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Wind Techniques (PSO2)

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Overview

  • Wind as an element is most similar to its force tree's counterpart Fire. They are both elements meant for general utility (mobbing mostly).
    • However, unlike Fire, Wind has relatively high power per cast and is quite PP efficient... after crafting.
      • Wind has no counterpart to Fire's Flame Tech S Charge though, which lets Fire outdo Wind's max potential DPS quite easily in most cases. Without that however, Wind's Nazan Type 0 can outdo anything fire can put forth.
  • Focused on moving enemies around and multi-hit.
    • Multi-hit can make building up your Compound Techniques gauge faster.
      • As nearly all techs are multi hit though, you may not get the full damage out of them per cast should they move out of range before all hits are complete.
    • Note that moving enemies around can look fine on your screen, but other players may be disrupted.
      • Bosses are synced in movement, non-bosses are not.
      • See each specific tech for what happens, if anything.
  • All techs minus gizan (and later on, zan) have several uses.
    • Given each tech's different properties, wind can be considered a jack-of-all-trades type of element.
    • Zan and Gizan would be the least used wind techs. Everything else has relatively high utility.
  • Wind techs can cause the Mirage status effect. This causes enemy's attacks to sometimes miss.
    • Be warned this is one of the less overall useful status effects. Unless you're specifically going for the status effect on a boss, try to finish off whatever you're targeting.

Zan

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zan.png Zan
ザン
Power
Accuracy
PP
Status
365
100
18
18
401
100
18
20
425
100
18
20
429
100
18
20
1.00 sec. Basic wind technique. Unleash boomerangs of sharp winds towards the enemy.
  • Releases one projectile when uncharged, 3 when charged.
    • The listed power assumes all 3 charged projectiles hitting one target.
  • Each projectile can do one hit per mob per "pass". Each direction change of the projectile enables it to do one more hit per mob.
    • The projectile "turns" after a fixed time
    • The maximum duration of each charged projectile is 15 seconds.
    • The maximum number of "passes" is 14 times.
  • None of the projectiles disappear early unless they hit a wall or the user.
    • This means to get the most out of Zan, a flat open space is ideal.
  • Useful early on, but other wind techs will outdo it from consistency alone.
  • The max range of each projectile is about 30M. Uncharged, the projectile travels about 75% of that (22-23M).
Craft type Merit Demerit Special
Concentrated 1 Charge time -0.30~0.10s Power -30~20%
2 Charge time -0.35~0.15s Power -25~15%
3 Charge time -0.40~0.20s Power -20~10%
Windslicer 1 Power +20~35% PP Cost +3~10 Speed +10.00
2 Power +30~50% PP Cost +2~9 Speed +12.00
3 Power +40~60% PP Cost +2~8 Speed +13.00

Concentrated:

  • Reduced charge time means you can get more projectiles out at once, for a bit less power each.

Windslicer:

  • The increased projectile speed effectively increases Zan's range by about 1.4 times.
    • However, the increased range means a larger open area is needed to make the most out of each cast.
  • With Windslicer3 and Zan17, damage per cast is increased by 9.3~14.0%.

Gizan

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Gizan.png Gizan
ギ・ザン
Power
Accuracy
PP
Status
537
100
16
20
591
100
16
22
627
100
16
22
633
100
16
22
1.00 sec. Intermediate wind technique. A change in pressure caused by photons creates a whirlwind that slices all enemies around the caster.
  • Heavily outclassed by other wind techs.
  • 5 hits total when charged. 4 hits of 10%, one hit of 60%.
Craft type Merit Demerit Special
Windslicer 1 Power +15~30% PP Cost +3~10
2 Power +60~120% PP Cost +2~9
3 Power +70~130% Range -0.70~-0.30m
Concentrated 1 Charge time -0.50~0.20s Status Effect Rate -20~10%
2 Charge time -0.55~0.25s Status Effect Rate -17~10% PP Cost -2
3 Charge time -0.55~0.30s Status Effect Rate -15~10% PP Cost -3

Windslicer:

  • Windslicer3 lowers Gizan's already relatively small range even more. When you consider Multi-Hit3 Razan still effectively does more damage than Windslicer3 Gizan (albeit for more PP), while not being limited to being cast around you, there's not much reason to use gizan or this craft.
    • On that note, one charged efficient3 sazan can give a similar effect to one charged gizan.
  • With Windslicer3 and Gizan17, damage is increased by 11.1~20.5% per cast.

