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Meganekko is no longer a trope. It's a Fanspeak term. Moving wicks to Bespectacled Cutie when appropriate.


* {{Meganekko}}: In the original Japanese, Herbie is named "Glass" after the large glasses it wears, and it takes the form of a cute book-wielding Pet.
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Ambiguity Index wick cleaning.


* MarkedForDeath: "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.

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* MarkedForDeath: MarkedToDie: "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.
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* TheArtifact: The Jet Boots' unique DoubleJump ability. Prior becoming a passive unlock at Level 40, you needed to wear Jet Boots if you wanted to double jump. Nowadays, it's become redundant, serving as a way to use it early.
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Disambiguating; deleting and renaming wicks as appropriate. Moved to discussion


* InstantAwesomeJustAddDragons: Redran is based on a dragon, and features laser bullets and GravitySucks as attacks.
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** Heroes possess incredible mobility and deal naturally high damage thanks to multiple unconditional damage multipliers, but are required to use it effectively due to being a GlassCannon. Though they can survive one fatal hit with Hero Will, they only get one use out of it unless regained through Hero Refresh, which costs precious Focus meter to start Hero Time.

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** Heroes possess incredible mobility and deal naturally high damage thanks to multiple unconditional damage multipliers, but are required to use it effectively due to being a GlassCannon. Though they can survive one fatal hit with Hero Will, they only get one use out of it unless regained through Hero Refresh, which costs precious Focus meter to start Hero Time. On top of that, their passive bonus is a slow burn that resets on hit.
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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides go a long way toward patching their SquishyWizard status while its non-conditional power bonuses greatly improve the damage of their Techs in a way that a Hunter subclass can't.

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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques.techniques under any circumstances. Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides go a long way toward patching their SquishyWizard status while its non-conditional power bonuses greatly improve the damage of their Techs in a way that a Hunter subclass can't.
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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while its non-conditional power bonuses greatly improve the damage of their Techs in a way that a Hunter subclass can't.

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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes go a long way toward patching their SquishyWizard status while its non-conditional power bonuses greatly improve the damage of their Techs in a way that a Hunter subclass can't.
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* ExtremityExtremist: Jet Boots' moveset consist mostly of kicks.

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* ExtremityExtremist: Jet Boots' moveset consist mostly of kicks. Overlaps with KickChick towards any female Bouncer wielding these.
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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while greatly improving the damage of their Techs in a way that a Hunter subclass can't.

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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while its non-conditional power bonuses greatly improving improve the damage of their Techs in a way that a Hunter subclass can't.
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** Heroes also ''demands'' the player to master all of the weapons they use, as opposed to focusing on one like the other Scions. Focusing on one weapon for too long causes diminishing returns on building Focus, which, in turn, means less opportunities for Hero Time.

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** Heroes also Additionally, while extremely versatile and fluid with its unique weapon swapping ability, this class ''demands'' the player to master all of the weapons they use, as opposed to focusing on one like the other Scions. Focusing on one weapon for too long causes diminishing returns on building Focus, which, in turn, means less opportunities for Hero Time.
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* LightningBruiser: The Étoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. In addition, Étoile 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 Étoile sub is infamous for being nearly impossible to kill.

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* LightningBruiser: The Étoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. In addition, Étoile can be used as a subclass to add Damage Balancer's damage resistance to shore up another class' class's defenses. a A Guard Stance Hunter with an Étoile sub Hunter/Étoile is infamous for being nearly impossible to kill.

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* BulletTime: Three consecutive evasions will cause the user to flip in slo-mo. What makes this a very strange case is that only the user is subject to this; everything else flows like normal. Alternatively, the Photon Art "Chronolapse" gleefully invokes this, making the user spin and pop bullets as if they're in The Matrix.

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* BulletTime: Three consecutive evasions will cause the user to flip in slo-mo. What makes this a very strange case is that only the user is subject to this; everything else flows like normal. Alternatively, the Photon Art "Chronolapse" gleefully invokes this, making the user spin and pop bullets as if they're in The Matrix.''Film/TheMatrix''.


