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This exerpt is extracted from a message board used within my team. Extensive formatting  is possible here, however it will remain mostly text-based.
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__NOTOC__
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  <ul class="list-unstyled" style="margin: 0.5em">
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    <li>[[#Preface|Preface]]</li>
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    <li>[[#Casting|Casting]]</li>
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    <li>[[#Techniques|Techniques]]
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      <ul>
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        <li>[[#Fire|Fire]]</li>
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      </ul>
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    </li>
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    <li>[[#top|Back to Top]]</li>
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</div>
  
Note that while most of this applies to offensive casters (e.g. Forces, Te/Fi, JB users of certain classes), utility options are also explored, most of which can be utilized by other classes with tech access.
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These are all my own opinion, which might not be the best, so please discuss if you have a different opinion.
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Something better than the default TOC for mobile here.
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==Preface==
  
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Welcome to a stub.
  
__TOC__
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==Casting==
  
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Not much information can be found about the casting speed, but it is safe to assume that in general situations the regular Technique casting animations take half a second (~30 frames for 60FPS).
  
==Fire==
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There are many different casting animations depending on the weapon used and the Technique itself, but only the weapon affects the cast time, while different animations on the same weapon have the same length.
<div style="float:right; margin-top:-43px;">[ [[#top|top]] ]</div>
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Tests were performed with Grants and Ilbarta. The frame at which the tech charging circles disappear is marked as frame zero, and the final frame is counted when the JA circle turns red. All recordings are done at 60FPS.
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Big thanks to RIN RIN TELEPHON for the inspiration, help on frame counting, and confirmation of the results.
  
Fire techs ironically have quite low firepower in general. Force's skill "Flame Tech S Charge" does improve DPS and make the element decent. Although it has pretty well rounded tools, they are not very great for bossing and get outclassed by Rezandia for mobbing in most cases.
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{| class="wikitable"
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! Weapon type || Cast time (frames)
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|-
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| {{icons|Rod}} Rod || 30
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|-
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| {{icons|Talis}} Talis || 30
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|-
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| {{icons|Wand}} Wand || 32
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|-
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| {{icons|Jet Boots}} JB || 32
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|-
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| {{icons|Phantom}}{{icons|Rod}} Rod (Phantom) || 30
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|-
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| Barehanded || 36
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|}
  
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'''Notes'''
 +
* Wand and Jet Boots had some odd results where I could not consistently get the same exact frame count, so I decided to list both values.
 +
* Rapid Boost does not affect casting animation speed.
 +
* Barehanded casting animation was tested with Sword and Gunslash.
 +
* Hero Talis uses the same animations as regular Talis.
  
===Foie (フォイエ)===
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To match with the common metric used to measure cast time I fixed rod to 30f. In actual time there should be another frame between charging and casting.
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Foie is a general purpose tech, used in both mobbing and bossing due to the projectile being very easy to land and able to graze through multiple targets. Its damage is mediocre however without Flame Tech S Charge.
 
 
 
Craft: Blazing (火焔)
 
: Efficient misses out on the bonus damage and PP management should not be an issue.
 
 
 
 
 
===Gifoie (ギ・フォイエ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gifoie has found reduced usage lately due to other mobbing options being much stronger (e.g. Rezandia, Gigrants T-0). Nevertheless, it is still a good choice for switching Jet Boots element and has a niche utility in animation locking trash mobs.
 
 
 
Craft: Concentrated (集中)
 
: Concentrated actually gives better DPS due to the reduced charge time. It is also more convenient for mobbing, where PP management should not be a concern.
 
 
 
 
 
===Rafoie (ラ・フォイエ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
The hitscan tech for fire. Can hit anything as long as it is in range. As a trade-off, the damage is pretty low. Use cases definitely exist against hard-to-hit targets, although rare.
 
 
 
Craft: Blazing (火焔)
 
: Wide gives decent range but gives up too much damage potential.
 
 
 
 
 
===Safoie (サ・フォイエ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Safoie T-0 offers a very good mobility option for any class with tech access. It has good range and PP efficiency. It should be noted that it tracks vertically and stops upon impact. Its multi-hit property is also useful as a utility for building Chains.
 
 
 
Craft: Type-0 (零式)
 
: Regular Safoie is used similarly to Gifoie, but since T-0 is a thing, it is basically irrelevant.
 
