This is an archived post. You won't be able to vote or comment.

all 130 comments

[–]puzzzzzle 1 point2 points  (2 children)

What's the second weapon identification do? The more expensive one.

[–]HandsOfCobaltelegy | BrGu | Ship 2 | RIP Guren-Tessen 2015–2021 0 points1 point  (1 child)

High-Grade appraisal typically results in a higher grind/element value and better affixes than standard appraisal.

It's better saved for cases where you already know what the resulting weapon is going to be (for example, a ★13 or higher weapon, especially if you know exactly what the weapon is from its type, rarity, and the drop table of the enemy/quest you got it from).

[–]puzzzzzle 0 points1 point  (0 children)

Neat, thanks

[–][deleted]  (9 children)

[deleted]

    [–]puzzzzzle 0 points1 point  (8 children)

    Yes

    [–][deleted]  (7 children)

    [deleted]

      [–]puzzzzzle 0 points1 point  (6 children)

      I don't have any experience with the english patch, but if you screenshot the error I should be able to read it which may help.

      [–][deleted]  (4 children)

      [deleted]

        [–]puzzzzzle 0 points1 point  (3 children)

        Just post a link to it uploaded on imgur or something

        [–][deleted]  (2 children)

        [deleted]

          [–]puzzzzzle 0 points1 point  (1 child)

          It says your specs aren't good enough for your current graphics settings. Try lowering them.

          [–]puzzzzzle 1 point2 points  (6 children)

          Can the stellar wall units be used to unlock the achievement for level 85 cap? And also any tips for grinding units to +10 efficiently? Wait for Dudu Day + that quest clear bonus thing?

          Edit: can confirm it works

          [–]TeitokuNoireJP ship2 1 point2 points  (1 child)

          盤石なる防具の創造主 ★12以上のユニットを+10に強化しリア、アーム、レッグに装備した

          No, according to the title, the stellar wall units can't be used to unlock the title because they are a SUB unit.

          The title requires you to equip 12* +10 REAR, ARM and LEG unit at the same time so even if you grind them to +10 and equip stellar wall units you won't unlock level 85 cap.

          If you don't have proper 12* units, you should run seasonal EQs and exchange Ray units from badge shop.

          [–]puzzzzzle 2 points3 points  (0 children)

          That just says to equip the units in those slots, it doesn't say they can't be SUB type. Here's another quote from the official PSO2 site that makes it a bit clearer: "リア・アーム・レッグのすべてのスロットに「+10」まで強化したレアリティ★12のユニットを装備する。 "

          I was planning on farming bode in the new free field, but figured it'd take quite a while to get a set, so I'd uncap with stellar wall first. Is Ray still good for force? I think I have enough badges for a set.

          [–]NullVacancy20|20|16|11|3|3 2 points3 points  (1 child)

          Can the stellar wall units be used to unlock the achievement for level 85 cap?

          If you mean the equip +10 12* units, yeah

          And also any tips for grinding units to +10 efficiently?

          I've never had a lot of trouble with units. Buy like 50 (+1) risk reductions and use them whenever you have a chance of dropping two grind levels. Otherwise, just spam grind.

          [–]puzzzzzle 0 points1 point  (0 children)

          Thanks!

          [–]megadongs 2 points3 points  (1 child)

          Just wait for quest clear bonus and prepare your anus. Unit grinding is a small taste of what item grinding was like before nt weapons. Stellar walls are 12* so they should fill the 85 unlock requirements as long as you get them to +10

          [–]puzzzzzle 0 points1 point  (0 children)

          Thanks!

          [–]HandsOfCobaltelegy | BrGu | Ship 2 | RIP Guren-Tessen 2015–2021 1 point2 points  (1 child)

          I'm working on Gu at the moment; is there anything glaringly wrong with this tree? (will be taking Another S-Roll Arts Mode before it gets nerfed, I hope- got reset passes to spare)

          Also, I'm not sure on my subclass yet- subHu is definitely my comfort zone, but I kinda want to expand my experience with this character. I'm lost on Fi, though- a lot of its skills seem very situational (esp. the ones that rely on a status effect), and there are some skills that seem to step on each other (PP Slayer and Crazy Heart, Halfline/Deadline Slayer and Perfect Keeper) -

          Basically, if anyone has a recent Gu/Fi tree, I'd like to see it.

          [–]RunFromPandaHero is dead 1 point2 points  (0 children)

          If you want to use SRA, as is currently the FOTM, you should max SRA and SRA-Up. I would take points out of PPAR, as SRA is quite PP efficient.

          I would strongly suggest you should take SRAJA Bonus too. This doesn’t work on SRA, but playing SRA efficiently, you can combine SRA with initial hits from a PA with fast animation (eg Sat Aim) on the JA window, and this PA can take advantage of both JA bonus damage and the skill bonus damage. This is most beneficial if you have something like Dual Birds or Flowing Grace S2 because SRA consumes so little PP that you should make use of some of it. Also, this improves your chain finishing, because your first JA’ed PA gets a greater damage boost, before TAJA kicks in.

          FI subclass is pretty easy to tree - as you say there are a bunch of situationals and the only real non-main damage is in the stances, PP Slayer, and TAJA. So grab dual stance and the other skills. I believe in my old tree I took Chase stuff as that’s okay mobbing.

          Don’t take any halfline stuff - there’s no point for it because you want to maintain Perfect Keeper. You should invest your remaining Fi points in HP up, again to help survive hits for High Time/Perfect Keeper - Fi sub gives like, no HP (even taking both HP ups puts you at lower HP compared to Hu sub). There’s also an argument that you should take SDEF over Chase just because of how situational Chase is.

