Difference between revisions of "Portal:New Genesis/MARS"
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The M.A.R.S. features its own Skill Tree, which can be used to enable and enhance effects for the system. The full Skill Tree can be viewed on its [[Portal:New_Genesis/MARS_Skill_Tree|own dedicated page]]. | The M.A.R.S. features its own Skill Tree, which can be used to enable and enhance effects for the system. The full Skill Tree can be viewed on its [[Portal:New_Genesis/MARS_Skill_Tree|own dedicated page]]. | ||
− | Skill Points for the M.A.R.S. are achieved by turning in [Portal:New_Genesis/Materials|M.A.R.S. Updaters] at the Class Counter's "M.A.R.S. Skill Point Exchange". As your total M.A.R.S. Skill Points increase, more M.A.R.S. Updaters are required to unlock Points. A total of 242 Skill Points is required to unlock the maximum level of every single M.A.R.S. skill. | + | Skill Points for the M.A.R.S. are achieved by turning in [[Portal:New_Genesis/Materials|M.A.R.S. Updaters][ at the Class Counter's "M.A.R.S. Skill Point Exchange". As your total M.A.R.S. Skill Points increase, more M.A.R.S. Updaters are required to unlock Points. A total of 242 Skill Points is required to unlock the maximum level of every single M.A.R.S. skill. |
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Revision as of 20:10, 29 September 2024
M.A.R.S. |
Skill Tree |
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 weapon that is usable via its designated Sub-Palette button.
The M.A.R.S. is composed of four different main armaments, and three different sub armaments. Players can equip any combination of two main armaments and one sub armament at a time, with each one having different properties, effects, and gameplay styles.
Similarly to Photon Blasts, the "M.A.R.S. Battery" 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 its battery has reached at least 25% of its maximum charge, and the battery'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 Armaments
The M.A.R.S. main armaments all have a Normal Attack, a single Photon Art, and a Weapon Action. Each main armament has its own playstyle and specialty that are the biggest influences in how you operate the system. There are a total of four main armaments, with two being equippable simultaneously (one weapon will fill the main armament Palette, while the other will fill the Back Palette).
VA-1SRM Garm
Close-ranged M.A.R.S. main armament. 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.
VA-2MRM Nidhoggr
Close-ranged M.A.R.S. main armament. 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.
VA-3LRM Hydra
Long-ranged M.A.R.S. main armament. 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.
VA-4XRM Scylla
Hybrid-ranged M.A.R.S. main armament. 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.
Sub Armaments
While main armaments determine the combat and playstyle of the M.A.R.S., sub armaments provide passive effects to its user. There are a total of three sub armaments, with only one being equippable at a time.
SA-1HMP Fenrir
A M.A.R.S. sub armament that specializes in mobility, increasing its user's movement speed. This sub armament 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 armament that specializes in defense, increasing its user's damage resistance when their HP falls below 70%. The sub armament 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 armament 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
The M.A.R.S. features its own Skill Tree, which can be used to enable and enhance effects for the system. The full Skill Tree can be viewed on its own dedicated page.
Skill Points for the M.A.R.S. are achieved by turning in [[Portal:New_Genesis/Materials|M.A.R.S. Updaters][ at the Class Counter's "M.A.R.S. Skill Point Exchange". As your total M.A.R.S. Skill Points increase, more M.A.R.S. Updaters are required to unlock Points. A total of 242 Skill Points is required to unlock the maximum level of every single M.A.R.S. skill.
Skill Points Possessed | Required Materials | Skill Points Received |
---|---|---|
0-49 | M.A.R.S. Updater | 1 |
50-99 | M.A.R.S. Updater (x2) | 1 |
100-149 | M.A.R.S. Updater (x3) | 1 |
150-199 | M.A.R.S. Updater (x4) | 1 |
200-241 | M.A.R.S. Updater (x5) | 1 |
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