Ice Techniques
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Techniques | ||||||
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Fire | Ice | Lightning | Wind | Light | Dark | Fused |
Overview
Ice, as its name implies, causes the freezing status effect. This encases an enemy in ice. Frozen enemies will be in place for a long period of time or if they take enough damage to be released from being frozen.
The Force skill Deep Freeze increases the damage threshold before mobs will break out of being frozen.
Freezing freezes mobs in place wherever the mob is on a player's screen. Outside of bosses, mobs are not synced in movement, but status effects are synced.
Barta
Icon | Name | Stat | +1 | +17 | Description |
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Barta | Potency | 958 | 1145 | A novice Ice Technique. Utilizes intermediary photons to freeze the air itself and then fire it as a line of icicles. | |
DEX Correction | 100 | ||||
Charge Time | 0.6s | ||||
PP | 20 | ||||
Frozen | 28 | 30 |
- Travels along the terrain and will hit all targets in its path until its max range is reached. Or if it runs into a wall.
- It may behave erratically on slopes because of how it sticks to the terrain, not necessarily the "ground"
- The projectile can "leap off" a cliff and travel downward. However, it cannot "climb up" cliffs/walls.
- Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though.
- This can allow it to bypass some low walls/ cliffs.
- The projectile does hold a constant horizontal speed after it's released. It's not affected by slopes or hills (in increasing/decreasing its speed).
- Free aiming it and aiming up allows you to arc the shot. Aim too high and it won't have much horizontal distance/speed though.
- The width of the projectile is rather narrow compared to Foie or Ilzan.
- The projectile may be low enough to actually miss some enemies being knocked back. This effect is pronounced if used uncharged.
- Uncharged deals about 33% damage of a charged hit.
- Barta has a max projectile distance of about 80m. Uncharged is about 70m.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Potent | 1 | PP Cost -10~1 | Potency -30~10% | |
2 | PP Cost -10~1 | Potency -25~10% | Status Effect Rate +2% | |
3 | PP Cost -10~1 | Potency -20~10% | Status Effect Rate +4% | |
Glacial | 1 | Potency +70~100% | PP Cost +3~10 | Status Effect Rate +15% |
2 | Potency +100~130% | PP Cost +2~9 | Status Effect Rate +15% | |
3 | Potency +170~230% | Charge Time +0.10~0.30s | Status Effect Rate +15% |
Gibarta
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Gibarta | Potency | - | 1380 | An intermediate Ice Technique. Uses intermediary photons to flash-freeze the air into ice shards that assail a wide area in front of the user. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 23 | ||||
Frozen | 15 | 17 |
- Creates a roughly 90-degree field of ice in front of you.
- If used from a thrown Talis, the field is created in the direction the user is facing regardless of the position of the target.
- The field does up to 3 hits, charged or uncharged. Each hit is 33% of the listed power if charged, meaning you only get 99% of the listed power.
- Each hit does knock enemies back if they can be knocked back.
- Note that while the field covers good horizontal distance, it does not have much vertical coverage.
- Free aiming it up or down does not change its vertical orientation. The field is strictly horizontal. Only jumping or casting with a talis can change the vertical location of the field.
- Since the field stays in place for long (about 2.5-3 seconds), you can do other things while the field is in place.
- If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like Gifoie, just the field is shaped differently.
- This can cause odd behavior in enemies that spawn though. In the Kuron time attack, a floating mob may be frozen high up in the air if this is used as they spawn, but aren't killed on the first hit and get frozen.
- If each hit is strong enough to take out a target in one hit, enemies that spawn from one location may all die as they spawn, since they are hit immediately upon entering the field. This is similar to something like Gifoie, just the field is shaped differently.
- The length of the field created is approximately 16m in the aimed direction. (Should be exact, but target hitboxes may have an influence on this to some degree.)
