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The absolute closest you can get right now is the Waker who has by far the most depth and the widest toolkit to deal with just about every situation in the game in a Hero-like fashion.
Despite the problems with the nature of Subclasses from Phantasy Star Online 2, New Genesis makes it very simple now with the following options:
You can definitely pick subclasses just because you want their weapons now - but in this case there are certainly very bad choices for this (Ranger and Techer are by far the worst subclasses you can choose as their core abilities do not work as a Subclass and the passives they do offer do absolutely nothing meaningful in the context of the "don't get hit" portions of the game). I would add the Gunner to this list as well if you intend to use Twin Machineguns because a Gunner subclass is absolutely horrific with Twin Machineguns due to the lack of Chain Trigger and its related skills.
Although I don't think Sega would discard an idea they had from base pso2 so its possible they'd release successor classes again.
They already need to buff (or nerf) a couple NGS classes and artes first.
Techter's damage is actually fine for what it can do with Wand, it just requires a lot of patience to learn playing around Wand's lag and using cancels (it's enough to alienate many players), but the class' support skills are too weak to counterbalance. It's also partially a fault of Glass Cannon mentality since I would love to use my healing on others and help them, but if everyone set themselves up to die in one hit intentionally, it invalidates: AoE Healing/Enhanced Healing/One half of Overemphasis.
Braver's Katana is super low risk/high reward while the Bow is just sorta there.
Partisan has a couple of niche uses; Thrusting Javelin with an Avenger counter has ridiculous potential in terms of mid-long term damage, but holding it is very risky depending on the situation. Triumphant Shift has good damage and is a great tool for vertical positioning too. But most Hunters seem to dismiss the weapon entirely because the Sword is much easier and has *generally* higher damage in the easier situations, and meanwhile the Wire seems stuck in the "Weapon Action ♥♥♥♥♥" role.
Zonde is ♥♥♥♥♥♥♥ brainless, and I hate that it's a reliable "strategy". Its DPS hurts all the other elements (and the reward of elemental damage bonus too). And if the answer is "buff every element": The other elements are neither a Techter's nor a Bouncer's problem, and the last thing Force needs is a buff.
Bouncer Soaring Blades. Never seen anyone with those, already that speaks volumes when I see more Techters with Wands.
I think NGS is in a better place balance wise than base game, but it still needs a bit of work.
The only exception to Ranger as a subclass is if you're playing Gunner as a main class.
Currently, Gunner's best damage subclass is Ranger, for a few reasons:
1. Spread Shot actually being decent.
2. Rifle Grenade (700% Potency when used as a Trap).
3. Gunner does not have innate PP problems any longer with the Class Skills they now have. This is compounded by the fact that, ideally, Gunners fish for extra damage with their Weapon Action Dodge (Stylish Roll) rather than using Sidestep, due to how it boosts the next PA's damage and gives said PA iframes throughout the whole animation.
The only time Gunners are using Sidestep is during a 100 Chain Trigger combo, and only when they can use it multiple times in quick succession; so during a sustained attack or AoE.
The only thing about this combo is to do it efficiently, you require a TMG/Rifle multiweapon, because simply switching weapon palettes too quickly cancels out damage or causes it to just not display. (You can view this yourself by using a Photon Blast with one weapon, and switching weapons before the animation ends. As it turns out, it's real easy to notice with the TMG Photon Blast's last hit.)
I can confirm, though, that Gunner is pretty terrible with TMGs when using Gunner as a subclass. No CT makes for pitiful damage output.
techter is an ok sub for force (and only force) if you need faster photon blast buildup. It's a very niche subclass after addons added more photon blast gain, but still potentially useful in a few situations.
ranger is also an ok sub for gunner (and only gunner) due to its rifle skills.
otherwise spot on.
some corrections: techter wand dmg is ok in a vacuum, but is let down by extremely harsh animation locks that aren't justified by its middling damage at best. it needs a whole bunch of qol and slight dmg buffs honestly
partisan is the best hunter weapon for skilled players, but it has a steeper learning curve and is harder to use. it also requires multiweapon with either sword or wire for its full potential, but it will outstrip a basic sword user any day if the player is sufficiently skilled.
zonde is brainless but talis is better aoe in many situations. rod doesn't need a buff but talis does, for bossing. force is top aoe but average bossing at best.
soaring blades is one of the strongest weapons in the game but is the absolute hardest weapon to play at its peak, with the highest skill ceiling and a rather unforgiving skill floor (relative to ngs classes - no weapon is super hard overall, but SB is definitely the hardest in ngs). mastering SB takes patience and a lot of knowledge and practice. many players will prefer an easier weapon to play, but it is by no means weak, in fact it almost rivals katana in strength when used right.
Give me a class that uses Slicer, Sega. Kthx.
Those classes are more or less a test run for what we play now in NGS so every class is an successor class. You see that very clearly with the Luster that Sega was testing out stuff for NGS.
I still hope Sega brings back some old classes/weapons from other games of the frenchise. Will never happen i know but thats the only sweet dream for NGS i have left so let me alone.
The question you should be asking is when will the current classes be finished. Since they're all watered down, mutilated abomination successor classes.