 
 
 
 
===Nafoie (ナ・フォイエ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Nafoie is a great bossing tool, especially for burn phases when the boss is down. It offers the best DPS of all fire techs. The big downside is its slow projectile speed which unfortunately makes it hard to use in other situations.
 
 
 
Craft: Blazing (火焔)
 
: Concentrated actually gives better DPS but has terrible PP efficiency. The difference is not that large so Blazing is still a good choice.
 
 
 
 
 
===Ilfoie (イル・フォイエ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Ilfoie is a very powerful nuke. The best use case is for pre-firing at predictable spawns (e.g. during PSE bursts). It locks the caster in-place during its long charge time so it is a bit hard to use sometimes.
 
 
 
Craft: Concentrated (集中)
 
: PP efficiency should not be a problem at all so Efficient is not desirable. Concentrated actually increases DPS and improves its usability.
 
 
 
 
 
===Shifta (シフタ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gives a buff which increases base attack by 19.7% at max level. Each tick gives 15s of buff duration (increased to 45s by Techer's skill "Long-Time Assist"). The buff has a maximum duration of 60s (increased to 180s by Techer's skill "Long Time Assist"). This buff should be maintained if possible by anyone with tech access (or all-class weapons like Selc Flotz).
 
 
 
Craft: Multi (数多)
 
: Multi refreshes the buff faster and also gives 5 ticks instead of 4. Concentrated has good utility too but charge time can be managed through gameplay.
 
 
 
 
 
----
 
 
 
 
 
==Ice==
 
<div style="float:right; margin-top:-43px;">[ [[#top|top]] ]</div>
 
 
 
Ice is very strong at bossing simply because of a single tech. It does pretty decent at mobbing although it lacks a good option against aerial targets. Ice techs have seen increased usage due to EP5 content having more relevant bosses weak to ice. Another point to note is that, unlike fire, ice requires no specific skill to make it "good" (and Freeze skills are terrible), so an ice Force will usually have more skill points to spend elsewhere.
 
 
 
 
 
===Barta (バータ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Barta is a good general purpose tech. The projectile travels along the terrain and pierces through all targets in its path. It travels in a parabolic arc when fired into the air with TPS mode, so it can be difficult to hit aerial targets. Its damage and freeze rate are decent and can be firmly utilized in any content. Jet Boots users can also utilize it for element switching.
 
 
 
Craft: Ice Fang (氷牙)
 
: Ice Fang is great, giving both power and status effect rate. The increased charge time is negligible. Efficient makes Barta very cheap, but it is not worth it in general. Note that if charge time is a priority (Jet Boots users, for an example), uncrafted/Efficient Barta is the fastest charging ice tech.
 
 
 
 
 
===Gibarta (ギ・バータ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gibarta used to be one of the powerful ice techs. The recent adjustments to other techs have unfortunately outclassed it in terms of DPS. It creates a very wide field with a long duration so it might still have some use cases for large groups of mobs and animation locking.
 
 
 
Craft: Efficient (効率)
 
: Efficient works better as a utility tech. Ice Fang gives more damage but it is inferior to many other mobbing options anyway.
 
 
 
 
 
===Rabarta (ラ・バータ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Rabarta is the main mobbing tech and a good tech for switching Jet Boots element. It is generally the best choice when it comes to freezing due to its insane status effect rate.
 
 
 
Craft: Multi (数多)
 
: The damage difference is very minor due to the increased hit count. Ice Fang unfortunately demolishes the status effect rate which makes it less desirable.
 
 
 
 
 
===Sabarta (サ・バータ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Sabarta is just bad. It has a very far range so it might still be useful when other techs can't hit. Unfortunately it has very bad tracking and damage. Some call it "Sadbarta" for these very reasons.
 
 
 
Craft: -
 
: Sabarta cannot really compete with other techs even with Ice Fang. Wide might help a bit with its bad tracking. In the end the craft does not matter since nobody uses it.
 
 
 
 
 
===Nabarta (ナ・バータ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Nabarta T-0 is the best guard in the game. Its guard window is very long (active for a split second even after being deactivated). It also gives a short invincibility window after a successful guard. The freeze rate is unusually high too although not very practical to be utilized. Use it in short bursts instead of holding it up to avoid the PP drain.
 
 
 
Craft: Type-0 (零式)
 
: Regular Nabarta was good a few years ago. It is now a weak and outdated tech.
 
