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* AllYourPowersCombined: Fittingly for the last class to be released, Luster derives many of its mechanics from the other classes.
** Like Hunters, Baran-style Lusters can Perfect Guard through attacks with a well-timed Normal Attack, whereas Hunters do it with their Weapon Action or Charged Parry.
** Much like how Forces must charge their Techs for maximum damage, Lusters must expend their entire Focus bar to do maximum damage with their weapon actions.
** Like Fighters and Techters, Lusters benefit from increased uptime per tic of Shifta and Deband.
** Like Rangers, Lusters can attack while dodging in a manner akin to Dive Roll Shot.
** Like Bravers, Lusters can attack in both melee and ranged combat and possess a high critical hit rate.
** Like Bouncers, Lusters are able to jump multiple times in the area and cast support Techs like Megiverse and Zanverse with a special action.
** Like Heroes and Phantoms, Lusters can unleash a powerful melee CounterAttack after a successful sidestep. Lusters also have a special SuperMode skill and use {{Attack Drone}}s like Phantoms on top of a powerful finisher attack by reactivating their respective Time skill. Zandi-style Lusters also get buffs for dodging, much like Heroes.
** Like Double Saber-wielding Etoiles, Lusters are able to change the behavior of their Photon Arts by choosing or choosing not to use movement inputs while using them. They're also able to instantly teleport to a locked-on enemy in a manner akin to Quick Takes, with the major difference being that they can also teleport ''away'' from their target.
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** Luster's playstyle is hyper-aggressive, rewarding players with Voltage for constantly remaining on the attack. Voltage offers damage and defensive bonuses, as well as a free Shifta and Deband, on top of complete status immunity when maxed, but the Voltage meter rests in seconds, incentivizing the Luster to keep attacking until everything on the screen is dead.

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** Luster's playstyle is hyper-aggressive, rewarding players with Voltage for constantly remaining on the attack. Voltage offers damage and defensive bonuses, as well as a free Shifta and Deband, on top of complete status immunity when maxed, but the Voltage meter rests resets in seconds, incentivizing the Luster to keep attacking until everything on the screen is dead.

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* AttackAttackAttack:
** Luster's playstyle is hyper-aggressive, rewarding players with Voltage for constantly remaining on the attack. Voltage offers damage and defensive bonuses, as well as a free Shifta and Deband, on top of complete status immunity when maxed, but the Voltage meter rests in seconds, incentivizing the Luster to keep attacking until everything on the screen is dead.
** Furthermore, the Luster's version of Iron Will only resets upon hitting maximum Voltage. As a result, the best defense really is a decisive offense, as constantly attacking will refresh your LastChanceHitPoint.



* BladeSpam: Luster attacks extremely quickly, especially in melee. It's easy for them to dish out dozens of attacks in the span of a few seconds with Brand Extension. Luster Time Finish in particular has them move like a blur as they instantly slash a target a dozen times over before finishing with a powerful thrust.



** The class's Level 95 Skill, Quick Shoot, enables Zandi and Baran Styles to follow up a successful Sidestep evasion with a Weapon Action; Zandi can activate Quick Shoot if Sidestepping to the side, while Baran can activate Quick Shoot by Sidestepping forwards or backwards (and even combines with Step Guard).

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** The class's Level 95 Skill, Quick Shoot, Shot, enables Zandi and Baran Styles to follow up a successful Sidestep evasion with a Weapon Action; Zandi can activate Quick Shoot if Sidestepping to the side, while Baran can activate Quick Shoot by Sidestepping forwards or backwards (and even combines with Step Guard).



* DiscardAndDraw: One of their default skills is Non-Element, which negates the damage bonus you get for matching the Gunblade's Element to an enemy's elemental weakness but increases the RNG Pwr of the Gunblade by 70%.

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* DiscardAndDraw: One of their default skills is Non-Element, Elementless, which negates the damage bonus you get for matching the Gunblade's Element to an enemy's elemental weakness but increases the RNG Pwr of the Gunblade by 70%.70%.
* DoubleJump: They learn a skill that allows them to continuously jump into the air so long as they hold the jump button down while inthe middle of an attack input.



* FragileSpeedster: They have a faster attack speed than any other class but lack defensive bulk. Their very high number of hits, however, means they benefit greatly from LifeDrain Augments/Potentials.

