|Género:||Acción, RPG, MMO|
|Nº de jugadores:||1-16|
|Idioma:||Inglés / Japonés|
|Lanzamiento:||17/03/2020 Xbox One - PC Primavera 2020|
|Plataformas:||PC (Microsoft Store y Steam) y Xbox One|
Phantasy Star online 2 es un juego de la serie de Phantasy Star, específicamente de la serie Phantasy Star Online, publicado por SEGA. El juego fue lanzado para Microsoft Windows en 2012, PS Vita en el 2013 y para iOS y Android en el 2014 en Japón. La llegada de la versión occidental se retrasó dos años por los constantes anuncios y cancelaciones. Tras pasar por varias manos, fue lanzada en el portal Playpark de la empresa japonesa AsiaSoft la cual dio el paso y desarrolló la versión con textos en inglés para los continentes americanos y europeos en mayo de 2014 hasta su cierre. En el E3 2019, la versión norteamericana fue anunciada y se va estrenar en la segunda parte de 2020 para PC y Xbox One, pero sin planes de lanzamiento a Europa.
Este MMORPG de temática espacial es distribución gratuita con compras "in-game". Su estilo, totalmente 3D, recuerda al del dibujo japonés, armas mecánicas con tecnología láser y elegantes armaduras biónicas que en algunas ocasiones tienen un diseño medieval dándole un toque retrofuturista muy original. A grandes rasgos, se trata de un hack-n-slash: combatiremos olas de enemigos mientras avanzamos por escenarios de los diferentes planetas para poder cumplir una serie de objetivos.
Phantasy Star Online 2 cuenta con dos tipos de escenario: uno de interacción, común para todos los jugadores, en el cual recogeremos misiones y mejoraremos nuestro equipo; y otro de acción, generado al azar e individualmente en cada partida, en forma de laberintos o puzles en los que nos adentraremos cada vez más mientras cumplimos las misiones en las que se desarrolla la historia.
El juego es free to play con la posibilidad de contratar una suscripción con caracteristicas de conveniencia.
Se desconocen si serán los mismos que la versión japonesa:
-Acceso a la Subasta
-Inventario del banco expandido (+300 items)
-Habilidad para tradear con otros miembros Premiums
-Acceso a bloques exclusivos para premium
-Acceso Espacio reservado para premiums cuando un bloque esta lleno
Precios (AC= Ark Cash, moneda de la item shop)
30 dias 1300 AC $16.36 USD
60 dias 2500 AC $31.47 USD
90 dias 3600 AC $45.32 USD
Tras todo pronostico y dejando sorprendidos a todos en el E3 de 2019 PSO2 fue anunciado para occidente con una fecha de salida de Primavera 2020 contando con todo el contenido hasta el Episodio 5 aunque algunos usuarios que probaron la closed beta en Febrero de 2020 han comprobado que existe contenido agregado entre el EP 5 y la salida del EP6.
Para la versión Japonesa la comunidad de PSO2 cuenta con parches de traducción al ingles (SOLO EN PC) de todo el cliente, lo que lo hace 100% jugable, la historia, los objetos, la interfaz y las quest, todo esta traducido e incluso la comunidad occidental se ha instalado en uno de los servidores (Ship 2) asi que si tienes problemas puedes preguntar a las personas, pero vamos, ya no es como antes.
En #561 nuestro compañero @Hachu ha dejado toda la información de la especulación de la salida del juego en occidente.
En PSO2 existen 4 razas, ambas disponibles en su versión masculino y femenino:
En PSO2 ademas de la raza el sexo influye en los stats por ejemplo los mejores para:
|Clase||Mejor Raza y Sexo|
|Melee (hunters):||Hombre raza Cast|
|Disparos (ranger,gunner)||Mujer raza Cast|
|Magias (techer, forcers):||Mujer Newman|
Las variaciones son muy pequeñas estamos hablando de que por ejemplo el hombre tiene un 1% mas de s atk y si es cast otro 1% vamos casi nada...
Siendo especificos mas especificos:
Hombres: Mayor S Atk, Mayor HP, Mayor S Def
Mujeres: Mayor R Atk, Mayor R Def, Mayor T Atk, Mayor T Def.
