
Contents
Multiclass and Multiweapon Skills and Effects Overview
Introduction
Just a compilation of all the skills and other effects that benefit you even when switching weapons in a multiweapon that can cast the skill/effect. As well as skills that don’t require you to be both a specific mainclass and use a specific weapon to use (Yes these are pretty different things, but this is a basically a compilation of skills and other effects that give you a bit more class freedom). Keep in mind that you still need to read the skill descriptions to determine whether the effects in the “multiweapon effects” section needs you to use a specific mainclass or not, but the effects of those last even when switching weapons in the multiweapon, even though the descriptions of some say otherwise.
Weapon Specific Subclass Skills
Hunter
- Omnidirectional Guard
- Slow Landing Charge
- Hunter Arts Avenger
- Hunter Arts Perfect Parry
- Sword Attack Extra
- Wired Attack Extra
- Same Arts Skip Attack
- Another Arts Skip Attack
- Sword Guard Counter
- Wired Anchor Advanced
- Wired Anchor Perfect Parry
- Volkraptor
- Assault Charge
- Assault Charge Avenger
- Hunter Arts Avenger PP Gain
Fighter
- Fighter Skip Arts
- Same Arts Skip Attack
- Another Arts Skip Attack
- Dagger Attack Extra
- Dagger Spin Counter
- Deadly Archer
- Spiral Dive
- Saber Parry Counter
- Saber Parry Another Counter
- Knuckle Attack Extra
- Knuckle Attack Switch
- Knuckle Sway Counter
- Knuckle Sway Counter Plus
Ranger
- Spread Shot
- Spread Shot Quick Getaway
- Rifle Grenadier
- Slide Shot Advance
- Sticky Bomb Quick Reload
- Launcher Charge Grouping
- Slow Landing Attack
- Slow Landing Charge
Gunner
- Stylish Roll Arts
- Stylish Roll Strike Back
- Stylish Onslaught
- Slow Landing Attack
- Slow Landing Charge
- Spread Shot
- Spread Shot Quick Getaway
Force
- Technique Charge PP Well Up
- Slow Landing Charge
- Barta Blot
- Zonde-Clad
- Elemental Bullet
- Rod Technique Hold
- Maintain PP Gain
- Rod React Advanced
- Tricky Capacitor
- Talis Bloom Revoke
- Floating Pillbox Multirock
Techter
- Weak Element Amplifier
- Wand Lovers
- Wand Guard Reflection
- Wand Element Change
- Wand Element Revoke
- Wand Parry Counter
- Wand Parry Counter Advanced
- Slow Landing Charge
- Barta Blot
- Zonde-Clad
- Tricky Capacitor
- Talis Bloom Revoke
- Floating Pillbox Multirock
General Subclass/Multiclass Skills
Hunter
- Hunter Physique
- Flash Guard
Fighter
- Defeat Advantage
- Defeat PP Recovery
Ranger
- Bad Condition Ward
- Bad Condition Reduction
Gunner
- Attack PP Recovery
- Overwhelm
Force
- PP Conversion
- PP Conversion Increase
- PP Recovery Boost
- Eradication PP Gain
Techter
- Awake Aile
*Note: While there are more skills for Force and Techter that are technically General Subclass Skills, only tech weapons can add elemental damage, or cast techs so far in New Genesis, I’m not sure if we’ll be able to add elements to our weapons or cast techs with other weapons later, but we can’t so far.
Multiweapon Effects
A lot of effects here from skills and other things are misleading from the skill description, because the description of effects that last even when using the other weapon in the multiweapon is exactly the same as with multiweapon effects where it doesn’t. I’m not sure if the additional effects of upgrades that happen after the initial effects apply even with different weapons, so I won’t include those, unless someone can confirm whether they do or not.
Hunter
- Warcry
- Volkraptor
Fighter
- Overload
Ranger
- Blight Rounds
- Rifle Grenadier
Gunner
None (Chain Trigger does last while switching to the other weapon in the multiweapon, but you cannot increase it or finish the combo with the other weapon).
Force/Techter
- Talis Weapon Action
- Floating Pillbox Multirock
- Resta Field
- Shifta/Deband (and all their upgrades)
- Gizonde
- Any elemental ailments to enemies
Special Cases
There are special cases for classes that share weapons, where you can save skillpoints in the class that needs them more, by putting them into the other class that uses skills that affects the same weapon (speaking of saving skillpoints I would recommend against putting any in Talis Bloom Revoke unless you already used them on everything else you can that applies to your class combo before then, because there’s no benefit from removing the Talis, you can just summon another to replace the original to if you need to move them). These only happen with Fo/Te (or Te/Fo) and Ra/Gu (or Gu/Ra) as they’re the only classes that share weapons so far.
So yes these are also basically just all the non mainclass only skills for Talises and Assault Rifles
Force and Techter Shared Talis Skills
- Slow Landing Charge
- Barta Blot
- Zonde-Clad
- Tricky Capacitor
- Talis Bloom Revoke
- Floating Pillbox Multirock
Ranger and Gunner Shared Assault Rifle Skills
- Slow Landing Attack
- Slow Landing Charge
- Rifle Grenadier
- Spread Shot
- Spread Shot Quick Getaway
- Slide Shot Advance
Be the first to comment