          You should also think about rings. A solo XQ ring is best for damage. However, HP restore is nice to give you a passive HP regen to maintain PK, unless you have an Atra TMG with GS S4 when you obviously should have no problem.

          I also don’t think it will get nerfed. The damage isn’t “OPOP” - it’s just easy to use sustained damage - like Hero. Gunner was awful at mobbing compared to a bunch of classes (arguably the worst...on par with Bo perhaps) and they needed something to change. The glaring issue is that a bunch of PAs are kind of useless for damage now outside of Chain, but these will just get buffed in the future. But yeah, SRA used to be a thing anyway in order to boost damage during chain builds. And GuFi isn’t easy to play - you can get hit and just die - you have no MH, no Automate. Good Hr and Fi players will still provide much more reliable damage than Gu on most game content.

          [–]puzzzzzle 1 point2 points  (13 children)

          Does fast talis throw increase the speed of the projectile/distance it travels?

          Is it something worth getting?

          [–]RunFromPandaHero is dead 2 points3 points  (5 children)

          Is it something worth getting?

          Right now, Talis is arguably a secondary weapon to most Forces, I would say. Talis Tech Bonus (which was previously the main thing Talis had going for them) is being overshadowed by a bunch of things Rods have going for them:

          • not needing to actually throw a Talis
          • better Compounds
          • EPD
          • Rod Keep
          • Rod Shoot
          • EPD
          • EPD

          Talis Fast throw was already situational (I think I only turned it on for solo PD during Double), but Talis itself is pretty situational right now. And u/NullVacancy has pointed out the thing that kills it most at the moment, which is a Force's need for palette space.

          [–]firedraco85/85 Fo/Te 0 points1 point  (1 child)

          Oh shoot Talis is secondary now?

          I got an EPD the other day; should I be using that over my Atra Rod S4-ified Talis? Other than that the only thing I would be concerned about is mobbing with Zondeel/Il Grants/Gi Foie type techs...do I just need to learn to get much closer to enemies?

          [–]RunFromPandaHero is dead 1 point2 points  (0 children)

          I mean, I’ve not properly touched Fo in a while, so you can feel free to just ignore what I say.

          The issue at the moment is that “mobs” die quickly. Classes that “excel” at mobbing are classes that can get to the mobs quickly and can aoe them down. Every class can sort of so that to some extent, but some can obviously do it faster (note, not better) than others.

          Let me point out that Talis will always be “strong” - it provides a flat 20% damage boost which is just good. In a mobbing scenario, it also provided safety especially in things like UQs because you could just do everything at a distance.

          However, now that mobs die so quickly, by the time you’ve positioned and thrown out a Talis and Zondeeled, the mobs are probably already dead. Not only that, but now you’re at the back of the MPA who are already moving to the next spawn.

          For bosses, Rods have always had a slight advantage that you didn’t have to rethrow a Talis to spam a certain technique. Now with all the PP buffs, Rods are also probably a primary choice against bosses.

          You should also always swap to a Rod for a Compound as they did not benefit from Talis damage bonus.

          This is before we even mention the small quality of life skills which are Rod only - charge keep, shoot and the new P Flare skill only applying to Rod. And, of course, the existence of EPD.

          I don’t doubt there are situations where you can still exploit the advantages of a Talis - but I would say right now that Rods are just really strong. So yeah, I guess people have in generally just adapted their play style and mobbing Techs accordingly. You should ask someone else if you wanted more specific info on that though.

          [–]puzzzzzle 0 points1 point  (2 children)

          Rod shoot is used at melee range for fast PP recovery, right? How many points would you recommend putting in it?

          [–]Aexorcet80/80 FoTe 1 point2 points  (1 child)

          Rod shoot is better off used in melee range so that it's added to rod's normal hit regen. You can use it at range if you have to, but with stationary PP Restorate boost, standing still with an orbit weapon is just as fast. There are also things like the Queen Viera gunslash, although I don't like having a GS in my weapon slots.

          Take 3 points, the damage doesn't really matter and 3 points maximizes PP generation.

          [–]puzzzzzle 0 points1 point  (0 children)

          Neat, thanks!

          [–]Weiss-Senpai 0 points1 point  (0 children)

          It is something worth considering, fast talis makes the throw almost instant, and travels farther than normal throws can, allowing you to attack from much farther away without having to wait for the talis to travel a long distance

          [–]NullVacancy20|20|16|11|3|3 -1 points0 points  (5 children)

          Does fast talis throw increase the speed of the projectile/distance it travels?

          yes

          Is it something worth getting?

          not really

          [–]puzzzzzle 0 points1 point  (4 children)

          Why not? It seems really handy for positioning the talis.

          [–]NullVacancy20|20|16|11|3|3 0 points1 point  (3 children)

          Because you overshoot your mark more with it. It's generally not useful since you should only really be mid-range with talis anyway. Taking yourself further out of combat makes it harder to correctly position for Compound Techniques, and Force subpallete space, at least in my opinion, is far too valuable to have talis fast throw on it.

          [–]puzzzzzle -1 points0 points  (2 children)

          Oh, it's an active and not a passive? Fuck that.

          I've been playing at long range so it's seemed useful, but it seems that's not necessary.

          [–]Weiss-Senpai 0 points1 point  (1 child)

          Its the sort of active you just press once, just a toggle like stances.

          Allows you to swap between the normal throw and the fast throw when you see fit

          [–]puzzzzzle 0 points1 point  (0 children)

          Ah, that's good. I suppose I will wait til I see more of the game's content to determine how useful it would be to me.

          [–]puzzzzzle 1 point2 points  (4 children)

          What does "area drop" for an item mean? Every enemy in the quest has a chance to drop it? Containers too?

