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== 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" | ||
==Perks and Drawbacks == | ==Perks and Drawbacks == | ||
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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 | '''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 | '''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. | ||
==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 | 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. | ||
As such, 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. | ||
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 | 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> | '''tl;dr:''' | ||
Chainers: Sazonde, Sabarta, Foverse, Nagrants | |||
Chain-breaker: Diga, Nosdiga, Sazonde, various Gi-spells | |||
Utility: support Techs | |||
Strafe Casting targets: various projectile Technics, Nagrants, Sazonde | |||
<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 | Buffs, Debuffs, Heal, and Aliment Restore. Not much else to say besides "Bring them with you!" | ||
</div></div> | </div></div> | ||
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It's a shame too, since so many high level [[Rods]] insist on having Empower Dark. | It's a shame too, since so many high level [[Rods]] insist on having Empower Dark. | ||
</div></div> | </div></div> | ||
==Weapons== | ==Weapons== | ||
=== Rods === | === '''Rods''' === | ||
''Read More: [[Rods]]'' | ''Read More: [[Rods]]'' | ||
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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. | 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 === | === '''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. | 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 | '''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 === | === '''Tech-Mags''' === | ||
''Read More: [[Tech-Mags]]'' | ''Read More: [[Tech-Mags]]'' | ||
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'''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. | '''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 === | === '''Longbows''' === | ||
''Read More: [[Longbows]]'' | ''Read More: [[Longbows]]'' | ||
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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'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 | 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. | 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 === | === '''Cards''' === | ||
''Read More: [[Cards]]'' | ''Read More: [[Cards]]'' | ||
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== General Tips == | == General Tips == | ||
* 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. | |||
*Each Technic can be linked to a Technic weapon once; for example, if Sazonde is linked to the | |||
** As such, if you want multiple copies of Technic, you need to bring at least two Technic weapons. | ** 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. | * Since everything on a Technic weapon consumes PP, it's not a bad idea to bring something that restores PP. | ||
** [[Slicers]], for example. | ** [[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. | ** 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. | ||
* | * | ||
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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. | 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 | === Half Guard === | ||
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. | 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. | ||
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=== Human === | === Human === | ||
=== Newman === | === Newman === | ||
=== Cast === | === Cast === | ||
=== Beast === | === Beast === | ||
=== Deuman === | === Deuman === | ||
==Notable Weapons== | ==Notable Weapons== | ||
==Where to go from here== | ==Where to go from here== | ||
==Other Notes== | |||
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