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How to Force Basically
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==Weapons== === Rods === ''Read More: [[Rods]]'' Rods is the primary Technic weapon of choice for Forces. It can equip 4 Technics, has vastly more TEC than [[Wands]] and [[Tech-Mags]], and is triple-castable. '''They are the primary choice when it comes to chainbreaking, as they have by very far the highest TEC out of the three Technic weapons.''' In fact, the damage difference is so much that you should probably always use a Rod to break chains. When it comes to chaining, though, it has a major weakness: Rods cannot cast while Strafing. The lack of ability to Strafe Cast affects chaining somewhat: while does not affect some tools such as [[Foverse]] (only stacks once) and [[Sazonde]] (only stacks three times, so a triple-cast), it does affects other more spammable Technics, such as [[Nagrants]] and [[Diga]]. You should keep that in mind while equipping Technics. Also, if the R-side of Rods is not linked with any Technics, R would allow the player to Guard instead. Quite a good feature if you like Guarding. === Wands === ''Read More: [[Wands]]'' Wands go on the right-hand, allows equipping 2 Techs, and has significantly worse TEC scores than Rods (usually around half). Wands' casting speed is faster than Rods, allow both Triple-Casting and Strafe Casting, which allows it to cast quickly whether you are standing still or strafing. '''Wands are primarily used for Chaining, since they can cast significantly faster than Rods.''' It also pairs well with [[R-Mags]] for passive chain during a Strafe Casting spam session. Another popular choice is [[Shields]], which allows Guarding while strafing. Since chainbreaking damage is better off left to Rods, support Technics such as [[Zalure]] is a popular option for {{Triangle}} on Wands. === Tech-Mags === ''Read More: [[Tech-Mags]]'' Tech-Mags go on the left-hand, allows equipping 2 Techs, and has significantly worse TEC scores even compared to Wands (usually around half). Tech-Mags' casting speed is faster than Wands, and allows Strafe Casting but not Triple-Casting. In other words, it's slower than Wands when standing still, while being faster than Wands when Strafing. Tech-Mags also commonly have 80% PP usage, and 60% PP usage in some cases, which makes them much sustainable for strafe casting Technic spams. Similar to Wands, Tech-Mags has such low TEC compared to Rods that chain breaking on one is really not recommended. Support Technics such as [[Zalure]] is a popular option on Tech-Mags as well. '''The biggest problem with Tech-Mags, though, isn't the Tech-Mags themselves, but rather, what to put on the right-hand.''' Right-hand are almost all melee weapons, none of which Forces care about. Save for maybe [[Daggers]] for [[Shisoku Tenkai-zan]] as a travelling PA, or maybe [[Slicers]] in some cases. You can use [[Wands]] too, but in my opinon, at that point you are probably better served by either splitting them up or just use a Rod. === Longbows === ''Read More: [[Longbows]]'' Longbows are a Ranged Weapon that uses TEC instead of ATK for damage. It's basically a budget [[Rifles|Rifle]] for Forces: its normal shot fires 1 shot pre press in a straight line, but has a small lag after fire; its Charge Shot 1 shoots a big shot, similar to Rifles, but instead of exploding for 2~3 hits, it pierces enemies for 1 hit per enemy; its Charge Shot 2 has the player jump up, and fire 4 shots directly downwards in front of the player, and pierces (not that it's gonna pierce anything at that angle). Its range is also slighter shorter than Rifles for some reason. '''Despite sounding really poor, Longbows are actually fairly useful.''' As a Ranged Weapon, Longbows don't need any Photon Arts to be effective, which makes it very useful for early game, where players don't have their Technics leveled yet. Longbow's CS1 is fairly useful for early game, where smaller mobs can often be killed between one or two Charge Shots. With piercing, it's possible to kill two or three enemies in one or two Charge Shots, even without chains. Longbow's CS2 is pretty useful as a chainbreaking option. While it doesn't outdamage crazy Technics like Diga and Sazonde, it makes a good alternative single-target damage option for attributes without such strong Technics, such as Ice, Dark or Light attributes. It also works well with Foverse. Longbow {{Square}} is very bad, but at least you can use FPS mode for switches, which is something Forces may otherwise struggle to setup. The issue with both Longbows and Ranged Weapons on Force in general, is that they require additional resources to optimize that you wouldn't otherwise need to get. Technics don't miss, so there's no reason for Forces to put any [[Rebirth]] into ACC. However, Longbows not only requires ACC to hit things, but also requires it as a part of its damage, meaning to use Longbows long-term, Forces will have to go out of their way to rebirth for a stat they otherwise would never need. At least Full Charge Shot is incredibly easy to get. === Cards === ''Read More: [[Cards]]'' Cards are also a Ranged Weapon that uses TEC instead of ATK, but it's far more janky than Longbows are. For starters, Cards gain an additional bullet for its normal attacks and Charge Shots if the PA level is above 21, which basically immediately locks the weapon type to mid-late game. Then, both its normal shot and Charge Shot 1 fires 2 to 3 bullets, that stays in place for a second before auto-tracking a close-by enemy. The range for its track is quite short, and usually would require a Range Extension to hit anything without being right up to them. Theortically it can do a lot of damage with Charge Shot 1, but the delay and short range can hinder its effectiveness. Charge Shot 2 fires multiple shots at a long distance. It's pretty cool, but similar to [[Rifles]] CS2, it's slow, not as much damage as you'd like, has weird ranges, and fizzles if you get hit. Fancy but unwieldy. '''So uhh, it exists, I guess.'''
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