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Topic: Pin Review
jasoniscool
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May 10, 08 at 11:19am
Pin Review

In this thread we will review pin psychs. Everyone is welcome to comment, add suggestions, suggest the next psych type, put in their own reviews, and suggest deck ideas centered around the pin psych.






Psych: Piercing Pillar [S]
Element: Negative

*Slash vertically up on empty space to form an icicle. Inflicts damage on contact.*


Pins:
001 - Ice Blow
Attack - 27 Uses - 1
Boot - 0 Reboot - 5.5
002 - Ice Risers
Attack - 43 Uses - 1
Boot - 0 Reboot - 5.9
215 - Black Uranus
Attack - 60 Uses - 1
Boot - 0 Reboot - 3


The Piercing Pillar [S] psychs are useful because of there effect of pushing enemies up. However, the 1 use and reboot time cancel out that usefulness along with the low power they are more trouble then they might be worth later on in the game. The strongest Piercing Pillar [S] Psych would be Black Uranus which is at 60 Attack power when it is mastered. Black Uranus would be decent in a Black Planet deck, but it would be hard to get much use out of it in any other deck. Ice Risers might also be useful in a D+B deck, but besides that there is no reason to have Ice Risers if you have Black Uranus. If one were to make a deck with a Piercing Pillar [S] pin the only one worth putting in the deck would be Black Uranus (you might just want to go with a Piercing Pillar [R] pin). But, when you start earlier on with the game Ice Blow is given to you, evolve it into Ice Risers with SDPP and it will serve as a decent pin for most of the storyline, but once you get into Chapter 3 you will want to replace it with something stronger.


quote Etherlight

Ice Risers and Ice Blow are bad at the very beginning of the game due to Neku's low attack, but have high efficency than Shockwave, so they end up doing more damage end-game. Ice Risers/Blow also gets in the light puck bonus quicker, comes out fast and it juggles. The low power, low amount of uses and rather long charge time makes up for it and those pins are still good.

Sample Deck-
1. Piercing Pillar [S]
2. Shockwave [S]
3. Turbo Gauge +
4. Grave Marker [S]
5. Force Rounds [T]
6. Cure Drink [B]

First use the Piercing Pillar [S] pin to launch an enemy up with Turbo Gauge you can do this twice, then continue slashing to activate the Shockwave [S] pin and continue pushing enemies back. If you start slashing again you can activate Grave Marker [S] and once again keep enemies immobile. If an enemy is far away, or you’re waiting for something to reboot Force Rounds [T] will do some quick damage. The Cure Drink will provide HP recovery.


This message was edited by jasoniscool on May 14 2008.

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May 10, 08 at 11:27am
re: Pin Review

    Looks good . Just a question though, do the Ice Blow and Ice Risers cause a frozen status to the "noise"? Or does it just inflict damage?



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jasoniscool
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May 10, 08 at 11:28am
re: Pin Review

Thanks

They just do damage, but they knock enemies that it hits up.

quote jasoniscool
The Piercing Pillar [S] psychs are useful because of there effect of pushing enemies back.
It's what I meant, but I meant up, I'll change it.

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May 10, 08 at 11:49am
re: Pin Review

    Alright, i get it then. How often are you going to make these? Like once a week or something?




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jasoniscool
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May 10, 08 at 12:11pm
re: Pin Review

I was thinking once a week, but maybe every 2 days or so, or when I can. I don't want to review too many in a short ammount of time but I don't want to take forever between each one.

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Tainted
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May 10, 08 at 1:38pm
Pin Review

I like my Ice Risers since it currently deals the most damage out of any pin in my deck (unless there is a car in the field for me to throw). I use it at the start of the battle and then use my other pins while it reboots. If I alternate between the other pins it works well, although the one use each reboot is annoying.

Once I find a more powerful attack with more than one use it's gone, but for the time being it serves its purpose.



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Yep, it just rotated.
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Nightmare
May 10, 08 at 1:41pm
re: Pin Review

I've only gotten Ice Blow out of those three. I don't really like it though; it's only got one hit and doesn't seem that powerful. I prefer pins that you can attack enemies with multiple times.


x GM x



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Saori
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May 10, 08 at 1:49pm
re: Pin Review

quote Gothicmoon
I've only gotten Ice Blow out of those three. I don't really like it though; it's only got one hit and doesn't seem that powerful. I prefer pins that you can attack enemies with multiple times.


x GM x

But you know, the risers are pretty good for prolonging combos when you know when to tap. Haha, I'm really looking forward to the Natural Puppy pins though simply because I like their colors xD;



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jasoniscool
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May 10, 08 at 2:03pm
re: Pin Review

Ya Piercing Pillar was one I used in my deck for a while until I found some better pins. I'll construct a sample deck for people, cause there are ways to get more uses and faster reboot.

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maverickboy
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May 10, 08 at 2:27pm
re: Pin Review

dang i was hoping there would be another riser pin that did more damage.
i liked em but the low damage and high reboot is offputting.
can we do pins that you tap enemies to shoot next?



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jasoniscool
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May 10, 08 at 2:33pm
re: Pin Review

Sample Deck:

1. Piercing Pillar [S]
2. Shockwave [S]
3. Turbo Gauge
4. Grave Marker [S]
5. Energy Rounds [S]
6. Cure Drink [B]


First use the Piercing Pillar [S] pin to launch an enemy up with Turbo Gauge you can do this twice, then continue slashing to activate the Shockwave [S] pin and continue pushing enemies back. If you start slashing again you can activate Grave Marker [S] and once again keep enemies immobile. If an enemy is far away, or you’re waiting for something to reboot Energy Rounds [S] will do some quick damage. The Cure Drink will provide HP recovery.

quote maverickboy
dang i was hoping there would be another riser pin that did more damage.
i liked em but the low damage and high reboot is offputting.
can we do pins that you tap enemies to shoot next?
There are a few pins that make the reboot faster, and allow more uses.
And yes, we can do Energy Rounds [S] next.


This message was edited by jasoniscool on May 11 2008.

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Neku Shibuya
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since: Apr 2008
May 10, 08 at 2:52pm
re: Pin Review

They're excellent pins for fighting piggies tbh.
The knock upwards is very handy!




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jasoniscool
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May 10, 08 at 3:15pm
re: Pin Review

Piercing Pillars [R] are alot better, because of there higher attack, and number of hits.

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maverickboy
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May 10, 08 at 8:26pm
re: Pin Review

quote jasoniscool
Sample Deck:

1. Piercing Pillar [S]
2. Shockwave [S]
3. Turbo Gauge
4. Grave Marker [S]
5. Energy Rounds [S]
6. Cure Drink [B]

First use the Piercing Pillar [S] pin to launch an enemy up with Turbo Gauge you can do this twice, then continue slashing to activate the Shockwave [S] pin and continue pushing enemies back. If you start slashing again you can activate Grave Marker [S] and once again keep enemies immobile. If an enemy is far away, or you’re waiting for something to reboot Energy Rounds [S] will do some quick damage. The Cure Drink will provide HP recovery.

quote maverickboy
dang i was hoping there would be another riser pin that did more damage.
i liked em but the low damage and high reboot is offputting.
can we do pins that you tap enemies to shoot next?
There are a few pins that make the reboot faster, and allow more uses.
And yes, we can do Energy Rounds [S] next.

thanks.



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May 10, 08 at 8:33pm
re: Pin Review

    To me, for now, this all seems so confusing but I suppose that as soon as I pick up the game it will all make sense.




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