New Genesis: M.A.R.S.
Reason Provided: Preliminary page created prior to the release of MARS; work-in-progress!
The M.A.R.S. (Multirole ARKS Reactive System) is an action system introduced to Phantasy Star Online 2: New Genesis in the July 31st, 2024 update.
Overview
Unlockable following the completion of Chapter 1, the M.A.R.S. is a customizable combat system that is usable via its designated Sub-Palette button.
The M.A.R.S. is composed of four different Main Weapons, and three different Sub Weapons. Players can equip any combination of two Main Weapons and one Sub Weapon at a time, with each one having different properties, effects, and gameplay styles.
Similarly to Photon Blasts, the M.A.R.S. charges passively at a rate of 1% every 5.4 seconds: with nine minutes being required to fully charge the system. Players can activate the M.A.R.S. after it reaches 25% of its maximum charge or higher, and the system's charge will drain at a rate of 1% every 0.83 second: allowing for a maximum usage time of 2 minutes.
The M.A.R.S. system can be activated and deactivated at will multiple times at any point in the majority of quests. However, prematurely deactivating the M.A.R.S. before it has been used for at least 30 seconds will consume additional charge (up to 25% of the maximum gauge).
Note that becoming incapacitated will automatically deactivate the M.A.R.S.
Main Weapons
The M.A.R.S. Main Weapons all have a Normal Attack, a single Photon Art, and a Weapon Action. Each Main Weapon has its own playstyle and specialty that are the biggest influences in how you operate the system. There are a total of four Main Weapons, with two being equippable simultaneously (one weapon will fill the Main Weapon Palette, while the other will fill the Back Palette).
VA-1SRM Garm
Close-ranged M.A.R.S. Main Weapon. A relatively-straightforward weapon comparable to the Hunter class' Sword. It's Normal Attacks recover HP, while its Weapon Action can attack while blocking enemy attacks with Guard frames.
Icon | Name | Stat | Lv.1 | Obtain List | Description | Notes |
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File:.png | Normal Attack | Power PP Recov. |
? ? |
Default | ||
File:.png | Weapon Action | Power PP Recov. |
? ? |
Default | ||
File:.png | Absolute Shutter | Power PP |
? ? |
Default |
VA-2MRM Nidhoggr
Close-ranged M.A.R.S. Main Weapon. A weapon that specializes in inflicting enemies with "markers", short-duration debuffs that nearby players can take advantage of. Depending on the action and input, VA-2MRM Nidhoggr can alternate between inflicting markers to weaken enemies, and detonating markers to deal additional damage.
Icon | Name | Stat | Lv.1 | Obtain List | Description | Notes |
---|---|---|---|---|---|---|
File:.png | Normal Attack | Power PP Recov. |
? ? |
Default | ||
File:.png | Weapon Action | Power PP Recov. |
? ? |
Default | ||
File:.png | Whirlwind | Power PP |
? ? |
Default |
VA-3LRM Hydra
Long-ranged M.A.R.S. Main Weapon. A weapon that attacks from a distance with projectiles and lasers, and reaches its maximum potential when the player maintains a continuous barrage of attacks. Additionally, the impact of its Photon Art creates an affect-of-effect that can heal other players--although not the creator of the aura.
Icon | Name | Stat | Lv.1 | Obtain List | Description | Notes |
---|---|---|---|---|---|---|
File:.png | Normal Attack | Power PP Recov. |
? ? |
Default | ||
File:.png | Weapon Action | Power PP Recov. |
? ? |
Default | ||
File:.png | Blessed Napalm | Power PP |
? ? |
Default |
VA-4XRM Scylla
Hybrid-ranged M.A.R.S. Main Weapon. Specializes in attacks with high commitment and utilizing "star insignias", which are automatically gained as long as there are nearby enemies, but lost by performing Sidesteps and being hit by enemy attacks.
Icon | Name | Stat | Lv.1 | Obtain List | Description | Notes |
---|---|---|---|---|---|---|
File:.png | Normal Attack | Power PP Recov. |
? ? |
Default | ||
File:.png | Weapon Action | Power PP Recov. |
? ? |
Default | ||
File:.png | Meteor Rider | Power PP |
? ? |
Default |
Sub Weapons
While Main Weapons determine the combat and playstyle of the M.A.R.S., Sub Weapons provide passive effects to its user. There are a total of three Sub Weapons, with only one being equippable at a time.
