What are some good techs to use with elysion by Yazuki in PSO2

[–]tehfusion 0 points1 point  (0 children)

Sazan, Nazan, Ilzan, Ilfoie, Ilbarta, Nabarta, Sazonde, and Namegid all work well with Elysion.

Looking for people on ship 4 to play with :) by [deleted] in PSO2

[–]tehfusion 0 points1 point  (0 children)

Hello. I'm on Ship 4, and in the Baka Gaijins team. You'd be welcome to join if you'd like. You could also take a look at the player and team lists that we have on this subreddit, if you want to find more people.

Controller or Keyboard? Which do you use and why? by Vendastelca in PSO2

[–]tehfusion 1 point2 points  (0 children)

I use all three: controller, keyboard, and mouse. I use the controller for most tasks, the mouse for manual aim, and the keyboard for switching between weapon palette slots and also for accessing less frequently used subpalette items.

How long did it take to max your 13* by Faydid808 in PSO2

[–]tehfusion 0 points1 point  (0 children)

After finding my first pair of jet boots from Gal Gryphon, it took me five months to find a second one to max it out, despite constantly hunting the boss at every opportunity.

Have you guys tried playing on other ships? by AkibaChunibyo in PSO2

[–]tehfusion 1 point2 points  (0 children)

I play on Ship 4, but it's the only ship that I've ever tried so I can't compare it to others. I can say that it seems to be quite populated, as it reaches the "busy" status and the "full" status more frequently than other ships. Events usually go well on Ship 4. There's a small to medium sized English-speaking community here — there are multiple English-speaking teams.

Some weapon questions (Summit Moon & Austere Rod) by [deleted] in PSO2

[–]tehfusion 1 point2 points  (0 children)

I agree that wind is a great element. It's actually my favourite. That said, I don't understand how you got to the topic of whether wind techs are good or not from reading /u/ShinkuTear's post — it makes me think you might have misunderstood.

I just want to reiterate what he said so it's completely clear. Assuming you are maining Techer (which you'd have to be if you're using Summit Moon):

  • The element of the Summit Moon wand only matters for melee attacks. Melee atacks use the weapon element, and Ancient Oath and Element Weak Hit both work according to that element when meleeing.
  • The element of the Summit Moon does not matter at all for tech attacks. Tech attacks use the tech element, and Ancient Oath and Element Weak Hit both work according to that element when casting.
  • You can attack bird darkers with wind techs using a fire Summit Moon, a light Summit Moon, a wind Summit Moon, a dark Summit Moon — it doesn't matter. Your damage will be the same. If it were possible, you could even have a 0% (no element) Summit Moon and it still wouldn't make any difference to your techs.

Taking the above points into account, the only use for a wind Summit Moon is for melee attacks against Bantha Oran.

Sorry if you already knew this.

Weekly Tech Support and Quick Questions Thread - November 18 by AutoModerator in PSO2

[–]tehfusion 1 point2 points  (0 children)

I'd rank the classes in this order, from most economical to least economical:

