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''A balanced warrior adept at close combat with high ATK and DEF. Skilled in the use of melee weapons. Good for beginners.''
''A balanced warrior adept at close combat with high ATK and DEF. Skilled in the use of melee weapons. Good for beginners.''


A Hunter is a melee specialist. With a high ATK, hunters are best fit for melee weapons. With a high HP and DEF, they are also comfortable as a front-liner. Although, with their reliance on melee weapons, this means Hunter's gameflow generally boils down to running up to a thing, hit it with melee weapons, and then running up to the next thing. Speaking of melee weapons, melee weapons fall into a few different categories: a two-handed weapon with a big ATK and wide swing; a pair of twin weapons with a low ATK, but high hit count and fast attacking speed; and a one-handed weapon with decent ATK and decent attacking speed. Each weapon in the same category has similar functions, but has subtle differences which affects their overall performance.
A Hunter is a melee specialist. With a high ATK, hunters is best fit for melee weapons. With a high HP and DEF, they are also comfortable as a front-liner. Although, with their reliance on melee weapons, this means Hunter's gameflow generally boils down to running up to a thin, hit it with melee weapons, and then running up to the next thing. Speaking of melee weapons, melee weapons fall into a few different categories: a two-handed weapon with a big ATK and wide swing; a pair of twin weapons with a low ATK, but high hit count and fast attacking speed; and a one-handed weapon with decent ATK and decent attacking speed. Each weapon in the same category has similar functions, but has subtle differences which affects their overall performance.


Typically, a Hunter palette consists of a chainbreaker weapon, a chaining weapon, a gun for utilities, and a TECHNIC weapon with various support technics.
Typically, a Hunter palette consists of a chainbreaker weapon, a chaining weapon, a gun for utilities, and a TECHNIC weapon with various support technics.
== tl;dr ==
[[File:Hunter-sample-palette.png|thumb|274x274px|A sample palette for aspiring Hunters]]
* Weapons
** BEEG {{Triangle}} DAMAGE GO BRRRRRR: [[Swords]], [[Axes]], [[Twin Claws]]
** Press {{Square}} a lot: [[Twin Sabers]], [[Twin Daggers]], [[Twin Handguns]], [[Machine Guns]] (featuring [[Meseta Fever]]).
** '''The best thing to ever happen to hunters ever:''' [[Foverse]] ({{Square}})
** The second best thing to ever happen to hunters (tied):  [[Sazonde]] ({{Square}}), [[Zalure]] ({{Square}} or {{Triangle}})
** Utility: [[Anti]], [[Resta]], [[Jellen]], [[Shifta]], [[Deband]], [[Rifles]] or [[Handguns]], [[Shields]]
** Sample Palette on the right:
*** [[Axes|Axe]] ({{Triangle}} [[Anga Grudda]])
*** [[Tech-Mags|Tech-Mag]] ({{Square}} [[Foverse]] ,  {{Triangle}} [[Zalure]]) + [[Saber]] ({{Triangle}} [[Infinite Storm]])
*** [[Twin Sabers]]  ({{Triangle}} [[Assault Crush]])
*** [[Rods|Rod]] ({{Square}} [[Sazonde]], {{Triangle}} [[Resta]], R+{{Square}} [[Shifta]], R+{{Triangle}} [[Deband]])
*** [[Twin Handguns]] ({{Square}} [[Long-Range Bullets]])
*** [[Sword]] ({{Triangle}} [[Gravity Break]])
* Notable Abilities
** Full Charge Shot (Ranger Lv2): Vital for any ranged weapon use.
** Auto Heal Half/Critical (Default): Makes life easier.
** Healing Item Boost (Hunter Lv2): Makes life even easier.
** PP Defense Save (Hunter Lv3): Makes Guarding easier.
** Partnership (Vanguard Lv6): Makes your friends stronger.
* Tips
** Triggering Perfect Attacks (pressing either {{Square}} or {{Triangle}} while the the yellow circle from the last attack matches the button's circle) deals an extra 25% damage.
** [[Foverse]] and [[Sazonde]] chains way faster than any melee {{Square}} can, thus they should be your primary chain accumulators.
** Guarding can be performed from any two handed weapons (which is most of your weapons), and reduce a ton of damage. Helps your survivalibiity a ton as you get better at it.
** Having Ranged Weapons on your palette gives you way more opportunities to attack enemies, since Melee Weapons can only attack at melee range (duh).
== Perks and Drawbacks ==
=== Perks ===
* High DEF, high HP, thus more margins of error for players.
* Lots of weapon categories and associated [[Photon Arts]], which allows a large freedom of customization.
* Incredible potential for massive amounts of damage, especially on enemies with multiple targets.
* PP regeneration is usually not a problem, as melee normal attacks recover PP, which is also complemented by multiple ways of reducing Photon Arts PP usage.
=== Drawbacks ===
* Due to reliance on Melee attacks, can often be found spending time running around or Tornado Dancing.
* Good at chain-building while up-close, but not at all while a distance away.
* Due to large number of two-handed weapons, may not be able to fit all elements onto the same palette.
* Low ACC can cause attacks to miss at higher level areas.