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* DifficultButAwesome: Heroes possess incredible mobility and deal naturally high damage thanks to multiple unconditional damage multipliers. But their inability to use a subclass and the nature of Hero's mechanics punishes them for being careless and not dodging enemy attacks. So while it's easy to deal good damage as Hero, matching the maximum damage output of other GlassCannon classes like Fighter and Gunner requires lightning-fast reflexes to avoid getting hit and practice to make use of its weapon swapping action.

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* DifficultButAwesome: Though mechanically uncluttered, Heroes still have challenges to overcome to be a ''good'' Hero.
**
Heroes possess incredible mobility and deal naturally high damage thanks to multiple unconditional damage multipliers. But their inability multipliers, but are required to use a subclass and the nature of Hero's mechanics punishes them for it effectively due to being careless and not dodging enemy attacks. So while it's easy a GlassCannon. Though they can survive one fatal hit with Hero Will, they only get one use out of it unless regained through Hero Refresh, which costs precious Focus meter to deal good damage as Hero, matching start Hero Time.
** Heroes also ''demands''
the maximum damage output player to master all of the weapons they use, as opposed to focusing on one like the other GlassCannon classes like Fighter and Gunner requires lightning-fast reflexes to avoid getting hit and practice to make use of its Scions. Focusing on one weapon swapping action.for too long causes diminishing returns on building Focus, which, in turn, means less opportunities for Hero Time.
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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Funnily enough, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while greatly improving the damage of their Techs in a way that a Hunter subclass can't.

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* MagicallyIneptFighter: Unlike the other Scion Classes, the Étoile cannot use techniques. Funnily enough, Quite ironically, Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while greatly improving the damage of their Techs in a way that a Hunter subclass can't.



* MagicallyIneptFighter: Downplayed. Lusters cannot cast Techs on command the way Heroes and Phantoms can, but they can cast support Techs like Megiverse and Zanverse with certain inputs, but even then it's situational based on how much health the Luster has remaining.

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* MagicallyIneptFighter: Downplayed. Lusters cannot cast Techs on command the way Heroes and Phantoms can, but they can cast support Techs like Megiverse and Zanverse with certain inputs, but even then inputs. Even then, though, it's situational based on how much health the Luster has remaining.
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The official translation properly spells the French word Étoile with an accented e.


** Played with; Hunters don't move any slower themselves, but their main weapon, the [[{{BFS}} Sword]] does prioritize damage over speed. The Wired Lances and Partizans are also this to a lower extent. That said, they're a lot more durable than other classes, and can block with all of their weapons. Though they don't get any slower, using Etoile as a subclass increases their durability even more.

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** Played with; Hunters don't move any slower themselves, but their main weapon, the [[{{BFS}} Sword]] does prioritize damage over speed. The Wired Lances and Partizans are also this to a lower extent. That said, they're a lot more durable than other classes, and can block with all of their weapons. Though they don't get any slower, using Etoile Étoile as a subclass increases their durability even more.



* LightningBruiser: Add on Etoile as a subclass and Fighters are much less glassy than they normally are. The tradeoff is that outside of Limit Break, the "Slayer" skills are harder to deliberately invoke.

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* LightningBruiser: Add on Etoile Étoile as a subclass and Fighters are much less glassy than they normally are. The tradeoff is that outside of Limit Break, the "Slayer" skills are harder to deliberately invoke.



* MightyGlacier: Only with Etoile as a subclass. Ranger's most powerful attacks may be slow and require them to stand still, but Etoile's defensive skills mean few things can stop their Satellite Cannon or Positron Blast from charging up.

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* MightyGlacier: Only with Etoile Étoile as a subclass. Ranger's most powerful attacks may be slow and require them to stand still, but Etoile's Étoile's defensive skills mean few things can stop their Satellite Cannon or Positron Blast from charging up.



* GlassCannon: When in their groove, Gunners are capable of piling on immense damage, provided nothing touches them. The Gunner/Fighter combo is infamous for its high damage output, but also combines two of the squishier classes. Downplayed with the Gunner/Hunter combo (stronger defenses but losing enough HP still means losing their damage multipliers.) Notably, they are the only Ranged class who cannot escape this by using Etoile as a subclass. Etoile's lack of a Stance skill means the two classes lack the same synergy as Gunner/Hunter or Gunner/Fighter.