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* FragileSpeedster: They have a faster attack speed than any other class but lack defensive bulk. bulk aside from the small damage resistance buff and Deband provided by Voltage and their Luster Will skill. Their very high number of hits, however, means they benefit greatly from LifeDrain Augments/Potentials.Augments/Potentials, while their extreme mobility and freedom of movement makes it possible to quickly reposition yourself to dodge attacks.
* GuideDangIt: Despite being the most input-intensive class in the game, Luster is the only class without a tutorial mission, forcing players to puzzle out its mechanics on their own.



* MixAndMatchWeapon / MorphWeapon: The undisputed masters of Gunslashes. If the Gunslash falls under the latter, it switches between forms ''extremely'' quickly during combos.

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* MixAndMatchWeapon / MorphWeapon: The undisputed masters of Gunslashes. Gunblades. If the Gunslash Gunblade falls under the latter, it switches between forms ''extremely'' quickly during combos.



* SlideAttack: By double-tapping the dodge button, they can enter a slide for extended invincibility frames along with dealing a small amount of damage to anyone in their path.



* WeaponOfChoice: The most straightforward example of this in the game. Lusters use Gunslashes and ''only'' Gunslashes.

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* WeaponOfChoice: The most straightforward example of this in the game. Lusters use Gunslashes Gunblades and ''only'' Gunslashes.Gunblades.

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* CombatMedic: Hunters can serve as impromptu healers in a pinch with their "Charged Parry" and "Healing Guard" skill. The former provides up to two seconds of Perfect Guard frames while charging a Photo nArt, while the latter heals the Hunter and all allies around them upon a successful Perfect Guard. Combine them against a multi-hit attack with allies nearby to rapidly heal yourself and them.



* CounterAttack: Encouraged by the "Charged Parry" skill, giving them Perfect Guard frames for 1.5 seconds while charging a Photon Art. This lets them charge straight through an enemy attack before unleashing the Photon Art at close range.

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* CounterAttack: CounterAttack:
**
Encouraged by the "Charged Parry" skill, giving them Perfect Guard frames for 1.5 seconds while charging a Photon Art. This lets them charge straight through an enemy attack before unleashing the Photon Art at close range.range.
** "Blaze Parry" normally does middling damage for a PA, but if the Hunter times a Perfect Guard in the middle of the animation just right, the attack's range, power, and speed dramatically increase, making it a staple for aggressive endgame boss fights as the most powerful tool in a Sword-wielding Hunter's arsenal.

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* HalfTheManTheyUsedToBe: This is the intent of "Distortion Pierce", which causes the Etoile to stab their Soaring Blades into an area in front of them before pulling the swords apart. Meanwhile, the Edges sweep in from the sides to cut them in half again.

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* HalfTheManTheyUsedToBe: HalfTheManHeUsedToBe: This is the intent of "Distortion Pierce", which causes the Etoile to stab their Soaring Blades into an area in front of them before pulling the swords apart. Meanwhile, the Edges sweep in from the sides to cut them in half again.



* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, their ability to traverse areas quickly and cheaply pales in comparison to the other Scion Classes due to their access to Safoie-0 and Ilzonde.

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* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, their the Etoile's ability to traverse areas quickly and cheaply pales in comparison to the other Scion Classes due to their access to Safoie-0 and Ilzonde.Ilzonde. In addition, Etoile can be used as a subclass to add Damage Balancer's damage resistance to shore up another class' defenses. a Guard Stance Hunter with an Etoile sub is infamous for being nearly impossible to kill.


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* ShapingYourAttacks: "Blade Destruction" shapes photons into a sword that the Etoile will then kick into their opponent for huge damage.
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* BoringButPractical: Amusingly, one of Rappy's most popular builds is an "auto" build that capitalizes on the Spirited Parfait's normal attack boost. Rappy happens to boast one of the shortest normal attack strings among Pets since it only consists of two pecks and doesn't link into a combo, meaning its base damage is higher than average to compensate. Stacking a Spirited Parfait and a Super Spirited Parfait lets Rappy peck enemies to death with +110% peck damage.

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* DifficultButAwesome: Luster is far and away the most mechanically complex class in the game, with an almost excessive amount of combat options and the Voltage mechanic requiring players to stay on the offensive. If you can master the class's extreme learning curve it's also one of the most powerful classes in the game.

