Add-on Skills

From PSO2: New Genesis Wiki
Hunter (NGS) Hunter Fighter (NGS) Fighter Ranger (NGS) Ranger Gunner (NGS) Gunner Force (NGS) Force Techter (NGS) Techter Braver (NGS) Braver Bouncer (NGS) Bouncer Waker (NGS) Waker Slayer (NGS) Slayer

Add-on Skills serve as a way to make your characters stronger after you reach class level caps. Gaining enough EXP at max level will reward you with Class N-EX-Cubes, which can be spent at the Class Counter to get specialized bonuses themed after each class.

Each Add-on Skill you unlock is an immediate, permanent, account-wide bonus. Furthermore, every Add-on Skill set grants a 1% bonus to EXP earned, Meseta gained, and Rare Drop Rate, up to a bonus of +10%.

You do not need to be a specific class to benefit from an Add-on Skill!

Overview

If you just want to put a few levels in all of them quickly before maxing them out, a subjective priority of unlock would be this order:

  1. Bouncer (To be able to regenerate PP while using the Photon Dash/Glide)
  2. Braver (Increase to passive Critical Hit Rate, essential for higher level weapons)
  3. Fighter (Increase to Critical Hit damage, affects all classes)
  4. Hunter, Ranger, or Force, depending on main weapon
  5. Slayer (Increases Critical Hit rate against stunned enemies)
  6. Gunner (Boosts on-hit Photon Blast build rate)
  7. Techter (Boosts passive Photon Blast build rate)
  8. Waker (Boosts maximum PP, lowest priority)

The most important immediate boosts to reroll for with higher rank generation methods are arguably Slayer to use your Photon Blast more often, Ranger to deal more damage with your Photon Blast, and Techter to gain extra HP and damage resist. Others are more conditional. Further information or detailed reroll information is below.

Initial rolls should be done off Generation 3 to ensure you hit level 10 in the Main skill; you can get the first Cubes for these rolls by defeating Elite enemies in high level sectors, leveling classes to 30, or exchanging Infernium obtained from events.

Generation

Add-on Skills will generate with a Main Effect and two Sub Effects. The Main Effect will always occur when generating an Add-on Skill, while the two Sub Effects will be randomly chosen.

A Sub-Effect can only occur once, so you cannot get two copies of something such as HP Up (HU).

Once you unlock a specific level in the Main Effect, that will be the lowest level it can roll at. However, Sub Effects can roll at any level, depending on the generation type used.

Generation Rates

Base generation rates
Note that these are a rough estimate taken from thousands of rolls across multiple users.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
11% 11% 8% 8% 6% 6% 6% 6% 6% 6%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
5.5% 5% 4% 3.5% 3% 2% 1.4% 1% 0.5% 0.1%
Generation rates for higher level skills
When a minimum roll's level changes, the game replaces all rolls lower than that level with the minimum.
As an example, when using Add-On Skill Generation 4, the rates would look like this.
Lv15 Lv15 Lv15 Lv15 Lv15 Lv15 Lv15 Lv15 Lv15 Lv15
11% 11% 8% 8% 6% 6% 6% 6% 6% 6%
Lv15 Lv15 Lv15 Lv15 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
5.5% 5% 4% 3.5% 3% 2% 1.4% 1% 0.5% 0.1%
In other words, the rolls for a minimum skill of Lv15 would look like this.
Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
95% 2% 1.4% 1% 0.5% 0.1%
Similarly, if you have a minimum roll of Lv19, the odds would look like this.
Lv19 Lv20
99.9% 0.1%

Generation Types

Add-On Skill Generation 1
Item Required N-Meseta Required Minimum Level
NGS Tool Icon N-Class EX Cube x1 N-Meseta 5,000 Lv1

This is used for re-rolling your Main Effect to level 20.

Add-On Skill Generation 2
Item Required N-Meseta Required Minimum Level
NGS Tool Icon N-Class EX Cube x1 N-Meseta 10,000 Lv5

Avoid. The extra cost is not worth only guaranteeing level 5.

Add-On Skill Generation 3
Item Required N-Meseta Required Minimum Level
NGS Tool Icon N-Class EX Cube x1 N-Meseta 50,000 Lv10

As the odds of getting a Lv10 or higher skill are only 32%, this is used once per class to get a level 10 Main Effect set. After using once, it should otherwise be avoided.

Add-On Skill Generation 4
Item Required N-Meseta Required Minimum Level
NGS Tool Icon N-Class EX Cube x100 N-Meseta 5,000 Lv15

This is primarily used for re-rolling sub effects to be "good enough" if you don't want to roll for specific ones at level 20 while hoping other effects show up at a favorable level.

