Phantasy Star On-line 2: New Genesis would not but have the complete vary of courses that its predecessor did, however that does not imply it is easy to select which class to play as. There are six base courses to select from in New Genesis, and normally, there are 2 martial-type courses, two that use firearms, and two spell casters. Inside every pair of courses, one among them is usually centered on injury, whereas the opposite is extra support-oriented – although nonetheless lots able to allotting when they should.
Three courses have additionally been added since launch, the Braver, Bouncer, and Waker. These are extra specialised courses which equip signature weapons that solely they’ll wield.
Throughout character creation, you may be requested to select a category however this isn’t everlasting. Upon finishing a number of the principal story quests, you’ll change courses on the Class Counter, on prime of having the ability to select a Class and Sub-Class. The utmost degree is at present capped at Stage 75, as of shortly after the Model 2 replace in Summer season 2023. Sub-Courses can solely be leveled to 5-under the max degree of your principal class
A observe on Sub-Courses: Sub-Courses can help you use any weapon of that class! As an example, a Pressure/Ranger can use Launchers (a Ranger weapon) in addition to Rods!
A observe on Races: In New Genesis, Race choice has no bearing on talents or stats, and you may even combine and match physique sorts and CAST elements, so choose no matter you want!
- Hunter
- Fighter
- Ranger
- Gunner
- Pressure
- Techter
- Braver
- Bouncer

Phantasy Star On-line 2: New Genesis – All Courses

Hunter – the close-range tank
Hunters are successfully the ‘tanks’ of New Genesis, although that is usually extra by way of having excessive HP and Protection and many methods to mitigate injury greater than taking menace or aggro from enemy mobs (although Warfare Cry will enable them to do that to some extent). Most of their talents are centered round this philosophy, strengthening their defenses and making them more durable to defeat. As such, Hunters are an excellent newbie class for brand new gamers. There may be nonetheless some house for many who wish to play skillfully although by way of timing-based Class Ability comparable to Avenger and Good Parry.
Notable Class Expertise:
- Warfare Cry – That is the standard menace transfer of PSO2, casting this may provoke enemies into being extra prone to goal the Hunter.
- Hunter Physique – Reduces injury taken and makes the Hunter impervious to knockback or knockdown.
- Hunter Arts Avenger – Photon Arts deal extra injury if you happen to forged them proper upon taking injury.
- Hunter Arts Good Parry – Paired with the above, this ability will negate injury taken if a Photon Artwork is forged upon the second you’ll usually take injury. Hunter Arts Parry Superior will add a further invulnerability interval as nicely.
- Sword Arts Cost Avenger – Permits charged arts to additionally deal extra injury if the participant is hit through the cost.
Equippable Weapons:
- Swords – Simple to make use of short-range weapons, typically fitted to one-on-one fights. Weapon Motion: A guarding motion that reduces injury taken.
- Partisans – A medium-range weapon that focuses on fast strikes. Weapon Motion: A parry that may guard on good timing and be used between assaults.
- Wired Lances – A medium-range weapon that focuses on utilizing wide-arcing strikes throughout the Hunter. Weapon Motion: A grapple that pulls you in direction of the enemy and offers some injury.
Notice: If geared up as a Sub-Class or a part of a multi-weapon, the Wired Lance’s Weapon Motion may be helpful as an excellent hole nearer for just about any class, even when not used as a major weapon.

