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let me see your skill sim! (skill tree discussion)
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Opy
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PostPosted: Tue Jul 10, 2012 8:44 pm    Post subject: let me see your skill sim! (skill tree discussion) Reply with quote

link: http://ryuhiroshi.ry.funpic.de/

I'd like to see what you guys think good skill trees would be for your classes. I need to reset mine, but I'm trying to put together a goal of some sort. Here is one I've done for Hunter.

I'm still trying to decide on gears for other weps on the hunter tree.


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Lloyd
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PostPosted: Tue Jul 10, 2012 9:04 pm    Post subject: Reply with quote

Force build at level 40:



General description would be a build that mainly focuses on offense and a bit on support. It doesn't focus on one element.

Charge PP Revival: Probably the best skill for a Force. Not only does it save you a lot of PP, but it also gives you much more freedom of using your techs, since you can just hold a charge and take more time aiming it.

T-ATK Up 1 & 2: Resta doesn't scale on your weapon T-ATK, so you could use some extra T-ATK from other sources to raise your healing abilities. This is just one of them. I haven't tested if Shifta and Deband scale on T-ATK too, probably not though. Although how damage calculation is done is a big mystery, having more base points for your percentages (possibly PA modifiers and Tech Charge Advance) to work on is always good.

Tech Charge Advance: I was torn between this and Photon Flare, but I chose this in the end so I don't waste points on Freeze Ignition. There is barely any use for normal techs at the moment, so this working on charged techs only isn't a problem at all. The 1% damage increase each level seems pretty low, but in the end, it should scale pretty well. I will max out the other Charge Advance when the cap is raised to 50.

Ice Mastery and Bolt Mastery: I have 1 point in both. The reason is that the first level in an element mastery gives a whopping 5% damage increase, while subsequent levels give only 1%.

No Just Reversal: I like lying on the floor. Period.

No PP Up: Charge PP Revival saves you more PP than this skill ever could.

No Bolt Tech Save, Max Flame S Charge: I'm not going to focus on a single element, there're simply too many elements for that to be even remotely efficient.


Last edited by Lloyd on Wed Jul 11, 2012 9:02 am; edited 1 time in total
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Alcus
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Joined: 08 Jul 2012
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PostPosted: Tue Jul 10, 2012 9:47 pm    Post subject: Reply with quote

First of all, you can check what everything gives here.
This is my skill tree for Hunter:


Thought process:
I wanted the Partisan Gear, since I use partisans a lot, so 5 in HP Up 1 and 3 in JA Bonus 1 was a no brainer. Together with Partisan Gear makes 9 points spent. I also liked Wired Lance, so I figured I'd get the gear for it, +5 Fury Stance, +1 WL gear makes 15 points.
Now for the rest of the tree, I tested Automate Halfline in the closed beta and I liked it. You automatically use a mate (mono first, then di, then tri, if the previous one is all used up) without the need of standing still to drink one. It's like the heal your mag gives you. At lv 1 it gives 20% chance to activate when you drop below 50% health, so you need to upgrade it to be reliable. At lv 10 it is 100% chance. So, +3 Guard Stance, +3 S-Atk Up 1, +5 HP Up 2, +1 Automate Halfline for now, makes 27 points. Since I already got points in that branch, I got 1 point in Warcry (taunts enemies) and I thought why not get Sword Gear as well. So that was my build at lv 29. I had one more point to spend at lv 30, so that went into Automate Halfline, making it lv 2.
As the Open Beta finished up and the game got released, there was a quest which gave 5 SP. As everything was getting harder now and I saw I was getting "locked down" by things as Catadran slamming himself into me all the time, I wanted Just Reversal. I used this in the CBT, but I figured I did not need it early on, so I could concentrate on other skills. Also, Step Attack was not necessary as I could attack fast enough out of a dash without the skill. But since you suddenly got 5 SP, I'd figured I put this into Step Attack and Just Reversal, and level Automate Halfline slowly by leveling.
So, after leveling a few times and putting points into Automate Halfline, I noticed I'd have 2 points left at lv 40 if I'd max Automate Halfline. Looking at the skill tree, I figured Just Guard would be the best skill to invest in from what was left, since it negates all damage if you guard at the moment you get hit and even deals damage back in an area in front of you (normal guarding still gives you some damage). So I got Just Guard (+3 S-Def Up 1, +1 Just Guard), leaving me at lv 8 Automate Halfline at lv 40, which gives 62% activation rate which is enough.
My plans for after the level cap gets raised again are this:
- Max Automate Halfline at lv 42;
- Put more points into Warcry to increase its duration, since I noticed at Snow Panther that the heavy damage dealers (Forces/Rangers) really need someone else to take agro. It was not that obvious before, since all the bosses were quite easy (Rockbear, Vol Dragon, Gwanada and Dark Ragne with Vol Dragon being probably the hardest) since they were quite stationary and you could avoid their attacks. I'd have lv 9 Warcry at lv 50, which will let it last for 25 seconds, with a cooldown of 30. I am not sure whether I really want to max it, or just have it at a reasonable duration and agro rate. It will depend on the enemies at that level.