Add-On Skill Generation 5
Item Required N-Meseta Required Minimum Level
NGS Tool Icon N-Master Cube x5 N-Meseta 1,000,000 Lv20

This is a specialized roll for min/maxing your Add-On Skills, or for maxing out a specific Main Effect. Specific Sub Effect rolls are highly unlikely, but this is your best chance of getting a full 20/20/20 roll.

Add-on Skills by class

Common Sub-Effects

Many Sub-Effects appear on multiple classes. For brevity's sake, they are listed first. Recovery and HP up will be omitted from future class listings, while Status Resistance will be listed so you know which status resist is granted.

HP Recovery upon Joining Trial (HU, RA, FO, BR, WA)
When a Trial begins, you will automatically restore a portion of your maximum HP.

Each HP Recovery upon Joining Trial effect set stacks, and the total sum of HP Recovery effects is how much you will recover, rounded down to the nearest whole HP. As an example, If you have a lv20, lv10, and lv10 set, your total heal will be 50% of maximum HP, but if you have 1,265 HP, the heal will be rounded down to 632 instead of rounded up to 633.

Judgement for "joining a trial" is any instance where you are on the map when an event that would cause a "Trial Joined" Auto Chat to play, so this effect will also trigger if you are in an exploration zone when a Gigantix spawns, when an Ancient boss spawns, or when a Tyrant Halvaldi Vera spawns.

If the Trial is already active and you enter the map, this effect will not occur.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+5% HP +7% HP +8% HP +9% HP +10% HP +11% HP +12% HP +13% HP +14% HP +15% HP
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+15.5% HP +16% HP +16.5% HP +17% HP +17.5% HP +18% HP +18.5% HP +19% HP +19.5% HP +20% HP
PP Recovery upon Joining Trial (FI, GU, TE, BO, SL)
When a Trial begins, you will automatically restore a portion of your maximum PP.

Each PP Recovery upon Joining Trial effect set stacks, and the total sum of PP Recovery effects is how much you will recover. Due to game mechanics, decimal PP exists, so the recovered amount can vary.

Judgement for "joining a trial" is any instance where you are on the map when an event that would cause a "Trial Joined" Auto Chat to play, so this effect will also trigger if you are in an exploration zone when a Gigantix spawns, when an Ancient boss spawns, or when a Tyrant Halvaldi Vera spawns.

If the Trial is already active and you enter the map, this effect will not occur.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+5% PP +7% PP +8% PP +9% PP +10% PP +11% PP +12% PP +13% PP +14% PP +15% PP
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+15.5% PP +16% PP +16.5% PP +17% PP +17.5% PP +18% PP +18.5% PP +19% PP +19.5% PP +20% PP
HP Up (All classes)
Increases your maximum base HP. This is applied before boosts such as Quick Food or Alliance Mag, and each HP Up effect from each class stacks with each other, allowing you to gain a large amount of extra HP which can make otherwise dangerous attacks easier to withstand.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+1 HP +2 HP +3 HP +4 HP +5 HP +6 HP +7 HP +8 HP +9 HP +10 HP
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+11 HP +12 HP +13 HP +14 HP +15 HP +16 HP +17 HP +18 HP +19 HP +20 HP
Status Resist Up (All classes)
Increases status resistance, allowing you to take more damage from specific elemental attribute attacks without suffering from their status.

Each class has a specific Status Resist Up, while some Status Resists are repeated between classes. In these cases, the effects stack.

For brevity's sake, this is the only part of the page where level effects will be listed.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+30% +32% +33% +34% +35% +36% +37% +38% +39% +40%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+41% +42% +43% +44% +45% +46% +47% +48% +49% +50%

Hunter (NGS) Hunter

Main effect: Melee Weapon Potency Up
Increases damage dealt with Swords, Wire Lances, Spears, Twin Daggers,
Double Sabers, Knuckles, Katanas, and Soaring Blades.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.25% +0.50% +0.75% +1.00% +1.25% +1.50% +1.75% +2.00% +2.25% +2.50%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+2.75% +3.00% +3.25% +3.50% +3.75% +4.00% +4.25% +4.50% +4.75% +5.00%
Sub effect: PA Charge Movement Speed Up
Increases movement speed while charging Photon Arts.
Does not apply while charging Techniques or normal attacks.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+10% +12% +13% +14% +15% +16% +17% +18% +19% +20%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+21% +22% +23% +24% +25% +26% +27% +28% +29% +30%
Sub effect: Burn Resistance Up (HU)
Increases resistance to the Burn status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

PA Charge Movement Speed Up/HP Up

Safe choice for any class that can charge Photon Arts.

HP Up/HP Recovery upon Joining Trial

For classes that don't charge Photon Arts, such as Force.

HP Up/Burn Resist Up

Due to the rarity of Burn in the current game state, this can be ignored.

Fighter (NGS) Fighter

Main effect: Critical Hit Potency Up
Increases damage dealt when you land a Critical Hit.