== General Tips ==
== General Tips ==
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**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.
**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.  
**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.
*'''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.
**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!
*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.
*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.
**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.
***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.'''
***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.
***
***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.
****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.
*****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.
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*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.
*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.
*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 
**'''Guard''' reduces damage to 70% (90% for [[Shields]]), making it a hefty tool for damage reduction. Unfortunately, the PP cost for it can be a bit steep, since a lot of [[Photon Arts]] already cost a ton of PP. It can also be used to cancel some extra animations for weapons or Photon Arts.
**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.
**A '''Perfect Guard''' reduces damage to 0 without consuming any PP, making it immensely useful. However, using it can be a bit diffcult, 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''' 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.  
***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.
***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.
* 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.
** 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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=== Two-handed weapon with a big ATK ===
=== Two-handed weapon with a big ATK ===
Two-Handed weapons are generally notable for having a large ATK value, making their [[Photon Arts]] quite good for chain breaking. However, their {{Square}} combos can be a little weak, and their chain ability may not be up to par. Bring some for BIG DAMAGE NUMBERSSS.
Two-Handed weapons are generally notable for having a large ATK value, making their [[Photon Arts]] quite good for chain breaking. However, their Square combos can be a little weak, and their chain ability may not be up to par. Bring some for BIG DAMAGE NUMBERSSS.


==== <u>Swords</u>====
==== <u>Swords</u>====
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Also notable is how easily accessible Swords are: There are a whopping FIFTEEN swords in [[Downloadable content]], another 4 Swords accessible using [[Visiphone Passwords]], another 5 swords obtainable from [[Titles]], and even more via [[Trade Missions]]. These Swords not only covers a massive range of levels, but also include some of the best Swords in the game: the unsealable [[Yonohate Fu]], [[Famitsu Dendo Blade]], and [[Kokuintou Hozuki]]. A sword main Hunter is set for life from the very start, basically.
Also notable is how easily accessible Swords are: There are a whopping FIFTEEN swords in [[Downloadable content]], another 4 Swords accessible using [[Visiphone Passwords]], another 5 swords obtainable from [[Titles]], and even more via [[Trade Missions]]. These Swords not only covers a massive range of levels, but also include some of the best Swords in the game: the unsealable [[Yonohate Fu]], [[Famitsu Dendo Blade]], and [[Kokuintou Hozuki]]. A sword main Hunter is set for life from the very start, basically.


However, while sword's {{Square}} speed has been vastly improved since ''Phantasy Star Portable 2'', its 1 hit -> 1 hit -> 1 hit {{Square}} combo is still very poor chain building-wise. It's recommended to use other methods to build chains, and use Sword {{Square}} to maintain the chain before the chain break.  
However, while sword's square speed has been vastly improved since ''Phantasy Star Portable 2'', its 1 hit -> 1 hit -> 1 hit square combo is still very poor chain building-wise. It's recommended to use other methods to build chains, and use Sword square to maintain the chain before the chain break.  
 
[[Photon Arts]]:
 
[[Grand Crusher]]: Deals 4 hits and covers a surprisingly large area, and has a pretty fast start-up, which makes it quite easy to use, and quite good for damage dealing. However, the lack of a 2nd stage makes it unoptimal for situtations with longer chains. Its massive PP consumption (100 PP prior to PA Lv21 is the highest costed out of all melee [[Photon Arts]]) also makes it difficult to use for some [[Races]] without much PP.  Also to note is its 90% ACC, which while not terrible, can still be inconvenient at times.
 
[[Gravity Break]]: A incredibly high damage multiplier, along with 3 stages (totalling 4 hits) makes it great for dishing out a shitton of damage, especially off a high chain. However, in a very un-sword-like fashion, [[Gravity Break]] only has 2 lock, which makes it significantly worse for multi-lock bosses compared to other Sword Photon Arts. Stage 1 also has a slow startup, which can be an issue for following up chain breaks.
 
[[Spinning Break:]] Has a slightly lower damage multiplier than Gravity Break, but has a higher number of hits between its 3 stages (totalling 5 hits). It also more locks (3), higher ACC multiplier, and a much faster startup than [[Gravity Break]]. However, its hitbox is relatively narrow, and can miss enemies quite easily. It also moves the player a bit forward, which further increases its hitbox problem, by going right past enemies. This makes lining up the attack against groups smuch more difficult, and requires a lot of practice to use properly. Remember to hold L to auto-track enemies!
 
[[Tornado Break:]] Has a much quicker start-up than the other photon arts, and costs much less PP. It also has 5-locks, which makes it better against large groups and bosses. Also, Stage 3 has a large knockdown, which works quite well when surrounded. However, its damage multiplier is lower than that of [[Spinning Break]] and [[Gravity Break]], and it only deals 1 hit per enemy (3 hits between its 3 stages), which means its significantly worse against groups sizing 2 or 3, or a large enemy with one-lock. 
====<u>Axes</u>====
====<u>Axes</u>====
[[Axes]] have a similarly wide swing to Swords, but are much slower and has 2 lock instead of 4. So what does Axes have? Well, each {{Square}} is 2 hits (for 2hit -> 2 hit -> 2 hit), making it better at chaining. The 2nd hits on each swing also has a massive knockdown, which makes chaining quite safe against many enemies. Axes also has the highest inherent ATK, which makes it a prime choice for chain-breaking. However, Axes generally have low ACC, and may require a [[Rebirth]] or two to work well on some [[Races]]. The slow attack speed is compensated by the knockdown at close-range, but it's a detriment in situations where the player is unable to knock the enemies down, such as groups of long-range enemies, or boosted enemies that cannot be knocked down.
[[Axes]] have a similarly wide swing to Swords, but are much slower and has 2 lock instead of 4. So what does Axes have? Well, each Square is 2 hits (for 2hit -> 2 hit -> 2 hit), making it better at chaining. The 2nd hits on each swing also has a massive knockdown, which makes chaining quite safe against many enemies. Axes also has the highest inherent ATK, which makes it a prime choice for chain-breaking. However, Axes generally have low ACC, and may require a [[Rebirth]] or two to work well on some [[Races]]. The slow attack speed is compensated by the knockdown at close-range, but it's a detriment in situations where the player is unable to knock the enemies down, such as groups of long-range enemies, or boosted enemies that cannot be knocked down.
 