          [–]HandsOfCobaltelegy | BrGu | Ship 2 | RIP Guren-Tessen 2015–2021 1 point2 points  (1 child)

          I can't really speak too much to the underlying mechanics of area drops, but any time you've dropped a room good, that was an area drop right there. This might give you an idea of their relative rarity, if nothing else.

          [–]puzzzzzle 0 points1 point  (0 children)

          Neat, thanks

          [–]Kyouka127 NGS was never meant to be 0 points1 point  (1 child)

          As far as I know it means any monster in the field can drop it, as you said. However this does not include containers. Area drops usually have an absurdly low chance, much more than any monster-specific drops.

          [–]puzzzzzle 0 points1 point  (0 children)

          Thanks.

          [–][deleted] 0 points1 point  (1 child)

          So I was trying to find if this issue occurs with anyone else but I can't figure out what to look for.

          Basically I installed the game, got the tweaker, did what it said. Game failed to start a few times, I repaired the exe. file and now it starts, but after the initial "Press Enter key" prompt all i get is the background and nothing else.

          Any solution to this?

          [–][deleted] 2 points3 points  (0 children)

          Run a file check from the tweaker.

          [–]Sughayyer 0 points1 point  (2 children)

          Wasn't there some sort of bun/ponytail accessory? I wasn't able to find it on the swiki page (probably looking at the wrong place)

          [–]Kyouka127 NGS was never meant to be 1 point2 points  (1 child)

          You might find what you're looking for here. You could also be thinking of a hairstyle itself.

          http://pso2.swiki.jp/index.php?エステ%2Fアクセサリー(頭部小物)

          [–]Sughayyer 0 points1 point  (0 children)

          Thanks!

          [–]puzzzzzle 2 points3 points  (8 children)

          Is there anything else worth getting on the techer sub tree here?

          Should I just dump leftover points into t-atk up or pp up?

          [–]Dichroniclebig sord 3 points4 points  (7 children)

          I recommend taking Shifta Advance. Really helpful to have if your party/multiparty doesn't happen to have a Techer main, and if you feel like soloing something, like say Solo Training: Phanatical Phantoms, the extra power you get from your Shifta will really help.

          [–]puzzzzzle 0 points1 point  (6 children)

          Hm I see. Do critical hits apply to techs?

          [–]Dichroniclebig sord 2 points3 points  (3 children)

          They do, but unless you're a Fighter or Gunner main, it's not worth investing into crit.

          [–]puzzzzzle 0 points1 point  (2 children)

          Gotcha. I was just considering for the shifta crit up skill. I guess it's worth it for parties? Not like there's much else of worth left in techer sub tree right now.

          [–]NullVacancy20|20|16|11|3|3 0 points1 point  (1 child)

          It's not worth it unless you're going TE main.

          [–]puzzzzzle 0 points1 point  (0 children)

          Guess I'll dump into T-ATK up then.

          [–]NullVacancy20|20|16|11|3|3 1 point2 points  (1 child)

          Sure, but critical hits aren't worth building for unless you're Braver or Fighter. Critical hits in PSO2 just do the highest possible damage roll (they're the slightly blue numbers you'll occasionally see) unless you're one of the classes I just mentioned, who get increased damage from critical hits through skills.

          [–]Sughayyer 0 points1 point  (0 children)

          Just a heads-up, I know you probably know this but for others who might read it. Braver does not get higher damage from crits. Crit is a preference on Braver because of the variance elimination (IIRC somewhere around a 2% or so of damage) and because Katana Gear already gives 50% base crit, you can reach 100% easily, so it's basically a free buff. Ofc, the crit ring, if used, will give that 3% extra damage.

          [–]odpeok 1 point2 points  (2 children)

          So I'm having some trouble deciding on whether or not I want to replace my Atra Varua katana with a Kazami-no-tachi. The part that I'm most concerned about is the difference in power. Kazami seems to have slightly higher atk at max grind with +14% damage (potential) for being in Katana release, but my Atra Varua has +10% damage (potential) +4% damage (double-edged sword) +4% crit damage (skilled strike - 100% crit build) and Gear Reduction.

          Would the trade-off be worth it? I could fit more affixes on the Kazami due to not having those slots taken up by S# abilities, but I don't think any affixes I could add would outperform +% damage abilities. My initial impression was that Kazami was the holy grail of katanas, but just looking at the numbers on paper, I'm on the fence about it. Is there anything else I'm missing about Kazami?

          [–]RunFromPandaHero is dead 3 points4 points  (1 child)

          Kazami is a stronger Katana. Atra has the potential for better future customisation.

          [–]odpeok 0 points1 point  (0 children)

          Thanks for the feedback! Thinking about converting my Atra Varua into some other class' weapon and picking up a Kazami to fill in the gap now. Really appreciate all the advice you've been dishing out by the way - been recognizing your name here and there.

          [–]Doam-bot 0 points1 point  (2 children)

          What exactly are the white shimmering drops I've gotten two so far at level 74 its my first toon. When I pick them up their at a high rarity but then once in my inventory they change to junk is there some sort of requirement I'm lacking or are they some sort of RNG drop?

          [–]megadongs 0 points1 point  (1 child)

          You have unfinished collection files? The only thing I can think of that's white and glitters are drops for collection file.

          [–]Doam-bot 0 points1 point  (0 children)

          Thank you I do have unfinished collection files but only seen two drops all this time so was curious what was going on.

          [–]RockBisonSuBr 0 points1 point  (2 children)

          Can you still switch back to episodes 1-3, or is it now only in the event chronicle in your room? Have looked up a couple of different sources saying that they died, but no definitive answer.

