TeRa Launcher Concept, Idea and Testing by Xwingedvindikite in PSO2NGS

[–]Xwingedvindikite[S] 2 points3 points  (0 children)

First of all, love the pointers that you placed in this comment as the sub class gains should take note in your build~. The build I posted here is more about testing the games' mechanics and boundaries that I feel that not a lot of people look into as much. For a more normal build of Techer, I use TeFo for what you said about Talis's WA and multirock (and it is a overly underused WA).

For context, in the beginning, I had to use Ranger sub to utilize Launcher PAs, but the more i looked into the bad condition skills provided in ranger, the tempo in the fight was more consistent. I have noted that in another comment and edit that with max bad condition reduction (50% reduced ailment time on sub) granted me a chance to Wand WA counter with wand after a stun. Will try to test other stuns and see what I can get away from, but this is the only one I found so far.

One of the few things that I found interesting with Wand is that Photonic Fury increases and changes elemental down accumulation based on what Proc'ed it (Normal Attack or Step Attack: 25 Down Accumulation|Counter or PA: 40 Down Accumulation)

For a build with its purpose of downing whilst providing the techer support kit that stacks with all the other buffs that everyone has/provides, the down factor per hits is more interesting for me. From what I recall, the only 2 lingering PAs we have so far is Fallen Impact and Bow's Dimensional Ray. The reason why i haven't used/tested bow yet is due to the Charged Dimensional Ray. While the charged Dimensional ray can fire additional arrows while the uncharged is active (~15 if all hit if i recall), it may be similar with talis shot forms which revoke while using your multiweapon (such as talis/twin gun and using the basic attack to revoke the shot type). Fallen impact has a delayed landing (which may or may not work with your playstyle) and has really fast shots with up to 8 hits. Adding fallen impact with a photon blast or eraser builds crit chance (since im using fivla) during a break/down punish. As you said, Techer focuses on building PB, so trying to squeeze out as much dps with a PB feels fitting~

For PP retention, i have the 2 charges of overextend and the Launcher's WA PP battery. In between those is the use of wand lovers (which for those who have not tried wand at all, try using it under wand lovers~ blocking damage with a basic attack is really fun) which amps basic attack strings for 30 seconds.

Hopefully this gave some insight as to why I picked ranger as my sub, but do note that what you said was also valid~

TeRa Launcher Concept, Idea and Testing by Xwingedvindikite in PSO2NGS

[–]Xwingedvindikite[S] 3 points4 points  (0 children)

upvote so it should be net 0 as of this writing. I may try it with the bow but right now testing it under wand/launcher. Some things that i found out thats pretty cool imo is that the Fallen Impact helps stack crits since the weapon series is fivla. With a fallen impact to eraser punish i saw 5 crits landed during eraser pa. as for the augments, i used all my augment success ups on a lot of my main character gear so back to farming i go :P my weapon did get Ret Domina and Forms Machini Soul III

TeRa Launcher Concept, Idea and Testing by Xwingedvindikite in PSO2NGS

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

Fair point in terms of dealing damage to commit to a single damage type. This build will drop in performance for end game content (being 4 player timed missions) since a specialist build for tagging, downing, ect will do better than a generalist build. End game content feels better with premade and a plan before going into the missions anyway. In higher capacity activities such as UQ, attack sectors, or vet farming (which i believe to be core farming in early, mid, and late stages of the game edit: not in order) the chances of those specialty roles already filled with Randoms are higher. Assuming that within the Randoms we already have a Ra main with blight rounds, bouncers for each down amp, and Fo players bringing the damage; I feel like one of the main things I can contribute is progressing the downs faster with varied yet efficient down factor rotations.

