What subclass for the force class.

I am getting stronger with my Newman force character,i get the mag,i feed him with trimates for get better tec stats,i get the Rod Camo of 10000 casino coins from casino after 3/4 of continued playing of the cards game,i am level 20 and now i have the order of the officer for get a subclass.

So,for a force main class,i guess the techter is the best subclass i can get? Or what you,players recommend me?

Sorry i am playing pso2 since 3 days,and i am new,so somethings i do not know,so if you see threads of me with a lot of questions is because of that.

Tyvm for understand.

You have a few options right now but you may want to consider future options as well.

  • Force/Techer is by far the most "typical" Force you will play because you get general access to modified aspects of all elements. On top of this you also pick up the Techer's photon point regeneration and aspects of their support skills (Shifta/Deband/Resta). The downside is that much of your skill points are spent invested into each element to make them do enough damage and you also still need to pick up skills like the global version of "T-ATK Mega Up" due to it being the only skill that actually bolsters your stats. Even in Episode 6 content this is your strongest combination for the Force but is becomes one of the least viable due to it being a "glass cannon" except you don't get any of the utility like the future class combinations allow you to have.

  • Force/Phantom weakens your technique damage but significantly increases your casting time (which stacks with Photon Flare Short Charge). You also get to "sprint" while casting (which is essentially walking at normal running speeds while charging techniques), faster photon point regeneration, access to critical rate and critical damage boosts, and overall a much "faster" experience. You still are a glass cannon so you need to have ways to defend yourself since you are fragile but the Force with this combination is much more capable of shooting something Ilgrants rapidly especially compared to the Force/Techer who spends more time charging. You lose the individual elemental buffs that the Techer would have provided (Wind/Light/Dark) but the damage multipliers the Phantom have are universal so you get very close in raw damage.

  • Force/Etoile is a huge band-aid for the Force that resolves their glass cannon issues. It grants them the ability to use something similar to the Hunter's "Hunter Physique" by standing still (if you stand still you activate 'Standing Massive" which grants you immunity to knockdowns and prevents you from getting hit out of your actions) and like the Phantom grants you universal raw damage multipliers rather than buffing each element alone. This makes the Force/Etoile still very powerful though you simply go back to the "older" style of Force gameplay. The main advantage of the Etoile is the use of "Damage Balancer" which is a passive skill that reduces all damage you take by 70% which makes you significantly tankier and capable of withstanding enemy attacks which definitely helps the Force become and stay relevant in Episode 6's enemy speeds. However, Damage Balancer will destroy the potency of techniques, potentials, and S-Class Special Abilities that grant healing effects because you will only get 1 HP per tick instead of the normal amount (and it only affects users who have Damage Balancer). To mitigate this you can take the Mate Lovers ring for immunity and manually have to stock up on -mate/Atomizer items for healing. This typically isn't a very big problem since you are so tanky with the Etoile. Another issue that you will encounter is Photon Point management as the Etoile has very little options and support for maintaining photon points (and it is relatively bad compared tot he Techer and Phantom's support for that). You definitely want to bring along a "PP Battery" of some sort like the Genon Talis or a Lightstream/Trailblazer weapon to manage your photon points.

You do have other options you can consider but these are the combinations that I see would be the easiest to write up and explain as Force/Summoner is essentially a build-up to what you can expect to be doing with Force/Etoile and the likes.

kind of depends of what you want to do for damage Techer is the best choice because the elemental mastery and pp regeneration, if is for survival Hunter will be the best choice but you get much less damage from it, Phantom is also useful because the short charging time and not having to deal with the speed reduction while charging but you sacrifice part of the elemental mastery

@Jamesmor said in What subclass for the force class.:

kind of depends of what you want to do for damage Techer is the best choice because the elemental mastery and pp regeneration, if is for survival Hunter will be the best choice but you get much less damage from it, Phantom is also useful because the short charging time and not having to deal with the speed reduction while charging but you sacrifice part of the elemental mastery

You do not under any normal circumstances want to take Hunter as a subclass for the Force due to the fact that Fury Stance does not boost technique damage. The Fighter would be a better option (and on paper is much stronger than Force/Techer) but its conditions in my experience are extremely finicky and tricky because the Force simply isn't a class that was built to utilize those easily (attacking from the front, having less than half of your photon points available, cycling different photon arts and techniques for the Tech Arts Just Attack bonus, and also being able to maintain holding a status debilitation and low health at the same time).

