Difference between revisions of "Phantom"
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{{Class Listing}} | {{Class Listing}} | ||
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Latest revision as of 19:19, 5 January 2024
Classes | ||||||||
---|---|---|---|---|---|---|---|---|
Hunter | Fighter | Ranger | Gunner | Force | Techter | Braver | Bouncer | Summoner |
Scion Classes | ||||||||
Hero | Phantom | Étoile | Luster |
Wielding three types of weapons, the Phantom (Ph) is a unique Scion Class that helps supports allies by inflicting foes with Jellen. Using Shift PA's the Phantom class is able to decide which is best suited for the situation.
Unlike other classes, Phantom does not provide base stat bonuses when reaching Lv.75.
Properties of Phantom
As a Scion Class, the Phantom Class has several properties not shared by Normal Classes.
Unlocking Phantom
To unlock the Phantom class, the player must complete a Client Order from Coffy. To complete this Client Order, the player must earn a Title which requires reaching Level 75 in any two non-Scion Classes.
Other Properties
- Phantom Photon Arts do not require a Photon Art Disc to learn, and do not need to be leveled.
- The Phantom cannot use Innate Photon Arts or Techniques that are pre-installed into certain Katanas, Rifles, or Rods. However, Innate Photon Arts and Techniques installed onto other types of weapons may still be used.
- The Phantom cannot select a Subclass. However, the Phantom Class may be selected as a Subclass.
- Even if Phantom is set as a Subclass, you cannot use its PAs.
- Certain Potentials, Skill Rings, and buffs have altered or nullified effects on Phantom.
Class Weapon Overview
The Phantom uses the Katana, Assault Rifle, and Rod weapons.
Katana
With Phantom, Katana reaches levels of extravagance and style that far outrank even Braver. Using the Katana, the Phantom will almost always be up close and personal with the enemy, dancing through and around them with a macabre waltz of bladed death.The Phantom Katana's PA's deal high damage and have brief periods of invincibility, allowing the Phantom to always keep the pressure on enemies via skills like Quick Cut. The Katana's relentless attacks and quick movements are ideal for accumulating Phantom Markers on a single target.
When used to activate Phantom Time Finish, the user will calmly brandish their Katana in a serene strike that viciously demolishes everything in front of them.
Katana Action allows the user to swiftly strike with the Katana's sheathe, emitting a mid-ranged slash. When charged, the user executes a rapid heavy slash with the Katana, detonating Markers on any target it comes into contact with. Unique to Katana, Weapon Action can be augmented with the Class Skill Quick Cut to warp between foes in an instant between attacks, allowing Katana to cover ground and keep the pressure on multiple targets simultaneously.
Assault Rifle
Phantom takes the Assault Rifle and combines it with its own powers to vastly increase its damage and versatility beyond what a Ranger could accomplish. Utilizing the Assault Rifle in combination with Phantom's own Photon Bits, they can control the battlefield with automatic turrets and land mines while keeping at a comfortable distance to snipe enemies from afar. Many of the Phantom's Rifle PA's allow for quick fluid movement, evading incoming damage while keeping on the offensive.
When used to activate Phantom Time Finish, the user will deploy an array of Photon Bits that ricochet their shots all around the area in front of them before finishing the enemy off with a massive, powered blast forward.
Rifle Action summons an array of Bits that seek out the nearest target, inflicting damage. When charged, the user deploys Bits to unleash a blast of energy that detonates Markers on any target it hits. With the power of the Bull's-eye Class Skill, the Rifle can gain a boost to Marker Accumulation after detonating a Marker, accelerating Marker build and giving the player a route to constant damage.
Rod
Any Phantom will argue that they use "Scythes" and not Rods. Nevertheless, a Rod in Phantom's hands will acquire unique PA's that grant a mobility and control that Force could only dream of. Even without a Rod readily available, Phantom can bolster their Techniques with skills like Stealth Tech Charge to stay active and mobile even while casting all manner of devastating Techs.
When used to activate Phantom Time Finish, the user will float menacingly as pillars of energy piece all enemies in front of them, finishing off with an eerie flourish of the Rod and a massive energy blast from above.
Rod Action causes the user to fire a bullet of Photon energy from their Rod, inflicting damage to the first target it hits. When charged, the user executes a wide-reaching slash that detonates Markers on any target it strikes.