Despite the drawbacks, some players go as far as considering Axes the best weapon for Hunter choice for hunter, and Anga Grudda the best Photon Art for it. But of course, this depends on the situation, playstyle, current weapon availability and personal preference.


====<u>Double Sabers</u>====
====<u>Double Sabers</u>====
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====<u>Spears</u>====
====<u>Spears</u>====
[[Spears]] have a fairly long range, attacks quite quickly, and has higher ACC than other two-handed weapons. However, its range is very narrow, making it difficult to hit groups of enemies. Its chain count (1 hit -> 1 hit -> 1 hit) is quite poor as well. It should also be noted that its {{Square}} Stage 3 recovers PP faster than its other hits, but has a long hitlag, meaning it should be used for PP recovery but not while chaining.
[[Spears]] have a fairly long range, attacks quite quickly, and has higher ACC than other two-handed weapons. However, its range is very narrow, making it difficult to hit groups of enemies. Its chain count (1 hit -> 1 hit -> 1 hit) is quite poor as well. It should also be noted that its Square Stage 3 recovers PP faster than its other hits, but has a long hitlag, meaning it should be used for PP recovery but not while chaining.


===A pair of twin weapons===
===A pair of twin weapons===
Twin Weapons are generally notable for high hit count, and high attack speed. Their ATK is usually lower than that of two-handed weapons. While their {{Square}} damage is generally as good or better due to having more hits than the two-handeds, their [[Photon Arts]] damage can often be a bit lacking in comparison. In general, it's a good idea to pack some twin weapons to quickly put chains on enemies, and use their Photon Arts dependent on the situation.  
Twin Weapons are generally notable for high hit count, and high attack speed. Their ATK is usually lower than that of two-handed weapons. While their Square damage is generally as good or better due to having more hits than the two-handeds, their [[Photon Arts]] damage can often be a bit lacking in comparison. In general, it's a good idea to pack some twin weapons to quickly put chains on enemies, and use their Photon Arts dependent on the situation.  


====<u>Knuckles</u>====
====<u>Knuckles</u>====
[[Knuckles]] have very fast attack speed and very short hitlag, which allows Knuckles to weave in '''Guarding''' almost seemlessly. With some practice, '''Guarding''' and '''Perfect Guarding''' with knuckles can allow the player to mitigate lots of damage. Knuckles' damage can also be improved via '''Perfect Counter''' after triggering a '''Perfect Guard'''. However, Knuckles' range is quite short, and its chaining ability is a bit poor for a fast weapon (2 hit -> 1 hit -> 1 hit). It's recommended to animation cancel using '''Guard''' after the 1st {{Square}} in order to use Stage 1 repeatedly, as that stage is better than the other two.
[[Knuckles]] have very fast attack speed and very short hitlag, which allows Knuckles to weave in '''Guarding''' almost seemlessly. With some practice, '''Guarding''' and '''Perfect Guarding''' with knuckles can allow the player to mitigate lots of damage. Knuckles' damage can also be improved via '''Perfect Counter''' after triggering a '''Perfect Guard'''. However, Knuckles' range is quite short, and its chaining ability is a bit poor for a fast weapon (2 hit -> 1 hit -> 1 hit). It's recommended to animation cancel using '''Guard''' after the 1st Square in order to use Stage 1 repeatedly, as that stage is better than the other two.


====<u>Twin Sabers</u>====
====<u>Twin Sabers</u>====
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====<u>Twin Daggers</u>====
====<u>Twin Daggers</u>====
[[Twin Daggers]] have the highest chain count of any Melee weapon (2 hit -> 2 hit -> 3 hit), along with a high attack speed and small hit lag. These combined makes Twin Daggers the best chaining melee weapon in the game. It also has high ACC which helps attacks connect, which is especially helpful for [[Races]] with low base ACC. Twin Daggers does have low ATK, but it's compensated by the high hit count on both {{Square}} and its [[Photon Arts]]. However, it has short range both in length and width, and requires the player to be right up to an enemy, which means the player needs to spend more time repositioning, and can be an issue in many situations.
[[Twin Daggers]] have the highest chain count of any Melee weapon (2 hit -> 2 hit -> 3 hit), along with a high attack speed and small hit lag. These combined makes Twin Daggers the best chaining melee weapon in the game. It also has high ACC which helps attacks connect, which is especially helpful for [[Races]] with low base ACC. Twin Daggers does have low ATK, but it's compensated by the high hit count on both Square and its [[Photon Arts]]. However, it has short range both in length and width, and requires the player to be right up to an enemy, which means the player needs to spend more time repositioning, and can be an issue in many situations.


