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%.
* Points into the force skill tree's [[Force#icemastery2|Ice Mastery]] doesn't affect Deband, much like Shifta
+
*Like Shifta, the most potent Deband effects are retained on subsequent recasts, regardless of the player recasting Deband.
* Because it's generally not recommended to invest into defensive abilities, this has less use than Shifta.
+
*Ice element mastery from Force skill tree does not boost Deband's power.
** If deband is cast by a Techer with the related deband skills, it does become quite a bit more useful however.
+
*'''This does affect [[A.I.S._(Arks_Interception_Silhouette)|AIS]] and [[Dark Blast (PSO2)|Dark Blast]].'''
* 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.
+
**Doesn't affect stationary turrets however.
* Is affected by the Techer skill Territory burst and Territory PP save.
+
*Affected by Territory Burst and Territory PP Save.
* Base Deband range is approximately 1.5m uncharged, 6m charged.
+
**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.
** 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 [[Lightning Techniques#Ilzonde|Ilzonde]] is just inside that range).
 
*** All these values are shared for at least [[Fire Techniques#Shifta|Shifta]] and [[Light Techniques#Resta|Resta]].
 
  
 
{{TechniqueQuickMerit/Header}}
 
{{TechniqueQuickMerit/Header}}
Line 547: Line 487:
 
| 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.
 
** The exact range increase is 2m more than each of the previous values given.
 
 
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).
 
* As with Concentrated3, the range increase is straight addition to the above listed values.
 
 
  
 
{{TechniqueNavigation}}
 
{{TechniqueNavigation}}

Latest revision as of 20:00, 7 June 2021

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 (%) 1145
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