Editing How to Vanguard Basically
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== Sample Palettes == | == Sample Palettes == | ||
[[File:Sample Vanguard Palette 1.png|thumb|200x200px]] | [[File:Sample Vanguard Palette 1.png|thumb|200x200px]] | ||
Sample Melee Based Palette on the right: | |||
* Tech-Mag ({{Square}} Foverse , {{Triangle}} Zalure) + Whip ({{Triangle}} Vivi Dezza) | * Tech-Mag ({{Square}} Foverse , {{Triangle}} Zalure) + Whip ({{Triangle}} Vivi Dezza) | ||
* Twin Sabers ({{Triangle}} Assault Crush) | * Twin Sabers ({{Triangle}} Assault Crush) | ||
* Machine Gun ({{Square}} Meseta Fever {{Triangle}} Charge Shot I) + Wand ({{Square}} Sazonde , {{Triangle}} Zalure) | * Machine Gun ({{Square}} Meseta Fever {{Triangle}} Charge Shot I) + Wand ({{Square}} Sazonde , {{Triangle}} Zalure) | ||
* Handgun ({{Square}} Long Range Shoot {{Triangle}} Charge Shot I) + Dagger ({{Triangle}} Shisoku Tenkai-zan) | * Handgun ({{Square}} Long Range Shoot {{Triangle}} Charge Shot I) + Dagger ({{Triangle}} Shisoku Tenkai-zan) | ||
* Rod ({{Square}} Sazonde, {{Triangle}} Resta, R+{{Square}} Shifta, R+{{Triangle}} Deband) | * Rod ({{Square}} Sazonde, {{Triangle}} Resta, R+{{Square}} Shifta, R+{{Triangle}} Deband) | ||
* Axe ({{Triangle}} Anga Grudda) | * Axe ({{Triangle}} Anga Grudda) | ||
Foverse is positioned next to three melee weapons to allow quick swapping. Machine Gun and Wand are used for quickly accumulating chains from midrange. Machine Guns allows strafing while attacking, which allows Sazonde -> approaching while holding Meseta Fever -> Assault Crush. Handgun is used for ranged damage, and FPS sniping. Dagger is used for faster movement, and provides a boost to the Handgun's damage. Sazonde and Zalure are equipped twice for easier access from anywhere on the palette. | Foverse is positioned next to three melee weapons to allow quick swapping. Machine Gun and Wand are used for quickly accumulating chains from midrange. Machine Guns allows strafing while attacking, which allows Sazonde -> approaching while holding Meseta Fever -> Assault Crush. Handgun is used for ranged damage, and FPS sniping. Dagger is used for faster movement, and provides a boost to the Handgun's damage. Sazonde and Zalure are equipped twice for easier access from anywhere on the palette. | ||
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[[File:Sample Ranged Based Palette.png|thumb|200x200px]] | [[File:Sample Ranged Based Palette.png|thumb|200x200px]] | ||
Sample Ranged Based Palette on the right: | |||
* Twin Handguns ({{Square}} Long Range Bullets {{Triangle}} Charge Shot I) | * Twin Handguns ({{Square}} Long Range Bullets {{Triangle}} Charge Shot I) | ||
* Shotgun ({{Square}} Barada Longa {{Triangle}} Charge Shot II) | * Shotgun ({{Square}} Barada Longa {{Triangle}} Charge Shot II) | ||
* Crossbow ({{Square}} Yak Longa {{Triangle}} Charge Shot I) + Wand ({{Square}} Foverse , {{Triangle}} Zalure) | * Crossbow ({{Square}} Yak Longa {{Triangle}} Charge Shot I) + Wand ({{Square}} Foverse , {{Triangle}} Zalure) | ||
* Rod ({{Square}} Sazonde, {{Triangle}} Resta, R+{{Square}} Shifta, R+{{Triangle}} Deband) | * Rod ({{Square}} Sazonde, {{Triangle}} Resta, R+{{Square}} Shifta, R+{{Triangle}} Deband) | ||
* Sword ({{Triangle}} Tornado Break) | * Sword ({{Triangle}} Tornado Break) | ||
* Laser Cannon ({{Square}}Save Prism {{Triangle}}Charge Shot II) | * Laser Cannon ({{Square}}Save Prism {{Triangle}}Charge Shot II) | ||
Twin handguns and Wand is used for chainbuilding. Shotgun is for single target chainbreaks, while Crossbow (CS1) is used for dealing with groups of mobs. Both of these works very well with Foverse. Laser Cannon (CS2) serves as a last resort to groups of troublesome enemies (stunlock go brrrrr). Sword is also used to deal with groups of mobs, specifically ranged resistant ones. It's also used to deal with large bosses (like [[Dragon]]) with multi-targets, which ranged weapons tend to have some trouble with, hence the use of Tornado Break. It's recommended to keep a Rifle in the inventory: while Twin Handguns and Laser | Twin handguns and Wand is used for chainbuilding. Shotgun is for single target chainbreaks, while Crossbow (CS1) is used for dealing with groups of mobs. Both of these works very well with Foverse. Laser Cannon (CS2) serves as a last resort to groups of troublesome enemies (stunlock go brrrrr). Sword is also used to deal with groups of mobs, specifically ranged resistant ones. It's also used to deal with large bosses (like [[Dragon]]) with multi-targets, which ranged weapons tend to have some trouble with, hence the use of Tornado Break. It's recommended to use a sword with a Drain effect; the sword pictured here is, unsurprisingly, a [[Kokuintou Hozuki]]. It's also recommended to keep a Rifle in the inventory: while Twin Handguns and Laser Cannnons both have FPS mode, and can be used to snipe weakness or ceiling bombs, they can't deal with flying bosses or tall bosses very well, which rifles are fantastic against. | ||