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* DifficultButAwesome: DifficultButAwesome:
**
Luster is far and away the most mechanically complex class in the game, with an almost excessive amount of combat options and the Voltage mechanic requiring players to stay on the offensive. If you can master the class's extreme learning curve it's also one of the most powerful classes in the game.game.
** Enhance Combo is one of the most obtuse skills to use effectively. By learning it, you can chain an Enhance PA into another Enhance PA without stopping or consuming PP by holding the PA's button ''before'' the Perfect Attack circle for the PA you're currently executing appears, causing the player to perform the second half of the next PA at the cost of one bar of Focus. It's quite difficult to get used to since [[DamnYouMuscleMemory you must condition yourself to not wait for the Perfect Attack circle like for other classes]], but as Fomel Style can Quick Shoot off an Enhance Combo you can become a DPS machine with proper execution.

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* HalfTheManTheyUsedToBe: This is the intent of "Distortion Pierce", which causes the Etoile to stab their Soaring Blades into an area in front of them before pulling the swords apart. Meanwhile, the Edges sweep in from the sides to cut them in half again.



* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, their ability to traverse areas quickly pales in comparison to the other Scion Classes.

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* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, their ability to traverse areas quickly and cheaply pales in comparison to the other Scion Classes.Classes due to their access to Safoie-0 and Ilzonde.



* SpinAttack: "Connect" causes the Etoile to spin around with their swords to cleave a single target for heavy damage.



** One Dual Blade Photon Art shoots an array of beams.
** "Luminous Beam" shoots a powerful laser from the tip of the Etoile's Wand to deal huge damage over time. The focused version trades this for a single short-ranged blast for a large amount of burst damage.

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** One Dual Blade Photon Art shoots "Light Wave" causes the Etoile to shoot off multiple arcs of energy from their Soaring Blades that pierce foes before finishing with an array of beams.
x-shaped attack.
** "Luminous Beam" Flare" shoots a powerful laser from the tip of the Etoile's Wand to deal huge damage over time. The focused version trades this for a single short-ranged blast for a large amount of burst damage.


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* UnrealisticBlackHole: Etoile Wand's "Black Hole Rapture" causes a gravity well to open up at the target location, sucking in enemies similarly to Zondeel before blowing up to deal continuous damage. The focused version has less range, but a longer duration and 2.5 times more damage.
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* ZettaiRyouiki: The female Phantom uniform has this at Grade B.
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* DifficultButAwesome: Scion classes are so far divorced from the base classes, that learning ''how'' to use them properly is a hurdle in itself. Their skills and arts are firmly "what you see is what you get", as they're locked out from taking sub-classes to expand their repertoire, forcing players to work within the restrictions to get the best mileage out of a Scion class. If you're able to surmount the learning curve, then you're going to be a force to be reckoned with.

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* DifficultButAwesome: Scion classes are so far divorced from the base classes, classes and mechanically dense, that learning ''how'' to use them properly is a hurdle in itself. Their skills and arts are firmly "what you see is what you get", as they're locked out from taking sub-classes to expand their repertoire, forcing players to work within the restrictions to get the best mileage out of a Scion class. If you're able to surmount the learning curve, then you're going to be a force to be reckoned with.

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* DifficultButAwesome: Scion classes are so far divorced from the base classes, that learning ''how'' to use them properly is a hurdle in itself. Their skills and arts are firmly "what you see is what you get", as they're locked out from taking sub-classes to expand their repertoire, forcing players to work within the restrictions to get the best mileage out of a Scion class. If you're able to surmount the learning curve, then you're going to be a force to be reckoned with.



* MechanicallyUnusualFighter: All of the scion classes have wildly different takes on the weapons they wield, utilizing them in unique ways detailed in their respective sections. One thing they do share is that their Photon Arts are all hard-coded into the class, no discs required.

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* MechanicallyUnusualFighter: All of the scion Scion classes have wildly different takes on the weapons they wield, utilizing them in unique ways detailed in their respective sections. One thing they do share is that their Photon Arts are all hard-coded into the class, no discs required.

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* DifficultButAwesome: Phantoms have access to essentially 10 Photon Arts per weapon at any given time due thanks to their unique Shift Weapon Action mechanics, high mobility, the ability to deal great DPS and burst damage through their markers, and the ability to fight effectively at close and long range. But juggling all these mechanics can be difficult, especially due to the aforementioned Weapon Action mechanic. In addition, Phantoms have no safety net skills like Damage Balancer or Iron Will nor do they have the ability to block attacks, meaning that they ''have'' to time their sidesteps well to avoid eating dirt.

