Pso2 Rappy Slots Macro Rating: 9,6/10 9077 votes
This is going to be my guide on how to make money by not charging Ac lets get started.
AQ: The main way of making money will involve running Advanced Quests in Pso2. Now the main thing your looking for is x4(slot) armor or weapons with Power III, Shoot III, Technique III, Spirita III, Stamina III or a soul like Quartz soul.
Armor!
One way of making money is hunting armors! The armors your looking for have Power III, Shoot III, Technique III, Spirita III, Stamina III, or some/all of the above! Here is an example.
This armor can be sold as is or you can go to Dudu or Monica and add some more abilities to increase the value.
Weapons!
Weapons are tricky you need to mash affixes and I'll explain more in detail later, however what your looking for on weapons is the same as armor. The bad part is you cannot sell them with just a single Power, Tech, Shoot, Spitita, Stamina III you will need 3 of the 5 on it to sell for money. This is an example of a weapon you want to make.

To mash affixes together goes like this.
Step 1: Hoard weapons that have 5 -8 slots that drop from Big/King Vardha or Quartz.
Step 2: Go to Dudu/Monica once you have enough and go to Add abilities
Step 3: Select for an example a weapon with Power III, and 4 other affixes that don't matter
Step 4: Select 2 other weapons one with shoot III, spirita III 3 crappy affixes, and another with Technique III x4 crap.
Step 5: Select Power III, Shoot III, Tech III, Spirita III and one crap affix with 100% chance to add, then use a 30% affix boost from the Excube shop (10% works fine) add them together and see if it passes. If it does you make money if not re-try the process!
As a side note, if your making a weapon and don't feel like yoloing it use a 30%, instead of a 10%.
Where to farm!
I will now tell you where to farm in Aq's! The best places are:
Special Survey: Tunnels: (Weapon and armor with level 3 abilities)
Special Survey: Skyscape: (Weapons and armor with level 3 abilities and Quartz soul)
Special Survey: Ruins: (Weapon and armor with level 3 abilities) and a small chance at elder pain.
Clones!
Oh boy Clones, those magical things that are a rare code in Aq's that crap money at you.
Clones are well clones. there copies of abducted people from tacos. Clones drop a very special affix called Modulator and it sells for a ton of money. The higher the affix of the dropped item the more money you make.
Clones also drop Photon spheres so in a party of 4 you make on average with sphere drops you make 80-160k meseta.
Apprentice Soul!
Apprentice Soul comes from a new mob called Doppelganger or Dark Falz Apprentice.
The soul its self gives 40 S,R,T Atk so it's very good like modulator it's high in price and should never be over looked. so
Ultimate Buster!
I don't know if this will raise in price, however I will edit this out if it does not.
Fun Scratching!
One way of making money is fun scratching, Tl:dr get to 70, play Magatsu, turn your excubes into fun tickets, use said tickets. Then buy from the fun shop items that sell or fun scratch the fun, sell on market and profit(no photon chairs can be sold). Note: room goods sell for a fair amount of money, if any good room goods are in the scratch try scratching some you might make some money.
Making late game weapons!
This is one way of making money I've used before.
Step 1: Find a Force, Hunter, Fighter, Ranger weapon and Plus it to +40, meaning potential it to level 3, and +10 it.
Step 2: Affix it. Make it a 3-5 slot weapon with cheap good stats.
Step 3: Making sure it will sell. Look on the market and see if it in high demand and ask yourself this. Are people using it a a lot, Are people buying.
Step 4: Profit. You can buy, affix and sell weapons for cheap especially if you keep (+1) grind protects from fun scratching. Force weapons like Rods are really good profit so start here.
Extreme Quests!
To farm this you need Extreme Passes that you get once per day (save them up).
Now to farm this you need 1-4 people, Stages 46-50 of Glacial Machinery, and 61-65 of Forsaken Aquatics. (use 250% Rare Drop rate boosters and or run on boost weeks)

Armor.
Armor is farmed on Stage 46-50 of Glacial Machinery by getting to the last stage and letting chrome dragon spawn the darkers, and killing them.

Weapons.
The weapons are farmed by running stage 61-65 of Forsaken Aquatics and collecting the rare drops that drop and or getting a rare stage and getting a Trident crusher/Sange.

What to look for.