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* GlassCannon: When in their groove, Gunners are capable of piling on immense damage, provided nothing touches them. The Gunner/Fighter combo is infamous for its high damage output, but also combines two of the squishier classes. Downplayed with the Gunner/Hunter combo (stronger defenses but losing enough HP still means losing their damage multipliers.) Notably, they are the only Ranged class who cannot escape this by using Etoile Étoile as a subclass. Etoile's Étoile's lack of a Stance skill means the two classes lack the same synergy as Gunner/Hunter or Gunner/Fighter.



* DiscardAndDraw: Using Etoile as a subclass makes Force significantly more durable. The tradeoff is that the more convenient and infinitely usable Resta and Megiverse no longer work as intended, so they have to use Mates and Star Atomizers instead.

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* DiscardAndDraw: Using Etoile Étoile as a subclass makes Force significantly more durable. The tradeoff is that the more convenient and infinitely usable Resta and Megiverse no longer work as intended, so they have to use Mates and Star Atomizers instead.



* GlassCannon: Techters may have better melee offense and defense than Forces, but they still have the low HP of a Force and offer no defensive boons outside of "Deband Cut". Techter/Fighter lacks the durability of the Hunter and Etoile subclasses. Its individual Techniques are beefier than Techter/Phantom, but can't be fired as quickly.

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* GlassCannon: Techters may have better melee offense and defense than Forces, but they still have the low HP of a Force and offer no defensive boons outside of "Deband Cut". Techter/Fighter lacks the durability of the Hunter and Etoile Étoile subclasses. Its individual Techniques are beefier than Techter/Phantom, but can't be fired as quickly.



* LightningBruiser: They become this with the "Katana Combat" skill (in tandem with "Combat Escape") making them [[ImplacableMan invulnerable to all damage]] while also strengthening their Perfect Attacks. And they get a powerful finisher to top it all off. Using Hunter (mainly for Katana-focused Bravers) or Etoile as a subclass lets them be somewhat durable all the time.

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* LightningBruiser: They become this with the "Katana Combat" skill (in tandem with "Combat Escape") making them [[ImplacableMan invulnerable to all damage]] while also strengthening their Perfect Attacks. And they get a powerful finisher to top it all off. Using Hunter (mainly for Katana-focused Bravers) or Etoile Étoile as a subclass lets them be somewhat durable all the time.



* FragileSpeedster: One of the most mobile classes in the game, but their defenses are so-so. Their Weapon Actions give them invincibility frames when their respective skills are leveled, encouraging Bouncers to not get hit at all by using it to dodge and keep up the assault. Bouncer/Fighter and Bouncer/Phantom (as well as other more niche combos) embody this trope more than any other combo. Downplayed by Bouncer/Hunter and Averted by Bouncer/Etoile, as the subclasses' skills are able to toughen up the Bouncer a bit.

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* FragileSpeedster: One of the most mobile classes in the game, but their defenses are so-so. Their Weapon Actions give them invincibility frames when their respective skills are leveled, encouraging Bouncers to not get hit at all by using it to dodge and keep up the assault. Bouncer/Fighter and Bouncer/Phantom (as well as other more niche combos) embody this trope more than any other combo. Downplayed by Bouncer/Hunter and Averted by Bouncer/Etoile, Bouncer/Étoile, as the subclasses' skills are able to toughen up the Bouncer a bit.



* MightyGlacier: While the class is a SquishyWizard backed up by Pets on paper, endgame Summoners lean more into this role. The class fights comparatively slower than most other classes due to the inherent clunkiness of Pets and Pet mechanics, but they hit very hard and don't always have to deal with the same mechanics that other classes have to deal with, and thanks to skills like Dear Master and Alter Ego Harmony, if played correctly Summoners are among the hardest characters to kill in the entire game, only rivaled by even tankier class combinations like Hunter/Etoile.

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* MightyGlacier: While the class is a SquishyWizard backed up by Pets on paper, endgame Summoners lean more into this role. The class fights comparatively slower than most other classes due to the inherent clunkiness of Pets and Pet mechanics, but they hit very hard and don't always have to deal with the same mechanics that other classes have to deal with, and thanks to skills like Dear Master and Alter Ego Harmony, if played correctly Summoners are among the hardest characters to kill in the entire game, only rivaled by even tankier class combinations like Hunter/Etoile.Hunter/Étoile.



* 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.

