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Same.
Volkraptor is the only thing I dislike about Partizan. It doesn't even fit with the rest of the weapon's kit. Like, it could be removed and Partizan would still feel like a complete weapon.
resistance and HP still works for those who sux at parrying charging PA is not always viable since sometimes enemy does chain attack or for those using hunter as a sub class, the most annoying thing is there is not much defensive/survivability augmentation around to experiment with.
The unfortunate part is that if you are just playing the game casually this is all fine and dandy - but Sega has a very narrow-minded focus on Potency (in Phantasy Star Online 2's case, it was damage multipliers and Critical Damage because it was so easy for certain class combinations to hit nearly 100% Critical Rate) being the end-goal. Phantasy Star Online 2 unfortunately suffered at this at the end of the day when your best options were the way they are because Sega's content balancing was geared in mind that people would be aiming for that level of damage and power which did result in there being legitimately bad builds and options for their more difficult content.
Not helped by creating damage gates that you had to do X amount of damage or just croak outright. The solo fight with yourself in the Profound Darkness UQ is an example. If they reintroduced that in NGS, some players are going to have problems because they don't have their rotations down pat or even have no idea about the concept of rotations yet.
https://youtu.be/8wXzlD-u7RY
go to timestamp 3:36
https://youtu.be/3eyw4swBxEc?t=216