You are looking for Flict Arma, Tiro, Magia or Alter Arma, Tiro, Magia. (they sell well depending on the weapon or armor).
More to be added soon!
I will edit this post if I figure out more ways of making money and add it to this list, and there are other ways to make money, like rare weapon hunting, or buying ac items. However they are slow. So to wrap things up, Go make some money!

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Rings are basically a type of equipment that add extra skills to your character. These vary from active skills, buffs, to even modifying existing abilities. There are two ring slots, one for L rings and one for R rings.

Crafting Your Rings

To craft rings, you have to gather the right rock/mineral and then craft it from the ring NPC in Franca’s Cafe. Gathering is a whole other topic, but you can at least get started by doing the tutorial from the purple-ish hair NPC near the middle stall in Franca’s Cafe. Going through enough of her tutorial also unlocks crafting from the campship, so it is worth doing. Certain rings require other materials, but a majority are crafted from gathered materials.

The combined rings combine the abilities of multiple level 20 rings into one ring. To get these, you have to trade in level 20 versions of the respective rings listed in the shop. Only certain rings listed in the shop can be combined. It saves slots and inventory space, so why not? Keep in mind that combined rings start off at level 1 but have the same effectiveness as the uncombined level 20 rings, so there isn’t really a point to grinding them.

Grinding Your Rings

Ring grinding works a little differently. To grind a ring, you first have to equip your ring and then gain experience points like normal. A portion of that will go into your ring. Gaining more experience will increase the maximum level your ring can be grinded to (up to 20). You can then grind your ring like you would with any other item at Dudu/Monica up to the current max level. Grinding materials include grinders, lambda grinders, rocks (like Naberius rock), and minerals (like forest emerald).

Recommended L Rings

There are a lot of rings out there that you can look up or read if you want. I’m going to save some time and only mention the ones I think you should at least have.

Most L rings are more class oriented, so I will list the general ones and then divide this by class.

General Purpose

These are rings that work with any class. They’re a nice way to fill up any of your empty L ring slots.

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L/Leaping Dodge

Gives you an active ability that jumps up. At level 20 the cooldown is 5 seconds. This can work as a panic button. Normally you would use it for extra mobility since it goes higher than a regular jump. It’s something that is nice to have. The only quests where this is required are probably Time Attacks.

L/Mate Maniac and L/Atomizer Fanatic

These increase the effectiveness and speed up the use of mates/atomizers respectively. Useful, but not game changing.

L/Mag Excitement

Increases the power and activation chance of your mag’s auto attack. Nice free damage.

L/Party Toughness

Decreases damage based on the number of members in your party. At level 20 with a party of four you get 5% reduction. Why not?

L/Quick Blaster

Decreases the startup of your A.I.S. laser at the cost of reducing your turning capability. Very useful because it speeds up the whole laser sequence, leaving less time for bosses to move around and less time for you to be a sitting duck.

Fighter

L/TD Air Pursuit and L/Knuckles Pursuit

The Chase rings let you travel towards an enemy when you are locked on and perform a regular attack in the air (for twin daggers) or on the ground (for knuckles) respectively. Travel while attacking is a little stiff for these weapons so this will make sure you can still hit the boss without dropping your combo when it backs up a foot.

L/Slow Fighter Actions

Decreases the speed of your weapon action. This is only really useful on knuckles because you get more i-frames from an extended sway. I feel like it hurts when used with the other two weapons that already have pretty generous guard frames.

Hunter

L/Hunter Focus Preservation

Decreases the amount of focus consumed by up to 50% at level 20. For sword, it decreases the decay rate. Partizan and wired lance get more out of this ring because you can spend more time using PAs that consume your focus gauge rather than maintaining gear.

L/Perfect Guard Sonic Arrow and L/Perf. Guard Heavenly Drop

Performs the listed PA if you successfully just guard an attack. At level 20, the PA performed will cost no PP at all. This is free damage and helps with your focus gauge as well. Personally, I like them because they make my just guards feel more satisfying.

Ranger

L/Precision Blight Rounds

This one is amazing. One of blight bullet’s greatest weaknesses (rip this joke in NA) is that there’s travel time and it can be blocked unintentionally by a boss’s flailing limbs. This ring makes it so that if you are locked onto a part, your bullet will ALWAYS hit it. No more wasted blight bullets because rockbear decided to swing his arm in front of his face.

