Cathy’s Techter Guide
Hello fellow ARKS Operatives!
Before diving into the guide, allow me to introduce myself. My name is Catherine but you can call me Cathy for short. Techter has been my main class in PSO2JP since 2017. It has been a lot of fun trying many different builds and seeing the class evolve over the years!
Taking all of this information in can be very hard for new players or veterans who pick up Techter for the first time so I've written this guide which will hopefully help you in becoming an irreplaceable asset to your party and alliance. This guide is going to use terminologies found in the global version of the game, if you are a player of the JP version I’d like to direct you to the JP version of my guide here (hyperlink getting added later).
If you have any questions make sure to visit the Techter Discussion thread or DM me on the official PSO2GL forums or visit our dedicated Techter Discord server.
Techter (テクター, tekutā or “Te”) also more commonly known under its previous dubname “Techer” is a close range Tech class focusing on supporting party members through buffs, applying debuffs to enemies in form of status ailments and utilizing Support Techniques like Shifta, Deband, Zanverse and Zondeel to their fullest extent while inflicting damage through melee strikes, unleashing element-augmented explosions and Techniques cast from either Wand or Talis.
Techter has access to Wands, Talis and Gunblades. The gameplay focuses largely around the Wand due to the skills available on the Skill Tree.
Those of you who played “Final Fantasy Tactics A2: Grimoire of the Rift” might draw similarities between Techter and the Green Mage job. Green Mage is a support orientated mage class wielding Hammers and Maces. It is in fact not a healer class. The only time you go out of your way to heal someone is when they’re inflicted with a negative status since doing so applies a potent PP regeneration effect to you and the cured player.
Wands are general purpose Techniques casting weapons with a good amount of base Tec-Pwr and Mel-Pwr. They are used in melee combat, thanks to Techter's Wand Focus Skill, which allows them to create Photonic Furies when striking enemies with melee attacks, inflicting additional damage in the process, and damaging all enemies near the blast. As a result enemy groups melt to Techters, turning the class into a vital tool in Seasonal Urgent Quests.
Talis are Technique casting weapons that can be thrown to manipulate the focal point of technique casting. The actual strength of a Talis comes from their aerial movement which makes Technique casting with a Talis a very mobile gameplay style compared to Wand. Unfortunately most Talis usually have lower TEC-Pwr than Wands and unlike Force, Techter has no skill boosting damage from a thrown Talis. As a result Techters rarely build Talis outside of very specific content but EP6 endgame Talis will become really good on Techter[1].
Gunslashes are a universal weapon for all classes, which can switch between striking attacks that scale off of Mel-Pwr and shooting attacks that scale off of Rng-Pwr. Unfortunately barely any skill on Techters Skill Tree boost Gunslash damage resulting in dreadful DPS. You can ignore this weapon type entirely for this class.
Starting out as a new player Techter can be very confusing.
Originally Fighter, Gunner and Techter were unlockable classes and were thus not added to the character creator. This is probably why to this day you have to spend some time playing other classes first before you're allowed to pick the class you want.
I recommend starting your character as a Force. This way you will begin your adventure with Foie and Ilgrants Techniques. After beating (or skipping) the prologue you are finally allowed to switch to Techter! To do that you just go to the Class Counter Attendant and switch your Main Class to Techter.
After You became a Techter you might notice the next hurdle "Where is my Wand? All I have is this poopy Talis and Gunblade". Most of you will probably run to the shop area and search for it. There is no need of doing that as we get one wand for free per account.
Unlike all the other classes, there is no dedicated Fighter, Gunner and Techter class tutor. We have to share our class tutor with the one for Force called Marlu. She is a Techter class tutor only in the most technical sense since a lot of her Client Orders can be cleared by Force only. She does have our Techter class progression Client Orders though so we got to pay her a visit!
From her you pick the Client Order Wand Seminar and voila! You got yourself your very first Wand. What you do from here on out is completely up to you however I strongly recommend doing the Techter related Training Quest at the Quest Counter. It will teach you some Techter fundamentals like how Wand Focus works and what the benefits are of using Zondeel & Zanverse.
Once you reach level 55 you will unlock the Bewitched Woods Exploration quest. This will give you access to new Techter toys!
By accepting Marlu’s Client Order Are You Interested in Some New Skills? and doing some casual genocide in the Bewitched Woods, you’ll unlock the only Photon Art Techter ever received, Heavy Hammer and Simple Fused Techniques, Rezandia Rebarantsia and Refomelgia.
Heavy Hammer is a very useful movement & burst damage tool, especially for Te/Hu, while the Simple Fused Techniques offer a lot of utility like flight suction field from a distance and backstep dash.
Once you reach level 70 or collect 150 Photon Spheres, you will be able to unlock Fused Techniques. Simply do Klariskrays’s Client Orders To Forge New Technique I~III or alternatively spend 50 Photon Spheres per Fused Technique at the Photon Drop Swapper and you are good to go. Zandion Fomelgion and Barantsion are yours.
All three Fused Techniques are an important part of our Burst Damage (unless you are Te/Hu) and the route of unlocking them via Photon Spheres doesn’t have a level requirement so you can stomp early level enemies very easily with them.
MEL Pwr
Stats which boost Normal Attacks, Lavis Cannon & Liberate Wand S5 Shockwave and Heavy Hammer Photon Art as well as melee portions of Gunblade Photon Arts.
MEL Def
Stats which boost your defense against Melee Attacks.
RNG Pwr
Stats which boost ranged portions of Gunblade Photon Arts.
RNG Def
Stats which boost your defense against Ranged Attacks.
TEC Pwr
Stats which boost Photonic Fury and Techniques. Resta’s healing power is also boosted by TEC Pwr however it ignores Weapon Stats. Augments boost Resta however.
TEC Def
Stats which boost your defense against Tech Attacks.
DEX
Stats which improve your Damage Stability and worsen enemy Damage Stability.
Most weapons have damage stability capped out and Critical Hits bypass it entirely.
Natural PP Recovery
This refers to PP you recover over time. Using normal attacks and running around doesn’t halt Natural PP Recovery, however charging, holding & performing a Technique, Fused Technique & Heavy Hammer does stop regeneration. Force can bypass some of this with their PP Charge Revival skill, which allows them to recover PP while charging and holding Techniques. As a result skills relating to Natural PP Recovery are less useful on Techter.
Active PP Recovery
This refers to PP you recover with normal attacks.
Melee Damage
Damage type which affects Normal Attacks, Photonic Fury, Lavis Cannon & Liberate Wand S5 Shockwave and the Heavy Hammer Photon Art as well as melee portions of Gunblade Photon Arts.
Melee Resistance
Damage resistance which reduces Melee damage taken by a certain percentage.
Ranged Damage
Damage type which affects ranged portions of Gunblade Photon arts.
Ranged Resistance
Damage resistance which reduces Ranged damage taken by a certain percentage.
Tech Damage
Damage type which affects Techniques.
Tech Resistance
Damage resistance which reduces element less Technique damage taken by a %.
Elemental Weakness
Damage Multiplier that affects everything in different ways. More on that in this section.
Elemental Resistance
Damage resistance which reduces elemental Technique damage taken by a certain percentage.
Regular Techniques
Every Class that can cast Techniques has access to them. These are primarily used for DPS.
Support Techniques
Every Class that can cast Techniques has access to them however on Techter they’re much bigger in size, some are stronger in power and have a longer duration. These are primarily used for Utility.
Fused Techniques
These Techniques are exclusive to Techter and Force. They are burst damage Techniques utilizing two elements to deal heavy damage in a short period of time. These cannot be used at will and need to be charged first by attacking with regular Techniques or Photonic Furies.
Simple Fused Techniques
These Techniques are exclusive to Techter and Force. Unlike regular Fused Techniques, these can be used at any time. Similarly to regular ones, they combine two elements with each other but are more of a mix between Utility and DPS.
Hit Stop
Hitting an enemy slows your attack animation down. This is primarily used on weapons that are supposed to feel heavy (like Wands) but unfortunately it creates the negative side-effect of reducing your DPS and when attacking enemies[2].
I won’t be telling you which of the skills you should take and which not to pick yet. This differs from build to build and I’ll provide skill trees later. For example a Te/Hu has no use in Wind Mastery and would see more use in Melee Power Up 1. Skill Trees will be provided in a later section.
Wand Focus
Hitting enemies with Techs fills the focus meter. Once the meter reaches a certain point your Normal Attacks start causing Photonic Fury. Furies have a small AoE radius which hurts enemies standing nearby. If you hurt two enemies who are near each other you will create two Furies that hurt both. The more enemies you stack, the faster you can dispose of them. Photonic Furies scale with TEC Pwr, deal Melee Damage and use the Elemental Resistance of an enemy, not the Melee resistance. Because of that, matching your weapon element with the elemental weakness of your enemies is very important. I'll dive into more detail on that in a later section.
Wand Lovers
Active Ability - Infinite duration - 30s Cooldown
Once activated, Normal Attacks and Photonic Furies get a huge boost in Damage (40%) and Wand Focus never depletes. Your evasive maneuver changes to Sidestep; Sidestep Strike included. Unfortunately this is the level 0 Sidestep so you only have 0.05s Invincibility time. You have to invest into Sidestep Plus on your subclass (if they even have it) or use a Scion Subclass to improve it. There is no real reason to not have this active 24/7.
Wand Reactor
40% of your Wand’s TEC Pwr is converted into MEL Pwr. This skill ignores your Augments.
Wand Focus Element
Main Class Only - Active Ability - Infinite duration
Photonic Furies have a chance of inflicting a level 1 Elemental Anomaly based on Weapon Element (15%).
Arms Enthusiast: Techter
Default Skill - Main Class Only
Increases Damage by 10% as long as you are using a Weapon of rarity 10☆ or higher.
PP Restorate
Increases Natural PP Recovery and further increases it when standing still. Usually it's 5pp per second, with this skill it’s 7pp per second & 17.5pp per second when standing still. Doesn’t affect Active PP Recovery.
Advanced Resta
Increases the amount of HP recovered through Resta (20%).
Advanced Shifta & Deband
Boosts Shifta / Deband making them more potent in increasing stats. These are multipliers so the base 19.7% gets only boosted to 24.625% at level 5 (19.7 x 1.25 = 24.625).
Shifta and Deband only boost base stats, skill tree stats from unconditional skills & Mag stats.
Critical Shifta
Players affected by your Shifta will have a 20% higher Critical Hit Rate.
Shifta Strike
Main Class Only
Players affected by your Shifta receive a 10% boost in Damage.
Deband Cut
Players affected by your Deband take 15% less Damage.
Deband Toughness
Main Class Only
Players affected by your Deband have their Max HP increased by 25%. This Skill takes all HP sources into account, the result is great.
Tech Charge Perfect Attack Addition
0,5s cooldown
Charged Techniques always count as Perfect Strikes. Due to the cast animation being exactly half a second you can never not Perfect Strike a charged up Technique.
PP Conversion
Active Ability - 100s Cooldown
Converts part of your Max HP (up to 10%) into Natural PP Recovery temporarily. Doesn’t affect Active PP Recovery. You shouldn’t invest in levels 2, 4, 5, 7 and 8 as they dont give any benefits other than slightly improving cooldown while increasingly reducing your max HP.
Usually your Natural PP recovery is 5pp per second.
At level 1 it becomes 10pp per second.
At level 3 it becomes 15pp per second.
At level 6 it becomes 20pp per second.
At level 9 it becomes 25pp per second.
At level 10 it becomes 30pp per second.
Element Precision Hit
Increases damage dealt while matching element of your attacks with enemy weaknesses. Techs mostly get 20% damage when matching elements while non-tech Damage bonus varies (too much to nail down), this skill adds another 20% on top of that. It’s important to use A Wand E Change (L) Skill Ring in order to effectively match elements. I'll dive into more detail on that in a later section.
Wind / Light / Dark Mastery 1 & 2
Increases Damage of Wind / Light / Dark Techniques by 20% each.
