New Genesis: Launcher Photon Arts and Actions
New Genesis: Photon Arts and Actions | |||
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Hunter | Sword | Wired Lance | Partisan |
Fighter | Twin Daggers | Double Saber | Knuckles |
Ranger | Assault Rifle | Launcher | |
Gunner | Twin Machine Guns | ||
Force | Rod | Talis | |
Techter | Wand | ||
Braver | Katana | Bow | |
Bouncer | Soaring Blades | Jet Boots | |
Waker | Harmonizer | ||
Slayer | Gunblade |
New Genesis: Launcher Photon Arts | |||
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Fallen Impact | Fear Eraser | Multi-launch | Divine Impact |
Overview
The Ranger's Launcher possesses slow attacks, but provides sustainable damage at range, as it doesn't require the user to be in ideal range, and its Weapon Action, the sticky bomb, restores a large amount of PP based on how many hits you can deal to an enemy it's stuck on. Learning the active skill Launcher Attack Reinforce can increase the Launcher's Normal Attack and Step Attack/Counter speed and damage, increasing its effectiveness against aggressive enemies.
The Launcher's attacks require commitment from its user due to its slow attack speed overall. Compared to the Assault Rifle, the Launcher also lacks against aggressive bosses not only due to its slow attack speed, but its lack of a strong counter attack. Though Launcher Attack Reinforce negates this downside, it has a cooldown.
Features of Launcher
Normal Attacks
Icon | Stat | NA1 | NA2 | NA3 | Charged | Charged Grouping |
---|---|---|---|---|---|---|
Power | 210 | 190 | 240 | 360 (455) | 324 (410) | |
Power (Reinforce) | 280 | 260 | 310 | |||
PP Recovery | 10 | 10 | 12 | 15 | 26 |
Fire a rocket at the enemy 3 times. Hold the NA input to charge the Launcher to fire a spread of 5 rockets (1 second charge). Learning Launcher Attack Grouping tightens the spread of the rockets with a forward input but slightly reduces the rockets' power. Launcher Attack Short Charge halves the charge time for the charged attack, but also reduces the power of the rockets. Launcher Attack Reinforce increases the damage and speed of NAs.
You can move in any direction while firing NAs. Learning Slow Landing Attack-Ranger allows you to slowly fall while charging.
Uncharged
- The rocket can hit multiple enemies in a very small explosion radius.
- The rocket will explode after hitting an enemy, obstacle, and at a set distance.
- Due to travel time, the rocket can miss smaller enemies.
Charged
- Number in parenthesis represents the total damage if all 5 rockets hit the same enemy.
- Rockets can hit the same enemy multiple times, but will reduce each succeeding rocket's damage and PP recovery.
Weapon Action
Icon | Stat | 0 hits | +n hits | 10 hits |
---|---|---|---|---|
Power | 150 | +(n*5) | 200 | |
PP Recovery | 50 | +(n*5) | 100 |
Throw a sticky bomb onto an enemy that sticks to them for 20 seconds, with a cooldown of 60 seconds (30 seconds with Sticky Bomb Quick Reload). Hitting the enemy that has the bomb attached to it will prime the bomb, which will then explode after 10 seconds. Each hit on the enemy will increase its power and PP recovery by 5, maxing out at 10 hits (+50 power and PP recovery).
- n = number of hits, up to 10.
- Though the bomb is a relatively fast projectile, missing the bomb will not refund the cooldown.
- If the Launcher is multiweapon'd, you can use the other weapon to build up hits.
- The bomb disappears if you switch to another weapon type that is not multiweapon'd with a Launcher.
- If an enemy has a part that can broken and a sticky bomb is on it, it will stay in the air where the part break took place. It can still restore PP if it hits an enemy.
- Learning Sticky Bomb Advance will provide invincibility during the throwing animation.
Universal Actions
Action | Power | PP Recovery |
---|---|---|
Step Attack, (Reinforce) | 150 (180) | 5 |
Step Counter, (Reinforce) | 300 (360) | 15 |
Dash Attack | 250 | 18 |
Dive Attack | 200 | 0 |
- Step Attack/Counter: After a Step, press Normal Attack to fire an accurate laser shot. If you dodge an enemy's attack with Step, the damage is increased. Using Launcher Attack Reinforce increases the damage and speed of Step Attack and Counter.