En cuanto a las raza Tenemos que:
Humanos son promedios en todo
Cast (robots) Son mejores en clases melee como el hunter
Newman Son los mejores Techer o Force
Click en el nombre de la clase para ver la build.
Consejos para hunter:
Hunter is a well balanced class in terms of defense vs offense. All three of its weapon types are able to guard attacks and if you take the Just Guard skill, you're able to completely nullify damage from the front with proper timing. Guarding does nothing to defend you from rear attacks, so be wary of this when in combat. To be perfectly straight forward the best weapon for Hunters is the Sword. It's got a lot of good PAs, for many different situations - most of which can be canceled by either using your Step maneuver or guarding or both, allowing for you to switch between offense and defense much more easily than Partisan or Wire Lance will. This is not to say that the other weapons are bad, simply that Swords are notably better. This is made much more apparent with Sword Gear which allows for near instant charging of chargeable Sword PAs and increases the effectiveness of most others (example: Sonic Arrow fires 3 blades instead of 1 when your Gear is full).
Wire Lance is a great weapon for trash mobs, albeit a bit disruptive to your party as many of its attacks are "grabs" which will pull push and throw enemies around, causing other players to lose their locks on that target and may pull them out of range of someone else's attack. Despite that, Wire Lances have great damage potential in certain instances, giving them an advantage in certain situations. Most will not recommend the Wire Lance for bosses, due to the fact that they are not able to be put into a grab state. Interestingly enough, however, some PAs will act normally and still do damage, grabbing an energy ball from out of nowhere instead of the enemy itself. Wire Lance's Gear fills with normal attacks and can hold up to 3 stocks. These stocks are used whenever you use any Wire Lance PA except for Cerberus Dance which actually fills the gauge. A consumed stock will significantly increase PA damage. Be warned that a stock will be consumed even if you whiff your PA, so tread lightly when using PAs if you want to maximize damage.
Partisan is the worst of the Hunter's arsenal. Not a bad weapon at first glance, but it offers very little when compared to the options that Sword and Wire Lance provide. While capable of dashing or jumping to cancel many of its attacks, its damage output just isn't there. In addition, its Gear, which uses stored stocks to extend the range of its PAs is charged not by attacking, but by twirling the weapon. This can either be done by guarding or by allowing your normal attacks and PAs to perform their "flourish" animation after they finish. This leads to a very gimmicky style of play that slows damage by forcing you to cease your attack to refill the gauge, In addition some of its best PAs have to be charged to get the most out of them and unlike Sword, there is no means of speeding this up. Try partisan anyway as you may like it, but if it feels more clunky than Sword and Wire Lance, that's because it is.
All this in mind, Hunter's skill tree has a very clear divide. Tthe left branch is all attack and right side is all damage mitigation and survival. The right side is very overcrowded and it's impossible to get everything you might want. Due to the nature of the game, it's highly recommended that you focus primarily on offense and get Just Guard as well. For defensive builds, go as deep as you like into the defense tree, but if you plan on using sword, DO NOT PASS UP SWORD GEAR. I strongly suggest you get either Automate Halfline or Iron Will. Automate Halfline uses your lower level mate (healing item) automatically when your HP drops below 50% and has no "use" animation, which allows you to press your attacks while taking damage. Iron Will allows you to live through hits that would normally kill you and instead reduced your HP to 1. It has a 75% chance to occur when it's maxed and can activate multiple times as long as your HP is over 1.
A word of warning:
Melee classes suffer from a general lack of mobility in combat. While their potential for damage is probably the highest in the game, they require a greater amount of skill than any other type to approach this potential. This is most obvious on highly mobile enemies that will cause you to chase them just as often as you have opportunities to attack, a barrier other types don't deal with nearly as much.
Subclass wise, Fighter offers a lot to boost Hunter damage. Their stats compliment each other nicely and Fighter's stances stack with those of Hunter, leading to huge damage increases. In addition, Hunter can take full advantage of Chase Advance and Chase Bind, allowing for easy mob clean-up and quick disposal of minibosses that are prone to status effects. As a subclass, Hunter can offer some interesting survival tools to other classes, but this will cut heavily into damage potential since some classes can't gain anything from Hunter's offensive skills, while other just benefit far more from other combinations.