Wind Mastery is generally the least important one now that Zanverse is no longer boosted by it. Light and Dark Masteries are more important due to Zero Ramegid being Techters bread and butter melee Technique and half of the game being weak to Light.
Blind/Panic/Poison Boost
Increases the rate at which Blind / Panic / Poison status effects are being inflicted (10%).
Unfortunately these are multiplicative and not additive so a Technique with 20% chance of Blind infliction will only gain 2%, not 10% (20 x 1.1 = 22).
Poison Detonation
Active Ability - 30s Cooldown
Poisoned enemies near you explode and deal damage to other enemies within the range.
The explosion is fairly decent, scales with TEC Pwr and acts just like Photonic Fury however the range is small and the cooldown/probability of re-inflicting poison is terrible which makes this a really bad skill.
Party Assist
Main Class Only - Requires Level 85 - Free Skill
Party Members on the same map will receive Shifta and Deband no matter how far away you are from each other.
Extend Assist
Shifta and Deband max duration is increased from 60 seconds to 180 seconds.
Longarm Assist
Default Skill - Main Class Only
Shifta and Deband ticks extend the duration by 45 seconds rather than 15 seconds.
Techter can max out the 180 seconds duration of Extend Assist with just one cast while anyone using Techter as a Subclass will need 3 casts.
Territory Burst
Increases range of Support Techniques and Ignition Skills by 50%.
Territory PP Save
Reduces PP costs of Support Techniques. Has no effect when Territory Burst isn’t learned which is a leftover from back in the day when Territory Burst used to be an active ability.
Support Range Extender
Main Class Only
Further increases the range of Shifta, Deband, Resta and Anti by 20%. It also increases range vertically.
Since both Support Range Extender and Territory Burst are multiplicative the range is increased by 80% instead of 70% (1.5 x 1.2 = 1.8 ).
Super Treatment
Successfully curing a Status Effect on yourself or other players restores 25% HP and increases PP recovery to 20pp per second for 30 seconds.
Reverser Field
Main Class Only - Active Ability - 600s cooldown
Creates a field around you for a limited time that revives other players.
Rebirth Bonus
Reviving other players through any methods grants them the Shifta and Deband buff automatically which also applies all Techter skills that are related to Shifta and Deband.
Sidestep & Perfect Attack Combo
Default Skill
Dodging generates a Perfect Strike ring allowing you to start your next combo.
Blind Escape
Default Skill - Active Ability
Pressing the Dodge button makes you slowly fade away for a second to avoid damage.
Perfect Recovery
Default Skill
Pressing the Jump Button the moment you hit the ground after being blown away by an attack lets you quickly stand up again.
Sidestep Jump
Requires Level 10 - Free Skill
Jumping immediately after performing an evasive maneuver allows you to jump and gain maximum running speed in an instant.
First Arts Perfect Attack Addition
Requires Level 20 - Free Skill
First Normal Attack or Photon Art in a combo will be a Perfect Strike. This Skill does not work on Techniques therefore Tech Charge Perfect Attack Addition is still a required skill.
Air Recovery
Requires Level 30 - Free Skill
Perfect Recovery becomes performable midair.
Perfect Recovery & Attack Combo
Requires Level 30 - Free Skill
Perfect Recovery generates a Perfect Strike ring allowing you to start your next combo.
Double Jump
Requires Level 40 - Free Skill
You can Double Jump and reach higher places than before.
High Level Bonus Techter
Requires Level 80
Passive 5% damage boost to all attack types. Stacks with the High Level Bonus skill of your Subclass.
These are Skills you should avoid leveling up unless you have nothing better to spend your SP into. Flat stats have a tiny impact on your DPS but at least they have some impact. This time I’ll add scenarios in which these skills might be more or less useful depending on builds.
Melee Power Up 1
Increases your MEL Pwr which in turn increases your Normal Attack, Heavy Hammer & Lavis Cannon & Liberate Wand S5 shockwave damage. This skill is usually leveled up on Te/Hu since leveling up Wind and Light masteries isn’t very beneficial on that class combo.
Tech. Power Up 1 & 2
Increases your TEC Pwr which in turn increases your Technique & Photonic Fury Damage. These skills are usually only leveled up on Te/Hu and Fo/Te since Photonic Furies and Resta still benefit from them. Te as a subclass doesn’t have many skills to offer so Fo/Te ends up having a lot of spare points you can spend into these two skills.
Level up TEC Pwr Up 2 before 1 as the second one provides a higher amount of stats.
PP Up 1 & 2
Increases Max PP. This doesn’t have much use. If a Fo/Te still has SP left from maxing out Tech. Pwr Up 1 & 2 they might invest into these. Other than that you will only see Te/Ra level these up.
Dexterity Up 1 and Technique DEF up 1
Dexterity Up 1 increases your DEX which has virtually no use since it would usually reduce your damage variance but most weapons have the variance reduced to its hardcoded limit and Critical Hits bypass it entirely. The only actual benefit it gives you is an increased damage variance on the hits you receive but it's so small you wouldn’t notice it.
Technique DEF Up 1 increases your TEC Def stat and nothing else. The amount of protection this gives you is insignificant and as a result there isn’t a single class combo that uses these skills.
Elemental Matching is the main gimmick of Techter and the bane of existence for Tech classes thanks to poorly thought out game mechanics back in 2012.
Each enemy has Elemental Resistance for each element. If they are weak to a certain element the top left corner will reflect that. It will unfortunately not tell you how weak it is to that element which is a shame because it varies from enemy to enemy and body part to body part.
VR Rockbear is weak to all elements but most enemies are weak to only two.
Let’s use a practical example. Dark Falz Elder’s Belly Core elemental values are as follows:
0.6 0.6 1.2 0.6 1.2 0.6
This means that attacks that are Lightning and Light attribute get a 20% Damage Buff while every other element gets a 40% Damage Nerf. However, how these Elemental Values affect our damage is different between Techniques and Melee, Ranged & Tech Attacks (which I will refer to as Pet Attacks moving forward since there aren’t many non-pet tech attacks).
Melee, Ranged & Pet Damage:
For the sake of simplicity imagine there is a Sword with exactly 2000 MEL Pwr and 200 MEL Pwr in Augments. A common misconception is that the 60% Element you see on your weapon is actually a damage multiplier to your stats that gets only added if your weapon matches the elemental weakness of the enemy. In actuality the 60% get added Regardless of elemental weaknesses and instead the stats you gain from the 60%. So for example, we have two of the same 2000 Mel Power sword I mentioned before except once Fire attribute and once Light attribute. Here is how these two interact with Elder’s belly button:
Attribute | Base Stats | Elemental Stats | Augment Stats | Elemental Multiplier | Final Elemental Stats | Final Stats |
Fire | 2000 | 1200 | 200 | 0.6 | 720 | 2920 |
Light | 2000 | 1200 | 200 | 1.2 | 1440 | 3640 |
As you can see, there is a 720 MEL Pwr difference between matching elemental Weakness and not doing so. This however does not translate to Techniques since for some reason Sega made it work differently for them.
Techniques:
Elemental Stats do not exist for Techniques, instead its a straight damage multiplier like one you would find on the Skill Tree. This simplifies the Damage calculation process for Techniques and TEC Pwr isn’t as inflated as MEL Pwr as a result of it. However not matching elemental Weakness of the enemy with Techniques is absolutely devastating to their DPS. Most enemies only have a value of 0.8~1.0 to elements they aren’t weak to. This means that the Damage we’re losing is only 20% at best since the same enemies usually have a value of 1.2 to elements they are weak to. However in the case of Dark Falz Elder we’re talking about a damage loss of 60% if we’re not using either Lightning or Light. Lucky for us we do have access to Light Mastery and A Wand E Change (L) Ring, so we can still do good damage to it in theory. Unfortunately we can't change the elements of our Techniques so both Zero Ramegid and Zanverse get nerfed to the ground.
Name | Damage | Elemental Value | Final Damage |
Zanverse | 20% | 0.6 | 12% |
And yes, despite Zanverse not being influenced by Skill Tree skills it still varies in potency based on elemental values.
But why is this Techters main gimmick? Well, Photonic furies, which happen during normal attacks, our main source of damage, are treated like a Hybrid of Technique and Melee Attacks, Elemental Values not only affect our Elemental Stats but also serve as a direct damage multiplier. On top of that we have the Elemental Precision Hit skill which only furthers the divide in damage between matching and mismatching and it affects all damage types, not only techniques.
Here is a short table explaining what stats get used when and what multipliers/resistances are affecting them:
Method | Player Stat | Enemy Stat | Weapon Elemental Stat | Enemy Resistance | Damage Multiplier |
Ordinary Blows | MEL Pwr | MEL Def | MEL Pwr | Melee Resistance | Melee Damage |
Ordinary Shots | RNG Pwr | RNG Def | RNG Pwr | Ranged Resistance | Ranged Damage |
Pet Attacks | TEC Pwr | TEC Def | TEC Pwr | Tech Resistance | Tech Damage |
Techniques | TEC Pwr | TEC Def | None | Elemental Resistance | Tech Damage |
Photonic Fury | TEC Pwr | TEC Def | TEC Pwr | Elemental Resistance | Melee Damage |
Ignition Skills | TEC Pwr | TEC Def | None | Tech Resistance | Tech Damage |
Mag Auto Action (Melee) | MEL Pwr | MEL Def | None | Melee Resistance | None |
Mag Auto Action (Ranged) | RNG Pwr | RNG Def | RNG Pwr | Ranged Resistance | None |
Mag Auto Action (Tech) | TEC Pwr | TEC Def | None | Elemental Resistance | Tech Damage |
Zanverse Hits | None | None | None | Wind Resistance | None |
Techter is a one of the few classes that can be played in a variety of ways. Many other classes suffer from relying too much on a single subclass which makes every other build “unviable”. Techter luckily doesn’t suffer from this and as a result it comes in all sorts of flavors!
I personally separate Techter subclasses in following categories:
Early Game:
Late Game:
Niche:
Shadow Realm:
This is a bulky melee build focusing entirely on melee combat.
Te/Hu has very bad Technique damage multipliers so playing as that combo eliminates half of your toolkit, making it very easy to pick up and play. Unfortunately this also means this class suffers from a very monotone playstyle of just pressing the normal attack button over and over and over. There are still a few techniques you do care about tho, namely Zero Ramegid since it’s a technique that is active during normal attacks (which is why we still level Dark Mastery on Te/Hu) and Zero Nabarta since it's still a very good block button even if it deals no damage. Other than that you focus on your support techniques and maximizing damage with Photonic Furies. Your Augments should be MEL Pwr focused however this is the only Techter build focusing on MEL Pwr primarily. Once you unlock Etoile there is no reason to stay Te/Hu.
Total Damage Multipliers:
Normal Attacks & Photon Art | x1.76 |
Photonic Fury | x1.60 |
Techniques | x1.10 |
Level 95 Skill Tree: http://bit.ly/37vL17K (JP Current)
Level 90 Skill Tree: https://bit.ly/33v7QK8 (GL)
Hunter skills of interest:
Fury Stance
Provides a very reliable damage multiplier for Melee attacks however it provides virtually no boost to Technique damage.
Auto-Mate Half
When your HP drops below 50% this skill automatically consumes a Mate item to heal you back up. It always uses the weakest Mate item first.
Healing Guard
Restores 5% HP of you and others in your vicinity when you perform a Perfect Guard.
Zero Nabarta and Tech C Parry (L) proc this skill.
Iron Will
Fatal blows have a 75% chance of leaving you with 1HP and 5s of invincibility. Using Stalwart Spirit will also provide 300 Mel Pwr and extend your invincibility by 15s.
Stalwart Spirit
Extends the invincibility of Iron Will by 15s for a total of 20s and provides 300 MEL Pwr. This skill can be used to catch up with your DPS after a near death experience.
Hunter Physique
Reduces Damage taken by 25% and prevents flinching and knockback effects for 45s.
