Wind Techniques

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Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound

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 Description
ZanIcon.png
Zan
ザン
Basic wind technique. Unleash boomerangs of sharp winds towards the enemy.
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 (%) 365 369 373 377 381 385 389 393 397 401 405 409 413 417 421 425 429
Status (%) 18 19 20
PP Cost 18
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • 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 in a straight line. Uncharged, the projectile travels about 75% of that (22-23M).
    • This makes the default projectile speed about 30 when charged
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. (If the 30 speed estimate is correct, it's 43.3% specifically)
    • 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 Description
GiZanIcon.png
Gizan
ギ・ザン
Intermediate wind technique. A change in pressure caused by photons creates a whirlwind that slices all enemies around the caster.
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 (%) 537 543 549 555 561 567 573 579 585 591 597 603 609 615 621 627 633
Status (%) 20 21 22
PP Cost 16
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • Heavily outclassed by other wind techs in general.
  • 5 hits total when charged. 4 hits of 10%, one hit of 60%.
    • 1 hit uncharged
  • Does not have any special effects. No suction or launch. While it's "safe" to use in a group setting, it's rather weak.
    • Unike most other wind techniques, it may be harder to get full damage because gizan causes no suction or launching. This is especially bad if the final hit does not land.
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, dps/power, and general utility.

Razan

Name Description
RaZanIcon.png
Razan
ラ・ラ・ザン
Intermediate wind technique. Manipulate pressure under your target to generate a powerful tornado.
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 (%) 475 480 485 490 495 500 505 510 515 520 525 530 535 540 545 550 556
Status (%) 18% 19% 20%
PP Cost 20
Video Accuracy (%) 100
Link Charge 1.00 Sec
  • 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 in the location your razan was cast. However, this is only if the target is relatively close to where your cast appears on their screen.
      • This also means a different target that isn't the one you target can be lifted up randomly on another player's screen, should mobs become de-synchronized enough.
  • 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 from being unable to reach the target.
    • 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 Description
SaZanIcon.png
Sazan
サ・ザン
Intermediate wind technique. Places a whirlwind in front of you that draws enemies in, while cutting them with blades of wind.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 607 613 619 625 631 637 643 649 655 661 667 673 679 685 691 697 703
Status (%) 18% 19% 20%
PP Cost 18
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • 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 11M. Uncharged is half 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 due to movement syncing and possible lag, causing them to miss a lot.
    • The same can be said for mobs/trash, but it's generally less of an issue. De-synced mobs will not be affected by the suction effect on their screen if the target is de-synced enough.
    • 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.

Nazan

Name Description
NaZanIcon.png
Nazan
ナ・ザン
Advanced wind technique. Produces a condensed blast of air. Narrow range, but very powerful.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Bantha Donna Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 762 771 780 789 798 807 816 825 834 843 852 861 870 879 888 897 906
Status (%) 20 21 22
PP Cost 16
Video Accuracy (%) 100
Link Charge 1.00 Sec
  • Wind's highest DPS technique. Crafting it for type 0 is the highest dps.
  • Range is effectively melee range, similar to what you would get out of a gunslash slash. Very strong single hit.
    • Uncharged, the damage and effective range is halved.
  • The technique prioritizes hitting breakables and weakpoints.
  • Does knock back enemies.
    • This alone can make nazan undesirable in a group setting against smaller enemies if they don't die in 1 cast.
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 Nazan17.