Fighter – all-out injury
Fighters have one main objective in life: to do as a lot injury they’ll as quick as attainable. They’ve the next ability ceiling than Hunters, however are able to dealing excessive injury as soon as mastered. A lot of their talents will change the timing of their Photon Arts and improve their injury output at the price of having lowered defenses. For these wanting a category with a bit extra finesse, Fighters are an ideal selection. Many of the Fighter’s Class Expertise make them more proficient at utilizing a particular weapon sort, so it is in all probability finest to specialize primarily based on which kind you’d wish to use.
Notable Class Expertise:
- Overload – A easy however reckless skill that will increase the injury the Fighter offers whereas making him take extra injury in return.
- FIghter: Skip Arts – A sequence of Class Ability which can have an effect on how the Fighter’s Arts work, both by skipping to the ultimate hit of the artwork or altering regular assaults when utilized in between.
- Dagger Spin Axle – Permits the fighter to have a strong assault out of a Weapon Motion.
- Saber Glaze – The Fighter will earn PP with stage 2 Whirlwind.
- Knuckle Arts Combo PP Save – Reduces PP price with longer photon artwork chains.
Equippable Weapons:
- Double Sabers – A double-bladed weapon that offers injury throughout the fighter. Weapon Motion: A parry that may nullify injury with good timing.
- Twin Daggers – A detailed-range weapon fitted to aerial fight and excessive mobility. Weapon Motion: A dangerous assault that may nullify injury with good timing.
- Knuckles – A really close-range weapon that offers excessive injury. Weapon Motion: A swaying counter that offers injury and may dodge assaults.
Ranger – the all-rounder
Rangers are a long-range class, able to downing enemies from a distance. As an alternative of being tanky like Hunters, they as a substitute have an elevated discount to situations. They’ll help allies by way of expertise comparable to Blight Rounds, which will increase the quantity of injury all allies do to particular weak factors. Rangers are one other good newbie class as a result of they’ll nonetheless be very efficient when out of hurt’s means. Nonetheless, Ranger is a really poor selection for a Sub-Class, resulting from most of their class expertise being restricted to Predominant Class solely or solely affecting incoming situations, which is not very helpful. Each main boss encounter may be considerably faster if a Ranger is current to help the group with Blight Rounds.
Notable Class Expertise:
- Blight Rounds – A capability that can mark an enemy to make it take extra injury from assaults, together with out of your allies.
- Dangerous Situation Ward/Discount – Reduces the effectiveness and length of standing illnesses.
- Gradual Touchdown – Slows your fall pace tremendously when attacking with both regular assaults or Photon Arts.
- Unfold Shot Vast Vary – Modifications Unfold Shot to a frontal area-of-effect assault.
Equippable Weapons:
- Assault Rifles: A regular ranged weapon that offers injury from a distance. Weapon Motion: A sidestep counter that may keep away from injury with good timing.
- Launchers: A high-powered and long-distance weapon that may cost regular assaults and deal injury to an space. Weapon Motion: A sticky bomb that offers injury to enemies when attacked.

Gunner – the point-blank specialist
Gunners are one other excessive skill-ceiling class, and regardless of utilizing Rifles and Machine Weapons, they’re simplest at shut vary. Principally, they’re like a Fighter that use firearms and depend on being evasive to keep away from injury. As such, they’re one other class that may be tough to be taught however rewarding to grasp. The Gunner’s Class Expertise reward switching up between regular assaults and Photon Arts in addition to good use of their Weapon Motion, particularly if utilizing Twin Machine Weapons.
Notable Class Expertise:
- Chain Set off – Permits the gunner to construct up a series between charged Photon Arts, resulting in Chain Finishers and different buffs.
- Fashionable Roll – Modifications the Gunner’s dodging Weapon Motion in numerous methods, both by dealing a harmful assault alongside or rising the energy of the following used Artwork.
- Gradual Touchdown – Just like Rangers, Gunner may take the Gradual Touchdown Class Expertise to remain airborne whereas attacking.
- Rising Drive – Attacking after performing a weapon motion will trigger the Gunner to rise whereas attacking with Twin Machine Weapons.
- Dodge PP Acquire – A profitable dodge with Sidestep or the Twin Machine Weapons weapon motion will get better PP.
Equippable Weapons:
- Assault Rifles: A regular ranged weapon that offers injury from a distance. Weapon Motion: A sidestep counter that may keep away from injury with good timing.
- Twin Machine Weapons: A high-powered long-range weapon that may also be utilized in shut quarters with good mobility. Weapon Motion: An evasive dodge that may be closely altered by way of Class Expertise.

