Difference between revisions of "Portal:New Genesis/MARS"

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{{DISPLAYTITLE: New Genesis: M.A.R.S.}}
 
{{DISPLAYTITLE: New Genesis: M.A.R.S.}}
{{Upcoming|warning|This article is incomplete and/or missing information! You can help the wiki by editing this page.<br>Reason Provided: Preliminary page created prior to the release of MARS. WIP!}}
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{{Upcoming|warning|This article is incomplete and/or missing information! You can help the wiki by editing this page.<br>Reason Provided: Preliminary page created prior to the release of MARS; work-in-progress!}}
  
 
The '''M.A.R.S.''' ('''M'''ultirole '''A'''RKS '''R'''eactive '''S'''ystem) is an action system introduced to Phantasy Star Online 2: New Genesis in the July 31st, 2024 update.
 
The '''M.A.R.S.''' ('''M'''ultirole '''A'''RKS '''R'''eactive '''S'''ystem) is an action system introduced to Phantasy Star Online 2: New Genesis in the July 31st, 2024 update.

Revision as of 05:13, 27 July 2024

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 button that can be set on the Sub-Palette.

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 the difference between the used charge and its maximum charge (up to 25% of the 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
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 Crests", which are automatically gained as long as there are nearby enemies, but lost by performing Step Dodges 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