Concentrated:

  • While a good craft would actually make gizan a reasonably high dps option, a similar and better effect can be obtained with Concentrated3 Nazan. The only thing Gizan would do better is potentially be able to cast more often and possibly build your compound technique gauge slightly faster.
    • A good type 0 nazan craft will completely out-do gizan though. Both in PP efficiency, power, and general utility.

Razan

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Razan.png Razan
ラ・ザン
Power
Accuracy
PP
Status
475
100
20
18
520
100
20
20
550
100
20
20
556
100
20
20
1.00 sec. Intermediate wind technique. Manipulate pressure under your target to generate a powerful tornado.
  • Charged is 34% x 3, or 102% of the given power.
    • Uncharged power is 50% of the given power.
  • Lifts enemies up into the air (those that can be lifted). Causes them to be in a knockdown state too, if they are lifted.
    • On other players screens, this will lift enemies up from where they currently are on their screen.
  • Has unlimited range if free aimed. Can also hit locked-on enemies behind a wall.
    • With no valid target, its maximum cast range is about 30M. Uncharged is half that.
  • Because of its lifting properties, try not to use it on mobs that your group is attacking. It will lower their damage and the rate it will die.
    • Conversely, if you need to stop a mob immediately and it can be lifted, this is an option.
Craft type Merit Demerit Special
Multi-Hit 1 Hit Interval -0.10~0.01s PP Cost +3~10 (Charged max hits +1~2)
2 Hit Interval -0.10~0.01s PP Cost +2~9 Status Effect Rate +2%
(Charged max hits +1~2)
3 Hit Interval -0.10s Power -20~10% Status Effect Rate +3%
(Charged max hits +2)
Windslicer 1 Power +25~50% Charge Time +0.10~0.20s
2 Power +50~80% Charge Time +0.10~0.20s
3 Power +90~120% Charge Time +0.08~0.18s

Multi-Hit:

  • Allows you to open switches in one cast (the ones in the Lillipa/ Vopar TAs for example) with the 2 extra hits.
  • Effectively boosts damage per cast by 60.7%~63.7%, assuming Multi-Hit3 and level 17 tech.
    • Pretty much 0 downside to this craft. Get it.
  • Uncharged Razan does become weaker though. It's still 50% of the listed power, not 50% of the adjusted 5 hit power.

Windslicer:

  • With Windslicer 3 and level 17 tech, it's approximately 16.2%~21.6% more damage per cast.
  • The increased charge time nullifies a lot of the dps potentially gained.
    • If you do charge it, Multi-Hit3 is better in every way.

Sazan

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Sazan.png Sazan
サ・ザン
Power
Accuracy
PP
Status
607
100
18
18
661
100
18
20
697
100
18
20
703
100
18
20
1.00 sec. Intermediate wind technique. Places a whirlwind in front of you that draws enemies in, while cutting them with blades of wind.
  • Has a minor suction effect in a small radius.
  • 3 hits of 34% each for a total of 102% listed power.
    • Uncharged is half that. This makes it reasonably good to use uncharged compared to other techs.
  • Has unlimited range if free-aimed. If locked onto an enemy behind a wall, will hit target location unhindered.
    • With no valid target, sazan's max range is 10M. Uncharged is half that.
  • Note that because of its movement properties, take note of bosses that can be moved by it. Other players might have it warping around a bunch on their screen, causing them to miss. Same concept for mobs, but primarily notable after some time has passed to cause desyncing.
    • Also note that while it does suck monsters in, it can make floating enemies rise higher. This is primarily notable on a Luda Sorcerer.
      • You can counteract the rising by using free aim to aim at the ground (if the target isn't too far away).
      • However, the Luda Sorcerer tends to also not attack when moved to a higher height than normal. So it can be useful in keeping them from attacking/ teleporting if you need some time.


Craft type Merit Demerit Special
Efficient 1 PP Cost -10~1 Power -30~20%
2 PP Cost -10~1 Power -30~20% Status Effect Rate +2%
3 PP Cost -10~1 Power -25~15% Status Effect Rate +3%
Windslicer 1 Power +30~60% Charge Time +0.20~0.40s
2 Power +60~90% Charge Time +0.15~0.35s
3 Power +80~110% Charge Time +0.15~0.30s

Efficient:

  • A good craft makes this your most PP efficient wind tech.
    • Aim for -8 PP as a standard. -9 is possible, but quite rare.
  • If you use it with a weapon that has the Potential.png Innocent Appearance potential, you can do rather high damage quite quickly.

Windslicer:

  • The increased power can be good if, again, you want to use it with the Potential.png Innocent Appearance potential. You won't last very long compared to the efficient craft though.
  • Power is increased by approximately 11.4%~15.6% for Windslicer 3 and level 17 tech.