Craft Type | Merit | Demerit | Special Effect | |
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Glacial | 1 | Potency +80~140% | Charge Time +0.30~1.00s | |
2 | Potency +140~190% | Charge Time +0.20~0.60s | ||
3 | Potency +150~200% | Freeze Rate -15~5% | ||
Potent | 1 | PP Cost -10~1 | Potency -30~10% | |
2 | PP Cost -10~1 | Potency -30~10% | Charge Time -0.05s | |
3 | PP Cost -10~1 | Potency -20~10% | Charge Time -0.07s |
Rabarta
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Rabarta | Potency | 979 | 1170 | An intermediate Ice Technique. Uses intermediary photons to interfere with atmospheric conditions summoning up a blizzard around the user. | |
DEX Correction | 100 | ||||
Charge Time | 0.8s | ||||
PP | 23 | ||||
Frozen | 23 | 35 |
- Does 4 hits total charged or uncharged. The first 2 hits are quick, with the remaining 2 coming out more slowly afterward.
- The range is actually slightly smaller than what the animation displays.
- Uncharged has a much smaller hit radius than charged
- None of the hits cause knockback
- However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place.
- Note uncharged has a lower freeze rate than charged.
- However, it does have a high natural freeze rate. This can be good in keeping mobs locked in place.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Abundant | 1 | Hit Interval -0.40s | Potency -30~10% | |
2 | Hit Interval -0.40s | Potency -25~10% | Freeze Rate +2% (Max Hits +1) | |
3 | Hit Interval -0.40s | Potency -20~8% | Freeze Rate +4% (Max Hits +1) | |
Glacial | 1 | Potency +80~150% | Charge Time +0.10~0.30s | |
2 | Potency +150~220% | Charge Time +0.10~0.30s | ||
3 | Potency +190~250% | Freeze Rate -25~15% |
Sabarta
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Sabarta | Potency | - | 1261 | An intermediate Ice Technique. Manipulates photons to modulate atmospheric pressure dropping icicles on a target. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 20 | ||||
Frozen | 15 | 17 |
- On targeted mobs, an initial hit will lock their movement/animation briefly as the animation plays out.
- If the mob is hit by anything else, it can start moving again seemingly. Or if not, it will at least start its knockback animation
- This doesn't work on bosses. Also, only the originally targeted mob that's hit by the initial freeze is put in this state.
- Uncharged damage is 1 hit of 44% of the listed power. Charged damage is 3 hits of 34% for 102% total of the listed power.
- The first actual damage hit does track the target you're locked onto. The 2nd and 3rd hits may not hit if the target moves out of technique's range after.
- Very long range if free aimed. Does not require ling of sight, so it can hit an enemy behind a wall.
- It can stop a launch or knockback.
Craft Type | Merit | Demerit | Special Effect | |
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Vast | 1 | Range +0.50m~2.00m | PP Cost +3~10 | |
2 | Range +1.00m~2.50m | PP Cost +2~9 | ||
3 | Range +1.20m~2.70m | Potency -20~10% | ||
Glacial | 1 | Potency +40~80% | Charge Time +0.10~0.30s | |
2 | Potency +70~120% | Charge Time +0.10~0.30s | ||
3 | Potency +110~160% | Charge Time +0.08~0.22s |
Nabarta
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Nabarta | Potency | 198 | 230 | An advanced Ice Technique. Generate continual atmospheric interference issuing forth a wave of cold as long as the button is held. | |
DEX Correction | 100 | ||||
Charge Time | - | ||||
PP | 30 | ||||
Frozen | 15 | 17 |
- This Technique cannot be charged.
- Hold the button down to keep the Technique casting. You can move while it's being cast.
- Costs 30 PP initially and PP drains at roughly 5 PP/ second. Note that if you just press the button and release again, you may consume 30 PP without doing anything.
- It can be used for an extremely quick Perfect Attack window.
- Natural PP recovery is stopped while casting. Force skill Charge PP Revival has no effect, since this can't be charged.
- Each hit is in approximately 0.5s intervals, and for the listed power.
- The "projectile" emitted by this does travel forward slowly, so it may take some time to hit a target not right by you.