New skill: Fury Stance/Fury Combo Boost
Fury Stance is now a must have skill. When maxed out it grants a 25% bonus to ranged and striking damage while you only take 5% more striking damage. This, combined with the new Fury Combo Boost which increases all JA damage (even techs) by 20%, get you up to roughly a 220% damage mod with the right skills, although 200% is the best you can do without severely ruining your melee skillset. Note that the only skill in the hunter's tree that boosts tech damage is Fury Combo Boost so Fighter is still a better sub for force.
Skill update: Warcry
The update to this skill now has heavy influence on enemies that aren't even nearby and appears to hold aggro very well even when not attacking. This makes for a much more potent "taunt" skill if such a thing interests you.
Recommended subclass for:
Consejos para Ranger:
Ranger has access to some really nice tools. Many enemies have weakpoints that are only weak to ranged attacks. Some of its best skills in fact revolve around doing bonus damage to weakpoints and damage bonuses to consecutive attacks without moving. Arguably, the most important tool, however is Weak Bullet (WB). WB is a powerful debuff that turns a single point(marked with a large red circle) into a glaring weakpoint multiplying all damage dealt to that region by 3. That means hits that would originally have done 100 damage will now do 300 damage, 10,000 damage becomes 30,000 damage, etc. This alone is amazing, but better still all members of your party and even all players in a multiparty area(MPA) can see this mark and get the damage bonus, so it's an extremely potent tool for taking out bosses or other targets with lots of HP. This is an actual damage bonus, it does not reduce defense, so if WB is used on an actual weakpoint that would normally receive 2x damage, all attacks will now do 6x damage for the duration. This bonus applies to all damage and relevant damage multipliers which can lead to absolutely ridiculous numbers and turn long painful fights into little more than an minor annoyance. An experienced Ranger can therefore guide other players to specific points they'd like the rest of the party to attack by marking the target. When your party or MPA sees the mark, they will swarm that spot like piranhas. Several caveats:
-Each mark only lasts 15 seconds.
-If you or anyone else hits the same enemy with a second WB shot, the first one will be removed. In other words any one enemy can only have one active mark at a time. For this reason if you see someone mark a spot, unless you know they missed or make a mistake (for example shooting a Rockbear anywhere other than his face), do not mark another point until that one disappears, or else you'll actually cause more harm than good. Remember: WB is a collaborative effort
-Use of this skill loads "ammo" into your rifle. If you fire a shot, whether you hit or not, your ammo counter will go down by 1.
-Switching off of your equipped rifle will remove all remaining ammo from your clip.
While ammo is loaded, WB shots replace your normal "burst fire" attack. This makes normal attack use for PP regen impossible while ammo is loaded. You can however use PAs with no restrictions.
Increasing ranks in this skill does not make it more effective, but it does give you more shots and reduce the cooldown time allowing you to place more marks and reducing wait time before you can load more bullets. At 1/10, WB has a 2 minute cooldown on use and only gives you 1 round of ammo. At 10/10, cooldown is reduced to 1.5 minutes and you have 4 rounds.
Note: Cooldown begins at activation, not when you fire your last round, so you can load your ammo before the boss teleporter and typically have another clip ready by the time you've used up your first at higher levels.
Assault Rifle in general is an important tool. Not only is it your only method of applying WB, but it allows free movement while shooting at the cost of accuracy. Its PAs are extremely varied, from a small piercing shot, to a powerful single sniper rifle shot, to a powerful shotgun effect and even multitargeting homing missiles. While moving, your burst fire and PAs will have reduced accuracy, resulting in a spray of bullets instead of a tight cluster. This isn't always a bad thing, but if you can, try to remain still for better DPS.
The Launcher is a massive, heavy weapon geared towards mob suppression. It is slow to fire and restricts movement while it's out, but it's extremely powerful and easily takes out large groups of enemies caught in the blasts. Both weapons are important to successfully playing this class, so even if launcher feels cumbersome at first, it's important to give it some time to learn its idiosyncrasies.
