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==Other Considerations== Since Hunters spend a lot of time running around, so it would be nice to have something to do before or while moving, or just poke something from a distance if your party members are already on it. ===Ranged Weapons=== Don't forget to get [[Abilities#Full Charge Shot|Full Charge Shot]] from Ranger Lv2 if you want to Charge Shot on any of these weapons! ====Rifles==== [[Rifles]] have very long range, and a high ACC score, which allows even a Hunter to connect Ranged attacks from a long distance away. It also has access to FPS mode, which allows the player to use Rifles for various utilities. However, Rifles' chaining capabilities isn't great, which means it's a bit lacking as a conventional weapon, and more of just something to do while you are a distance away. Unfortunately, Rifles can't shoot while strafing either, which hampers its utility in that purpose a little bit. Also, Rifles costs double the normal amount of [[Extend_Type#Total_Extend_Points|Extend Points]], which can be a big issue at lower Type Levels. ====Handguns==== [[Handguns]] function similar to Rifles, but they are left-handed and a bit shorter. This allows combining them with single-handed melee weapons for various versatility. Handguns can be used while strafing, and also has access to FPS mode, providing a good amount of utility. Handguns have a category bonus to ACC as well, which helps your right hand weapon connect easier. Combine with [[Daggers]] to further the boost both the Handgun's damage as well as the Dagger's accuracy. Handguns' Charge Shot II also provides healing to both the player and any allies the shot came into contact with, making it a good alternative to Charge Shot I, if you aren't planning to use the Handgun to chainbreak. Do note the recovery from CS2 compares generally unfavorably to [[Resta]]: it heals for far less, and is more difficult to hit allies with, meaning it's not quite able to entirely replace [[Resta]]. ====Twin Handguns==== [[Twin Handguns]] is a great option for chaining from a distance. It is also capable of shooting while strafing. However, Twin Handguns have relatively lower ACC, which makes connecting attacks more difficult if the Twin Handguns used isn't quite up to level. Since Twin Handguns costs more [[Extend_Type#Total_Extend_Points|Extend Points]] than normal, this can be a common occurence for lower type level Hunters. ====Machine Guns==== [[Machine Guns]] have very low ACC, and consumes a ton of PP. Sure, it gets you chain decently quickly. If the hits actually connects. And if you have the pp to captialize on it afterwards. In other words, normally, it's pretty useless for Hunters. The big game changer, though, is [[Meseta Fever]]. Meseta Fever allows the Machine Guns to fire without consuming PP, meaning the player can utilize its chain ability to the fullest, as well as use it during PP recharging downtime. It is also capable of shooting while strafing, which provides additional utility for the player. Unfortunately, even Meseta Fever doesn't fix the Accuracy issue, so it's a better idea to try Machine Guns after getting ACC from [[Rebirth]]. ====R-Mags==== [[R-Mags]] fires automatically, which means it adds chains for free every few seconds. Free chains without player input is always welcome, and R-Mags also provides a category bonus to ATK, adding more damage to the paired right handed melee weapon. However, R-Mags generally have low stats, and their damage is calculated using TEC and ACC, both of which are Hunter's weaknesses. The damage from a R-Mag can be quite low, and it can't provide chains if it only deals 0. Using R-Mags also removes the ability to '''Guard''', which can be an issue for some playstyles. Quick shoutout to the line of R-Mags that doesn't fire but adds a lot of stats instead. Those can be decent at times (although I haven't quite figured out what I want to use them for). ===TECHNICS=== ====TECHNIC Weapon==== Investing into all 3 TECHNIC weapons costs a bit too much, so we gotta pick one and stick to it till we get more type points to waste on inconsequential weapons. Things to look for on a TECHNIC weapon: * A Hunter isn't gonna be breaking on a TECHNIC anyway, so the TEC score is more-or-less iirelevant. ** In the same vein, the PA multiplier on the weapon is also more-or-less iirelevant. ** Chaining is the primary use of offensive TECHNICs for a Hunter, so make sure the TEC score allows at least 1 damage so it can actually provide chains. ** A support TECHNIC doesn't care about either PA multiplier or TEC score at all. * Since Hunters would prefer to conserve PP for melee [[Photon Arts]], it would be best to find a weapon with low PP consumption to use. * A Hunter doesn't necessarily need all that many TECHNICs, so only use as many TECHNIC slots as you actually need. So quick rundown: * [[Wands]] have 2 slots, and is on the right-hand. With Wands, the most important question is, "What are you going to use on the left-hand with it?". Note that the choices for a low pp consumption wand is limited, but thankfully two of them are [[Downloadable content]] and thus very easily accessible. * [[Tech-Mags]] have 2 slots, and is on the left-hand, which allows it to