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Hunter tips


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33 réponses à ce sujet

#26
Eyecon74

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I don't use FBP because I never get the timing right! haha! always click the button just as it runs out and tada! Stuck in the middle of an enemy mob mumbling 'should have hidden better..'..  :blink:

Spike trap is amazing, I try to use it as soon as I have a number of enemies around me, place it, survivors will be shot mid air or when they fall on the ground, other survivors are usually gone by leaping shot.

 

Great to use on Revenant, plant Spike trap, he grabs you with that magic grab attack, Leaping Shot, keep moving backwards but keep planting arrows in his face, he follows, detonates Spike Trap, at this point your Spike Trap and Leaping shot will have recharged, rinse repeat, dead Revenant..

 

Overall Hunter is a great class and very enjoyable to use


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#27
DrKilledbyDeath

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I was exaggerating. It can be, if you play it right, though.

 

Fallback Plan saves your health state from the exact moment you planted it, and restores it when you jump back. That's why it's so powerful.

 

The teleportation part is just icing on the cake, which can be used strategically if you will.

It's a great move. I love using it on RTC, plant it and run away then before he follows and hits you, you disappear and pop up 15 feet behind him.



#28
Laforgus

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I was exaggerating. It can be, if you play it right, though.

 

Fallback Plan saves your health state from the exact moment you planted it, and restores it when you jump back. That's why it's so powerful.

 

The teleportation part is just icing on the cake, which can be used strategically if you will.

 

It's like an Emulator's Save State, the first time i saw it working i tell myself "For Real!"

 

It help you when you wanna try crazy things.



#29
Minuos

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Fallback Plan is great until you get too reckless. Normally that means getting knocked down, then taking an arrow to the spine as you stand back up. Tends to happen right before Leaping Shot is off cooldown.


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#30
Dieb

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10I9kYb0cQhvwc.gif

 

THAT NEVER HAPPENED.

 

I just proved it with the shouting.


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#31
jerky

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I'm running fairly well with Leaping Shot / Stealth / Fallback Plan / Spike Trap

Lots of good input already - I will add that Spike Trap is very underated as both an "AoE" attack as well as an evasive maneuver. It's just a little tricky to use right - try picturing more like throwing it straight into peoples face like a cake fight, rather than... an actual trap.

I deal crits up to 1,5k damage and it affects + incapacitates multiple targets, specifically archers who usually stand close together. Furthermore, it is an insta cast, i.e. it's armed before your character finishes the animation; so it's also a good countermeasure against charging melee enemies.

The upgrades further boost the damage & enable you to drop it without breaking stealth - so I prefer running into a group of mobs and then finish of whomever I didn't blow up altogether with a Leaping Shot /w full Stealth crit bonus. The 12 hits of Leaping Shot also will 3/4 recharge your Stealth ability.

I personally dislike Explosive Shot, cause the windup takes forever, deals less damage than spike trap and isn't as versatile. I would only recommend it in combination with Full Draw builds, with which you'd act more like an Archer staying at long range and not make much use of Flanking Bonuses. Also, I think Fallback Plan is kinda mandatory if you want to be both effective and not a burden to your group, since the Hunter is designed to throw reason & aggro management overboard.


P.S.: You're a mid-range shotgunner close up to your enemies 80% of the time: USE THE FLANKING BONUS.

Very good input, especially about spike trap. I'll try it out in my next build. With the upgrade as well I suppose?

#32
jerky

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I'm running fairly well with Leaping Shot / Stealth / Fallback Plan / Spike Trap

Lots of good input already - I will add that Spike Trap is very underated as both an "AoE" attack as well as an evasive maneuver. It's just a little tricky to use right - try picturing more like throwing it straight into peoples face like a cake fight, rather than... an actual trap.

I deal crits up to 1,5k damage and it affects + incapacitates multiple targets, specifically archers who usually stand close together. Furthermore, it is an insta cast, i.e. it's armed before your character finishes the animation; so it's also a good countermeasure against charging melee enemies.

The upgrades further boost the damage & enable you to drop it without breaking stealth - so I prefer running into a group of mobs and then finish of whomever I didn't blow up altogether with a Leaping Shot /w full Stealth crit bonus. The 12 hits of Leaping Shot also will 3/4 recharge your Stealth ability.

I personally dislike Explosive Shot, cause the windup takes forever, deals less damage than spike trap and isn't as versatile. I would only recommend it in combination with Full Draw builds, with which you'd act more like an Archer staying at long range and not make much use of Flanking Bonuses. Also, I think Fallback Plan is kinda mandatory if you want to be both effective and not a burden to your group, since the Hunter is designed to throw reason & aggro management overboard.


P.S.: You're a mid-range shotgunner close up to your enemies 80% of the time: USE THE FLANKING BONUS.

Very good input, especially about spike trap. I'll try it out in my next build. With the upgrade as well I suppose?

#33
Dieb

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I use both Set Them Up (+25% damage) and Watch Your Step (No decloaking & bigger blast).



#34
Sothalor

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The benefit of combining the Spike Trap upgrade with Stealth + Knife in the Shadows is that you can place the trap and still get the auto-crit from stealth benefit on another attack.