 
 
 
 
===Ilbarta (イル・バータ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
The most powerful bossing tech. Ilbarta is a bit complex to understand but quite simple in execution. It generates a blue sigil on the target with each hit. The damage increases based on the number of stacked sigils (divided into tiers: 0-3, 4-6, 7). The 7th cast does the most damage and resets the sigil stack. This sigil stack is shared with other players, which means that multiple casters can stack up sigils faster, resulting in more damage. Note that it is preferred to leave the 7th cast to the strongest caster in the instance to ensure maximum damage to the target. In general, cast 3 uncharged Ilbarta followed by 4 charged Ilbarta. A different approach which gives higher DPS but consumes PP a lot faster is to cast 6 uncharged Ilbarta and 1 charged Ilbarta. With multiple casters, charging every cast is often the safest choice.
 
 
 
Craft: Ice Fang (氷牙)
 
: Concentrated makes stacking sigils faster and easier, effectively increasing DPS, but Ice Fang is more powerful for 6 uncharged + 1 charged approach and benefits more from charge time reduction skills. Ice Fang also works better with multiple casters.
 
 
 
 
 
===Deband (デバンド)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gives a buff which increases base defense by 19.7% at max level. Each tick gives 15s of buff duration (increased to 45s by Techer's skill "Long-Time Assist"). The buff has a maximum duration of 60s (increased to 180s by Techer's skill "Long Time Assist"). This buff should be maintained if possible by anyone with tech access (or all-class weapons like Richter Ferris). It has lower priority compared to Shifta in most situations.
 
 
 
Craft: Multi (数多)
 
: Multi refreshes the buff faster and also gives 5 ticks instead of 4. Concentrated has good utility too but charge time can be managed through gameplay.
 
 
 
 
 
----
 
 
 
 
 
==Lightning==
 
<div style="float:right; margin-top:-43px;">[ [[#top|top]] ]</div>
 
 
 
Lightning is formerly the least popular element due to it being a rare weakness in most content, though the recent addition of Rezandia immensely increases the element's value. Lightning techs provide pretty mediocre damage and are unreliable against fast targets. Its main bossing tech, Zonde T-0, is also very hard to use. Honorable mentions for use cases in niche builds include Fo/Fi with lightning tree for cheap tech cost, and Motav Grimoire (14* Talis) users spamming Zondeel for DPS.
 
 
 
 
 
===Gizonde (ギ・ゾンデ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Probably the easiest lightning tech to land. It has a fast travel time and can also chains between targets, decent for mobbing. A staple tech used by Fo/Fi.
 
 
 
Craft: Supercharged (雷迅)
 
: Supercharged is highly beneficial, providing more power and less charge time. Its demerit is also a non-issue. Efficient is decent but the DPS difference is quite significant.
 
 
 
 
 
===Razonde (ラ・ゾンデ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Razonde has a special property with its range. It creates a cone-shaped area of effect, covering an extremely wide area if casted from a high altitude. This effect is utilized with Talis, usually by Fo/Fi. Compared to Gizonde, it is a bit less powerful but covers a wider area.
 
 
 
Craft: Supercharged (雷迅)
 
: Supercharged is highly beneficial, providing more power and less charge time. Its demerit is also a non-issue. Efficient is decent but the DPS difference is quite significant.
 
 
 
 
 
===Sazonde (サ・ゾンデ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Sazonde requires another lightning tech (usually Zonde T-0) to detonate, which will make it deal a good amount of DoT. Decent DPS for bossing. Good Tech Arts JA fodder for Fo/Fi. Also a good tech for switching Jet Boots element.
 
 
 
Craft: Supercharged (雷迅)
 
: Supercharged significantly increases the damage. The reduced speed requires a small playstyle adjustment to get used to. Swift is a good craft, but misses out on the damage.
 
 
 
 
 
===Nazonde (ナ・ゾンデ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Nazonde does not see much usage because it locks the caster in-place and is not cancelable. It is decent for mobbing due to its range and cheap cost.
 
 
 
Craft: Supercharged (雷迅)
 
: Supercharged provides a respectable amount of DPS. The increased PP cost is negligible. Note that the difference in DPS between both crafts is pretty small because Concentrated decreases the charge time as well, so it might be considered if PP management really is a problem.
 
 
 
 
 
===Ilzonde (イル・ゾンデ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Ilzonde is another good mobility option for any class with tech access. It travels faster than Safoie T-0, but is less PP efficient. Another notable difference is that it does not track vertically and goes through targets, always reaching its maximum distance.
 