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* DifficultButAwesome: DifficultButAwesome:
**
Phantoms have access to essentially 10 Photon Arts per weapon at any given time due thanks to their unique Shift Weapon Action mechanics, high mobility, the ability to deal great DPS and burst damage through their markers, and the ability to fight effectively at close and long range. But juggling all these mechanics can be difficult, especially due to the aforementioned Weapon Action mechanic. In addition, Phantoms have no safety net skills like Damage Balancer or Iron Will nor do they have the ability to block attacks, meaning that they ''have'' to time their sidesteps well to avoid eating dirt.dirt.
** This is most exemplified with Phantom Katana. Katanas lack the range and marker production of the Phantom Assault Rifle or the gratuitous I-frames and PP regeneration of a Phantom Rod. The Katana's short range also puts the Phantom in incredible danger, forcing them to rely on brief I-frames on their Photon Arts and their sidestep to get by. But the trade off is the highest potential DPS and marker damage of all of the Phantom's weapons as well as excellent ability to reposition mid-combat.



* SwordBeam: "Quick Cut", the Phantom Katana's weapon action, sends out a slash that cuts the first enemy it collides with.



The second scion class of EPISODE: 6, introduced in Winter 2019. In contrast to the previous two scion classes, the Etoile is mostly a CloseRangeCombatant in comparison. Coupled with their close combat prowess is their stalwart defenses, making them unparalled tanks.

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The second scion class of EPISODE: 6, introduced in Winter 2019. In contrast to the previous two scion classes, the Etoile is mostly a CloseRangeCombatant in comparison. Coupled with their close combat prowess is their stalwart defenses, making them unparalled unparalleled tanks.



* DifficultButAwesome: Etoiles possess unrivaled tankiness and the ability to put out loads of both single-target and AOE DPS with their Photon Arts. But their inability to be healed by anything but their own skills and items can make them a liability if they fail to use their defensive options properly to build up focus and keep their damage up.



* TeleportSpam: Double Saber-wielding Etoiles can perform a "Quick Take" by using a normal attack or weapon action after specific points on their combos, counters, and Photon Arts, teleporting directly to a locked-on enemy and attacking them. Wand-using Etoiles can also teleport short distances and fire a ranged projectile afterward by holding down and release the weapon action after a short period.

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* TeleportSpam: Double Saber-wielding Etoiles can perform a "Quick Take" by using a normal attack or weapon action after specific points on their combos, counters, and Photon Arts, teleporting directly to a locked-on enemy and attacking them. Wand-using Etoiles can also teleport short distances and fire a ranged projectile afterward by holding down and release releasing the weapon action after a short period.

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* DeathOfAThousandCuts: "Chain Trigger" allows a Gunner to prep for massive burst damage by marking a specific point on an enemy and then repeatedly shooting that spot with their normal attacks. Under ideal circumstances, they'll be able to hit it 100 times (50 with the appropriate skill) for the maximum damage bonus, turning the next Photon Art used into a ridiculous spray of giant numbers. Even better, they can do start the process all over again, as there's a skill that reduces the cooldown of Chain Trigger proportionately to how high the chain went before it's unleashed.



* SuperMode: "Hero Time" can only be activated once the Hero's Focus Gauge is maxed. Upon activation, the Hero will gain +50 attack power every time they deal damage, stacking up to a maximum of 999, pushing their damage output to the limit. Their PP is also topped off on activation, allowing them to get a jump start on wreaking mass carnage. When Hero Time is deactivated manually, a finisher is evoked, each weapon carrying a differerent effect on deactivation.

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* SuperMode: "Hero Time" can only be activated once the Hero's Focus Gauge is maxed. Upon activation, the Hero will gain +50 attack power every time they deal damage, stacking up to a maximum of 999, pushing their damage output to the limit. Their PP is also topped off on activation, allowing them to get a jump start on wreaking mass carnage. When Hero Time is deactivated manually, a finisher is evoked, each weapon carrying a differerent different effect on deactivation.


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* LimitBreak: Like Heroes, Phantoms have a finisher attack that can be activated to end Phantom Time prematurely, unleashing a powerful wide-ranged attack that will obliterate anything short of a boss.


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* OneHitPolykill: Every shot in the Phantom Assault Rifle's three-hit combo can pierce enemies, allowing them to shoot down rows of foes all at once. Kugelsturm and the shot from Shift Nachtangriff also pierce enemies.


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* TeleportSpam: A Katana-wielding Phantom with good timing can use their weapon action after a specific point on every Photon Art and basic attack combo to instantly teleport to a target and attack them.


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* CloseRangeCombatant: Unlike the other Scion classes, the Etoile is exclusively a melee class specializing in brawling with foes in close quarters with their superior counterattacking options and durability. [[DownplayedTrope That said, they also have numerous mid-range attack options.]]