====<u>Twin Claws</u>====
====<u>Twin Claws</u>====
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====<u>Claw</u>====
====<u>Claw</u>====
[[Claws]] is the high damage one out of the single-hands. Claws have inherently big ATK, and a category bonus to ATK, allowing it to push the largest damage values out of all single-handed weapons. Its range is similar to [[Sabers]], but it's a little bit slower and has a different timing.
[[Claws]] is the high damage one out of the single-hands. Claws have inherently big ATK, and a category bonus to ATK, allowing it to push the largest damage values out of all single-handed weapons. Its range is similar to [[Sabers]], but it's a little bit slower and has a different timing.
Notably, the best in slot Claw (post-extend) is buyable from the shop, making it a much lower investment option relative to other single hand options.


====<u>Whips</u>====
====<u>Whips</u>====
[[Whips]] is one of the few weapons with inherent 5 lock. Combined with its relatively long range, allows Whips to perform well against groups of enemies from a distance. Notably, their [[Photon arts]] tends to have great multipliers, they can dish out more damage than their ATK would suggest.
[[Whips]] is one of the few weapons with inherent 5 lock. Combined with its relatively long range, allows Whips to perform well against groups of enemies from a distance. However, Whips have very low ATK, low attack speed, and low chain count (1 hit -> 1 hit -> 1 hit). This means they are very poor against single targets, and they are inferior to other group options at close range ([[Double Sabers]] or even [[Swords]], for example), making their usefulness somewhat questionable. Many Whips also has a high [[Status Effects]] level and a relatively high Status Effects infliction rate. This aspect of whips is hindered due to its slow attack speed, each swing being only 1 hit, and that the rates are still not high enough to apply reliably.
 
However, Whips's  {{Square}}s don't have the same leverage: with a low attack speed, and low chain count (1 hit -> 1 hit -> 1 hit). This means they are very poor against single targets, and they are inferior to other group options at close range ([[Double Sabers]] or even [[Swords]], for example), making their usefulness somewhat questionable. Many Whips also has a high [[Status Effects]] level and a relatively high Status Effects infliction rate. This aspect of whips is hindered due to its slow attack speed, each swing being only 1 hit, and that the rates are still not high enough to apply reliably.


Whips also have a category bonus to TEC...which affects [[Tech-Mags]], [[Cards]], [[R-Mags]], and nothing else. Yeahhhhhhhhh. Recall that Cards and R-Mags' effective ATK is calculated by (TEC + ACC)/2, meaning that the boost is effectively halved. Meanwhile, the Tech-Mags' TEC score is so low you shouldn't be using it for damage anyway, so a TEC boost to it is moot.
Whips also have a category bonus to TEC...which affects [[Tech-Mags]], [[Cards]], [[R-Mags]], and nothing else. Yeahhhhhhhhh. Recall that Cards and R-Mags' effective ATK is calculated by (TEC + ACC)/2, meaning that the boost is effectively halved. Meanwhile, the Tech-Mags' TEC score is so low you shouldn't be using it for damage anyway, so a TEC boost to it is moot.
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=== Shields ===
=== Shields ===
[[Shields]] are equipped to the left-hand, and provides the ability to '''Guard'''. '''Guard''' using Shields are significantly stronger than Guarding using other weapons: Shields receive 20% less damage than other weapons (90% instead of 70%). Since this property applies to all shields, even the Lv1 C rank basic shield you can find in the shop, this makes shields an incredibly low investment yet powerful option.
[[Shields]] are equipped to the left-hand, and provides the ability to '''Guard'''. '''Guard''' using Shields are significantly stronger than Guarding using other weapons: Shields receive 20% less damage than other weapons (90% instead of 70%), and when Shields trigger a '''Perfect Guard''', it triggers '''Shield Arts''': an attack which hits all enemies to the front of the player. '''Shield Arts''' adds 1 chain (which is quite good since you are weaving it in-between combos), and usually deals very high damage, as Shields generally have very high stats. It's also possible to enhance '''Shield Arts''' via abilities such as [[Abilities#Perfect Block Plus|Perfect Block Plus]]. If you enjoy '''Guarding''' and parrying, Shields are a must have and totally great fun.
 
When Shields trigger a '''Perfect Guard''', it triggers '''Shield Arts''': an attack which hits all enemies to the front of the player. '''Shield Arts''' adds 1 chain (which is quite good since you are weaving it in-between combos), and usually deals very high damage (as long as your shield is on level), as Shields generally have very high stats. It's also possible to enhance '''Shield Arts''' via abilities such as [[Abilities#Perfect Block Plus|Perfect Block Plus]]. If you enjoy '''Guarding''' and parrying, Shields are a must have and totally great fun.


Although, generally, the consideration for Shields is less how good Shields are, but rather, "what are you going to use on the right hand"? Would that be better fitted with a different left-hand weapon, or a two-handed weapon instead?
Although, generally, the consideration for Shields is less how good Shields are, but rather, "what are you going to use on the right hand"? Would that be better fitted with a different left-hand weapon, or a two-handed weapon instead?


==Other Considerations==
==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.
Since Hunters spend a lot of time running around, so it would be nice to have something to do before or while moving.