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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, Étoile, 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.



* {{Mascot}}: Shares this with Etoile in Episode 6.

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* {{Mascot}}: Shares this with Etoile Étoile in Episode 6.



[[folder:Etoile]]

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[[folder:Etoile]][[folder:Étoile]]



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 unparalleled 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 Étoile cannot cast Techniques and is mostly a CloseRangeCombatant in by comparison. Coupled with their close combat prowess is their stalwart defenses, making them unparalleled tanks.



** Full Connect can deal a truly staggering amount of damage, but its lengthy startup animation leaves the Etoile vulnerable until the actual swing. In addition, its massive damage multiplier is stymied by the damage cap in all but the toughest quests, meaning that you can probably deal more damage simply by staying on the move and attacking normally in the time you'd spend using Full Connect. That said, using the Surefire Connect ring to pre-charge a Full Connect during a phase where the boss is out of reach can allow for a devastating preemptive strike.

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** Full Connect can deal a truly staggering amount of damage, but its lengthy startup animation leaves the Etoile Étoile vulnerable until the actual swing. In addition, its massive damage multiplier is stymied by the damage cap in all but the toughest quests, meaning that you can probably deal more damage simply by staying on the move and attacking normally in the time you'd spend using Full Connect. That said, using the Surefire Connect ring to pre-charge a Full Connect during a phase where the boss is out of reach can allow for a devastating preemptive strike.



** The Etoile's signature Weapon Camo always appears as Dual Blades when sheathed. They attach together to form a Double Saber. (Wands simply take the form of only one of the swords.)

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** The Etoile's Étoile's signature Weapon Camo always appears as Dual Blades when sheathed. They attach together to form a Double Saber. (Wands simply take the form of only one of the swords.)



* CanonName: The female human Etoile is named Shess.

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* CanonName: The female human Etoile Étoile is named Shess.



* 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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* CloseRangeCombatant: Unlike the other Scion classes, the Etoile Étoile 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.]]



* 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 successfully avoid an enemy attack by Stepping into 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.

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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 successfully avoid an enemy attack by Stepping into it. Wand Photon Arts also have guard frames at a certain point on every animation, allowing an Etoile Étoile with good timing to simply shrug off an attack and hit back.
* CripplingOverspecialization: The [[LimitBreak Full Connect]] mechanic of Etoile Étoile 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.



* 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.
* DiscardAndDraw: Etoile's "Damage Balancer" is the single strongest defensive skill in the game, cutting all damage taken by a maximum of 70%. The drawback is that an Etoile using it will have all sources of healing besides Mates, Atomizers, and the Etoile's own skills reduced to 1. So while most sources of damage will be reduced to ScratchDamage, that [[DeathOfAThousandCuts damage can pile up over time]] if the Etoile is careless.

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* DifficultButAwesome: Etoiles Étoiles 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.
* DiscardAndDraw: Etoile's Étoile's "Damage Balancer" is the single strongest defensive skill in the game, cutting all damage taken by a maximum of 70%. The drawback is that an Etoile Étoile using it will have all sources of healing besides Mates, Atomizers, and the Etoile's Étoile's own skills reduced to 1. So while most sources of damage will be reduced to ScratchDamage, that [[DeathOfAThousandCuts damage can pile up over time]] if the Etoile Étoile is careless.



* FlashStep: Similarly to the Phantom's Quick Cut, the Double Saber Quick Take skill allows the Etoile to nigh-instantly approach a locked-on enemy if they attack with perfect timing after using a Photon Art.

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* FlashStep: Similarly to the Phantom's Quick Cut, the Double Saber Quick Take skill allows the Etoile Étoile to nigh-instantly approach a locked-on enemy if they attack with perfect timing after using a Photon Art.



* GoldColoredSuperiority: The default look of the class is golden, and the season 6 opening has the Etoile being far physically stronger than both Hero and Phantom.

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* GoldColoredSuperiority: The default look of the class is golden, and the season 6 opening has the Etoile Étoile being far physically stronger than both Hero and Phantom.