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* MultiMeleeMaster: Etoiles exclusively use melee weapons: Double Sabers, Soaring Blades, and Wands.


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* TeleportSpam: Double Saber-wielding Etoiles can perform a "Quick Take" by using a normal attack or weapon action after specific points on their combos, counters, and Photon Arts, teleporting directly to a locked-on enemy and attacking them. Wand-using Etoiles can also teleport short distances and fire a ranged projectile afterward by holding down and release the weapon action after a short period.

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* SuperMode: "Hero Time" can only be activated once the Hero's Focus Gauge is maxed. Upon activation, the Hero will gain +50 attack power every time they deal damage, stacking up to a maximum of 999, pushing their damage output to the limit.

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* SuperMode: "Hero Time" can only be activated once the Hero's Focus Gauge is maxed. Upon activation, the Hero will gain +50 attack power every time they deal damage, stacking up to a maximum of 999, pushing their damage output to the limit. Their PP is also topped off on activation, allowing them to get a jump start on wreaking mass carnage. When Hero Time is deactivated manually, a finisher is evoked, each weapon carrying a differerent effect on deactivation.


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* LifeDrain: "Marker Heal", which aptly heals the Phantom's HP when detonating a max-level mark.


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* SuperMode: "Phantom Time", which can be invoked when the Focus Gauge is at least half-full. The Phantom is invulnerable for the first 5 seconds upon activation, extends sidestep invulnerability, lowers PP costs by 20%, and accelerates marker gain. Like the Hero, ending Phantom Time manually evokes a finisher that does different effects depending on the active weapon.

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* CanonName: Shizuru for default male Phantom and Helga for the default female Phantom

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* CanonName: Shizuru for default male Phantom and Helga for the default female Phantom.
* CombatPragmatist: As per Kyokuya's own words, a
Phantom cares not for the means, only the ends. As a result, they'll lower themselves to dirty and unfair combat if it means accomplishing their goals. This is reflected in their ability to seemingly vanish from sight and reappear for a sneak attack, which is reflected in gameplay by their "Stealth Tech Charge" skill, rendering a Phantom invulnerable for 1 second while charging a Technique. Phantoms also inflict gratuitous amounts of Jellen to enfeeble their opponents, reducing the damage their enemy's damage output for the sake of the whole party.



* CriticalHitClass: "Critical Stream" grants bonus critical hit rate and damage depending on how much PP the Phantom has. It maxes out at 300 PP, providing a whopping 60% crit rate as well as 5% bonus crit damage. This makes Phantoms crit hard, and a Phantom subclass can make classes with their own crit skills like Bouncer and Braver crit even harder and more often.



* EverythingsBetterWithSpinning: Many of of a Phantom's Rifle animations involve them twirling around, such as their weapon action and the startup and ending of Shift Kugelsturm. These animations are actually invincibility frames that can be used to dodge attacks, allowing a Phantom to flashily evade while continuing to hit back.



* MagicKnight: Where the Hero leaned more heavily on the Knight aspect, Phantoms have more of the Magic side, possessing several skills focused on improving their ability to charge techniques and inherently getting a brief invincibility period when they do so.

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* MagicKnight: Where the Hero leaned more heavily on the Knight aspect, Phantoms have more of the Magic side, possessing several skills focused on improving their ability to charge techniques and inherently getting a brief invincibility period when they do so. Rod-wielding Phantoms also automatically dish out an extra attack whenever they cast a Tech, recovering a small amount of PP.



* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its ability to act as a melee, ranged, and casting weapon, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multipliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.

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* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its ability to act as a melee, ranged, and casting weapon, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multipliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.
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* PowerfulButInaccurate: "Jetsweep Kick" is the Jet Boots' most powerful Photon Art for bossing. Its power scales with the Focus Gauge, dealing a whopping 420% of the listed damage percentage at maximum focus. However, it has a lengthy windup time that gives bosses plenty of time to move out of the way if used carelessly, draining the entire Focus Gauge for nothing. Aim carefully, Bouncers.