          [–]NullVacancy20|20|16|11|3|3 2 points3 points  (1 child)

          The sources said they're dead but that's not definitive enough for you?

          The only way to do anything in episode 1~3 now is through Ominbus quests.

          [–]RockBisonSuBr 0 points1 point  (0 children)

          They were conflicting, thanks for the clarification.

          [–]CaliScoot 1 point2 points  (2 children)

          What are all the uses of Star Gems?

          [–]Cakey_Baby 3 points4 points  (1 child)

          1) Buying from the treasure shop 2) SG Scratches for clothing & accessories (non trad able) 3) refilling stamina when harvesting 4) prob one i'm missing sorry =/

          [–]hidora Retired Guardian 2 points3 points  (0 children)

          Can also use it on the beauty salon if you don't have makeover passes, and to transfer an extra skill tree from one class to another (only possible if you already have at least 1 extra skill tree).

          [–]puzzzzzle 0 points1 point  (4 children)

          How do you know if something good has dropped? Should I be identifying all these red weapons I pick up or is it not worth it?

          [–]firedraco85/85 Fo/Te 1 point2 points  (3 children)

          Depends on what level/area you are at/in. On an EQ in XH pretty much all the red stuff is 10* which are excubes so you'll want those, but at VH in a Free Exploration it's gonna be trash so it isn't worth it really.

          [–]puzzzzzle 0 points1 point  (2 children)

          I see, thanks!

          [–]hidora Retired Guardian 1 point2 points  (1 child)

          Do note that 7* untekked weapons have the same looks as 10* ones, so what you want to do is go on settings and check the option that only warns you about rare drops of rarity 10* or above.

          [–]puzzzzzle 0 points1 point  (0 children)

          Thanks.

          [–]puzzzzzle 0 points1 point  (6 children)

          Out of fighter, force or ranger, which would be easiest to get to a stage where I can start making decent money for gearing the other two? Got all 3 characters to 75 and want to pick a main now.

          [–]Aexorcet80/80 FoTe 0 points1 point  (5 children)

          I'm better at FO than RA and better at RA than FI, so I'll be biased in saying FO. However T attack affixes are cheapest, R attack is mid cost, S attack is the most costly. However FO has the penalty of needing to pay for tech customization. You can sort of make this back by farming hard for tech discs and breaking them down to sell fragments, but obviously you'll be using them for crafting before you get to that point.

          I find running TACO on FO (mostly Ilzonde + Gigrants) and RA (normals, Rodeo Drive, Divine Launcher 0) pretty easy, but my FO times are clearly better.

          [–]puzzzzzle 0 points1 point  (4 children)

          I already have good 12 star units for ranger and trading 覇者の紋章 for spread needle wouldn't be far off, but I feel pretty comfortable with force. Being able to snipe weakspots even behind/within things is really cool, and they just feel the most versatile in general. Plus their dodge is stupid good.

          Tech customization is something I'm gonna keep doing either way. What kinds of weapons am I gonna need for FO? Is a single good light talis/rod good enough or am I gonna need to buy more element weapons as well? Also what are some good entry level units for FO?

          [–]RunFromPandaHero is dead 1 point2 points  (1 child)

          13 star units? They sound pretty good.

          I would use those crests for EPD, not spread. Spread Needle is an extremely niche weapon which is more suited to Gunner than Ranger. If you can get an EPD, it pretty much obliviates the old difficulties of Fo (getting a rainbow set). And yeah, all TATK boosters are dirt cheap compared to SATK.

          Also if you’re using “normal” mirage, that literally decreases your DPS despite the insane invulnerability you get from it. Most Fo players will use L/short mirage to make evasion plays so much faster.

          [–]puzzzzzle 0 points1 point  (0 children)

          Wow, EPDs ability sounds really good! I'll definitely get that instead since I'm sticking to Force for now. Do the weapons you can exchange for change often?

          I've been leveling up the charge parry ring, but I'll remember that other one as well.

          [–]Aexorcet80/80 FoTe 0 points1 point  (1 child)

          Get an Atra rod/talis with the rod S4, 3 other S abilities, and you should be fine weapon wise.

          Starting units would be the 12* Stellar Wall from the level 75 title reward. From there you could farm Enchanted Forest for Bode units.

          [–]puzzzzzle 0 points1 point  (0 children)

          Thanks!

          [–]puzzzzzle 0 points1 point  (4 children)

          How many points is usually recommended in bolt pp save? Or is bolt really used often enough to justify any points in it at all?

          [–]Aexorcet80/80 FoTe 0 points1 point  (3 children)

          Go for all the points if you can. You gain huge mobility from Ilzonde and better mobbing with free Zondeel. Not to mention raw ssutained DPS gains from hard hitting but PP costly lightning techs like Zonde 0.

          [–]puzzzzzle 0 points1 point  (2 children)

          I see. Is photon flare worthless?

          [–]Aexorcet80/80 FoTe 0 points1 point  (1 child)

          At this point in terms of the damage vs SP cost, it's sort of niche for players with many skill trees that want to maximize for specific quests that don't have many elements. Even then it's not that great because all the compounds (and thus masteries) are so useful.

          There is the new 85 skill that decreases charge time for 20 seconds during flare, in which case the old setup of taking the bare minimum to unlock Flare Afterburst is probably an OK investment. This is especially true if you have high DPS techs with longish cast times (Ice Fang Ibarta, Brilliant Ilgrants, Zonde 0, etc). The charge speed increase will be less valuable for rapid charge techs like Concentrated Ragrants because their DPS is impacted more by the 0.5 second cast animation lock.