L/Launcher Non-Weak Bonus

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Allows the bonuses of Advanced Precision Hit to apply to non-weak points for launcher. At level 20, it applies 100% of the bonuses. An issue with launcher’s PAs being so explosive is that it can be hard to get the weak points sometimes. A big chunk of Ranger’s skills increase damage to only weak points. This ring greatly increases your general mobbing capabilities because you can’t expect to always hit a weak point with launcher.

Gunner

L/Forward Stylish Roll and L/Time After Time Preserve (can be combined)

Forward Stylish Roll allows you to stylish roll forward. The forward roll is a lot more fluid than the side and backwards rolls. Definitely get this, since it greatly increases your mobility.

Time After Time lets you keep the damage bonus from High Time even if your damaged, up to 20% of your HP. A nice insurance policy in case you get hit by a stray attack.

L/TMG Stance Up

Increases your damage if you are using a stance, up to 10% at level 20. A pretty big damage boost for free if you are using a subclass that has a stance. Usually, it would be with a Fighter, Hunter, or Braver subclass. It makes the multipliers competitive with the ones from Ranger’s Advanced Precision Hit.

Techter

L/Alternate Wand E. Change

Changes your wand’s element based on the last charged Technique (minus the support and field ones). Lets you match elemental weaknesses of whatever you are whacking. This is better than the other Wand E Change because you can do Zanverse without worrying about changing to wind. I believe it already has maximum effectiveness at level 1.

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L/Tech Charge Parry and L/Quick Illusion (can be combined)

Tech Charge Parry gives you frontal (I think only frontal, double check me on this) guard frames as you begin charging a Technique. At level 20 you get up to 0.6 seconds. This is great because you spend less time dodging and more time attacking. Also helpful for multihit attacks that can be tricky dodging.

Force

L/Tech Charge Parry and L/Quick Illusion (can be combined)

Tech Charge Parry gives you frontal (I think only frontal, double check me on this) guard frames as you begin charging a Technique. At level 20 you get up to 0.6 seconds. This is great because you spend less time dodging and more time attacking. Also helpful for multihit attacks that can be tricky dodging.

Slots

L/Talis Prolong

Extends the amount of time talis stay floating. Useful if you are a talis main because you won’t have to throw as many talis out.

L/Alt. Photon Bullet Mode

Turns your rod shoot into a ball that explodes. It’s a little finnicky and only sees real usage in some niche builds that focus on normal attacking. Otherwise, just an extra thing to throw in and try.

Braver

L/Katana Focus Guard Release

Lets you activate focus release by just holding guard when you are at max focus. This is more of a convenience, really.

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L/Katana Combat Hitcount Up

The finish from Katana Combat increases in damage based on the number of hits you do while Katana Combat is active. This ring increases the “number” of hits each hit counts as. In other words, at level 20, each hit will count as two hits, letting you reach the max damage of Katana Combat’s finish much easier.

Bouncer

L/Soaring Blades Tackle and L/Jet Boots Combo Varient SC (can be combined)

Soaring Blades Tackle damages enemies you pass through while gliding with soaring blade’s weapon action. The damage isn’t amazing, but it’s a nice add on.

Jet Boots Combo Varient SC decreases the charge time of a Technique if you use it as a just attack right after a jetboots PA. This is great if you are doing a Tech based Bo/Fi.

L/JB Elemental Keep

If you ever got sick of jetboots switching back to its default element when you use the regular weapon action, you can now turn it off so nothing happens besides the dodge. Yay?

Summoner

L/Quick Illusion

Same reason as you would with Force as discussed above.

Recommended R Rings

R rings are more general purpose rings. Many of these give you skills from other classes. You cannot “double dip” into an skill, so be aware of which ones you cannot equip. For example, the C Strike rings are popular. However, these are based off Fighter’s Critical Strike skill, so you cannot equip these if Fighter is your main or subclass. Here are the ones I would recommend. Honestly, unless they release new ones, the usefulness of the others pale in comparison.

R/PP Conversion

Cannot be equipped by Techter. If general damage increase isn’t your thing I would get this instead. This cuts your HP temporarily while giving you higher natural PP regen. Great for giving you chances to spam PAs even more.

R/Hunter Physique

Cannot be equipped by Hunter. This lets you use Hunter Physique, an active skill that gives you super armor for a period of time. In certain situations where you can be easily knocked out of long PAs or charging PAs, this might be helpful. Kind of niche.

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