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* PowerfulButInaccurate: "Jetsweep Kick" is the Jet Boots' most powerful Photon Art for bossing. Its power scales with the Focus Gauge, dealing a whopping 420% of the listed damage percentage at maximum focus. However, it has a lengthy windup time that gives bosses plenty of time to move out of the way if used carelessly, draining the entire Focus Gauge for nothing. What makes this fall shy of AwesomeButImpractical is that the setup is quick enough to justify the risk of whiffing your attack. Aim carefully, Bouncers.
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* MarkedToDie: The Phantom Markers, which adds to their ridiculous burst damage. Phantoms mark enemies they attack, indicated by a spiked white circle and hazy aura that can be stacked. These marks can then be set off with a charged Weapon Action, spiking the enemy for immense damage and restoring your PP.
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[[center: [- [[Characters/PhantasyStarOnline2 Main Page]] | [[Characters/PhantasyStarOnline2ARKS ARKS]] ([[Characters/PhantasyStarOnline2ARKSGuardians Guardians]] | [[Characters/PhantasyStarOnline2ARKSCouncilOfSix Council of Six]] | '''Classes''') | [[Characters/PhantasyStarOnline2Earth Earth]] | [[Characters/PhantasyStarOnline2Omega Omega]] | [[Characters/PhantasyStarOnline2OtherPlanets Other Planets]] | [[Characters/PhantasyStarOnline2Enemies Enemies]] ([[Characters/PhantasyStarOnline2EnemiesFalspawn Falspawn]]) | [[Characters/PhantasyStarOnline2es 2es]] -] ]]

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[[center: [- [[Characters/PhantasyStarOnline2 Main Page]] | [[Characters/PhantasyStarOnline2ARKS ARKS]] ([[Characters/PhantasyStarOnline2ARKSGuardians Guardians]] | [[Characters/PhantasyStarOnline2ARKSCouncilOfSix Council of Six]] | '''Classes''') | [[Characters/PhantasyStarOnline2Earth Earth]] | [[Characters/PhantasyStarOnline2Omega Omega]] | [[Characters/PhantasyStarOnline2OtherPlanets Other Planets]] | [[Characters/PhantasyStarOnline2Enemies Enemies]] ([[Characters/PhantasyStarOnline2EnemiesFalspawn Falspawn]]) [[Characters/PhantasyStarOnline2TheProfoundDarkness The Profound Darkness]] | [[Characters/PhantasyStarOnline2es 2es]] -] ]]

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* CounterAttack: The Double Saber and Dual Blades both allow the wielder to deliver a powerful riposte after blocking an enemy's attack. The Double Saber also has the Step Guard skill, which automatically performs a counter if you successfuly avoid an enemy attack by Stepping into it.

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* CounterAttack: The Double Saber and Dual Blades both allow the wielder to deliver a powerful riposte after blocking an enemy's attack. The Double Saber also has the Step Guard skill, which automatically performs a counter if you successfuly successfully avoid an enemy attack by Stepping into it.it. Wand Photon Arts also have guard frames at a certain point on every animation, allowing an Etoile with good timing to simply shrug off an attack and hit back.
* CripplingOverspecialization: The [[LimitBreak Full Connect]] mechanic of Etoile Soaring Blades lets them put out massive burst damage, but all of their Photon Arts have lower damage multipliers to compensate, meaning that they'll underperform if Connect and Full Connect aren't used regularly.



* SwordBeam: One Dual Blade Photon Art shoots an array of beams.

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* SwordBeam: SwordBeam:
**
One Dual Blade Photon Art shoots an array of beams.beams.
** "Luminous Beam" shoots a powerful laser from the tip of the Etoile's Wand to deal huge damage over time. The focused version trades this for a single short-ranged blast for a large amount of burst damage.
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An advanced class that favors consecutive single target damage by chaining Photon Arts along with their weapon action. The class was introduced in EPISODE: 6.

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An advanced class that favors consecutive single target damage by chaining Photon Arts along with their weapon action. Nimble and calculating, Phantoms also specialize in marking their enemies, then executing them with their weapon action. The class was introduced in EPISODE: 6.

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* LimitedMoveArsenal: The classes's weapons have only four Photon Arts per type, though that doesn't stop them from doing some ludicrous things. The Phantom, however, is a subversion; despite having only four arts per weapon on paper, their Weapon Action changes the behavior of their next art, doubling their arsenal in practice similar to a Jet Boots Bouncer.

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* LimitedMoveArsenal: The classes's weapons have only four Photon Arts per type, though that doesn't stop them from doing some ludicrous things. This is especially noticeable with Etoile, which cannot use Techs, limiting them to their Photon Arts and a single active skill in "Over Drive" while putting emphasis on utilizing their Weapon Action to maximum effect. The Phantom, however, is a subversion; despite having only four arts per weapon on paper, their Weapon Action changes the behavior of their next art, doubling their arsenal in practice similar to a Jet Boots Bouncer.