A viable alternative to Launcher is the Gunslash, but only using certain PAs. The AoE, damage per hit and range on Launcher is superior to Gunslash, though so give them both a try and see which suits you better, or better yet use both as gunslash is typically good for close range while launcher is great for short to mid range.
Traps are items you have to buy in the store and are consumed on use. They have various purposes, but due to their questionable effectiveness and overly long setup time, you'll be far more effective and more efficiently using your SP by taking skills that more directly affect damage.
Due to the nature of most of Ranger's skills, very few classes benefit from having it as a sub. WB requires a rifle to be used which means (unless you're a Gunner) having an all class rifle, many of which are either very weak or exceedingly rare. While many people would like to have WB on hand, its restrictions make having it in your pocket fairly pointless. For example, maybe as Fighter you'd like to have WB to do even better damage to a boss. This sounds great at first, but your gun damage will be horrendous and switching off of rifle will get rid of all remaining ammo. This will only give you 15 seconds to get the job done and many bosses have so many breakable parts, you're better off taking a subclass that boosts damage at all times rather than 15 second bursts every 2 minutes.
While Gunner benefits greatly from subbing Ranger, the reverse is less so. The best all class TMG is extremely weak and Chain Trigger with rifle is not nearly as potent compared to other options. Still it's not the worst sub you can take, but you're better off with a sub like hunter which boosts damage at all times with little drawback.
New skill: Killing Bonus
Refills a portion of your PP every time an enemy dies nearby. 1PP per level for a maximum of 10. Sounds great, right? I'm not sure if there's a cooldown to this skill or not, it certainly appears so at first glance, but evidence points to proc range on this still to be that of a melee attack. It doesn't really lend itself to standard ranger play except for the occasional rodeo drive as even Additional Bullet's sweet spots are out of this small active zone making the activation rate of of the skill tentative at best. This slows the PP regen rate to something almost unusable in many instances since rangers...you know...range. If you like to mix a lot of melee in, or primarily use diffuse shell, this skill might see a little more use. It's not the worst skill you can get, but it's pretty counter intuitive.
Recommended subclass for:
Consejos para Force
Force's primary assets are long range high speed AoE, self sustaining recovery(Resta) and Mirage Escape (evade). Their evasive maneuver is extremely good, allowing them to become completely invincible for a long duration with a short recovery period after that can be mitigated by jumping before evading. It is able to cancel your tech charge in the event of danger or even cancel from casting a tech giving Force very good survival options as long as you're paying attention. By far the most important skill to get is PP Charge Revival(PPCR). PPCR is a passive skill. It is always active and allows the Force to charge their techs and observe normal PP recovery while doing it. Any and all PP recovery enhancements work while charging as well, including Mag Trigger Actions, Photon Blasts and other skills. With a the right build and a good mag, Force is able to maintain its PP meter for long durations leading to relentless tech use, especially Zonde techs when coupled with Bolt Tech PP Save.
Talis is an interesting weapon on paper, but the lower attack power, long wait for the card to travel and the short duration it has once out makes it less than ideal for damage, and that same delay coupled with difficulty in pinning team members down due to lag, makes support applications difficult. Many people still like Talis as a weapon, but Rod will be your bread and butter for damage which is the main reason to play the class.
There are too many techs for me to list off and depending on your style some may seem more useful than others. I will say you'll get a lot of mileage out of Foie and Zonde techs, a good amount from Grants techs, some from Zan and Megid techs and very little from Barta techs. See below for information on specfic techs and their use.
As a subclass, force grants tech use to all classes, which is really the only reason to take it. Force is typically a better tech use sub than Techer thanks to PPCR, Bolt Tech PP Save and Flame Tech S Charge. These allow for PP regen while charging techs, reduced cost to techs like Zondeel (a favorite among melee players) and nearly instant charging of Shifta. Techer, while not a great class on its own, is a fantastic subclass for Force, transferring over its strengths and none of its weaknesses. The main skills to take for a Techer sub are PP Convert and PP Restorate. This allows for rapid PP regen while charging.