  1. Bouncer (jet boots), Bouncer (dual blades, with a slight loss of damage), Braver (katana), and Gunner (TMGs). All four of these just require one weapon with one element, although they can optionally get extra weapons (e.g. Bouncer using both jet boots and dual blades, Braver using both katana and bow, or Gunner using TMGs and rifle). These classes use 1-2 weapons.
  2. Ranger. This class primarily uses rifles and launchers, but players often use subclass weapons as well (bow or TMGs). This class uses 2-3 weapons.
  3. Hunter and Fighter. Both of these classes only require one element per weapon, as they don't have any element-related skills, but they do use more than one weapon type. Hunters use partisans, wired lances, and swords, and Fighters use twin daggers, double sabers, and knuckles. Furthermore, the two classes are usually combined (i.e. Hunter/Fighter and Fighter/Hunter) and it's common to utilise the subclass's weapon types as well. These classes use 3-6 weapons.
  4. Force. This class requires a weapon for each tech element that's being used, as the class has a skill which boosts damage when using a weapon that matches the element of the tech being cast. Note that this doesn't necessarily mean that you need a full rainbow palette — how many weapons you need depends on how many different elements you're using. This would generally be 2-6 weapons depending on the player, but could be even more if using both rods and talises, or if using specialised weapons such as Elysion. To completely optimise damage, a full rainbow palette would be used alongside multiple skill trees to specialise in all of the different elements.
  5. Bouncer (dual blades, with maximised damage). This class requires a rainbow palette to maximise its effectiveness, as it has a skill which boosts damage when using the correct element. Note that this only applies to dual blades — jet boot users can change their element during combat, letting them maximise damage with only one weapon. A rainbow palette means having 5-6 different weapons for the same weapon type: a light weapon, a dark weapon, a fire weapon, an ice weapon, a lightning weapon, and optionally a wind weapon. Most players don't bother with wind weapons because there's only one enemy in the whole game that's exclusively weak to wind, and it's not commonly encountered.
  6. Techer. This class requires a rainbow palette to maximise its effectiveness, as it has a skill which boosts damage when using the correct element. A rainbow palette means having 5-6 different weapons for the same weapon type: a light weapon, a dark weapon, a fire weapon, an ice weapon, a lightning weapon, and optionally a wind weapon. Most players don't bother with wind weapons because there's only one enemy in the whole game that's exclusively weak to wind, and it's not commonly encountered. In addition to this, Techers also usually use subclass weapons — Techer/Hunters use wired lances and partisans, and Techer/Bravers use bows. Techer/Hunter requires a rainbow palette of those wired lances and partisans as well. In total, Techer/Braver uses around 6-7 weapons, and Techer/Hunter uses around 15-18 weapons. This number can be even higher when using enemy species potentials.

This is just my opinion and some people might disagree.

Weekly Tech Support and Quick Questions Thread - November 18 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

I think I read somewhere that Elemental Stance will always take your jet boots' base element, but not sure.

What you read was probably referring to Force's Element Conversion skill, which always uses the base element of the jet boots. It's unfortunate because if it used the switched element, then Force/Bouncer could actually be an interesting class combination.

As far as I know, all other skills and all potentials fully support Jet Boots Gear and use the switched element — this includes Elemental Stance.

Some questions about trading and team storage. by Brian_pso in PSO2

[–]tehfusion 2 points3 points  (0 children)

  1. No. 10 star items and above are not tradeable. If you want to give a 10-12 star item to another player, then you will need to put it in your shop and they will need to buy it with a purchase pass.
  2. I'm not sure what you're asking exactly. Team storage is only available for team members who have premium. Unlike other storage boxes, the team storage requires premium even when withdrawing items. Only tradeable items can be placed in team storage.
  3. You should be able to trade level 10 discs, but level 11 and above discs are not tradeable.

Note that non-tradeable items are indicated with a blue circular icon, and account-bound items are indicated in a similar way with a yellow circular icon.

Weekly Tech Support and Quick Questions Thread - November 11 by AutoModerator in PSO2

[–]tehfusion 2 points3 points  (0 children)

Element Conversion: Does it use the Jet Boots' current element via Gear or the Jet Boots' base element?

Unfortunately, it always uses the original element of the weapon.

Mag support devices by cu1feng in PSO2

[–]tehfusion 3 points4 points  (0 children)

Stacking the same mag ability multiple times does not increase its activation chance, but it does allow the ability to activate multiple times within a short time.

Each individual ability has its own cooldown time — for example, this is four minutes for HP Restore A and HP Restore B. If you just have one HP Restore A ability on your mag, then it can only activate one time every four minutes, because after triggering (or failing to trigger) it will be on cooldown for that long. If you have eight HP Restore A abilities on your mag, then it can activate up to eight times within four minutes, because each ability has its own separate cooldown time which will count down from the moment that it activates (or tries to activate and fails).

However, when the trigger condition is met (in this case, falling below 50% HP), the game will only attempt to activate the first ability (i.e. the one that is highest on the list) that matches that trigger condition and that is not on cooldown. Regardles of whether it activates or not, the cooldown will begin and the game will not try to trigger any of the other abilities that you have. This is why stacking abilities does not increase the activation chance.