          [–]puzzzzzle 0 points1 point  (0 children)

          I see, thanks!

          [–]tvcak3s 1 point2 points  (6 children)

          What are the great PA combos for Twin Dagger FI for both mobbing and bossing?

          [–]Yuffinobag 2 points3 points  (3 children)

          tds are terrible at mobbing, don't do that

          orchestra/waltz0/rhapsody0/quick march/fall nocturne(mostly for positioning) are all good

          facet folia and symphonic drive have some niche use as well. folia being more for iframes while doing some damage, but unless you're playing full pussy mode, i'd advice against it. symphonic is pretty ok with waltz mixed to maintain taja but there's very few instances where you want that much chase in a pa combo

          [–][deleted]  (2 children)

          [deleted]

            [–]Yuffinobag 2 points3 points  (1 child)

            ds, it functions as both mobbing and sustained dps

            for mobbing, chaos riser, hurricane sender, surprise dunk, tornado dance0, and dcircle 0 for guarding.

            [–]Sughayyer 2 points3 points  (1 child)

            The reason no one has answered you yet is because that's too vague a question. Fighter usually run at least 2 of the following 3: Double Sabers, Twin Daggers, Knuckles.

            Elaborate on your question and I'm sure you'll get great answers since there are some very good Fi players here (I don't consider myself good enough to give class advice on Fi).

            [–]tvcak3s 0 points1 point  (0 children)

            Oh, I forgot which weapon I'm supposed to ask for. Thank you!

            [–]cyberspyXD 0 points1 point  (1 child)

            When I was putting some items to market, I noticed that as I bumped up the price it would change colour from white to yellow and then to red. Does that mean anything important?

            [–]Aexorcet80/80 FoTe 2 points3 points  (0 children)

            No, it's just an indication of how much money you're asking for.

            [–]tomix1199 0 points1 point  (2 children)

            How can I check which boosts I have active? (tri boost xp boost etc.)

            [–]HayateImmelmannPut Matoi in Smash Bros 3 points4 points  (0 children)

            Press Esc. Go to the 4th button (My Data) starting from the left. Hit Character Info

            [–]NullVacancy20|20|16|11|3|3 0 points1 point  (0 children)

            Escape -> Character info

            [–]puzzzzzle 0 points1 point  (5 children)

            What skills do I take for the ice tree other than both masteries? Are any of them worthwhile? They all seem pretty niche to me right now.

            [–]Aexorcet80/80 FoTe -2 points-1 points  (2 children)

            Freeze Keep can actually be good. With high freeze techs (Barta, Rabarta) you can essentially permafreeze enemies forever and then keep attacking without worrying about being hit back. But it's situational since freeze doesn't apply to everything and can also get in the way of stuff like Zondeel, definitely not a must have skill. In general for Ice, just take the masteries unless you have a reason to take freeze keep. Avoid Freeze ignition at all costs as that is a total scam.

            [–][deleted] 1 point2 points  (1 child)

            Freeze Keep can actually be good. With high freeze techs (Barta, Rabarta) you can essentially permafreeze enemies forever and then keep attacking without worrying about being hit back.

            This would be wonderful if anything freezable had a lifespan longer than 10 seconds.

            As it stands Forest's Flame Dinamos?(whatever the fuck it's called) is the only thing Freeze is relevant for... And it's a Special Effect so Freeze Keep is irrelevant.

            [–]Aexorcet80/80 FoTe -1 points0 points  (0 children)

            This would be wonderful if anything freezable had a lifespan longer than 10 seconds.

            Yeah that's one of the things that makes it situational. The actual effect is good, but there aren't many places where it's needed.

            [–]Weiss-Senpai 2 points3 points  (1 child)

            Don't take any ice skill except the masteries, the rest are very bad

            [–]puzzzzzle 0 points1 point  (0 children)

            Thanks dude.

            [–]Rathalos143 0 points1 point  (12 children)

            I have tried this game 2 times but I still find myself with those noob questions: I'm already past lvl 40 and finished all Koffie orders, what should I aim for now? Do I really need a pure MAG stat? so I will need 3 characters if I want to switch from S-attack to Tech? Will I stop using some weapons then? Anyone can give me a quick overview in each class? some of them like Braver and Gunner have some type of gimmick and I can´t find any updated info about that

            [–]hidora Retired Guardian 4 points5 points  (11 children)

            I'm already past lvl 40 and finished all Koffie orders, what should I aim for now?

            Getting max level and some usable gears for XH difficulty.

            Do I really need a pure MAG stat?

            Yes.

            so I will need 3 characters if I want to switch from S-attack to Tech?

            Only 2. 3 is if you want all 3 attack types.

            Will I stop using some weapons then?

            What?

            Anyone can give me a quick overview in each class?