Gunblade
These are universal weapons for all classes, which can switch between melee attacks that scale off of MEL Pwr and ranged attacks that scale off of RNG Pwr.
Skill Tree Overview
Skills
Class Related Skills
Phantom Marker
Main Class Only. While attacking with Phantom weapons, markers are accumulated on enemies & can be detonated using Weapon Action.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Phantom Marker | - | - |
- Marker Accumulation
- When hitting enemies with a Katana, Rifle, or Rod, a Marker is accumulated on the enemy.
- This passively activates just by hitting. Can be applied onto multiple enemies as well.
- Even when switching to other weapons, the accumulated marker will not disappear.
- Techniques do not accumulate unless the skill "Ambivalence" is learned for the Rod.
- After a certain amount of accumulation, a blue marker will be shown on the enemy at marker level 1 and a purple marker will be shown on the enemy at marker level 2 (maximum).
- Requires about 5x more accumulation than level 1 marker.
- Marker accumulation is only made possible through your own attacks and can only be seen by yourself.
- There is a fixed value for each attack when accumulating markers.
- If no attacks are made onto the enemy for a while, the displayed marker disappears, but the accumulated value does not change.
- The marker is displayed on the part where the attack hits.
- When hitting enemies with a Katana, Rifle, or Rod, a Marker is accumulated on the enemy.
- Marker Detonation
- Applying a charged Weapon Action to an enemy with marker level 1 (blue) or higher will detonate the marker and deal damage.
- Resets the decrease in Phantom Focus Accumulation regardless of level.
- Recovers PP when detonated. Recovers 30 PP at marker level 1 and 50 PP at marker level 2.
- Perfect Attack is impossible.
- The detonation is not made on the marker, but on the part where the charged Weapon Action attack hits.
- The detonation damage are as follows:
- Katana - Marker Level 1: 720%, Marker Level 2: 4300%
Scales off of MEL, Deals Melee Damage, and uses Melee Part Modifier - Rifle - Marker Level 1: 660%, Marker Level 2: 3300%
Scales off of RNG, Deals Melee Damage, and uses Ranged Part Modifier - Rod - Marker Level 1: 840%, Marker Level 2: 3960%
Scales off of TEC, Deals Melee Damage, and uses Melee Part Modifier
- Katana - Marker Level 1: 720%, Marker Level 2: 4300%
Mark PP Drain
Main Class Only. Recovers PP when you've accumulated the max amount of markers.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Mark PP Drain | Phantom Marker Lv1 | PP Recovery | +5 | +7 | +10 | +14 | +20 |
- Does not synergize well with Lord of Thorns, which lowers marker accumulation rate.
Mark Heal
Main Class Only. Recovers HP when you've accumulated the max amount of markers.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Mark Heal | Phantom Marker Lv1 | HP Recovery | 5% | 10% | 14% | 17% | 20% |
- Does not synergize well with Lord of Thorns, which lowers marker accumulation rate.
Quick Cut
Main Class Only. While using a Katana, using the Weapon Action at a specific time will change its behavior.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Quick Cut | Phantom Marker Lv1 | - |
- The behavior changes when using a Weapon Action at a specific timing during Normal Attacks and PAs.
- After activating a Normal Attack or PA, a blue-black flash effect will be shown at the moment when the blade is put into the sheath, signalling the timing of activating Quick Cut.
- Activating a Weapon Action during this timing will move you to the lock-on part of the target at high speed with a sound effect.
Has a distance of about 5 Phantom Sidesteps.- Also tracks vertically within range.
- Recovers 15 PP when activated.
- Active PP Recovery effects are also applied. (Attack PP Recovery)
- Does not allow you detonate markers during this.
- Has long invulnerability frames of about 1.1 seconds.
- Since this is treated as a Weapon Action, activating a PA immediately after Quick Cut will change the PA into a Shift PA.
Bull's-eye
Main Class Only. While using a Rifle, detonating a Marker increases Marker Accumulation.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Bull's-eye | Phantom Marker Lv1 | - |
- Detonation at marker level 1 re-accumulates a cumulative value of 5, and detonation at marker level 2 re-accumulates a cumulative value of 20.
- Marker accumulation values for level 1 is 20 and for level 2 is 100.
- Unaffected by Mark Boost skills and Lord of Thorns.
