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How to Hunter Basically
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===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).
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