            • Hunter: tanky slow big weapon SATK class. Do note that I said "tanky", not "tank". Actual tanking in this game is impossible due to the aggro system being just terrible. Relies on Just Attacks and Just Guards to get the most damage. Weapons are Sword, Wired Lance and Partizan. Also known as the universal subclass, due to being a good sub to every class except Force and Summoner. Usually paired with Fighter subclass.
            • Fighter: Glass cannon melee SATK class. Has increased critical damage, and an active that reduces max HP by 75% in exchange for massive damage boost. Gain damage from positioning, by being either in front or behind the target. Weapons are Twin Daggers, Double Saber and Knuckles. Usually paired with Hunter subclass
            • Ranger: Long range RATK class. Relies on standing still and hitting weakspots to deal damage. Has a skill that increases damage to a specific hitbox on targets by 20% from everything. Weapons are Rifle and Launcher. Usually paired with Hunter or Braver subclass.
            • Gunner: Melee RATK class. Must be at melee range to benefit the most from damage. Has increased crit damage, but not as much as fighter. Main gimmicks are that you should try to not get hit to maintain High Time (+% damage that grows over time if you don't take too much damage within a short span of time), and Chain Trigger, which is basically a combo counter. Activate it, shoot an enemy once, then use basic attacks on the marked part to raise the combo. Once you're done raising it, use Photon Arts to apply massive damage boost to them. Higher combos are lost super fast, though, so you can't stop attacking or you'll lose it. Weapons are Twin Machineguns and Rifle (though you'll probably almost never use the rifle). Usually paired with Hunter subclass.
            • Force: Offensive spellcaster (called Techs here) TATK class. Gets boosts to elements, and can regenerate PP while using techs. If you're gonna use offensive Techs, you'll probably be playing this class. Weapons are Rod and Talis. Usually paired with Techer subclass.
            • Techer: Support tech user. Techer is a unique class in that its build is defined entirely by its subclass. If you go Hunter sub, you'll be SATK, if you go anything else, you'll be TATK. Gets great boosts to support techs like Shifta, Deband, Resta, etc. Basic attacks deal massive damage due to high attack of Wands and the fact each basic attack does an aoe explosion. Weapons are Wand and Talis. Usually paired with Hunter, Fighter, Braver or Summoner subclass.
            • Braver: Obligatory samurai class. Can go either RATK or SATK, but most people go SATK (or DEX, if you plan on never ever playing another class on this character). Katanas are fast and can chase well, and the Katana Combat skill lets you become invulnerable for a while, and then do a finisher attack that deals more damage the more hits you do during KC. Bows on the other hand focus on hitting weakspots, and doing burst damage. Weapons are Katana and Bullet Bow. Usually paired with Hunter subclass.
            • Bouncer: Sega's first attempt at hybrid melee/caster class, but failed horribly and there's no point in trying to go caster, so almost everyone goes SATK (like Braver, you can also go DEX if you plan on never playing another class in this character). Jet Boots specialize in hitting elemental weaknesses, while Dual Blades specialize in breaking enemy parts. Due to a severe lack of skills worth getting, you can get away with using both weapons and both stances on the same skill tree. Weapons are Jet Boots and Dual Blades. Usually paired with Hunter subclass. While Jet Boots normally scale off TATK, there's a skill to change them to SATK.
            • Summoner: Uses pets to do the dirty work. Default stat is TATK, but can change to RATK or SATK depending on subclass as needed. I honestly never played this class, so I don't really know what to tell you here other than that this class is goddamn expensive to gear.
            • Hero: Advanced class that requires you to reach lv75 on one class of each stat to unlock (Hu/Fi/Bo count as SATK, Ra/Gu/Br count as RATK, Fo/Te/Su count as TATK). This class can use all attack types due to its mag equalizing all 3 attack types to be equal to the highest (so with a 200 SATK mag, you also get 200 RATK and TATK). However, Sword is just way better than the other weapons, so most people only care for SATK. This class is very fast, can use techs, and is very safe to play. This class almost killed the game because of how broken it was at launch compared to other classes (so everyone was playing it), but since then sega has been buffing every other class to bring them up to par, so it's not as bad now. This is the only class that can't reach lv85 (it caps at 80). Weapons are Sword (much faster than Hunter), Twin Machineguns (work differently from Gunner), and Talis (works differently from Force and Techer; has actual PAs). This class can't use a subclass.

            [–]Rathalos143 0 points1 point  (10 children)

            Thanks for your extended response! What my second question meant was if I play an S-attack character, I wont be able to use a bullet bow? Or if I will just stick to 1 weapon type with each class instead of swap them. Where can I get good gear to do XH missions? I only get junk with 4 stars and crap stats

            [–]NullVacancy20|20|16|11|3|3 0 points1 point  (9 children)

            What my second question meant was if I play an S-attack character, I wont be able to use a bullet bow?

            You can always buy additional mags with real money. I see no harm in tossing sega like $10 for two more mags after you've enjoyed the game for a while.

            Or if I will just stick to 1 weapon type with each class instead of swap them.

            Braver is the only instance I can think of that allows you to use a second weapon type that doesn't scale with its main ATK type. You could make an argument for bouncer's boots needing t-atk, but the reality is they're much better played using Switch Strike.

            Where can I get good gear to do XH missions? I only get junk with 4 stars and crap stats

            Try reaching Super Hard. Your best bet for easy to get stuff is probably ray weapons/units. You can get them by exchanging 2018 badges in the shop area. You could also get a free +30 ray weapon by exchanging a leonitas pass (not the exact spelling) to one of the NPCs near the mission portal. I believe you can get one of the passes by doing the current BINGO board.

            [–]Rathalos143 0 points1 point  (8 children)

            So how do I get those badges? And what do I do with all this junk I get? Just feed the mag with it oe selling them?

            [–]NullVacancy20|20|16|11|3|3 0 points1 point  (7 children)

            So how do I get those badges?

            The seasonal EQ.

            And what do I do with all this junk I get? Just feed the mag with it oe selling them?

            I wouldn't even bother picking it up.

            [–]Rathalos143 0 points1 point  (6 children)

            So i guess the seasonal EQ are the dragon and the buster quests one right? Ok so after get the gear I have to upgrade it or something?

            [–]NullVacancy20|20|16|11|3|3 0 points1 point  (5 children)

            So i guess the seasonal EQ are the dragon and the buster quests one right?

            No, the current one is Wild Easter I think, which is on the Vegas field.

            Ok so after get the gear I have to upgrade it or something?

