Dont know what they can change in pso2 vanilla now, but I hope they streamline the sub system in ngs FOR FUCK'S SAKE. Travel while attacking is a little stiff for these weapons so this will make sure you can still hit the boss without dropping your combo when it backs up a foot. All Attack Bonus Et is the only multiplier that works on things that can’t be just attacked (like katana counter). Ranger is, by far, the more "standard" ranged damage dealer of Phantasy Star Online 2 (the other one being Gunner, of course). Normally you would use it for extra mobility since it goes higher than a regular jump. Higher gear gain under Shifta. I have the other classes here so might as well fill in the missing gaps. 12 star and higher units can have L ring skills added or transferred without consuming the… With the Phantom having access to Techs, it makes it an exceptionally good all-round subclass, especially with it giving a bonus increase to damage based of your Max PP. Change ), You are commenting using your Google account. Ring grinding works a little differently. R/C Strike Striking/Shoot/Tech (can be combined). The second most popular damage increase ring. Change ), You are commenting using your Facebook account. Base stats: 119 HP, 111 s-atk, 110 r-atk, 110 t-atkFlat stat skills: All Attack Up (50 atk), All Attack High Up (150 atk), HP Up (50 HP), HP High Up (100 HP), PP Up 1 (10 PP), PP Up 2 (10 PP) Multipliers: All Attack Bonus 1 (1.15), All Attack Bonus 2 (1.15), Point Assist (1.15), Pet Elemental Weak Hit (1.05)Total Multipliers:On elemental weakness: 1.60 (pointing), 1.39 (no pointing)Off elemental weakness: 1.52 (pointing), 1.32 (no pointing)Other considerations: You can only point at one part at a time. PP Slayer requires 50% PP or lower. The finish from Katana Combat increases in damage based on the number of hits you do while Katana Combat is active. Remember weak points have their own natural multiplier too depending on the enemy so the difference between missing or hitting the weak point does a lot more than just the skill multipliers. Allows the bonuses of Weak Hit Advance to apply to non-weak points for launcher. Change ), You are commenting using your Twitter account. Base stats: 120 HP, 111 s-atk, 97 r-atk, 110 t-atkFlat stat skills: Striking Up 1 (50 s-atk), Striking Up 2 (75 s-atk), Technique Up 1 (50 t-atk), Bouncer Mag (0-200 s and t-atk)Adding mag skill because you can convert your mag’s dex twice if you are Braver (s and r-atk) main.Multipliers: Elemental Stance (1.20 on element, 1.15 off element), Elemental Stance Up 1 (1.10 on element), Break Stance (1.35), Break Stance Up 1 (1.10), Shifta Air Attack Boost (1.05)Total Multipliers:Elemental Stance: 1.39 (on element with Shifta), 1.21 (off element with Shifta)Break Stance: 1.56 (on breakable with Shifta ), 1.05 (off breakable with Shifta)Other considerations: Have to be in the air with Shifta on you for Shifta Air Attack Boost. I’m also going to leave out Gunner and Force since those are the weirdest subclasses. In other words, at level 20, each hit will count as two hits, letting you reach the max damage of Katana Combat’s finish much easier. 12 star and higher units can have L ring skills added or transferred without consuming the ring. You have to build voltage by repeatedly attacking to get the most bonuses. It is a tech-based class. Boosts your base attack by 10% of the stated amount (at level 17, it's 19.7%). Access to Massive Mate (very meh), HP Restorate, and Techniques. Generally, Fighter and Hunter give the best multipliers. Double stance. Cannot be equipped by Fighter. "Base attack" is attack from your skill trees, main/subclass level, title rewards, and your Mag. So I noticed quite a few people using Phantom as a subclass, so I started to wonder if it is really worth it. At level 20 the cooldown is 5 seconds. S-atk normally converts to striking damage and r-atk converts to shooting damage. A pretty big damage boost for free if you are using a subclass that has a stance. 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