Tree of Savior Forum

Hunter Overall Guide [Last Update - 10/12/2016]

I’ve seen a lot of people asking about Hunter (which isn’t one of the most popular classes) since the early access started and so i decided to make a guide for the ones who want to know more but doesn’t dare to try the class by themselves. I’ll avoid talking about builds since i don’t belive in a optimal path but i’ll list some cool tricks and tips that can help any hunter build (even if you don’t plan to keep it), i might use some weird terms (some exclusive to the class, some that beginners don’t know) in this guide so there’s a the glossary at the end if needed.

Note: This guide will receiver future updates, so far it’s almost complete but since some info might be really valuable i decided to post it as it is.
Note 2: Ironically someone was posted a “Do and Don’t” earlier today but i was working on this guide since monday and i got some info that isn’t there, still it worth taking a look at it.

0. Hunting Notes - Change Log
[05/28/2016] ##General • Companion table update [1] ##Skills **Growling** • Info updated **Combos** - [NEW] • Three combos added using only Hunter skills

vyne [1]

[05/27/2016] ##General## • Overall text format correction ##Bugs **Anchored** • Companion: First Aid attribute note added ##Skills **Coursing** • Virtually increasing the skill level note added [1] • Damage and weapon switch note added [1] • **Kneeling Shooting** interaction note added • Mark position disruption note added [2] **Snatching** • Virtually increasing the skill level note added [1] • Damage and weapon switch note added [1] • **Kneeling Shooting** interaction note added **Pointing** • “Hit and run” feature with **Hounding** added • **Anchored** bug intereaction note added [3] **Retrieve** • Virtually increasing the skill level note added [1] • Damage and weapon switch note added [1] • **Kneeling Shooting** interaction note added • Mark position disruption note added [2] **Hounding** • “Hit and run” feature with **Pointing** added

[1] @tom4s8500
[2] @keruchan_0
[3] @Summersworn

[05/22/2016] ##General## • Companion growth table added [1] ##Bugs **Dizzy** • Behavior/bug information was updated, it will be called **Anchored** from now on **Stressed** • Behavior/bug updated ##Skills **Rush Dog** • Damage note was updated [1] **Retrieve** • Cancelation effect added ##Others **Weapons** • General intereaction added

[1] @jacob-davis

[10/10/2016] ##Skills **Rush Dog**, **Snatching**, **Praise** • Formulas and effects updated to [10/11 Patch](https://treeofsavior.com/news/?n=677) ##Others **Weapons** • Muskets, Daggers, Pistols and Cannon info were added
[10/12/2016] ##General • Chat commands info added • Text updated to support Companions new features
1. Javelins or Bows? - Introduction Before anything else you must know what a Hunter does and what you need to become a good one.

Hunter is a tag class that commands a Companion in battles, they can weaken and control enemies and even fight two targets at the same time, still each one grow apart and the Hunter must train his assistant in order to grow stronger.

After this brief text here are some pros and cons about the class to make it shorter.

Pros
• Got natural utility with all skills
• Attributes provides further utility
• Low cooldowns and chainable skills
• Can order the Companion to fight at the front line
• Get a free Velheider upon first class change
• Works well with any previous class - Archer C2, Quarrel Shooter C1 or Ranger C1
• Great damage against flying enemies
• Unique playstyle
• Can be played as a supportive class

Cons
• Requires two characters slots - Hunter and Companion
• All skills are Companion oriented
• Requires knowledge and attention to be played properly
• Single target focus
• Can’t use most of the skills against bosses
• Must level and feed the Companion to make it useful
• Low overall damage

Hunter is used to be known as a buggy class that is often avoided due more reliable options available, however it got some indirect quality of life changes that made it way more viable and friendly to new players. It still got a reasonable share of bugs but all them have workarounds and luckily you won’t have to find out them on your own, first let’s talk about companions since they’re half of the class.

2. Knowing your Other Self - Companions Basics In order to play as Hunter you'll need a Companion, these creatures are non-controlable secondary characters that you train and bound. Since they're characters they'll take one character slot and also can be paired with any character at any time.

To get a Companion you must talk to a [Companion Master], they can be found at Klaipeda [59, -779] and Orsha [-69, 332], you can either buy one or use a Velheider voucher obtained with the first class change.