Zanverse

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Zanverse.png Zanverse
ザンバース
Power
Accuracy
PP
Status
20
100
20
18
20
100
20
20
20
100
20
20
20
100
20
20
1.00 sec. Basic wind technique. Create a field of photons that delivers wind element attacks.
  • For any player standing in the field, zanverse takes whatever damage they do and does 20% of that damage as wind.
    • The damage done is affected by several skills from all classes. See below for full details.
      • As a quick example, having both of techer's wind masteries makes zanverse do 28.8% of the damage you/other players do.
    • The damage done is also affected by the mob's innate damage taken.
      • Primarily notable on exoda AIS. Your zanverse's damage will add much more damage than usual on them.
  • This does work on AISes, like shifta
    • It does not work on stationary turrets.
  • Weapon potentials also affect zanverse's damage output(?)
  • The field stays for about 1.5s if uncharged, 5.5s if charged.
Craft type Merit Demerit Special
Concentrated 1 Charge time -0.50~0.10s PP Cost +3~10
2 Charge time -0.50~0.20s PP Cost +2~9
3 Charge time -0.50~0.30s PP Cost +1~8
Efficient 1 PP Cost -10~1 Charge Time +0.20~0.40s
2 PP Cost -10~1 Charge Time +0.20~0.30s
3 PP Cost -10~1 Charge Time +0.15~0.25s

Concentrated:

  • Coupled with territory PP save, this can help you get off "free" damage for less PP cost. And rather quickly.

Efficient:

  • As wind doesn't have any ways of shortening charge time, the extra time is a rather large penalty. Having a zanverse for the equivalent of one cast/ hit is not very notable.

Full chart of what zanverse is affected by:
Red text denotes main class only and Hidden Potentials

Class/Category What in them affect Zanverse
Misc Wind attribute weakness (about 20%, but not all targets take full damage. Notable exceptions are any Aberrations. Also, both elemental stance and stance up are applied simultaneously)

Special ability: Ultimate Buster (10%)
Drink effect: Weak point damage up (normal drink 15% / premium 20%)
Mag SP action "Ranbu" (0.5% - 10%) (?? Not sure yet)
PSE: Wind boost (5% to 100%), Weak boost (3% to 25%)

Hu Guard Stance Advance (20%)
Fi Chase Advance Plus (15%), Critical Strike (15%)
Ra First Hit (20%, but note it only applies to... the first hit)
Gu Perfect Keeper (20%), High Time (20%), T machine gun mastery (5%)
Fo None
Te Wind Mastery 1 & 2 (20% & 20%), Shifta Strike (10%)
Br Rapid Shoot Mastery (15%)
Bo Elemental Stance, Elemental Stance Up (On wind attribute weak parts, 20% & 10% respectively)

Break Stance, Break Stance Up/Break SD Bonus (On breakable parts, 35% & 10%/15.75% respectively)

Su All Attack Bonus 1 & 2 (10% & 10%)
Potentials Player Enhancement:
Potential.png Inevitable Strike, Potential.png Absolute Strike (power rate only, crit doesn't apply), Potential.png Murderous Assault, Potential.png 闘志の奮激, Potential.png 闘志の昂揚, Potential.png 闘志の増進, Potential.png Urgent Maneuver 1, Potential.png Urgent Maneuver 2, Potential.png Machine's Mark (power rates only, crit doesn't apply), Potential.png Wind Protection, Potential.png Boreas' Tyranny, Potential.png 風烈の結晶, Potential.png Fatal Activity, Potential.png Craft Mastery, Potential.png Red Recalescence, Potential.png 不撓不屈の魂, Potential.png Heavenly Blessing, Potential.png Warrior's Song, Potential.png Testament to Courage, Potential.png Readying Balance, Potential.png Phantasmal Blessing

Skill Strengthening:

Enemy special effect:

Weather Change:

Nazan

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Nazan.png Nazan
ナ・ザン
Power
Accuracy
PP
Status
762
100
16
20
843
100
16
22
897
100
16
22
906
100
16
22
1.00 sec. Advanced wind technique. Produces a condensed blast of air. Narrow range, but very powerful.
  • Wind's highest DPS tech
  • Range is effectively melee range. Very strong single hit.
  • Does knock back enemies
Craft type Merit Demerit Special
Windslicer 1 Power +20~80% PP Cost +3~10
2 Power +80~120% PP Cost +2~9
3 Power +110~150% Status Effect Rate -18~12%
Concentrated 1 Charge time -0.40~0.20s Power -30~15%
2 Charge time -0.40~0.20s Power -30~10% PP Cost -2
3 Charge time -0.45~0.25s Power -15~5% PP Cost -3

Windslicer:

  • Boosts damage per cast by approximately 12.1%~16.6% with windslicer3 and level 17 tech.

