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[[File:Sazonde.png|thumb|A FO's wetdream]]
== General Gameflow ==
== General Gameflow ==
''A type that relies on Technics for attacking and providing support. The type's high TEC and MND make it adept with Technic weapons. For advanced players.''
''A type that relies on Technics for attacking and providing support. The type's high TEC and MND make it adept with Technic weapons. For advanced players.''


"haha Sazonde go BRRRRRRR"
"haha Sazonde go BRRRRRRR"
== tl;dr ==
[[File:Force Sample Palette.png|thumb|269x269px|A sample palette for Forces]]
* Weapons
**BEEG {{Triangle}} DAMAGE GO BRRRRRR: [[Rods]] -> [[Gifoie]], [[Gizonde]], [[Sazonde]], [[Diga]], [[Gidiga]], [[Nosdiga]], [[Damgrants]]
**Press {{Square}} a lot: [[Sazonde]], [[Sabarta]], [[Nagrants]], [[Foverse]]
** Utility: [[Anti]], [[Resta]], [[Jellen]], [[Shifta]], [[Deband]], [[Zalure]], [[Longbows]]
**Sample Palette on the right:
***[[Longbows|Longbow]] ({{Square}} [[Chousei-sou]] {{Triangle}} Charge Shot I)
*** [[Double Sabers]] ({{Triangle}} [[Tornado Dance]])
***[[Rods|Rod]] ({{Square}} [[Sabarta]], {{Triangle}} [[Sazonde]], R+{{Square}} [[Foverse]], R+{{Triangle}} [[Gizonde]])
***[[Rods|Rod]] ({{Square}} [[Sazonde]], {{Triangle}} [[Nosdiga]], R+{{Square}} [[Zalure]] , R+{{Triangle}} [[Diga]] )
***[[R-Mags|R-Mag]] + [[Wands|Wand]] ({{Square}}[[Nagrants]], {{Triangle}} [[Damgrants]])
***[[Rods|Rod]] ({{Square}} [[Anti]], {{Triangle}} [[Resta]], R+{{Square}} [[Shifta]], R+{{Triangle}} [[Deband]])
* Notable Abilities
** Full-Charge Shot (Ranger Lv2): Vital if you use any ranged weapons.
** Hi-Speeds (Force Lv11 to Lv17): Follow Hi-Speed and Assist Hi-Speed is bad, allocate others based on your preferred element.
** Advances (Force Lv23 to Lv28): Hell yeah more damage.
** Half Defense (Vanguard Lv8): Clutch
** Auto-Heal Half/Critical (Default): when combined with Half Defense, makes you basically invinicible.
** Healing Item Boost (Hunter Lv2): Saves you some monomate uses.
** Yohmei Fan (All Lv5): Did you know yohmei makes every force weapon?
** PP Escape Save (All Lv3): Makes dodging easier.
** Partnership (Vanguard Lv6): Makes your partners better.
* Tips
** <big>SAZONDE GO BRRRRRRRRRRRRRRRRRRRRRRRR</big>
** Learn how to strafe cast with wands.


==Perks and Drawbacks ==
==Perks and Drawbacks ==
=== Perks ===
* Small amount of required [[Extend Type]] use (only 2 or 3 weapon categories), allows uses of many weapon outside of the types' expertise.
* Technics provides a huge range of coverage, between large amounts of attributes and various ways of damage.
* Significantly better [[Shifta]], [[Deband]], and [[Zalure]] gives the player higher damage and makes excellent support.
* Weapons are very customizable and easily repurposed, allows the player to get by large parts of the game with a few weapons.
=== Drawbacks ===
* Low HP and low DEF results in the player being easily killed.
* Low ATK is very poor with melee weapons and some ranged weapons.
* Reliance on [[Photon Arts]] levels results in weak early-game and a longer grind than others.


== Termology ==
== Termology ==
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'''Tri-casting:''' By casting multiple Technics in succession, the casting time of the Technics past the first one is shortened. Can apply to a maximum of three presses (hence tri-casting). Applies to [[Rods]] and [[Wands]], but does not apply to [[Tech-Mags]]. Some Technics are incompatiable with Tri-cast.
'''Tri-casting:''' By casting multiple Technics in succession, the casting time of the Technics past the first one is shortened. Can apply to a maximum of three presses (hence tri-casting). Applies to [[Rods]] and [[Wands]], but does not apply to [[Tech-Mags]]. Some Technics are incompatiable with Tri-cast.