Here are the current Companions and their adoption fees and their stats growth.

The [Companion Master] also sell Companion Food for 489 Silver which fully recovers their HP and Stamina, once their HP drops to 0 they’ll faint and get stunned for some few seconds and won’t follow any command, on the other hand running out of Stamina will make your Companion slower decreasing its reaction time. Keep in mind matchmaking dungeons and missions won’t allow you to feed or pet your companion.

After getting your hunting mate you’ll have to level it, it’s highly recommended that the level Companion is around or above the Hunter level otherwise it can faint easily making it useless in combat due the combat level penalities.

Leveling Companions will increase their stats but unlikely a main character the player cannot choose which stats will go higher, still it can be done through the [Companion Master] training which increases any available stat for Silver, this fee is based on the stat investment and not the stat value itself, it doesn’t matter when you do it or which stat you upgrade it won’t make any other more expensive.

Companions have their own way to get EXP, if they kill an eligible monster they’ll get EXP from that kill as a regular character, however they also get EXP their pair eligible monsters, this happens regardless of their level difference. Companions don’t need to fight to get EXP but it must be summoned, also if it’s resting it won’t get any EXP.

Leveling Tips
• Create a new character once you get a fresh Companion, this is the easiest and cheapest way to level them properly.
• Always bring your Companion to level with lower level characters, you won’t lose anything with a higher level
Companion.
• Avoid using EXP cards as much as you can, Companions don’t get EXP from those and they can be underleveled if you do it.
• Avoid leveling them AFK, this might disturb other players and it isn’t effective as a paired grind.

Even if Hunter is the Companion class there are two simple commands available for all classes, those can be used through as chat commands and can be set up as macros.

/cpattack on/off - Enables/Disables Companion’s auto attack AI, it can also be toggled at the Companion window (F9). Disabling auto attacks won’t affect Hunter’s skill.
/comeon - Calls the Companion to come close dispelling some Hunter’s commands.

However having a Companion isn’t that easy, along with the constant food expenses they have their own way to act (AI) which can bug by its own or bug eve more with Hunter commands. So far there are two main bugs that can be fixed with the command /comeon, still it’s important to know them and how they’re triggered.

Stressed - The Companion stays still at a spot and refuses to move or fight, it’s possible to resummon it to move it but it won’t fix the problem, changing map or channel are the only way fix it without skills. There’s a small chance that it can be a hidden feature related to affinity or patience (if that exist) but since it’s a foggy land i’ll take it as a bug.

Anchored - The Companion keeps braking while moving to a target, this happens due a target lock command that will prevent any further movement till the command duration expires. Apparently it only happens if the Hunter learned Companion: First Aid attribute.

3. Living as One - Skills and Tricks Before going to the class itself i want to explain how some skills works since they have similar interactions, in order to use them properly you must know those basics before or learn by yourself which can take a lot of time and patience.

Offensive Type - Offensive target an enemy to apply its effects that can be instantaneous or over time, they’ll miss if you don’t aim properly, if the target is an invalid enemy (like a boss), if use it far too far from the Companion or if the mark dies. The skill target isn’t the same as the character target, Companions will aim the first enemy at the Hunter facing direction.

Behavior Type - All behavior skills gives your Companion a side-command that can stack with others, this kind of skill will add some behaviors to the Companion that will last the full duration with no way to cancel it. Those skills doesn’t prevent you to command the Companion to attack but they might present some conflicts due AI overload.

Now it’s time to the skills, let’s talk about their default use, hidden features, recommendations, tricks and possible bugs, skill attributes might have a mention here and there but they aren’t the main focus here.

