Originally Posted by
XrosBlader821
I would turn Half Line Boost into a unconditional boost.
Some players might want to go for Automate Halfline on hunters skilltree to be able to play more aggressively.
that wouldn't be halfline slayer that would be Satk UP large :P
Originally Posted by
XrosBlader821
A skill that allows Fighter to ignore immunities would be great but in that case I think the Status effects should be nerfed because every time I poison a Catedran the Poison deals more damage than me. But my weapons are crap soooo
if you read the 3rd point again i do say that it should be a reduced effect (though i failed to mention this reduced effect should only be for monsters that are normally immune) i even gave some mock percentages and what leveling the skill would do.
Originally Posted by
XrosBlader821
And can somebody tell me why the "Crazy" skills are part of the "Wise" branch? They don't fit into the picture. What I would do is change them to shifta and deband buffing skills aka Shifta Beat and Deband Heart.
During Shifta bear increase S-Atk by 200 on max
During Deband Beat double PP Regen on max.
This would not only make Adrenaline a way better pick but also made Techers and team play more beneficial AND would buff the Fi/Te combo
fighter never seemed like a team class to me even with the adren skill, the point in being a single target DPS is generally for better boss killing potential and elite monster killing, however since fi has almost as much health as hunter it has the ability to also tank a few hits and i guess the crazy skills were meant to be a way of getting a super power boost whenever you got hit by something that inflicted status and dropped you to half or 25% health activating something akin to an ultra mode in dark souls.
i like those skills they have a nice mechanic behind them the problem is unlike in monster hunter where almost every monster can inflict a status on you (funny how they have that and yet still have items for inflicting status on yourself) in pso you could probably count the amount of status effect causing attacks and monsters on one hand.
bottom line is i don't like relying on OTHERS to give me the boosts i need i would prefer to be able to solo and still do great damage and have amazing PP regen because at the end of the day i can also do that in a team situation HOWEVER i do agree that crazy heart and crazy beat shouldn't be on that side of the tree, nor should deadline or halfline.
but the point of my post was to give sega the LAZYEST way possible to fix fi without revamping the tree.
if they were gonna revamp the tree then have brave and wise on one side with their boosts and move adren over there too, make them both lead into their own branch so it ends up something like this
Satk Up 1
Wise Advance............Adrenaline
HP Up 1......................Wise Critical
Chase Advance----------------------------Crazy Chase
Chase Bind......................................Halfline Boost
Chase Advance Plus (the prereq for this is Chase Advance.)
Wise side prereqs:
Satk up 1>wise advance = 3 points
Satk up 1>Adrenaline = 3 points
Wise advance>Satk up 2 = 3 points
Wise advance>Twin Dagger gear = 3 points
Wise advance>Knuckle gear = 3 points
Wise advance>Double saber gear = 3 points
Satk up 2>Wise advance 2 = 3 points
Wise advance 2>Hp up 1 = 3 points
Wise advance 2>Wise critical = 5 points
Hp up 1>Chase advance = 3 points
Chase Advance>Crazy Chase = 1 point
Chase Advance>Chase Bind = 3 points
Crazy Chase>Halfline boost = 3 points
the Brave side would looks something like this
Brave Critical.....Halfline Slayer-------------------PP Slayer
Deadline Slayer-----------------S Def Up
Crazy Heart.........................Crazy Beat
Brave side prereqs:
Satk Up 1>Brave advance = 3 points
Brave advance>Satk up 3 = 3 points
Brave advance>Twin dagger gear = 3 points
Brave advance>Knuckle gear = 3 points
Brave advance>Double saber gear = 3 points
Satk up 3>Brave advance 2 = 3 points
Brave advance 2>Brave critical = 5 points
Brave advance 2>Halfline slayer = 3 points
Halfline slayer>PP slayer = 1 point
Halfline slayer>HP up 2 = 3 points
HP up 2>Deadline slayer = 3 points
Deadline slayer>S def up = 3 points
Deadline slayer>Crazy heart = 2 points
Deadline slayer>Crazy beat = 4 points
In terms of the gears they are unlocked by collectively gathering 3 points between wise/brave Advance e.g.:
3 in wise and 0 in brave will unlock the gears
3 in brave and 0 in wise will also unlock them
2 in wise and 1 in brave will still unlock the gears.
all of that is just if they decided to redo the whole tree and imo makes the most sense in terms of what each advance skill means, brave being more reckless and thus the more damage and afflictions makes you fight harder and wise is as the name suggests a bit smarter relying more on status ailments and staying behind the monsters for more damage.
the reason for the low prereq points is so people can get to the skills they want a bit easier for more divers builds as i felt that the way i had it you might as well have called brave the katana side and wise the bow side so giving low prereqs really relieves some pressure on the players in terms of builds and making the gears available to both sides is a no brainer it still pisses me off when i look at the hunter tree and see how deep and far away sword gear is from partisan and WL gears.
If you read all of that and are seeing this message. Here's the best gif ever http://community.us.playstation.com/...v=mpbl-1&px=-1
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