This is the best hybrid build you can play from the start and have success with, It provides great damage multipliers for both Melee and Techniques. The only caveat is that they have conditions that need to be taken care of. Because of that the class combo is generally a little more complex than Te/Hu. Your Augments should be TEC Pwr focused. Once you unlock Phantom there is no reason to stay Te/Fi.
Total Damage Multiplies (Without Chaser Damage):
Normal Attacks & Furies (Front) | x1.54 |
Normal Attacks & Furies (Back) | x1.35 |
Photon Art & Techniques (Front) | x1.77 |
Photon Art & Techniques (Back) | x1.55 |
Level 95 Skill Tree: http://bit.ly/39IPRQG (JP)
Level 90 Skill Tree: https://bit.ly/30yegWM (GL)
Fighter skills of interest:
Valiant Stance and Wise Stance
Fighter’s Stance Skills can be a nightmare for new players but once you learn to play around them they become very powerful for both Melee and Tech Attacks. Using both of them is optimal but not mandatory. Valiant Stance by itself is good enough since 90% of the time anyway (mostly raid content). In group content where the enemy is small enough to rotate around you might want to invest in Wise Stance to get an even bigger damage boost than what Valiant Stance provides.
Chaser Damage
Boosts damage when attacking enemies inflicted with status effects. Techter can inflict Status Ailments easily so this gives us an edge in quests with many Enemies susceptible to those. This Skill doesn’t boost damage against enemies who suffer from a Status Ailment reaction (freezing Vol Dragon etc.).
Combo Var. P. Attack
Boosts Damage if you Perfect Strike with different Techniques or Photon Arts during a Combo. Combo Var. P. Attack PP Save helps you further by reducing your PP consumption so you don’t run out as fast as you’d otherwise do.
This Skill is important to master if you wanna be a good Te/Fi.
Photon Slayer
When PP falls below 50% you receive 200 Pwr.
Crazy Heart
Doubles your PP recovery when inflicted with a status ailment yourself. This allows you to heal a negative status effect quickly should you lack PP for an Anti.
This is a pure support build. In this Class combo you just run around with a Techter equipable Rifle and do the dirty work of your party members so that they don’t have to. You spam Zanverse, apply Blight Rounds, suck enemies up via Zondeel/Re Zandia, Heal your party members and maybe you sacrifice a Right-side Skill Ring on Crit field too. This is as close as you can get to a traditional Healer class in MMO’s with the holy “DPS, Tank, Healer'' trinity.
You need to be in an organized Multi Party Areas (MPA for short) to use this class combo. Not recommended for PUGs. Using a Te/Ra when there is another Techter in your MPA means you’ll be playing a bad Ranger. Using a Te/Ra when there is another Ranger in your MPA means you’ll be playing a bad Techter. Your Augments should focus on RNG Pwr as you will be using a Rifle instead of a Wand.
The only reason why I pick Blind Boost on Techters side of the skill tree is to make
Zanverse more likely to proc the blind status effect which can be useful when fighting Luther the Fallen.
Level 95 Skill Tree: http://bit.ly/39Mdnw9 (JP)
Level 90 Skill Tree: https://bit.ly/2SPkz46 (GL)
Ranger skills of interest:
Blight Rounds
Applies a Blight Round marker on the targeted area. Every player who attacks the marked area deals 20% more damage. You can use the Precision Blight Rounds (L) ring to prevent Body parts from catching your Blight Round instead of the targeted area.
Precision Hit Blast Bonus
Attacking weak points and Blight Round markers builds up your Photon Blast Gauge at a quicker rate.
Error 404 combo not found.
Jokes aside, this is the worst Techter combo available as Gunner just isn’t a good subclass in general.
This class combo was probably intended to work but doesn’t.
It limits your playstyle to Talis since Force provides no Melee Damage multipliers at all and the damage multipliers to Techter elements, the ones we care about, are abysmally small. Additionally Talis Tech Bonus doesn’t work on most Fused Techniques.
There are instances where supercharged Ice and Lightning Techniques are useful (for example Dark Falz Elder & Demon Phaleg) and perform better than other Techter combos but they are incredibly rare and it's really not worth building around these situations since there are so few of them. Also you're just playing a weaker Force at that point.
Total Damage Multipliers:
Normal Attacks | x1.00 |
Photonic Fury | x1.00 |
Photon Art | x1.00 |
Te-Techniques | x1.33 |
Talis Te-Techniques | x1.60 |
Fo & Fused Techniques | x1.92 |
Talis Fo-Techniques | x2.30 |
This is a very old hybrid build that is strong in boss fights and barely sees any use nowadays. It has pretty bad conditional Technique damage multipliers, limiting its usefulness to Raid Bosses that are weak to either Wind, Light or Dark Elements. Melee damage multipliers are good but only in the Normal attack department. It’s way harder to deal good damage with our Photon Art. TEC Pwr Augments recommended.
Total Damage Multipliers:
Normal Attacks (Basic Stance) | x1.70 |
Normal Attacks (Precision Stance) | x2.00 |
Photonic Furies (Basic Stance) | x1.26 |
Photonic Furies (Precision Stance) | x1.48 |
Photon Art & Tech (Basic Stance) | x1.39 |
Photon Art & Tech (Precision Stance) | x1.63 |
Level 95 Skill Tree: https://bit.ly/3a52LZL (JP)
Level 90 Skill Tree: https://bit.ly/3ivEFuD (GL)
Braver skills of interest:
Basic Stance and Precision Stance
Basic stance boosts all damage unconditionally while Precision Stance boosts all damage by hitting Weak Points / Blight Round Marker or matching Technique elemental damage with enemy elemental weakness. As a result this Combo performs well in content with heavy weakness to Wind, Light and Dark elements (due to not having access to the other elemental masteries). However for mobbing content using Precision Stance is a detriment and Basic Stance isn’t nearly as powerful.
Enhanced Attack
Boosts Normal Attack damage. This unfortunately doesn’t apply to Photonic Fury.
Sidestep Tackle
Inflicts a small amount of damage when using Sidestep.
Perfect Recovery Heal
Performing a Perfect Recovery heals you for 20% of your max HP.
This is an old niche hybrid build that isn’t a very viable playstyle as it's more of a lifestyle with how much effort you need to put into it to be even decent with it. It requires you to use the Weapon Extending system in order to make Jet Boots and Dual Blades equipable with Techter however this is a huge money sink and a nightmare on your Sub Palettes. The Japanese player Ray is infamous for being pretty much the last Te/Bo who performs relatively well with the class combo however I wouldn’t recommend playing this combo myself.
This is a bulky hybrid build that is strong in boss fights. It has a variety of damage multipliers that make and break this class at the same time. It's performance is comparable to Te/Br except the only thing you need to take care of is using Summoner's Mark. It is however a class combo that has a lot more survivability than others, not as much as Te/Hu or Te/Et though. Most people would probably consider it "borderline viable". TEC Pwr Augments recommended.
Total Damage Multipliers:
All Attacks without Summoner’s Mark | x1.38 |
All Attacks with Summoner’s Mark | x1.75 |
Level 95 Skill Tree: https://bit.ly/2J7Lpzs (JP)
Level 90 Skill Tree: https://bit.ly/3iDWAzv (GL)
Summoners skills of interest:
All Attack Bonus
Boosts All attack types unconditionally.
Summoner’s Mark
Marks a body part of an opponent allowing you and your pet to deal extra damage. Because of this you can only deal good damage to one target at a time and if you mark a breakable part, and that part breaks, you have to use Summoner’s Mark again which slows you down way too much. You will have a love/hate relationship with this Skill..
HP Restorate
You recover 7,5% HP every 5s.
Pet Elemental Precision Hit
Matching Elemental Weakness of the enemy boosts your damage. The multiplier is slightly stronger for your Pets. Thanks to Alternate Wand E. Change (L) ring meeting the requirement for this damage multiplier is fairly simple.
Advanced Photon Blast
Boosts damage done by your Photon Blast by 30%.
This is a Technique focused Crit build that excels in all sorts of content. You can easily reach 100% crit rate on this build. S-Grade Augments that boost Critical Damage are some of the strongest Augments available. Additionally there are multiple Technique relates skills which speed up Technique damage, making this a very strong and popular class combo. TEC Pwr Augments recommended.
Total Damage Multipliers:
Normal Attacks, Furies and Photon Art | x1.67 |
Techniques | x1.55 |
Level 95 Skill Tree: https://bit.ly/2UuibQL
Phantom skills of interest:
All Attack Bonus Ph
Boosts Melee and Technique Damage unconditionally.
Photon Stream and Critical Stream
Boost your Damage, Critical Hit Rate and Critical Hit Damage based on your max PP. Photon Stream only requires 200PP to gain its full effect and Critical while Critical Stream does require 300PP to max out Critical Hit Rate, you only need 200PP to max out the Critical Hit Damage portion of the skill while still providing very good Critical Hit Rate (40%).
Tech Short Charge
Tech Short Charge improves Technique gameplay, making Technique gameplay fast paced.
Many Techniques even see a DPS increase due to the 50% Charge Time reduction. Support Techniques benefit from this skill the most as the 30% damage reduction doesn’t apply to them while gaining full benefits of having their charge time and PP cost reduced. Doesn't apply to Fused Techniques.
Phantom PP Restorate
Increases your Natural and Active PP recovery by 30% which significantly reduces downtime from when you are out of PP.
Sprint Tech Charge
This skill speeds up Technique gameplay even further as you are able to reposition yourself faster when charging up Techniques. Doesn't apply to Fused Techniques.
This is the bulkiest Hybrid Crit build that’s out there, often referred to as Te/Hu 2.0. Similarly to Te/Ph, you can easily reach 100% Crit rate. Same Arts PP Save and Tech Arts Combo Up don’t benefit Techniques and Techter has only one Photon Art so these skills are useless for Techter. The class does however offer really good Technique Damage multipliers and performs similarly well to Te/Ph. TEC Pwr Augments recommended.
Total Damage Multipliers:
Normal Attacks, Furies and Photon Art | x1.55 |
Techniques | x1.66 |
Level 95 Skill Tree: https://bit.ly/2J3VSfn
Étoile skills of interest:
All Attack Bonus ET
Boosts Melee and Technique Damage unconditionally.
Etoile Perfect Attack Bonus and Perfect Attack Critical
Performing Perfect Attacks boosts your Damage and Critical Hit Rate.
Damage Balancer and Etoile Boost
Reduces damage received by 70% however it also kills every single source of HP recovery except Mate items, Atomizer Items and Etoile healing skills. This is a big deal since every single Techter class combo would usually rely on Resta or Megiverse in order to heal up. Once you get used to using mate items you become unkillable.
Standing Massive
This Skill allows you to ignore knockback attacks while standing still which can be useful in certain situations and since this is a passive skill you don’t need to waste a Skill Ring & Subpalette slot on Hunter Physique to achieve the same effect.
Etoile HP Restorate
You recover 2,5% HP every 3s when your HP is below 50%.
This is a Gunblade class combo, boosting the weapon immensely while providing other beneficial effects for both Wand and Talis. Reaching 100% Crit rate on this one is a little bit trickier but it speeds up applying Status Ailments and building up Photon Blast gauge significantly. Other than that This combo has excellent damage and a unique gameplay gimmick. All Attack Augments recommended.
Total Damage Multipliers:
Normal Attacks, Furies and Photon Art | x1.70 |
Normal Attacks, Furies and Photon Art (500 Voltage) | x1.87 |
Techniques | x1.55 |
Techniques (500 Voltage) | x1.71 |
Level 95 Skill Tree: https://bit.ly/3lKlOOz
Level 95 Skill Tree: https://bit.ly/3kgVVWc (Gunblade & Talis combo)
Level 95 Skill Tree: https://bit.ly/3dHfa8K (Pure Gunblade)
Luster skills of interest:
All Attack Bonus Lu
Boosts Melee and Technique Damage unconditionally.