##Hunter C1

**Coursing** - Offensive **Damage:** 102 + 30.2 x SL **Level Cap:** 15 **Overheat:** 2 **CD:** 9 s **SP Cost:** 21.3 + 3.7 x SL **Duration:** 5 + 2 x SL s **Physical Defense:** - 12 - 4 x SL **Additional Critical Chance:** 40% **Monster Gem:** Merog Stinger **Damage and Effects** • This skill takes an enemy as a mark and will attack it until the duration expires • All damage deal by the Companion is from its attacks, the skill will only add an extra damage to them along with the Hunter stats • The mark will be snared for the skill duration, the Companion will be moved to a new position if the mark is pulled or pushed • When used it will take the duration of the when casted, however each damage tick checks the Hunter stats and the skill level • Since the skill reduces the mark Physical Defense the damage will grow exponentially per skill level **Attributes** • For +12 SP a 3 level attribute will remove a 10 to 30 of the mark Magic Defense for the skill duration • The damage can be enhanced in 1% per level throgh a 100 level attribute **Restrictions** • The effect will be canceled upon **Retrieve** cast if used at the same mark **Bugs & Features** • Even as an offensive skill it won't cancel the invisbility from **Fade** • It's possible to activate **Kneeling Shooting** to increase the damage • There's a bug that allows the full use of the skill with the Companion resting • It will make the Companion **Anchored** for the skill duration time • Can be dispelled at any time with the command /comeon
**Snatching** - Offensive **Damage:** 223 + 64 x SL **Level Cap:** 15 **Overheat:** 2 **CD:** 15 s **SP Cost:** 22.3 + 3.8 x SL **Duration:** 2 x SL s **Monster Gem:** Wendigo Archer **Damage and Effects** • The companion inflict Bleeding to the taget and nearby enemies in a small 4 AoE ratio • All damage comes from the DoT that uses the Companion attack property, the DoT dealt takes the skill damage along with the Hunter stats • It can be resisted and won't affect non-flying enemy • When used it will take duration of the level casted, however each damage tick checks the Hunter stats and the skill level • The attribute Two-handed Bow Mastery: Anti-Air multiplies with Snatching: Airborne Enemy Damage leading to a maximum of 400% damage • Works against flying bosses **Attributes** • For +5 SP and +10 CD a 5 level attribute will increase 20 to 100% of Strike and Slash damage to the Bleeding enemies, this effect uses AoE ratio and will greatly enchance the DoT damage • The damage can be enhanced in 1% per level throgh a 100 level attribute **Restrictions** • Can be used along with **Coursing** and **Retrieve** when targeting the mark **Bugs & Features** • Even as an offensive skill it won't cancel the invisbility from **Fade** • It's possible to activate **Kneeling Shooting** to increase the damage • There's a bug that allows the full use of the skill with the Companion resting
**Praise** **Level Cap:** 5 **CD:** 90s **SP Cost:** 26 + 4 x SL **Duration:** 50 + 10 x SL s **Companion Attack, Accuracy and Critical Rate:** 20 + 5 x SL **Companion Attack Speed:** 3 x SL **Monster Gem:** - **Attributes** • For +6 SP a 5 level attribute will give 1 to 5 movement speed to the Companion for the skill duration **Features** • The effect will be applied even if the Companion is in rest mode • It will refresh the HP value displayed when the Companion is **Secretive** • It's possible to bypass the level cap with **Divine Might** and using a Savage Bow.
**Pointing** - Behavior **Level Cap:** 15 **CD:** 17 s **SP Cost:** 24 + 4 x SL **Duration:** 90 s **Evasion and Accuracy:** -13 - 2 x SL **Monster Gem:** Lichenclops **Effects** • Once the Companion inflict the debuff to an enemy it will move to the next one • Farther enemies and the ones that aren't being targeted by players, minions or Companions are more likely to be targeted • The skill will be canceled if the Companion faints • Works against bosses **Attributes** • For +8 SP a 3 level attribute can add a 5 to 15% chance Fear for 3s to the target each time it gets a new target **Bugs & Features** • There's a bug that allows the full use of the skill with the Companion resting • Putting the Companion in rest mode won't cancel the effect • The Companion will generate aggro of stand by monsters so it can be used to lure them • When used along with **Hounding** it will perform a 'hit and run' movement luring enemies • This skill will display some position inconsistences if the Companion is **Anchored** • It will make the Companion active if it's **Stressed**, **one point at this skill can help a lot for those who won't pick Hunter C2 or C3** • Can be dispelled at any time with the command /comeon
**Rush Dog** - Offensive **Damage:** 150% + 546.5 + 133.8 x SL **Level Cap:** 15 **CD:** 5 s **SP Cost:** 22 + 3.5 x SL **Monster Gem:** Tucen **Damage and Effects** • Deals damage on cast in a small 4 AoE ratio • It hits 5 times, one major hit followed by 4 minor hits • This skill uses only Companion's stats along with the base level damage • The skill can miss if the target is killed before execution • Works against bosses **Attributes** • For +8 SP a 4 level attribute can add a 10 to 40% chance stun, this effect uses AoE ratio and it will be triggered before the damage even if the Companion doesn't hit the mark • The damage can be enhanced in 1% per level throgh a 100 level attribute **Bugs & Features** • Even as an offensive skill it won't cancel the invisbility from **Fade** • The Companion will get a movement speed burst when performing the command • This skill can deal critical damage, however it won't display the yellow text as usual