===Ranged Weapons===
===Ranged Weapons===
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However, Humans is not without tricks up their sleeve:  
However, Humans is not without tricks up their sleeve:  


[[Mirage blasts#Kun'ne|Kun'ne]]: the Human exclusive [[Blast Types#Mirage Blast|Mirage Blast]], increases attack speed for 1 minute 30 seconds. While under this boost, Humans are perhaps a much better Hunter than all other Races. Chain speed is increased, and since using {{Square}} on melee recovers PP, this also means they effectively have faster PP recovery. They would also be able to capitalize on chain breaks more, as they are able to squeeze in more [[Photon Arts]] attacks. Most notably, they will require a lower chaincount compared to normal to utilize the powerful Stage 3 Photon Arts.
[[Blast Types#Kun'ne|Kun'ne]]: the Human exclusive [[Blast Types#Mirage Blast|Mirage Blast]], increases attack speed for 1 minute 30 seconds. While under this boost, Humans are perhaps a much better Hunter than all other Races. Chain speed is increased, and since using Square on melee recovers PP, this also means they effectively have faster PP recovery. They would also be able to capitalize on chain breaks more, as they are able to squeeze in more [[Photon Arts]] attacks. Most notably, they will require a lower chaincount compared to normal to utilize the power Stage 3 Photon Arts.


It's possible to charge the [[Blast Types#Blast Gauge|Blast Gauge]] while Kun'ne effect is applied, meaning that it's possible to have Kun'ne's effect applied pseudo-permanently over the course of a mission. Using a [[Consumables#CalorieMate Maple|CalorieMate Maple]] fully charges the Blast Gauge, which allows the player to start off a mission under Kun'ne's effect.
It's possible to charge the [[Blast Types#Blast Gauge|Blast Gauge]] while Kun'ne effect is applied, meaning that it's possible to have Kun'ne's effect applied pseudo-permanently over the course of a mission. Using a [[Consumables#CalorieMate Maple|CalorieMate Maple]] fully charges the Blast Gauge, which allows the player to start off a mission under Kun'ne's effect.


Note that Kun'ne boost barely applies to non-melee weapons: Ranged weapons already have a very fast attacking animation (with a few exceptions), resulting in the boost almost being invisible. Technic casting is barely affected by Kun'ne as well. Also, Kun'ne doesn't make your attacks more accurate, so you still need to fix your accuracy if you have issues with that.
Note that Kun'ne boost barely applies to non-melee weapons: Ranged weapons already have a very fast attacking animation (with a few exceptions), resulting in the boost almost invisible. Technic casting is barely affected by Kun'ne as well. Also, Kun'ne doesn't make your attacks more accurate, so you still need to fix your accuracy if you have issues with that.


[[Abilities#Adverse Spirit|Adverse Spirit]]: Humans has the easiest time with an Adverse Spirit Rage build, as they have the highest base DEF, thus reaps the most benefit out of Adverse Spirit, allowing them to have a much easier time coasting through missions compared to other races. This build can even be combined with [[Blast Types#Kun'ne|Kun'ne]] for even more absurdity.
[[Abilities#Adverse Spirit|Adverse Spirit]]: Humans has the easiest time with an Adverse Spirit Rage build, as they have the highest base DEF, thus reaps the most benefit out of Adverse Spirit, allowing them to have a much easier time coasting through missions compared to other races. This build can even be combined with [[Blast Types#Kun'ne|Kun'ne]] for even more absurdity.
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===Beasts===
===Beasts===
[[Races#Beast|Beasts]] have the highest HP, highest ATK, and high DEF. They are naturally made to be Hunters: they produce the most damage, their already high defense is well complemented by Hunter's bonus to HP and DEF. [[Blast Types#Nanoblast|Nanoblasts]] are also great for damage dealing, and Hunters produce the most damage out of Nanoblasts, since it scales off ATK. '''Beast Hunter = BIG NUMBERS GO BRRRRRRRRRRR.'''
[[Races#Beast|Beasts]] have the highest HP, highest ATK, and high DEF. They are naturally made to be Hunters: they produce the most damage, their already high defense is well complemented by Hunter's bonus to HP and DEF. [[Blast Types#Nanoblast|Nanoblasts]] are also great for damage dealing, and Hunters produce the most damage out of Nanoblasts, since it scales off ATK. '''Beast Hunter = BIG NUMBERS GO BRRRRRRRRRRR'''


However, Beasts have the lowest ACC out of all races, which means they need a lot of help with their accuracy. 0 isn't exactly a large number. While attacks will always connect if you attack from behind them, getting behind enemies is additional work for the player, and may be difficult to do for some enemies. Beasts also have middling Max PP and poor PP regen, which can inhibit their ability to use [[Photon Arts]] successively, especially with weapons of high PP%, and can potentially lower the player's overall damage output.
However, Beasts have the lowest ACC out of all races, which means they need a lot of help with their accuracy. 0 isn't exactly a large number. While attacks will always connect if you attack from behind them, getting behind enemies is additional work for the player, and may be difficult to do for some enemies. Beasts also have middling Max PP and poor PP regen, which can inhibit their ability to use [[Photon Arts]] successively, especially with weapons of high PP%, and can potentially lower the player's overall damage output.
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[[Races#Cast|Casts]] has good ATK, DEF, HP, which makes them quite well as Hunters. They also have very good ACC, which means they are less prone to the accuracy issues that commonly plague other Hunters. '''Despite doing less damage than Beasts, Casts are much easier to utilize and a respectable alternative choice for a Hunter.'''   
[[Races#Cast|Casts]] has good ATK, DEF, HP, which makes them quite well as Hunters. They also have very good ACC, which means they are less prone to the accuracy issues that commonly plague other Hunters. '''Despite doing less damage than Beasts, Casts are much easier to utilize and a respectable alternative choice for a Hunter.'''   