Ambivalence
Main Class Only. While using a Rod, increases Marker Accumulation and Focus while using Techniques.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Ambivalence | Phantom Marker Lv1 | - |
Point Blank Mark Boost
Main Class Only. Boosts the increment by which your Marker Accumulation increases when you attack a nearby enemy.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Point Blank Mark Boost | Phantom Marker Lv1 | Gain Increase Rate | 106% | 110% | 114% | 117% | 120% |
- Effective range is spherical of about 2 radial sidesteps.
Long Range Mark Boost
Main Class Only. Boosts the increment by which your Marker Accumulation increases when you attack a faraway enemy.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Long Range Mark Boost | Phantom Marker Lv1 | Gain Increase Rate | 106% | 110% | 114% | 117% | 120% |
- Effective range is outside the range of Point Blank Mark Boost.
Chaser Mark Boost
Main Class Only. Boosts the increment by which your Marker Accumulation increases when you attack an enemy suffering from Status Ailments or Jellen.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Chaser Mark Boost | Phantom Marker Lv1 | Gain Increase Rate | 106% | 110% | 114% | 117% | 120% |
Lord of Thorns
Main Class Only. Decreases marker accumulation rate and increases marker detonation power.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Lord of Thorns | Phantom Marker Lv1 | Gain Increase Rate | 95% | 90% | 85% | 80% | 75% | 60% | 50% | 40% | 30% | 25% | |
Potency | 110% | 118% | 125% | 130% | 140% | 150% | 175% | 200% | 250% | 300% | |||
Power x Accumulation Rate | 104.5% | 106.2% | 106.25% | 104% | 98% | 90% | 87.5% | 80% | 75% | 75% |
- The higher the Lv, the more difficult it is to detonate even a level 1 marker.
- There is no gradual merit to learn higher levels unless there is a specific use for them.
Phantom Time
Main Class Only. Active Skill. Consumes 50% of Focus to become invulnerable for 5 seconds upon activation. For a certain amount of time, extend the invulnerability duration of your Sidestep and reduce PP Consumption by 20%. When learned, Phantom Focus is enabled.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
Phantom Time | Phantom Marker Lv1 | Effect Duration | 20s | ||
Invulnerability Extension | 0.50s | ||||
PP Consumption | 80% | ||||
Invulnerability Duration | 5s |
"Phantom Focus"
- Allows to be stocked twice.
- Focus Gauge increases when hitting enemies. An unique sound effect is made when the Focus Gauge maxes out, allowing usage of Phantom Time.
- Techniques do not contribute to Focus Accumulation unless Ambivalence is learned.
- There is no decrease over time.
- Similar to Hero Time, the amount of Focus Gauge accumulation has a base value for each method of attack, and each time Focus Gauge is acquired, the amount decreases. Therefore, if the same action is repeated, the accumulation becomes worse. The base value resets back to normal over time or when Markers are detonated.
"Phantom Time"
- Has a duration of 20 seconds.
- Gives invulnerability of 5 seconds upon activating Phantom Time.
- During Phantom Time, the invulnerability duration of Phantom Sidestep is extended by 0.5 seconds.
- During Phantom Time, PP Consumption is reduced by 20%.
- Although Phantom Focus is not displayed on other weapons, the skill can still be activated to receive the effects.
- Has a cooldown of 5 seconds upon activation.
Phantom Time Finish
Allows you to perform a Phantom Time Finish when you press the skill icon again during Phantom Time.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Phantom Time Finish | Phantom Time Lv1 | - |
- Release a powerful attack depending on the weapon type (Katana/Rifle/Rod) and end Phantom Time.
- Phantom Katana: The user will calmly brandish their Katana in a serene strike that viciously demolishes everything in front of them.
- Phantom Rifle: The user will deploy an array of Photon Bits that ricochet their shots all around the area in front of them before finishing the enemy off with a massive, powered blast forward.
- Phantom Rod: The user will float menacingly as pillars of energy piece all enemies in front of them, finishing off with an eerie flourish of the Rod and a massive energy blast from above.
- Note that activating the finish without the aforementioned weapons will only end Phantom Time.
