PDA

View Full Version : Hunter: Way of the Blade... (Hunters Discussion) [Revamping,


Rizen
11-30-2006, 02:40 PM
The first version of this topic was lacking and well, I finally got around to reformatting and adding stuff to it. Hope you like it.

[Table of Contents for Thread]
Coming soon!

[About Hunter]

Masters of the physical, Hunters are the best in melee out of the three basic classes. They fight in-your-face in close combat, dealing and taking high amount damage from enemies. In addition, Hunters use photon arts called Skills to improve their physical combat, increasing damage as well as the number of hits in a combo. Anyone who played Hunter on PSO will quickly adjust to the playing style of PSU hunters. Only real difference is that a few weapons work different, Skills, and a new lock-on system.

[Terms for Hunters]

Skills – Melee Photon Arts
Combo – chaining hits together
Knock Back – action of hitting opponent away
Knock Up – action of hitting opponent in the air
Knock Down – action of hitting opponent to the ground
Flinch – action of making opponent pause or recoil their action (casting, attacking, moving)


[Hunter-type Classes]

Hunter: No requirements, Humans and Beasts start as Hunters.
Basic melee class. Skilled in the close combat weapons. A fit for beginning players.
Weapons:
B: Saber, Twin Sabers, Dagger, Twin Daggers, Sword, Spear, Knuckles
C: Handgun

Fortefighter: Requires: Lv10 Hunter
An expert melee fighter focused on striking attacks. Weapon choice is limited but attack and defensive power is unparalleled.
Additional effects: 80% PP usage on Skills, PP recovery on melee weapons
S: Swords, Knuckles, Spears, Axe, Twin Claws, Claws
A: Handgun, Saber, Dagger, Twin Sabers, Twin Daggers

Fighgunner: Requires: Lv5 Hunter, Lv3 Ranger
Mixture of Hunter and Ranger. Figunners focus more on melee weapons while using a few ranged weapons to attack opponents in variety of ways. Fighgunners excel in light quick melee weapons. Also have the exclusive usage of Double Sabers.
Weapons:
Additional effects: PP recovery on melee weapons and ranged weapon
S: Double Saber, Twin Saber, Saber, Twin Dagger, Dagger
A: Sword, Fists, Spear, Twin Claw, Claw, Twin Handguns, Handgun, Crossbow, Mechgun

Wartecher: Requires: Lv 5 Force, Lv 3 Hunter
Mixture of Force and Hunter. Wartechers combine physical and mental power for great offensive and support abilities. Wartecher is arguably the most versatile class in PSU.
Addition effects: PP recovery on melee and magical weapons.
S: Twin Daggers, Dagger
A: Knuckle, Spear, Twin Sabers, Twin Claws, Saber, Claw, Longbow, Handgun, Cards(Fan), Wand

Protranser: Requires: Lv 5 Ranger, Lv5 Force, Lv5 Hunter
Protransers are known as Trap Masters. Protransers gets damage bonuses from traps. They utilities a bit of everything from all of the other classes with their versatility in weapon selection. Protranser have a choice of excelling in Melee or Ranged combat.
Weapons:
Additional effects: Extra damage on traps, (Unverified) 50% Chance to Crit?
A: Sword, Fists, Spear, Axe, Saber, Shotgun, Long Bow, Grenade Launcher, Laser Cannon, Handgun



[Races of Hunter]

Human: “Original” race of the Gurhal System. Humans are well-rounded and can easily adapt to any class. Starts off as Hunter. Have access to use Crea(Claire) Weapons.

Newman: Genetically engineered to be a mentally superior race, Newmans excel in using and warding off Techniques at the cost of lower physical ability and defense. Not a primary choice of Hunter, but a great candidate for Wartecher. Have access to use Crea(Claire) Weapons.

CAST: Initially designed for precision and labor, CASTS have excellent accuracy and good amout of attack power making them great candidates for Figunner, but suffer low evasion, mental abilities and defense. CASTS gain an ability to use SUVs, large weaponry, to help clean floor with enemies.

Beast: Created with high physical abilities, Beasts are a primary choice for Hunter. Beasts’ heightened attack power and defense allow them to use melee weapons and line shields at early levels making them great candidates for Fortefighter. However, they suffer from lower accuracy and mental abilities. Their ability to Nanoblast increases attack power and/or defense greatly giving them an edge in many situations. Starts off as Hunter.

[Weapons Details]

Type: Saber
Held: One-hand (Right)
Speed: Fast
Attack Power: Moderate
Accuracy: High
Damage Total: Moderate
# of Hits: 3
Description: Handheld blade that is Basic weapon for Hunters. Usable in combination of a one-handed gun. Very flexible and highly effective to situations.
Skills: Rising Strike, Gravity Strike
Note: Crea (Claire) version of this weapon is available.

Type: Dagger
Held: One-hand (Right)
Speed: Very Fast
Attack Power: Low
Accuracy: High
Damage Total: High
# of Hits: 4
Description: Short, agile blade use for quick close combat. Usable with combination with a one-handed gun. Very flexible and highly effective to situations.
Skill: Buten Shuren-zan, Shunbu Shouren-zan
Note: Crea (Claire) version(s) of this weapon is available.

Type: Claw
Held: One-hand (Right)
Speed: Moderate
Attack Power: High
Accuracy: High
Damage Total: High
# of Hits: 3
Description: Blades similar the claws of animal held by the hand to attack enemies viciously. Highly effective against single target enemies.
Skills: Shousen Totsuzan-ga

Type: Twin Saber
Held: Two-hand (Dual)
Speed: Very Fast
Attack Power: Moderate
Accuracy: Moderate
Damage Total: Very High
# of Hits: 5
Description: Two Sabers dual wielded together to swiftly attack and take out enemies. Most effective on single targets.
Skills: Rising Crush, Assault Crush
Note: Crea (Claire) version(s) of this weapon is available.

Type: Twin Dagger
Held: Two-hand (Dual)
Speed: Very Fast
Attack Power: Low
Accuracy: High
Damage Total: Very High
# of Hits: (Males) 5, (Females) 6
Description:
Skills: Renkai Buyou-zan, Moubu Seiran-zan
Note: Crea (Claire) version(s) of this weapon is available.

Type: Twin Claw
Held: Two-hand (Dual)
Speed: Moderate
Attack Power: High
Accuracy: High
Damage Total: High
# of Hits: 6
Description:
Skills: Renzan Seidan-ga, Bukuu Rensen-ga

Type: Knuckles
Held: Two-hand
Speed: Slow
Attack Power: High
Accuracy: Very High
Damage Total: High
# of Hits: 5
Description:
Skills: Bogga Danga, Bogga Zubba

Type: Sword
Held: Two-hand
Speed: Very Slow
Damage per Hit: Very High
Accuracy: Low
Damage Total: Moderate – Very High
# of Hits: 3 (Possible 9)
Description: Long, wide blades use to numerous enemies in an area of 90 degrees. Highly effective against a crowd or multi-target enemies.
Skills: Tornado Break, Spinning Break
Note: Crea (Claire) version of this weapon is available.

Type: Spear
Held: Two-hand
Speed: Fast
Attack Power: High
Accuracy: High
Damage Total: Very High
# of Hits: 3 (Possible 6)
Description: Long weapon with sharp ends used to thrust forward into enemies hitting up to 2 enemies in a linear or side by side position.
Skills: Dus Daggus, Dus Robado

Type: Axe
Held: Two-hand
Speed: Very Slow
Attack Power: Very High
Accuracy: Low
Damage Total: Very High
# of Hits: 3
Description: Heavy two-handed weapon that uses brute force and weight to annihilate enemies. Each impact causes enemies to flinch and last hit knocks them down.
Skills: Anga Dugrega, Anga Redda

Type: Double Saber
Held: Two-hand
Speed: Very Fast
Attack Power: High
Accuracy: Low
Damage Total: Very High
# of Hits: 6 (Possible 12)
Description: Double-sided blades that unleashes a flurry of attacks upon multiple enemies in a rough 270 degree area.
Skills: Spiral Dance, Gravity Dance
Note: Crea (Claire) version of this weapon is available.

[Animation of Weapons]
Coming Soon!