Pressure – the ranged spell caster
Out of all of the damage-focused courses, Pressure might be probably the most simple and straightforward to play. Should you’re on the lookout for the standard mage specialization, Pressure is your go-to possibility right here. Forces can use spell-like Methods primarily based on their weapon choices, which permit them to reap the benefits of elemental weaknesses of enemies.
Notable Class Expertise:
- PP Conversion – Will increase your PP restoration pace in alternate for slightly little bit of well being, helpful for spamming Methods shortly.
- Gradual Touchdown – Forces might forged Methods as a substitute of bullets, however they’ll additionally make use of staying airborne whereas casting.
- Photon Flare – Boosts most PP in addition to will increase injury.
- Approach Domination – Will increase injury finished to downed enemies.
Equippable Weapons:
- Rods – A regular caster weapon that permits Forces to cost methods and parry assaults from a protracted vary. Weapon Motion: A parry just like Partisans that nullify injury with good timing.
- Talises – A sophisticated caster weapon that alters Methods primarily based on the Photon Artwork used. Weapon Motion: Deploys the Talis within the air which then assaults periodically. The weapon motion will assault in an space if used whereas stationary, and can assault a goal if used whereas holding down a motion enter.
A observe on Talises: The Talis is likely one of the extra sophisticated weapons in New Genesis. A Talis can change how your Methods work after you utilize a Talis Photon Artwork.
- Convergence Shot: Methods will fireplace ahead as a single massive bullet.
- Unfold Shot (cancel midway by way of forged): Methods will fireplace ahead in a variety of three small bullets.
- Unfold Shot (full forged): Methods can be forged as a degree black space of impact across the participant.

Techter – the help mage
Techter is probably the most support-oriented of all the class choices in New Genesis. Targeted on buffing and therapeutic allies, Techters are tough to play solo however are invaluable in a gaggle. And do not let the title ‘Wand’ idiot you, Techters wield these weapons like magic-imbued maces. Techters are a number of the rarest courses to see on the earth or in Pressing Quest teams, however I do know I respect having one round. It takes a little bit of selflessness to be a Techter, however they’ll make any group considerably more practical. Notice that in contrast to in PSO2, Techter’s Ability choices do not present a lot as a Sub-Class.
Notable Class Expertise:
- Shifta/Deband – The important thing skill of Techters, this buff each will increase the quantity of injury finished and reduces the quantity acquired.
- Weak Factor Amplifier – A passive ability that will increase your Photon Blast Gauge if you forged Methods that match an enemy’s weak spot.
- Wand Factor – Buffs the Wand utilization by making use of the component of the final charged Approach used.
- Overemphasis – Restores PP and HP and will increase max PP in your occasion by 50 for a restricted time.
Equippable Weapons:
- Talises – A sophisticated caster weapon that alters Methods primarily based on the Photon Artwork used. Weapon Motion: Deploys the Talis within the air which then assaults periodically. The weapon motion will assault in an space if used whereas stationary, and can assault a goal if used whereas holding down a motion enter.
- Wands – Extra like a mace. A melee weapon when may be imbued with a number of components. Weapon Motion: A guard motion that may nullify injury with good timing.