Phantom Time Mark Boost
Main Class Only. Boosts the increment by which your Marker Accumulation increases when you attack an enemy during Phantom Time.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Phantom Time Mark Boost | Phantom Time Finish Lv1 | Gain Increase Rate | 200% | 225% | 250% | 275% | 300% |
Phantom Time Jellen Boost
Main Class Only. Inflict Jellen at a certain rate when you attack an enemy during Phantom Time.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Phantom Time Jellen Boost | Phantom Time Finish Lv1 | Activation Rate | 10% | 20% | 30% | 40% | 50% | |
Effect Duration | 5s | 8s | 11s | 13s | 15s |
- The Jellen effect is 10%.
Phantom Weapon Bonus
Main Class Only. Increases your potency when a Katana, Rifle, or a Rod is equipped.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Phantom Weapon Bonus 1 | Phantom Marker Lv1 | Potency | 110% | 120% | 130% | 135% | 140% | 145% | 150% | 155% | 160% | 165% | |
Phantom Weapon Bonus 2 | Phantom Weapon Bonus 1 Lv3 |
- You do not have to have all three weapon types to gain the effect.
- Only applies to the weapon types listed. Does not apply to Gunblades.
Dodge Counter Shot
Main Class Only. Activates when you perform an attack after evading an enemy's attack using Sidestep.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Dodge Counter Shot | Phantom Marker Lv1 | Potency | 100% | 105% | 109% | 113% | 115% |
- When you dodge an attack successfully, only one attack bullet is stocked and fired when using Normal Attacks, PAs, and Rod Techniques.
- The projectile is fired off like a bit tracking bullet. Appears to have 4 shots but actually hits once.
- Also fired off during Sidestep Strikes. If you use a Sidestep Strike when evading an enemy's attack, you will immediately fire off the stocked bullet.
- The stocked bullet does not disappear even when switching off weapons, but it can only be fired off with Phantom weapons.
Dodge PP Gain
Main Class Only. Recovers PP after evading an enemy's attack using Sidestep.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Dodge PP Gain | Dodge Counter Shot Lv2 | PP Recovery | +6 | +10 | +14 | +17 | +20 |
Attack Jellen
Main Class Only. Inflict Jellen at a certain rate when you attack an enemy.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Attack Jellen | Phantom Marker Lv1 | Activation Rate | 3% | 4% | 5% | |||
Effect Duration | 5s | 8s | 11s | 13s | 15s |
- This skill adds a chance to inflict Jellen on your attacks with Phantom Weapons.
- The Jellen effect is 10%.
Jellen Redress
Main Class Only. Strengthens Jellen when you attack an enemy afflicted by Jellen.
Icon | Skill Name | Prerequisite | Effect | Skill level |
---|---|---|---|---|
1 | ||||
Jellen Redress | Attack Jellen Lv1 | Reduction Rate | 85% |
- Attacking an enemy afflicted with Jellen enhances the effect.
- To be more precise, the damage dealt by the enemy reduces to 85%.
Stealth Tech Charge
Default Skill. Main Class Only. When equipped with a Phantom weapon, for a limited time, become invulnerable and your movement speed increases when charging a Technique.
Icon | Skill Name | Prerequisite | Effect | Skill level |
---|---|---|---|---|
1 | ||||
Stealth Tech Charge | - | Effect Duration | 1s |
- At the start of charging a Technique, invulnerability frames is given for 1 second, making it easier to avoid attacks while charging Techniques.
- Does not apply to Nabarta and Zero Nabarta.
- Applies to Namegid and Zero Gigrants for only its effect duration.
Phantom Talis S Charge
Default Skill. Main Class Only. Reduces the Charge Time of Techniques that was activated from the thrown Talis while using Eisenflügel.
Icon | Skill Name | Prerequisite | Effect | Skill level |
---|---|---|---|---|
1 | ||||
Phantom Talis S Charge | - | Charge Time | 50% |
- Does not apply to Nabarta, Zero Nabarta, Zero Gigrants, and Namegid.
First Blood
Default Skill. Main Class Only. Converts initial attacks and attacks performed following a Weapon Action into Perfect Attacks. Doesn't affect Techniques.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
First Blood | - | - |
- Limited to the Phantom's main weapon types, does not apply to any other weapon type including Gunblades.
Misc. Skills
PP Mega-Up
Greatly increases your max PP.