* 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.
* HeroicSecondWind: Etoile Will, the class's Level 85 Skill, not only lets the user survive a killing blow once per Quest but refills their HP, PP and Gear gauges to enable a renewed offensive.
* LightEmUp: Many of the Etoile's Photon Arts and other abilities involve attacking with golden light.
* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. 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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* HalfTheManHeUsedToBe: This is the intent of "Distortion Pierce", which causes the Etoile Étoile 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.
* HeroicSecondWind: Etoile Étoile Will, the class's Level 85 Skill, not only lets the user survive a killing blow once per Quest but refills their HP, PP and Gear gauges to enable a renewed offensive.
* LightEmUp: Many of the Etoile's Étoile's Photon Arts and other abilities involve attacking with golden light.
* LightningBruiser: The Etoile Étoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. In addition, Etoile Étoile 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 Étoile sub is infamous for being nearly impossible to kill.



** 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.
** 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.
* MagicallyIneptFighter: Unlike the other Scion Classes, the Etoile cannot use techniques. Funnily enough, Etoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while greatly improving the damage of their Techs in a way that a Hunter subclass can't.

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** If an Etoile Étoile 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.
** Similarly, Wand-using Etoiles Étoiles 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 Étoiles have this esthetic, daintily floating around and striking foes with their wand before unleashing torrents of energy to wipe out swathes of enemies.
* MagicallyIneptFighter: Unlike the other Scion Classes, the Etoile Étoile cannot use techniques. Funnily enough, Etoile Étoile is one of the most used subclasses for Tech-focused main classes, as the defensive bonuses it provides goes a long way toward patching their SquishyWizard status while greatly improving the damage of their Techs in a way that a Hunter subclass can't.



* MechanicallyUnusualClass: Even compared to the other scion classes, they are quite unique. For one, they have three separate weapon gears rather than sharing one, and can block with all three weapons that their basic counterparts cannot. Their innate float also frees them from the step animations of their attacks, allowing the Etoile to freely strafe around enemies without needing to dash.

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* MechanicallyUnusualClass: Even compared to the other scion classes, they are quite unique. For one, they have three separate weapon gears rather than sharing one, and can block with all three weapons that their basic counterparts cannot. Their innate float also frees them from the step animations of their attacks, allowing the Etoile Étoile to freely strafe around enemies without needing to dash.



** Etoile Wands, even more so than the other Scion Classes' Tech weapons, are not designed for casting, since the Etoile can't use techniques at all. They compensate with a suite of ranged Photon Arts and a very powerful shield that blocks all incoming damage, can be sustained over time using Gear, and can explode and damage nearby enemies after being held long enough. The Photon Arts can be changed into Focused variants with a well-timed weapon action, reducing their range in exchange for greater damage. Finally, unlike any other weapon, the Etoile's Wand allows for full freedom of movement even while attacking or blocking (in fact, staying in motion charges its Gear).

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** Etoile Étoile Wands, even more so than the other Scion Classes' Tech weapons, are not designed for casting, since the Etoile Étoile can't use techniques at all. They compensate with a suite of ranged Photon Arts and a very powerful shield that blocks all incoming damage, can be sustained over time using Gear, and can explode and damage nearby enemies after being held long enough. The Photon Arts can be changed into Focused variants with a well-timed weapon action, reducing their range in exchange for greater damage. Finally, unlike any other weapon, the Etoile's Étoile's Wand allows for full freedom of movement even while attacking or blocking (in fact, staying in motion charges its Gear).



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

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



* ShapingYourAttacks: "Blade Destruction" shapes photons into a sword that the Etoile will then kick into their opponent for huge damage.
* SpinAttack: "Connect" causes the Etoile to spin around with their swords to cleave a single target for heavy damage.

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* ShapingYourAttacks: "Blade Destruction" shapes photons into a sword that the Etoile Étoile will then kick into their opponent for huge damage.
* SpinAttack: "Connect" causes the Etoile Étoile to spin around with their swords to cleave a single target for heavy damage.



** "Light Wave" causes the Etoile to shoot off multiple arcs of energy from their Soaring Blades that pierce foes before finishing with an x-shaped attack.
** "Luminous 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.
* 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 releasing the weapon action after a short period.
* 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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** "Light Wave" causes the Etoile Étoile to shoot off multiple arcs of energy from their Soaring Blades that pierce foes before finishing with an x-shaped attack.
** "Luminous Flare" shoots a powerful laser from the tip of the Etoile's Étoile'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.
* TeleportSpam: Double Saber-wielding Etoiles Étoiles 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 Étoiles can also teleport short distances and fire a ranged projectile afterward by holding down and releasing the weapon action after a short period.
* UnrealisticBlackHole: Etoile Étoile 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.