Recommended subclass for:
Consejos para Fighter:
This class has some very interesting weapons. Knuckles in this game use moves resembling those seen in Hajime no Ippo and by Dudley from Street Fighter. Very much a boxer type, you'll find all of your normals AND PAs can be canceled with the special action button which causes a ducking/weaving animation identical to the one you use while unarmed. This duck has a short invincibility window and a short JA window allowing you to duck an incoming attack and immediately retaliate with a normal or PA. Knuckle gear speeds up your attack animation significantly(but not your hit stop) and is filled simply by punching. You don't even need to hit anything - three punches and your gear is full. It goes to 0 immediately, however if you are hit or stop moving.
Twin Daggers are a very fast aerial combat based weapon allowing you take to the skies and attack hard to reach targets that other players may struggle on such as flying enemies or breakable parts on bosses. Normal attacks slow your fall to the point of almost not moving and their special evasion has both invincibility frames and the ability to parry attacks while also giving lift. Like knuckles, this special evade can cancel most any move and has its own JA window, allowing you to dodge and immediately resume the assault. With proper timing even normal dagger attacks can parry incoming blows giving this weapon some interesting defensive options. Twin Daggers offer lower than average damage but are able to make up for it in select situations where they allow sustained damage that other weapons do not. The Twin Dagger Gear increases all damage (PAs more than normals) and fills every time you use any action that elevates you. Jumps, certain PAs and your special evade all carry this property. The gear gauge returns to 0 the instant your feet touch the ground.
Double Saber is likely to be your main weapon. It has powerful attacks, refills PP very quickly and its Gear is one of the most fierce in the game. the gauge fills as you attack and a Kamaitachi(a razor-like whirlwind) is released by using the special action button, lasting longer, expanding further and doing more damage as the gauge fills. you are able to attack and move freely while the Kamaitachi is active and the hits from the whirlwind actually serve to refill the gauge allowing for almost continuous use when surrounded, making it effective for AoE. Many of the Double Saber's PAs are more flashy than useful, but the few that are worth using are extremely effective. Double Saber is an all offense weapon, having no special evasion properties and no ability to block. This makes for a more high risk/high reward scenario when compared to other melee weapons.
In addition to its weapons, the fighter is capable of learning two stances, only one of which can be active at a time. Unlike Hunter's stances, these bonuses are percentage based and not static increases, which are highly more desirable. These stances boost or reduce damage dealt depending on where you are in relation to your enemy. Brave Stance boosts damage dealt when you are positioned at the front half of your enemy while reducing damage when attacking from the rear half, while Wise Stance is the exact opposite. To clarify, if you are standing in front of your enemy, but your attack is hitting behind them, you are attacking from the front. If you are standing to the side of your enemy but are still at their front half, you are attacking from the front. If you are behind your enemy and your attack is hitting their weakpoint located at their front, you are attacking from the rear. It is not based on what you are hitting, but where you are hitting from. It's important to note this because Wise Stance gets significantly better damage than Brave, so you can make good use of Wise Stance by picking better positions.
This class is probably one of the best subs if not THE best sub in the game. Its stances boost all damage types, even techs, making it viable even for Force. In fact almost any class benefits greatly from Fighter as a subclass thanks to stances, and if you do combine it with Hunter, you can stack Hunter's stances with Brave and Wise leading to even bigger damage. Hunter also benefits from Fighter's Chase Advance which gives bonus damage to all striking attacks inflicted against targets with status ailments(Burn, Freeze, Shock, Mirage, Panic and Poison. Jellen, WB and special statuses are not included). Fighter also has the second highest T Atk in the game, only slightly behind Force and Techer, making it ideal for "spell sword" type builds.
While stances are a great boon to ranged classes as well, Gunner doesn't benefit from these bonuses nearly as much as it does from Ranger. Weak Hit Advance and WB are just too good of a combination even in the face of maxed out Wise Stance/Wise Stance Up. Ranger on the other hand makes excellent use of Fighter.
New skill: PP Slayer
Feel like diving deep into Fi's worst skills to get another mediocre skill? I didn't think so either. PP slayer gives you a max of +100 S atk and R atk when your PP is under 50% This would scarcely be worth it if it sat right under chase advance, but based on where it's located in the tree, this skill should really never see the light of day.
