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==Weapons== Berserk/Charge [[Raygun]]: Necessary for for trapshooting and any situation where you need to quickly deal damage at a distance. Faster and better range than mechguns, more accurate than L&K38. Berserk/Charge [[Vulcan]]/[[M&A60 Vise]]: Very high single target damage. [[Flowen's Sword (3084)]]/[[Zanba]]/[[Yunchang]]: With enough hit, effective CK weapons on weaker monsters. Flowen's is a safe sacrificial Sword for HUmar/newearl, while Zanba and Yunchang are used to lower HP quickly and attempt at invincibility trigger. The last two are best used with Freeze traps. [[Vjaya]]: Highest multi-target damage weapon in the game, special attack has hard attack accuracy. While being a costly weapon to use, it is the best to safely CK multiple high HP enemies. To give you an idea of its potential: the right support allows you to one combo most Episode 2 mini-bosses. With the right sphereing, it can kill weaker grunts in one swing. [[Excalibur]]: Can increase ATA if paired with POSS. Fast, high DPS dealing weapon up to 3 targets. Best used on frozen packed foes (e.g. jumping Sinows, rushing Delbiters, etc), with a high potential of CK. [[Tsumikiri J-Sword]]: PB draining, 100% accuracy, infinite vertical height special attack that hits all nearby targets around you; arguably the best AOE for Hunters. Set DT before using special for extra damage or FT for instant freeze effect. Best if sphered, good clean-up usage. [[Diska of Braveman]]: Pair it with Thirteen for a 50%ATP/30ATA boost. Takes down grunts in one combo, easy to glitch at near-max distance. [[Jizai]]: Strong Twin Swords are effective against high DFP/EVP monsters where sacrificial Mechguns would struggle. Stack POSS for higher ATA. Given the correct %s, you will be able to CK things such as Ill Gills without any arrest/freeze/zalure status. [[Last Swan]]: (For HUnewearl/caseal.) Powerful handgun which builds PB, unlike sacrificial ones. [[Lavis Blade]]/[[Orotiagito]]/[[Raikiri]]: Dubswitch killers through walls at specific angles thanks to their specials' projectiles properties. [[L&K38 Combat]]: Basically a ranged DF. Either requires high hit or freeze status to be effective. Can very well kill some big monsters with one Hard attack (e.g. Hildebear, Nano Dragon, Baranz, Belra, Zu, etc). [[Dark Flow]]: Strongest single target, spawn-killing weapon. Special attack has hard attack accuracy, but high hit is required for safe usage. Have to stand against an enemy in order to stack all 5 waves of the special attack. Hard attack can be used to one hit kill Ob Lilies (A% required most of the time). DF's special also has infinite vertical height, making if useful against flying monsters/bosses. It also has the unique property of killing foes before target even appears, on the very first frame of their spawn (video example). [[Twin Blaze]]: Casts low level gifoie. The lingering attack can be useful for detonating traps instantly and stopping enemy charges (eg dorpons, delbiters, zus). ===ES Weapons=== Arrest/Hell [[ES Slicer|Slicer]]/[[ES J-Cutter|J-Cutter]]: Hunter's must have. Hell Slicer being the most useful one in E2, Arrest Slicer having plenty of use for crowd control in all three episodes. High priority ES weapons. Demon's [[ES Slicer|Slicer]]/[[ES J-Cutter|J-Cutter]]: (For HUmar/newearl.) One more target than Slicer of Fanatic which can be handy in some cases. Low priority ES weapon. Hell ([[ES Sword|Sword]])/[[ES Partisan|Partisan]]/[[ES Scythe|Scythe]]: Best against enemies too close for you to glitch slicer's projectile. You can pre-attack one or two times before being able to target your foes in order to get a higher ATA roll when your swing lands. Sword has 5 less ATA than both Partisan and Scythe, but they have slightly different AOE. Scythe can be equipped by all classes but FOnewearl, while the other two are Hunter's locked. Low priority ES weapon. Zalure [[ES Gun|Gun]]: (For HUmar/cast/caseal.) Useful against bosses and some very strong monsters when lacking support or while playing solo (e.g. Epsilon). Medium priority ES weapon. Zalure [[ES Sword|Sword]]/[[ES Slicer|Slicer]]/[[ES J-Cutter|J-Cutter]]: (For HUmar/cast/caseal.) Have uses against worm-type bosses and groups of high HP ennemies in case of a lack of support. Low priority ES weapon. Demon's [[ES Mechgun|Mechgun]]: (For HUmar/newearl.) Most powerful single target HP-cutting weapon. Lots of cool combo variations to either severely damage your foes or even CK high HP stuff with SNH at max distance. High priority ES weapon. ===Replacements=== [[Red Sword]]/[[Chain Sawd]]: Decent beatsticks that can deal honorable amounts of damage to grouped crowds. Red Sword's special is convenient on casts as their Arrest boost makes it quite reliable. [[Berdysh]]: (For HUcast/caseal.) A much weaker TJS which still works fine for waves clean-up. [[Musashi]]: Berserk special can cause it to situationally outperform Jizai, but generally not in the situations you would want to use twin swords (high dfp and evp enemies). [[Sange and Yasha]]/[[Yamato]]/[[Asuka]]: Decent damage dealing Twin Swords. Yamato's special has a high change of freezing a monster while Asuka's special can be used to pierce through Falz 3's/Dark and Death Gunners' physical damage immunity. [[Black King Bar]]/[[Double Cannon]]: A good alternative to Twin Swords, but would lack the extra ATA since POSS won't work with these. DC can switch target mid combo with a special attack (video example). [[Demolition Comet]]/[[Meteor Cudgel]]/[[Monkey King Bar]]: Weaker Twin Sabers but still strong enough to CK most basic enemies with correct %s. ===Sphereing priorities=== A frequently asked question is: "Which areas should I sphere in order to make an efficient weapon set?" While it's only really up to the person's tastes, there is a "better", "more effective" solution. Biggest HP monsters in the game are Machine and Dark attributes, making these 2 the highest priority when it comes to sphereing. It makes your sets NA/MD, which is a pretty nice all-around for the three episodes. It is especially convenient in E1 where you would only sort your inventory once between Caves and Mines during MA4, E2 Seabed/Tower where high HP things are mixed MD attributes, and E4 Crater where you'll only meet NA attributes. It allows you to only carry one weapon with MD attributes during random runs as NA is not needed to CK most of the time, making your inventory clearer and leaving room for other situational weapons. It is preferable to sphere items in this order: Dark Flow>Tsumikiri J-Sword>Diska of Braveman=Vjaya=Excalibur>Twin Swords>Twin Sabers. The idea behind this order is that a TJS for example, will be fine without any hit. If you sphere it before DOB/Vjaya, it will give you time to hunt for higher hit versions of these. Dark Flow is your main priority as you really want it to one shot every possible things. Weapons that are not mentioned should only be sphered if hit is high enough. To make my point clearer, unless you find a really high hit L&K38 Combat, it is not worth sphereing at all. On the other hand, weaker versions of the Special Weapons listed could be sphered if they dropped with already high attribute %s (especially Twin Sabers/Twin Swords).
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