'''Strafing:''' movement while holding L. Some weapons can be used while moving this way, such as [[Handguns]], and, more importantly for us, [[Wands]] and [[Tech-Mags]]. Only the Technic on {{Square}} is usable, though. Some Technics are incompatiable with Strafing.
'''Strafing:''' movement while holding L. Some weapons can be used while moving this way, such as [[Handguns]], and, more importantly for us, [[Wands]] and [[Tech-Mags]]. Only the Technic on Square is usable, though. Some Technics are incompatiable with Strafing.


'''Strafe Casting:''' A glitch that allows the the player to basically skip the casting time, and quickly spamming Technics, by casting while alternating between strafing and not strafing (pressing and not pressing L). Applicable to both [[Wands]] and [[Tech-Mags]], but can only be used with {{Square}}.  
'''Strafe Casting:''' A glitch that allows the the player to basically skip the casting time, and quickly spamming Techinics, by casting while alternating between strafing and not strafing (pressing and not pressing L). Applicable to both [[Wands]] and [[Tech-Mags]], but can only be used with Square.  


'''[Attribute] Hi-Speed/Advance:''' [[Abilities]] which enhances Technics of the mentioned attribute. Hi-speed shortens the casting time of those Technics, and Advance provides a high damage boost.   
'''[Attribute] Hi-Speed/Advance:''' [[Abilities]] which enhances Technics of the mentioned attribute. Hi-speed shortens the casting time of those Technics, and Advance provides a high damage boost.   
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'''Damage Multiplier:''' The TEC % on Technics.  
'''Damage Multiplier:''' The TEC % on Technics.  
'''ailment Matching:''' If an enemy has a status ailment, a bonus 35% damage is added to a Technic attack that has an attribute corresponding to that ailment. The corresponding ailments are:
{| class="wikitable"
!Attribute
|Fire
|Ice
|Lightning
|Ground
|Light
|Darkness
|-
!ailment
|Freeze
|Burn
|Confuse
|Shock
|Infect
|Sleep
|}


==Technics==
==Technics==
Unlike Melee and Ranged weapons, Technic Weapons do not have inherent attacks. Instead, Technics must be linked to a Technic weapon for it to be able to attack. Similar to Melee and Ranged Weapons, attacks from {{Square}} accumlates chains, while attacks from {{Triangle}} breaks chains. Obviously, you would want {{Square}} to be linked with multi-hit attacks to deal chains quickly, while {{Triangle}} is linked with high damage, multi-hit, or multi-lock attacks.
Technics are the centerpiece of a Force strategy. Choosing the right Technics is more important than using the right weapons, even.
 
As such, Technics are the centerpiece of a Force strategy. Choosing the right Technics is more important than using the right weapons, even.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">Too Long; Didn't Read</div>
<div class="mw-collapsible-content">
Chainers: Sazonde, Sabarta, Foverse, Nagrants
 
Chain-breaker: Diga, Nosdiga, Sazonde, various Gi-spells
 
Utility: support Techs
 
Strafe Casting targets: various projectile Technics, Nagrants, Sazonde
 
pick bunch of these techs, and slap as many accompanying hi-speeds and advances as you can fit.
</div></div>
 


Technics are separated by elements, and can be loosely categorized based on their effect:
Technics are separated by elements, and can be loosely categorized based on their effect:
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===Attribute Based Type Abilities===
===Attribute Based Type Abilities===
Forces gain 16 [[Abilities]] related to Attributes: Hi-speed and Advances for offensive Technics of each Attribute, [[Resta]], and Support Technics. Hi-speed shortens the casting time of Technics of the designated attribute, while Advance provides a sizable damage boost to all offensive Technics of the designated attribute. Bringing every attribute ability is not realistic, since we don't have the room to fit all the abilities. '''Instead, we want to focus on a few Technic schools, so we have more room to stack damage bonuses and hi-speeds.'''
Forces gain 16 [[Abilities]] related to Attributes: Hi-speed and Advances for offensive Technics of each Attribute, [[Resta]], and Support Technics. Hi-speed shortens the casting time of Technics of the designated attribute, while Advance provides a sizable damage boost to all offensive Technics of the designated attribute. Bringing every attribute ability is not realistic, since we don't have the room to fit all the abilities. '''Instead, we want to focus on a few Technic schools, so we have more room to stack bonses and damage.'''


