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* {{BFS}}: The average Hunter's sword is as long if not longer than the user is tall.

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* {{BFS}}: The average Hunter's sword is as long if not longer than the user is tall. The Limit Break also transforms the sword into a much bigger sword to strike the enemies.
* ChargedAttack: Hunter's speciality, carried over from the base ''[=PSO2=]''. Sword deserves special mentions for having "Over Charge" (charging PA a bit longer to third level) and "Charge Avenger" (automatic CounterAttack after charging PA for certain duration).


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* MightyGlacier: Sword has the highest attack stats, but moves relatively slower even compared to other Hunter weapons. While Wired Lance grants better mobility, and Partisan grants rapid attacks, Sword's Photon Arts revolve around landing few but powerful hits. Notably, the skill "Over Charge" and "Charge Avenger" are exclusive to Sword, incentivize players to charge PA longer for more powerful attacks, resulting in massive damage in exchange for slower playstyle.
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[[center: [- [[Characters/PhantasyStarOnline2NewGenesis Main Page]] | [[Characters/PhantasyStarOnline2NewGenesisARKS ARKS]] | [[Characters/PhantasyStarOnline2NewGenesisDOLLS DOLLS]] | '''Classes''' -] ]]

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[[center: [- [[Characters/PhantasyStarOnline2NewGenesis Main Page]] | [[Characters/PhantasyStarOnline2NewGenesisARKS ARKS]] | [[Characters/PhantasyStarOnline2NewGenesisDOLLS DOLLS]] | [[Characters/PhantasyStarOnline2NewGenesisStarless Starless]] | '''Classes''' -] ]]
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* StoneWall: Waker has many skills designed to make them hard to kill, evoking Summoner's MightyGlacier attributes from the original game. They can automatically heal with Old Friends Rescue, gain DamageReduction and boosted healing from Welfare Management when below a certain percentage of their max HP, turn Restasignes into RegeneratingHealth with Resta Effect Continuance, and gain a chance to not consume a Restasigne or Reversersigne with Lucky Sign. They also have access to Hot Marmelo Parry, an Active Skill which causes Marmelo to automatically block attacks that hit the user for a limited time.

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* StoneWall: Waker has many skills designed to make them hard to kill, evoking Summoner's MightyGlacier attributes from the original game. They can automatically heal with Old Friends Rescue, gain DamageReduction and boosted healing from Welfare Management when below a certain percentage of their max HP, turn Restasignes into RegeneratingHealth with Resta Effect Continuance, and gain a chance to not consume a Restasigne or Reversersigne with Lucky Sign. They also have access to Hot Marmelo Parry, an Active Skill which that can be used during any action and causes Marmelo to automatically block attacks the next attack that would hit the user for a limited time.you.
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** The Waker's Photon Blast involves all three Familiars teaming up to attack; Fredran and Wolfa appear and fire laser beams at enemies, then Marmelo appears and summons illusory Marmelos to overwhelm foes.

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** The Waker's Photon Blast involves all three Familiars teaming up to attack; Fredran and Wolfa appear and fire laser beams at enemies, then Marmelo appears and summons a squad of illusory Marmelos Summoner Pets to overwhelm foes.
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** By having at least one stock each of Familiar Focus for both Fredran and Wolfa, the Waker can use a skill called Familiar Union, which will expend one of each Focus Gauge to trigger a powerful attack where the two Familiars team up to strike down foes.

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** By having at least one stock each of Familiar Focus for both Fredran and Wolfa, the Waker can use a skill called Familiar Union, which will expend one of each Focus Gauge to trigger a powerful attack where the two Familiars team up to strike down foes. By learning the Familiar Unison Marmelo Plus skill, having at least one stock of Marmelo Focus when the attack is used will spend a stock of Marmelo Focus and cue Marmelo to join in with an uppercut attack, boosting Familiar Union's damage.
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* StickyBomb: The Launcher weapon action throws a sticky bomb that detonates when struck with another attack for a burst of damage. This also comes with a hefty 30 second cooldown even with the requisite skill.

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* StickyBomb: The Launcher weapon action throws a sticky bomb that detonates when struck with another attack after a certain period of time for a large burst of damage. This also comes with PP recovery, offset by a hefty 30 second cooldown even with the requisite skill.

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Blade On A Stick is now a disambiguation page.


* BladeOnAStick: Hunters have exclusive access to Partisans, spear-like weapons that can also take the shape of a poleaxe. Partisans specialize in the use of {{Combo}}s for huge burst damage in conjunction with the Hunter's ''Volkraptor'', which marks a target to take a percentage of the damage a Hunter deals to it over the next few seconds.


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* WeaponSpecialization: Hunters have exclusive access to Partisans, spear-like weapons that can also take the shape of a poleaxe. Partisans specialize in the use of {{Combo}}s for huge burst damage in conjunction with the Hunter's ''Volkraptor'', which marks a target to take a percentage of the damage a Hunter deals to it over the next few seconds.

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* FlashStep: Jet Boots have two conditional gap closer skills that blink them in striking range when used. Should a Jet Boots Bouncer have to back off for whatever reason, they won't stay out of striking range for long.

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* FlashStep: Jet Boots have two three conditional gap closer skills that blink them in striking range when used. Should a Jet Boots Bouncer have to back off for whatever reason, they won't stay out of striking range for long.