Recommended subclass for:
Consejos para Gunner
Gunner is interestingly enough designed as an evasion tank option. The special evade with TMGs has long periods of invincibility and can attack while in this state. In addition, the standard dodge roll can be used to gain distance off of a flip to quickly move out of the way and just as easily cancel the recovery period of a dodge roll into another flip. With this high level of maneuverability and the raw power of PAs like Elder Rebellion, Gunner is an ideal class for fighting bosses.
In fact, Gunner's Chain Trigger couples very well with Ranger's Weak Bullet, allowing for over 15x (yes normal damage times 15) on a max combo with WB active. With this and the other damage bonuses that Ranger gives Gunner, this particular combination is very much a boss slayer. The downside to Gunner is that it lacks any real AoE options at all between TMGs and rifles, so for any mission with a large number of enemies where time is a factor (Time Attacks and Advanced Quests as examples) Gunner's weaknesses can quickly make it one of the least contributing members of a party. To offset this, it's important not to get so hung up on TMGs or rifles. As a Gunner subbing anything other than Ranger, bring a good gunslash and get a hold of the "Additional Bullet" PA. This is one of the better AoE options available to ranged classes. If you ARE subbing Ranger, gunslash is a still a great option, made better by Standing Snipe and Weak Hit Advance. You can, however do just as well or in some cases better with a good All-Class Launcher like Craft Plosion or if you are fortunate enough to get your hands on it, the elusive Flame Visit.
An interesting but dubious skill to take as Gunner is Automate Deadline. What's nice about it is that just like Hunter's Halfline variant, at 10/10 it will use the lowest level mate you have available as soon as your HP gets below a certain point and without any "drink" animation. The downside is that often times damage received will skip over that 25% mark entirely and kill you outright. If you have 800HP, Deadline will not trigger until your HP reaches 199 or below. So if your HP is reduced to 350 and you take a hit for 370 before you can use a mate on your own, you will die. Similarly, carrying monomates becomes less advantageous because if Automate uses a mono, you might still be in the danger zone and easily die in the next hit. For this reason, Automate Deadline is a very "gear-oriented" skill, meaning if your armor and affixes are sub-par your use of this skill may be minimal at best.
New skill: Perfect Keeper
It's a bit out of the way seeing as you have to spend 8 SP just to get it. It's a max 10% damage bonus when your HP is at 100%. if your max HP is 800 and your current HP is 799, you don't get the bonus meaning you have to keep your HP topped off. if you're not good at evading this skill won't see much use. Not bad. Not great, but not bad. I'd suggest Automate Deadline before it to most people though.
Recommended subclass for:
Consejos para Techer
Techer is very under-powered compared to Force. Wand's melee damage is sub-par even with Wand Gear, and their tech damage is lower as well. This damage is made worse still by the wand's slower casting animation making heavy tech usage less productive than it is with Force. To make matters worse, teching is even less effective if you don't sub Force due to the inability to regenerate PP while charging techs, so subbing Fighter for bonus damage isn't nearly as productive is it is for Force. What you end up getting is a class that does neither thing well and doesn't stand well on its own. See blow for more information on each technique.
While Techer does have the same S Def as Hunter, it also has the same T Def as Hunter and the same HP as Force, making Force oriented armor difficult to equip, the best armors being Fen(aka "Blue Knight") and Ragne, the first one which offering less HP and T atk than Force's readily available Schlacht Set and the second having less S Def. This makes Techer no more "meaty" than Force despite the class' intended use.
Worse still the bonuses it gets for support are for the most part insignificant, with Shifta Advance giving only a 2% boost to performance at current endgame. Support Techs last at most 60 seconds and that's if all 4 "pulses" of the tech hit. This makes maintaining buffs for the group a rather arduous task. Maining Techer can be fun if you really want to just run around and hit things with your wand, but don't expect to pull the same numbers as your Force counterpart.