Luster Voltage
Builds up Voltage Counter based on the amount of hits. Once reaching a certain threshold you get beneficial effects like a automatic Shifta and Deband refresh, higher Critical Hit Rate
and higher damage. It even cuts cooldown of active abilities by 50% but our active abilities all have either no cooldown or are active 24/7.
Tech Arts JA Multi Bonus
Speeds up Voltage buildup and increases Crit rate if you Perfect Strike with different Techniques or Photon Arts during a Combo. Tech Arts PP High Save further helps by reducing PP costs significantly.
Sub Luster GB Boost
Boosts Gunblade damage depending on which mainclass you use. On Techter the boost is quite substantial to make up for the lacking mainclass multipliers. As a result Gunblade finally deals acceptable damage.
Shifta Gauge Boost
Increases Photon Blast Gauge buildup by 50% when boosted by Shifta.
Deband Disorder
Doubles Status Ailment applicability when boosted by Deband.
Killing Restorate
Restores HP and PP when an enemy dies within range.
Complete Rest
Standing still for 1s boost your Natural PP recovery significantly.
Mags are one of the most important parts of min-maxing your character since it is the easiest thing to screw up. For the average player, focusing on maxing out a single stat and then changing Trigger actions via Photon Drop Swapper might be enough but there are advanced ways of building your Mag in order to squeeze the most out of it.
The game actively punishes you if you do anything but pure stat mags. What I mean by this is that you Mag needs to be either lv. 200 in Mel support, Rng support, Tec support or Dex support. A Mag that has lv. 120 Tec support and 80 Dex support will always be weaker and screw up some subclass viability than if you used a lv. 200 Tec support mag.
If you level up a stat by accident you don't have to worry as you can fix that by spending Ex-Cubes at the Ex-Cube Exchanger for Mag Level Reduction devices.
Most Techter class combos require a Tec Support Mag however there are a few that benefit from other mags more.
/ uses a Mel Support Mag
/ uses a Rng Support Mag
/ uses a Dex Support Mag
/ uses a Dex Support Mag
In order to raise a single stat mag you can simply feed it weapons with a yellow icon (Rods, Talis, Wands, Jet Boots) and once the Dex becomes too high feed it a Trimate. Same applies for other stats except you use Monomate for MEL Pwr and Dimate for RNG Pwr. On a Dex mag you can simply feed it any PA Disk you come across. Alternatively you can swap Photon Spheres for Food Device TEC Mini at the Photon Drop Swapper however you will need a lot of them to get from level 0 to 200.
There are a variety of Photon Blasts however not all of them are created equal. Picking the right one can improve your experience during quests tremendously. The photon blast gauge charges up upon receiving damage or dealing damage. However during raid bosses the speed at which it charges up tends to be too slow to activate before the raid boss dies. This can be somewhat offset by using Cetus Proi who charges up about 40% faster than other Photon Blasts due to its supportive nature. To swap Photon Blasts you just need to spend a few Ex-Cubes at the Ex-Cube Exchange.
Julius Nifta
Sucks up enemies around the target the player is targeting. It can stun enemies in order to trigger Chaser Damage. Deals damage based on Tec Pwr.
The suction effect is insane and allows you to pull a lot of lesser enemies near a boss in order to deal incredible Photonic Fury damage. It’s Tec Pwr scaling is inconsequential for Builds that use other Mag types (like Te/Hu with its Mel Pwr Mag) because the PB is just that good on Techter.
Cetus Proi
Creates a small field around the caster, boosting pp recovery by 400% and restoring 10% HP at regular intervals of every player inside this field. No stat scaling.
This one is also very good regardless of which build you aim for. Techter is a front row class so you’re often finding yourself hanging out with a lot of other Melee classes. Restoring their PP (and some HP) improves their (and yours) DPS uptime.
During the Quests your mag isn’t just a cosmetic item, it attacks by itself too and can deal a pretty substantial amount if you choose the right Auto Actions. The Mag Excite (L) ring is a must if you are interested in squeezing as much damage out of your mag as possible. Keep in mind to always keep your mag fed tho as it will be unable to execute any of these actions with an empty stomach.
Mel Support Mag uses Mel Device: Attack
Rng Support Mag uses Rng Device: Normal Light Rounds
Tec Support Mag uses Tec Device: Megid
Dex Support Mags also use Tec Device: Megid
Tec devices are unique in that they shoot the level 5 version of the Technique they are named after however with different properties than the actual Technique. Despite this the Power of the Technique is the same as the one written on your PA Disc and because of that Megid is by far the strongest out of the bunch and it can apply poison as well.
Unlocked at level 200 this is the last thing you unlock on your mag and it can be a game changer.
SP MEL Device: Dance
Attacks surrounding area for 20s. Cooldown is 120s.
Performs two hits every second. Each hit increases your Damage by 0.5% and restores 1PP.
SP RNG Device: Rapid Fire
Shoots nearby enemies for 20s. Cooldown is 120s.
Shoots nine sets of ten shots. Each shot restores 1pp.
SP TEC Device: Ignite
Reduces Technique charge time by 20% for 20s. Cooldown is 120s.
Doesn’t apply to Fused Techniques, Namegid and Gigrants Type-0.
SP DEX Device: Barricade
Reduces Damage taken by 60% for 5s upon being hit. Cooldown is 240s
Either one is fine. If you’re going for min-maxing then Barricade won’t be appealing to you. Dance is generally the best one as it actually gives you a damage multiplier but it’s useless when you’re casting Techniques at a distance. Same thing applies to Ignite but in reverse. Rapid Fire is the most consistent one as it’s a pretty good PP battery and hits at all distances. None of the SP actions get boosted by Mag Excite (L) so using Dance on a Tec support Mag is completely fine as the damage will be tiny regardless.
The final piece of Mag customization and this one gets often overlooked unfortunately. Many Trigger actions only activate when your Mag is fed but some of them don’t. They can be a huge help when dealing with your survivability or PP sustain (or both!). Don’t forget to expand your Trigger Action slots on your mag by purchasing the Mag Support Expansion Kit from the Player Shop.
Support / HP Recovery A
When HP falls below 50%, recovers 33% HP with a probability of 50%.
Obtained from E-Trials.
Support / HP Recovery B
When HP Falls below 50%, recovers 66% HP with a probability of 25%.
Obtained from Photon Drop Swapper
These two might seem unreliable due to their low activation chance but stacking the same Trigger action multiple times increases the chance of one of them triggering.
Support / PP Recovery B
When you change the Area, increases PP recovery for 15s with a probability of 25%.
Obtained from Photon Drop Swapper
This is great during Endless Quests since they change areas very often.
Support / Invulnerability A
When your PB Gauge maxes out, grants invincibility for 20s
Not very reliable however can be useful.
Advanced Users only
Support / PP Recovery E
When your PB Gauge maxes out, increases PP recovery for 15s
Exclusive ability of Corvus Mag
Support / PP Recovery J
Increases PP recovery at regular intervals for 10s.
Exclusive ability of Lepus Mag
Recovery effect is similar to level 6 PP Conversion. PP Recovery E is amazing in endless quests and only has a 5 minute cooldown.
Having these two on a single mag requires a specific mag raising procedure however thanks to Arks missions rewarding you with 50 Food devices it can be easily done by anyone willing to go for it. This Procedure will require you to Spend a lot of Ex-Cubes on Mag Level Reduction devices which can be an issue for new players.
On a fresh Mag in this order:
And voila, you got a mag with PP Recovery E and PP Recovery J! Now you just need to slowly fix your mag’s levels by using Mag Level Reduction devices while leveling up the desired ones.
If you’re only interested in PP recovery J you can feed your mag the normal way like you’d do when creating a Tec Support Mag as this action is learned during the level 30 Tec support Mag evolution.
Normal Attacks & Photonic Fury
Your normal attacks with the Wand are your main “Photon Art” when it comes to disposing groups of enemies. Normally your Wand normal attacks deal 336%, 300% and 370% Damage in a regular combo. However due to Wand Focus you have to factor in Photonic Furies which deal 240% Damage with each swing. As previously mentioned, Photonic Furies have a small AoE radius and hitting multiple enemies near each other results in the Photonic Furies stacking. So for example a regular combo on a single enemy would be 336%+240%, 300%+240% and 370%+240% (1006%+720% total). Now let’s do that again but with two enemies involved 336%+480%, 300%+480% and 370%+480% (1006%+1440% total). Groups of enemies just melt when a Techter is around.
Regular Wand DPS:
Name | Duration | Power | DPS |
Step Attack | 45f | 350% + 240% | 467 + 320 (787) |
Normal 1 | 38f | 336% + 240% | 531 + 379 (910) |
Normal 2 | 32f | 300% + 240% | 563 + 450 (1013) |
Normal 3 | 36f | 370% + 240% | 617 + 400 (1017) |
Normal Combo | 106f | 1006% + 720% | 569 + 408 (1077) |
S4: Wand Impact DPS:
Name | Duration | Power | DPS |
Step Attack | 41f | 350% + 240% | 512 + 351 (863) |
Normal 1 | 34f | 336% + 240% | 593 + 424 (1017) |
Normal 2 | 28f | 300% + 240% | 643 + 514 (1157) |
Normal 3 | 32f | 370% + 240% | 694 + 450 (1144) |
Normal Combo | 94f | 1006% + 720% | 642 + 460 (1102) |
S5:Calming Shockwave DPS:
Name | Duration | Power | DPS |
Step Attack | 43f | 350% + 240% | 488 + 335 (823) |
Normal 1 | 36f | 336% + 240% | 560 + 400 (960) |
Normal 2 | 30f | 300% + 240% | 600 + 480 (1080) |
Normal 3 | 34f | 370% + 240% + 250% | 653 + 424 + 441 (1518) |
Normal Combo | 100f | 1006% + 720% + 250% | 604 + 432 + 150 (1186) |
Lavis Cannon DPS:
Name | Duration | Power | DPS |
Step Attack | 38f | 350% + 240% | 553 + 379 (932) |
Normal 1 | 29f | 336% + 240% | 695 + 497 (1192) |
Normal 2 | 24f | 300% + 240% | 750 + 600 (1350) |
Normal 3 | 28f | 370% + 240% + 900% | 793 + 514 + 1929 (3236) |
Normal Combo | 81f | 1006% + 720% + 900% | 745 + 533 + 667 (1945) |
Disclaimer: Keep in mind that Lavis Cannon only has 999 MEL Pwr and thus the Actual DPS is way lower than what's written in this chart.
Heavy Hammer
The only Photon Art we Techters have access to.
Uncharged: Quickly travel a small distance and gain five seconds knockback resistance after the swing animation ends.
Charge 1: A heavy swing that deals moderate burst damage.
Charge 2: A heavy swing that deals heavy burst damage.
The charge is relatively long and you are very immobile while charging up so it requires some knowledge of the enemy you are fighting to know where your Heavy Hammer windows are.
Normal Wand DPS:
Name | Duration | Power | DPS | Cost | DPP |
Uncharged | 23f~95f | 446% | 1163 | 15pp | 30 |
Charge 1 | 165f~171f | 3684% | 1340 | 15+18pp | 112 |
Charge 2 | 289f~293f | 5582% | 1159 | 15+38pp | 105 |
S5: Calming Shockwave DPS:
Name | Duration | Power | DPS | Cost | DPP |
Charge 1 | 165f~171f | 3684% + 600% | 1340 + 218 (1558) | 15+18pp-15pp | 238 |
Charge 2 | 289f~293f | 5582% + 900% | 1159 + 187 (1346) | 15+38pp-15pp | 171 |
Lavis Cannon DPS:
Name | Duration | Power | DPS | Cost | DPP |
Charge 1 | 165f~171f | 3684% + 2160% | 1340 + 785 (2125) | 15+18pp-10pp | 254 |
Charge 2 | 289f~293f | 5582% + 3240% | 1159 + 673 (1832) | 15+38pp-10pp | 205 |
Disclaimer: Keep in mind that Lavis Cannon only has 999 MEL Pwr and thus the Actual DPS is way lower than what's written in this chart.
These are relevant only if you play /
Tri-Impact Zero
Quick forward slash. All-purpose, easy-to-use photon art with a wide, but short, range.