 
 
Craft: Concentrated (集中)
 
: Faster charge time makes Ilzonde even better as a mobility tech. The demerit is negligible as well. Supercharged actually gives a respectable amount of DPS, but Ilzonde is not exactly a tech suitable for dealing damage.
 
 
 
 
 
===Zondeel (ゾンディール)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Zondeel is a very powerful utility for mobbing. It draws targets in range to the center, clumping them together for an easy clear. Some mobs are less affected by Zondeel, however. Once detonated with another lightning tech, it loses its suction effect and instead deals average DoT in a wide area. Most of the time, Zondeel is used for the suction instead of damage, except for Motav Grimoire users.
 
 
 
Craft: Fierce (深刻)
 
: More range is always good. Power decrease is not an issue because it is not going to be detonated anyway. Craft Supercharged if Zondeel is used for damage, which is the case only for Motav Grimoire.
 
 
 
 
 
----
 
 
 
 
 
==Wind==
 
<div style="float:right; margin-top:-43px;">[ [[#top|top]] ]</div>
 
 
 
Wind is in a weird place. Most wind techs are obsolete and barely have any use. Despite that fact, the element still does decent in both mobbing and bossing simply because some of its techs are actually usable, namely Ilzan and Nazan Type-0.
 
 
 
 
 
===Zan (ザン)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Zan is an old legend. With regular usage, it does mediocre DPS and should never be considered for actual usage. Its special property is that each projectile can persist for up to 15 seconds if it does not collide with the caster or a wall. This gave birth to a very cool Zan spam playstyle with the caster trying to dodge their own projectile (usually by jumping) to keep them in the field. This can output absurdly high DPS in ideal conditions, although it is impractical and almost impossible to pull off in actual gameplay.
 
 
 
Craft: Concentrated (集中)
 
: Concentrated gives better DPS and obviously makes gameplay easier due to the reduced charge time. Windslicer increases range which might actually be counterproductive because the projectile disappears once it comes into contact with a wall.
 
 
 
 
 
===Gizan (ギ・ザン)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gizan is the best wind tech for uncharged spam. (Even though there is almost no reason to do that.) It has decent DPS but its short range is a huge limitation on its DPS capability.
 
 
 
Craft: Windslicer (風斬)
 
: Windslicer gives better DPS. Concentrated Gizan is the fastest charging wind tech which might be useful for switching Jet Boots element.
 
 
 
 
 
===Razan (ラ・ザン)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Razan is weak. Its usefulness lies in its lifting and multi-hit property. As a result, Razan is considered a utility tech, although not as important as other actual support techs. If needed, it can be used to easily flip over mobs, activate switches, destroy boulders, etc.
 
 
 
Craft: Multi (数多)
 
: Multi adds extra hits which allow Razan to activate switches and destroy boulders a lot faster. Windslicer gives better DPS, but Razan is not used for damage.
 
 
 
 
 
===Sazan (サ・ザン)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Sazan is a hitscan tech. It could probably be used at an extremely long range, but the damage is mediocre. It also has a small suction effect, which is insignificant due to the existance of Zondeel and Rezandia.
 
 
 
Craft: Windslicer (風斬)
 
: Windslicer gives better DPS.
 
 
 
 
 
===Nazan (ナ・ザン)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Nazan T-0 is the strongest wind tech and the main bossing tool. Its projectile has decent range and can be controlled to an extent by aiming at the ground or a wall. Its only downside is that it is unusable against moving targets.
 
 
 
Craft: Type-0 (零式)
 
: Windslicer Nazan is worse than Windslicer Gizan on paper. It also has basically zero range. Type-0 is a straight upgrade.
 
 
 
 
 
===Ilzan (イル・ザン)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Ilzan is a general purpose tech. It moves targets to its center when hit, creating a straight line, which is very useful for mobbing. It has very good range and average damage.
 
 
 
Craft: Concentrated (集中)
 
: Despite the demerit, Concentrated increases the damage quite significantly, putting itself just above Windslicer Sazan and below Concentrated Gizan. It also increases PP efficiency by a lot. With its already great range, Concentrated Ilzan is considered the best mobbing tool wind has to offer. Wide increases range, which makes it easier to group up mobs, but damage is almost always more desirable.
 