** 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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** Like Double Saber-wielding Etoiles, Étoiles, 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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* AwesomeButImpractical: Full Connect can deal a truly staggering amount of damage, but its lengthy startup animation leaves the Etoile vulnerable until the actual swing. In addition, its massive damage multiplier is stymied by the damage cap in all but the toughest quests, meaning that you can probably deal more damage simply by staying on the move and attacking normally in the time you'd spend using Full Connect. That said, using the Surefire Connect ring to pre-charge a Full Connect during a phase where the boss is out of reach can allow for a devastating preemptive strike.

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* AwesomeButImpractical: AwesomeButImpractical:
**
Full Connect can deal a truly staggering amount of damage, but its lengthy startup animation leaves the Etoile vulnerable until the actual swing. In addition, its massive damage multiplier is stymied by the damage cap in all but the toughest quests, meaning that you can probably deal more damage simply by staying on the move and attacking normally in the time you'd spend using Full Connect. That said, using the Surefire Connect ring to pre-charge a Full Connect during a phase where the boss is out of reach can allow for a devastating preemptive strike.strike.
** [[SubvertedTrope That said]], in Ultra Hard content like Divide Quests, VR Armada, and the TrueFinalBoss, Full Connect is essential for pumping out maximum DPS with Soaring Blades, as the lifted damage cap means that you can finally make full use of it to do tremendous damage.



* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, 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. 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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* LightningBruiser: The Etoile class boasts unrivaled defense, impressive damage output ''and'' exceptional mobility in-combat. However, 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. 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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* DifficultButAwesome:
** Luster is far and away the most mechanically complex class in the game, with an almost excessive amount of combat options. Each of the Luster's Photon Arts has a Stationary[[note]]PA with no directional input.[[/note]], Mobile[[note]]PA with directional input.[[/note]], and Enhanced[[note]]Hold down corresponding PA for a second part.[[/note]] version, giving them triple the arsenal out of the box and grants special effects depending on the style in-play. Additionally, the Voltage mechanic requires players to stay on the offensive to maintain uptime, while ''not getting hit'' to not lose Voltage, as it grants power bonuses the higher it is. 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: If you thought the other three Scions were complex, Luster is far and away makes those three look simplistic in comparison, with nary a holding hand to get you started. If you can master the class's extreme learning curve it's also one of the most mechanically complex class powerful classes in the game, with an almost excessive amount of combat options. game.
**
Each of the Luster's Photon Arts has a Stationary[[note]]PA with no directional input.[[/note]], Mobile[[note]]PA with directional input.[[/note]], and Enhanced[[note]]Hold down corresponding PA for a second part.[[/note]] version, giving them triple the arsenal out of the box and grants special effects depending on the style in-play. Being able to utilize every single art and variant can be overwhelming to fledgling Lusters, but it gives unparalleled mobility and versatility.
**
Additionally, the Voltage mechanic requires players to stay on the offensive to maintain uptime, while ''not getting hit'' to not lose Voltage, as it grants power bonuses the higher it is. If you can master the class's extreme learning curve it's also one Masterful use of the most powerful classes in the game.dodging is required to hang on to Voltage, but it has great returns ranging from auto-casting Shifta and Deband, increased Critical Rate, boosted damage, and PP Recovery.



* 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.

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* 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 in the middle of an attack input.
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* TutorialFailure: 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.

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* TutorialFailure: 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.own from sparse skill descriptions.

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* 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.


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* TutorialFailure: 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.

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* GatlingGood: The complex photon art for rocket launchers turns into a minigun.

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* GatlingGood: The complex photon art Complex Photon Art for rocket launchers Launchers, Prominence Assail, turns it into a minigun.rapid-fire plasma cannon before unleashing a powerful finishing shot with a large AOE.



* GunFu: One of their skills allows them to shoot immediately after a dodge roll, skipping the initial pause to keep attacking. They also have Photon Arts like Impact Slider and Parallel Slider/Parallel Slider Mark-0 that allow them to shoot and slide around at the same time.