Icon | Skill Name | Prerequisite | Effect | Skill level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||||
PP Mega-Up | - | Max PP Boost | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 | +20 |
All Attack Bonus Ph
Increases attack damage.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
All Attack Bonus Ph | - | Melee Potency | 125% | 130% | 135% | 140% | 145% | |
Ranged Potency | 110% | 115% | 120% | 125% | 130% | |||
Technique Potency | 115% | 120% | 125% | 130% | 135% | |||
Pet Potency |
- Grants an unconditional damage bonus to all forms of damage, like Summoner's Skill "All Attack Bonus".
- Phantom Marker's detonation deals Melee Damage, which will take the 145% portion of this skill.
Full Drive
Increases Focus accumulation.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Full Drive | - | Focus Accumulation Rate | 110% | 120% | 130% | 140% | 150% |
- Applies to any weapon with Focus.
Phantom PP Restorate
Increases Natural PP Recovery and Normal Attack PP Recovery.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Phantom PP Restorate | - | Natural PP Recovery | 110% | 115% | 120% | 125% | 130% | |
Active PP Recovery |
Tech Short Charge
Reduces Technique Charge Time, PP Consumption, and Technique Damage.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Tech Short Charge | - | Charge Time | 90% | 80% | 70% | 60% | 50% | |
Potency | 85% | 80% | 75% | 70% | ||||
PP Consumption Rate | 10% | 15% | 20% | 25% | 30% |
- Does not apply to Fused Techniques, Zero Gigrants, Namegid, Nabarta, and Zero Nabarta.
- Shifta, Deband, Resta, Anti, Zanverse, and Megiverse are only affected by their Charge Time and PP Consumption, their potency and effect size does not change.
Photon Stream
Increases damage based on your max PP.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Photon Stream | - | PP Conversion Rate | 4.00% | 4.20% | 4.40% | 4.60% | 5.00% | |
Max Bonus | 10.00% | |||||||
Max PP Needed for Max Bonus | 250 | 239 | 228 | 218 | 200 |
- The formula for the conversion is "Max PP x PP Conversion Rate". Max Bonus is 10%.
- For example: if you have 150 PP and skill level 5, 150 x 0.05 = 7.5, so it would be a 7.5% damage increase.
Critical Stream
Increases Critical Rate and Critical Damage based on your max PP.
Icon | Skill Name | Prerequisite | Effect | Skill level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
Critical Stream | Photon Stream Lv1 | Crit Rate Conversion | 10.00% | 12.00% | 14.00% | 16.00% | 20.00% | |
Max Crit Rate | 60.00% | |||||||
Crit Damage Conversion | 2.20% | 2.20% | 2.40% | 2.60% | 3.00% | |||
Max Crit Damage | 5.00% | |||||||
Max PP Needed for Max Bonus | Crit Rate | 600 | 500 | 429 | 375 | 300 | ||
Crit Damage | 250 | 228 | 209 | 193 | 167 |
- The formula for the conversion is "Max PP x Conversion Rate".
- For example: In the case of 150 PP and skill level 5, 150 x 0.2 = 30 so the increase to critical rate is 30%, and 150 x 0.03 = 4.5 meaning critical damage is increased by 4.5%.
Sprint Tech Charge
Increases movement speed when charging Techniques.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Sprint Tech Charge | - | - |
- Does not apply to Nabarta, Zero Nabarta, and Fused Techniques.
Phantom Mag
Default Skill. Converts the DEX of an equipped Mag to Melee Power, Ranged Power, and Technique Power.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
Phantom Mag | - | MEL Conversion Rate | 100% | ||
RNG Conversion Rate | |||||
TEC Conversion Rate |
- Converts the total value of the Dexterity support level of the equipped mag into Melee, Ranged, and Technique.
- The term "conversion" is used, but only refers to it, and does not reduce the value.
Sidestep & Perf. ATK Combo
Default Skill. Creates a Perfect Attack window when Sidestepping.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Sidestep & Perf. ATK Combo | - | - |
Phantom Sidestep
Default Skill. Press the Dodge key to do a fast step that has invincibility. Can be used in any direction.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Phantom Sidestep | - | - |
- Can be used for normal attacks and cancelling some PAs.
- Although not explained, Phantom Katana, Rifle, Rod sidesteps has a movement distance nearly 1.5x longer than other weapons.
Advanced Sidestep Roll
Default Skill. Extends invincibility during Sidesteps and Dive Rolls.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
Advanced Sidestep Roll | Phantom Sidestep Lv1 | Effect Duration | 0.13s |
- Allows you to extend invincibility duration of all dodge actions except for Blind Escape.