 
 
 
 
===Zanverse (ザンバース)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
The infamous support tech. Zanverse creates a field which will deal flat 20% additional damage based on damage done by every player inside. This additional damage is very significant especially in quests with multiple players, so Zanverse should be maintained if possible by anyone with tech access.
 
 
 
Craft: Concentrated (集中)
 
: Concentrated reduces charge time by a lot which makes maintaining Zanverse a lot easier. It also indirectly contributes to DPS due to less time being spent casting Zanverse. Efficient is the direct opposite. The increased charge time as a demerit is a heavy penalty which makes it undesirable.
 
 
 
 
 
----
 
 
 
 
 
==Light==
 
<div style="float:right; margin-top:-43px;">[ [[#top|top]] ]</div>
 
 
 
The best element of all time. Light has always been strong, and also relevant against Darkers. Most light techs, if not all, are strong and useful in some way. This is arguably the element with the highest amount of utility and damage.
 
 
 
 
 
===Grants (グランツ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Grants has very strong tracking. All hits are guaranteed to land accurately without requiring line of sight. This makes it very useful for targeting hard-to-reach spots. Its damage is also decent.
 
 
 
Craft: Brilliant (閃光)
 
: The default charge time of Grants is already very short so the demerit makes very little difference. Efficient makes it extremely cheap, but Grants is already cheap enough that one can safely opt for more damage.
 
 
 
 
 
===Gigrants (ギ・グランツ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gigrants T-0 is a very powerful mobbing tool. Compared to Rezandia, it is a bit smaller and does not give suction, but its DPS is higher and also does not leave the caster vulnerable.
 
 
 
Craft: Type-0 (零式)
 
: Regular Gigrants is weak and slow. Type-0 is a straight upgrade.
 
 
 
 
 
===Ragrants (ラ・グランツ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Ragrants is extremely strong and fast. It also penetrates. This makes it useful for both mobbing and bossing. It used to be the best light tech for bossing, but with later adjustments, it became a niche tech used for its fast charge time.
 
 
 
Craft: Concentrated (集中)
 
: Concentrated is extremely strong, with very high DPS but terrible DPP. The charge time can become as low as 0.3 second which is phenomenal. Brilliant is still strong, with much better DPP, but a different tech has already filled this slow-charging DPS role.
 
 
 
 
 
===Nagrants (ナ・グランツ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Nagrants is probably the least useful of all light techs. There is almost no reason to use Nagrants in normal situations, but because it lingers in the field for some time after casting, it can be useful for pre-firing during downtime. Other than that, its multi-hit property can be useful for animation locking.
 
 
 
Craft: Brilliant (閃光)
 
: Brilliant gives more DPS and a negligible demerit which is nice. Multi comes close damage-wise and is a bit more useful for animation locking, if it was ever used for that purpose.
 
 
 
 
 
===Ilgrants (イル・グランツ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
The true successor to Ragrants. Ilgrants is basically as strong as Ragrants, but more efficient. Its projectiles are a bit harder to land compared to Ragrants, but they can track. For bossing, it is used at a similarly short range like Ragrants. Ilgrants does not pierce so it is strictly single-target.
 
 
 
Craft: Brilliant (閃光)
 
: With a perfect craft, Brilliant Ilgrants is a bit stronger than Concentrated Ragrants. It also has much better DPP. Note that the reduced projectile speed indirectly reduces its range which makes it harder to use. Swift gives more range and reduced charge time, but gives up too much damage to be worth it. Ragrants already fills the fast-charging niche anyway.
 
 
 
 
 
===Resta (レスタ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Creates a field which recovers HP of all allies in range. There is not much to say about this tech as its use case is extremely straightforward.
 
 
 
Craft: Brilliant (閃光)
 
: Brilliant Resta is very strong. One can simply use it uncharged for a quick self-heal. Multi is not worth it at all. Megiverse should be better for the purpose of persistent healing.
 
 
 
 
 
===Anti (アンティ)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Creates a field which removes status conditions. Note that the field has a duration and can activate multiple times, so it can be casted in advance of getting inflicted with a status condition. With Techer's skill Super Treatment, it doubles as a heal and also gives increased PP regeneration for 30 seconds. It is preferred to let those who have this skill use Anti.
 
 
 
Craft: Efficient (効率)
 
: Efficient makes Anti very cheap. Using it uncharged can negate the demerit. Concentrated is also useful, trading PP cost for less charge time and a little more range.
 