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* GunFu: One of their skills allows them to shoot immediately after a dodge roll, skipping the initial pause to keep attacking. They also have Photon Arts like Impact Slider and Parallel Slider/Parallel Slider Mark-0 Slider-0 that allow them to shoot and slide around at the same time.



* 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.


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* MarkedForDeath: "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.

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* ArcherArchetype: The bow is presented as the classes main weapon over the katana.



* GlassCannon: Choosing Fighter or Phantom as a subclass means dodging and Katana parries are the only things between the player and a swift death.

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* GlassCannon: Choosing Fighter or Phantom as a subclass means dodging and Katana parries are the only things between the player and a swift death.death, but they're also capable of extremely high DPS both up close and at range.



* {{Multishot}}: The skill "Rapid Fire" allows them to shoot multiple times in rapid succession, while the Photon Art "Million Storm" fires a constant stream of arrows like a machine gun. "Master Shot" fires five arrows that will spread out without a lock-on target or home-in when a target is designated.

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* {{Multishot}}: {{Multishot}}:
**
The skill "Rapid Fire" allows them to shoot multiple times in rapid succession, while the Photon Art "Million Storm" fires a constant stream of arrows like a machine gun. "Master Shot" fires five arrows that will spread out without a lock-on target or home-in when a target is designated.designated.
** "Cerulean Ballista", the Bow's Buildup Photon Art, fires a barrage of arrows either into the sky to converge on a single target or straight ahead in a fan pattern to cover a wide area.



* RainOfArrows: "Torrential Rain" unleashes a barrage of of arrows that rain down on an area for a period of time. Charging the attack significantly increases the number of arrows fired.

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* RainOfArrows: "Torrential Rain" unleashes a barrage of of arrows that rain down on an a small area for a period of time. Charging the attack significantly increases the number of arrows fired.



* TheStraightAndArrowPath: Bravers have exclusive access to Bullet Bows in a world where ARKS is armed to the teeth with assault rifles, rocket launchers, and twin machine guns. The necessity to charge attacks for maximum damage gives them a lower rate of fire than the latter while boasting less raw damage than the former, but they possess far superior mobility and a plethora of {{Trick Arrow}}s to tip the scales.



* TrickArrow: "Strike Bomber" has the Braver jump backward while shooting an explosive arrow that detonates on impact. "Gravitic Vortex" creates an UnrealisticBlackHole that sucks in all nearby enemies at the point of impact. "Banishing Arrow" absorbs all Bow Braver damage dealt to the struck area for three seconds and deals it again.

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* TrickArrow: TrickArrow:
**
"Strike Bomber" has the Braver jump backward while shooting an explosive arrow that detonates on impact. impact.
**
"Gravitic Vortex" creates an UnrealisticBlackHole that sucks in all nearby enemies at the point of impact. impact.
**
"Banishing Arrow" absorbs a percentage of all Bow Braver damage dealt to the struck area for three seconds and deals it again.
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** 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.

to:

** Luster is far and away the most mechanically complex class in the game, with an almost excessive amount of combat options options. Each of the Luster's Photon Arts has a Stationary[[note]]PA with no directional input.[[/note]], Mobile[[note]]PA with directional input.[[/note]], and Enhanced[[note]]Hold down corresponding PA for a second part.[[/note]] version, giving them triple the arsenal out of the box and grants special effects depending on the style in-play. Additionally, the Voltage mechanic requiring requires players to stay on the offensive.offensive to maintain uptime, while ''not getting hit'' to not lose Voltage, as it grants power bonuses the higher it is. 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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* AwesomeButImpractical: A fully-charged Heavy Hammer will deal tremendous damage to anything it hits. But it takes so long to charge and has such a short range that it's rarely worth it unless you time it to hit a beefy target as it's coming toward you or while pre-charging against a boss that was temporarily unreachable.


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* HavingABlast: Wand Focus causes elemental explosions matching the Wand's current element to appear at the point of impact, dealing heavy damage and creating a slight AOE effect. As a result, the Techter's general-purpose mobbing strategy is to pull in everything around them with Zondeel before letting loose with a few smacks from their Wand. The overlapping explosions will deal huge damage to the clumped up mobs.