[[Blast Types#SUV|SUV Weapons]] scale off ATK, so they do more damage on Hunter than they do on Ranger. However, SUV Weapons don't have great damage potential compared to other Blast Techniques: they don't have any way of chain breaking, their multipliers are lower, and they don't deal as much hits. They are still functional, however, and they have access to various support abilities: SUV Weapons are able to apply Zalure Lv5, Jellen Lv5, Shifta Lv5, Deband Lv5, and able to fully heal or revive allies.
[[Blast Types#SUV|SUV Weapons]] scale off ATK, so they do more damage on Hunter than they do on Ranger. However, SUV Weapons don't have great damage potential compared to other Blast Techniques: they don't have any way of chain breaking, their multipliers are lower, and they don't deal as much hits. They are still functional, however, and they have access to various support abilities: SUV Weapons are able to inflict Zalure Lv5, Jellen Lv5, Shifta Lv5, Deband Lv5, and able to fully heal or revive allies.


Casts also have a very low Max PP. While they have a good PP regen, which recovers PP quickly with in combination with {{Square}} attacks, they still have issues with using [[Photon Arts]] successively. This inhibits their usages of weapons with high PP%, as well as Photon Arts with high PP cost.  
Casts also have a very low Max PP. While they have a good PP regen, which recovers PP quickly with in combination with Square attacks, they still have issues with using [[Photon Arts]] successively. This inhibits their usages of weapons with high PP%, as well as Photon Arts with high PP cost.  
===Deumans===
===Deumans===
Offensively, [[Races#Deuman|Deumans]] is mid-way between Casts and Beasts: Deumans have more ATK than Casts (but less than Beasts), and more ACC than Beasts (but less than Casts), thus, they are much easier to utilize compared to Beasts, but produces more damage than Casts.  
Offensively, [[Races#Deuman|Deumans]] is mid-way between Casts and Beasts: Deumans have more ATK than Casts (but less than Beasts), and more ACC than Beasts (but less than Casts), thus, they are much easier to utilize compared to Beasts, but produces more damage than Casts.  
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Defense is still not where the issue ends, however. Deumans also have a low max PP and extremely low PP regen (worst regen out of all races), which heavily hinders their ability to use [[Photon Arts]], their usage of weapons with high PP%, and consequently their damage potential. Unlike Casts who may just have some off time in between Photon Arts uses, Deumans needs abilities that actively recharges their PP to help out.
Defense is still not where the issue ends, however. Deumans also have a low max PP and extremely low PP regen (worst regen out of all races), which heavily hinders their ability to use [[Photon Arts]], their usage of weapons with high PP%, and consequently their damage potential. Unlike Casts who may just have some off time in between Photon Arts uses, Deumans needs abilities that actively recharges their PP to help out.


Fortunately for Deumans, they do have an impressive weapon in their arsenal: the [[Blast Types#Infinity Blast|Infinity Blast]]. [[Blast Types#Over End|Over End]] is incredibly powerful: it fires quickly, spans an incredible length and respectable width, and deals multiple multi-lock hits with a huge multiplier to all enemies it hits. It even causes launch to boot. With just a little bit of setup, it's able to easily and safely destroy multi-lock bosses, or dispatch groups of enemies. Infinity Blasts comes with a built-in Wild Blast, as well as a built-in stat boost, which makes it even easier to use compared to other Blasts.  
Fortunately for Deumans, they do have an impressive ammo in their arsenal: the [[Blast Types#Infinity Blast|Infinity Blast]]. [[Blast Types#Over End|Over End]] is incredibly powerful: it fires quickly, spans an incredible length and respectable width, and deals multiple multi-lock hits with a huge multiplier to all enemies it hits. It even causes launch to boot. With just a little bit of setup, it's able to easily and safely destroy multi-lock bosses, or dispatch groups of enemies. Infinity Blasts comes with a built-in Wild Blast, as well as a built-in stat boost, which makes it even easier to use compared to other Blasts.  


Overall, '''Deumans have a lot of damage potential, but desperately needs help in basically every other area.''' Try to beeline [[Rebirth]] bonuses. In terms of abilities, [[Abilities#PP Skill Save|PP Skill Save]] is absolutely vital, and also consider [[Abilities#Half Defense|Half Defense]], [[Abilities#Wild Blast|Wild Blast]], and other defensive abilities.
Overall, '''Deumans have a lot of damage potential, but desperately needs help in basically every other area.''' Try to beeline [[Rebirth]] bonuses. In terms of abilities, [[Abilities#PP Skill Save|PP Skill Save]] is absolutely vital, and also consider [[Abilities#Half Guard|Half Guard]], [[Abilities#Wild Blast|Wild Blast]], and other defensive abilities.