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** "Boots Arts Skip Beat" lets JB users jump in with an overhead kick after performing two different Photon Arts back-to-back, and replenishes a good amount of PP on the kick; the follow-up is the fourth attack in the basic attack chain, which has some lengthy evasion frames, making this a safe follow-up whenever Jetsweep Jolt is on cooldown.
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** Most of the moves can be cancelled out of with a Weapon Action, even your gap closers. Flowing Sirius in its Stay Art, however, locks the player in position for certain parts of a series of attacks chained together. If you perform two of the PA in a row, it continues the combo further for the single highest amount of damage your regular attacks can do, ''and'' gains Unleashed Rage and Gunblade Focus meter very rapidly for a single-target focus -- but if you try using it on a foe that isn't downed, you're liable to get smacked down in no time.

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** Most of the moves can be cancelled out of with a Weapon Action, even your gap closers. Flowing Sirius in its Stay Art, however, Art locks the player in position for certain parts of a series of attacks chained together. If you perform two of the PA twice in a row, it continues the combo further for the single highest amount of damage your regular attacks can do, ''and'' gains Unleashed Rage and Gunblade Focus meter very rapidly for a single-target focus -- but if focus. However, while you try using can Weapon Action cancel out of most of the attack, it only does its strongest bouts of damage with the finishing blows of each half, meaning you have to either only use the move on a foe that isn't downed, you're liable downed foes, or play it very riskily to get smacked down in no time.the most out of the PA. Against overly mobile foes, it's functionally useless until they slow down.
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* ThemeNaming: The Slayer's Photon Arts are "Shifting Spica, "Flowing Sirius", "Reaping Regulus" and "Waving Rigel", named after the brightest stars in the sky.
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** Most of the moves can be cancelled out of with a Weapon Action, even your gap closers. Flowing Sirius in its Stay Art, however, locks the player in position for a series of attacks chained together. If you perform two of the PA in a row, it continues the combo further for the single highest amount of damage your regular attacks can do, ''and'' gains Unleashed Rage and Gunblade Focus meter very rapidly for a single-target focus -- but if you try using it on a foe that isn't downed, you're liable to get smacked down in no time.

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** Most of the moves can be cancelled out of with a Weapon Action, even your gap closers. Flowing Sirius in its Stay Art, however, locks the player in position for certain parts of a series of attacks chained together. If you perform two of the PA in a row, it continues the combo further for the single highest amount of damage your regular attacks can do, ''and'' gains Unleashed Rage and Gunblade Focus meter very rapidly for a single-target focus -- but if you try using it on a foe that isn't downed, you're liable to get smacked down in no time.

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* DifficultButAwesome: The class has a number of features that require mixing the Weapon Action, Normal Attack, and Photon Arts commands with directional inputs (called Move Arts) and each other to truly get the most from it, but it lives up to its name if you can pull it off.

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* DifficultButAwesome: DifficultButAwesome:
**
The class has a number of features that require mixing the Weapon Action, Normal Attack, and Photon Arts commands with directional inputs (called Move Arts) and each other to truly get the most from it, but it lives up to its name if you can pull it off.off.
** Most of the moves can be cancelled out of with a Weapon Action, even your gap closers. Flowing Sirius in its Stay Art, however, locks the player in position for a series of attacks chained together. If you perform two of the PA in a row, it continues the combo further for the single highest amount of damage your regular attacks can do, ''and'' gains Unleashed Rage and Gunblade Focus meter very rapidly for a single-target focus -- but if you try using it on a foe that isn't downed, you're liable to get smacked down in no time.

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* CoolSword: If the wand isn't a blunt weapon of any sort, its usually in the form of a one-handed sword. This can also apply to certain weapon camos.



* DamnYouMuscleMemory: Luster veterans may be tripped up by the fact Gunblades are classified as a ''ranged'' weapon, not melee. The default combo are gunfire shots, and the Weapon Action is the melee combo they're expecting to see. As such, flailing around suspended in the air trying to do a basic combo can and will happen, and would eventually lead to faceplanting once you get slapped out of the sky.

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* DamnYouMuscleMemory: Luster veterans from the original game may be tripped up by the fact Gunblades are classified as a ''ranged'' weapon, not melee. The default combo are gunfire shots, and the Weapon Action is the melee combo they're expecting to see. As such, flailing around suspended in the air trying to do a basic combo can and will happen, and would eventually lead to faceplanting once you get slapped out of the sky.

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* LimitBreak: Slayers can use Unleashed Rage, a special attack that builds up by hitting with Slayer [=PAs=] and allows the player to rapidly approach a target and deal a ravaging strike.

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* LimitBreak: LimitBreak:
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Slayers can use Unleashed Rage, a special attack that builds up by hitting with Slayer [=PAs=] and allows the player to rapidly approach a target and deal a ravaging strike.strike.
** For their weapon proper, the gunblade wielder summons a dimensional field to surround their target before charging in to unleash a flurry of slashes, before finishing the job with a storm of homing bullets that shatters open their field.
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* LimitBreak: Slayers can use Unleashed Rage, a special attack that builds up by hitting with Slayer [=PAs=] and allows the player to rapidly approach a target and deal a ravaging strike.
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** Despite being classified as a Ranged Class, the Slayer's Gunblade suffers none of the same damage penalties that the Ranger, Gunner and Bow Braver do; while their normal shots aren't efficient enough on their own, their Weapon Action's offensive nature alone is on par with a Gunner going all out in DPS, a Charged Normal is on par with Launcher damage, and their PA combos rack up a damage count comparable to melee classes when used correctly.

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