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* AwesomeButImpractical: Full Connect can deal a truly staggering amount of damage, but its lengthy startup animation leaves the Etoile vulnerable until the actual swing. In addition, its massive damage multiplier is stymied by the damage cap in all but the toughest quests, meaning that you can probably deal more damage simply by staying on the move and attacking normally in the time you'd spend using Full Connect. That said, using the Surefire Connect ring to pre-charge a Full Connect during a phase where the boss is out of reach can allow for a devastating preemptive strike.



* DeflectorShields: The Wand's weapon action surrounds the user in a transparent spherical shield that blocks incoming attacks. While it only lasts a moment by default, it can be prolonged by consuming Focus, and they can continue moving while it's active.

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* DeflectorShields: The Wand's weapon action surrounds the user in a transparent spherical shield that blocks incoming attacks. While it only lasts a moment by default, it can be prolonged by consuming Focus, and they can continue moving while it's active. [[spoiler:It proves essential during the final leg of ''Episode 6's'' story, as it's the only thing stopping Varuna from destroying the altar required to create Sukunahime's barrier on Omega to limit Shiva's power.]]



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/luster_art_resized_3.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/luster_art_resized_3.png]]
org/pmwiki/pub/images/luster_class_art_pso2.jpg]]
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* MechanicallyUnusualClass: Even compared to the other scion classes, they are quite unique. For one, they have three separate weapon gears rather than sharing one, and can block with all three weapons that their basic counterparts cannot.

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* MechanicallyUnusualClass: Even compared to the other scion classes, they are quite unique. For one, they have three separate weapon gears rather than sharing one, and can block with all three weapons that their basic counterparts cannot. Their innate float also frees them from the step animations of their attacks, allowing the Etoile to freely strafe around enemies without needing to dash.

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** 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.

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** 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. Luster's weapon styles are also styled after the elemental combinations used in Compound Techniques.



* CloseRangeCombatant: Fomel-style specializes in staying close to the enemy and taking them on at close range. Its special ability grants super armor and knockback immunity, and its stabbing weapon action and Quick Shot encourage the Luster to stay right in their opponent's face to maximize their damage.



* ElementalPowers: Unlike Force and Techer, they focus on the three mixes of elements found in Compound Techniques. These three combinations change the properties of their attacks and Photon Arts.

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* ElementalPowers: Unlike Similarly to Force and Techer, they focus on the three mixes of elements found in Compound Techniques. These three combinations change the properties of their attacks and Photon Arts.
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* DifficultButAwesome: Scion classes are so far divorced from the base 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 and mechanically dense, that learning ''how'' to use them properly is a hurdle in itself. Their skills and arts Scions are firmly also a "what you see is what you get", get" deal, forcing players to play within the limitations 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.repertoire. 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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** Like Bouncers, Lusters are able to jump multiple times in the area and cast support Techs like Megiverse and Zanverse with a special action.

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** Like Bouncers, Lusters are able to jump multiple times in the area and cast support Techs like Megiverse and Zanverse with a special action.

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** 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.

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** Like Hunters, Baran-style 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.



** Like Gunners, Lusters benefit from constant aggression and need to watch a special gauge (Chain Trigger for Gunners, Voltage for Luster) to squeeze out their maximum performance. They're also both {{Fragile Speedster}}s who rely heavily on dodging for survival.



** 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.

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** 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 Zandi Style Lusters also get buffs for dodging, much like Heroes.



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

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* ArmorPiercingAttack: Weapon Resist Rule Out lets them bypass weapon resistances.resistances, letting them whale on Phaleg, Anga Phandaj, and Omega Masquerade with impunity to make up for Luster's inability to use Techs on command and its sole WeaponOfChoice.



* MagicallyIneptFighter: Downplayed. Lusters cannot cast Techs on command the way Heroes and Phantoms can, but they can cast support Techs like Megiverse and Zanverse with certain inputs, but even then it's situational based on how much health the Luster has remaining.



* 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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* 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, resistance and the ability to block attacks with its Normal Attack, and its Weapon Action is an extremely powerful burst damage shot that takes a long time to charge up.



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

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* PowerGivesYouWings: Zandi Style's unique ability manifests as wings, much like the actual Zandion Technique. The Weapon Action for Baran Style also causes a single wing made of ice to grow from the Luster's back until the ChargedAttack is fired.

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