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Lightning Techniques (PSO2)

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Overview

  • Lightning is a somewhat quirky element, much like its techer counterpart Dark. It's not very good for general damage purposes if you do not make a build for it. If you choose to be a lightning force though, you have access to a very potent Zonde Type 0 and a strong, wide hitting Razonde. As a bonus, you can tinker with other subclasses (primarily fighter) to make the most of the relatively strong power per cast and relatively high PP efficiency.
    • The other damaging techniques are not particularly noteworthy for... doing damage.
  • Lightning techniques are quite costly to use if you aren't a force main and put points into Bolt Tech PP Save.
  • Outside of damage, Zondeel has universal utility in gathering mobs. It's a staple for any caster. You may also get some use out of Ilzonde for movement or to quickly put some distance between yourself and enemies.
  • Lightning techs have a chance to inflict the shock status, which occasionally causes mobs to trigger their knockback animation.
    • As with all other status effects, certain bosses have special properties when inflicted with a status.

Zonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zonde.png Zonde
ゾンデ
Power
Accuracy
PP
Status
429
100
23
20
474
100
23
22
504
100
23
22
509
100
23
22
1.00 sec. Basic lightning technique. Charges photons to summon a bolt of lightning in any location.
  • Limited range, cannot go behind walls (or targets?). Even if you're locked onto an enemy, it will not hit it if it's behind a wall, unlike something like Rafoie.
  • If you hit in the direct center of this tech on your target, its power is 110% of what's listed. If you don't (it has a radius of where it can hit), its power is as listed.
  • Its max range is about 35M when charged. Uncharged is half that.
Craft type Merit Demerit Special
Concentrated 1 Charge Time -0.30~0.10s PP Cost +3~10
2 Charge Time -0.40~0.20s Status Effect Rate -20~10%
3 Charge Time -0.45~0.25s Status Effect Rate -15~5%
Efficient 1 PP Cost -6~1 Power -40~20% Status Effect Rate +10%
2 PP Cost -7~1 Power -35~15% Status Effect Rate +11%
3 PP Cost -7~1 Power -30~10% Status Effect Rate +12%

Concentrated:

  • The decreased charge time can make this a reliable DPS option in most cases.
  • The status effect rate loss of Concentrated3 is a nonissue, especially since most Lightning Techniques have a status effect rate increase craft that's usable. However...

Efficient:

  • You can take this instead if you really want the status. Approximately a 2.0~5.9% power decrease per cast, but more status and a potentially dirt cheap PP cost of 6 with a good craft + Bolt Tech PP Save. Each one isn't a bad choice depending on your preferences.

Zonde Type 0

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zonde.png Zonde Type 0
零式ゾンデ
Power
Accuracy
PP
Status
? ? ? 2268
100
40
5
1.25 sec. Rains multiple lightning bolts on your target in a small area. (unofficial description)
Craft type Merit Demerit Special
Type 0 Power +0~226% PP +0~10
  • Lightning's highest damage and dps tech.
  • Changes so you cannot move while charging the tech.
  • Does 7 hits of 8% listed power + 1 hit at 44% of listed power.
    • Final hit does knock down mobs.
  • If this is cast from a position higher than your target, you do about 9.5% more damage.
    • You can activate it by throwing a talis to a location higher than your enemy before casting. Note though that this will change it to hit around where the talis is thrown to rather than let you aim it.
  • Despite the appearance, all targets in the tech's attack range take full damage, and the damage area is somewhat generous (approximately 3m wide).
  • Uncharged is 3 low damage hits with a smaller range.

Gizonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Gizonde.png Gizonde
ギ・ゾンデ
Power
Accuracy
PP
Status
313
100
28
20
340
100
28
22
358
100
28
22
362
100
28
22
1.00 sec. Intermediate lightning technique. Release an electric shock that spreads from target to target.
  • If it hits a valid target, it will then seek and hit other targets nearby in a chain manner.
    • The hits, despite how its animation looks, are not instantaneous.
      • The further away the target is from the initial casting/ jump point, the longer it takes for a hit to register seemingly. Unlike other projectiles, it seems to have a fixed travel time proportional to how far away a target is to its max range. The max delay is up to about half a second.
    • It's similar to how Ilmegid behaves, but more "instantaneous" and without projectile turn radius issues.
  • The max range of Gizonde's initial hit is about 30m. Uncharged is about half that. Note though The "projectile" has a very small hit radius.
    • Despite the animation playing out to about 40m (20m uncharged) if free aimed, I could not get any hit to register at that distance, let alone at roughly 25-30m consistently, on a large target. I can only assume the total distance the technique can travel is about 40m. Whether or not it actually hits anything in its 40m is a complete tossup.
    • If you hit a nearby group of targets, Gizonde can hit several/ all of them. A further group of targets may only hit the targeted enemy, if it does at all.
  • Gizonde is a sadly weak tech. Low power per hit, relatively high pp cost, and able to miss any target if it is moving fast enough. This makes it unreliable for low reward.
Craft type Merit Demerit Special
Supercharged 1 Power +10~30% PP Cost +3~10
2 Power +30~50% PP Cost +2~9 Charge Time -0.10s
3 Power +35~55% Status Effect Rate -20~10% Charge Time -0.10s
Efficient 1 PP Cost -6~1 Power -30~10% Status Effect Rate +10%
2 PP Cost -7~1 Power -25~10% Status Effect Rate +11%
3 PP Cost -8~1 Power -20~8% Status Effect Rate +12%

Supercharged:

  • As status effect rate is easily taken care of by several other lightning techs, Supercharged3 is a nonissue. Even gets a slight charge time decrease.
  • With Supercharged3 and Gizonde17, damage is increased by 9.7~15.2%

Efficient:

  • Like Zonde and Razonde, this makes Gizonde cost less PP, be slightly weaker, and increases its status effect rate. There is no real downside, and can make it more usable with a good craft. However, it's still notably higher in PP cost with its best possible craft compared to the previously mentioned techniques if efficient crafted.

Razonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Razonde.png Razonde
ラ・ゾンデ
Power
Accuracy
PP
Status
631
100
24
20
694
100
24
22
736
100
24
22
743
100
24
22
1.00 sec. Intermediate lightning technique. Generates a sphere of electricity, which shocks its surroundings.
  • The sphere generated creates a conic hit area beneath its cast location.
  • Thus, throwing a talis into the sky allows Razonde to hit a far larger area. You can also jump up before casting with a rod, but its area of effect still isn't that great.
    • There is a limit to how large of a cone is created though. Experiment with this yourself to get the most range out of it and/or hit targets' weakpoints.
      • When I tested it, I felt the max height is about 18-20m (enemy hitboxes aside). The talis' max range is about 30m in a given direction and takes just over a second to get there. (I estimate 25 speed). So stop it a bit later than half way (/ half a second) if aiming high up.
  • A maximum of 8 targets can be hit per cast.
Craft type Merit Demerit Special
Supercharged 1 Power +20~40% Status Effect Rate -30~10%
2 Power +40~60% Status Effect Rate -25~10% Charge Time -0.10s
3 Power +50~70% Status Effect Rate -20~10% Charge Time -0.10s
Efficient 1 PP Cost -6~1 Power -30~20% Status Effect Rate +10%
2 PP Cost -7~1 Power -25~15% Status Effect Rate +11%
3 PP Cost -7~1 Power -20~12% Status Effect Rate +15%

Supercharged:

  • Supercharged3 has no downside if you're a lightning force. You have several other options for causing status effect if you need it. Of course, then there's...

Efficient:

  • Very little downside here too, if any at all. You can apply status while making PP cost close to nothing. The main reason not to get this is that you don't want status to be applied (which may be desirable over shock).

Sazonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Sazonde.png Sazonde
サ・ゾンデ
Power
Accuracy
PP
Status
642
100
23
20
705
100
23
22
747
100
23
22
754
100
23
22
1.00 sec. Intermediate lightning technique. Plant an electrical sphere inside the target, leaving it vulnerable to other lightning attacks.
  • Doesn't do anything on its own after hitting its target (or a target that may be in the way).
  • Must be hit by a different lightning tech to "detonate" it, causing it to do damage.
    • The charged projectile stays on a target undetonated for about 4 seconds. Detonating it in this time will allow it to do its full number of hits.
  • Does 2 hits if uncharged, 4 hits if charged.
    • Each tick is slow, and doesn't do the highest DPS. Reasonably PP efficient once detonated though.
  • The max range of the projectile itself is about 140M if charged, 100M if uncharged. The projectile lives for 2 seconds charged or uncharged. Therefore, the projectile's speed is 70 if charged, 50 if uncharged.
    • The longest reliable ranged lightning techniques has a distance of about 35M. Unless sazonde is already detonated and the target holds still, you're very unlikely to get it to work at that large of a distance.
Craft type Merit Demerit Special
Swift 1 Speed +20.00~40.00 PP Cost +1~8 Status Effect Rate +15%
2 Speed +30.00~50.00 Status Effect Rate -20~10% PP Cost -3
3 Speed +35.00~55.00 Status Effect Rate -15~5% PP Cost -4
Supercharged 1 Power +10~30% Speed -40.00~10.00
2 Power +160~200% Speed -45.00~38.00
3 Power +200~240% Speed -50.00~45.00