- Dash Attack: Fire a piercing shot.
- Dive Attack: Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster.
Photon Blast
Fire a photon-enhanced rocket that, upon contact with an enemy or obstacle, creates an expanding explosion that then causes a devastating explosion.
- Damage is inflicted where the rocket hit the enemy, allowing it to hit weakpoints accurately.
- Possesses the highest damage-per-second out of all the Photon Blasts.
- Like all Photon Blasts, you are invincible during its animation.
- Power Notation: Measured in Power, deals 252 x 12 hits + 600.
Photon Arts
Fallen Impact
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Fallen Impact | Power | 500 | |
PP | 25 | ||
Description | |||
Launcher Photon Art. Drop down an explosive shell in front of you. |
- Fire a shell into the air that drops onto the marked area moments after.
- Functions even with an object above you.
- Can hit unintended parts of a larger enemy if targeting a lower part; if you aim for a Daityl's foot, you may hit its arm instead.
- Effective against enemies that do not move much.
- Can be canceled before firing the shell with Step.
- Power Notation: Deals 12.5% x 8 hits of noted power.
Fear Eraser
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Fear Eraser | Power | 1600 | |
PP | 35 | ||
Description | |||
Launcher Photon Art. Fire a high-powered photon laser. By pressing and holding down the PA button, it will continue to fire until PP is depleted. A follow-up attack will be added when used continuously for a certain amount of time. |
- Fire a laser as long as you are holding the PA button and have PP. When you let go/run out of PP after dealing 7 hits, you will fire a finishing blast.
- Hit interval is once every 0.5 seconds.
- You will also see your character flash and make a confirming "click" sound when you can fire the finishing blast.
- The laser can only hit an enemy once every interval, but can pierce through to hit other enemies with no damage decrease.
- Has good horizontal range, but cannot hit enemies above or below you. You can slowly turn while firing to adjust your range.
- Highly recommended to use when the enemy is downed.
- Provides super armor, and auto-Guards from the front when firing the finishing blast.
- Can be canceled before firing the laser with Step.
- Power Notation: The laser deals 12.5% per hit of noted power, and the finishing blast deals 25%.
Multi-launch
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Multi-launch | Power | 1150 | |
PP | 30 | ||
Description | |||
Launcher Photon Art. Fires a continuous volley of explosive shells ending in a devastating blast. Can be fired while moving or stationary. |
- Fire accurate explosive shells and finish off with a stronger shell.
- You can move during this PA until the final shell. If fired in the air, you will also stay in the air until the end of the PA.
- Effective for hitting specific parts of the enemy or a moving enemy; the shells will track to hit them.
- Can collide with "hard" objects (like walls). The final shell is slightly slower than the rest of the shells, so it may miss faster enemies.
- Provides invincibility when firing the final shell, and auto-Guards from the front afterwards until the end of the PA.
- Can be canceled after firing the first shell and before the final shell with Step.
- Power Notation: Shells deal 8% x 8 hits of noted power, and the final shell deals 36%.
Divine Impact
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Divine Impact | Power | 570 | |
PP | 28 | ||
Description | |||
Launcher Photon Art. Fires a blast in front of you. The recoil causes you to move back. Charging it will launch a powerful grenade instead. |
- When uncharged, fire a blast in front of you, with a shockwave that moves you back. When charged for 1 second, fire a grenade that explodes in a large radius.
- Can launch smaller enemies into the air.
- The charged grenade can collide with "hard" objects (like walls).
- Most effective against groups of enemies when charged.
- Auto-Guards from the front when releasing the attack either uncharged or charged.
- Can be canceled while charging with Step.
- Power Notation: When uncharged, the blast and shockwave deals 50% and 45% of noted power respectively, and when charged, the explosion deals 100%.
References
PSO2 NGS Japanese Swiki: Launcher PAs and Actions
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