===Attribute Bonus===
===Attribute Bonus===
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Anyway, let's first look over the effects of each technic category and see how they work out.
Anyway, let's first look over the effects of each technic category and see how they work out.


<div class="toccolours mw-collapsible mw-collapsed" style="width:800px; overflow:auto;"><div style="font-weight:bold;line-height:1.6;">Projectiles</div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px; overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Projectiles</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
Projectile Technics, in general, throws a thing straight for a very small PP use on press. However, there's a lot of distinct differences between each Technic, which results in them having different uses.
Projectile Technics, in general, throws a thing straight for a very small PP use on press. However, there's a lot of distinct differences between each Technic, which results in them having different uses.
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<div style="font-weight:bold;line-height:1.6;">Support (Others)</div>
<div style="font-weight:bold;line-height:1.6;">Support (Others)</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
Buffs, Debuffs, Heal, and ailment Restore. Not much else to say besides "Bring them with you!"
Buffs, Debuffs, Heal, and Aliment Restore. Not much else to say besides "Bring them with you!"
</div></div>
</div></div>


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</div></div>
</div></div>


=== Ailment Matching ===
==General Tips==
Didn't know where to put this, so here this is.
 
If an enemy has a [[Status effects|Status effect]], a bonus 35% damage is added to a Technic attack that has an attribute corresponding to that status ailment. The corresponding ailments are:
{| class="wikitable"
!Attribute
|Fire
|Ice
|Lightning
|Ground
|Light
|Darkness
|-
!ailment
|Freeze
|Burn
|Confuse
|Shock
|Infect
|Sleep
|}
The damage bonus is incredibly massive, and can pair with various [ailment] Strike abilities for more damage. However, this mechanic is far too unwieldy:
 
First, ailments inflicted are dependent on the Technic themselves. Some attribute schools are too spread out ailment wise, and may require the player to use sub-par Technics, which is counter-productive. For example, [[Sabarta]], the best Ice Technic, does not inflict any status ailment at all. For Dark Technics, only [[Megid]] and [[Dammegid]] inflicts Infect; [[Ramegid]], [[Nosmegid]], and [[Megiverse]] have Poison, Rage, and Drain attached respectively instead.
 
Second, due to the way ailments are attached to attribute schools, you may wind up using Technics on enemies of badly matched attributes, which is once again counter-productive. For example, if you want to amplify your Ice Technics on a fire enemy, you'd have to inflict Burn on them, which is only attached to Fire Technics.
 
Third, ailment inflict rates are pretty bad and unrealiable. The rates on Technics are generally quite bad, and even weapons with 50% or more status rates, such as the [[Frost Shot]], are still unrealiable. Not to mention a Force needs to go out of their way to set one up.
 
'''So like, keep this thing in mind. It's an inherent mechanic, so it doesn't cost you anything to use it when it comes up, (in multiplayer especially), but don't dedicate yourself to it.'''


==Weapons==
==Weapons==
'''Rods'''


=== Rods ===
''Read More: [[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.
'''Wands'''


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]]''
''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.
'''Tech-Mags'''


'''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]]''
''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.
'''Longbows'''
 
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]]''
''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.
'''Cards'''
 
'''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]]''
''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.
==Other Considerations==
 
'''So uhh, it exists, I guess.'''
 
==Other Weapon Considerations==
....Other Weapons? What other weapons?
 
=== Whips ===
''Read More: [[Whips]]''
 
So, Sega, let me get this straight:
 
As support for Force, a Type with the weakest melee damage, you decided to give them a weapon that's incredibly slow, chains poorly, and has one of the lowest melee damages out of all melee weapons?
 
Why?
 