[Weapon Analysis from Users]

Axes by RyukiZero: There's a reason why they're the slowest swinging weapon. There's also a reason to why it doesn't hit multiple targets (like the sword). If anything, the reason for those two mentioned, is raw power. Axes, if anything, are underrated because people complain about how long it takes to level up the PA. That, however, shouldn't be a reason to dislike the Axe at all. The PA's are very strong, and are great in certain situations (just like other weapon's PA's). It's a good boss killer, but at the same time, the PA's are good crowd control, even if the maximum amount of targets it can hit is only two.

Spears by RyukiZero: A weapon that's enabled to any HU-related class. It's quick, it has range, and it has power. Spears, like the Sword and other weapons, . Granted, it may not do as much damage as say, a sword or axe in terms of normal attacks, but it's still stronger than the other weapons, hands down. Daggas has knockback at the end, but in the first two attacks of the Spear, it's a 2-target (piercing) attack, which is useful against the larger monsters. Should you want to go AoE, there's always Robado. Like Daggas, the knockback doesn't occur until the last attack.

Claw by RyukiZero: The more neglected, or underrated single-handed weapon for that matter, is the Single Claw. The attack speed is quicker than the saber, and about the same as the dagger, so there isn't really a downside to a claw. Being that there is only currently one PA for it, would probably the reason why not many people use it. However, the PA, though rather plain (like the 2nd Fist PA), deals a good chunk of damage, and can hit up to two targets at a time. Being able to move the "blast" around (similar to say.. the Damu Techs, but a lot shorter in terms of duration), you can hit other mobs.

Saber by RyukiZero: The basic weapon that many, if not all, hunters seem to use. It has the longest range of all single-handed (main hand) weapons and is also the strongest. Rising Strike's 2nd attack has the ability to knock-up a mob, and the third attack can send them flying while in mid-air. Though fun, it's not entirely party-friendly. Gravity Strike deals much more hits, and is less stronger compared to Rising, but can hold its own. Also, our famous bald-headed navigator uses it.

Dagger by RyukiZero: Single Dagger is the second preferred single-handed main weapon, and is also fun to use. It's pretty quick, and though weaker than the saber, the DPS makes up for it. The first PA is similar to the Twin Dagger's first PA, and the only noticeable difference is that it's more flashy. The second PA isn't as combo-oriented as the first, but deals a lot of damage in the few hits that are done. Still, you can never really go wrong with either PA.

Twin Daggers by RyukiZero: Very commonly used, and good. They still excel in DPS and seem to "flow" into the PA's like icing on cake. The first PA is basically a top spinning. Spin, spin, spin. Two targets, but hits in all directions, which make this PA rather useful in tight situations. The second PA is more offensive, hitting MANY times and can hit in different directions if you maneuver around (like the first single dagger PA).

[Melee Photon Arts: Skills]
Soon to come.

[Maximizing Damage]
Level Skills. Each skill level increases ATP and ATA increases by a %. At lv 11 and 21, Skills may gain an addition combination.
Use Skill most suited for the situation. Skills have very different ways of hitting enemies making some better than others to use at one point or another.
Use high % element weapons. Enemies vulnerable to that element will suffer a great about of damage depending on the % on the weapon. Note that attack enemies with the same element will lower damage.
Grind weapons. Yes, very dirty and risky business here, but very worthwhile. With enough grinding, a weapon’s ATP can exceed a weapon 3 or more starts higher than it.
Know your enemy. Enemies have weaknesses that are waiting to be exploited, or a strength waiting to destroy you. Go for multiple points on a target to gain addition damage on enemies. Some enemies have high resistance to melee weapons so you might have to switch to a ranged weapon to higher damage.
Control your target. Taking out enemies quickly require them to stay in range. Using a knock back causes you to run after the target, so use it wisely.




If you see any problems, have any suggests, or want to help out, feel free to post!


<font size=-1>[ This Message was edited by: Rizen on 2007-02-28 16:58 ]</font>

Randomness
11-30-2006, 03:35 PM
Necessities for hunters:
1-Know how to dodge
2-Actually dodge
3-Kill things

Mystil
11-30-2006, 03:36 PM
^You opened yourself up for a nasty one but I'm gonna pass on it. Cause it's getting really tiresome...

Anyway...

Forces and rangers are the monsters primary targets since what they do pose the greater threat. It would be ideal if a hunter looks out for them at all costs..even if that means desserting the current monster you're fighting.

You vs 1, or them(2) vs 5. It's an easy decision.

I have more but it's going to take a lot of writing..which I'll do tommorow.



<font size=-1>[ This Message was edited by: Silhouette on 2006-11-30 13:43 ]</font>


<font size=-1>[ This Message was edited by: Silhouette on 2006-11-30 13:44 ]</font>

Randomness
11-30-2006, 03:47 PM
I'm not talking about perfect dodging, I'm talking more about reasonable dodging, like not standing in the one Moatoob guy's fire breath for its duration, or running away if you just know something big is coming.

I've seen hunters taking damage 3x as fast as other, similar level hunters, and I'm fairly sure they weren't newmans.

Tomeeboy
11-30-2006, 05:13 PM
Personally, I would recommend that hunters go with high evasion and try to get decent armor (or multiple sets of armor) that will resist common elements that they encounter. This gives both damage absorbtion and completely negates some damage, so there's less of a strain on the healers (if you even have one).

Some weapon and PA tips off the top of my head:

Twin Daggers: Use the PA in groups of enemies that swarm you for maximum damage.

Sabers and Dual Sabers: Use the PA to "juggle" strong enemies that deal heavy damage, essentially stopping them from damaging you and your teammates.

Spear & Dagger: Good for enemies that are lined up in a row. They can hit multiple enemies and do good damage.

Handgun: Although you may be limited to using lower rank handguns, these will still do more damage to flying enemies in many situations, so don't waste all of your melee weapon photons. Get a couple guns that you can use and grind them up for maximum damage output. Make sure to max some bullet PAs as well (ice if nothing else).

Sword: Good against a spread of enemies, but probably my least favorite of all the hunter weapons that are currently available. This may change when expert classes and increased PA levels are released.

In addition, it's important to pay attention to the elemental weapons you use again enemies. Attacking a light-based enemy with a light elemental weapon is only hurting your damage. If you don't have a weapon of the opposite element to use (dark), at least use something other than a light weapon. I keep a stock of various weapons that cover the majority of elements that I encounter in areas where I typically play. Based on where I will be going, I may take a specific set of elemental weapons along with me and leave other elements behind. For example, there's really no need to bring anything other than dark weapons along if you are going to run Holy Ground missions, but if you're going to Moatoob, you probably want a good mixture of ice and lightning weapons.

As far as Partner Machines go, I'd recommend the GH450 for hunters, hands down. However, with the currently broken healing, it might be best to wait and see if they are fixed before investing the time and money into raising one.

Shiro_Ryuu
11-30-2006, 05:36 PM
I love using Twin Weapons, and I like using Rising Crush on fire-breathing Vandas especially, sends em off flying so that their fire breathing will be halted while I just kick(or slash) them while they're down.

Aaomi
11-30-2006, 10:56 PM
I love my 1-hand daggers ^.^

Not only a good PA for damage but since you are moving quite a bit while doing it you can turn with an enemy to avoid being in front of them or you can shoot right through a crowd which helps with avoiding getting hit.

Xero_Silvera
11-30-2006, 11:11 PM
am i the only one who loves knuckles? http://www.pso-world.com/images/phpbb/icons/smiles/icon_frown.gif

Agne
12-01-2006, 12:33 AM
well this is a hunter tip and cuz i'm drunk, names will not be included for spelling purposes...
if you use the one handed sword pa on it's second combo level, you will push the enemy back, during that time switch to the one handed dagger and use it's second pa... if you use these together with their normal combo hits you can get very high combos; i think 10+ (you will need to walk toward some enemies to keep the "combo" going)

Agne
12-01-2006, 12:56 AM
and i don't mean to start a flame war but.... the ONLY needed players in a psu team are.. dun dun duuuuun hunters and forces. rangers do no healing and do lower damage. yeah status effects are awesome.. for the the very few seconds a creature is alive!! 2 hunters and a force can get thru an area quicker than any other 3 man team. now don't get me wrong i love the stun you guys do so i can continure my combo, however if i'm looking for a random team i'll join a force/hunter before any other team combo.

Shadow_Wing
12-01-2006, 01:47 AM
You sir haven't partied with 1 Ra and 5Fos, good times. It's much faster than 1Hu and 5Fos >:D.

