Force is a returning class in Phantasy Star Online 2: New Genesis.
A class geared towards long range combat, they make use of Techniques to assault the enemy from a distance. Making use of a variety of Techniques, they can exploit an enemy's Elemental Weaknesses.

Class Weapon Overview

Force has access to two unique weapons: Rod (NGS) Rods and Talis (NGS) Talises.

Rods

A long-shafted weapon augmented for Technique casting. The Rod allows Forces to freely move around while casting as well as block attacks with the Guard weapon action.

Using the Guard Weapon Action, you can block attacks and negate their damage when Guarding right before the attack hits you with a Perfect Guard, which also restores 30 PP when successfully performed.

Talises

A Technique device equipped on the arm that allows Force users to cast Techniques in different behaviors with Photon Art usage. The type of attack depends on the PA used.

Using the Talis Deploy Weapon Action, you can install a floating Talis that will attack nearby enemies, restoring PP.


Skill Tree Overview

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PP Conversion
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PP Recovery Boost
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Eradication PP Gain
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Technique Charge PP Well Up
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Resta Field Force Main Class
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Slow Landing Charge-Force
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PP Conversion Increase
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United Techniques: Force Main Class
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Foie Brand
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Barta Blot
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Zonde-Clad
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Photon Flare Main Class
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Technique Domination Main Class
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Zan Gale
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Grants Glitter
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Megid Sphere
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Photon Flare Short Charge Main Class
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Photon Flare After PP Gain Main Class
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Photon Flare Short Cycle Main Class
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Maintain PP Gain
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Elemental Bullet
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Rod Technique Hold
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Tricky Capacitor
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Talis Bloom After PP Gain Main Class
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Talis Bloom Revoke
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Rod React Advanced
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Elemental Bullet Extended Main Class
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Rod Technique PP Well Up Main Class
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Tricky Capacitor Quick Recharge Main Class
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Tricky Capacitor Gauge Amplifier Main Class
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Floating Pillbox Multirock