==Type Abilities ==
==Type Abilities ==
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=== Full-Charge Shot ===
=== Full-Charge Shot ===
Obtained at Ranger Level 2. If you use guns, and may use {{Triangle}} (which can often be better than running up to the guy and hitting him), you should bring Full-Charge Shot.  
Obtained at Ranger Level 2. If you use guns, and may use triangle (which can often be better than running up to the guy and hitting him), you should bring Full-Charge Shot.
 
===Adverse Spirit===
Adverse Spirit boosts your DEF and MND by 75% if your HP is below 35%. On paper, this sounds overly situational and unnecessary. However, the important part is the synergy Adverse Spirit has in a build: Weapons with [[Status Effects#Rage|Rage]] effect obtains a massive damage boost at low HP, and Adverse Spirit allows hovering at low HP to be significantly safer. Adverse Spirit also stacks with [[Abilities#Damage Resist|Damage Resist]] and [[Abilities#Photon Barrier|Photon Barrier]], which can allow players to coast through entire areas while taking 0 damage from everything.
 
Note that [[Partner Characters]] will automatically attempt to [[Resta]] the player if the player's HP is low, meaning that the player cannot bring any Partner Characters if they plan on using this build for a mission. Also, since [[Blast Types#Blast Gauge|Blast Gauge]] can be charged by taking damage, charging it may be slower than normal.


==Notable Weapons==
==Notable Weapons==
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This Sword can't actually be unsealed. Next.
This Sword can't actually be unsealed. Next.
[[Daylight Scar]]
Twin Claws with Rage Lv3 and 120% PA Rate, enough said.
It's one of the weapons with the highest Rage special level, which means it benefits a ton from the [[Adverse Spirit]] build.
[[Double Cannon]], [[Twin Cannon]], [[Lavis Blades]], [[Lavis Cannon]], [[Lavis Dagger]]
Has Rage Lv3 and 130% PA Rate, making it benefit a ton from the Adverse Spirit build.
They are all dark-locked though, so they are less versatile than [[Daylight Scar]].


[[Sprite Twins]]
[[Sprite Twins]]
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* The Sprite Twins, despite being B-rank, is usable from Lv1, meaning that unsealing it can be started from literally the beginning of the game, allowing it to be unsealed much faster than other weapons.  
* The Sprite Twins, despite being B-rank, is usable from Lv1, meaning that unsealing it can be started from literally the beginning of the game, allowing it to be unsealed much faster than other weapons.  
* Once unsealed, the Sprite Twins provides A-rank-ish attack power at Lv1, which is a good power boost for either early game, or early level [[Rebirth|Rebirths]].  
* Once unsealed, the Sprite Twins provides A-rank-ish attack power at Lv1, which is a good power boost for either early game, or early level [[Rebirth|Rebirths]].  
* When unsealed and extended, the Sprite Twins gains access to Drain Lv5, which heals the player for 10% of all damage dealt using it, significantly improving the player's durability.
* When unsealed and extended, the Twin Sprites gains access to Drain Lv5, which heals the player for 10% of all damage dealt using it, significantly improving the player's durability.  
* Sprite Twins is produced by GRM, making it compatible with GRM fan for a large damage boost.  
* Sprite Twins is produced by GRM, making it compatible with GRM fan for a large damage boost.  
* With 60% Ice, Sprite Twins is perhaps the best Ice weapon the player has access to for the first hundred or more levels.  
* With 60% Ice, Sprite Twins is perhaps the best Ice weapon the player has access to for the first hundred or more levels.  
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If you like spamming [[Photon Arts]] over and over again, get yourself a couple of these.
If you like spamming [[Photon Arts]] over and over again, get yourself a couple of these.
[[Nightmare Blood]]


[[Zaks Breba]]
[[Zaks Breba]]


This generic Tenora [[Claws|Claw]], that can be bought from [[Weapon Shop]], when fully extended, has the highest ATK of all Claws in the game. Yep, even higher than the two 16* ones.
This generic Tenora [[Claws|Claw]], that can be bought from [[Weapn Shop]], when fully extended, has the highest ATK of all Claws in the game. Yep, even higher than the two 16* ones.


Since you can buy them from shop, this means they are very easy to obtain all the elements of, and very easy to hit 50% via [[Weapon upgrading#Weapon Synthesis|Weapon Synthesis]]. It's also very cheap to [[Weapon upgrading|upgrade]] since it starts at A-rank. Also, it even works with Tenora Fan for 10% extra damage. Definitely get a couple if you are using Claws.
Since you can buy them from shop, this means they are very easy to obtain all the elements of, and very easy to hit 50% via [[Weapon upgrading#Weapon Synthesis|Weapon Synthesis]]. It's also very cheap to [[Weapon upgrading|upgrade]] since it starts at A-rank. Also, it even works with Tenora Fan for 10% extra damage. Definitely get a couple if you are using Claws.
[[Endoif]]
The most powerful Axe in the game, with very good ATK, 120% PA rate, as well as a longer reach than other Axes. Possibly the best chain breaker in the game for Hunters.


==Where to go from here==
==Where to go from here==
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For [[Rebirth]], absolutely prioritize ACC if you are having issues with Accuracy. If you don't, get HP and then DEF if you want more durability, and get ATK if you want more damage. Ultimately you want HP, ATK, ACC, and DEF all stacked up. EVA is useless, TEC is useless, and STA may or may not be worthwhile. MND is dependent on how much you see Technic Attacks, which shows up less often than physical ones and are generally much more telegraphed, thus more avoidable.
For [[Rebirth]], absolutely prioritize ACC if you are having issues with Accuracy. If you don't, get HP and then DEF if you want more durability, and get ATK if you want more damage. Ultimately you want HP, ATK, ACC, and DEF all stacked up. EVA is useless, TEC is useless, and STA may or may not be worthwhile. MND is dependent on how much you see Technic Attacks, which shows up less often than physical ones and are generally much more telegraphed, thus more avoidable.


== Rage Build ==
Also, quick shoutout to some weapons you might be inclined to shoot for:
Let's talk about a Hunter only build, the Adverse Spirit Rage build.
 
In this build, we aim to take advantage of the two following effects:
 
'''Daredevil''' (Hu Lv45): Increases your damage by 7% if your HP is below 35%.
 
'''[[Status effects#Rage|HP affect Power (Rage)]]''': A weapon effect that increases your damage dealt the lower your HP is. The higher level the weapon effect is, the higher your damage ceiling and damage scaling.
 
Porting the Rage Level table:
{| class="wikitable"
!Rage
!Lv1
!Lv2
!Lv3
!Lv4
!Lv5
|-
!Rage Multiplier
|15
|20
|32
|45
|50
|}
Using these two effects, even if you stay at the 35% HP threshold, and using a Rage Lv3 weapon, your damage dealt would be increased by 1+ (1-0.35) * 0.32 * 1.07 = 1.22x, or 22%. Using a Rage lv4 weapon, your damage dealt would be increased by 1+ (1-0.35) * 0.45 * 1.07 = 1.31x, or 31%.
 
 
<u>'''Important tidbit:''' AI behaviour means that they are always prioritized to heal the player if they drop below 35% HP. It's also impossible to bring an NPC without access to Resta. '''As a result, to run this build, the player is not allowed to bring any NPC partners.'''</u>
 
 
Of course, staying at such a low amount of HP is very dangerous. Thankfully, there are several abilities that can help us out.
 
'''Adverse Spirit''' (Hu Lv7): Increases your DEF and MND by 75% if your HP is below 35%.
 
'''Damage Resist''' (Va Lv2): Reduces all damage taken by 10%.
 
'''Photon Barrier''' (Fo Lv7): Negate damage below 3% of the player's max HP.
 
If the player is adequately rebirthed (for HP, DEF, MND, and ATK), and utilizing the 20% damage reduction from [[Damage#Damage Taken|matching shield-weave attributes]], it's possible for the player to coast through even Infinity Rank Missions with little to no damage taken.


[[Endif]]: the most powerful Axe in the game, with very good ATK, 120% PA rate, as well as a longer reach than other Axes. Possibly the best chain breaker in the game for Hunters.


Since our defenses are so stacked, it can be surprisingly difficult to let the enemies hit you until you are below 35% HP. Therefore, instead of standing around for a minute, we are going to utilize [[Status effects#Reflect|Reflect]] weapons.
[[Sangeyasha]]: comes with Reflect Lv1, making it the most efficient weapon to self-damage for Adverse Spirit + Rage shenanigans.
 
Weapons with reflect deals damage to the player based on the amount of damage dealt. Porting the table again:
{| class="wikitable"
!Reflect
!Lv1
!Lv2
!Lv3
!Lv4
!Lv5
|-
!Percentage
|15%
|12%
|10%
|8%
|5%
|}
In other words, Reflect Lv1 Weapons are the fastest, while Reflect Lv5 Weapons are the most controlled.
 
Note that weapon stats still affect your damage, it's entirely possible for you to take less damage from Reflect even if you are using a weapon with higher level Reflect, if the weapon has low stats. 
 
 
'''Notable Weapons:'''
 
Note that you cannot use Ranged Weapons for either Rage or Reflect purposes, as Ranged Weapon effects do not apply to their Charge Shots. As a result, both their Rage damage boost and Reflect damage dealing are both quite ineffective for this build.
 
As for Technics, the only Technic with Rage is [[Nosmegid]], which is far from an effective technic to run.
 
[[Sangeyasha]]
 
Comes with Reflect Lv1, making it the most efficient weapon to self-damage.
 
[[Yonohate Fu]]
 
Comes with Reflect Lv3, and upgrades to Reflect Lv5 after unsealing, which allows the player a varying degree of control over their HP.
 
[[Nanoblast Scythes]]
 
Rage Lv4, hell yeah!
 
[[Daylight Scar]]
 
Twin Claws with Rage Lv3 and 120% PA Rate, enough said.
 
It's one of the weapons with the highest Rage special level, which means it benefits a ton from the [[Adverse Spirit]] build.
 
[[Double Cannon]], [[Twin Cannon]], [[Lavis Blades]], [[Lavis Cannon]], [[Lavis Dagger]]
 
Has Rage Lv3 and 130% PA Rate, making it benefit a ton from the Adverse Spirit build.
 
They are all dark-locked though, so they are less versatile than [[Daylight Scar]].
 
[[Handgun]]


Using a basic handgun's Charge Shot II without Full Charge Shot provides the lowest recovery in the game, and doesn't need you to give up your Lv30 Resta disc. This allows us to restore some HP without going out of the 35% HP threshold to trigger Daredevil and Adverse Spirit.
[[Nanoblast Scythe]]: Rage Lv4, hell yeah!


==Other notes==
==Other notes==
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