share palettes with any striking weapons on right-hand. T-mags casts the fastest, and there are many choices for low pp consumption T-mags, some of them even going as low as 60% in particular situations. However, T-mags has the lowest [[Resta]] recovery out of the three weapons, and has a low enough TEC score that offensive TECHNICs may wind up dealing 0 damage. * [[Rods]] has 4 slots, and takes up both-hands. It has the highest [[Resta]] recovery amount, and gives access to the [[Mr. ecoeco Stick]], which is an easily accessible rod with 70% pp consumption. Use if you've got excess weapon slots. ====TECHNICS==== ====Shifta/Deband/Anti/Resta==== It doesn't really matter what game it is, stacking buffs is stacking buffs! Since Hunter only has access to Lv15 TECHNICs, they only have access to Tier 2 [[Shifta]]/[[Deband]]. [[Consumables#Shiftaride|Shiftarides]] and [[Consumables#Debandride|Debandrides]] provides the similar effects as the Shifta/Deband Hunters have access to, and can be used instead to save pp usage, casting time, and potentially a weapon slot. Although, a player can only carry 10 Shiftarides and Debandrides at a time, which lasts for a total of 15 minutes each. 15 minutes is enough for shorter missions, but not enough for longer Open Missions or Tactical Missions. While it's possible to get Shiftarides and Debandrides from item boxes, but is less common than mates and unreliable for resupplying. It's also a consideration to bring Force [[Partner Characters]], such as [[Lumia Waber|Lumia]], as they have access to Lv30 TECHNICs for a more powerful buff, but the AI does not apply more than one buff at a time, thus the player should still bring a way to buff themselves to account for the other buff. [[Photon Arts#Anti|Anti]] doesn't come up super often in single player, as it's only good for removing [[Status Effects|Burn, Poison, or Virus]] from the player. Zalure and Jellen statuses can be overwritten by casting Shifta and Deband. Anti is a bit more valuable during Multiplayer play as it can recover allies out of Stun and Sleep. [[Photon Arts#Resta|Resta]] can be replaced with Mates for Open Missions and some tactical missions, since there are a lot of item boxes that can replenish the player's mate supply. In longer or more difficult missions, bringing Resta would be more preferable. ====Zalure/Jellen==== [[Zalure]] lowers enemy defense, so effectively free damage boost. Works from medium range too. Not really any reason not to bring one. For Hunters that has accuracy problems, Zalure is quite vital in high level areas, as they lower enemy evasion as well. Note that since Zalure doesn't do any damage, it would work from any weapon regardless of TEC score. [[Jellen]] lowers enemy attack, but lowers it by such a low percentage that it's probably not worthwhile. ====Foverse==== [[Foverse]], after cast, passively deals damage to any enemy within melee-distance for a fixed period of time. Incredibly useful for Hunters, as it basically preps multiple chains beforehand to apply on enemies. It allows the Hunter to chain significantly faster, or apply [[Photon Arts]] right away to kill smaller mobs. It also enhances Photon Arts with multiple stages: it's fairly common for chains to expire before all hits of a stage land, or before a stage is used. Foverse is able to add chains right after the chain expiring and right before the next hits land, allowing the player to inflict much more damage than normal, and allows stage 3s to be more viable than before. It also flinches close enemies, which further enhances the Hunter's close-range capabilities. Hunter only has Lv15 Foverse, though, which means that they don't last very long: usually lasts like half a wave or one wave. Applying Foverse before approaching anything can get reallllly repetitive. ====Sazonde/Sabarta==== Deals a total of 5 hits to up to 3 enemies from medium range, and can be stacked 3 times for a total of 15 hits. Sazonde and Sabarta are some of the most effective chaining tools in the game, and stacks with melee weapons for even faster chain building. Sazonde and Sabarta have their own quirks. [[Sazonde]] repeatedly launches the enemies it hits, for a total of 5 hits, which can stun the enemies for quite a while. Chaining multiple sazondes can stunlock an enemy indefinitely, which allows many enemies to be dealt with rather safely. However, Sazonde has a fairly steep PP cost, and Hunters has trouble dealing a lot of damage with it due to having less TEC. Launching enemies can also be an issue sometimes, as enemies can be moved out of some [[Photon Arts]]' effective height. As such, timing is very important for maximizing Sazonde's effects. [[Sabarta]] repeatedly deals damage to the enemies within a fan area from the casting location, for a total of 5 hits. Sabarta has a less PP cost than sazonde, but does not launch the enemies. This allows better compatibility with some weapons, but does not provide the safety of stunlocking from Sazonde. And compared to Sazonde, Sabarta's hitbox is more reliable, and is more effective than particular enemies ([[Dal Falz Final]], for example). Pick from either Sazonde or Sabarta based on the playstyle and the enemies encountered.
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