- It seems to travel to about 10M in front of your current position.
- When used from a thrown Talis, its direction cannot be changed at all.
- Keep in mind, since this technique cannot be charged, it is affected by the Force skill Advanced Normal Tech.
Craft Type | Merit | Demerit | Special Effect | |
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Dire | 1 | Freeze Rate +10~20% | Potency -30~10% | |
2 | Freeze Rate +15~25% | Potency -20~10% | ||
3 | Freeze Rate +20~30% | Potency -15~5% | ||
Glacial | 1 | Potency +15~25% | Freeze Rate -20~10% | |
2 | Potency +25~40% | Freeze Rate -20~10% | ||
3 | Potency +30~45% | Freeze Rate -18~8% |
Zero Nabarta
Icon | Name | Stat | +1 | +17 | Description |
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Zero Nabarta | Potency | - | 1171 | Deploys ice shield when attacked. Confers invulnerability for a short period of time. Hold the skill button to maintain the shield. | |
DEX Correction | 100 | ||||
Charge Time | - | ||||
PP | 10 | ||||
Frozen | - | 40 |
Custom Type 1: Power +0 ~ +83
Custom Type 2: PP Consumption +0 ~ +10
- This Technique cannot be charged, like the original uncustomized version.
- The exploding glacial spike hits for a small area in front of you. Seems to extend a tiny bit past melee range.
- The default PP drain rate is approximately 50 PP/second. No natural PP regen works while this is held.
- The initial PP cost and drain rate are affected by PP cost reduction potentials and the Drink effect, similar to 0 Gigrants.
- Combo Var. P.Attack PP Save affects the initial cost, but not the drain rate. Again, similar to 0 Gigrants.
- The initial PP cost and drain rate are affected by PP cost reduction potentials and the Drink effect, similar to 0 Gigrants.
- After blocking an enemy's attack, you gain a short invincibility window, akin to Katana's counter/perfect guard.
- Your PP briefly stops draining after a successful block. No PP is regained on successful usage or damage.
- You can keep holding the button down after blocking an attack to keep blocking. Your PP will drain fast though. This is most useful if you're up against fast multi-hit attacks.
- The block timing continues for a small period of time after releasing 0 Nabarta. With the right timing, one can simply tap 0 Nabarta in anticipation of an attack, and continue performing other actions uninterrupted.
- The freeze rate is quite high.
- Similar to 0 Ramegid, a thrown Talis doesn't seem to affect this. The spike will appear in front of you rather than your thrown Talis to guard you.
- Unlike Tech Charge Parry (L), 0 Nabarta allows you to block multiple hits in succession due to the invincibility window generated upon a successful block.
Ilbarta
Icon | Name | Stat | +1 | +17 | Description |
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Ilbarta | Potency | 435 | 515 | An advanced Ice Technique. Deals damage and etches a crest that amplifies the intensity of subsequent casts of this Technique. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 25 | ||||
Frozen | 15 | 17 |
- Creates an explosion of ice directed at the target.
- Effective range is identical to your Lock-On range. Has no effect if there is no target. Can hit targets behind obstructions.
- Technically counts as two hits for certain purposes, such as Wand Focus, but only one hit inflicts damage.
- Each cast of Ilbarta generates a blue sigil on the target on hit. These sigils max out at 7 casts and increase the damage of Ilbarta based on the number of stacked sigils. Multiple players casting Ilbarta on the same target will collectively raise the sigil count. Sigils will reset if the target is not hit with another Ilbarta within a specific time period.
- Uncharged cast inflicts 50% of its notation at 1-3 stacks, 100% of its notation at 4-6 stacks, and 200% on the 7th cast.