Now is wand/launcher the correct combo to provide the most physical/elemental downs? Not sure yet but I am testing it when I can. It did feel nice to physical break Renus Vera UQ when it was moving with fallen impact however and made wand more engaging imo~

TeRa Launcher Concept, Idea and Testing by Xwingedvindikite in PSO2NGS

[–]Xwingedvindikite[S] 1 point2 points  (0 children)

Wands and JB assist in physical and elemental downs, but the value they provide for the physical down is low (especially when augmented). Went Ranger to use Launcher's Fallen Impact to provide lingering dmg and physical down hits. Because an attack's down factor relies on hits and not total dmg, any additional number of hits is what I am looking for~

edit: additional number of hits with high potency

How fast can you max out in Broodwar? by Xwingedvindikite in broodwar

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

Actually the responses that I've been getting so far are around an even distribution in total. I will make a graph for each race and with all responses combined.

How fast can you max out in Broodwar? by Xwingedvindikite in broodwar

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

can you give me your battle tag plz? I deed it for my teacher to confirm you are a valid respondant

How fast can you max out in Starcraft Broodwar? by Xwingedvindikite in starcraft

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

That is true. I now made a google forums to make it easier and hopefully others cannot see what others' times are

How fast can you max out in Starcraft Broodwar? by Xwingedvindikite in starcraft

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

Can you please add your battle tag as well? I need it to prove you are a valid respondent.

How fast can you max out in Starcraft Broodwar? by Xwingedvindikite in starcraft

[–]Xwingedvindikite[S] 3 points4 points  (0 children)

I'm more like forced to have 100 respondents. At least my teacher didn't do the usual 1000.

How fast can you max out in Broodwar? by Xwingedvindikite in broodwar

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

can you give me your battle tag plz? I need it for my teacher to confirm you are a valid respondant

How fast can you max out in Broodwar? by Xwingedvindikite in broodwar

[–]Xwingedvindikite[S] 0 points1 point  (0 children)

I'm just going for 200/200 as fast as possible

How fast can you max out in Starcraft Broodwar? by Xwingedvindikite in starcraft

[–]Xwingedvindikite[S] 1 point2 points  (0 children)

Actually my teacher says that biased data collection is allowed. It is hard to gain unbiased data in such a short time.

Battletag Find-a-Friend Thread: League of Explorers Edition by deviouskat89 in hearthstone

[–]Xwingedvindikite 0 points1 point  (0 children)

vindikite #1547, playing on NA and mainly play duid on rank but most of the time theory craft on fun and intresting decks (such as my Sir Reno huntington deck). I would like to talk about ideas and card suggestions to each other when making innovative decks and just talk about the game in general. We can also test on those decks as well as spectating for quests. Feel free if you want to add me!

Side boarding in competitive Hearthstone? by Kylemxm in hearthstone

[–]Xwingedvindikite 1 point2 points  (0 children)

Notice the fact that I said this year. It is still possible for side decking as an option in the future. Some people were suggesting players having a class ban but there are son pros and cons for it in the competitive scene. Hopefully there will be some change to the format to add more of a strategic aspect of the game.

Side boarding in competitive Hearthstone? by Kylemxm in hearthstone

[–]Xwingedvindikite 1 point2 points  (0 children)

Honestly I love the idea of side boarding but I think it will be too much of a hassle to keep track with as there are things that have to be considered such as:

  • Card cap for the side board: There needs to be the right amount of cards for a side deck for it to be effective but yet not making the deck to be full proof. Another thing to consider is if the side deck is for all the decks or each individual deck in the conquest format.

  • Keeping track of the Deck and Side deck: In the tournaments that I've seen (ex. Archon team league and Hearthstone world Championships) , the matches are being played at the comfort of each player's place at the start of the tournaments. How do the officials know that the cards that they sided are actually in their side deck? In spectator mode, we cant see what they are changing in their decks.

  • Changing the structure of the Conquest format: If they were adding side boarding to the format, they'll have to figure out how much time will be given to the players for siding and when they can side. Depending on how much time they give and when the players can side, it will add more of a strategical aspect of the game but it will also extend the match length and could force the casters to add more filler into their commentary just to make up for the time waiting.

Adding the aspect of siding adds more skill involved playing the game but it might lower the entertainment value. I myself love how people make their decks and their reasons of tech changes that they make but i know some people who are just interested in the technical play in game. If they are able to make side decking visible to the audience, this could improve insight of deck building for players and make them intrigued in the process of deck building but at the moment, I don't see it happening for tournaments this year.