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JasminePuma4780

@JasminePuma4780

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Latest posts made by JasminePuma4780

RE: Bouncer help plz

How interesting.

The jet boots weapon action turns a PA in progress into its alternate version, and is a very useful tool for getting the most of of your jet-boots Bouncer. Strike Gust's normal mode is to kick upward into the air. Strike Gust's weapon action reverses that, quickly grounding you and creating a shockwave and the Shifta effect where you land. Grand Wave is a charging attack. It sends you forward to deliver several kicks into the enemy you collide with. The weapon action reverses that to send you spinning directly away from the enemy you targeted (or auto-targeted). The spinning away is a full second of I-frames, meaning you can't be hit during it. If timed right will allow you to survive a lot of stuff that would deal serious damage to everyone else. The Deband effect gets activated the moment the weapon action gets used, at the location it's used. Surging Gale can cast Zanverse as part of the weapon action as well. The normal action kicks 4 times left and right to do AoE damage, while the weapon action alters the attack into a spin that draws enemies in, deals a lot of smaller ticks of damage, and casts Zanverse while spinning.

To figure out what's going on, you may need to drag your friend into the Damage Practice: Rockbear training and watch what is happening.

The Shifta, Deband, and Zanverse used is at the level learned and modified by the custom disks learned. So your friend should be able to slot Shifta and Deband to the sub-palate or a weapon and use them directly. The weapon actions doesn't need the techniques to be slotted, but if the option isn't there then he hasn't actually leaned the techniques properly.

If he can cast the techniques directly, look at him use the photon arts and weapon actions. With Strike Gust, if he spins in the air and kicks, or just spins in the air, he isn't using the weapon action properly and needs practice. The proper weapon action will slam into the ground while activating Shifta. That is similar with Surging Gale. If he doesn't spin backwards after charging forward, he isn't using the weapon action, and needs practice. The Deband auto-cast also sends the Bouncer spinning backward for a second (which can be canceled with another technique, photon art, dodge, or attack).

If he is able to make a ground-slam with Strike Gust or spin backward after a Surging Gale, but not generating a Shifta or Deband then the only thing I can think of is that the techniques aren't actually learned. Start over and make sure that he can cast Shifta and Deband directly.

Hope this helps.

posted in Guides & Help •
RE: How do you play techer?

Oops. I may have been misinformed. Sorry.

posted in Techter •
RE: How do you play techer?

Yeah, Te/Bo is no longer a thing now that the scion classes are out.

On the Japanese side, Phantom did a good job on making the Force and Techter obsolete. So much so that the developers had to create things like compound techniques in order to lure players back from Phantom. You'll be going on a treasure hunt if you're serious about being a Techter.

For sub class, since you used the Phantom class before, I would recommend Phantom as your Subclass, although I personally decided to go with the Etoile subclass after using both for a bit.

The first thing on the treasure hunt list is Nabarta Type-0. This is your block button, and you can perform a strong counter with a high chance of freezing the target (when possible) on a perfect guard, much like your Braver's counter move.

Next on the list is Marlu's client order. It requires level 50, but when you complete it you get Heavy Hammer and the three simple compound techniques. Heavy Hammer is your one-and-only all-purpose Techter Photon art allowing you to close gaps quickly and deal big hits to the target. I'm personally not all that impressed with Re Zandia or Re Formelgia, but I do use Re Barantsia regularly. This technique allows one to move around the battlefield quickly while constantly attacking whatever target aimed at with ice and light. It may not generate "big" damage numbers, but you do get a lot of them over time, so it's well worth it in any situation where being close to the target is a bad idea. Especially fun with a Kwadarka Orb and the S1: Photon Descent 2 enhancement. 10% of PP costs and a constant 5 PP per second even while the technique is active can really extend the firing time.

Then there is Tech Charge Parry (L) ring. At a full +20, it gives 0.6 seconds of guard frames whenever you charge a technique. With Phantom Tech Short Charge from the sub, this gives very similar results to Phantom's class-only stealth charge. Except it's guard frames instead of i-frames, so you're still vulnerable from the back. Knowing what I know now, I wouldn't recommend other rings until you can bind this to a unit. Frankly I have the combined version Defense Techniques bound to one of my units right now. Alternative Wand E Charge may be really tempting, but stick it out.

The big compound techniques give you occasional big burst damage almost for free. Either complete Klariskrays's orders or buy them from the photon drop exchange to get them. I bought mine early for photon spheres and didn't regret it. But if you do have the levels in any class, Klariskrays is likely the better option.

In terms of actual combat, basic attacks backed by Photonic Fury and Wand Lovers can actually out-DPS most of your techniques and possibly many other classes' PAs, while earning you PP instead of costing it. It is definitely viable to use Shifta, Deband, Zanverse, Megiverse, Zondeel, and Type Zero Nabarta as needed while relying on just basic attacks to kill opponents. The only trouble with this is it's also dangerous. You don't have a guard cancel so just getting into an opponent's face and swinging blindly is a very good way to get you smacked back in return. I find myself using Techniques for damage at range very often. It gets the job done safely most of the time.

posted in Techter •
RE: Arkuma Slots- Rigged or simply no actual pattern?

Hmm. I need to check these forums more often. Anyway...

I actually have Google "roll dice" to determine which I pick, and to be frank I still see enough big wins to pay for the day's gambling session with a profit most of the time. The real trick seems to be betting on a 4 or 3 Falspawn choice, and cashing in without betting when faced with a 2 Falspawn choice. So that's what I do. I keep playing until I see that 2 Falspawn choice, and cash in at that moment. It's that simple.

posted in Guides & Help •
RE: Dodge changed

The skill "Wand Lovers" will change the way you dodge like you described. Unfortunately, I don't know a way to undo a skill tree purchase other than buying a new page (from the cash shop) or waiting for a skill-reset ticket to be issued. However, the bonuses that Wand Lovers and it's two branch skills are rather significant, so most people will take it anyway.

posted in Techter •