One of the things I've noticed as a Hunter is carry around quite a bit of antimates, it's useful taking those status effects when the Force(s) are busy plus it's counterproductive to waste PP on a single SE. I swear as a Hunter I eat antimates like it's crack ><;.

Might slight addon for spears

Spears are the mega boss killer, with their high ATP and good PA dmg% mod they deal maximum damage in the smallest amount of time on any boss, due to their lack of restrictions on target points (Highest I've seen is 5 damage points getting hit by my spear PA).

GosamerWings
12-01-2006, 02:07 AM
Single Dagger:
You don't always have to finish your combo sometimes doing your full combo will result in you getting smacked. Dagger speed flinch is not a complete reliable stun lock, don't think it is.

If your not using your PA for god sakes straft arround to atleast the back of the enemy if your a combo head like me.

Attacking a single enemy from the back can give some nice results when not using PAs or if you finish off with the tier 1 PA then go back to swinging while the monster is immune to knockdown. The speed and flinching will hinder the turning ability of enemies to about half use that to your advantage.

Limit the use of tier 2 PA unless you absolutely have to space out some of the spawn. It usually ends us spreading 2 enemies far away. Multiple spams of this and your fighting area will have enemies completely spread out. Which for spear/sword/aoe force/shotgunners is a nightmare.

Do not use Tier two PA on a normal size (or small) monster thats alone. Unless your going to switch and follow it up with some gun blasts while it is flying away it's already on the ground giving you time to straft to it's back (or if already turned arround) time to dish out 2+ combos depending on the speed of the monsters how fast it gets up and how fast it retargets turns arround.

Ice dagger no matter how well it's grinded no matter how high the rank will not out preform (without resonable difficulty) an equal rank spear/sword (PA tier 2) on De ragan save it for a last ditch effort when out of PP on other stonger weapons unless your great at manipulating your characters position while not locked on.

Which brings me to the next point. Learn when to lock on and when to not. Manipulating your character's position while doing that flying kick and the wheel spin can yeild some nice spread out damage when done right.

A well placed PA tier 2 can take the heat off rangers/forces that are surrounded (if you know they are in trobuble) just place your kick right.

Do not use Tier 2 pa as a multiple enemy tag twin daggers do a much better job at that without wasting as much pp.

will add more as I see fit. -shrugs-

-Gos
[edit changed dragon advice to be less misleading while not appreciating the whining comment a poster further down is right the spear PA while quicker than sword does only hit two enemies( or target points) at a time not 3 not 5 only 2.]
<font size=-1>[ This Message was edited by: GosamerWings on 2006-12-01 00:11 ]</font>


<font size=-1>[ This Message was edited by: GosamerWings on 2006-12-02 16:36 ]</font>

Alisha
12-01-2006, 04:03 AM
if you are a beast or cast id reccomend using multi hit weapons because your blast/suv guage will rise noticably faster.

Shiro_Ryuu
12-01-2006, 06:21 AM
well, I always thought that Hunters are very important to the team. I had a team of ALL rangers in the relics one time, didn't work out too well, we were doing good but eventually, we'll run out of PP and it'll takte forever to kill the monsters. Hunters are necessary to get rid of monsters fast. also, in response to Gosamer's post, who in the hell would actually be dumb enough to use a tier 2 PA, or ANY PA at all when fighting a normal sized single monster? btw, I have a Newman who is going for Wartecher, so I made him a Hunter as soon as I started him, so I'm going to see how a Newman Hunter actually plays out, not from other people's post but from my own experience and I'll try to tell you guys how it went.

Neith
12-01-2006, 07:47 AM
On 2006-12-01 02:03, Alisha wrote:
if you are a beast or cast id reccomend using multi hit weapons because your blast/suv guage will rise noticably faster.



Yeah, definately. I use Twin Sabers, and get Nanoblasts a lot.

On slow enemies, get around the back of them before starting your attacks.

Use a Sword/Spear on large enemies like Kog Nadd/Polavohra. They hit multiple parts.

Spears hit jumpy enemies easily (like Golmoro). Stab range seems to be slightly longer than a Golmoro can shuffle back.

Use PA's that knock enemies into the air on robots. If you do it right, they'll either explode in mid-air, or as they hit the ground, which is harmless.

Use a Spear on Adahna Degahna. It hits multiple parts (especially with Dus Daggas), and hits a weaker point. Also, for Beasts, Nanoblasts hit multiple parts.

If Nanoblasting on Dimmagolus/Onmagohg, I do it as they are coming to the ground, NOT after they hit the ground. Otherwise, you waste time, and won't get many hits landed before it takes off again (unless the wings have been shot out)

If a Goshin pops up, and burrows immediately, it's likely to try and hit you with Jellen on it's next surface, so move away a bit.

Carry Sol Atomizers if you have them.

Attack Jarba from behind if possible, or if it moves too fast, encircle it, so other people can kill it.

Agtaride/Defbaride/Zodiaride etc can be countered with Jellen/Zalure, so be aware of that. It also works in reverse.

All I can think of for now.

Ryudo
12-01-2006, 09:32 AM
Remember that knockback always knocks you in the opposite direction to which you are facing, not just away from the enemy, hold the strafe button when backing away from enemies, otherwise their powerful attacks will suck you in instead of blowing you away, this can be deadly with Bil De Vears spinning lariat or spells like damubarta

GosamerWings
12-01-2006, 02:40 PM
On 2006-12-01 04:21, Shiroryuu wrote:
well, I always thought that Hunters are very important to the team. I had a team of ALL rangers in the relics one time, didn't work out too well, we were doing good but eventually, we'll run out of PP and it'll takte forever to kill the monsters. Hunters are necessary to get rid of monsters fast. also, in response to Gosamer's post, who in the hell would actually be dumb enough to use a tier 2 PA, or ANY PA at all when fighting a normal sized single monster? btw, I have a Newman who is going for Wartecher, so I made him a Hunter as soon as I started him, so I'm going to see how a Newman Hunter actually plays out, not from other people's post but from my own experience and I'll try to tell you guys how it went.



You would be surprised. On Dragon/relic ones, there are usually monsters flying all over the damn place. I swear it looks like a trapeese act lmao. It gets so bad sometimes I just whip out the old ice Hand gun and tag because things are flying so freakin much.

I sometimes think to myself. hmm just three monsters -runs tier 1 pa to get kd on them and get some beat up time then here comes someone with a twin saber/single- tier 1… tier 2... Monsters fly every which way. Now instead of these three monsters that could of easily been dispatched that were nice and close. The group now has to run around the area to pick them off splitting our efforts and making a 1-2 min thing take 3-5 mins (moatoob situation there).

I understand why I see so few people using spear outside of boss battles. It's hard to get good use out of the pa when most of the time you have to chase monsters (that were group nicely) down because the twin saber guy (no offense to anyone that uses them right) doesn't know how to stop spamming the pa button after tier 1 and goes ahead and throws the 2..., monsters clear across the stage.

Agne
12-01-2006, 11:00 PM
that is true, some other tips that although may seem obvious at first, but are good tips none-the-less:
learn the levels and how many blocks are in each area you'll be playing in.
reasons: sometimes you can get off 2 nanoblasts/ suvs in one run, other times you'll need to be holding it for a while.
Also some levels have areas that will recharge your photons mid-way. You can use this to your advantage by spamming all your pa's for exp a few rooms before the re-charge cube. Also as a side note, this can get expensive so make sure you got the meseta for it.

To the new players: just cuz you really, really, really, only plan on using a couple of weapons (i.e. dual sabers/ daggers, etc) level several up together as opposed to leveling up one or two.. you'll thank me later. Also don't forget about the handgun/ saber or dagger combo. I usually carry one of each with ice as one gun and fire for the other with dark and ground for my saber and dagger. You can use this to cover several different elements quickly. Also i like to carry at least one strong non-elemented weapon just incase i don't have a good elemental weapon for a particular enemy. Which brings me to my next comment, if you plan on doing alot of pa's like me, carry extras of your favorite weapons. you'll thank me later http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

Be nice to your force, they keep you alive, and later will make you stronger. Also carry a few photon chargers just to give them. Sometimes it'll make your relationship better as well as keep a force going for a few more rooms.

Carry scape dolls... I cannot stress this one enough. Just do it... You'll thank me later.

Don't sell items you need. some of these include materials for booster boards, weapon boards and armor boards. especially useful are the booster boards. you can get these items fairly easy and usually will keep you well stocked on them.

well i don't wanna write a book so i'll write more another time.