 
 
 
 
----
 
 
 
 
 
==Dark==
 
<div style="float:right; margin-top:-43px;">[ [[#top|top]] ]</div>
 
 
 
Dark is good overall. It has strong tools for bossing and some decent tools for mobbing. Dark techs offer good damage but most of them have a hard time against moving targets.
 
 
 
 
 
===Megid (メギド)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Megid has a small area of effect, making it a good nuke against a tight group of mobs. It can be fired into the ground or a wall for an easy explosion. Its damage is also good compared to other mobbing options.
 
 
 
Craft: Umbral (深闇)
 
: Umbral Megid has more damage as well as an improved projectile speed, making it a lot stronger. The increased PP cost should not be an issue. Efficient still gives average DPS at a very cheap cost, making it a decent alternative.
 
 
 
 
 
===Gimegid (ギ・メギド)===
 
<div style="float:right; margin-top:-36px;">[ [[#top|top]] ]</div>
 
 
 
Gimegid is a very strong bossing tool. It has very high DPS and DPP, although it is unable to track moving targets and requires line of sight to work. It also has a unique property of getting more hits than it should when used on a part being attacked by 2 or more players, leading to unusually high DPS.
 
 
 
Craft: Concentrated (集中)
 
: Concentrated gives a bit higher DPS with reduced charge time, making it extremely easy to use. The reduced PP cost also makes it very cheap. Umbral gives almost similar DPS with higher DPP, but like Ilgrants to Ragrants, a different tech has already filled this slow-charging DPS role.
 
 
 
 
 
===Ramegid (ラ・メギド)===
 
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Ramegid T-0 is considered a utility tech which can be pre-casted whenever an opportunity arises. It provides some additional damage if the caster can get into close range, basically resulting in a "free" DPS increase.
 
 
 
Craft: Type-0 (零式)
 
: Regular Ramegid is actually strong on paper, but its duration, PP cost, and inconsistency makes it very hard to utilize in practice.
 
 
 
 
 
===Samegid (サ・メギド)===
 
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Samegid is very similar to Ilgrants. Extremely high DPS, but a bit hard to land. Its projectiles have terrible tracking and cannot hit properly at certain ranges. Otherwise, it is the strongest dark tech for bossing.
 
 
 
Craft: Umbral (深闇)
 
: Both crafts have almost equal DPS, with Concentrated coming out on top with a very slight difference. However, Umbral gives better DPP and synergizes better with charge time reduction skills. The increased status rate is also very good for inflicting poison.
 
 
 
 
 
===Namegid (ナ・メギド)===
 
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Namegid is pretty bad overall. Its theoretical DPS is extremely high if used uncharged, but it comes with an absolutely terrible PP efficiency. Its unique charge mechanic is also very hard to utilize in practice. One use case where it might be useful is hitting moving targets, which most dark techs fail at. It is still prone to interruptions, however. Note that it reaches its maximum damage at 5 seconds of charging, and going for a full 6 seconds charge only increases its area of effect.
 
 
 
Craft: Umbral (深闇)
 
: Only Umbral makes sense here. Wide does not give much benefit and Namegid is not exactly useful for mobbing (or even bossing).
 
 
 
 
 
===Ilmegid (イル・メギド)===
 
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Ilmegid has turned into a niche tech over the years. It has good damage and tracking, suitable for cleaning up trash mobs, which is basically the only use case for it. For a large group of mobs, it is better to use a different tech with an area of effect instead. For single target DPS, there are obviously stronger choices.
 
 
 
Craft: Umbral (深闇)
 
: Umbral Ilmegid is strong. The reduced speed makes it a bit worse for tracking targets at long range, but it will still work well in situations where it should be used. Efficient really hurts its DPS while the increased PP efficiency is not really worth it.
 
 
 
 
 
===Megiverse (メギバース)===
 
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Megiverse creates a field which heals each player inside based on their personal damage done. It is useful for providing persistent healing while doing damage at the same time, or for healing a large amount of HP. Megiverse is usually stronger than Resta simply because player damage is a lot higher compared to HP, but it takes more time to setup. Resta is better for emergency healing, while Megiverse is better for planned healing over time. Classes with low T-ATK can take advantage of uncharged Megiverse for healing which is usually faster than casting a fully charged Resta.
 