##Hunter C2

**Retrieve** - Offensive **Damage:** 225.4 + 65.2 x SL **Level Cap:** 10 **Overheat:** 2 **CD:** 10 s **SP Cost:** 26 + 3.9 x SL **Duration:** 4 + SL s **Monster Gem:** White Operator **Damage and Effects** • This skill takes an enemy as a mark and will and attack it until the duration expires • The mark will be snared and slowly dragged to the Hunter position for the skill duration, regardless of the distance • All damage deal by the Companion is from its attacks, the skill will only add an extra damage to them along with the Hunter stats • When used it will take duration of the level casted, however each damage tick checks the Hunter stats and the skill level • The Companion can prevent the mark from being pulled or pushed, interactions may vary • Once the Companion reachs the Hunter the skill will wore off instantly **Attributes** • For +7 SP a 5 level attribute will remove a 10 to 50 of the mark magic defense for the skill duration • The damage can be enhanced in 1% per level throgh a 100 level attribute **Restrictions** • The effect will be canceled upon **Coursing** cast • Will be canceled upon **Snatching** and **Rush Dog** cast if the mark isn't the target **Bugs & Features** • Even as an offensive skill it won't cancel the invisbility from **Fade** • It's possible to activate **Kneeling Shooting** to increase the damage • Casting **Rush Dog**, **Snatching** or **Coursing** will move the mark to the targeted enemy position • It will make the Companion **Anchored** for the skill duration time, it can be fixed by moving to the Companion position or casting Houding to force cancellation • There's a bug that allows the full use of the skill with the Companion resting • Can be dispelled at any time with the command /comeon
**Hounding** - Behavior **Level Cap:** 10 **CD:** 9 s **SP Cost:** 25.7 + 4.3 x SL **Duration:** 90 s **Hidden Enemies Detected:** SL **Monster Gem:** Orange Dandel **Effects** • Any hidden enemy will be targeted and once the Companion reveals an enemy it will move to the next one • This skill will be wore off after reaching the detection limit • The Companion won't generate aggro **Bugs & Features** • There's a bug that allows the full use of the skill with the Companion resting • Putting the Companion in rest mode won't cancel the effect • While the skill is active the Companion will stay closer to the Hunter and will get a movement speed boost • It will make the Companion active if it's **Stressed**, **one point at this skill is a must** • When used along with **Pointing** it will perform a 'hit and run' movement luring enemies • If **Retrieve** is casted while this skill is active the Companion will drag the mark faster, it will also drag the mark if it's imobile

##Hunter C3

**Growling** - Behavior **Level Cap:** 5 **CD:** 34 s **SP Cost:** 27.3 + 4.7 x SL **Duration:** 10 min **Fear Duration:** 3 + SL s **Monster Gem:** Socket **Effects** • When used the Companion will instantly stop to inflict **Fear** to all enemies nearby being prevented to move by any commands • It's still unsure the AoE ratio that this skill has but it can affect several enemies at the same time • Enemies that escape the skill range will stay with **Fear** for the duration above • **Fear** debuff is renewed each 2~3 seconds • The skill will be cancelled if the Hunter and the Companion get too far from each other • Growling got priority over all Hunter skills and can prevent them to be used, however it won't cancel any offensive skill **Bugs & Features** • There's a bug that allows the full use of the skill with the Companion resting • Putting the Companion in rest mode won't cancel the effect • It's possible to use **Coursing**, **Snatching**, **Rush Dog** and **Retrieve** if targeting a mark really close to the Companion position • This skill won't be canceled by distance if **Hounding** effect is active, instead the Companion will teleport to a new position • Can be dispelled at any time with the command /comeon

##Combos

Cloud Buster Inflicts tons of damage to flying enemies in AoE.