Mystil
12-02-2006, 12:01 AM
Megistride can get you killed. It raises all stats but deals damage to you for a short time. Yes it stacks with burn effect. Keep that in mind should you use it.

The beauty about spears is, they are piercing. You can attack 2-3 mobs at once when they are bunch together. Since they like to run around so much, they tend to pass each other



<font size=-1>[ This Message was edited by: Mystil on 2006-12-01 22:04 ]</font>

etlitch
12-02-2006, 05:13 AM
Afaik never been killed by the megistar dmg. It's also easily bugged- just have something debuff you in one of the buff types and megistar won't hurt you.

As for spear - each of its attacks can only deal damage to a max of 2 enemies/target points every time it deals damage. That's right, 2 enemies. Same with the PA, so stop writing "multiple" target points when it's only 2. The current spear PA deals damage for a max of 2*2 + 2*3 = 10 times. That's both comboes.

Cry0
12-02-2006, 06:29 AM
From what personal experience I had from offline, try always carrying a full mate inventory. Online, no doubt it'll get you in less troubles with the fo's (ie no nagging about resta). the only tech that you may truly need is shifta, and maybe zodial.
Otherwise, I'd say go for as high def(and or mst if not at the cost of anything else) and hp as possible. That'll make you able to destroy an entire group of enemies without worrying about your hp, before that battle is over.
Keep one weapon in your inventory that has a heavy pa, which makes big enemies flinch. twin saber is perfect for this.
Double daggers are good for groups around you, spears are good for groups before you.
Other hunter weapons are more style specific (axes, single saber, swords, depends on your own fighting style, i guess)
Oh, and it might be good to learn how to fight without locking on. This'll make you a lot more versatile, and if you flick the analoue stick in the middle of attacks or pa's, you'll be able to hit more or different enemies in one combo. This is especially useful for spears.
imho, freeze bullets would be the only one to carry, as your damage doesnt really depend on them, but it might buy you some time in critical situations, unlike other bullets.

for the rest, use common stuff. and indeed, dodge ffs. it was an underappreciated art in PSO, dont make it like that here.

Randomness
12-02-2006, 03:49 PM
On 2006-12-01 22:01, Mystil wrote:
Megistride can get you killed. It raises all stats but deals damage to you for a short time. Yes it stacks with burn effect. Keep that in mind should you use it.

The beauty about spears is, they are piercing. You can attack 2-3 mobs at once when they are bunch together. Since they like to run around so much, they tend to pass each other



<font size=-1>[ This Message was edited by: Mystil on 2006-12-01 22:04 ]</font>


Honestly, my experience with Megistarides is that the hits tend to be relatively minor. I'm at level 44, which might make a difference, but still, I'm probably going to grab Megistar the second its out.

Mystil
12-02-2006, 05:43 PM
Bah just to satisfy some certain people here..

"Mystil is wrong about everything on PSOW"
"Mystil makes a poor hunter who 'sees' things"
"Mystil also makes up everything"
"Mystil FAILS."

Nevermind the damage thing.


<font size=-1>[ This Message was edited by: Mystil on 2006-12-02 15:47 ]</font>

Randomness
12-02-2006, 05:58 PM
Hey, thats just my personal experience. Admittedly, at lower levels, its a more substantial amount, I think some stat might play into it.

HerdsmanOfYrr
12-02-2006, 09:23 PM
I was looking into becoming a fortefighter. I was going to use primarily axes and knuckles. whats the general opinion on that?

etlitch
12-03-2006, 08:40 AM
That you need a "backup PA", like one that instantly flips enemies upwards. So either saber or double saber, lvl does'nt matter - it's not for damage, you just need the first part of the PA to avoid getting mobbed or to stun larger monsters(polahvra, bil de vear, etc.)

Zorafim
12-03-2006, 08:46 PM
Doesn't the knuckle punch thing do that?

HerdsmanOfYrr
12-03-2006, 09:09 PM
it does on the second set for the pa

Alisha
12-03-2006, 10:47 PM
On 2006-12-03 06:40, etlitch wrote:
That you need a "backup PA", like one that instantly flips enemies upwards. So either saber or double saber, lvl does'nt matter - it's not for damage, you just need the first part of the PA to avoid getting mobbed or to stun larger monsters(polahvra, bil de vear, etc.)



i'm not sure about rising strike but for rising crush i think you want to have it to at least lvl 11 because certain enemies seem easier to knock up than others. for example robots and koltovas are really easy to knock up,but goushins and the forces in grove of fanatics tend to resist the knock up effect from the first part of the pa. offline you can stunlock bill de vear by spamming the first part of spiral dance >.>

etlitch
12-04-2006, 03:46 AM
Never had problem uppercutting forces on groove B runs, yeah using the first part of single sabe PA. Goushins just get stunned or something.

Knuckles are just:

1. WOW FLASHY ATTACKS but we only need the knockback part, the first ones does'nt cause the monsters to flinch on later mission grades which might be the difference of dead you or party memebers. I don't even think that the knockback works on larger monsters unlike the sabers uppercuts.
2. Scatters the enemies making your forces angry, hunters can't deal max dmg with their PAs due to scattered monsters and you'l have to run after the monsters - basicly makes runs take longer time, you're not cool for knocking monsters away, you're just annoying the other people.

I prefer single saber because the first time it deals damage, it actually causes monsters to "flinch", like the real flinch that stops small and medium sized monsters from moving or attacking and works on all mission grades - as long as you hit the monster. Then follows up with an uppercut, this allows you to with enough ATA pretty much flip 2 monsters head on without taking any damage. That compared to the fact that you might take damage while doing other PAs because of the animations your character performs before the knockback/uppercut part of it.

It's just some kind of support/backup thing, go yohmei for the extra ATA and PP+PPregen. It's not really used for damage or anything.

Alisha
12-04-2006, 04:08 AM
cool maybee figunners will actually get some use out of s-rank sabers then. the only thing is on the ps2 version i dont like switching between more than 3 different weapon types in the heat of battle because of weapon loading.

Shiro_Ryuu
12-04-2006, 12:20 PM
the weapon loading is a pain, but what I do is whenever I run around, I switch out to a certain weapon type and give it time to load, so when I pull it out when I need it, it wouldn't have to load and I can attack the moment I pull it out.

rpgposer
12-04-2006, 06:30 PM
Just a few things I would like to add when fighting multiple mobs:
1. While grouped, try to keep groups of enemies close together. This allows your force to maximize their damage. Swords and Tornado Break are useful in these situations. Flipping mobs all over the place makes for a chaotic fight.
2. Attack the mobs from behind if possible. Even if I am running ahead of the rest of my group, I approach from one side and try to hit from behind.
3. Keep an eye on your forces/rangers to make sure they aren't getting slammed by multiple mobs. Help 'em out.
4. Try (emphasis on try) to attack the mob that everyone else is attacking. Mobs go down faster when multiple players are hitting them. If you can't do that, take out the weakest ones first.
5. As mentioned earlier by a number of folks, take along a full set of at least monomates. Forces don't have to heal if they don't want to.

-Shimarisu-
12-04-2006, 08:30 PM
On synhing:

People say hunters are the easiest class but they frget that our weaopns aer the hardest to make GOOD. Hunters probably spend far more than any other class on their weapons if they are savvy.

One thing you need to know is GRINDING IS NOT THAT IMPORTANT. Percentage is FAR more important. A low grinded 50% elemental will do far more damage against opposite elements than a high grinded 25%. I keep seeing people with high grinded neutrals, and seriously that's a terrible waste of grinders/weapons/time.

The trick to good weapons, and this is expensive, is to synth and synth and synth til you get a high %. Grind it to a safe level, unless you have 2 of that high %. And by high % I mean anything under 25% is not worth your time on B ranks. Sell everything you make that's below that. Forget grinding them, grinding it is way more effective on force and ranger weapons than for hunters. For us, the biggest gain comes from PERCENTAGE. angers and forces don't get that Really, speaking as a player of all three classes, hunters are the most EXPENSIVE to support. I laugh in the face of those who claim otherwise. Also people who claim forces do more damage - only in certain areas. My 50% dark daggers can rape light based monsters, forces don't get a look in. My hunter overall does far more raw damage than my force. On my hunter I synthed til I got high %s then grinded to a dead cert +2, on my force I grinded the neutral % wands that were far, far easier to produce because none come out useless (ie with 10% element) and require a hasty sale and a loss.