Braver – the versatile combatant
The Braver is a injury vendor just like Fighter or Gunner, however may be efficient at each brief and long-range. It makes use of distinctive weapon sorts in Katana and Bow, together with Class Expertise that increase their capabilities. The present Class Ability Tree doesn’t require a big level funding to earn improved Bow talents, which means it’s extremely viable to specialise in each weapon sorts concurrently. Not nicely suited as a Sub-Class, as you’d lose the Predominant Class assault bonus for utilizing Katana or Bow and solely earn some area of interest passive expertise in return comparable to incomes well being if you Breakfall (get better) after being launched.
Notable Class Expertise:
- Courageous Fight – Reduces PP consumption white rising PP recovered from assaults. Utilizing it a second time will flip it into an assault, and it may be augmented with Class Expertise.
- Courageous Spirit – Will increase PP restoration and efficiency after an ideal guard with a Weapon Motion.
- Katana Guard Counter / Superior – Provides a counter after which shockwave with profitable makes use of of the Katana’s weapon motion Good Guard.
- Bow Elusion Counter / Plus – Provides an evasive slide and counter-attack when utilizing a Weapon Motion after a Good Guard or charged Photon Artwork.
- Fearless Angle – Neutralizes and counters enemy assaults shortly after utilizing a Photon Artwork with a Katana.
- Closing Bonus Shock – Doubles the variety of Closing Bonus when attacking a boss enemy throughout Courageous Fight
Equippable Weapons:
- Katana – An agile weapon that rewards skillful mixtures of Photon Arts and Braver Class Expertise like Katana Guard Counter and Courageous Fight. Utilizing Photon Arts a number of instances adjustments their impact.
- Bow – A ranged weapon possibility that can be utilized whereas shifting and in addition permits assaults to be charged. Charging its Photon Arts will forged a distinct impact.
Bouncer – the aerial specialist
The Bouncer is one other specialised class, just like the Braver in that it will get two weapon sorts unique to it – Hovering Blades and Jet Boots. A number of of the Bouncer’s photon arts concentrate on nimble, aerial combos, and the category will get a number of Class Ability bonuses to inflicting down state with both sort of weapon. Just like the Braver, Bouncer doesn’t make for an excellent Sub-Class resulting from a weak roster of usable Class Expertise outdoors of its weapon-specific talents.
Notable Class Expertise:
- Bodily Decline / Elemental Decline – Hitting an enemy with successive Photon Arts will make it simpler to inflict Bodily/Elemental Down State.
- Jet Boots Factor Set – Acquire a further assault with the component of the final used Approach when wielding Jet Boots.
- Photon Blade PP Restoration – Will increase PP restoration if you inflict injury to an enemy struck by the Hovering Blades Weapon Artwork, Photon Blade.
- Blade Arts Parry – Enemy Assaults are nullified when a Weapon Motion is carried out throughout a Photon Artwork.
Equippable Weapons:
- Hovering Blades – A nimble close-range weapon that may unleash variants of its photon arts. The Photon Blades weapon skill can be utilized from long-range and can interaction with Class Expertise suck as Photon Blade PP Restoration.
- Jet Boots – A detailed-range aerial weapon that permits the wielder to additionally use Methods. Utilizing the Jet Boots Factor Set Class Ability will switch the component of probably the most not too long ago used Approach to the weapon.
Loadouts and Different Class Counter Options

Loadouts
When swapping between courses, a key characteristic to recollect is the Loadout characteristic discovered on the class counter. By saving a Loadout, you’ll pre-select from Class, Sub-Class, and Armor mixtures. Every loadout saved will even embrace a listed Battle Energy so you possibly can know precisely the place your entire class choices examine to one another by way of general energy. Whereas early on this won’t be that helpful since armor is class-agnostic, it may be used to swap to gear with particular Augments that finest match a given Class/Sub-Class mixture.
Add/Transfer Ability Tree
Some Class Expertise are higher fitted to use as a Sub-Class, largely passive Expertise such because the Techter’s Weak Factor Amplifier when used as a Pressure. Different instances although, you may wish to make use of most of the Expertise which can be stronger or solely obtainable as a Predominant Class. So one factor you would do can be so as to add Ability Timber to have the ability to choose from a set of various Ability Level allotments. This is also used when specializing spent Ability Factors for a selected Fighter weapon or the like. The one draw back is that it’s important to spend ARKS Money so as to add extra ability bushes.