Swift:

  • Unfortunately, while this could be more effective as a single target status effect, only Swift1 increases the status effect rate while increasing the PP cost.
  • Swift3 does make it more PP efficient at least, and with a lightning force build, is 9 PP each per cast.
  • The speed and effective max range of the projectile is increased by 50~78.6% if charged, 70~110% uncharged.

Supercharged:

  • The lowered speed will make hitting your target much more difficult.
  • At level 17 and with Supercharged3, damage is increased by 26.5~31.8%.
    • This also lowers the projectile speed and effective max distance by 64.3~71.4% if charged, 90~100% uncharged.
      • Yes, it really does make the uncharged speed at fastest half the speed of charged Megid, an already slow projectile. Not that you would use it in this condition anyway.

Zondeel

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zondeel.png Zondeel
ゾンディール
Power
Accuracy
PP
Status
478
100
26
14
523
100
26
16
553
100
26
17
559
100
26
17
1.00 sec. Basic lightning technique. Generates an electromagnetic field to draw in multiples targets. Strike the field with an electro-shock for an additional effect.
  • Mobs in range will be suctioned to the center. No damage is dealt.
    • Heavier mobs, and bosses in particular, are moved to the center more slowly compared to lighter enemies. Some may be too heavy or outright immune to the effect.
      • Examples of immunity are large bosses like dark ragne. Ultimate quest monsters infected with a core also become immune to these effects.
    • Extremely useful in any fixed spawn situation, or a situation where mobs move toward you/ your group.
  • The uncharged field lasts for about 1.5 seconds, has a smaller suction radius, and the suction is a bit weaker. The charged field lasts about 3 seconds.
  • Note that the mobs become densely packed enough that most techs will hit all suctioned mobs. Ragrants is a notable followup technique to use.
  • When hit with a different lightning tech, the field "detonates". This causes it to deal damage and it lose its suction effect.
    • Only your lightning tech can "detonate" the field.
      • If your MAG has the lightning t-atk "shot", it will cause the field to detonate.
    • The Peacekeeper zondeel ring forces zondeel to never detonate.
    • Does 4 hits if a charged field is detonated, and one hit on an uncharged detonated field.
  • For safety, best used in combination with a talis.
    • However, for complete precision (and some spawns may need it), you may want to utilize it with a rod. If you are the first to a spawn, you have enough time to throw off a zondeel safely in most cases. Mobs in Ultimate Quests are typically the most dangerous to try with a rod, but is possible.
  • Is affected by a techer's territory burst (and related skills), on top of lightning PP save.
    • Can be as low as 9 pp per cast
  • Mobs may be suctioned in on others screen and not your screen, and vice versa. Only boss positions are shared; mobs are not.
    • It's best to use zondeel right when/ soon after mobs spawn. This lets you ensure mob positions are still synced. Over time, their positions will be de-synced further.
Craft type Merit Demerit Special
Supercharged 1 Power +15~40% Charge Time +0.20~0.40s
2 Power +80~120% Charge Time +0.10~0.30s
3 Power +120~160% Charge Time +0.10~0.20s
Fierce 1 Status Effect Rate +10~20% Power -30~10%
2 Status Effect Rate +10~20% Power -25~5% Range +1.00m
3 Status Effect Rate +10~20% Power -20~3% Range +1.00m

Supercharged:

  • At level 17 and with Supercharged3, damage per cast is increased by 21.5~28.6%.
    • Note the charge time increases though, so dps gained isn't that high.

Fierce:

  • The increased range will help with mob gathering. The loss of power is negligible as it's primarily used to gather mobs.
  • The increased status effect can also make zondeel good for applying status effect. Primarily notable in XQs with a status effect stage order.

Nazonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Nazonde.png Nazonde
ナ・ゾンデ
Power
Accuracy
PP
Status
3000
100
35
15
3315
100
35
17
3525
100
35
17
3560
100
35
17
1.00 sec. Advanced lightning technique. Charge yourself with electricity and release it as a powerful electric field. Mash button to increase electricity.
  • Holds you in place as you use this technique. Will keep you in the air (even if used with a thrown talis).
    • Since it generates a sphere, it does hit all around you/ the cast location.
  • You cannot mirage escape out early. You also are completely vulnerable while it's going and for a moment after the hits stop.
    • However, you can stay a bit safer by using it with a talis, since it will then surround the thrown talis instead.
  • As in the description, pressing buttons after it's activated extends its duration. Each button press resets the time before it will stop. It lasts for about a second if you don't touch anything, up to about 5 seconds if uncharged, and up to approximately 8 seconds if charged. So if you tap a button every half a second, you should get the full duration
    • You can get one hit about every 0.5s. You can get a maximum of about 11 hits when uncharged, 16 hits uncharged. There is also a stronger close range hit on its activation.
      • Each hit does about 6% of the listed power when charged. The hit on activation does 10% of the listed power charged. Uncharged is around 2% of the listed power for each hit.
    • The sphere's range is a bit less than what Zondeel's charged range is. The range is also approximately 1.5 times as large when charged versus uncharged.
  • While it's active, Charge PP Revival doesn't work.
  • While Nazonde is PP efficient, its DPS isn't that high and leaves you open to all attacks. There's better options compared to this.
Craft type Merit Demerit Special
Supercharged 1 Power +10~20% PP Cost +3~10
2 Power +30~50% PP Cost +2~9
3 Power +50~70% PP Cost +2~8
Concentrated 1 Charge Time -0.30s~0.10s Power -30~10%
2 Charge Time -0.40s~0.20s Power -20~10%
3 Charge Time -0.50s~0.20s Power -15~5%

Supercharged:

  • While the PP cost does increase, you do not regenerate any PP while in the middle of Nazonde's casting animatino anyway. It's mostly negligible, however...
  • At level 17 and with Supercharged3, damage is increased by 1.4~2.0%. This power increase is also fairly negligible.

Concentrated:

  • While this doesn't help Nazonde do more DPS, it does allow you to charge it again faster after it expires. The power loss is insignificant (not even 0.5% of the total damage will be lost with the worst possible demerit).
    • This would technically allow you to do slightly more DPS being able to re-cast it again faster. Given the utility of being able to charge a tech faster, I'd recommend this one if you must have a craft.

Ilzonde

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Ilzonde.png Ilzonde
イル・ゾンデ
Power
Accuracy
PP
Status
365
100
25
15
401
100
25
17
425
100
25
17
429
100
25
17
0.70 sec. Advanced lightning technique. Uses photons to electrify the user, turning them into a lightning bird and charging forward.
  • You can pass through enemies with this tech, but not walls.
  • You can use this in mid air to maintain height. This can let you skip traps in say Amduscia.
  • Can be useful in putting distance between yourself and a target if you need some breathing room.
  • Ilzonde's specific movement distance is 17.75M charged, 12.75M uncharged.
    • Safoie Type 0 is exactly 15M charged, very close to 10.75M uncharged.
    • For further reference, rough testing says at max normal run speed, you move about 100M in 9 seconds.
Craft type Merit Demerit Special
Supercharged 1 Power +80~120% Charge Time +0.20~0.50s
2 Power +120~160% Charge Time +0.15~0.45s
3 Power +130~170% Charge Time +0.10~0.40s
Concentrated 1 Charge Time -0.20s~0.10s Status Effect Rate -20~10%
2 Charge Time -0.25s~0.15s Status Effect Rate -20~10%
3 Charge Time -0.30s~0.20s Status Effect Rate -20~10%

Supercharged:

  • At level 17 and with Supercharged3, damage is increased by 30.3~39.6% per cast.
    • Note the default charge time is 0.7s, so it will still charge faster than most techs.

Concentrated:

  • The lowered charge time allows you to use this technique to "dash", or move faster than the default running speed.
    • Note it will drain your PP quite fast, especially if you aren't a lightning build. If you have the techer skill pp convert, ketos proi, or super treatment's PP regen active, it alleviates most or all of the issue.
  • Makes it better as a "quick escape" option if a particularly nasty mob is chasing you (such as in an Ultimate Quest).
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound