The Stia Region is releasing on December 7th, and with it comes new class skills for each class. The skills were obtained from GAME Watch and the descriptions are subject to change.
Hunter Skills
Massive Hunter Extra Shield
Generates a shield after [Massive Hunter] ends. The shield is functional only when the PA is active, which reduces the damage taken and prevents you from being launched or blown away. The shield terminates after taking a certain amount of attacks.
Sword Attack Alternation (Sword Only)
After Hunter Arts Avenge is activated, the next normal attack will turn into a powerful attack.
Partisan Quick Assault (Partisan Only)
Pressing the Weapon Action button at a certain timing will allow you to approach the enemy at high speed to attack. This skill can be performed after any of the following actions: Step Attack, Step Counter, Assault Charge, or Photon Blast.
Wired Avenge Range Correction (Wired Lance Only)
The increase in power, due to the distance of the PA activated with Hunter Arts Avenge, will always be at its maximum.
Fighter Skills
Limit Break After PP Save (Main Class / Fighter)
Reduces PP Consumption for a limited time once Limit Break has ended properly, as long as Limit Break didn't change over into Limit Break Endurance.
Twin Dagger Quick Attack (Twin Daggers Only)
Pressing the Normal Attack button at a certain time will produce an attack with fast mobility. The skill can be performed after any of the following actions: The 4th normal attack, Accel Drive, or Photon Blast.
Saber Wind Extra (Double Sabers Only)
Allows the whirlwind to reach its 3rd stage. If Deadly Archer is used in this 3rd stage, all of the whirlwinds will be consumed. However, if Spiral Drive was used, the whirlwind will downgrade into its 2nd stage.
Knuckles Attack Alternation (Knuckles Only)
Using the 5th step of the Normal Attack without inputting a direction will turn the attack into a quick slam.
Ranger Skills
Weak Bullet Self Benefit
Increases damage to the non-weakened parts of enemies tagged with Weak Bullet. This effect only applies to your own attacks.
Obscure Form
Makes you less likely to be targeted even if you're attacking the enemy.
Rifle Grenadier Advance (Assault Rifle Only)
Provides a period of invincibility when activating Rifle Grenadier.
Launcher Attack Reinforce [Active Skill] (Main Class / Launcher Only)
Increases the speed and power of uncharged normal attacks for a limited time.
Gunner Skills
Chain Trigger Increase (Main Class / Twin Machine Gun Only)
Increases the maximum chain count to 150. However, the increase in power for each chain count is reduced after the 101st chain.
Hail of Bullets [Active Skill] (Twin Machine Guns Only)
Perform a continuous rapid-fire attack by consuming a gauge that fills up from attacks. The effects of Chain Finish and Chain Boost are not applied to this attack.
Chain Finish Advance (Main Class / Twin Machine Guns Only)
Provides a period of invincibility to Chain Finish.
Chain Finish PP Save (Main Class / Twin Machine Guns Only)
Reduces PP Consumption for a certain amount of time after Chain Finish is activated.
Force Skills
Unite Technique PP Well Up (Main Class / Force or Techter)
PP will regenerate naturally while using Compound Technics.
Unite Technique Gauge Amplify Fo (Force or Techter Weapons Only)
Increases the rate in which the Compound Technic gauge fills when attacking with Tech Explosions or Techniques of the enemy's elemental weakness.
Rod Charge Quick Move (Rod Only)
Increases your movement speed while charging a Technique.
Talis Sign Marking (Talis Only)
Hitting an enemy several times with normal attacks or weapon actions will cause a Marker to appear. Damage to Marked enemies will be increased for Techniques during Talis deployment.
Techter Skills
Long Range Shifta/Deband [Active Skill] (Main Class Only)
Casts Shifta/Deband to the front. The time it takes until it becomes reusable again is shared with the normal Shifta / Deband.
Unite Technique Gauge Amplify Te (Force or Techter Weapons Only)
Increases the rate in which the Compound Technic gauge fills when attacking with Tech Explosions or Techniques of the enemy's elemental weakness.
Wand Element Pursuit (Wand Only)
After an enemy is hit with a certain amount of Tech Explosions, activating Wand Element Revoke will cause an additional attack to occur. When this skill cannot be activated, Wand Element Revoke cannot be used either.
Talis Sign Marking (Talis Only)
Hitting an enemy several times with normal attacks or weapon actions will cause a Marker to appear. Damage to Marked enemies will be increased for Techniques during Talis deployment.
Braver Skills
Special Ability Optimize Br (Main Class / Braver Weapons Only)
Among the special abilities affixed to the equipped weapon and armor, the values for Striking Power and Ranged Power will be added up respectively. The higher value will be applied to both the Striking and Ranged power to the weapon.
Resta Sign PP Gain
Recovers PP when using Resta Signs.
Fearless Attitude PP Save (Katana Only)
After Fearless Attitude is activated, it reduces PP consumption of the next PA.
Bullet Bow Elude EX Counter (Bullet Bow Only)
Performing a normal attack after successfully evading an attack with [Bullet Bow Elude Expand], causes a counterattack to occur.
Bouncer Skills
Pinion Blade [Active Skill] (Dual Blades Only)
Allows you to perform a powerful forward X-shaped slash attack by consuming the gauge that fills from attacking enemies.
Decline Jellen Effect (Main Class / Bouncer Weapon Only)
Adds an effect to Physical Decline and Elemental Decline that weakens the enemy's attacks.
Sturm Gigue Rapid Boost (Main Class / Jet Boots Only)
Increases PA Attack Speed for a limited time after Sturm Gigue is activated.
Special Ability Optimize Bo (Main Class / Bouncer Weapons Only)
Among the special abilities affixed to the equipped weapon and armor, the values for Striking Power and Tech Power will be added up respectively. The higher value will be applied to both the Striking and Tech power to the weapon.
Waker Skills
Familiar Unison Marking Clef (Takt Only)
Applies a Treble Clef marking to an enemy hit by Familiar Unison.
Takt Gear Extra (Takt Only)
Increases the Takt Gear Stock to 3.
Marmelo Patience (Main Class / Takt Only)
While the weapon action button is held, it prevents the player from being launched or blown away and reduces the damage received. It also allows Marmelo's gauge to fill when it receives damage.
Oh, these are honestly quite nice. I kind of like the more indirect method of boosting output too, including on FO. Do wish they would realize uncharged techs still need a bit of a boost eventually however…
Still feel like TE needs something more than this as well. Bo and Br getting the ability to just max out attacks via stacking only one is nice, and it's not forced to be striking so we can avoid absurd costs.
Granted, they might want to use a multi-weapon that is from a different class and want striking on that still, but nice otherwise
hi I don't understand completely about the optimize skill
so it just use the higher power % between striking and shoot, not combining them?
that means I need to affix my katana with shoot if I use full shoot affix armors isn't it?
@rex Yes, I believe that the system will calculate the total Mel/Rng potency from all source separately, then the higher one will be apply to both.
@rex it's the same as the skill passives on successor classes on base pso2, I think. Basically whichever main stat you have that is higher, your damage will use. This makes it easier to build classes that has split scaling.
@gaijin
No, it isn't. Each weapon will still use it's respective stats. The skill only affect affixes.
@rex
If it works like how in pso2 it will calculate each weapon/unit separately so you don't need to have uniform atk affixes with your gear.
@hkmr that's why i said "main" stat.
That's a lot of really good sounding skills, I hope they really are this good and not actually underwhelming because e.g. pp recovery is 5 or dmg buff is 2% or something.