My thoughts on the other skills:
S-Atk Up 1/2 is very useful as it adds S-Atk to your base stat, letting you equip weapons faster. The same goes for S-Def Up 1 if you want to equip armor units, but I think it's less useful than S-Atk. These skills, and similarly HP Up 1/2/3, are better if you max out one of them, instead of putting a few points in each of them. At lv 10 S-Atk Up 1, it gives 50 S-Atk. Lv 5 S-Atk Up 1 only gives 18 S-Atk. Also, S-Atk Up 1 and 2 give the same S-Atk (50 S-Atk at lv 10 and they scale the same), so there is no point in putting points into S-Atk Up 2 before you maxed out S-Atk Up 1. The same goes for HP Up1/2/3, unless it's for a requirement to unlock other skills. HP Up is not worth it in my opinion as it is not a requirement to equip weapons/armor units. It only gives 50 HP at Lv 10 (all HP Up, whether it be 1, 2 or 3). This might seem a lot, but remember, the ability Stamina 1 gives 20 HP whereas Power 1 gives 10 S-Atk. It's harder to get S-Atk than HP and S-Atk is also needed to equip weapons.

About the stances, I don't like them. Max Fury Stance gives 150 S- and R-Atk at the cost of 200 S-Def. You'll really feel that drop in 200 S-Def and I'd rather not die. Max Guard Stance gives 200 S-Def at the cost of 100 S- and R-Atk. With this on, your damage is severely lacking. And I am not planning to tank stuff, like in other MMORPGs, I'd rather just dodge all the attacks. This might seem to be a contradiction with what I said about Fury Stance, but you cannot dodge everything, so when I get hit, I don't want to be killed in one shot. I'd rather have decent attack and defense.

JA Bonus 1/2 and Fury Critical...Not really much to say about these if you look at the stats. JA Bonus only works for normal Just Attacks, not PAs and it only gives 10% extra attack at lv 10. UPDATE: Just read that it DOES affect PAs. Fury Critical gives you increased critical rate while in Fury Stance, 20% more crits at lv 10. This might seem awesome, until you know this: "Criticals" in PSO2 is your maximum damage. Your attacks have variable damage, it has an interval within a min/max. The stat Ability (ABL) lowers this min/max gap. Sometimes you see a larger silver-green number which indicates a "critical hit". Unlike in other games where a critical hit means 1.5x or 2x the normal damage, in PSO2 it means you're dealing the maximum damage of your damage interval. So this skill is not worth putting in 10 points in in my opinion. I think the only time you would get this skill is if you really max out S-Atk and get max Fury Stance (and have it on all the time), where you go for a pure S-Atk mag, and never put points into ABL. This will make your min/max damage very high, but the damage interval will also be quite large. To contest this, you can go for the Fury Critical to do your max damage more often.