This effect is a multiplier on top of other Critical Hit-related multipliers.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Jump Power Up
Increases vertical velocity while doing a normal jump, allowing you to jump higher.

This applies to jumping while standing still, walking, or in combat. Does not apply to jumping while dashing, using special equipment, etc.

The effect of each level is how much of an overall increase in jump height you will see.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+10% +13% +16% +18% +20% +22% +24% +26% +28% +30%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+32% +34% +36% +38% +40% +42% +44% +46% +48% +50%
Sub effect: Freeze Resistance Up (FI)
Increases resistance to the Freeze status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

Jump Power Up/HP Up

Generic roll due to a lack of HP Recovery Sub-Effect.

HP Up/Freeze Resistance Up

Secondary roll for users not interested in Jump Power Up.

While Freeze is uncommon in situations where the Freeze infliction source doesn't also happen to deal large amounts of damage to you, Wakers attempting to use Marmelo Patience on such targets will appreciate the leeway.

Precautions

Freeze Resistance Up/Jump Power Up

It may seem tempting to take the extra mobility of Jump Power Up as well as taking Freeze Resistance, but at that point you simply have less HP than you would and are only moderately more protected against Freeze.

Ranger (NGS) Ranger

Main effect: Ranged Weapon Potency Up
Increases damage dealt with Assault Rifles, Launchers, Twin Machine Guns, Photon Bows, and Gunblades.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.25% +0.50% +0.75% +1.00% +1.25% +1.50% +1.75% +2.00% +2.25% +2.50%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+2.75% +3.00% +3.25% +3.50% +3.75% +4.00% +4.25% +4.50% +4.75% +5.00%
Sub effect: Photon Blast Potency Up
Increases the damage dealt by your Photon Blast.

As your Photon Blast is incredibly powerful burst damage, this particular Sub-Effect offers a lot of value.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Shock Resistance Up (RA)
Increases resistance to the Shock status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

Photon Blast Potency Up/HP Up

The primary roll to consider for Ranger.

Photon Blast Potency Up/Anything else

If you roll a Lv20 Photon Blast Potency Up but end up rolling something like Lv2 Shock Resistance Up, that's just your life until you can get a Photon Blast Potency Up/HP Up roll.

Precautions

Pretty much every serious roll for Ranger needs to have Photon Blast Potency Up in it due to the large damage boost it offers. Any other combination of Sub-Effects that has it is middling at best, and combinations without it are strictly bad by an endgame standard.

While the boost is effectively mandatory for serious play, it can safely be ignored until you have the rest of your add-on skills set up.

Gunner (NGS) Gunner

Offensive PB Gauge Accumulation Up
Increases Photon Blast meter generation while dealing damage, similar to the effects of potentials like Soulspring Unit.

While difficult to list a concrete value for, it tends to let you build your Photon Blast about 20 seconds faster.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+1% +2% +3% +4% +5% +6% +7% +8% +9% +10%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+11% +12% +13% +14% +15% +16% +17% +18% +19% +20%
Sub effect: Offensive PP Recovery Up
Increases PP restored when landing attacks that restore PP.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Blind Resistance Up (GU)
Increases resistance to the Blind status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

Offensive PP Recovery Up/HP Up

Primary roll to look for.

Precautions

There isn't a lot of room for other rolls to be as useful due to the nature of Offensive PP Recovery Up applying to every class.

While Blind is an annoying status, it is incredibly uncommon to the point that building resistance towards it is wasteful.

Force (NGS) Force

Technique Weapon Potency Up
Increases damage dealt with Rods, Wands, Talises, Jet Boots, and Harmonizers.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.25% +0.50% +0.75% +1.00% +1.25% +1.50% +1.75% +2.00% +2.25% +2.50%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+2.75% +3.00% +3.25% +3.50% +3.75% +4.00% +4.25% +4.50% +4.75% +5.00%
Sub effect: Natural PP Recovery Up
Increases passive PP regeneration.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Panic Resistance Up (FO)
Increases resistance to the Panic status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

HP Up/HP Recovery upon Joining Trial

Roll for users not interested in Natural PP Recovery Up, due to Force already being in their class combination or playing classes that don't have many windows for natural PP regeneration to matter.

Natural PP Recovery Up/HP Up

Roll for users interested in Natural PP Recovery Up.

Precautions

While Panic Resistance Up sounds nice, the most useful place for it is Leciel Exploration and enemies deal so much Light Down there that it won't offer much help avoiding the status if you get hit.

Techter (NGS) Techter

Natural PB Gauge Accumulation Up
Improves the rate your Photon Blast passively builds.

While your Photon Blast takes around 9 minutes to fully charge on its own, this ability reduces it to around 7 minutes and 30 seconds at max.

