Phantasy Star Online 2 New Genesis

Phantasy Star Online 2 New Genesis

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Bouncer tech arts
Whats the good ones? I know that the potency on down is great but only at lv10 which atm is impossible.
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Showing 1-8 of 8 comments
Mistfox May 7, 2024 @ 5:05am 
Question unclear, clarification needed.
Dr.Octagonapus May 7, 2024 @ 8:24am 
Originally posted by Mistfox:
Question unclear, clarification needed.
mb, Soaring blades. which ones are good for them.
Mistfox May 7, 2024 @ 3:09pm 
Originally posted by Dr.Octagonapus:
Originally posted by Mistfox:
Question unclear, clarification needed.
mb, Soaring blades. which ones are good for them.
I think you got it backwards which is why the question does not make sense. The best Techniques are what the enemy is weak to, not what you like to use. There is little point in using a technique that the enemy is not weak to other than just basic damage. So see what the enemy is weak to and use accordingly.

Now the other problem. Soaring Blades is more a physical attack build. Techniques are more for Jet Boots where the Techniques you use gives your weapon an elemental attribute. So if you are using Soaring Blades, focus more on your PAs than your Tech.
Last edited by Mistfox; May 7, 2024 @ 3:14pm
Dr.Octagonapus May 7, 2024 @ 3:31pm 
Originally posted by Mistfox:
Originally posted by Dr.Octagonapus:
mb, Soaring blades. which ones are good for them.
I think you got it backwards which is why the question does not make sense. The best Techniques are what the enemy is weak to, not what you like to use. There is little point in using a technique that the enemy is not weak to other than just basic damage. So see what the enemy is weak to and use accordingly.

Now the other problem. Soaring Blades is more a physical attack build. Techniques are more for Jet Boots where the Techniques you use gives your weapon an elemental attribute. So if you are using Soaring Blades, focus more on your PAs than your Tech.
Im talkng about the custom PAs, sorry.
Mistfox May 7, 2024 @ 6:31pm 
Originally posted by Dr.Octagonapus:
Im talkng about the custom PAs, sorry.
Sorry I tend to leave custom PAs out, none of them in NGS really impress me and they come with some really quirky downsides. You can leave them out until you are more familiar with your game, then try and see if any of them would improve on your more common used PAs.
Dr.Octagonapus May 7, 2024 @ 6:32pm 
Originally posted by Mistfox:
Originally posted by Dr.Octagonapus:
Im talkng about the custom PAs, sorry.
Sorry I tend to leave custom PAs out, none of them in NGS really impress me and they come with some really quirky downsides. You can leave them out until you are more familiar with your game, then try and see if any of them would improve on your more common used PAs.
Cool. The only ones ive been using is the Pinion increase ones.
RX-3DR May 7, 2024 @ 7:40pm 
Harrier Type 1 is stable, it's an indirect damage increase for single target by getting you extra Pinion charge. The faster you can get Pinion to charge without getting stuck on the cooldown timer, the more DPS you can push in the long run. But if you hold your Pinion often, you're wasting this efficiency.
Harrier Type 2 is alright but it depends on what you're fighting. Problem is you need to invest 10 levels for a small increase that has varying usefulness depending on the boss you're fighting.
Harrier Type 3 is so so. Attack speed is always designed to only give you a minimal DPS increase but lower DPP. For Bouncer thay parries mid attack, the faster animation isn't as useful.

Pheasant Type 1 makes it into a prefire bomb. The way the first half Pheasant works, you store the hits as you roll so if you can start the PA before an opportunity to attack and roll into a weakpoint, you apply all those extra hits. Only use it if you are very technical in it's use, such as starting the PA 3 seconds before Falz Aegis attacks, parrying the attack and landing all the hits stored up at that one moment. It lets you backload a lot more damage over a longer time and works like a weird Sword Overcharge.
Pheasant Type 2 is the power pick. It's a increase in DPS and DPP if you can sit in place and land all the hits with the follow up. It makes Harrier -> Pheasant an extremely efficient combination but needs you to be good at parrying to never have to cancel out of the spins.
Pheasant Type 3, same as Harrier Type 1, it's the safe pick but IMO, the for Pheasant, the other 2 choices are more valuable if you can use them right.

I only use Jet Boots recreationally so can't give good advice there.

Note: DPP is damage per photon. It's quite valuable for DB Bouncers because PP recovery on your normals are quite lackluster. With good DPP, you can recover most of your PP used for starting a PA from parrying, allowing you to never having to use normals against many bosses.
Last edited by RX-3DR; May 7, 2024 @ 8:39pm
Dr.Octagonapus May 7, 2024 @ 9:20pm 
Originally posted by RX-3DR:
Harrier Type 1 is stable, it's an indirect damage increase for single target by getting you extra Pinion charge. The faster you can get Pinion to charge without getting stuck on the cooldown timer, the more DPS you can push in the long run. But if you hold your Pinion often, you're wasting this efficiency.
Harrier Type 2 is alright but it depends on what you're fighting. Problem is you need to invest 10 levels for a small increase that has varying usefulness depending on the boss you're fighting.
Harrier Type 3 is so so. Attack speed is always designed to only give you a minimal DPS increase but lower DPP. For Bouncer thay parries mid attack, the faster animation isn't less useful.

Pheasant Type 1 makes it into a prefire bomb. The way the first half Pheasant works, you store the hits as you roll so if you can start the PA before an opportunity to attack and roll into a weakpoint, you apply all those extra hits. Only use it if you are very technical in it's use, such as starting the PA 3 seconds before Falz Aegis attacks, parrying the attack and landing all the hits stored up at that one moment. It lets you backload a lot more damage over a longer time and works like a weird Sword Overcharge.
Pheasant Type 2 is the power pick. It's a increase in DPS and DPP if you can sit in place and land all the hits with the follow up. It makes Harrier -> Pheasant an extremely efficient combination but needs you to be good at parrying to never have to cancel out of the spins.
Pheasant Type 3, same as Harrier Type 1, it's the safe pick but IMO, the for Pheasant, the other 2 choices are more valuable if you can use them right.

I only use Jet Boots recreationally so can't give good advice there.
thx
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Date Posted: May 7, 2024 @ 2:37am
Posts: 8