Rising Force

About classes | Class list | Skill list | Extended Mastery


Class Data
Class line Drum MasterRising Force
Description Rage against conformity and bend the skies to the will of the thrash.
Style Specialty  
Prerequisites CP ×3,000
Shredder Distinction ×20
Music Is My ReligionComplete the quest Light My Fire
Rewards
Crystal ×50
- Clear Chapter 11 Quest: Light My Fire
Change the Soul Echoer's Element
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1 ATK +400
Charge Bar Speed +2%
  Total:
ATK +2000
Charge Bar Speed +10%
Lvl 5 ATK +400
Charge Bar Speed +2%
Lvl 10  ATK +400
Charge Bar Speed +2%
Lvl 15 ATK +400
Charge Bar Speed +2%
Lvl 20 ATK +400
Charge Bar Speed +2%
Master Bonuses Boost to main weapon's ATK when main weapon is a harp +3%
Class Weapon Helmholtz
Release date 2019-11-22 Other sites gbf-wiki
(Japanese wiki)
GamewithKamigame
Support Skills
New Wave MC has a maximum charge bar limit of 200%.
10% boost to ATKUnique modifier and 20% boost to DEF to Harp-specialty allies.[1]
Feedback 1 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
to an ally that uses charge attack (Max: 3).
(Boost to multiattack rate based on number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
.
Guts effect when HP is 25% or above [Consumes 3 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
].)
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses ? Base TA RateIncluding Support Skills/Level Bonuses ?
Recommended Extended Mastery Perks
Recommended Subskills
Extended Mastery Skills:

 Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect
field effect.
: Helps the party C.A. faster to build FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
stacks.

 Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.)
: Huge burst potential at max Feedback, with high skill DMG cap and massive charge boost for all allies.

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Rising Force All allies gain 30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 30%
and 15% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 15%
.
MC also gains 70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70%
.
7T - No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Mosh Pit Deploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
Field effect
Local status effect
field effect.
9T 5T 25
Jet To Jet Gain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
. (Recast to end.)
5T - 20 MC absorbs 5% charge bar from all allies at the end of each turn.
Unaffected by charge bar speed effects.
Unleash the Fury Elemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
on all allies.
(Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
consumed.)
7T - 30 See Gameplay Notes.

Gameplay Notes

Feedback

  • Boosts allies' multiattack rate and rises after using a Charge Attack.[1]
Lvl Status DA Up TA Up
1 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
10% 5%
2 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
20% 8%
3 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
30% 10%
  • Guts effect works like Lethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP)
    and consumes 3 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    .

Unleash the Fury

  • Elemental damage and charge bar gained are based on the total number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    consumed.
  • Charge bar boost is affected by charge bar speed effects.[1]
FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
Elemental DMG Charge Bar +Instantly boosts Charge Bar by
1~3 300% (Damage cap: 280,000) 15%
4~7 350% (Damage cap: 400,000) 30%
8~11 400% (Damage cap: 630,000) 50%
12+ 700% (Damage cap: 1,160,000) 100%
  • FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    on sub allies are counted towards the total, but will not be consumed.
    • While sub allies cannot typically gain or retain FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      , they can start battle with 1 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      via Helmholtz's Shredder's Nature Shredder's Nature
      When main weapon: 1 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      to all allies at battle start.
      .

Assessment

Unlike its predecessor Drum Master, which was an all-around support class that had pitiful damage on its own but was a powerful party buffer and enemy debuffer, Rising Force is a Charge Attack-based damage class comparable to Chrysaor and Kengo.

Skills

  •  Rising ForceAll allies gain 30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Strength: 30%
    and 15% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Strength: 15%
    .
    MC also gains 70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
    Strength: 70%
    .
    :
    A more powerful version of Drum Master's  Drum RollAll allies gain 20% C.A. DMG UpCharge attack DMG is boosted
    Strength: 20%Duration: 1 turn
    , 10% C.A. DMG Cap UpCharge attack DMG cap is boosted
    Strength: 10%Duration: 1 turn
    , and 60% C.B. DMG Cap UpChain Burst DMG Cap Boosted
    Strength: 60%Duration: 1 turn
    .
    . Unlike Drum Roll, whose buffs for the turn that the skill is used, Rising Force's buffs last until the ally uses a charge attack. The boost to Chain Burst specs now only applies to the Main Character, so you want to make sure the MC is part of the chain burst (instead of, say, starting the C.B. with the second party member).
  •  Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
    Field effect
    Local status effect
    field effect.
    :
    A high-risk, high-reward field effect. Fills an extra enemy charge diamond if a C.A. was used that turn, while every enemy special attack boosts the party's charge bar by 40% (affected by Charge Bar Gain UpCharge bar gain is boosted
    effects). The typical Rising Force team uses this skill with Unleash the Fury to maximize C.A. potential. However, in longer battles, this setup requires being able to mitigate enemy specials.
  •  Jet To JetGain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
    . (Recast to end.)
    :
    Helps the Main Character fill their charge bar quicker by consuming 5% charge bar from all allies at the end of the turn. More situational compared to the other two subskills as it only benefits MC and may be detrimental for your allies.
  •  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    on all allies.
    (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    consumed.)
    :
    The staple of Rising Force teams. Consumes all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    on allies to deal damage and boost charge bar. Generally, you want to have 12 Feedback for maximum effect. See Gameplay Notes for details.

How to Play

Rising Force uses burst damage to hit the enemy harder than they can hit back. As a result, it requires party members that either enable faster Charge Attack rate, provide support (such as ATK buffs or enemy debuffs), help mitigate damage taken in longer battles, or can deal a ton of damage in a short amount of time.