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 Video
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 technique. Higher than either regular craft of standard Nazan.
    • Also the 2nd most pp efficient tech per point of damage, with a small pp increase demerit.
  • When charged and shot, the wind sphere travels up to about 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. It also has no knockback in this state.
    • 15M is the same as uncharged Rafoie and Safoie Type 0. Realistically, the center of the projectile seems to fall just short of that at about 14.75M.
  • 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 point blank range, enemies that can be knocked back will be knocked back by it like uncrafted Nazan.
    • 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 sphere stops at.
  • You can use free aim to shoot the ball into the ground to stop it from traveling too far
    • Shooting the sphere into the ground right by you is a good tactic. Jumping up before shooting at the ground can help get the extra hit off from the sphere "traveling" too.
      • Make sure no random enemy part gets in the way of targeting, else the sphere may travel in a random direction.
    • Can hit airborne enemies if they are at "ground level"
    • Can also target a wall to stop the sphere's movement early.
    • If you aim it at a slightly heightened non-terrain structure, such as a turret/ais spawn pad in the various "defense" EQs, nazan type 0 may not do any damage to things surrounding it.
  • Using it on a Zondeeled pack of targets is a good way to maximize its damage.
  • Can "hitstun lock" enemies with due to its fast hit rate.
    • In particular, if a target 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. Very notable on something like Gigur Gunne Gamm.
  • 10% of the power is done at the time you shoot it (the hit that can knock back I believe), 10% for when the sphere travels (this can be multiple hits; same hit rate as the actual sphere when hovering), 8 hits of 10% once the sphere is hovering in place.
    • Need to double check this/ re-test it. It's difficult to see properly.

Ilzan

Name Description
IlZanIcon.png
Ilzan
イル・ザン
Advanced wind technique. Manipulates atmospheric pressure to fire a tornado that drags enemies into its center.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
SH Advance Quest: Coast Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 350 354 358 362 366 370 374 378 382 386 390 394 398 402 406 410 414
Status (%) 18 19 20
PP Cost 20
Video Accuracy (%) 100
Link Charge 1.00 Sec
  • 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.

Zanverse

Name Description
ZanverseIcon.png
Zanverse
ザンバース
Basic wind technique. Create a field of photons that delivers wind element attacks.
Drop Table Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Bal Blundarl Req. T-ATK 96 100 150 210 240 288 308 324 332 374 394 402 430 440 455 470 485
Power (%) 20
Status (%) 18 19 20
PP Cost 20
Video Accuracy (%) 100%
Link Charge 1.00 Sec
  • When cast, Zanverse summons a circle of wind energy. When a player inflicts damage to a target while standing in the field, 20% of the damage inflicted is dealt again as Wind damage.
  • The field stays for about 1.5s if uncharged, 5.5s if charged.
  • As of the EPISODE 5 update, this Technique is no longer affected by the effects of Skills and Potentials.
  • Zanverse is unaffected by Just Attack. This can make it a good combo opener for chains.
  • Zanverse damage is affected by innate damage multipliers applicable to a target. For example, the 4x damage multiplier on A.I.S. Exoda will also affect Zanverse damage. However, Weak Bullet multipliers will not.
  • Zanverse affects A.I.S., but does not affect Turrets or Gun Emplacements.
  • If multiple Zanverse overlap and are cast by multiple people, only the oldest Zanverse takes effect. After it expires, the next oldest takes its place.
  • Like most other support techniques, casting any support technique that isn't Zondeel prematurely stops the field's effects, despite the animation still playing.
  • Zanverse damage doesn't charge Photon Blast Gauge or Compound Technique gauge.
  • Zanverse damage is attributed to the caster for the purposes of Hate. Thusly, it is possible to attract enemies' attention with enough Zanverse damage.
  • Increasing the skill's level seems to only increase its status effect rate chance.
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 with a good craft.
  • Very useful if fighting an aggressive target (things in Ultimate Quests for example). The shorter charge time leaves you more time to dodge afterward.

Efficient:

  • As wind doesn't have any way to decrease charge time outside of crafting, the extra time is quite the penalty. PP cost can decrease to a point where it would cost 3 PP, but the decreased usability could lower your/ your group's damage by quite a lot.
    • Of course, if you can get all your damage out within the short time the zanverse is up (a charged Maron for example), this can be a helpful option.
Fire Fire Ice Ice Lightning Lightning Wind Wind Light Light Dark Dark Compound Compound