In practice, you tend to build Photon Blast about 12-13 seconds faster when in battle with big bosses.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+1% +2% +3% +4% +5% +6% +7% +8% +9% +10%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+11% +12% +13% +14% +15% +16% +17% +18% +19% +20%
Sub effect: Damage Resistance Up
Reduces damage taken.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Poison Resistance Up (FO)
Increases resistance to the Poison status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

HP Up/Damage Resistance Up

The primary roll for Techter that matters. Save Cubes to aim for this in particular down the line, and if your other Add-On Skills are satisfactory, this is worth using Master Cubes on.

Precautions

All other roll combinations are fairly mediocre.

Braver (NGS) Braver

Critical Hit Rate Up
Increases the chance of landing a Critical Hit.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Restasigne Heal Amount Up
Increases the effectiveness of Restasigne healing.

-verification todo-

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.5% +1.00% +1.50% +2.00% +2.50% +3.00% +3.50% +4.00% +4.50% +5.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Sub effect: Burn Resistance Up (FO)
Increases resistance to the Burn status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

HP Up/Restasigne Heal Amount Up

Primary roll to aim for. When combined with Techter's Damage Resistance Up and other class HP Up effects, it adds a lot of extra survivability.

HP Up/HP Recovery upon Joining Trial

Secondary roll for field grinding. The regular healing source will help save Restasigne on your map during extended farming sessions.

Bouncer (NGS) Bouncer

Dash and Glide PP Recovery
Re-enables natural PP regeneration while Dashing or Gliding.

Effect per level is how much of your natural PP regeneration is restored.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+5% +10% +15% +20% +25% +30% +35% +40% +45% +50%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+55% +60% +65% +70% +75% +80% +85% +90% +95% +100%
Sub effect: Encore Jump
Adds a small attack near your character's feet when doing a double jump.

If this attack connects with an enemy, it refreshes your jump and allows you to perform another double jump. Otherwise, the effect ends.

There is a 0.1 second cooldown before this effect can trigger again. Furthermore, this attack can only deal damage once every 1.2 seconds.

The level's listed effect is the Power Notation of the attack.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+5% +7% +8% +9% +10% +11% +12% +13% +14% +15%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+16% +17% +18% +19% +20% +21% +22% +23% +24% +25%
Sub effect: Freeze Resistance Up (BO)
Increases resistance to the Freeze status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

HP Up/Encore Jump

Primary roll to aim for. Encore Jump offers incredible mobility when in battle with larger enemies.

Waker (NGS) Waker

PP Up (WA)
Increases maximum PP.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+1 PP +2 PP +3 PP +4 PP +5 PP +6 PP +7 PP +8 PP +9 PP +10 PP
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+11 PP +12 PP +13 PP +14 PP +15 PP +16 PP +17 PP +18 PP +19 PP +20 PP
Sub effect: Stationary HP Recovery
After standing still for five seconds, you will begin passively restoring HP.

You must be standing still in your idle motion. If your position changes for any reason, or if you are using an emote, this effect will not occur.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+0.25% +0.50% +0.75% +1.00% +1.25% +1.50% +1.75% +2.00% +2.25% +2.50%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+2.75% +3.00% +3.25% +3.50% +3.75% +4.00% +4.25% +4.50% +4.75% +5.00%
Sub effect: Shock Resistance Up (WA)
Increases resistance to the Shock status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

HP Up/HP Recovery upon Joining Trial

Roll for users not interested in Stationary HP Recovery.

HP Up/Stationary HP Recovery

Primary roll that takes advantage of Stationary HP Recovery. Primarily used in solo contexts, or if there's idle time in a farm, such as between Veteran spawns.

Slayer (NGS) Slayer

Downed Critical Hit Rate Up
Increases the odds of landing a Critical Hit when an enemy is in a stunned state.

Also applies to enemies suffering from BREAK status.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+5.50% +6.00% +6.50% +7.00% +7.50% +8.00% +8.50% +9.00% +9.50% +10.00%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+10.50% +11.00% +11.50% +12.00% +12.50% +13.00% +13.50% +14.00% +14.50% +15.00%
Reduced Photon Blast Cooldown
Reduces the amount of time before a Photon Blast can be used again.

While the base cooldown between uses is 120 seconds, it can be reduced as low as 90 seconds with a max skill level.

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10
+5% +7% +8% +9% +10% +11% +12% +13% +14% +15%
Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20
+16% +17% +18% +19% +20% +21% +22% +23% +24% +25%
Sub effect: Blind Resistance Up (SL)
Increases resistance to the Blind status.

Sub-Effect Recommendations

All recommendations assume Lv15 or higher sub-rolls are used.

HP Up/Reduced Photon Blast Cooldown

Primary roll to look for. Other options simply don't offer much compared to this.

Other notes

You will typically need Techter to be your main or sub class, along with multiple high level Fixa Orgsys armors, to reach the levels of Photon Blast generation needed to come anywhere near firing your Photon Blast every 90 seconds.