Compared to Rangers, Vanguard's biggest loss is the 20% less damage on Shotguns (due to having less shots), in exchange, Vanguard's get longer buff and debuff durations | Compared to Rangers, Vanguard's biggest loss is the 20% less damage on Shotguns (due to having less shots), in exchange, Vanguard's get longer buff and debuff durations. Other than that, their performance is fairly similar. As a result, Vanguard can be a good choice for aspiring Rangers, until they get Lv21+ Shotgun Photon Art Discs. | ||
Sample Technic Based Palette on the right: | |||
== Pros and Cons of Vanguard == | == Pros and Cons of Vanguard == | ||
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Ignited Arts costs 7 slots, and increases the level limit of all player Photon Arts from 20 to 25 (with the exception of Zalure, Jellen, Shifta, Deband, Anti and Resta). This may sound like a massive cost for something that seems insignificant, so let's go through what exactly it covers. | Ignited Arts costs 7 slots, and increases the level limit of all player Photon Arts from 20 to 25 (with the exception of Zalure, Jellen, Shifta, Deband, Anti and Resta). This may sound like a massive cost for something that seems insignificant, so let's go through what exactly it covers. | ||
First, 5 more levels | First, 5 more levels consistutes around a 5% increment to all Photon Arts damage. This is a decently sizable boost for Skills and Technics, although not so much Bullets. | ||
Second, going from Lv20 to Lv25 moves the PAs up a tier, which gives them additional properties. | Second, going from Lv20 to Lv25 moves the PAs up a tier, which gives them additional properties. | ||
For Technics, this means an expansion in size, range, and even hit count in some cases. The most notable of which being [[Foverse]], which upgrades from 2 hits to 3 hits, | For Technics, this means an expansion in size, range, and even hit count in some cases. The most notable of which being [[Foverse]], which upgrades from 2 hits to 3 hits, and upgrades it from a good chaining tool to one of the best chaining tools in the game. | ||
For Skills, getting a skill to above Lv25 usually reduces some of their stages' PP use by 10. Some Skills, such as [[Assault Crush]], has both Stage 1 and Stage 2 reduced by 10 PP, which reduces its total PP use by 20. This is a huge help to PP economy, and improves the viability of high PP weapons, which are very common at high levels. | For Skills, getting a skill to above Lv25 usually reduces some of their stages' PP use by 10. Some Skills, such as [[Assault Crush]], has both Stage 1 and Stage 2 reduced by 10 PP, which reduces its total PP use by 20. This is a huge help to PP economy, and improves the viability of high PP weapons, which are very common at high levels. | ||
Getting Bullets to Lv25 doesn't mean all that much. Besides the aforementioned damage bonus, it also provides a 5% range bonus for Long-Range bullets (from 125% at Lv20 to 130% at Lv25), as well as a 5% elemental bonus for Elemental bullets (from 20% at Lv20 to 25% at Lv25). Neither of which are that important to be honest. | |||
What Lv25 bullets does provide, is an additional bullet to [[Cards]], and more importantly, [[Shotguns]], which becomes a 50% damage bonus to Cards, and a 25% damage bonus for Shotguns. Shotguns are already one of Vanguard's most powerful chain break tools even at Lv20, and is absolutely nuts at Lv25. | |||
'''When put together, an Ignited Arts Vanguard is someone with the potential damage of Hunters and Rangers, while retaining all of the best chaining tools of Forces.''' | '''When put together, an Ignited Arts Vanguard is someone with the potential damage of Hunters and Rangers, while retaining all of the best chaining tools of Forces.''' | ||
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The player has a maximum of 12 slots. 7 is allocated for Ignited Arts, and 1 is for Full Charge Shot (if you are using Shotgun), and there's only 4 slots left, which isn't enough room to fit all of the great abilities, such as PP Skill Save (2 slots), PP Tech Save (2 slots), Half Defense (3 slots), Damage Convert PP (2 slots), various technic hi-speeds (1 slots each). Most notably, Deumans' viability with Ignited Arts is severely hindered, as they really want both PP reduction abilities and defensive abilities, which they can't fit with Ignited Arts. | The player has a maximum of 12 slots. 7 is allocated for Ignited Arts, and 1 is for Full Charge Shot (if you are using Shotgun), and there's only 4 slots left, which isn't enough room to fit all of the great abilities, such as PP Skill Save (2 slots), PP Tech Save (2 slots), Half Defense (3 slots), Damage Convert PP (2 slots), various technic hi-speeds (1 slots each). Most notably, Deumans' viability with Ignited Arts is severely hindered, as they really want both PP reduction abilities and defensive abilities, which they can't fit with Ignited Arts. | ||
== Other Notes == | == Other Notes == | ||
{{Getting Started}} | {{Getting Started}} |