- However, most existing classes uses only one type of dodge action, so there are a few advantages other than being able to reuse it in subclasses.
- The extended duration is equivalent to Lv4 of similar Sidestep Advance and Dive Roll Advance skills.
Sidestep Strike
Default Skill. Allows you to attack immediately after Sidestep.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Sidestep Strike | - | - |
- Pressing the attack button during the Sidestep will activate Sidestep Strike. Can also be used in midair.
- Even during a Sidestep Strike, a Perfect Attack window will appear for your character, allowing you to Perfect Attack into another attack or PA.
- The PA after the Sidestep Strike is regarded as the first one for First Blood.
Perfect Recovery
Default Skill. When knocked down, press the Jump key at the moment you hit the ground to get up instantly.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Perfect Recovery | - | - |
- The timing of the effect starts when you hit the ground the moment it happens.
- The skill allows you to prevent yourself from knockdown and gives yourself invincibility during the motion.
Double Jump
Default Skill. Enables two-stage jumping
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Double Jump | - | - |
- This skill does not consume SP when learning it.
- Allows all weapon types (excluding Jet Boots) to have a double jump
- Jet Boots can double jump regardless of this skill.
Even with learning this skill, this does not allow you to jump up to three times.
- Jet Boots can double jump regardless of this skill.
Tech Charge Perf. ATK Addition
Charged Techniques gain the effect of a Perfect Attack. The cooldown starts after activation.
Icon | Skill Name | Prerequisite | Effect | Skill Level | |
---|---|---|---|---|---|
1 | |||||
Tech Charge Perf. ATK Addition | - | Cooldown | 0.50s |
- This skill will treat the first charged Technique as a Perfect Attack.
- Cooldown is applied after doing the action, and will not be activated again unless 0.50 seconds have passed after the action is finished or interrupted.
- Perfect Attack related skills are applied with this effect. (Skills like Combo Var. P.Attack PP Save are not applied)
- Does not apply to continuously draining Techniques like Nabarta.
Level Limit Skills
Sidestep Jump
Jumping right after doing a Sidestep in forward motion will transition you into running speed.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Sidestep Jump | Level 10 | - |
- This skill is common to all classes and can be learned at level 10 or higher
- This skill does not consume SP when learning it.
Air Reversal
Allows you to perform a break-fall while in the air.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Air Reversal | Level 30 | - |
- This skill is common to all classes and can be learned at level 30 or higher
- This skill does not consume SP when learning it.
- Pressing the jump button while being launched into the air will allow you to do the Air Reversal.
- The effect does not occur if you press the jump button the moment you get launched into the air.
- Perfect Recovery Heal and Perfect Recovery PP Gain can also activate when this skill is triggered.
- If you recover in the air, Twin Daggers Focus will be maintained.
Perf. Recovery & ATK Combo
Makes Perfect-Attack timing apply after a Perfect Recovery.
Icon | Skill Name | Prerequisite | Skill Level | |
---|---|---|---|---|
1 | ||||
Perf. Recovery & ATK Combo | Level 30 | - |
- This skill is common to all classes and can be learned at level 30 or higher
- This skill does not consume SP when learning it.
- Air Reversal is also applicable for this skill.
High Level Bonus: Phantom
Grants a damage bonus to the Player.
Icon | Skill Name | Prerequisite | Effect | Skill Level | ||||
---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | ||||
High Level Bonus: Phantom | Level 80 | Potency | 101% | 102% | 103% | 104% | 105% |
- This skill is common to all classes and can be learned at level 80 or higher.
Gespenst
Main Class Only. Reduce damage taken when at 50% or lower HP and nullify status ailments. Goes into cooldown after activation.
Icon | Skill Name | Prerequisite | Effect | Skill Level |
---|---|---|---|---|
1 | ||||
Gespenst | Level 85 | HP Threshold | 50% | |
Damage Reduction | 80% | |||
Effect Duration | 3s | |||
Cooldown | 30s |
- This skill can be learned at level 85 or higher.
- This skill does not consume SP when learning it.
Classes | ||||||||
---|---|---|---|---|---|---|---|---|
Hunter | Fighter | Ranger | Gunner | Force | Techter | Braver | Bouncer | Summoner |
Scion Classes | ||||||||
Hero | Phantom | Étoile | Luster |
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