* LimitBreak: If an Etoile uses their Soaring Blades Weapon Action three times in a row, they'll combine their two sword into a {{BFS}} that deals a massive amount of burst damage at the cost of a lengthy windup and the entire Focus gauge.

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* LimitBreak: LimitBreak:
**
If an Etoile uses their Soaring Blades Weapon Action three times in a row, they'll combine their two sword into a {{BFS}} that deals a massive amount of burst damage at the cost of a lengthy windup and the entire Focus gauge.gauge.
** Similarly, Wand-using Etoiles can hold down their Weapon Action to expend Focus to create a powerful barrier around themselves. If enough Focus is spent in one use, it can be unleashed as a powerful CounterAttack that deals massive damage to all enemies around them.
* MagicalGirl: Despite lacking the ability to use Techs, wand-using Etoiles have this esthetic, daintily floating around and striking foes with their wand before unleashing torrents of energy to wipe out swathes of enemies.
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* LimitedMoveArsenal: The classes's weapons have only four Photon Arts per type, though that doesn't stop them from doing some ludicrous things. The Phantom, however, is a subversion; despite having only four arts per weapon on paper, their Weapon Action effectively doubles their arsenal in practice, similar to a Jet Boots Bouncer.

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* LimitedMoveArsenal: The classes's weapons have only four Photon Arts per type, though that doesn't stop them from doing some ludicrous things. The Phantom, however, is a subversion; despite having only four arts per weapon on paper, their Weapon Action effectively doubles changes the behavior of their next art, doubling their arsenal in practice, practice similar to a Jet Boots Bouncer.

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* LimitedMoveArsenal: The classes's weapons have only four Photon Arts per type, though that doesn't stop them from doing some ludicrous things. The Phantom, however, is a subversion; despite having only four arts per weapon on paper, their Weapon Action effectively doubles their arsenal in practice, similar to a Jet Boots Bouncer.



* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its ability to act as a melee, ranged, and casting weapon, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multpliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.

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* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its ability to act as a melee, ranged, and casting weapon, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multpliers multipliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.
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** Like the Hero's Talises, Rods have Photon Arts of their own, consequently functioning more as a legitimate hybrid weapon than a mere spell catalyst. Phantom Rod Photon Arts cover a wide area to deal continuous damage over time.

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** Like the Hero's Talises, Rods have Photon Arts of their own, consequently functioning more as a legitimate hybrid weapon than a mere spell catalyst. Phantom Rod Photon Arts cover allow it to serve as a wide area hybrid ranged and melee weapon to deal continuous damage over time.time as well as act as a pseudo-Talis for tech-casting.



* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its wide, sweeping attacks, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multpliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.

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* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its wide, sweeping attacks, ability to act as a melee, ranged, and casting weapon, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multpliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.

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* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, their ability to traverse areas quickly pales in comparison to the other Scion Classes, which also makes them a MightyGlacier.

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* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, their ability to traverse areas quickly pales in comparison to the other Scion Classes, which also makes them a MightyGlacier.Classes.



* MightyGlacier: They fight slow, they move slow, but boy, can they deal as much punishment as they can take.

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* FragileSpeedster: Variant when it comes to magic; they have a skill that increases speed cast and lowers photon needed, but lowers the damage.

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* FragileSpeedster: FragileSpeedster:
**
Variant when it comes to magic; they have a skill that increases speed cast and lowers photon needed, but lowers the damage.damage.
** Like Heroes, Phantoms are rewarded with extra attacks by dodging perfectly. Unlike Heroes, they don't have an Iron Will-esque skill to keep them alive should they get hit.



** Like the Hero's Talises, Rods have Photon Arts of their own, consequently functioning more as a legitimate hybrid weapon than a mere spell catalyst.

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** Like the Hero's Talises, Rods have Photon Arts of their own, consequently functioning more as a legitimate hybrid weapon than a mere spell catalyst. Phantom Rod Photon Arts cover a wide area to deal continuous damage over time.



* SquishyWizard: While the Phantom Rods' Photon Arts encourage users to take advantage of its wide, sweeping attacks, it's fairly popular to simply play Phantom in a manner skin to a faster Force, taking advantage of the increased charge rate and safety with "Phantom Stealth Charge" to constantly sling Techs while weaving through enemy attacks. Phantoms also have the advantage of having unconditional multpliers on all their Techs compared to the FireIceLightning of Force and the Light, Dark, and Wind specialty of Techters. The main downside of this playstyle is Phantom's inability to use Compound or Simple Compound Techniques.



* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility.