Skills

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PP Conversion
[Active Skill]
Decreases your Max HP for a set time in exchange for an increased natural PP recovery speed.
Prerequisite -
Effect Skill Level
1 2 3 4 5
Max HP Decrease Rate 20%
Natural PP Recovery Main Class 600% 630% 660% 680% 700%
Natural PP Recovery Sub Class 400% 450% 500% 550% 600%
Effect Duration 30s
Cooldown 180s
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PP Recovery Boost
Increases natural PP recovery.
Prerequisite -
Effect Skill Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
PP Recovery Main Class 150% 156% 162% 166% 172% 178% 184% 190% 195% 200% 202% 204% 206% 208% 210%
PP Recovery Sub Class 110% 114% 118% 122% 126% 130% 135% 140% 145% 150% 152% 154% 156% 158% 160%
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Eradication PP Gain
Recovers your PP when nearby enemies are defeated or are downed.
Prerequisite -
Effect Skill Level
1
PP Recovery Rate 5%
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Technique Charge PP Well Up
You can recover PP through natural recovery while charging Techniques.
Can only be used with Force weapons.
Prerequisite -
Effect Skill Level
1
- -
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Resta Field Force
Nearby characters will also be healed when you use a Restasigne.
Can only be used by a Main Class. Main Class
Prerequisite -
Effect Skill Level
1
- -
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Slow Landing Charge-Force
Slows fall speed when charging a Technique.
Can only be used with Force weapons.
Prerequisite -
Effect Skill Level
1
- -
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PP Conversion Increase
Increases the number of stocks of PP Conversion.
Prerequisite - PP Conversion Lv. 1
Effect Skill Level
1
Max Stock 2
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United Techniques: Force
Enables use of Compound Techniques. Fill the Compound Technique Gauge by attacking, then use the gauge to deploy Compound Techniques.
Can be stocked up to 2 times.
Can only be used by a Main Class/Force and Techter Weapons. Main Class
Prerequisite -
Effect Skill Level
1
- -
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Foie Brand
When you hit an enemy with a Fire Technique a certain number of times, a Seal of Flame is engraved. When you hit with another Fire Technique, the seal explodes, both causing an additional attack and restoring PP.
Prerequisite -
Effect Skill Level
1
- -
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Barta Blot
When you hit an enemy with an uncharged Ice Technique, an Ice Sigil is engraved which can be enhanced up to two times depending on the number of hits. When you hit with a charged Ice Technique, the sigil explodes, causing additional damage depending on its enhancement stage.
Prerequisite -
Effect Skill Level
1
Number Required (Stage 1) 4 times
Number Required (Stage 2) 7 times
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Zonde-Clad
Hitting an enemy with a number of uncharged Lightning Techniques will cause you to enter a high-voltage state. This state will strengthen the next charged Lightning Technique. After which you are returned to normal.
Prerequisite -
Effect Skill Level
1
Number Required 10 times
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Zan Gale
Hitting an enemy with an uncharged Wind Technique will affix a vortex. Hitting that with a charged technique of the same element will activate the vortex, causing additional attacks. The type of attacks caused by the vortex change depending on which technique you hit with.
Prerequisite -
Effect Skill Level
1
- -
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Grants Glitter
Hitting an enemy multiple times with a Light Technique will cause you to temporarily be surrounded by a halo. While it is active, using light techniques will cause additional attacks depending on the technique. Activating another halo while one is already active will not cause the effect to stack, but will instead reset the effect duration of the already active one.
Prerequisite -
Effect Skill Level
1
- -
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Megid Sphere
When you hit an enemy with uncharged Dark Techniques, you can stock up to 3 dark orbs. Using a charged Dark Technique will consume all of the orbs and increase the power of that technique by an amount corresponding to how many were stocked.
Prerequisite -
Effect Skill Level
1
- -
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Photon Flare
[Active Skill]
Boosts your max PP and the potency of your weapons for a set time.
Can only be used by a Main Class/Force weapons. Main Class
Prerequisite -
Effect Skill Level
1
Potency 120%
Added PP +50
Effect Duration 30s
Cooldown 180s
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Technique Domination
Increases damage dealt by techniques to downed enemies.
Can only be used by a Main Class. Main Class
Prerequisite -
Effect Skill Level
1
Potency 130%
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Photon Flare Short Charge
During a Photon Flare, your Technique potency is reduced, but charge time is shortened.
Can only be used by a Main Class/Force weapons. Main Class
Prerequisite - Photon Flare Lv. 1
Effect Skill Level
1
Potency 90%
Charge Time 60%
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Photon Flare After PP Gain
Any PP you use during a Photon Flare will be recovered when the Flare is over.
Can only be used by a Main Class. Main Class
Prerequisite - Photon Flare Lv. 1
Effect Skill Level
1
PP Recovery Rate 25%
Max PP Recovery +100
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Photon Flare Short Cycle
Reduces the effect duration of Photon Flare, but shortens the cooldown time.
Can only be used by Main Class. Main Class
Prerequisite - Photon Flare Lv. 1
Effect Skill Level
1 2 3 4 5
Effect Duration 25s 23s 21s 18s 15s
Cooldown 150s 135s 120s 105s 90s
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Maintain PP Gain
If you don't attack or dodge after using a Technique, your PP will recover.
Can only be used with a Rod. Rod (NGS)
Prerequisite - Photon Flare Lv. 1
Effect Skill Level
1
PP Recovery +15
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Elemental Bullet
Guard with a Weapon Action will add an attack by a Photonic bullet of the same element, when you next use a Technique.
Can only be used with a Rod. Rod (NGS)
Prerequisite -
Effect Skill Level
1
- -
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Rod Technique Hold
Sidestepping or using Weapon Action while charging a Technique will still maintain the charge status. Also, no PP will be consumed the next time the same technique is used, and the charge time will be shorter.
Prerequisite -
Effect Skill Level
1
- -
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Tricky Capacitor
[Active Skill]
Expend a gauge built up by attacks to fire a special long range attack.
Can only be used with a Talis. Talis (NGS)
Prerequisite -
Effect Skill Level
1
- -
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Talis Bloom After PP Gain
At the end of a Talis deployment triggered by a Photon Art, you recover PP based on the number of times a Technique was used while it was deployed.
Can only be used by a Main Class/Talis. Main Class Talis (NGS)
Prerequisite -
Effect Skill Level
1
PP Recovery Rate +4
Max PP Recovery +60
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Talis Bloom Revoke
Pressing and holding the Weapon Action button will cancel your Talis deployment by a Photon Art.
Can only be used with a Talis. Talis (NGS)
Prerequisite -
Effect Skill Level
1
- -
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Rod React Advanced
Using a Technique while guarding with a Weapon Action or successfully dodging with Sidestep will make you invulnerable for a while.
Can only be used with a Rod. Rod (NGS)
Prerequisite -
Effect Skill Level
1
- -
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Elemental Bullet Extended
If you refrain from attacking or dodging after using a technique, you will accumulate Elemental Bullets.
Can only be used by a Main Class/Rod. Main Class Rod (NGS)
Prerequisite -
Effect Skill Level
1
Cooldown 20s
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Rod Technique PP Well Up
You recover PP naturally while activating Techniques, however, your natural PP recovery speed is reduced.
Can only be used by a Main Class/Rods. Main Class Rod (NGS)
Prerequisite -
Effect Skill Level
1
PP Natural Recovery 30%
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Tricky Capacitor Quick Recharge
For a limited time after unleashing Tricky Capacitor, the Tricky Capacitor gauge will fill faster.
Can only be used by a Main Class/Talis. Main Class Talis (NGS)
Prerequisite - Tricky Capacitor Lv.1
Effect Skill Level
1
Gauge Accumulation Rate 150%
Effect Duration 20s
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Tricky Capacitor Gauge Amplifier
While your Talis is deployed due to a Photon Art, the level of your Tricky Capacitor gauge increases when you attack an enemy's elemental weak point with a Technique.
Can only be used by a Main Class/Talis. Main Class Talis (NGS)
Prerequisite - Tricky Capacitor Lv.1
Effect Skill Level
1
Gauge Accumulation Rate 250%


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Floating Pillbox Multirock
When Weapon Action is activated, attack multiple enemies intermittently for a set time by not performing a directional input.
Can only be used with a Talis. Talis (NGS)
Prerequisite -
Effect Skill Level
1
PP Recovery +15