Techer is, however one of the best subclasses Force can take. Skills like PP Restorate and PP Convert actually work with PP Charge Revival allowing for rapid PP regen while dishing out high speed techs from the Foie tree, or the PP intensive Gigrants. All support buffs and element enhancements transfer over seamlessly to Force, giving it the advantages of Techer while retaining its own. Techer subbing Force is another story. With wand's disadvantages, DPS is quite a bit lower than Force. Even subbing Force for PP Charge Revival, Force will get more damage out of rod than Techer will with wand, making Fo/Te a much more advantageous combination than the reverse. Without Force as a sub, however, Techer is forced to use techs primarily to charge Wand Gear and rely heavily on melee damage. Bare this in mind when picking your class.
I should note for the sake of fairness that Deband Cut, despite the short duration of support techs is a fairly good survival tool. At 10/10 all damage is cut by 15%. It's not a lot, but if you were to decide you wanted a build for low DPS but high survival, You could main Hunter and sub Techer using Flash Guards to lower damage even further. With Iron Will and the buffs to Warcry we're expecting to see, this might make for an interesting build.
New skill: Extend Assist
This skill's description and bonuses are extremely misleading. At first glance you assume 1 point will make a single casting of Shifta last 2 minutes if all pulses hit. You'd be wrong. You might think this means that a single pulse would last 1 minute rather than 15 seconds. You'd also be wrong. You might think that this means that at lvl 1 Extend Assist does absolutely nothing. You'd be wrong again, but not far off. What Extend Assist does is raise the maximum time Shifta and Deband can last, but it does nothing to the pulses themselves. This means to get that bonus 60 seconds from level 1 you have to cast shifta twice and let all 8 pulses hit you. This is already horrifying enough, but from there on the SP/time gained ratio hits fail levels and a 3rd casting of either buff doesn't give a full time bonus til lvl 10. Basically this skill allows for better "topping off" but does very little in active battle. Put 1 point into it for that and nothing more.
Recommended subclass for:
Agradecimientos a un colega de mi Team (Shinjin) les dejo ( y en español)
|Base de datos de PSO2:||Cirnopedia|
|Herramienta todo en uno y launcher de pso RECOMENDADA (versión Japonesa)||PSO-Tweaker|
|Plugin de Chrome con utilidades y notificacion de Emergency Quests (versión Japonesa): [/b]||Descargar|
|Simulador de arboles de Skills:||Entrar|
|Simulador de Mag:||Entrar|
|Noticias de PSO2 (versión Japonesa):||Bumped|
|Noticias y guias de PSO2 enEspañol||Entrar|
Como crear una cuenta
Como comprar AC
Como cambiar de bloque
Como desbloquear mas misiones
Como grindear (mejorar) armas (+1)
Como grindear (mejorar) elementos (aumentar daño elemental)
Como añadir hablidades a las armas
Guia para usar Support parner
Como jugar la versión japonesa
Gracias a: isnotavail tenemos un tutorial resumido de los pasos que hay que seguir
1.-Bajar el juego de Aqui mediante torrent.
2.-Antes de instalar bajaros el Tweaker ,facilita mucho la tarea de actualizar el cliente, instalar parches de idioma etc.
3.-Si os da error a la hora de actualizar en el tweaker teneis que pinchar en el orbe y darle a troubleshooting, fix exes y fix permissons.
4.-Una vez instalado y actualizado, podeis aplicarle los parches de ingles en el mismo tweaker os sale la opcion es muy sencillo.
5.-Ya solo os queda crearos la cuenta seguir esta guia
Servidor: Ship 2
ID's de MV'eros. que juegan PSO2:
El publico occidental esta repartido en varios servers pero se podria decir que Ship 2 sin lugar a dudas es el que mas gente de habla inglesa tiene, pero tambien gente de habla hispana podemos encontrar incluso un par de Teams (guilds) de solo hispanohablantes en su mayoria muy amables a los que puedes preguntar si tienes alguna duda por lo que no te preocupes, note quedaras solo rodeado de japoneses.
En todo caso, hay un bloque especifico en el que puedes entrar en el que solo entra gente del occidente estamos hablando del Bloque 20 si te encuentras perdido en algo visita ese bloque y pregunta a la gente.