If you use Tenora Works weapons ATP and ATA will be high, good for a beast. High % Tenoras are lethal. Tenoras gain little from grinding til the very last grinds, very few weapons will survive that and I'm talking MAYBE 5%. Get your high %s first. Worry abou grinding when you can afford potential losses.

If you happen to get a 50%er Tenora Works weapon, grinding it high is really dangerous and IMO not worth it. It's 95% going to break before it gets good gains. Grinding it up to the relatively safe +6 will result in little gain. Grinding to +2 is a dead cert. The weapon is already uber at 50% +2

bloodknight
12-04-2006, 09:16 PM
i dont know about that while percents are important it takes to much time to get something with higher than a twenty percent unless you happen to get lucky. i for one am not going to waste money on luck make the weapon of what ever element you need but make only one and just deal with what ever percent you get if it is only twelve oh well make it work.

-Shimarisu-
12-04-2006, 09:45 PM
Yes but it's pretty stupid to grind 12% for extra damage, cause if they keep breaking you may as well have made weapons over and over to get a high %.

Seriously, don't grind til you get at least 25%, grind those up high, but grind any 40+s up to dead certs (+2 for B ranks) UNTIL you have spares of them. I keep hearing of people grinding 50% Tenoras and breaking them, that just makes me cringe. Especially as the chance of getting them to a USEFUL grind for Tenora is REALLY, REALLY low.

If you for one are not going to waste your time getting good %s, then bear in mind others who do will take all the kill experience.

Here's why good %s>grinding high, money wise. And hell, effectiveness wise too.

Maybe 3/4 of weapons you grind will be crap %s. No loss, you can sell them.
Maybe 3/4s of weapons you try to get to a halfway grind will break. 9/10ths of those you try to get to +10, AT LEAST, will break. You lose those weapons forever. You can't sell the failures.

Snitch
12-05-2006, 06:24 AM
Lightsabers... mmmmmm

Ronzeru
12-05-2006, 08:21 AM
Weapons load pretty fast for me. I switch in and out as i'm fighting on the fly, and start the attacking motion before the weapon even materalizes in my hands o.O.

Rizen
12-06-2006, 01:57 PM
As promised I started to work on the guide on the first post. I edited the post with information I felt was solid enough to release to public and decided to work on others that I feel still need work. If you see anything that you disagree with, let me know. http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif

And yes I did rip a few things off my Ranger topic http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif

panzer_unit
12-06-2006, 02:23 PM
Correction: from what I've seen the sword's Tornado Break PA only hits 3 targets, even on their PA. The swing radius on that move is HUGE however, making it pretty effective (2-3 hits) PP spend even when you're fighting against scattered monsters. Also it's nice to have a move where you can do the second PA attack purely for damage and not have the team yell at you.

Agne
12-07-2006, 02:18 AM
i do know that my c rank 40% ice twin daggers do way more damage to fire creatures than my b rank neutral twin daggers +4 (both tenora... i think lol)

Ryoten
12-07-2006, 01:46 PM
As a hunter, support the team by attacking the enemies as often as possible. I recommend to use the one-hand dagger move 'Buten' to do combos. Also swords are very effective against groups of enemies. 'Tornado Break' is useful but make sure you have back-up weapons to make up for lost time. I use twin sabers, one-handed dagger & saber, a sword, & anything you recommend to use.

Jinto117
12-21-2006, 06:27 PM
So I became a fortefighter because I love the hunter class. I am contemplating over whether or not I should buy the 8* board from Moatoob (Ank Barde I believe). I have heard nothing but mixed reviews about the axes. Some say they are slow and not worth it, and some say that although they are slow they are very powerful. What do you fellow hunters recommend? The board costs 110,000 meseta and will totally wipe my bank account if ya know what I mean. What do you think? Can't get any better advice then from my own kind right?

Shiro_Ryuu
12-22-2006, 11:54 AM
On 2006-12-06 12:23, panzer_unit wrote:
Correction: from what I've seen the sword's Tornado Break PA only hits 3 targets, even on their PA. The swing radius on that move is HUGE however, making it pretty effective (2-3 hits) PP spend even when you're fighting against scattered monsters. Also it's nice to have a move where you can do the second PA attack purely for damage and not have the team yell at you.



same goes w/ the third attack, except that it hits twice instead of once, so its 1-1-2, and enemies don't get knocked all over the place, which the forces and rangers will totally hate.

panzer_unit
12-22-2006, 12:01 PM
Is that from offline Shiroryuu?

For me, the third hit on Tornado Break can hit more than 3 mobs... does about the same damage as the second hit... and sends everything you hit flying really far. It's the full TB combo is GREAT for piling damage on large multi-target mobs and then knocking them over. You can squeeze in 1 regular hit then start the TB combo again and just keep knocking the big fellas over.

I'd wouldn't mind at all it if the third hit was a 2-hitter with no knockback, maybe it's an alternative PA we don't have online?

DizzyDi
12-22-2006, 12:19 PM
On 2006-12-07 11:46, Ryoten wrote:
As a hunter, support the team by attacking the enemies as often as possible. I recommend to use the one-hand dagger move 'Buten' to do combos. Also swords are very effective against groups of enemies. 'Tornado Break' is useful but make sure you have back-up weapons to make up for lost time. I use twin sabers, one-handed dagger & saber, a sword, & anything you recommend to use.



Translation: Kill shit, and do it fast.

Shiro_Ryuu
12-22-2006, 12:46 PM
On 2006-12-22 10:01, panzer_unit wrote:
Is that from offline Shiroryuu?

For me, the third hit on Tornado Break can hit more than 3 mobs... does about the same damage as the second hit... and sends everything you hit flying really far. It's the full TB combo is GREAT for piling damage on large multi-target mobs and then knocking them over. You can squeeze in 1 regular hit then start the TB combo again and just keep knocking the big fellas over.

I'd wouldn't mind at all it if the third hit was a 2-hitter with no knockback, maybe it's an alternative PA we don't have online?



ya, I guess I am talking offline then. haven't tried it online. im leveling it on my beast now though, so I'll have to wait till he's a fortefighter till he can do the 3rd move and see for myself.

panzer_unit
12-22-2006, 01:07 PM
On 2006-12-21 16:27, Jinto117 wrote:
So I became a fortefighter because I love the hunter class. I am contemplating over whether or not I should buy the 8* board from Moatoob (Ank Barde I believe). I have heard nothing but mixed reviews about the axes.


... save a couple tens-of-thousands and see if you can pick up the 7* axe in a player shop to mess around with? Then make your call.

Sylvanas
12-22-2006, 02:32 PM
Should i get a high DFP or high EVP rating as a hunter? I just started the game yesterday and dont have the money to mess around with 18k armors. :<

DizzyDi
12-22-2006, 02:39 PM
On 2006-12-22 11:07, panzer_unit wrote:
On 2006-12-21 16:27, Jinto117 wrote:
So I became a fortefighter because I love the hunter class. I am contemplating over whether or not I should buy the 8* board from Moatoob (Ank Barde I believe). I have heard nothing but mixed reviews about the axes.


... save a couple tens-of-thousands and see if you can pick up the 7* axe in a player shop to mess around with? Then make your call.



The difference between a 7* Axe and an 8* Axe is phonemenal IMO, especially as a beast. 7* Axe has crap for ATA and PP so its going to be hell to level up your PA. Go for 8* if you can. Axes take some getting used to no matter what * you go for. They're slow, low accuracy and small range. I like 'em, but they aren't very versatile.

panzer_unit
12-22-2006, 02:42 PM
Worry about your weapons first.

When you're buying armor, adding to your EVP will make the biggest difference... that stat is naturally low both on hunter classes, and on the races that make good hunters. Some people go for max DFP/min EVP to avoid having their combos interrupted by blocking (they'd rather take a little damage) but there are lots of hits that also stop combos, I think it's better to block.

Sylvanas
12-22-2006, 02:56 PM
Thanks for the fast answer. This makes my decision harder. http://www.pso-world.com/images/phpbb/icons/smiles/icon_biggrin.gif Because i thought the same about high DFP with the combos but i was not always happy with it. I guess i just try a high EVP armor until the next set of armors.