By the way, Whips provides a category bonus to TEC. Having more TEC is good, except that Whips are a right hand weapon, meaning the only things that gain benefits from this TEC boost is [[Tech-Mags]] (which already has such low damage that you shouldn't be using it for damage purposes), [[Cards]] (which are jank), and [[R-Mags]] (for which any damage above 1 might as well be the same). So yeah.
 
Man, [[Ursula Laurent|Ursula]] really is a compliation of "the weakest hits of Force", eh.
 
=== Twin Daggers ===
''Read More: [[Twin Daggers]]''
 
I guess you can chain well with it when combined with [[Foverse]].
 
Not much of a reason for Force to use a low damage melee weapon, though.
 
=== R-Mags ===
''Read More: [[R-Mags]]''
 
Works well with [[Wands]] and Strafe Casting. It being left-hand makes it difficult to fit with other weapons, though.
 
== General Tips ==
 
* Since Photon Arts Level is extremely important to Forces, it might be a good idea to use another character of high level (preferably at least Lv100) to obtain Lv21+ Technics first before starting a Force character, and then use the [[Shared Storage]] to pass them to the Force character.
*Each Technic can be linked to a Technic weapon once; for example, if Sazonde is linked to the {{Square}} of a Rod, you cannot link another copy of Sazonde onto the Rod.
** As such, if you want multiple copies of Technic, you need to bring at least two Technic weapons.
* Since everything on a Technic weapon consumes PP, it's not a bad idea to bring something that restores PP.
** [[Slicers]], for example.
** Newmans actually have high enough PP regen that they can self-sustain without a PP restore weapon after you bring some sort of PP reduction ability/weapon.
*Since you already gain 30% Attribute bonus from matching up the right Technics, it's fine to mismatch your the attribute of your Technics and Technic weapons.
**While not optimal, it can be a viable strategy to using only a few Technic weapons and swapping out the Technics equipped to match the attributes.
**For Technics such as [[Foverse]] or [[Sazonde]], which you will likely use against most enemies, even the ones of the same attribute (fire and lightning respectively), it could be valuable to avoid matching the attribute of Technics and the weapons deliberately to lessen the attribute damage reduction.
**On the other hand, Empowers are very powerful, and should be played for and built around.
*Since [[Zalure]], [[Jellen]], [[Shifta]], [[Deband]], [[Anti]], and [[Diverse]] do not deal any damage, the TEC and PA% of the weapon used for them is irrevelant.
*Despite the Empower Healing present on many [[Tech-Mags]], the amount they heal for with [[Resta]] usually ends up being lower than [[Wands]] of equal rarity anyway, due to their lower TEC. Even [[Wands]] would heal for less than [[Rods]], for a similar reason.
**However, it's possible for the heal amount to be far above what the player would realistically need to ever heal for (for example, if a high-level player Restas from a Rod while not having [[Rebirth|Rebirthed]] for any HP yet), making optimizing the heal amount unnecessary.
*Technics do not miss, therefore any ACC boosts is useless unless you are dipping into ranged weapons, such as [[Longbows]].
 
*


==Type Abilities==
==Type Abilities==
=== [Attribute] Hi-Speed ===
Increases the casting speed of the Technic of the attribute by 50% for 1 slot. Very good for Technics of that attribute.
Note that Light Hi-speed does not make [[Resta]] faster; instead, its speed is increased by Follow Hi-speed.
=== [Attribute] Advance ===
Increases the damage of Offensive Technics of that attribute by 8% for 1 slot. Incredibly good, of course.
It's best to line-up chain-breakers with the damage boost. Chainers also get a sizable boost but not really necessary if you can't make the space for it.
=== Technic Hi-Speed + ===
Increases the casting speed of all Technics by 20% for 3 slots. 
Worse than specific hi-speeds in terms of efficiency, but it has a much bigger coverage. Normally, a player would bring [[Resta]], [[Shifta]] & [[Deband]], and two or more attributes of offensive Technics. To boost all these would require Follow Hi-speed, Support Hi-speed, and two or more Attribute Hi-speeds, which would total up to more than 3 slots. Boost for Resta, Shifta and Deband isn't really necessary, since most of the time you would be casting them outside of combat situations, but a boost for them can be convenient.
Ultimately down to preference.
=== Technic Advance + ===
Increases the damage of all Offensive Technics by 4% for 2 slots. Not really good, as 2 slots for 4% is not cost effective, and it's much worse than the [Attribute] Advances if you are using less than 2 sets of attributes. It's not the worst thing to strap if you aren't using the slots for anything else, though.
=== Full Charge Shot ===
If you intend on using [[Longbows]], definitely grab Full Charge Shot (Ranger Lv2) to heavily improve its damage. 1 slot is pretty easy to spare.
=== Half Defense ===
If your HP is above 33%, and take damage that deals more than 50% of your HP, you will be left with 1 HP. Costs 3 slots from Vanguard Lv8. Very convenient ability for Forces, who naturally has very low HP and low DEF. Also allows you to forgo [[Rebirth]] bonuses to your DEF and HP for TEC.