- Charged cast inflicts 100% of its notation at 1-3 stacks, 200% of its notation at 4-6 stacks, and 800% on the 7th cast.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Intense | 1 | Charge Time -0.40~0.10s | Potency -50~30% | |
2 | Charge Time -0.45~0.15s | Potency -40~20% | ||
3 | Charge Time -0.50~0.20s | Potency -30~10% | ||
Glacial | 1 | Potency +60~100% | Charge Time +0.10~0.30s | |
2 | Potency +100~140% | Charge Time +0.10~0.30s | ||
3 | Potency +120~160% | Charge Time +0.10~0.30s |
Deband
Icon | Name | Stat | +1 | +17 | Description |
---|---|---|---|---|---|
Deband | Potency | 180 | 197 | An Ice-aspected support Technique. Stimulates photonic activity boosting the defensive capabilities of the user and nearby allies. | |
DEX Correction | 100 | ||||
Charge Time | 1s | ||||
PP | 20 |
- Default max duration is 1 minute.
- S4: Support Amplification from Atlas Exocet increases the max duration to 2 minutes.
- Techter skill Extend Assist increases the max duration to 3 minutes.
- The above effects do not stack. The maximum possible duration is still 3 minutes.
- Gain 15 seconds per pulse/tick by default.
- Fighter skill Adrenaline and its skill ring version increase the duration gained per pulse/tick to 45 seconds for the recipient only.
- This only applies to yourself. You need to have the skill to get increased duration per pulse/tick. Shifta can be casted by anyone and the effect will still apply.
- Techter skill Longarm Assist increases the duration gained per pulse/tick to 45 seconds from your own Deband only.
- Unlike Adrenaline, this only applies to your own Deband, and everyone who receives your Deband will get the increased duration, including yourself.
- Fighter skill Adrenaline and its skill ring version increase the duration gained per pulse/tick to 45 seconds for the recipient only.
- Boosts your base defense by 10% of the stated amount (at level 17, it's 19.7%).
- "Base defense" is defense from your skill trees, main/subclass level, title rewards, and your Mag.
- If you have the Techter skill Advanced Deband maxed, level 17 Deband boosts your base defense by 1.25 * 19.7% = 24.625%.
- Ice element mastery from Force skill tree does not boost Deband's defense.
- This does affect AIS and Dark Blast.
- Doesn't affect stationary turrets however.
- The best properties of all Debands used are taken into account. If your Deband is weaker, using your Deband will only extend the duration. This means that even if your Deband is worse or better in some parts, using multiple Debands will keep the strongest properties of the buff. If a Techter hits you with a completely maxed Deband (level 17, maxed Deband Cut, maxed Advanced Deband, etc.), you can keep it indefinitely by extending the duration with your own Deband.
- Like most other support techniques, casting any support technique that isn't Zondeel prematurely stops the field's effects, despite the animation still playing.
- Specifically Shifta, Deband, Zanverse, Resta, Anti, and Megiverse share this behavior.
- Base Deband range is approximately 1.5m uncharged, 6m charged.
- With the Techter skill Territory Burst, range is approximately 3m uncharged, 10m charged. Coupled with the main class Techter skill Support Range Extender, range is 5m uncharged, 13m charged.
- All these values are shared for at least Shifta and Resta.
- With the Techter skill Territory Burst, range is approximately 3m uncharged, 10m charged. Coupled with the main class Techter skill Support Range Extender, range is 5m uncharged, 13m charged.
Craft Type | Merit | Demerit | Special Effect | |
---|---|---|---|---|
Intense | 1 | Charge Time -0.40~-0.10s | PP Cost +3~10 | |
2 | Charge Time -0.45~-0.15s | PP Cost +2~9 | ||
3 | Charge Time -0.45~-0.15s | PP Cost +1~8 | Range +2.00m | |
Abundant | 1 | Hit Interval -0.30s | PP Cost +5~15 | (Max Charged Hits +1) |
2 | Hit Interval -0.30s | PP Cost +1~11 | (Max Charged Hits +1) | |
3 | Hit Interval -0.30s | PP Cost +1~8 | Range +1.00m (Max Charged Hits +1) |
Techniques | ||||||
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Fire | Ice | Lightning | Wind | Light | Dark | Fused |