Jinto117
12-22-2006, 04:22 PM
On 2006-12-22 12:39, DizzyDi wrote:
On 2006-12-22 11:07, panzer_unit wrote:
On 2006-12-21 16:27, Jinto117 wrote:
So I became a fortefighter because I love the hunter class. I am contemplating over whether or not I should buy the 8* board from Moatoob (Ank Barde I believe). I have heard nothing but mixed reviews about the axes.


... save a couple tens-of-thousands and see if you can pick up the 7* axe in a player shop to mess around with? Then make your call.



The difference between a 7* Axe and an 8* Axe is phonemenal IMO, especially as a beast. 7* Axe has crap for ATA and PP so its going to be hell to level up your PA. Go for 8* if you can. Axes take some getting used to no matter what * you go for. They're slow, low accuracy and small range. I like 'em, but they aren't very versatile.



Well I appreciate the advice. But meseta doesn't grow on trees nor does it come from it. What kind of runs do you recommend I do to raise meseta as quickly as possible?

DizzyDi
12-22-2006, 04:24 PM
On 2006-12-22 14:22, Jinto117 wrote:
On 2006-12-22 12:39, DizzyDi wrote:
On 2006-12-22 11:07, panzer_unit wrote:
On 2006-12-21 16:27, Jinto117 wrote:
So I became a fortefighter because I love the hunter class. I am contemplating over whether or not I should buy the 8* board from Moatoob (Ank Barde I believe). I have heard nothing but mixed reviews about the axes.


... save a couple tens-of-thousands and see if you can pick up the 7* axe in a player shop to mess around with? Then make your call.



The difference between a 7* Axe and an 8* Axe is phonemenal IMO, especially as a beast. 7* Axe has crap for ATA and PP so its going to be hell to level up your PA. Go for 8* if you can. Axes take some getting used to no matter what * you go for. They're slow, low accuracy and small range. I like 'em, but they aren't very versatile.



Well I appreciate the advice. But meseta doesn't grow on trees nor does it come from it. What kind of runs do you recommend I do to raise meseta as quickly as possible?



Mizuraki Defense S if you're into spamming the same mission OVER AND OVER AND OVER AND OVER AGAIN. Solo Agata Relics B if you have a good stash of dark weapons, its pretty easy.

Jinto117
12-22-2006, 04:26 PM
Thank you, I greatly appreciate it. What platform you on?

DizzyDi
12-22-2006, 07:20 PM
Ps2 http://www.pso-world.com/images/phpbb/icons/smiles/icon_smile.gif

Valon232
12-24-2006, 12:05 PM
Do Newman males, get to wear any type of clothing? (I don't like those dresses they wore in pso)

Valon232
12-24-2006, 12:17 PM
Do newman males in psu, have to wear those dresses, or can they wear pants, vest etc?

Jinto117
12-24-2006, 05:44 PM
No, you can wear anything you want so long it's made for your gender. Also, The organic races can't wear machine parts and casts can't wear organic clothing. Even though you clearly see casts wearing organic clothes in the games story.

Shiro_Ryuu
12-25-2006, 12:36 AM
I was playing as my male newman as a hunter because I wanted him to be a wartecher and I have to say that they definately don't suck. Sure, he wasn't as strong as my beast, but he definately was able to hold his own in the relics at level 10, and leveled up to level 13. Also, I have a friend who is a newman fortefighter and he was a huge help in doing Neudaiz S runs. Just to let you know, just because someone is a Newman Hunter doesn't mean that they will die super easily or won't be of any help at all. I will also take back what I said about Newman Fighgunners, if VanHalen is reading this. But yeah, I'm going to miss being a Newman Hunter now that he's Hunter level 3 and now a Force going for Wartecher.

Mystil
12-27-2006, 11:27 AM
First one who denies this does not pay attention to monster behaviour.

So... basically, all I have to say is watch out for the rangers and forces. Forces in particular.

It kinda sucks, but if you try to take a hit for them, the hit will hit you but it will also go THROUGH you and hit them.. stupid. I found this out the other day -_-. And of course become Babe Ruth when they are surrounded with monsters.

Shiro_Ryuu
12-28-2006, 12:35 PM
well, it is the Hunter's job to protect the Forces and Rangers, and there is only one way to protect someone: to kill everything that is a threat to whatever you're protecting, and to do it fast.

Rizen
02-24-2007, 12:24 PM
Alright! Time to revive this thread and get this lively around here!

I just got done editing and reformating the lay out so its much easier to read and more detailed. Feel free to post comments and suggests to make things better.

And please please please! Discuss hunter! (Note: This topic is a bit old so do not reply to the ones before this post http://www.pso-world.com/images/phpbb/icons/smiles/icon_razz.gif)

SolomonGrundy
02-24-2007, 02:06 PM
Here's some hunter advice (with an eye towards soloing):

on armor - don't worry about synthing an armor mag (I mean, if you have it, great, but if not, don't sweat it). teh base chance for 4-5* B-rank armors is 50+%. Player shops sell the boards cheap, and you can farm the photons yourself.

You should also consider running with several sets of armor on you. When I do Parnum missions, I carry fire AND lightning armor. Swapping is fast, especially if it's the same armor type.

Cast hunters have it especially hard. Since they will want to wear armor with all for slots to get use of the SUV weapon, finding the right armor can be challenging. I recommend giving up the ARM slot if you are a Figunner (you have enough ATA and ATP), and giving up the BODY slot as a fortefighter (highest DFP in the game).

on weapons Level 1-3 skills at a time. Focus on 1, then use the other 2 as backs ups. More than this will make the process far too slow.

Keep carefull track of which Photons arts will flip enemies, and at what stage they flip enemies. This is mission critical, as there are certain enemies which can cause a LOT of damage in a short period of time.

For instance, Anga Redda does not flip until the last hit of the second combo. This makes is weak vs vandanas, as they will burn the f*ck out of you with fire before you flip them.

The saber PA on the other hand (the one you get for FREE), is fast, flips, and sabers have high atp - in otherwords, PERFECT for vandana punishment.

on healing: don't pass by any healing items! Even if you are full, feel free to "top yourself off" with monomates etc that drop along the way.

RadiantLegend
02-24-2007, 02:21 PM
My advice to all hunters?

Kill them first. But how do you do this? By dying lots and lots. After a while your body will get used to it and you will find yourself not dying at all.

Shiro_Ryuu
02-24-2007, 03:40 PM
I thikn Rising Crush is also great on flipping enemies like Vandas and such. oh, and lets not forget about Tornado Dance when that comes out.


<font size=-1>[ This Message was edited by: Shiroryuu on 2007-02-24 13:41 ]</font>

Neith
02-24-2007, 05:03 PM
Di/Trimates heal you, apparently.

You wouldn't think so though, with the amount of HU's (even PTs) who rely solely on a FO.

If a mob is potentially dangerous, clearance PA's like Rising Crush are useful. Often though, scattering mobs away is a bad thing as it makes debuffs miss, and RA shots miss, so be considerate.

...or just unleash unholy Axe hell. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

Feelmirath
02-24-2007, 05:30 PM
On 2007-02-24 15:03, UrikoBB3 wrote:
You wouldn't think so though, with the amount of HU's (even PTs) who rely solely on a FO.
I really did lol at that bit. http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

February
02-25-2007, 03:28 AM
On 2007-02-24 15:03, UrikoBB3 wrote:
Di/Trimates heal you, apparently.

You wouldn't think so though, with the amount of HU's (even PTs) who rely solely on a FO


That's actually a really good point. Hunter's really need to keep an eye on their HP, and have at least Di or Trimates at the ready on your action palette, even if there is FT's in your party. They may not be able to make it to you in time, or may not even enjoy playing Suppourt.

EphekZ
02-25-2007, 12:28 PM
On 2007-02-25 01:28, heavenly6 wrote:
On 2007-02-24 15:03, UrikoBB3 wrote:
Di/Trimates heal you, apparently.

You wouldn't think so though, with the amount of HU's (even PTs) who rely solely on a FO


That's actually a really good point. Hunter's really need to keep an eye on their HP, and have at least Di or Trimates at the ready on your action palette, even if there is FT's in your party. They may not be able to make it to you in time, or may not even enjoy playing Suppourt.



indeed, I hate when people don't heal themselves when they get yellow, if it didn't affect our rank, I'd let em die http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif

and to OP: Dagger hits 4 times not 5

Jesus_christ
02-25-2007, 02:15 PM
ummmm...are hunters good as casts?

