@Arsoro86 TeEt has higher casting multipliers than melee ones. Really, you must not be missing a lot since the affixes will still give you both stats, but one will be higher than the other.
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Then how did we earn 25k alliance points then?
Hello! So, an alliance merged into ours and we got 25k alliance points, what they had not spent. They had a level 8 tree alongside level 3 exp and level 3 rdr, so it sounds weird we didn't get us much to feed our own tree. Is this intentional? Is this a bug?
Depends on the boss and the situation where breaking a boss part is a waste of dps. The biggest offender of this is magatsu where the parts and the boss health are different so breaking the boss's parts completly would mean that magatsu is still at full hp, you just cracked its shell without damaging its core. In this game of dps, pounding the same sore spot is what makes you win fast.
@ThousandHammers Yeah, I played japan when phantom came out and I tried with with Techer. That still won't just make techer into a dps class. You're still dealing with techer trappings of being a "hybrid class". You can only do one thing at a time, either bonk or cast techs but techer's multipliers don't benefit both at the same time. Wand lovers and wand reactor do nothing to boost your tech damage, and elemental masteries doesn't help with having a wand of that specific element. Meanwhile on other classes like hunter you see that their multipliers benefit all that hunter does. Guard stance perfect parry bonus works for both attacks and PAs. Fury stance will do the same. Fighter is another case where the class works with itself, limit break being the center piece of it all and helping the fighter trigger all of its class skills at once.
Phantom will definitely help techer by having pp costs reduced to 70% and cast times reduced to 50%, and affixing PP will help you with criting more often to deal as much maximum damage as you can as well as allow you to cast for a longer period of time before having to switch to your pp battery wand, but that's not the solution that techer needs to be solo viable. The class should work with itself and then either sore up weaknesses or boost strenghts with its subclass, not rely on a specific subclass to be viable. SEGA already destroyed techer's gimmicks once when Zanverse could be increased like other techs and people abused TeSu with hyper sunlight, making zanverse get boosted to like 57% wind damage from its original 20%
PSO2 is a great game that breaks off the mold by having all classes be dps and never locking any class into a role, but they dropped the ball on techer and I just wish that someone could talk with the jp devs to have a hotfix for my baby.
@Shirokami07 Yeah, I know. I'm a techer player myself. Issue is that as strong as zanverse and shifta is, that's all you're really contributing. Your damage can't compare to a dps class and for solo content you're struggling. Being a techer is just frustation, investing a lot of your time and resources on playing a class that sega wants you to play on group content exclusively.