Personally to me I find myself annoyed with the elemental mastery because every class has some sort of universal damage multiplier baked into it and the Force (and Techer) have theirs separated. Later on the Phantom and Etoile provide a large enough boost (essentially like Fury Stance does from the Hunter) but for all damage types that you get "close enough" to what the Force/Techer provides and the only thing you really lose out on is the ability to invest on the status-related skills. Specific techniques like Ilgrants are already so powerful anyways that with the universal damage boost from the Phantom and Etoile that you aren't really missing anything from Force/Techer when you use it with other combinations.

For beginner, Techter would be a good start not to mention phantom and etoile aren't even out yet.

If you plan to go Etoile and use Summoner as a build-up, just know that the "Summoner's Mark" actually works for your own damage too.

Your Phantom Sub Rings will primarily want you to get the crit stuff and you should get to 200 PP using units/augments and drink. This will increase your damage.

A lot of really good advice here, but I’ll post this. It’s the ultimate force guide covering everything from gameplay, skills and classes, crafting, weapons, units, affixes

https://docs.google.com/document/d/1TMO8zro-8rhB61R73-rNlg_CC5BnqzEvKgVg6vg5oxM/view

@coldreactive

You should really stop using Summoner sub for force it is so bad, nearly as bad hunter sub. Literally the only run in the entire game you should even consider using it is crimson dragon and even then it’s a gimmick.

Raw stats doesn’t mean higher dps if you don’t have the multipliers for it, you lose your elemental precision hit and half you elemental masteries, and outside of Summoner’s mark you have very little multiples, which results in lower dps overall especially on your compounds. You have no natural or standing pp Regen increase, plus no pp converse, which makes it very hard to not run out of pp. We have no pp batteries atm which makes every class even fighter outside of techter sub kind of unusable atm.

I'm not focusing on Te nor Fo in this game, but if my experience leveling both classes is any worth to OP, I feel right now Te seems to be the best choice as a sub for Fo. Ph when it comes is supposedly better for some things, but right now, Te seems to have the best utility that Fo can use.

@TEN-SQUARE-3 said in What subclass for the force class.:

@coldreactive

You should really stop using Summoner sub for force it is so bad, nearly as bad hunter sub. Literally the only run in the entire game you should even consider using it is crimson dragon and even then it’s a gimmick.

Raw stats doesn’t mean higher dps if you don’t have the multipliers for it, you lose your elemental precision hit and half you elemental masteries, and outside of Summoner’s mark you have very little multiples, which results in lower dps overall especially on your compounds. You have no natural or standing pp Regen increase, plus no pp converse, which makes it very hard to not run out of pp. We have no pp batteries atm which makes every class even fighter outside of techter sub kind of unusable atm.

I'm not using Force/Summoner in actual end-game content. Until Phantom is leveled, I use Summoner/Braver for content. Right now I just need to level up force on dailies / bonus tickets.

@coldreactive said in What subclass for the force class.:

@TEN-SQUARE-3 said in What subclass for the force class.:

@coldreactive

You should really stop using Summoner sub for force it is so bad, nearly as bad hunter sub. Literally the only run in the entire game you should even consider using it is crimson dragon and even then it’s a gimmick.

Raw stats doesn’t mean higher dps if you don’t have the multipliers for it, you lose your elemental precision hit and half you elemental masteries, and outside of Summoner’s mark you have very little multiples, which results in lower dps overall especially on your compounds. You have no natural or standing pp Regen increase, plus no pp converse, which makes it very hard to not run out of pp. We have no pp batteries atm which makes every class even fighter outside of techter sub kind of unusable atm.

I'm not using Force/Summoner in actual end-game content. Until Phantom is leveled, I use Summoner/Braver for content. Right now I just need to level up force on dailies / bonus tickets.

Ah, I see

When im thecker I like ranger as sub class using a multi class gun is the safest way to regain PP and you get to use Positronc blast which although a chrge PA it has awesome damege. Blight rounds are good aswell as they loewr def on which ever part they hit.

@Kris-Nutta11 said in What subclass for the force class.:

When im thecker I like ranger as sub class using a multi class gun is the safest way to regain PP and you get to use Positronc blast which although a chrge PA it has awesome damege. Blight rounds are good aswell as they loewr def on which ever part they hit.

Ranger sub for a force is just awful

@TEN-SQUARE-3 said in What subclass for the force class.:

@Kris-Nutta11 said in What subclass for the force class.:

When im thecker I like ranger as sub class using a multi class gun is the safest way to regain PP and you get to use Positronc blast which although a chrge PA it has awesome damege. Blight rounds are good aswell as they loewr def on which ever part they hit.

Ranger sub for a force is just awful

I'm pretty sure they meant ranger sub for techter/techer, which doesn't relate at all to this topic. (Ranger's only used in a niche full support normal-attack only build for techter where you run around healing, reviving, and deband/shifta spam in a static team. It's not good for pugs / randoms.)