Neith
02-25-2007, 02:31 PM
Yeah, they're pretty nice Hunters. 2nd highest ATP (behind Beasts), and high ATA. The only real problems are low MST (so you get owned more by Techs), and racially low EVP. However, that can be a good thing, as it means your Photon Arts will get interrupted less often.

Rath: http://www.pso-world.com/images/phpbb/icons/smiles/icon_wacko.gif We know which PT we mean. http://www.pso-world.com/images/phpbb/icons/smiles/icon_disapprove.gif

Jesus_christ
02-25-2007, 02:46 PM
IC...so is it better 2 be a hunter or ranger cast?

VanHalen
02-25-2007, 02:52 PM
If my newman is a good fortefighter imagine how your cast would be.

RadiantLegend
02-25-2007, 05:38 PM
A cast fortefighter is awesome. AtA + REDDA = Win!!

Rizen
02-25-2007, 09:54 PM
On 2007-02-25 10:28, EphekZ wrote:
and to OP: Dagger hits 4 times not 5


Noted. Probably had twin dagger on my mind when i did that one.

Also, dont be afraid to post analysis of weapons and skills. Thats one reason I made this thread. People constanly ask about opinions of weapons and skills and compiling them to one area makes it much easier to see. I made a little section in the first post just for this. http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif

I added a description of CAST to the first post and did a few minor changes.

<font size=-1>[ This Message was edited by: Rizen on 2007-02-25 20:21 ]</font>

SarinSerafi
02-26-2007, 01:50 AM
For instance, Anga Redda does not flip until the last hit of the second combo. This makes is weak vs vandanas, as they will burn the f*ck out of you with fire before you flip them.

Actually, I find Anga Redda to be perfect for Vanda. When they breathe fire in one direction, they don't move, so you rush behind them and spam away. I leveled and eventually capped Anga Redda off Valley of Carnage B, primarily on the Vanda there.

And for my analysis on other PA's:

Assault Crush doesn't become useful until 21, where it rips through crowds.

Shunbu Shouren-zan is very nice against Goshin/Bul Buna and Tengoghs. The second tier (when you slam the dagger on the ground) knocks worms on their backs, giving you and your party more time to kill them while they can't move. The first tier knocks back Tengoghs and interrupts their attacks.

Moubu Seiran-zan has a lot of attacks and I feel it's better than Renkai Buyou-zan, especially after the attack has been reduced. I use it a lot against quick enemies like Vahra and Golmoro. Renkai is still useful though, I'm not bashing the PA.

SolomonGrundy
02-26-2007, 03:06 AM
Actually, I find Anga Redda to be perfect for Vanda. When they breathe fire in one direction, they don't move, so you rush behind them and spam away. I leveled and eventually capped Anga Redda off Valley of Carnage B, primarily on the Vanda there.

that's very true, when you are only fighting 1 or 2 vandana. however, they tend to come out in packs, so waiting for them to breath fire is not an option, as some will, and some won't

Also, on S rank, the one scary time I tried it, they CAN turn. I have taken to leveling Anga in Parum relics B, as the bardia are essentially harmless, and attack in packs

Almalexia
02-26-2007, 10:44 AM
If you want knockdowns and easy quick access to one, Buten Shouren-Zan is the way to go. Don't overlook this fantastic perk about this PA!

omegapirate2k
02-26-2007, 10:46 AM
Who here uses Mobou Seiren Zan (the second twin dagger PA)?

I use it and I love it, sure it's not AOE, but it's much more powerful and hits 2 enemies at once, with a nice knockback at level 21+

SolomonGrundy
02-26-2007, 07:42 PM
On 2007-02-26 08:46, omegapirate2k wrote:
Who here uses Mobou Seiren Zan (the second twin dagger PA)?

I use it and I love it, sure it's not AOE, but it's much more powerful and hits 2 enemies at once, with a nice knockback at level 21+



Does mobu stun the worms wit it's first hit? I'm looking for a way to stop worms cold..

Shiro_Ryuu
02-27-2007, 09:54 AM
I think that Anga Dugrega(the axe PA that nobody uses) owns hentai worms pretty good. using it on them will knock them down and keep them down before the dig back into the ground.

<font size=-1>[ This Message was edited by: Shiroryuu on 2007-02-27 07:55 ]</font>

SolomonGrundy
02-27-2007, 12:16 PM
wow, the first axe PA. huh..worth looking at, I guess.

Another question for hunters. DO you use "normal" hits before going into you PA move, ir do you do to the PA right away if you've got the PP?

I'm asking because I'm considering synthing a few 5* or 6* tenora swords (which have really poor TP), under the theory that the atp is high enough to get away with using regular attack on weaker enemies.

Shiro_Ryuu
02-27-2007, 03:28 PM
depends on the situation and which weapon I'm using. if im fighting things like Vandas, and I have twin sabers, I'll do my PAs, but mostly to send them flying. however, if I'm fighting things like cows, I'll prolly try to use my normal attacks then my PAs, or dependign on how threatening they are, I might not even use any PAs. Same with non-flying birds or rodents like ageetas or badiras, enemies like them aren't even worth wasting my PP on unless I'm rushing a mission. and of course, when its a boss, I'll just spam PAs.

-Ryuki-
02-28-2007, 05:21 PM
I can help out with the Animations and the PA's, if you'd like.

Almalexia
02-28-2007, 06:09 PM
On 2007-02-27 10:16, SolomonGrundy wrote:
wow, the first axe PA. huh..worth looking at, I guess.

Another question for hunters. DO you use "normal" hits before going into you PA move, ir do you do to the PA right away if you've got the PP?



For some weapons, they do a lot of damage outside of thier PA's allowing you to "ride" the PP recharge. Spears to some extent are very good in this aspect.

-Ryuki-
02-28-2007, 06:49 PM
Axes: There's a reason why they're the slowest swinging weapon. There's also a reason to why it doesn't hit multiple targets (like the sword). If anything, the reason for those two mentioned, is raw power. Axes, if anything, are underrated because people complain about how long it takes to level up the PA. That, however, shouldn't be a reason to dislike the Axe at all. The PA's are very strong, and are great in certain situations (just like other weapon's PA's). It's a good boss killer, but at the same time, the PA's are good crowd control, even if the maximum amount of targets it can hit is only two.

Spears: A weapon that's enabled to any HU-related class. It's quick, it has range, and it has power. Spears, like the Sword and other weapons, . Granted, it may not do as much damage as say, a sword or axe in terms of normal attacks, but it's still stronger than the other weapons, hands down. Daggas has knockback at the end, but in the first two attacks of the Spear, it's a 2-target (piercing) attack, which is useful against the larger monsters. Should you want to go AoE, there's always Robado. Like Daggas, the knockback doesn't occur until the last attack.

Single Claw: The more neglected, or underrated single-handed weapon for that matter, is the Single Claw. The attack speed is quicker than the saber, and about the same as the dagger, so there isn't really a downside to a claw. Being that there is only currently one PA for it, would probably the reason why not many people use it. However, the PA, though rather plain (like the 2nd Fist PA), deals a good chunk of damage, and can hit up to two targets at a time. Being able to move the "blast" around (similar to say.. the Damu Techs, but a lot shorter in terms of duration), you can hit other mobs.

Single Saber: The basic weapon that many, if not all, hunters seem to use. It has the longest range of all single-handed (main hand) weapons and is also the strongest. Rising Strike's 2nd attack has the ability to knock-up a mob, and the third attack can send them flying while in mid-air. Though fun, it's not entirely party-friendly. Gravity Strike deals much more hits, and is less stronger compared to Rising, but can hold its own. Also, our famous bald-headed navigator uses it.

Single Dagger: Single Dagger is the second preferred single-handed main weapon, and is also fun to use. It's pretty quick, and though weaker than the saber, the DPS makes up for it. The first PA is similar to the Twin Dagger's first PA, and the only noticeable difference is that it's more flashy. The second PA isn't as combo-oriented as the first, but deals a lot of damage in the few hits that are done. Still, you can never really go wrong with either PA.

Twin Daggers: Very commonly used, and good. They still excel in DPS and seem to "flow" into the PA's like icing on cake. The first PA is basically a top spinning. Spin, spin, spin. Two targets, but hits in all directions, which make this PA rather useful in tight situations. The second PA is more offensive, hitting MANY times and can hit in different directions if you maneuver around (like the first single dagger PA).