- First and second hit deal 7% of power notation
- Third hit deals 11% of power notation
- All shockwaves deal 25% of power notation each
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 60f | 1239 | 1239 | 15 | 83 |
Only Shockwaves | 60f | 929 | 929 | 15 | 62 |
Rage Dance
Quick repeated thrusts followed with gunfire. High single-target damage.
- Five hits dealing 13% of power notation each (Melee Damage)
- Sixth hit deals 35% of power notation notation (Ranged Damage)
- Knockback resistance during execution
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 72f | 1644 | 1370 | 12 | 137 |
Rayblade Shot Zero
Slashes forward, leaving a delayed shockwave, then fires a single penetrating shot. The PA has two Perfect Attack windows both of which are very powerful.
- Initial slash 25% of power notation notation (Melee Damage)
- Shockwave damage 5% of power notation notation (Melee Damage)
-- Shockwave hits up to 5 times but only if the first Perfect Attack window is used
- Final bullet 70% of power notation (Ranged Damage)
- 180° Guard Frames in the front on during initial slash
- Knockback resistance during execution
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 78f | 2034 | 1486 | 20 | 102 |
First Perfect Attack Window | 36f | 1017 | 1695 | 20 | 51 |
Writhing Serpent
Rise while spinning the blade and endlessly slashing the target.
- 5 hits dealing 16% notation damage
- 6th hit dealing 20% notation damage
- All hits deal melee damage
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 54f | 1210 | 1344 | 15 | 81 |
Aimed Fire
Fires a bullet focused on the target. Can be charged two stages. Very similar to Heavy Hammer but the charge is much shorter and the range much bigger.
- Uncharged does 30% of power notation
- Charge 1 does 100% of power notation
- Charge 2 does 400% of power notation
Name | Duration | Power | DPS | Cost | DPP |
Uncharged | 12f | 310 | 1550 | 20 | 16 |
Charge 1 | 12f + 30f | 1033 | 1476 | 20 | 52 |
Charge 2 | 12f + 180f | 4132 | 1291 | 20 | 207 |
Bomber Toss
Detonate a magazine of bullets, damaging all targets in its area.
- Five hits dealing 24% of power notation notation each (120% total)
- Invincibility frames during execution
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 76f | 1571 | 1240 | 15 | 79 |
Sideswiper Slash
After cutting the enemy, follow up with a flurry of slashes. Finish with a gunshot.
- Five slashes dealing 9% of power notation (Melee Damage)
- One shot dealing 9% of power notation (Ranged Damage)
- One extra hit at the end dealing 46% of power notation
-- Extra hit deals Ranged Damage, scales with MEL Pwr and gains no Headshot bonus
- Invincibility frames during execution
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 130f | 2870 | 1325 | 20 | 144 |
Hailfire Kick
Kick the enemy away, then follow up with three gunshots. Very wide range.
- Kick deals 25% of power notation (Melee Damage)
- Kick adds 10 frames of Hitstop if it hits anything
- 180° Guard points during initial kick
- Three shots dealing 25% of power notation each (Ranged Damage)
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 72f | 1655 | 1379 | 20 | 83 |
Without Kick | 62f | 1241 | 1201 | 20 | 62 |
Blitzfire Barrage
Using the Gunslash's special traits, slash while shooting to create a devastating absolute-kill attack.
- Three strikes at 16% of power notation (Melee Damage)
- Two shots at 26% of power notation (Ranged Damage)
Name | Duration | Power | DPS | Cost | DPP |
Full PA | 120f | 2745 | 1373 | 28 | 98 |
Kickdance Dash
Executes a point-blank attack after charging a target. Similarly to Rayblade Shot Zero, Kickdance Dash has two Perfect Attack windows.
- Initial hit deals 10% of power notation (Melee Damage)
- One slash deals 21% of power notation (Melee Damage)
- Three shots deal 23% of power notation (Ranged Damage)
- Knockback resistance during activation
Name | Duration | Power | DPS | Cost | DPP |
Regular (first Window) | 32f | 696 | 1305 | 15 | 46 |
Chained to itself (first window) | 37f | 696 | 1129 | 15 | 46 |
Chained to itself (Full PA) | 104f | 2246 | 1296 | 15 | 150 |
Furthest (first Window) | 103f | 696 | 406 | 15 | 46 |
Furthest (Full PA) | 287f | 2246 | 470 | 15 | 150 |
Strezwei
Changes attack depending on Gunblade mode. Switching forms via Weapon Action mid-PA causes the other mode's version of the PA to activate.
Melee mode:
- Fires a shockwave that homes you to the first target hit with it to perform a blade combo
- Shockwave deals 15% of power notation
- 180° Guard Frames in front while shockwave is being executed
- Three slashes dealing 20% of power notation
- 4th hit dealing 25% of power notation
Ranged mode:
- Fast 360 AoE ranged attack when used on gun mode
- 360° Guard Frames during execution
- One shot dealing 30% of power notation
Name | Duration | Power | DPS | Cost | DPP |
Melee | 88f | 1842 | 1256 | 12 | 154 |
Melee Furthest | 112f | 1842 | 987 | 12 | 154 |
Ranged | 26f | 553 | 1275 | 12 | 46 |
Both back to back | 114f | 2385 | 1260 | 17 | 140 |
Due to lack of Flame Mastery, Freeze Mastery and Lighting Mastery, these three Technique Elements are very weak on Techter and because of that I will focus on only a few non-Techter Elemental Techniques.
For more info on Tech DPS use this Chart.
Rafoie
Preferred Craft: Vast
This Technique with the vast Craft has a 35% change of inflicting Burn which is the highest of any other Fire Techniques. It's also a single direct hit explosion allowing it to always hit the target and with full 35% chance.
Shifta
Preferred Craft: Abundant
Fire Support Technique. Boosts your damage and that of your allies.
Thanks to skills located on your skill tree this buff lasts 3 minutes. It is very important to keep an eye out on those buffs as losing it means less DPS and we don’t want that. ;)
The reason we go with Abundant Shifta is mainly because the "hit interval" buff. What this means is that Shifta will apply all 4 ticks for maximum duration about 1.2 seconds faster than regular Shifta. You'll even get a 5th tick but that one is less relevant.
Zero Safoie
Preferred Craft: Zero
This is the go-to short range gap closer Technique for Techters. Even uncharged Heavy Hammer doesn't replace it due to being more clunky (generally speaking).
Deband
Preferred Craft: Abundant
Ice Support Technique. Boosts your defense and that of your allies. I can’t stress it enough but Shifta and Deband upkeep is a very important part of Techter gameplay. As for why Abundant, the same reason applies as with Shifta.
Zero Nabarta
Preferred Craft: Zero
This Technique acts as your Block button in case charging a different Technique with Technique Charge Parrying (L) isn’t reliable in the current situation. After successfully blocking an attack a huge icicle counters the attack and deals some decent damage while also having a high chance of freezing the enemy and giving you a second of invincibility.
Te/Fi Tip: Zero Nabarta is a perfect combo opener for Combo Var. Perfect Attack. Simply tap it and it'll generate a Perfect Attack ring. Any tech casted from it will have its damage boosted and PP cost reduced.
Zondeel
Preferred Craft: Dire
This Support Technique sucks up Enemies near you and presses them so close together it's often hard to count how many enemies are inside. One weird quirk about it is that casting it in the air makes it suck faster. This is your go-to Technique in mobbing scenarios since it allows you to stack a crazy amount of enemies together for some Photonic Furies.
Casting a Lightning Technique inside Zondeel detonates it and is the best way for us to inflict the Shock Status.
Dire Zondeel extends the range of your suck by a meter as well as increase the Status ailment infliction rate should we decide to detonate it.
Ilzonde
Preferred Craft: Voltaic
This is the best travel Technique. It’s fast and has a very long range though the PP costs are very hefty. We can also use it to detonate Zondeel.
None of the crafts reduce pp consumption so you basically get to choose which poison you like. Damage increase is preferred in this situation.
Zan
Preferred Craft: Intense
A very simple Wind Technique that unleashes three wind boomerangs each dealing 34% damage. These will fly back and forth until they hit geometry or touch the caster. They’re not very strong and this Tech rarely sees use. You can make it work however by using Leaping Dodge (L) and High Minded. This way you are very high up and can easily cast Zan downwards, so Zan Blades never hit you and keep attacking the enemy over and over. Doesn’t work on many bosses since they can deal with airborne ARKS. Each wind blade can hit up to 14 times so a perfectly cast Zan can have 5432 DPS.
Name | Duration | Power | DPS | Cost | DPP |
Zan | 60f+30f | 438% | 292 | 18pp | 24 |
Intense | 36f+30f | 427% | 388 | 18pp | 24 |
Turbulent | 60f+30f | 499% | 333 | 20pp | 25 |
Gizan
Preferred Craft: Intense
An intermediate Wind Technique that slices enemies around the caster. Deals 4 hits, the first four deal 10% damage of the Power notation while the final hit deals 60% damage.
The range isn’t that great, it’s usually better to just Zondeel > Normal Attack your enemies.
If you are using Phantom subclass then you should go with Turbulent craft.
Name | Duration | Power | DPS | Cost | DPP |
Gizan | 45f+30f | 886% | 709 | 13pp | 68 |
Turbulent | 45f+30f | 1386% | 1109 | 13pp | 107 |
Intense | 12f+30f | 886% | 1266 | 10pp | 89 |
Razan
Preferred Craft: Abundant
Another Intermediate Wind Technique that generates a Tornado that lifts enemies up. And because of that enemy lifting I wouldn't use this Tech in a mobbing situation. There is nothing more infuriating than being unable to hit your enemy as a melee class because someone is keeping it airborne 10 meters in the air.
If you are using Phantom subclass then you should go with Turbulent craft.
Name | Duration | Power | DPS | Cost | DPP |
Razan | 60f+30f | 794% | 529 | 18pp | 44 |
Abundant | 60f+30f | 1306% | 870 | 18pp | 73 |
Turbulent | 64,8f+30f | 1283% | 812 | 18pp | 71 |
Sazan
Preferred Craft: Turbulent
An intermediate Technique that generates a whirlwind with a small suction effect. This Tech is pretty decent as it has crowd control that isn’t annoying to other players and sets enemies up for other attacks. The damage is pretty good too.
Name | Duration | Power | DPS | Cost | DPP |
Sazan | 36f+30f | 933% | 849 | 18pp | 52 |
Potent | 36f+30f | 918% | 835 | 8pp | 115 |
Turbulent | 45f+30f | 1137% | 910 | 18pp | 63 |
Nazan
Preferred Craft: Zero
An Advanced Wind Technique that shoots a ball of concentrated Air that hits enemies at a fixed distance. This is the best Wind Technique for DPS even if it has a very small range. You can use the crowd control of Sazan and Ilzan to set up Zero Nazan or just use Zondeel.
Name | Duration | Power | DPS | Cost | DPP |
Nazan | 60f+30f | 906% | 604 | 16pp | 57 |
Turbulent | 60f+30f | 1056% | 704 | 16pp | 66 |
Intense | 33f+30f | 901% | 858 | 13pp | 69 |
Zero | 48f+30f | 1903% | 1464 | 16pp | 119 |
Ilzan
Preferred Craft: Intense
Advanced Wind Technique that fires a tornado in a straight line, sucking nearby enemies in it’s center. Similarly to Sazan this Technique has pretty good damage and crowd control. Very useful in general.
Name | Duration | Power | DPS | Cost | DPP |
Ilzan | 60f+30f | 944% | 629 | 20pp | 47 |
Vast | 60f+30f | 944% | 629 | 20pp | 47 |
Intense | 30f+30f | 944% | 934 | 16pp | 58 |
Zanverse
Preferred Craft: Intense
Wind Support Technique that creates a field of photons that deal Wind damage based on 20% of Damage performed inside it. For example if you deal 999,999 Damage with a single hit inside the field then Zanverse will add another 200,000 on top of it. This applies to every player in your area so keeping it up is very important. Applying Blind Status with this Technique is very easy. It only stays up for 5.5s so keep that in mind.
Intense Craft cuts the charge time in half which is incredibly useful for DPS upkeep. A perfect craft makes the PP cost increase almost null.
Grants
Preferred Craft: Radiant
Basic Light Technique that generates swords of light raining down on the target. Always hits the locked on target and deals really good damage. You’ll be using this Technique a lot.
Name | Duration | Power | DPS | Cost | DPP |
Grants | 45f+30f | 973% | 778 | 20pp | 49 |
Potent | 45f+30f | 973% | 778 | 10pp | 97 |
Radiant | 48f+30f | 1273% | 979 | 20pp | 64 |
Gigrants
Preferred Craft: Zero
Intermediate Light Technique that generates Blades of light around you. After 1,7s you can release the button to generate one final Blade of light that deals massive damage.
Name | Duration | Power | DPS | Cost | DPP |
Gigrants | 72f+30f | 981% | 577 | 25pp | 39 |
Potent | 72f+30f | 1091% | 642 | 25pp | 44 |
Radiant | 39f+30f | 976% | 849 | 25pp | 39 |
Zero | 102f+30f | 2788% | 1267 | 20pp+17pp | 75 |
Ragrants
Preferred Craft: Intense
Intermediate Light Technique which fires a ray of light dealing massive damage in a straight line in front of you. Very strong and useful however it eats through your PP.
If you are using Phantom subclass then you should go with Radiant craft.
Name | Duration | Power | DPS | Cost | DPP |
Ragrants | 60f+30f | 1180% | 787 | 30pp | 39 |
Radiant | 60f+30f | 1980% | 1320 | 31pp | 64 |
Intense | 18f+30f | 1180% | 1475 | 30pp | 39 |
Nagrants
Preferred Craft: Abundant
Advanced Light Technique which generates a dense sphere of light. Unfortunately it’s very weak compared to what a Wand can do up close though it has a very high rate of inflicting Panic and can be useful when precasting on predictable spawns.
Name | Duration | Power | DPS | Cost | DPP |
Nagrants | 48f+30f | 1287% | 990 | 20pp | 64 |
Abundant | 54f+30f | 1655% | 1182 | 20pp | 83 |
Radiant | 48f+30f | 1497% | 1152 | 20pp | 75 |
Ilgrants
Preferred Craft: Radiant
Advanced Light Technique which crystallizes Photons into droplets of light that pursue a target. Very strong Technique however it is slow and easy to miss on very mobile targets. It’s best to use other Techniques and wait for opportunities to use Ilgrants.
Name | Duration | Power | DPS | Cost | DPP |
Ilgrants | 60f+30f | 1597% | 1065 | 25pp | 64 |
Swift | 45f+30f | 1597% | 1278 | 25pp | 64 |
Radiant | 60f+30f | 2221% | 1481 | 25pp | 89 |
Resta
Preferred Craft: Whichever you like
A Support Technique that heals you and surrounding players. Very strong by itself however your TEC Pwr Augments can boost it even further.
Anti
Preferred Craft: Potent
A Support Technique that removes negative status effects from you and surrounding players. Thanks to Super Treatment this Technique also heals and applies a very potent PP recovery effect which can help your allies in DPS upkeep. Always keep an eye out on the bottom left corner to see if you can Anti your party members to boost their PP.
The Reason we go with Potent Craft is because in most situations an uncharged Anti will do its job just fine. Also should you be in a pinch with a status ailment and low on PP this craft makes it easier to recover. Once you get to play Phantom as a subclass the demerit of increasing charge time will vanish.
Megid
Preferred Craft: Abyssal
Basic Dark Technique which fires a Ball of condensed photons which explodes on impact.
Very good damage overall and the AOE is decently big for mobbing.
Name | Duration | Power | DPS | Cost | DPP |
Megid | 60f+30f | 1334% | 889 | 20pp | 67 |
Abyssal | 60f+30f | 1594% | 1063 | 21pp | 76 |
Potent | 56,4f+30f | 1334% | 926 | 10pp | 133 |
Gimegid
Preferred Craft: Abyssal
Intermediate Dark Technique which rains condensed Photons down on a target. Not as good as Grants but the Damage is incredible. Very easy to miss though, use on immobile targets.
Name | Duration | Power | DPS | Cost | DPP |
Gimegid | 48f+30f | 1176% | 905 | 20pp | 59 |
Intense | 18f+30f | 1176% | 1470 | 17pp | 69 |
Abyssal | 52,8f+30f | 1936% | 1403 | 20pp | 97 |
Ramegid
Preferred Craft: Zero
Intermediate Dark Technique that makes Balls of Dark Photons float around you for 20s. You basically have to stand in normal attack range for the balls to hit your target and because of that this is a perfect Technique for Techters and the only reason Te/Hu bothers to level up Dark Mastery. Zero Ramegid DPS depends on if you can stand near your enemy for the entire 20s duration.
Name | Duration | Power | DPS | Cost | DPP |
Ramegid | 60f+30f | 1176 | 784 | 25 | 47 |
Concentrated lv2 | 30f+30f | 1176 | 1176 | 27 | 43 |
Concentrated lv3 | 30f+30f | 1136 | 1136 | 25 | 45 |
Umbral | 60f+30f | 1246 | 830 | 22 | 57 |
Zero | 30f+30f | 4822 | 4822 | 25 | 193 |
Samegid
Preferred Craft: Intense
Intermediate Dark Technique that shoots three beams of Darkness at your target. Very strong but easy to miss on smaller or melee range targets.
If you are using Phantom subclass then you should go with Abyssal Craft.
Name | Duration | Power | DPS | Cost | DPP |
Samegid | 45f+30f | 1170 | 936 | 23 | |
Abyssal | 45f+30f | 1822 | 1458 | 25 | |
Intense | 18f+30f | 1170 | 1462 | 20 |
Megiverse
Preferred Craft: Potent
A Support Technique that creates a Dark field around the caster which heals you and your allies based on the damage they deal inside it. This Technique is absolutely overpowered and you can often see classes with access to Techniques use the uncharged version and any attack to quickly heal themselves up to full. Personally, I prefer to use Resta since it heals unconditionally but you shouldn’t ignore the beauty that is this Technique.
Namegid
Preferred Craft: Abyssal
Advanced Dark Technique which condenses Dark photons around the target for 5 second before exploding and dealing heavy damage. This Technique is very bad. The DPS just isn’t good enough to warrant the 5 second charge time (Heavy Hammer is way better). It has a half second delay before the charge starts and you have to wait that half second before letting go of the button to perform the uncharged version which actually isn’t half bad as it deals 30% damage while only requiring a fraction of the time needed to fully charge it.
PP Costs are very Heavy but luckily we do have a Wand for that called Chaval Melm.
Name | Duration | Power | DPS | Cost | DPP |
Namegid | 333f+30f | 4579% | 757 | 60 | 76 |
Abyssal | 333f+30f | 5329% | 881 | 65 | 82 |
Uncharged Abyssal | 33f+30f | 1599% | 1523 | 65 | 25 |
Vast | 333f+30f | 4279% | 707 | 60 | 71 |
Uncharged Vast | 33f+30f | 1284% | 1223 | 60 | 21 |
Ilmegid
Preferred Craft: Abyssal
Advanced Dark Technique that generates a claw of Dark Photons which pursues targets. It’s not very strong and it’s really only useful to dispose of some trash mobs at a distance which you could one shot at close range anyway.
Name | Duration | Power | DPS | Cost | DPP |
Ilmegid | 48f+30f | 1330% | 1023 | 35pp | 38 |
Potent | 57f+30f | 1330% | 917 | 23pp | 58 |
Abyssal | 48f+30f | 1473% | 1133 | 35pp | 42 |
Zandion
A Fused Technique of Wind and Lightning element. While wearing wings of wind and lightning, lightning strikes will follow in your wake as you charge towards your enemy. This is the strongest Fused Technique and gives you invincibility frames for almost the entire duration (4.5 seconds).
Duration | Power | DPS |
60f+263f | 14850% | 3972 |
Folmelgion
A Fused Technique of Flame and Dark element. Concentrate flame and darkness into a beam that envelops your targets in a straight line. This is the most inconsistent Fused Technique. The beam can generate random explosions which are required for it to deal good DPS. Oftentimes you don’t get the maximum amount of explosions. If that wasn’t enough you are completely immobile during the cast. I wouldn’t recommend using this Technique until the other two are on Cooldown.
Duration | Power | DPS |
60f+351f | 10560% | 2220 |
Barantsion
A Fused Technique of Ice and Light Element. Execute an onslaught of attacks using blades made of Ice and Light. Your brilliant display of sword mastery will be the last thing they see. This is a very strong Fused Technique. If your target moves during execution you can reposition yourself with each swing but be careful as it leaves you open for attacks.
Duration | Power | DPS |
60f+363f | 13068% | 3110 |
Re Zandia
A Simple Fused Technique which combines Lightning and Wind Elements to create a large typhoon that sucks all enemies near it in its center before ending with a giant Lightning to end things off. Very useful Technique for its utility alone but the DPS isn’t bad either. If using Zondeel is a little too hot for you because the enemies are a little too hyper aggressive you can always use this instead and have your allies deal with the enemies instead.
Duration | Power | DPS |
402f | 5822 | 1251 |
Re Fomelgia
A Simple Fused Technique which combines Flame and Dark Elements together to form a Spear which the caster holds onto allowing them to travel to deal damage to enemies who stand in their way. Ending things off by throwing said spear and dealing damage in a cone in front of the caster. This Technique isn’t very strong. The PP drain is too high and the damage dealt is not high enough to bother. At most you could say it’s a nice tool to reposition yourself as a Force since throwing the spear knocks you back a few meters, which is perfect for long range classes but even they prefer to just reposition using Ilzonde.
Duration | Power | DPS |
54f | 710% | 1135 |
Re Barantsia
A Simple Fused Technique which combines Ice and Light Elements together to form wings which allow you to float while shooting Ice and Light beams in front of you. Letting go of the button makes the wings explode, hitting enemies around you. This is a very good Fused Technique. It gives you a mobility option which is very useful when repositioning yourself during Magatsu Urgent Quest. The DPS is about the same as Grants though you would need to attack a Toy Falsspawn for this statement to be true. It gives you a fairly decent amount of invincibility when initially activating it too. This makes it a good evasive Technique on top of everything that was just said.
Duration | Power | DPS |
650 | 7352% | 977 |
In PSO2, Status Ailments are a valuable way of supporting your party by disrupting enemy behaviour, dealing extra damage or just to trigger certain class skills like Fighters “Chaser Damage”. At the same time you wanna keep an eye out for party members suffering from Status Ailments. Healing those while having invested in Super Treatment can not only restore HP but also apply a potent PP restoration effect.
Applying the same Status Ailment in a row allows you to level it up. This also refreshes the duration.
Example 1: Burn 1 is applied onto Burn 1 = Burn 2
Example 2: Burn 3 is applied onto Burn 1 = Burn 2
Example 3: Burn 1 is applied onto Burn 2 = Burn 3
Example 4: Burn 5 is spreading onto other enemies = Burn 1
These are Status Ailments that are tied to a specific element. Each damage dealing Technique has a chance of applying Elemental Anomaly. The effect applied by Techniques and Photonic Furies always starts at level 1. Some enemies have resistance towards elemental anomalies, this means that the rate at which they’re applied is lower than what is written in the skill description. In many cases the enemies have full immunity. It’s important to note that stunning boss enemies via Elemental Anomaly does not proc Chaser Damage or similar skills however stunning enemies like that is still very useful.
Here is a list of Boss enemies that interact with Elemental Anomalies.
Elemental Anomalies can also be applied via Augments. These are exclusive to weapons and work regardless of weapon element however they don’t work on Techniques. Only Melee and Ranged classes should use these.
Burn - Deals damage over time every two seconds. Spreads to nearby enemies.