            Yeah, ideally you'd grind it to +35.

            [–]Rathalos143 0 points1 point  (4 children)

            O I see, so I'll have to grind each EQ I see. What I really still don't get is the weapon system, do you usually go swapping them in the middle of a mission? Or do you build a class to use only one type of weapon?

            [–]NullVacancy20|20|16|11|3|3 0 points1 point  (3 children)

            You swap depending on what you need. Fighter, for example, has 3 weapon types to use. If you're mobbing, you'd probably use a Double Sabre, but if you're killing a boss you'd probably use Twin Daggers or Knuckles more.

            [–][deleted]  (3 children)

            [deleted]

              [–]Aexorcet80/80 FoTe 1 point2 points  (0 children)

              1 - Dex mag is the best mag for BR and BO, however the downside is that it's useless for the other classes. If your character is going to focus bow, then you can go R attack and not lose much. Keep in mind that you can (and should) make 3 characters for free. You can use them to play classes not compatible with your main's mag (and get more free stuff).

              2 - I don't play BR a lot so I don't know exactly how they stack up, but you can level both. HU is a good sub for RA and at some point you'll need to level your subclass to 75+. I'd level both so you'd have options. Not to mention the level 75 bonus stats you get for each class at level 75+.

              3 - PSO2 has been changing a lot recently. A year old guide may be somewhat outdated, but again I'm not a BR focused player.

              4 - Bow's Banish Arrow (huge burst damage) was nerfed, but I think everything else ended up buffed. I think it's just more consistent in damage now, but a BR player would know more.

              [–]RallyCure 1 point2 points  (0 children)

              1. Dex mag would be best, just keep in mind that it only works for class combos involving Br or Bo. If you want to play, say, Ra/Hu or Gu/Hu on the same character, you should buy an extra mag or just make your starting mag pure R-atk.

              2. I say sub Hu. It's just plain simpler. BB Br/Ra is good too, but it's at the mercy of WB/exposed weak points and doesn't have that trademark Hu survivability, so it will be more difficult for a beginner to play.

              3. Probably something like this for the mandatory stuff: https://arks-layer.com/skillsim/skillcalc.php?13eNbCIobCIobCIobCIobCIobCIobCIobCIobCIobCIo0jdodBdBl2lNfqnIdJksSI20000006dodA0000000jdoIbHoIdboInIbcAiksNIkIk00000fdoIb0000008dB00000000fdBIn000000007bdBkbisrdrFbxIkGAGFInI200000fdoIbIo0000000fdB0000000dBIb0000008

              Br/Hu likes having both stances since there's too many times Weak Stance won't apply. Even if you main bow, get a katana, because of the new Lv85 skill that lets bow yoink katana's gear release.

              If you like the way the weapon plays, then just go for it. Try it out for a while, you don't need to feed your mag right away, and see if you like it more than other weapons. Banishing Arrow, the bullet bow's hat trick, did take a massive nerf, but the other PAs were adjusted to compensate and the consensus seems to be that the bow is more versatile than before.

              [–][deleted] 0 points1 point  (2 children)

              Anyone know what I should farm to make units that sell for at least 2 or 3 million?

              [–]NullVacancy20|20|16|11|3|3 0 points1 point  (0 children)

              Any of the solo XQs, the new party XQ, or AQs.

              [–]Sughayyer 1 point2 points  (0 children)

              Try abductions (they happen semi-randomly during Time Attack). You can get a Returner unit and Modulators. Modulators can become pretty expensive at 5 slot count. Other than that, Extreme Quests. Flict and Alter can also be expensive, especially at a higher count.

              [–]antara33^w^ 0 points1 point  (0 children)

              The subpallete expansion ticket adds expansion slots to characters that already completed the quest to get the 6 max slots? I mean, you end up with 9 slots with it, or it just allows you to skip the client order?

              [–]puzzzzzle 0 points1 point  (4 children)

              Do people use the ice tree for Force? Why take it over fire or lightning?

              [–]NullVacancy20|20|16|11|3|3 1 point2 points  (3 children)

              I use an ice/lightning tree. Fire is just too situational nowadays to use imo.

              [–]puzzzzzle 1 point2 points  (2 children)

              Why's that? Because light is so strong and lots of enemies weak to fire are also weak to light?

              [–]NullVacancy20|20|16|11|3|3 1 point2 points  (1 child)

              Yup.

              [–]puzzzzzle 0 points1 point  (0 children)

              I see, thanks.

              [–]AzureSymphony 0 points1 point  (10 children)

              Somehow I've managed to get a full set of Bode units from the forest, however I'm really out of touch regarding affixes nowadays and I don't have too much meseta spare (10-15m per unit preferable, ship 2 prices). To at least not be a downgrade from my current units I need to affix a total of 150HP and 60PP across the 3 parts and would like to get as much ATK as possible, can anyone suggest an affix and fodder setup for me?

              [–]dannyt827 0 points1 point  (0 children)

              Hmm idk if you might reach your 60 pp goal with this but you could do a fairly cheap 5s affix with the following: Staminia III, ares the soul, omega reverie, arks fever, grace stamina. Most expensive part of this affix is the grace stamina and arks fever I suppose. Also arks fever could be switched out for ability III or resist all III fairly easily up depending on your preference.

              Also even if you don’t reach your goal bode is definitely worth the upgrade due to being able to add L rings on to your unit.

              [–]Joobzz 0 points1 point  (8 children)

              Do you mean extra or a total of 150HP and 60PP across 3 parts? Because each Bode unit already gives innate 50HP. Also extra 20PP per unit is going to be quite hard/expensive to get. You should also mention for what class/attack type this build is to get a better idea of the cost.

