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When you start practicing, it feels like a die and retry game. Worry not, dying is learning. Analyze what went wrong, how you could do better with another positioning/combo and try something else next time. That's pretty much how you improve at this game: questioning and practicing.
When you start practicing, it feels like a die and retry game. Worry not, dying is learning. Analyze what went wrong, how you could do better with another positioning/combo and try something else next time. That's pretty much how you improve at this game: questioning and practicing.


=Equipment=
=Weapons=
==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 [[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.


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[[Demolition Comet]]/[[Meteor Cudgel]]/[[Monkey King Bar]]: Weaker Twin Sabers but still strong enough to CK most basic enemies with correct %s.
[[Demolition Comet]]/[[Meteor Cudgel]]/[[Monkey King Bar]]: Weaker Twin Sabers but still strong enough to CK most basic enemies with correct %s.


===Sphereing priorities===
==Sphereing priorities==
A frequently asked question is: "Which areas should I sphere in order to make an efficient weapon set?"
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.
While it's only really up to the person's tastes, there is a "better", "more effective" solution.
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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).
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).


==Armor==
=Equipment=
===Armor===


[[Thirteen]]: Mediocre defensive stats but pairs with [[Diska of Braveman]] to make the weapon your best multi-target option when enemies are outside of melee range. Almost always worth running if DoB is used.
[[Thirteen]]: Mediocre defensive stats but pairs with [[Diska of Braveman]] to make the weapon your best multi-target option when enemies are outside of melee range. Almost always worth running if DoB is used.
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[[Sweetheart]]: Female only. This armor can provide a substantial ATP boost but its very small effective range makes it unreliable outside of planned runs.
[[Sweetheart]]: Female only. This armor can provide a substantial ATP boost but its very small effective range makes it unreliable outside of planned runs.


==Barriers==
===Barriers===


[[Red Ring]]: +20 ATP, +20 ATA, and great defensive stats. Red Ring is easily best-in-slot the majority of the time.
[[Red Ring]]: +20 ATP, +20 ATA, and great defensive stats. Red Ring is easily best-in-slot the majority of the time.
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