Concentrated:

  • Reducing the charge time gives you a rather large dps increase. While each cast will be slightly weaker, you can get more casts out in the same time. Not to mention for less PP.

Nazan Type 0

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Nazan.png Nazan Type 0
零式ナ・ザン
Power
Accuracy
PP
Status
? ? ? 1730
100
25
10
0.80s Shoots a ball of wind that hits enemies multiple times.
Craft type Merit Demerit Special
Type 0 Power +0~173% PP +0~10
  • Nazan type 0 is the highest dps wind tech.
    • Also the 2nd most pp efficient tech per point of damage.
  • When charged and shot, the wind sphere travels for up to 14-15M before hovering in place for a second or so. The ball damages enemies until it disappears.
    • The sphere can travel through enemies. It will not travel behind enemy walls or things like TD/MBD darker walls.
    • The sphere does not ever prematurely disappear.
    • Uncharged has the ball do only one hit before disappearing.
  • The sphere's range is quite wide in comparison to what the animation displays. I'd guess it has a roughly 2 meter radius around its animation/ center point.
  • If you hit enemies at melee range, enemies that can be knocked back will be knocked back by it
    • If they aren't in melee range, the sphere may travel straight past the intended target and miss.
    • Note that even if enemies are knocked back, they may not end up where the ball ends up.
  • You can use free aim to shoot the ball into the ground to stop it from traveling too far
    • Can hit airborne enemies if they are at "ground level"
    • Can also target a wall to stop the sphere's movement early.
    • If you use it beneath some other slightly heightened structure, such as a turret/ais spawn pad in TD4, nazan type 0 may not do any damage to things surrounding it.
  • Best used with rod and free aim to have max control over where it ends up.
    • A good tactic is to shoot at the ground right by you. Jumping up before shooting at the ground can help get the angle/ position you want too.
      • Make sure no enemies get in the way of targeting, else the sphere may travel in a random direction.
    • Using it on a Zondeeled pack of targets is also a good idea.
  • Can "hitstun lock" enemies due to its fast hit rate.
    • In particular, if a Gigur Gunne Gam spawns with an infection core, you can target the core and it will be very nearly unable to move as long as you keep casting.
  • 10% of the power is done at the time you shoot it (the hit that can knock back), 10% for when the sphere travels, 8 hits of 10% once the sphere is hovering in place.
    • Not entirely sure what happens if you cut its travel distance short early. Will test...

Ilzan

Name Stat +1 +10 +16 +17 Charge Obtain List Description
File:Ilzan.png Ilzan
イル・ザン
Power
Accuracy
PP
Status
350
100
20
18
386
100
20
20
410
100
20
20
414
100
20
20
1.00 sec. Advanced wind technique. Manipulates atmospheric pressure to fire a tornado that drags enemies into its center.
  • The projectile moves mobs to its center, where they are then hit.
    • Be wary of using this on a non-freshly spawned pack of mobs. Like Zondeel, it's best to use it earlier rather than later so mobs stay relatively synced up in position.
    • Like with Sazan, also be wary of using it on bosses that can be moved. This will move them a bit more than Sazan in most cases.
  • Can be useful in lining mobs up for a rifle's End Attract or your Fomelgion.
  • Note that a mob can be suctioned, but may not take damage. This typically happens if the mob is too close (and you don't aim it near enough initially) or if they are at a different vertical height. (There's more, but I can't think of other situations at this time).
  • Knocks enemies down.
  • The max range of the projectile itself is about 50M, about the same as Foie.
    • You can consider ilzan to be very much like Foie; they're useful in similar scenarios.
Craft type Merit Demerit Special
Wide 1 Range +0.80~1.00m Status Effect Rate -18~10%
2 Range +1.00~1.20m Status Effect Rate -18~10%
3 Range +1.20~1.40m Status Effect Rate -18~10%
Concentrated 1 Charge time -0.30~0.20s Power -30~10% PP Cost -2
2 Charge time -0.40~0.20s Power -30~10% PP Cost -3
3 Charge time -0.50~0.30s Power -25~10% PP Cost -4

Wide:

  • More range allows it to get more mobs lined up. This may further emphasize the problem of mobs being suctioned but not being hit.

Concentrated:

  • Less PP cost and ability to be cast more quickly can give it decent DPS ability. Otherwise, more or less a better version of the uncrafted original.