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How to Hunter Basically
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====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.
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