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* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility.mobility in-combat. However, their ability to traverse areas quickly pales in comparison to the other Scion Classes, which also makes them a MightyGlacier.
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* MightyGlacier: They fight slow, they move slow, but boy, can they deal as much punishment as they can take.
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* UselessUsefulSpell: Lord of Thorn reduces your Marker gain in exchange for boosting Marker Detonation damage. However, you ''lose'' DPS for every point you put into it after 3 SP, and putting too many points into it makes building Markers on mooks extremely difficult as they will typically die before you hit max Marker. Not to mention that the prevalence of damage capped content prior to Divide Quest makes boosting Marker damage meaningless after a certain point as you will waste extra burst after 999,999 damage. It's one of the few Skills on the Phantom tree that isn't considered mandatory in terms of {{Metagame}}.

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* ArmorPiercingAttack: Weapon Resist Rule Out lets them temporarily bypass weapon resistances.

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* ArmorPiercingAttack: Weapon Resist Rule Out lets them temporarily bypass weapon resistances.



* DiscardAndDraw: One of their default skills is Non-Element, which negates the damage bonus you get for matching the Gunblade's Element to an enemy's elemental weakness but increases the RNG Pwr of the Gunblade by 70%.



* LimitBreak: Like Hero Time and Phantom Time, Luster Time can be followed up by the powerful Luster Time Finish attack, which ends Luster Time and triggers an extremely powerful combo attack that rends apart anything in your way. As a bonus, it also triggers your Style's unique ability.



* MechanicallyUnusualClass: The main gimmick of the class is a unique mechanic called "Voltage", where repeatedly landing hits on enemies causes the Voltage counter to rise. Having more Voltage boosts your damage, and if you have the appropriate Skill, reaching 500 Voltage triggers High Voltage, where you gain a Crit Rate boost, damage reduction, halved Active Skill cooldowns, status immunity, and refreshed Luster Will if you've used it. The downside of this mechanic is that the counter resets if you take too long to hit enemies, but you can also learn a skill that restores HP and PP when your Voltage resets. Unlike most Scion gimmicks, Voltage can also be inherited by other Classes if Luster is subclassed, allowing regular Classes to gain the same benefits.

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* MechanicallyUnusualClass: MechanicallyUnusualClass:
**
The main gimmick of the class is a unique mechanic called "Voltage", where repeatedly landing hits on enemies causes the Voltage counter to rise. Having more Voltage boosts your damage, and if you have the appropriate Skill, reaching 500 Voltage triggers High Voltage, where you gain a Crit Rate boost, damage reduction, halved Active Skill cooldowns, status immunity, and refreshed Luster Will if you've used it. The downside of this mechanic is that the counter resets if you take too long to hit enemies, but you can also learn a skill that restores HP and PP when your Voltage resets. Unlike most Scion gimmicks, Voltage can also be inherited by other Classes if Luster is subclassed, allowing regular Classes to gain the same benefits.benefits.
** Unlike all of the other Classes in the game, the majority of its core skills are level-locked but are also free to take, much like the generic quality-of-life skills and Level 85 Skill that other Classes get.
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* CounterAttack: Similar to Hero, dodging an attack and immediately following up with a normal attack allows the user to counter with a high-power slash. Uniquely, the class packs multiple counter methods:
** You can also evade with the Evade Shoot Weapon Action and execute a follow-up without losing altitude.
** Learning Step Guard adds two additional moves to your arsenal, an advancing multi-slash and a retreating homing projectile, which automatically activate if an attack connects with your hitbox while you're Sidestepping forwards or backwards respectively.
** The class's Level 95 Skill, Quick Shoot, enables Zandi and Baran Styles to follow up a successful Sidestep evasion with a Weapon Action; Zandi can activate Quick Shoot if Sidestepping to the side, while Baran can activate Quick Shoot by Sidestepping forwards or backwards (and even combines with Step Guard).


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* MightyGlacier: Baran Style leans more into this role compared to the other Styles, as it boosts the range and effectiveness of Stay Arts, its unique ability grants the user damage resistance, and its Weapon Action is an extremely powerful burst damage shot that takes a long time to charge up.


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* PowerGivesYouWings: Zandi Style's unique ability manifests as wings, much like the actual Zandion Technique.


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* SuperArmor: By chaining two Photon Arts together with a Perfect Attack within the first few frames possible while using Fomel Style, you can activate Fomel Style's unique ability, which temporarily summons laser bits around the user that deal ScratchDamage to nearby foes and grants immunity to stagger and knockback.

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