Editing How to Vanguard Basically

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Vanguards have a proficiency with Traps, and is the only type that can use both EX traps, so let's go over them.
Vanguards have a proficiency with Traps, and is the only type that can use both EX traps, so let's go over them.


Trap have the following properties:
Trap have a couple properties: their damage scales to the player's level, they don't add chains, and all of them has a chance to inflict a specific status aliement when used. They go onto the item palette as opposed to the weapon palette as well, which allows the player to bring a whole bunch without interrupting the normal gameflow, especially if the player opts to bring Auto-med abilities.


* Damage dealt scales to the player's level (usually about as high as a few {{Square}} presses). This can be boosted via Burst Bomber.
Single-hit Traps are quantity over quality, and can be used early game to quickly melt bosses: even problematic enemies, such as [[Bag Degga|Bag Deggas]], would die to a dozen traps or two exploding under their feet. However, their damage becomes irrevelant towards higher-levels, as its damage does not scale as hard as enemy HP does. It's possible to attempt inflicting statuses with them, but generally they are too inefficient for that.
* '''<big>Adds 0 chains.</big>'''
* Has a chance to inflict a specific status aliment when used.
* Takes up item palette as opposed to the weapon palette.
** No harm in bringing some, since it takes up no weapon slots, and healing items effectively takes up no item slots when Auto-heal is equipped.


Single-hit Traps are quantity over quality, and can be used early game to quickly melt bosses: even problematic enemies, such as [[Bag Degga|Bag Deggas]], would die to a dozen traps or two exploding under their feet. However, their damage becomes irrelevant towards higher-levels, as its damage does not scale as hard as enemy HP does. It's possible to attempt inflicting statuses with them, but generally they are too inefficient for that.
Burn Trap EX produces a persisting hitbox that hits 10 times when detonated, and has a good chance of inflicting Burn. While it can't chain, it's useful for inducing Burn on problematic enemies, such as Boosted enemies. Burn deals percentage based damage every other second, and can cause quite a bit of damage if it persists for a long time.


Burn Trap EX produces a persisting hit-box that hits 10 times when detonated, and has a good chance of inflicting Burn. While it can't chain, it's useful for inducing Burn on problematic enemies, such as [[Aura of power]] enemies. Burn deals percentage based damage every other second, and can cause quite a bit of damage if it persists for a long time.
Stun Trap EX produces a persisting hitbox that hits 10 times when detonated, and has a good chance of inflicting Stun. While its use is largely replaced by Sazonde nowadays, it can cover some situations that Sazonde does not: it has a higher amount of locks (to deal with larger mob groups), can stun boosted enemies (who will ignore Sazonde), and can deal with enemies that can't be launched or knocked down (such as [[Komazli|Komazlis]]). As such, it's still a useful tool to have on the palette.
 
Stun Trap EX produces a persisting hit-box that hits 10 times when detonated, and has a good chance of inflicting Stun. While its use is largely replaced by [[Sazonde]] nowadays, it can cover some situations that Sazonde does not: it has a higher amount of locks (to deal with larger mob groups), can stun [[Aura of power]] enemies (who will ignore Sazonde), and can deal with enemies that can't be launched or knocked down (such as [[Komazli|Komazlis]]). As such, it's still a useful tool to have on the palette.


Note that Traps don't drop from the vast majority of containers, meaning that the player cannot replenish their traps in the middle of a mission. Thus traps should be saved for particularly problematic enemies.
Note that Traps don't drop from the vast majority of containers, meaning that the player cannot replenish their traps in the middle of a mission. Thus traps should be saved for particularly problematic enemies.
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