Lv. 1 - 1% max HP per tick. 20s duration
Lv. 2 - 1.2% max HP per tick. 20s duration
Lv. 3 - 1.2% max HP per tick. 24s duration
Lv. 4 - 1.4% max HP per tick. 24s duration
Lv. 5 - 1.4% max HP per tick. 28s duration
Freeze - Prevents movement. Attacking a frozen target breaks the Ice.
Lv. 1 - 7s duration
Lv. 2 - 8s duration
Lv. 3 - 9s duration
Lv. 4 - 10s duration
Lv. 5 - 11s duration
Shock - Flinches or knocks back every few seconds.
Lv. 1 & 2 - Once every 5s. 30s duration
Lv. 3 - Once every 5s. 35s duration
Lv. 4 - Once every 4s. 36s duration
Lv. 5 - Once every 4s. 44s duration
Blind - Attacks, items and skill effects can miss occasionally.
Level increases chance of missing. 20s duration.
Panic - Player: Movement becomes more difficult. Enemy: Attacks also hit allies.
Lv. 1 & 2 - 30s duration
Lv. 3, 4 & 5 - 35s duration
Poison - Deals damage over time every three seconds.
Lv. 1 - 3% max HP per tick. 30s duration
Lv. 2 - 3% max HP per tick. 36s duration
Lv. 3 - 4% max HP per tick. 30s duration
Lv. 4 - 4% max HP per tick. 36s duration
Lv. 5 - 5% max HP per tick. 30s duration
Poison and Burn can deal more damage than the standard 1~5% since some Damage Multipliers apply to them as well. It is generally believed that unconditional damage multipliers, that do not state a damage type or complicated condition like players position, boost Burn and Poison damage. This can result in insane DPS on bosses susceptible to those Status Ailments. Both Status Ailments count as element-less critical hit bare-hand attacks so some skills get disqualified.
These are element-less Status Ailments that can come from many different sources like PA, Skills or Pets.
Stun - Prevents any action for 5s. Spin movement stick to recover faster.
Injury - Reduces Max HP for 45s. Only enemies can inflict this Status Ailment.
Lv. 1 - 15% reduction
Lv. 2 - 30% reduction
Lv. 3 - 45% reduction
Lv. 4 - 60% reduction
Lv. 5 - 75% reduction
Bind - Prevents movement for 5s.
Jellen is a Status Change (like Shifta and Deband) and is therefore unable to proc Chaser Damage. Some Skills do make an exception to that.
I won’t go over most 1~12☆ weapons as these are largely irrelevant at this point and you breeze through these way too fast to even bother investing in them. A Nox weapon from the Rising Weapons Badge Exchange is not recommended. These weapons have big downsides and are too expensive on the Player shop or Badge Exchange to be worth it.
Precious Sword Balmung
1050 / 1021 -
This is a Easy to obtain Wand that you will be able to equip fairly quickly, especially if you are using a TEC Mag. The potential also boosts damage when matching elemental weakness which is an easy condition to meet. Additionally this wand can be equipped by all classes making it a decent option to level your subclass if you don't want to dedicate a weapon to that. The Augment Factor is Flict Magia which is pretty decent if you want to recycle it like that.
Val > Atlas > Atlas Ex
Eyth - 2327 / 2281
Letra - 2166 -
You can buy a copy of Val Eyth from the player shop making them a good entry Weapon. Once you grind it to +35 you will receive a title that has a stone required to upgrade this into the Atlas Eyth. The Wand gives you access to Wand Impact. This Augment speeds up your Wand Normal Attacks by two frames and reduces Hitstop which is an additional two frames (4 frames total). The Talis gives you access to Circuit Rotation which reduces Photon Flare cooldown by 20%. It is more useful for Force players but we can use the Partizan Photon Adaption to improve our PP sustain. While the TEC Pwr of Wand and Talis aren’t matching yet, this is the first Talis you should care about. In the meantime grind yourself a Lumiere Wand as it is necessary for the upgrade to Atlas Ex.
The version has the potential of Atlas and Lumiere fused into one, allowing you to survive one lethal blow per quest. Thanks to their stats, S4 Augment and Potential these are very good weapons that will last you till Episode 6 thanks to their upgraded Potential introduced with Divide Quests. The Wand specifically works with any type of build and the Talis can be used on Force, Techter and Hero almost equally well.
Profound > Celestial > Lightstream Aspiraxion
2439 / 2392 -
This is the strongest wand of Episode 5 and will last you until EP6 endgame due to its upgraded Potential introduced in Divide Quests. It has a Potential which recovers all your PP when they fall below a certain threshold on a two minute cooldown which helps greatly with Technique orientated builds. Their Tech Boost can boost your damage by 5% once you have 200 TEC Pwr augmented onto it and all three of those weapon stages extend your Dark Blast duration by 10 seconds.
Due to lack of compatibility there is unfortunately no reason to use Lightstream Oraxion.
Invade + Nemesis + Raven + Ares > Ophistia Axe
2188 / 2145 -
Ophistia Axe will be the only high performing farmable weapon series until episode 6. These weapons have 3 different Potentials to choose from (based on Nemesis, Raven and Ares) but only the Ares Potential got an upgrade with the Divide Quest Update and a passive 10% PP cost reduction regardless of which Passive you choose. Due to the farmable nature of Ophistia this is the Weapon series people do sidegrades for specific situations like using S-Grade Augments which restore PP when enemies die nearby for Quests that require a lot of mobbing. Due to the Potential from Ares giving you more boosts the more different Photon Blasts you perform, Ophistia is a go-to weapon for Endless Quests assuming you have multiple mags.
Chaval Melm
2458 / 2442 -
This alters your gameplay slightly. It’s stronger than Lightstream but not by much and is more of an optional upgrade. The unique potential drains your PP to 0 and then quickly recovers it back to full. During this recovery time all your Techniques cost 1PP and deal slightly more damage. The potential also has a two minute cooldown and can be used in conjunction with Lightstream to keep your DPS high. This Wand works best with Techniques that would otherwise have terrible PP sustain like uncharged Namegid spam. Due to only having access to S1 it’s best to use Tech Boost and affix as much TEC Pwr as humanly possible. More PP also extends the duration of the potential so it’s not a bad choice.
Genon Dharasa
2114 -
This is a good sidegrade as it reduces PP Cost by a whopping 45%. However there is a maintenance cost. Everytime you cast a Technique you will receive damage so you will have to heal more frequently. This can be turned into a positive. If you use & Cursed Radiance you will recover 30% PP every time you cast a Technique, Zero Nabarta can be easily abused for that to recover 100% of your PP in just four taps of the Tech. As a result Genon Dharasa becomes possibly the best PP battery in the game.
Eclucio Culte
1819 -
This Talis cuts PP cost of Shifta by 50% and casts Deband at the same time. This speeds up buffing up significantly as you don’t have to wait for Shifta to end before you can cast Deband in order to get all 4 ticks. However keep in mind that switching weapons removes your casted Shifta & Deband. For the S-Grade Augments i prefer using & Spirited Response as well as Radiating Grace 2. This way the Talis can double as a PP Battery which is useful for Te/Ét since they can’t use Genon Dharasa well.
Novel > Liberate
Wand - 2592 / 2536
Talis - 2521 -
These weapons introduce the new S5 augments while also having a S4.
Wand Calming Shockwave mimics the potential of Lavis Cannon, adding a shockwave on every 3rd attack and charged Heavy Hammers. Talis on the other hand has Speedy Support which nullifies charge time of Support Techniques which can be useful but it's generally better to use a different S5 like the one from Liberate Gunblade Mysterious Purpose. It increases your Critical Hit Damage, Critical Hit Rate and heals you for up to 30hp per hit on Critical Hits.
This is the first Wand to get stealthily nerfed stats in order to match Talis more easily. We can’t change that but we can make the most out of it by augmenting our Wands to excel in Melee attacks with MEL Pwr while augmenting TEC Pwr on Talis to make use of the Aerial Technique gameplay of Talis.
Clarte Dolce
2118 / 2087 -
This is basically your gateway into becoming a Red Mage. Perfect Striking two Techniques of the same elements back to back skips the charge time on the second one (except Zero Gigrants & Namegid). The stats are very weak compared to other Wand options however it changes your Technique gameplay style really well and is a fun sidegrade in general. It also serves as a nice fashion piece since it barely resembles a weapon when sheathed. Since the Wand doesn’t require the first Technique to be fully charged it allows some really good combos. Here are a few examples:
Kuwadarka Orb & Kuwadarka Dusk
2211 / 2226 -
These two weapons are nearly identical. The only difference being that Kuwadarka Orb has a Doom Break III Augment Factor while the Kuwadarka Dusk version has a Tech Boost Augment Factor.
Despite not having the best stats at the time they released, these two wands are pretty fun sidegrades. They replace your Natural PP recovery with a 5pp per second recovery. This allows you to recover PP while performing actions that would normally halt natural PP recovery (for example charging & performing Techniques) making your PP management much better for Technique focused builds.
Puras > Stil
Vania - 2712 / 2720
Mehve - 2704 -
The grind of Divide Quests. These weapons boost your damage by 10~16% over time and resets by 3% when you get hit. Once it reaches its maximum you gain a bunch of beneficial effects. Damage taken reduced by 40%, Natural PP Recovery increased by 60%, recover 20PP every 10s and prevent flinching & Knockback. Talis can avoid damage much more easily thanks to Blind Escape and Aerial Talis movement. The Puras versions are on par with Liberate.
Darkbanisher Ayer > Lightweaver Cras
Virge - 2890 / 2953
Talis - 2937 -
Final raid boss weapon. Ayer weapons are slightly stronger than Stil out of the box but weaker you never get hit using a Stil weapon. Cras on the other hand wipes the floor with Stil. The potential however requires you to normal attack a couple of times making it very awkward to activate on a Talis. Wands on the other hand were born for that activation gimmick. Cras potential provides knockback and flinch resistance while the Ayer potential provides really good PP sustain. Even if you don’t activate Cras potential, Cras Talis should still be stronger than Mehve Stil.
Unlike weapons, gearing them up is very straightforward and there is no need for a guide telling you which units fit Techter well. 1~11☆ Units have to deal with Set Effects however for leveling phase the Brisa Units found in the Rising Weapon Badge Shop are good enough until you get 12&13☆ Units. These two rarities abandoned the Set Effect system so you can mix and match those however you like. Additionally 12&13☆ Units can attach left side Rings onto themselves which virtually increases the amount of left-side ring slots from 1 to 4 and 13☆ Units have S-Grade Augment Slots which further enhance your class gameplay.
Schvelle Kibbs - Schvelle Ret - Schvelle Serb
Stats - HP 100, PP 12 / ATK 50 / DEF 394
Resistances - 4% / 5%
Ivlida Units are very easy to come by and upgrading them to Schvelle is just as easy. Very good set in general.
Avion Orb - Avion Dusk
Orb Stats - HP 20 / PP 23 / ATK 60 / 368 365390
Orb Resistances - 4% 5%
Dusk Stats - HP 20 / PP 23 / ATK 60 / 390 368 365
Dusk Resistances - 4% 5%
Highest PP Units in the game. Very low HP and defenses though.
Mirage Cell - Nova Cell
Mirage Stats - HP 50, PP 22 / ATK 50 / 383 397 369
Mirage Resistances - 13% / 4% 5%
Nova Stats - HP 50, PP 22 / ATK 50 / 383 369 397
Nova Resistances - 13% 4% 5%
Second highest PP leg units in the game. Very low HP and defenses but not as bad as Avion Rears.
Austehazara - Austerico - Austerevel
Stats - HP 120 / PP 13 / ATK 60 / 407 387 393
Resistances - 5% 5%
Final Upgrade of your Invade units. Very good and balanced stats but requires too much effort compared to other sets.
Lightstream Paxion - Lightstream Vixion - Lightstream Raxion
Stats - HP 100 / PP 16 / ATK 65 / DEF 396
Paxion Resistances - 5% 6% 5%
Vixion Resistances - 5% 6% 5%
Raxion Resistances - 5% 6% 5%
Final Upgrade of your Celestial units. Very good and balanced stats and very easy to upgrade.