Core: Two-handed Bow Mastery: Anti-Air + Snatching + Snatching: Airbone Enemy Damage + Rush Dog
Quarrel Shooter+: Scatter Caltrops
Ranger+: Barrage
Hunter+: Growling

Talking a Walk Quickly drags an enemy for a long distance, it can be used at Dungeons to drag and kill the last mob in a room while moving to the next one.

Core: Retrieve + Hounding
Hunter+: Praise + Praise: Movement Speed

Hit and Run Decreases enemies Evasion and Accuracy at a safe distance, it can be used at Missions to apply the effects to bosses without risking too much.

Core: Pointing + Hounding
Hunter+: Praise + Praise: Movement Speed

4. Every Hunter has its own Prey - Build Direction For the final section of this guide i want to have a brief overview about stats, class options and gears, as said before i don't want to get deep into build but it's good to have some general idea about which to pick, why and when.

###Recommended Stats

As odd as it sounds Hunter is quite flexible about stats, there are two that have a major role but you can make it out even without them if you have a different class for higher ranks, still if you want to enhance your experience till there it’s good to have those three in mind.

STR - The only stat that will provide raw damage to Hunters, all offensive skills will use Hunter’s Physical Attack and so STR is a good way to improve it.
SPR - Since the class is a tag one is quite important to have a reliable SP amount to command the Companion
DEX - Useful but not needed, it’s not sure if the skills use Hunter’s critical chance to deal criticals or not, still it can help if you don’t want to spam.

STR and SPR are the most usefull for the class and at the third spot is DEX, CON is also usefull but it’s a matter of taste and survival since it’s a stat more useful for PvP and Missions, no matter what don’t get INT.

###Class Options

Since Hunter is an early class the options are quite limited to the previous classes still each one brings different
aspects that can be interesting for your goals and playstyle.

Archer - Best option for those who want to attack often since you can get Kneeling Shooting at C2 along with a further enhancement to Swift Step, it’s still possible to get more archery skills which can be quite useful if your
Companion bug or faints.
Ranger - A great deal if you want to make up for your next class lack of AoE and independence, both Barrage and High Anchoring can hit multiple targets in different ways, all skills available are archery ones and can be used easily.
Quarrel Shooter - The PvP choice, this one is quite defensive and have tools to control your enemies, Deploy Pavise can block damage if used correctly while Scatter Caltrops will deny movement, the only downside is that you’ll have to use crossbow or sacrifice 5 skill points.

I will recommend Ranger for unexperienced players, it’s quite useful at start and if you don’t get to like to play as Hunter it will help you till you reach the next rank (it might happen).

###Equipments

Gear is a sensitive subject since it relies both in build choices and in personal taste along with the fact that it can me enhanced and changed at will, since my focus here is to give some direction i’ll talk more about generic subjects starting with gears properties.

Leather - Usually this kind give some offensive stats as Physical Attack, STR and DEX, this requires some research to find the right one such as Vubbe Fighter Gauntlets. At the defensive side it got Evasion which can be obtained through mastery attribute if using 3 or 4 pieces.
Cloth - Good option for spamming type, it’s quite common to see SP as an additional stat with those and you can get it with mastery attribute as well. Along with that you can get Magic Defense which can be quite useful later at dungeons but you might have a hard time against physical damage.
Plate - Not as good as the previous ones but it can be an option if you want to be more tanky, it usually gives more HP and Physical Defense and both can be enhanced through attribute mastery as well.

As a general advice i wouldn’t mix different gear types, gear mastery is usually underrated but it can be quite useful if enhanced enough. The safest choice is going for Leather since it gives both defensive and offensive stats that you need at early levels, you can also carry two gear sets and switch them to different scenarios but that can make mastery investment more expensive, still it doesn’t matter if you don’t upgrade masteries.

At the offensive side there we got the weapon attack and also Race, Size and Elemental additional damage, this can be obtained from all sorts of gears as additional stats and will increase the overall damage from most of the skills.

Bows - Provides a reliable attack and range but will require both hands to equip, they’re the best option for those that can’t spend too much in fancy gears for damage. One interesting thing is that the weapon mastery will increase the damage from all skills that use Hunter’s stats regardless of how they work.

Crossbows - Got less attack and range but allows using a shield or sub-weapon (daggers, pistols and cannons), it will carry those sub-weapons effects allowing more offensive and/or defensive power based on them.