Despite having a 200% maximum charge bar limit, Rising Force typically doesn't care about maxing charge bar as long as MC can Chain Burst with the rest of the party; there is no benefit to holding off C.A. However, MC does care about Chain Bursting with the rest of the party, as 70% C.B. DMG Cap Up (1 time)Chain Burst DMG Cap Boosted (1 time)
Strength: 70%
only applies to MC and is consumed on C.A. whether MC was part of a Chain Burst or not.

  • Helmholtz + Humanity EmblemWhen main weapon: Boost to all allies' critical hit rate and DMG cap based on their number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    .
    :
    In longer battles, the Class Champion Weapon's first weapon skill Shredder's Nature Shredder's Nature
    When main weapon: 1 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    to all allies at battle start.
    makes it an ideal main weapon due to lowering the amount of Charge Attacks needed to reach 3 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    , and because of its unique interaction with  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    on all allies.
    (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    consumed.)
    (see second bullet below).
    • The Humanity Emblem is a common pick due to its party-wide effect (Devilry and Divinity only affect MC). Its main drawback is that its boosts will be lost if Feedback is consumed, either by using Unleash the Fury or if its Guts effect activates.
    • Interaction with Unleash the Fury: Shredder's Nature is the only way for sub allies to gain FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      before switching in as a main ally. Unleash the Fury's damage specs and charge boost are based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      on all allies, including sub allies, but only consumes main allies' Feedback. This makes sub allies permanent boosts to your Feedback number as long as they don't switch in as a main ally.

While Helmholtz is the ideal main weapon, some elements have strong alternatives:

  • Dante Alighieri: Best for One-Turn Kill teams due to its powerful StrengthATK is greatly boosted based on how high HP is
    Strength: 30%-10%Duration: 2.5 turnsStacking: TeamwideApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    C.A. effect and second skill. In longer battles, this weapon has a harder time maintaining C.A. output compared to Helmholtz, but Water's general synergy with C.A.-centric teams makes it easier to work without the CCW.
  • Harp of Renunciation/ Harp of Repudiation (4): ⚠️⚠️This weapon requires use of a Gold Brick to uncap to its full potential. Make sure this weapon is the best possible use you can get out of your Gold Brick before choosing to get it. Wants either the γ Revelation key (all allies gain 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    on C.A.) or Δ Revelation key (all allies gain Charge Bar +10%Instantly boosts Charge Bar by 10%
    Strength: 10%
    on C.A.).
  • Unheil (4): ⚠️⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. A powerful weapon for Dark teams due to its strong C.A. effects and a weapon skill that works well with C.A.-centric teams. However, as it is a Grand weapon, it is more difficult to obtain than other Helmholtz alternatives and is not necessarily worth the investment cost for Omega teams.

Subskills

  • The typical Rising Force build is  Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
    Field effect
    Local status effect
    field effect.
    +  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    on all allies.
    (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    consumed.)
    + Flex Slot.
    • The strategy is to use Mosh Pit right before an enemy uses a special attack so the party gains Charge Bar +40%Instantly boosts Charge Bar by 40%
      Strength: 40%
      (plus however much was gained by sustaining damage, if any). By charge attacking, the party also increases enemy charge diamonds, making them use special attacks faster and repeating the cycle.
    • Once you reach a total of 12 FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      across all allies, use  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      on all allies.
      (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      consumed.)
      for big skill damage and a huge charge boost.
    • Because this may cause dangerous special attacks to activate more often, make sure your party is able to handle them.
  •  Jet To JetGain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
    . (Recast to end.)
    +  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    on all allies.
    (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    consumed.)
    + Flex Slot is a slower but safer build. Instead of inducing special attacks for big party-wide charge boosts, MC absorbs charge bar from allies. The main drawback is that your allies need high multiattack rates to compensate for the charge bar lost. It is also slower than the first lineup, so you may not necessarily see the burst damage you may want from this class.
  •  Jet To JetGain Jet to JetDeals multiattacks / Absorbs all allies' charge bars and boosts caster's charge bar at end of turn (Can't be removed)
    . (Recast to end.)
    +  Mosh PitDeploy the MoshAt end of turn: Foes' charge diamonds fill by 1 if a charge attack has been used / 40% boost to all allies' charge bars if a special attack has been used
    Field effect
    Local status effect
    field effect.
    + Flex Slot avoids losing FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
    to maximize the Humanity Emblem effect. However, because it loses out on the class' immediate burst damage potential, it is a relatively uncommon build.
  • Some flex slot options:  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    (for utility),  Fighting Spirit200%-300% elemental damage to a foe.
    Gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (for a charge boost to MC),  PandemoniumGain 70% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 70%Duration: 3 turns
    .
    (to boost MC's charge bar gain),  Never Miss a BeatDistribute charge bar to all other allies. All other allies gain 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%
    . (Uses 30% of charge bar.)
    (to boost the rest of the party's charge bar gain)

Summon Synergies

Resources

Class Navigation
I FighterKnightPriestWizardThiefEnhancerGrapplerRangerHarpistLancer
II WarriorSentinelClericSorcererRaiderArcana DuelerKung Fu ArtistArcherBardDragoon
III Weapon MasterHoly SaberBishopHermitHawkeyeDark FencerOgreSidewinderSuperstarValkyrieGladiator
IV BerserkerSpartanSageWarlockBandit TycoonChaos RulerLuchadorNighthoundElysianApsaras
ChrysaorLumberjackCavalierMonkRobin Hood
EX I AlchemistNinjaSamuraiSword MasterGunslingerMysticAssassinDrum MasterDancerMechanic
EX II DoctorRuneslayerKengoGlorybringerSoldierNekomancerTormentorRising Force

References

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