Rizen
02-28-2007, 06:56 PM
See? That wasnt so bad now was it? http://www.pso-world.com/images/phpbb/icons/smiles/anime1.gif Added it to the first post.

Keep them coming peps!

-Ryuki-
03-07-2007, 05:25 AM
So, what goes on the PA section?

Alisha
03-07-2007, 07:49 AM
On 2007-02-27 10:16, SolomonGrundy wrote:
wow, the first axe PA. huh..worth looking at, I guess.

Another question for hunters. DO you use "normal" hits before going into you PA move, ir do you do to the PA right away if you've got the PP?

I'm asking because I'm considering synthing a few 5* or 6* tenora swords (which have really poor TP), under the theory that the atp is high enough to get away with using regular attack on weaker enemies.



yes but i also sometimes use pa's to set up normal hits.

rising strike/crush(no second/third hit) -> normal combo

reizan seiden ga skip the third part of the pa and use normal combo instead.

omegapirate2k
03-07-2007, 07:56 AM
Who here uses Spinning Break? I use it and love it, it levels insanely quickly (1-11 within 5 runs of mad creatures pretty much XD) not to mention the damage output is fantastic.

Shiro_Ryuu
03-07-2007, 08:18 AM
I love using spinning break, it also works great on vil de bears in Bruce's dungeon.

omegapirate2k
03-07-2007, 09:17 AM
Believe it or not I can get it to work on mobs as well ^_^

Can't wait till I get the third part of it, though.

Alisha
03-07-2007, 09:46 AM
i think spinning break is inferior to tornado break but it does have some utility uses. spinning breaks damage stays the same through out the pa but tornado breaks damage goes up on the second and third parts of the pa.


*cant wait till agito replica is released*

Shiro_Ryuu
03-07-2007, 08:39 PM
yeah, I'm SO gonna love Agito Repca. and yeah, tornado and spinning both have their uses, although I usually use renkai in the situations in which I would use tornado break. but maybe I might switch to tornado break now that renkai isn't as powerful as it once was.

Deus-Irae
03-20-2007, 01:39 PM
On 2007-02-27 10:16, SolomonGrundy wrote:
Another question for hunters. DO you use "normal" hits before going into you PA move, ir do you do to the PA right away if you've got the PP?


i do this with the basic Sword and Spear PA's.

2 normal hits followed by 2 (or 3 if you want to knockback) PA hits of Tornado or Daggas combo very well into eachother and save plenty of PP.



does anyone have anything to say about what ULT PA's may or may not be good for hunters?

i havent tried any of them and im pretty uninformed about all ULT PA's at the moment. any talk about these would be helpfull.

SolomonGrundy
03-20-2007, 01:46 PM
does anyone have anything to say about what ULT PA's may or may not be good for hunters?

i havent tried any of them and im pretty uninformed about all ULT PA's at the moment. any talk about these would be helpfull.

cool? yes! Helpful...eh...it's not like any of them DO anything that 'regular' skills don't (except for tornado dance, the most broken/annoying/{insert expletive here})

Hunters pretty much got dicked in the ultimate art dept.

Allison_W
03-20-2007, 02:02 PM
I'm a big fan of swords, so I use Spinning Break quite a bit. It may not get quite the damage cranking that Tornado Break does, but it hits more times against single targets. I like it because the sword's regular attack is good for fighting groups, but not so great against single enemies that aren't chock full o' hit boxes--Spinning Break gives swords a little versatility in that regard.

Of course, I also have Tornado Break for swarms. Just gotta use the right PA for the situation. Spinning Break has its time and place, and so does Tornado Break. They're both good moves.

Allison_W
03-20-2007, 02:04 PM
On 2007-03-20 11:46, SolomonGrundy wrote: cool? yes! Helpful...eh...it's not like any of them DO anything that 'regular' skills don't (except for tornado dance, the most broken/annoying/{insert expletive here})

Tornado Dance is only annoying if the Fighgunner is an idiot/prick. If they know what they're doing, it's Exceedingly Helpful in keeping large monsters down and killing them quickly.

Dusk21
03-20-2007, 02:10 PM
I'm sorry, but if you wanna talk about getting screwed over for ultis take a look at the ranger ones, which for the most part all do LESS than regular bullets, for more pp to boot. There isn't a single one I'd consider using honestly.

As far as the hunter ultis available right now personally I prefer Splendor Crush over the other two twin sabers in nearly all circumstances, particularly bosses. Tons of hits, a nice hit area (seems to be nearly 180 degrees infront of you for much of the PA) and alot of flexibility in turning the PA to react to enemy movements. The yoyo daggers...I'm kinda disappointed with that one, looks great, and its wonderful for stagger-locking large enemies and for boss crushing but against basically anything it actually can juggle its fairly ineffective since the hit area is too narrow to hit multiple enemies for the most part, and it very often throws the enemies out of its range before the second part even completes. With how many other PAs available to stagger-lock large enemies once I cap it its probably gonna take a back seat for me, reserved for when I wanna look at something really cool.

The ulti knuckles is honestly in my opinion clearly the best PA for the weapon, in any and every situation, as I personally hate the first PA, its kinda slow and very awkward (and I for one hate that stupid sparkly part), and while I think the dash punch is awesome its a bit too slow to be practical much of the time. As I don't use either claws or twin claws I can't comment on those, though from what I've read about how the single claw works its sure cool lookin but I'd imagine pretty ineffective, the twin claws seems sound though. Once again though I can't really comment on either of those.

omegapirate2k
03-20-2007, 02:21 PM
On 2007-03-07 07:46, Alisha wrote:
i think spinning break is inferior to tornado break but it does have some utility uses. spinning breaks damage stays the same through out the pa but tornado breaks damage goes up on the second and third parts of the pa.


*cant wait till agito replica is released*



Actually, the second part of spinning break (the single slice) is significantly more powerful than any other hit in the PA. I find spinning break is better for things trying to get away from you and tornado break is better for things that are coming towards you.

Vay
03-20-2007, 03:55 PM
I'm sorry, but if you wanna talk about getting screwed over for ultis take a look at the ranger ones, which for the most part all do LESS than regular bullets, for more pp to boot. There isn't a single one I'd consider using honestly.

Of course bullets are horrible at level 1. I use Grenade, Crossbow, Machinegun, and the Twin Handgun PA, and all are extreemly useful in different situations (except for Twins, Zalure level 3 is good no matter which way you slice it).

Also, pretty much all the melee PA's are sweet. Splendor Crush's ATP % is due for a reballancing, so be ready for it... it happened Japanese side, and it will happen over here (Read: Dus Daggas). Basically, I don't think you can go wrong with spending Frags for melee skills... they're all quite useful, and Twin Claws not only levels very quickly (friend got it to 11 in about an hour at most?), it's very good and even better at what Bukuu Seidan-Ga does (eliminate multiple hit-box enemies).

SolomonGrundy
03-20-2007, 07:21 PM
But the ultimate PA's don't do anything that can't already be done.

Rangers get things like Killer shot - a helpful robot killer, or the shotgun PA, which applies zodeel (and 2 of the three classes which use shotguns cannot get zodeel any other way).

Forces get spells with some special effectss. Nosudiga stuns, Nosuzonde homes in, and hits ariel enemies.

Ultimate melee PAs should DO something the current PA don't do (like knock over jarbas).

Vay
03-21-2007, 09:40 PM
A little off topic, but a word about the shotgun PA: Yeah, it does Zodeel. But who casts it anyway? Does anybody ever miss it? Seems to be ok on bees.

Ultimate melee PA's allow you to do massive amounts of damage in a shorter period of time... that's something your run of the mill PA's can't do. They SLAUGHTER. You are a FIGHTER. What more can you possibly ask for!? Nothing can knock over 2-legged large creatures... which is the way it should be. This game's easy enough as is without adding in disablers for some of the more dangerous creatures in the game. (Dangerous meaning their potential for harm, although they can be controlled by a few, even in some cases, one, competent player).

Shiro_Ryuu
03-21-2007, 10:21 PM
I agree about the ultimate melee PAs, they really do good at slaughtering. The last part of splendor crush is totally awesome, it hits four times and just knocked up anything that tries to touch me. I think it hits up to 3 targets like 4 times or so, thats awesome. I also like the ultimate twin claw PA, the uppercut is awesome, too bad I've never seen anyone other than myself actually use it.