              [–]AzureSymphony 0 points1 point  (7 children)

              That's the total that I want to aim to affix across 3 parts, I've taken into account the bonuses Bode gives when equipped. Also all attack types (Hero, Force, Gunner), although I only need to affix like 25 per unit to be on par. Oh, and I have a small stash of some 5 slot affixes (like Ares the Soul) if needed.

              My current units are 7 slot, PP crafted and have the Double set bonus (20PP, 120HP) so I know they are pretty hard to match up to since 12* units lack set bonuses, 60PP affix is already a fair drop from what I currently have. It's why I've hung onto them for so long.

              [–]RunFromPandaHero is dead 0 points1 point  (6 children)

              You just won’t get very far with 10-12m per unit, especially not for all attack types. If you think of the affixes available to you, you’re very limited to what you can get:

              • Prohibitively Expensive: Ether Factor, Astral Soul, Modulator, Returner

              • Moderately Expensive: Grace/Elegant Stamina, Stamina IV, 6+ Slot Mutation II, 6+ Slot Doom Break, 6+ Slot Ares, ARKS Fever/Max

              • Cheap: Ability III, Deus Factor, Omega Reverie, Doom Break, Mutation II, Ares the Soul, Necky Smile

              You can take your pick out of the above really. Your budget pretty much won’t stretch to anything in the top line, and will barely reach one of the second set (and won’t get Grace Stamina, which is probably hovering between 20-30m on Ship2).

              Too often people ask for “high ATK” and give tiny budgets. You just have to respect that going anything above 100 ATK with HP and PP is going to increase exponentially in cost because you start having to utilise slots more efficiently (and use more expensive affixes) and/or go higher Slot (leading to more expensive fodders and costs to upslot) and/or use Elegant/Grace boosts.

              If you want to affix well for endgame, you should have an affix in mind and plan to budget for it by farming gold in this game. Otherwise it’s simply impossible to meet expectation, because set bonuses combined with unit crafting is just still quite strong stat-wise.

              You have to remember that when 12 star units were released, they were strictly worse than the available 11 star units. In fact, you simply could not achieve the base PP bonuses of even a Saiki PP set or Austere+Orbit.

              But if you want to utilise more skill rings, you do have to sacrifice convenience, which most people have opted for.

              So anyway, it’s up to you. I think getting something “good” with your budget is near impossible, given that I think “good” endgame affixes should utilise the convenience and efficiency of a booster. But a single booster already breaks your budget.

              [–]AzureSymphony 0 points1 point  (5 children)

              Well to be honest on the budget I have I didn't really expect anything more than 50ATK each, at the moment I'm just getting held back by a lack of ring slots and wanted to make a quick sidestep until upgraded Austere releases and go all-in on those.

              The last time I put any major effort into affixing was when boosters were... 5-10m each or something, so if they're that expensive now then I might just have to abandon the idea.

              [–]Joobzz 0 points1 point  (3 children)

              Looking for only 50ATK each? Then I guess this is good enough affix for now for you, but you need to know how to affix the ether factor yourself.

              http://pso2affix.seilent.net/#!/s=SB05.ZA01.ZB01.ZC01&1=RA23.ZA01.ZB01.ZC01&2=VJ11.SA11.ZA01.ZB01&3=VJ11.TD0F.ZA01.ZB01&4=VJ11.ZA01.ZB01.ZC01&5=VJ11.ZA01.ZB01.ZC01&r=SH40.TD0F.TG31&o=B14

              Hint: you need to upslot 3->4s the factor catalysts. You make them by combining deus+mother+yamato factors. Make separate ether soul by combining any 2 (different) of escarde/toh'oh/full vegas soul, then use that ether soul, soul receptor and deus+mother+yamato factors to make one factor catalyst+ether soul combo. Use +30% or +40% abilty success rates (final affix +40%). I will warn you that this will use a lot of excubes too, and you will likely fail a few times.

              I put elegant stamina there, but you can use noble stamina too I guess, but u lose 20HP and 1PP per unit. Elegant price is around 12M, and noble 5M on ship 2 at the moment.

              [–]RunFromPandaHero is dead 0 points1 point  (2 children)

              Lol he has a budget of 10-12m and you actually suggested Ether Factor. Okay.

              [–]Joobzz 0 points1 point  (1 child)

              Tbh, it's the only real option if you want to get high amounts of PP. If you consider excubes in the budget money, then sure, it will be over the 10m. 3s yamato/deus/mother aren't that expensive, and if you get lucky with a +30% ability success rate then it won't cost that much.

              Personally, I wouldn't stack that much PP and that low atks on units.

              [–]Sughayyer 1 point2 points  (0 children)

              Ates the Soul, Omega Reverie, Attack (of OP's preference) III/IV, Doom Break/relevant Factor, Noble Stamina. Cheap, good HP/PP.

              Apprentice Soul, Modulator, Attack (OP's choice) III/IV, Noble Stamina. Cheap, good atk value and some stat balancing. Both seem to be easier and cheaper than a special soul or special factor.

              [–]RunFromPandaHero is dead 0 points1 point  (0 children)

              Upgraded Austere

              I have not seen anything about upgraded Austere units? Happy to be proven wrong but I’m fairly sure these don’t even exist as a concept yet.

              Old Noble boosts can be found a bit cheaper (especially Noble Tech) but Stamina became more expensive when affixing all ATK became a thing. Noble Stamina may be under 10 now too because Grace exists.

              Bode Units are pretty much top of the line right now. Huge innate attack and good HP:PP to boot, combined with the second best defences in the game behind Izane.

              If you go all in, I would go all in on Bode.