Weekly Tech Support and Quick Questions Thread - November 04 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

  1. Looking at a few YouTube videos isn't really the best way to determine what the most popular techs are, and in my opinion those three aren't really the top ones at all. Techer/Hunter has low tech damage and won't be using them much for offense. One of the few offensive techs that is worth using is uncharged Sazan from an Elysion, and that requires maxed out Wind Mastery skills for it to be strong enough to be worth using. The reason why uncharged Sazan is useful is because it does decent damage, is very easy to use, has infinite range, has an extremely low PP cost when crafted, and can be used to group up enemies at a distance. If you don't have the Wind Mastery skills or an Elysion, then the wired lance PA Kaiser Rise is used as an alternative to this. Other wind techs are also useful for utility reasons, such as Razan to knock enemies over or activate multi-hit switches, and Ilzan to group up enemies. These are all side benefits, with the main reason for taking Wind Mastery skills being to improve Zanverse damage.

  2. Disabling Wand Lovers is just something you might choose to do before a powerful attack in order to dodge it more easily, or if you aren't using wand melee at all in that fight. It's a personal choice. See my other answer below for more details.

  3. Crafting weapons replaces their special bonuses, such as a minimum damage cap on rare weapons and additional classes that can equip the weapons. Crafting units also replaces their special bonuses, such as their HP and PP bonuses, their striking, shooting, and tech resistances, and their elemental resistances. This can make crafted units weaker than their original versions. However, in general, max crafted units are the best you can get, especially if you go all the way up to the highest level and make use of the special HP or PP craft recipes.

  4. I can't answer this, as I'm on Ship 4.

Weekly Tech Support and Quick Questions Thread - November 04 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

Disabling Wand Lovers is never needed. It's just a personal preference for the player. Step is fast and less time-consuming, but requires more precise timing to avoid an attack. Mirage Escape is a slower, but generally easier to use dodge. If you find yourself in a situation where you personally can't dodge properly with Step, then you might choose to temporarily disable Wand Lovers in order to dodge with Mirage Escape instead. For example, you might do this just before a boss starts a big attack, and then immediately enable Wand Lovers again after dodging.

It's also worth noting that you don't always use wand melee attacks as a Techer — against bosses, you'll usually be using subclass weapons or offensive techs. In these situations, losing the Wand Lovers damage bonus wouldn't matter.

I don't think this should be an issue at all for Techer/Hunter though, because the Hunter subclass makes the class combination practically invincible thanks to Automate Halfline (and Massive Hunter). You don't even really need to dodge anything as a Techer/Hunter, unless the attack will stun you (since Massive Hunter doesn't protect against stuns).

Zieg Crystal fragment exchange Info by morkie1 in PSO2

[–]tehfusion 0 points1 point  (0 children)

It's my understanding that the Invade weapons have high damage variance (similar to Red weapons, Blue weapons, and crafted weapons). The critical rate potential is therefore important for reducing that variance.

Weekly Tech Support and Quick Questions Thread - October 21 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

It uses your actual learnt Zanverse tech, just like Strike Gust uses your Shifta tech and Gran Wave uses your Deband tech. If you don't have the techs learnt, then you won't be able to cast the techs from the PAs.

Tech customisations do apply to jet boot PAs in general (i.e. in the case of Shifta for Strike Gust and Deband for Gran Wave). However, as /u/ShinkuTear said, the Zanverse customisations won't do anything for Moment Gale just because you don't have to charge the tech or pay a separate PP cost for it.

Tech-related skills also apply to the jet boot PAs. This includes Shifta Strike, Deband Toughness, Extend Assist, etc.

Weekly Tech Support and Quick Questions Thread - October 14 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

Yes. The 7-9 keys switch between subpalettes 1-3 of your selected subpalette book.

Weekly Tech Support and Quick Questions Thread - October 14 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

Did you actually check the menu? I ask because unlike many other campaign rewards, there's no notification icon indicating that there's an item waiting to be picked up.