Guard Stance Up 1 gives 50 S-Def at lv 10 when you activate Guard Stance, it does not even add to your base S-Def as S-Def Up 1 does, so it's useless (you get 30 S-Def from the ability Snow Soul if you want a sudden boost to your defense). Just Counter is alright I guess. It lets you attack immediately from out of a Just Guard and gives you a JA opportunity. I never realized I wanted to attack right after a guard, so I don't think it will be useful for me.

If I look back on this, I am thinking that getting the Wired Lance gear was a mistake. I do not use Wired Lances that often anymore and it just requires too many SP, of which 5 are in Fury Stance, which I do not like. I'd rather have these points in Warcry or S-Atk Up 1. I might change my mind about Fury Stance, as right now my S-Def is 200 points above R- and T-Def. I can probably miss this and go for an extra 150 S-Atk. This will also depend on my ability to Just Guard incoming attacks. If I can do it consistently, I may end up maxing Fury Stance, as I already have 5 SP in it. If I'd get hit, Automate Halfline should save me. But this will all be decided at the next level cap raise.

Anyways, those are my thoughts on all the hunter tree skills. Hope this helped.
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Last edited by Alcus on Wed Jul 11, 2012 4:26 pm; edited 1 time in total
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Opy
Banned by Mina :3


Joined: 24 Oct 2005
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PostPosted: Tue Jul 10, 2012 10:15 pm    Post subject: Reply with quote

Those are awesome, thanks.

I did not know the automate would work without making you stop. (which is really irritating) so i will prob invest a few points in it.
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Alcus
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PostPosted: Wed Jul 11, 2012 4:24 pm    Post subject: Reply with quote

Oh, I read something interesting just now. JA Bonus 1/2 DOES affect PAs. Yay for confusing wording, as it implied it didn't.
For clarification: it says it does not work on techniques. People perceived this as PAs, but SEGA actually meant techniques as Foie, Barta, etc. This was weird as Hunters are not able to use those techniques, but it might be there for future classes..they might use base talent trees for advanced classes if they worded it like that..
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Vhaman
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PostPosted: Mon Jul 23, 2012 10:50 am    Post subject: Reply with quote



Thought process: Hit weak points with launcher PA really, really hard. That is all. If I respecced, I'd probably remove Just Reversal and the 1 point in Dive Roll Advance and put them either into RATK2, Abil 2, or maybe Bind Bullet.
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Opy
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PostPosted: Mon Jul 23, 2012 12:44 pm    Post subject: Reply with quote

Has anybody tried using traps yet? and the trap skills?

just interested.
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Alcus
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PostPosted: Thu Jul 26, 2012 6:56 am    Post subject: Reply with quote

I have not tried traps myself, not in this version and also not in the alpha/beta (stupid of me, should've tested it). But here's an interesting video. Although this just shows me that Weak Bullet is OP as hell. Do take into account that the person in this video has maxed Tool Mastery and Upper Trap Advanced and your target needs to stay in place for this to work (does not work that well on things like Rockbear/Snow Banshee/Panther). Traps are very situational but capable of dealing a lot of damage, it is just that the circumstances have to be right. You probably won't be using them against normal monsters. Here is a link to some information and stats regarding traps.

Extra: Further confirmation on the statement that Weak Bullet is OP. The person in this video must have a lot of R-ATK (1200-1300 probably) and probably maxed Weak Hit Advance 1/2, since you normally won't be doing that insane damage with that PA even on a Weak Bullet spot on a weak point.

My point here is that one needs to take the first video about the Upper Traps with a grain of salt and that you need insane conditions to pull it off. It is not worth it to totally design your build around it. Just go with whatever you like and use your own preferred playstyle. Smile

PS: You need to have the one point skills first to be able to use the appropriate traps (which you have to buy). Same goes for Stun Grenade I think, even if there is only that 10 point skill and no 1 point skill, like for Upper/Poison Traps (the 10 point skills for these are to further increase their damage).
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