SA-1HMP Fenrir
A M.A.R.S. Sub Weapon that specializes in mobility, increasing its user's movement speed. This Sub Weapon also allows its user to perform consecutive Step Dodges, and performs additional attacks when the player successfully dodges through enemy attacks.
SA-2HDP Fafnir
A M.A.R.S. Sub Weapon that specializes in defense, increasing its user's damage resistance when their HP falls below 70%. The Sub Weapon can also generate a field that decreases the damage taken by any player within its range, as well as perform counterattacks when enemy attacks are successfully parried.
SA-3HFP Lindworm
A M.A.R.S. Sub Weapon that specializes in offense, increasing PP recovery rates. Can additionally reduce damage from enemies, as well as perform additional attacks after 40 of your attacks.
Skill Tree
M.A.R.S.
Skills
![]() Garm Heat Charge |
Store up to two energy charges by hitting enemies with attacks a certain number of times. Boosts Potency and HP Recovered by Normal Attacks depending on the number of charges. When you use Garm Detonation, all of your energy charges are consumed and the attack is boosted depending on the number. Can only be used with VA-1SRM Garm. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
Potency Per Level | 2.50% | |||||||||
HP Recovery Rate Per Level | 1% |
![]() Nidhoggr Weaken Marker |
Mark enemies by hitting them a certain number of times with attacks. Enemies can be marked up to 2 times, reducing the amount of damage you take from them depending on the number. Hitting a marked enemy with Nidhoggr Execution will cause an explosion, causing additional attacks of a Potency contingent upon the number of marks. Can only be used with VA-2MRM Nidhoggr. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
Damage Taken Rate (Stage 1) | ??? | |||||||||
Damage Taken Rate (Stage 2) | ??? |
![]() Hydra Overcharge |
Builds up a gauge when you hit enemies a certain number of times. Once the gauge is full, a certain number of Normal Attacks will become powerful attacks, and for as long as the effect is active, the amount of PP that each weapon recovers naturally will be increased. Can only be used with VA-3LRM Hydra. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
PP Natural Recovery | ??? | |||||||||
Times Sustained | ??? |
![]() Scylla Star Link |
When enemies remain within a certain range or if you hit them with attacks, up to 3 star insignia will appear. Using a Weapon Action attack in that state will consume the stars and make your explosive rounds more powerful depending on their number. Lose 1 star when enemies are out of range for a while, you are hit by an attack, or you Sidestep. Can only be used with VA-4XRM Scylla. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
- | - |
![]() Fenrir Support Action |
Automatically produce periodic support attacks. These support attacks become more powerful after M.A.R.S. has been equipped for a while. In addition, your movement speed is increased. Can only be used with SA-1HMP Fenrir. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
Movement Speed Increase Rate | ??? | |||||||||
Support Attack Interval | ??? | |||||||||
Enhance Necessary Time | ??? |
![]() Fafnir Support Action |
Automatically produce periodic support attacks. These support attacks become more powerful after M.A.R.S. has been equipped for a while. In addition, damage you take is reduced once your HP is under a certain level. Can only be used with SA-2HDP Fafnir. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
Damage Taken Rate | ??? | |||||||||
Support Attack Interval | ??? | |||||||||
Enhance Necessary Time | ??? |
![]() Lindworm Support Action |
Automatically produce periodic support attacks. These support attacks become more powerful after M.A.R.S. has been equipped for a while. In addition, your natural PP recovery rate and PP recovery rate while attacking are increased. Can only be used with SA-3HFP Lindworm. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
Damage Taken Rate | ??? | |||||||||
Support Attack Interval | ??? | |||||||||
Enhance Necessary Time | ??? |
![]() Quick Evade |
Jumping with back, left, or right held down while locked-on changes the jump to a maneuver that dodges attacks while moving rapidly. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
- | - |
38px Critical Hit Potency Up |
Boosts M.A.R.S. Critical Hit Potency. | |||||||||
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Prerequisite - | ||||||||||
Effect | Skill Level | |||||||||
1 | ||||||||||
- | - |
|