Highest PP Arm unit in the game.
Cras Dyne - Cras Noom - Cras Ment
Dyne Stats - HP 70 / PP 15 / ATK 120 / DEF 400
Dyne Resistances - 3% 5%
Noom Stats - HP 220 / PP 15 / ATK 60 / DEF 449
Noom Resistances - 3% 7%
Ment Stats - HP 40 / PP 30 / ATK 80 / DEF 410
Ment Resistances - 3% 6%
Final Unit set.
Highest ATK Rear unit in the game.
Highest HP Arm unit in the game.
Highest PP Leg unit in the game.
Generally speaking having both, MEL Pwr and TEC Pwr is important on Techter. Which stats you should focus on fluctuates between the build you choose but a Augment that increases both MEL and TEC Pwr by 30 is better than an Augment that only increases one of the two by 45. This doesn’t apply to Talis though, these weapons only care about TEC Pwr.
In terms of HP and PP, it's best to find a good balance between the two. Having 200~250 PP is usually enough and HP is really important on later difficulties where it's easy to die due to squishiness.
As for S-Grade Augments there are a few interesting choices you can make. Keep in mind that S-Grade Augments that boost damage always give you higher DPS than any regular Augment would so it’s best to always have those slots filled out on your weapon & unit. Whichever you pick depends on your build and budget.
Tech Boost / Strike Boost
Increases Damage by 1% for every 60 TEC/MEL Pwr augmented onto the weapon. Additional 2% will be granted once you reach 200 TEC/MEL Pwr giving you a total of 5%.
If you get it to 240 TEC/MEL Pwr you will get 6% Damage instead.
Sturdy Intent
Increases Damage by 4% when matching Elemental Weakness or wearing a Guard Ring that matches Elemental Weakness of your enemy.
Augment Intent & Augment Intent 2
Increases Damage by 0.5% for every Augment attached to your weapon (max 4%). Increases Damage by 0.75% for every Augment attached on Augment Intent 2 (max 6%)
Offensive Intent & Offensive Intent 2
Boosts Damage by 2% unconditionally (4% on Offensive Intent 2).
Brilliant Intent & Brilliant Intent 2
Boosts Damage by 3% while PP is at 40% or above (5% on Brilliant Intent 2).
Collaborator Liberator & Collaborator Liberator 2
Gives additional effects when in a party, the more party members the more effects you gain.
Useless in solo content.
2 people: 8% decreased PP consumption (x% when Collaborator Liberator 2).
3 people: 10% Critical Hit Rate (x% when Collaborator Liberator 2).
4 people: 3% increased Damage (x% when Collaborator Liberator 2).
Skilled Strike & Skilled Strike 2
Increases Critical Damage by 4% (5% on Skilled Strike 2)
Cursed Radiance
Recover 15% PP every time you take damage. Perfect for Genon Dharasa.
Double Edged Sword
Increases Damage dealt by 3% and damage received by 6%. This is a good alternative on Class combos that can’t reliably crit.
Powering Intent
Increases Damage by 3% against bosses. This is another good alternative on classes that can’t reliably crit.
Skilled Strike & Skilled Strike 2
Increases Critical Damage by 4% (5% on Skilled Strike 2).
Vital Intent
Increases Damage by 3% when your HP is above 80%. Good alternative on classes that can’t reliably crit.
Double-Edged Sword
Increases Damage dealt by 4% and damage received by 6%. This is a good alternative on Class combos that can’t reliably crit.
Powering Intent
Increases Damage by 4% against bosses. This is another good alternative on classes that can’t reliably crit.
Wand Clobber
Increases Attack speed & reduces Hit Stop. Wand exclusive. This results in about 12 frames faster Normal Attack combo (attacking 3 times) and not slowing down when hitting. The only reason this is on this list is to tell you that Wand Clobber isn’t that good and should be skipped (since it appears as an obvious pick for new players).
Calming Intent
Increases Normal Attack Damage by 13%. An absolute must for Wands.
Radiant Response
Improves Natural PP Recovery, Active PP Recovery and reduced PP Consumption based on your max PP (Max 30%).
Formula goes as follows: (Max PP - 120) x 0,1 = %
For example you have 200 PP: (200 - 120) x 0,1 = 8%
Colossal Radiance
Recovers 40 PP every 10s when near a Boss. I personally like this one on a Talis as most mobbing situations are better taken care of with a Wand and Talis with their Aerial mobility make Boss fights much easier. This Augment helps with PP sustain especially since it doesn’t halt when charging techniques etc.
Calming Shockwave
Increases Damage by 2%, reduces hitstop and shoots a shockwave on every third attack or charged up Heavy Hammer. Wand exclusive. The shockwave itself scales with MEL Pwr so to make most use out of it, it’s best to not focus on TEC Pwr on a wand with this Augment; though the difference is so small it barely matters. Speeds up an attack combo by 6 frames due to lower Hitstop making Wand Clobber even less useful.
Speedy Support
Removes Charge Time on Support Techniques and reduces Zondeel Damage by 34%. Talis Only. If you ever wanted a weapon dedicated to Buffing and healing (to remove clutter from Subpallete for example) then this allows you to capitalize on that idea.
Mysterious Intent
Increases Critical Damage by 2% and increases Critical Hit Rate by 20%. 1% of critical damage dealt will be converted to HP (Max 30). This is a great Augment overall but the healing effect gets completely killed on a Étoile sub so keep that in mind.
Anthesis Cultivation
Doubles the Power of Stat increasing Augments. Very useful on Liberate Talis.
Vigorous Response
Gives additional effects based on your max HP, the higher your max HP the more effects you gain. This skill requires at least 2000HP to be good which isn’t difficult thanks to our Deband.
1000 HP: Reduce damage taken by 5%.
1500 HP: Recover 5% of your maximum HP every 10s.
2000 HP: Increase damage by 0.4% for every 10% HP (max 4% at full health).
2500 HP: Recover 30 HP on attack.
3000 HP: Flinch and knockback immunity.
Guardian Armor
Reduces Damage taken by 7%. Allows better survivability should you struggle with that.
Wise Skill
Increases Critical Hit Rate by 15%.
Brilliant Ruin
Recovers 5PP when an enemy near you dies.
MEL Up or TEC Up
Increases base MEL or TEC stats by 30. Since these stats act as base stats they will get multiplied by Shifta.
Long Night Star
Reduces Etoile Boost decay per second by 50%. This only works on a Étoile sub.
Glowing Grace
Recovers 4pp every second when standing still. This is as powerful as S4: Colossal Radiance.
Attack Up & Attack Up 2
Increases base attack stats by +25 (+45 for Attack Up 2). Since these stats act as base stats they will get multiplied by Shifta.
Increased Efficiency
Boosts the effect of recovery items by 30%. Together with Atomizer Fanatics (L) this makes your Moon Atomizers fully heal your allies upon revival.
Sentinel’s Gift
Upon successful Technique Charge Parry, recover 5% HP and 10PP.
Descried Warrior
Boosts damage against enemies targeting you by 1% and reduces damage taken from said enemies by 15%. Very useful for solo content.
Sky Dance’s Boon
Activates Shifta and Deband every 10 seconds when you stay in the air for longer than 2 seconds. This also takes every Shifta and Deband related skill into account except Party Assist. Very useful for solo content.
MEL Up or TEC Up
Increases base MEL or TEC stats by 30. Since these stats act as base stats they will get multiplied by Shifta.
High-Minded
Reduces fall speed when casting Techniques in the Air. Combined with Leaping Dodge (L) this Augment makes Zan very powerful.
Whichever you wanna use will depend heavily on your class combination.
Recast Reverser Field (L)
Reduces Cooldown of Reverser Field by 50%. Since we generally don’t use Reverser Field due to it being worse than just throwing a Moon Atomizer this Ring isn’t recommended.
Alternate Wand E. Change (L)
Allows the user to change the element of the Wand based on charged Technique. Excludes all Support Techniques. This Ring is an essential part of builds that focus on the Wand. The regular Wand Element Change (L) ring has a very similar effect with the key difference that Zondeel, Zanverse and Megiverse aren’t excluded as Support Techniques.
Quick Illusion (L)
Alters your Wand and Talis evasive maneuver to be shorter and more in line with Sidestep in terms of duration. Not useful unless you plan to use the Talis.
Technique Charge Parrying (L)
Gives you 0.6s of Guard Frames when charging up Techniques. With this Ring, attacking will become your best defense. Essential part of any build (even Te/Hu).
Defensive Technique (L)
A Combo Ring that has the effects of Quick Illusion as well as Technique Charge Parrying. If you plan on using Talis this Ring is a must.
Pacifist Zondeel (L)
Normally when you use a Lightning Technique inside Zondeel it would detonate and deal damage. This Skill prevents that and is generally not useful because of it.
Talis Prolong (L)
Thrown Talis will stay in its position for 10s longer. Due to Techter having no benefits of using a thrown Talis this ring isn’t very useful.
Precision Blight Rounds (L)
Blight Rounds always hit the spot you are locked onto. Very useful for Ranger sub.
Mag Excitement (L)
Increases Damage of your Mag’s auto actions and makes it attack more frequently. The damage done by your mag isn’t huge but with this Ring it can amount to 5% of your total DPS during raids.
Perfect Recovery Blast (L)
Performing a Perfect Recovery deals a small amount of damage and stuns enemies close to your location. The effect itself is pretty alright but it’s not good enough to spend a ring slot.
Leaping Dodge (L)
Gives you an Active Ability that launches you in the air. The height is higher than Double Jump and together with High-Minded you can make death rain from above.
Party Toughness (L)
Reduces Damage taken by 3~5% based on the amount of party members inside your party. No effect in Solo content.
Mate Maniac (L)
Boosts the healing power of mate items by 20% while also speeding up the drinking animation by 60%. Very useful on Ètoile sub.
Atomizer Fanatics (L)
Boosts the healing power of atomizer items by 60% while also speeding up the throwing animation significantly. Very useful ring.
Hunter Physique (R)
Gives you access to the Hunter Physique Active Ability. When activated you gain immunity to being blown away by enemy attacks and damage received is reduced.
Can’t be used on Hunter sub.
Critical Strike (R)
A Combo Ring that increases your Critical Damage by 3% and Critical Hit Rate by 20% regardless of the damage type. The individual rings are all restricted to one Damage type but unfortunately Techter is a dual damage type class.
Can’t be used on Fighter sub.
Perfectionist (R)
A Combo Ring that increases your Damage by 3% as long as you are above 75% HP. Similarly to Critical Strike (R) the individual Rings are restricted to one Damage type but this combined one isn’t.
Can’t be used on Gunner sub.
Photon Flare (R)
Gives you access to the Photon Flare Active Ability. When activated you gain 200 TEC Pwr temporarily. Since Techniques don’t interact with elemental stats of a weapon the 200 TEC is worth more than a similar boost in MEL Pwr would be.
Can’t be used on Force sub.
Enhanced Attack (R)
Increases Damage dealt by Normal Attacks by 8%. Very useful for Wand damage but doesn’t do anything for Techniques.
Can’t be used on Braver sub.
Te Effort Symbol
Increases all types of damage by 1% while boosting Critical Hit Rate by 10% and reducing damage taken by 3%. Your class icon will flash on your hand as well.
And that's about it. If you have any questions feel free to ask in the Techter discussion thread or here. I’ll be trying to keep this guide up to date though I can't promise anything. Until then I hope to see you in some Urgent Quests.
Special thanks to:
Aquamarine for grammar checking my Guide.
You, for giving me the time of your day and your feedback.
~ Cathy, a Miqo’te stuck in space
[1] EP6 endgame Wands were stealthily nerfed turning their Tec Pwr on par with Talis. As a result there are less reasons for ignoring Talis in a Techters toolkit.
[2] This slows down Wand attacks by approximately 2 frames per swing.