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== General Tips == * Melee attacks and Ranged attacks can miss enemies (dealing 0). This is a common issue for Hunters, as they have a lower ACC multiplier compared to Rangers and Vanguards. **Damage from otherwise big damage weapons (such as [[Axes]]) would be significantly lowered, and their chaining ability will also be hampered (0s don't add to chain).Ranged weapons of relatively lower inherent ACC (such as [[Twin Handguns]]) or not up to level (for example, if you run out of [[Extend_Type#Total_Extend_Points|Extend Points]] to allocate) will be significantly less useful. **This problem is solved primarily via [[Rebirth]] bonuses. It can also be remedied via the use of [[Zalure]] (which lowers enemy EVA), utilizing [[Handguns]] or [[Daggers]] (both of which provides boosts to ACC) and weapons types with inherently higher ACC, such as [[Twin Daggers]]. ACC boost [[Abilities]] and [[Modules]] can also help early on, but generally provides too little to be useful in the long run. **Attacking an enemy from behind will also always hit. *'''Perfect Attacks''' provides an additional 25% damage, which is a massive damage bonus, and should definitely be shot for whenever possible. '''Perfect Attacks''' on {{Square}} also increases the PP recovered by 50%, so try to shoot for it after a [[Photon Arts]] for faster PP recovery. Note that different weapons and different [[Photon Arts]] have different '''Perfect Attack''' timings, and the timing is affected by hitlag from attacking connecting with enemies. Try to get some practice in at lower-ranked missions. **It's possible to trigger a '''Perfect Attack''' {{Triangle}} to a {{Square}}, so {{Square}} -> {{Triangle}} for chain breaks is the way to go. *Don't forget to also match up [[Weapons#Elemental Correction|Elemental Correction]] for even more damage! *Each Melee weapon has 4 to 5 equippable [[Photon Arts]]. Photon Arts is linked to {{Triangle}}, and is the primary way for Hunters to deal damage. Therefore, the choice of [[Photon Arts]] is quite important to a weapon's, and by extension, a hunter's performance. **There are a number of important aspects to [[Photon Arts]]: attack, accuracy, number of hits, stages, and pp consumption. ***Attack and Accuracy is fairly self-explantory. Beware that [[Photon Arts]] with low accuracy % is even more prone to missing than usual. ***The more hits the better, of course. Unless the hits are really slow with narrow hitboxes. '''Make sure to try out any [[Photon Arts]] you intend to use.''' ***Each melee [[Photon Arts]] can have 1 to 3 stages: Photon Arts with multiple stages allows the player to input {{Triangle}} more times for more hits. Later stages also have a lower pp consumption and higher damage than earlier stages. This means that they effectively have a manually prolong-able chain-break sequence. ****This means that [[Photon Arts]] with more stages are better for longer chains, as they can potentially put out more hits more quickly. *****Most chains below like 20 or something will expire before Stage 3, so a great stage 3 may not see much use. It's possible to use [[Foverse]] to sneak in a chain count of 2 or 3 before the stage 3 hitbox connects, but it will still lose power as the previously accumlated chain count does not apply to it. ****This does not mean that [[Photon Arts]] with less stages is naturally worse: the quality of the Photon Arts is more dependent on the hit count, its damage, its attack speed and hitboxes rather than how many stages it has. '''As such, it comes down to which one the player is more comfortable with using.''' ***Also to note is the PA Level: PA level affects whether or not [[Photon Arts]] are able to access their later stages, as well as how much PP they consume. This doesn't mean a PA with a high level is automatically better than one of a low level: '''it still comes down to which one you are more comfortable with using.''' *Also note the PA% and PP% on the weapon you intend to use: definitely don't use a weapon that uses way more PP than you can handle, and try not to [[Photon Arts]] using a weapon with a low PA multiplier. *Due to often being in proximity of enemies, Hunters are more prone to taking attacks compared to other [[Types]]. Therefore, '''Guarding''' is a vital asset in any Hunter's toolbox. **'''Guard''' reduces damage by 70% (90% for [[Shields]]), which is a hefty damage reduction, but it can come with a steep PP cost: guarding costs PP on damage reduction, the player's PP does not recover while guarding, and guard does not work once the player is out of PP. As such, it's a bad idea to be holding it all the time, and instead **A '''Perfect Guard, a guard performed by guarding at exactly when you get hit,''' reduces damage to 0 without consuming any PP, making it immensely useful. However, using it can be a bit difficult, as the player need to read the enemies' attacks in-between their own attacks, and Guard have a different valid input window dependent on the weapon used. ***Triggering a '''Perfect Guard''' using [[Shields]] will trigger '''Shield Arts,''' which deals a lot of damage to enemies nearby and adds 1 chain count to all enemies hit. This can be very useful if the player can use it consistently. ***Triggering a '''Perfect Guard''' also makes the next attack a '''Perfect Counter''', which increases the damage dealt by 25%. You can [[Photon Arts]] right out of a '''Guard''', so weaving '''Perfect Guards''' into your combos can improve your damage quite a lot. ***To practice '''Perfect Guard''', try soloing low-rank missions using [[Shields]] only, to learn timings for enemy attacks. '''Shield Arts''' is a great indicator for if '''Perfect Guard''' activated or not. Afterwards, try soloing low-rank missions using weak weapons to learn the timings for those weapons categories. ***Guard can also be used to cancel some extra animations for weapons or Photon Arts. * Since a melee-oriented playstyle will naturally involve a lot of running and moving, it is a good idea to bring weapons that can be used while moving, to minimize player downtime. Weapons usable while strafing, such as [[Handguns]] and [[Wands]], are great candidates for this purpose. ** There are also a few [[Photon Arts]] that allows the player to spend less time running: [[Tornado Dance]], [[Shisoku Tenkai-zan]] and INSERT CLAW PA HERE. However, they have a base PP cost of 90, which can be a huge issue for [[Races]] less talented in PP regen.
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