==Racial Differences==
==Racial Differences==
=== Human ===
Human is probably the second best Force next to Newmans: the second highest PP total at 200~220 PP, the third best TEC, and decent PP regen. They also get a boost to [[Blast#Mirage Blast|Mirage Blast]], since it scales off TEC. Human performs better defensively than newmans, but performs significantly worse everywhere else due to significantly lower PP regen and TEC. '''In other words, human Force can work well early-game, but becomes much worse toward mid and late-game.'''
=== Newman ===
The absolute kings of Force, with a colossal 230~250 PP, insane PP regen, and sky-high TEC. Even [[Blast#Mirage Blast|Mirage Blast]] scales off TEC!
'''If you wanna play Force, you should probably play Newman.'''
Unfortunately, Newman does have very poor HP and DEF, which is made especially apparent by Force's low HP and DEF multiplier. Some defensive abilities, such as Half Defense, should be obtained to remedy that.
=== Cast ===
Casts has the lowest TEC out of all races, and gets their [[Blast|SUV Weapons]] gimped, as they scale off ATK. The fact that Technic do not miss also wastes Casts' high ACC.
'''So yeah, don't.'''
=== Beast ===
Beasts has the second lowest TEC out of all races, and gets their [[Blast#Nanoblast|Nanoblast]] gimped, as they scale off ATK. '''So yeah, probably don't.'''
But hey, at least the fact that Technics do not miss covers up Beasts' weakness in ACC.
=== Deuman ===
Deumans have good TEC, and a pretty good [[Blast#Infinity Blast|Infinity Blast]] on Force. They can do very good damage, potentially even higher damage than Newmans while using their Blast.
However, Deuman's extremely low durability, which is further amplified by Force's low multipliers, makes a Deuman Force extremely risky to play. Deuman also has the lowest PP regen out of all races, which means they will need a lot more setup than others in order to remedy that weakness.
'''You can give it a shot if you'd like.'''


==Notable Weapons==
==Notable Weapons==
[[Mr. Ecoeco Stick]]: Extremely easily accessible Rod with a 70% PP usage and respectable TEC score. Incredibly useful early-game, and with an Extend Code, also incredibly useful mid-to-late-game.
Quick mention to the Kubara replica weapons: they have 110% PP usage and 90% PA damage, which makes them extremely bad for Forces. Replica [[Longbows]], though, can very easily avoid the downside by simply not equipping a PA, which can be valuable to use.


==Where to go from here==
==Where to go from here==
Get higher level photon arts discs, of course. That is more important than landing more [[Rods]] and Levels.


Speaking of [[Rods]], look into getting the [[Psycho Wand]]: 70% PP usage, very high TEC upon extending, and gets to empower any attribute. Really indispensible for Forces.
==Other Notes==


Getting higher type level is also important, as Forces have a lot of great abilities at high levels, such as PP Technic Save and various Advances. Speaking of, PP Technic Save is generally a lot better than Spellslinger, since Spellslinger doesn't cover Strafe Casting, Single-cast Technics (such as Nos-, Dam- and [[Foverse]]), and doesn't cover [[Tech-Mags]]. However, they stack, so if you have the spare slots you can bring both.
{{Navigation}}
 
[[Rebirth]] for TEC too, of course.
 
==Other Notes==
{{Getting Started}}
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