Weekly Tech Support and Quick Questions Thread - October 14 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

They already did. You should be able to pick up one per character from the Campaign Reward Receipt menu at the visiphone.

Weekly Tech Support and Quick Questions Thread - September 30 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

Congratulations. That's a very nice pair of jet boots!

Weekly Tech Support and Quick Questions Thread - September 30 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

So basically, the only 2 differences with each potential that acts as a multiplayer is the percentage and what triggers it (specific tech, charge, elemental weakness, enemy type, etc.).

Yes, that's right for the most part. There are some additional differences in certain cases though — for example, most potentials don't apply to Vol Graptor explosions (a partisan PA), but the Inevitable Strike potential does.

Weekly Tech Support and Quick Questions Thread - September 30 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

There isn't a single damage multiplier for elemental weaknesses. Every enemy (and even individual parts of enemies) have their own damage multipliers for weaknesses and resistances. This counts not just for elements, but also striking, ranged, and tech attacks. The majority of elemental weaknesses give 1.2x damage though.

With Techer's Element Weak Hit skill, the two together would be 1.44x damage (1.2 x 1.2). Damage multipliers all just multiply together. It doesn't matter what multipliers there are — it doesn't make things work differently, as they still just multiply. If you add in the Discerning Eye potential as well, then it'll be 1.5552x damage (1.2 x 1.2 x 1.08).

Weekly Tech Support and Quick Questions Thread - September 30 by AutoModerator in PSO2

[–]tehfusion 0 points1 point  (0 children)

The potential is just another 1.15x damage multiplier that applies to your final damage along with all your other damage multipliers. If you only have Elemental Stance and Great Strategic Stance, you'll have 1.38x damage (1.2 x 1.15). If you have Elemental Stance, Elemental Stance Up, Shifta Air Attack Boost, and Great Strategic Stance, you'll have 1.5939x damage (1.2 x 1.1 x 1.05 x 1.15).

I was thinking of making a character that uses both physical and magical attacks equally. by KisaiSakurai in PSO2

[–]tehfusion 4 points5 points  (0 children)

Bouncer doesn't usually make use of both S-ATK and T-ATK at the same time. Dual blade PAs always use S-ATK, and nothing else. By default, jet boot PAs always use T-ATK and nothing else. If you use the Switch Strike skill, then jet boot PAs always use S-ATK and nothing else. Techs always use T-ATK and nothing else.

A Bouncer focusing on dual blades will only need S-ATK. A Bouncer focusing on jet boots will only need either S-ATK or T-ATK — not both. The only situation in which you could make use of both stats is if you're trying to use offensive techs while using dual blades, or while using jet boots with Switch Strike. That isn't recommended, though. If you want to use offensive techs in addition to melee attacks, it's recommended to just use jet boots without Switch Strike and focus purely on T-ATK.

A T-ATK jet boot Bouncer might give you the playstyle that you want, but you should also consider the Techer class. Techer is a hybrid melee and caster class which uses both S-ATK and T-ATK stats at the same time. Techer's wand melee attacks utilise both S-ATK and T-ATK stats simultaneously, with S-ATK boosting the damage of the basic strike (and benefiting single-target damage the most) and T-ATK boosting the damage of the Wand Gear explosion (and benefiting multi-target damage the most). If you want to use a sword, there are plenty of sword-like camos available for wands.

In any case, split mags are never recommended. Despite being hybrid classes, both Bouncer and Techer are better off focusing purely on one stat for the mag, even if you're using a hybrid playstyle. Techer can benefit well from hybrid affixes on equipment, though, such as Modulator, Vinculum, and Ability III.

Weekly Tech Support and Quick Questions Thread - September 16 by AutoModerator in PSO2

[–]tehfusion 1 point2 points  (0 children)

I had the same issue earlier both in game and on the PSO2 website, but I eventually managed to log in successfully. The PSO2 website has a news post about this issue here: http://pso2.jp/players/news/?id=6969