 
 
Craft: Concentrated (集中)
 
: Both choices are valid, depending on the preferred use case. Concentrated Megiverse has reduced charge time which improves its ease of use. Efficient Megiverse is more suitable for uncharged usage. Overall, Concentrated is more versatile.
 
 
 
 
 
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==Compound==
 
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There is not much to say about compound techs. They are all extremely strong and one should be aggressive on using them as often as possible.
 
 
 
 
 
===Zandion (ザンディオン)===
 
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Zandion has the highest DPS among all compound techs. It gives invincibility frames for the entire duration, but can still be interrupted by Shock status effect.
 
 
 
 
 
===Fomelgion (フォメルギオン)===
 
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Fomelgion has the highest theoretical DPS, but the placement of dark explosions is random, making it inconsistent in practice, especially against small targets. It is considered the worst compound tech due to this fact. It gives super armor for the entire duration, but cannot be manually cancelled.
 
 
 
 
 
===Barantsion (バーランツィオン)===
 
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Barantsion requires the target to be mostly stationary and does not provide any protection for the caster compared to other compound techs. Thus, it is the most difficult to land. Nevertheless, it is cancelable, making it quite safe to use.
 
 
 
 
 
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==Simple Compound==
 
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Simple compound techs are the newest addition to our arsenal. These techs are clearly intended to be used for utility, and they certainly do add variety to gameplay.
 
 
 
 
 
===Re Zandia (レ・ザンディア)===
 
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The addition of Rezandia redefined mobbing gameplay. It has good damage, strong suction, and a very large area of effect. Its only downside is the PP cost which can be really taxing for the caster. Rezandia is also the only compound tech that can be casted from a talis, enjoying the full benefit of Force's skill "Talis Tech Bonus".
 
 
 
 
 
===Re Fomelgia (レ・フォメルギア)===
 
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Refomelgia is bad. Its damage is actually decent, but the PP cost is not worth it. Using it for mobility is impractical due to its strong pushback upon release. It gives invincibility frames during the startup and release, with super armor for the entire duration. It has a bit higher cost than Rebarantsia, so it would only be used in niche situations when Rebarantsia is not desirable, which is pretty much nonexistent.
 
 
 
 
 
===Re Barantsia (レ・バーランツィア)===
 
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Rebarantsia is what Refomelgia should have been. It is a very good mobility tool with average DPS and cheap PP cost. it gives invincibility frames during startup and super armor during release. One can simply tap it for quick invincibility frames and altitude gain (if used on ground).
 
 
 
 
 
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==See Also==
 
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* [https://docs.google.com/spreadsheets/d/1wZql23y0YAENBq21LtMspcYoGXKiWETajriT-smhwkM/ Commonly Used Photon Arts and Techniques]
 
* [https://docs.google.com/spreadsheets/d/1BU-EGFMuaI0-50gMlUkZN8ICBbgD22jzMfykeTyC2DQ/ Tech DPS Charts]
 
* [https://pso2.swiki.jp/index.php?%E3%83%86%E3%82%AF%E3%83%8B%E3%83%83%E3%82%AF PSO2 swiki entry on Techniques]
 
 
 
Credit goes to maintainers of each document.
 

Latest revision as of 15:21, 2 June 2020

Preface

Welcome to a stub.

Casting

Not much information can be found about the casting speed, but it is safe to assume that in general situations the regular Technique casting animations take half a second (~30 frames for 60FPS).

There are many different casting animations depending on the weapon used and the Technique itself, but only the weapon affects the cast time, while different animations on the same weapon have the same length. Tests were performed with Grants and Ilbarta. The frame at which the tech charging circles disappear is marked as frame zero, and the final frame is counted when the JA circle turns red. All recordings are done at 60FPS. Big thanks to RIN RIN TELEPHON for the inspiration, help on frame counting, and confirmation of the results.

Weapon type Cast time (frames)
Rod Rod 30
Talis Talis 30
Wand Wand 32
Jet Boots JB 32
PhantomRod Rod (Phantom) 30
Barehanded 36

Notes

  • Wand and Jet Boots had some odd results where I could not consistently get the same exact frame count, so I decided to list both values.
  • Rapid Boost does not affect casting animation speed.
  • Barehanded casting animation was tested with Sword and Gunslash.
  • Hero Talis uses the same animations as regular Talis.

To match with the common metric used to measure cast time I fixed rod to 30f. In actual time there should be another frame between charging and casting.