Saturday, March 19, 2011

Monster Hunter Tri - The MMO - Part 2: The Hunter

So party member number 2 is a sort of a rogue class character that can be an asset to your team. This person will be a consistent damage adding up in time kind of character but extremely helpful none the less and definitely when it comes to capping monsters and doing it fast. Think of it this way: If you have a tank that is completely distracting the monster, what do you want behind the monster? You want somebody hitting it, hitting it a lot, and capping as soon as it's ready to cap to make runs go fast. That's were The Hunter comes in.

Weapon: Whatever is the monsters weakest element. You are going to be an SnS user dealing damage to the monster purely based on element. It's a good way for many monsters to get rid of certain things. (Barroth's armor, Barioth's wings, etc.)

Helm: Helios Helm+
Slot: Silencer Jewel

Mail: Helios Mail+
Slot: None

Arms: Helios Vambraces+
Slot: None

Waist: Helios Coil+
Slot: TrapMaster Jewel, TrapMaster Jewel, TrapMaster Jewel

Legs: Vangis Greaves
Slot: Trap Master Jewel, TrapMaster Jewel, Asylum Jewel

Charm: Perception +10 OO
Slot: Handicraft Jewel, Handicraft Jewel

Odd set huh? Perfect for what we want to do though.

Skills:
HG Earplugs
Sharpness +1
Trap Master
Capture Guru

Now I know pretty much all of these skills are kind of odd for an armor set, especially with an SnS user, but they all have their uses. The earplug are kind of self explanatory, as an SnS user it will allow a lots more hits and makes it so you don't have to guard against roars and fly backwards because of it. Trap Master and Cap Guru make you pro at finishing off the monster as soon as it's health is low enough. And finally, Sharpness +1. Yes, we realize that with SnS there are maybe 2-3 weapons that it actually adds a level of sharpness to, but it's not to add damage based on attack, because as an SnS user attack isn't really as necessary as elemental damage. The sharpness +1 is to give that extra boost of that level of sharpness reducing the amount of times that you need to sharpen during a round and making it so that you can attack more without being deflected. Yes; it is true that Razor Sharp would make more sense as it would probably work better but because of how this set was built to have the other skills (HG Earplugs mainly) Sharpness +1 was built into and easy to get. To the inventory!

Inventory:
Combo books 1-5
Potions
Mega Potions
Well-Done Steak
Whetstones
Tranqs
Pitfall Trap
Shock Trap
Trap Tools
Thunderbug/Nets
Paintball
(Support for Gunner items; AKA any Shot Materials for him)

Also, keep in mind that this isn't ALL that you should bring for any of these sets. You have the freedom to add and remove items as you see fit, these are just small recommendations. As for the gunner materials, these are recommended to be held by The Hunter because the other 2 are going to be constantly busy and The Hunter is the one that will be the fastest to react and the best choice for this. You'll find out what exactly you need when The Gunner character is posted, but for now just realize that you need probably 3-5 slots for his materials.

As The Hunter your job is simple, do lots of damage, really fast, and cap the monster as soon as it's ready to cap. Occasionally run away from the monster and deliver supplies to the gunner which should be very simple (assuming The Tank is doing his job correctly.)

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