Muskets - Only available to Musketeers, it requires both hands to be equipped as well but doesn’t have bonus damage against flying monsters. It doesn’t benefit any Hunter skill at all but it doesn’t restrict their efficiency as well.

Daggers - An interesting choice for those that have problems in uneven fights. By default daggers will use the user AoE ratio to deal damage to multiple enemies in melee, however archers have 0 AoE ratio and will require specific equipments to get this stat. Overall it’s not recommended to use it aside for secondary stats but it can be quite useful in emergencies due the ability to hit multiple enemies and higher attack speed.

Pistols - A good sub-weapon choice for real combats, pistols can deal damage to multiple enemies at ranged distance in line, it will always hit the target and also deal damage to the closest units to the bullet path. By default it has a hidden 1 AoE ratio that can be increased with other equipments and unlike other available weapons they won’t allow mobile combat.

Cannons - Doesn’t work on it own, it has the only purpose to be a stat increaser.

For now i’ll list only this bow since it’s one of the most interesting for the class.

Savage Bow **Weapon Type:** Bow [Missile] **Physical Attack [0 → +15]:** 153~230 → 303~480 **Enhancement Bonus:** 150 total, 6 x EL until +5 in a maximum of 30, 12 x EL from +6 to +15 in a maximum of 120 **Level Requirement:** 75+ **Sockets:** 2 **Weight:** 200 **Increases all Hunter skills levels by 2** • It doesn't affect skills that you don't own • It can increase **Praise** past level 5 • Must be crafted

Savage Bow Recipe
Dropped by: Cockat - 1%
• 8 Hallowventer Hand Bones
• 1 Lizardman Claw

It’s a quite useful weapon since it can give you 6 to 16 skill points and since missile property gets a lot better with enhancement you can keep it for a long time.

5. The Hunt is On - Conclusion This class requires patience and discipline and it by far one of the less intuitive classes in the game which can lead to a huge trap, players usually pick it for the thematic without knowing that it requires a fairly amount of knowledge and attention, it gave me a really hard time to learn how to use it and i believe that's the main reason that makes players move on to a new one. I wouldn't recommend it for newcomers and players that don't want to spend a lot of time to make it worth, it's definitely fun to play but you won't get any results without determination.
6. Hunter's Code - Glossary **AFK** - Away From Keyboard, action that consists in a player that leaves the game open to do something else. **AI** - Artificial Intelligence, a logic algorithm that instructs the monster or Companion to react to certain situations. **Affinity** - Hidden parameter that dictates how protective and responsive the Companion is. **Aggro** - Term used to define a monster that is targeting a character. **Archery Skills** - Skills that use bow or crossbow as only requirements. **AoE** - Area of Effect, used for attack or skill hits enemies within the area. **AoE Ratio** - Number of enemies that you can hit within the AoE. **Attack Property** - Type of attack that deals bonus damage against certain enemies, it can be Slash, Strike, Pierce, Magic and Missile **CD** - CoolDown, time required to refresh a use skill after casting it. **Class Change** - Act of switching to a higher rank class or enhancing the current one. **Command(s)** - Order a Companion to perform an action. **DoT** - Damage over Time. **EL** - Enhancement Level. **Eligible Monsters** - Monsters around the character level that can provide EXP when defeated. **Equipment/Gear Property** - Type of equipment that can reduce or increase the damage received agains certain enemies, it can be Leather, Cloth or Plate. **Faint(s)** - When a Companion's HP drops to 0 and its get Stunned. **Fear** - Debuff that prevents the bearer to move, attack and cast skills. **Investment** - Successive actions that use Silver to improve skills, gears os stats. **Leveling** - Act of gather EXP to increase the character level. **Main Character** - Character controlled by the player that have classes and gears. **Mark** - Targeted enemy that will be constantly be harmed by the Companion. **Overheat** - Number of times that a skill can be casted before cooldown **Pair** - A Main Character with a Companion. **Resting/Rest Mode** - A Companion that isn't summoned but it's paired with the character. **SL** - Skill level. **Stamina** - Companion resource displayed in yellow. **Sub-weapon** - Equipment that can be used at the off-hand usually taken by shields, they can be used pressing the [C] key. **Train/Training** - Silver based upgrades that permanently boosts your Companion stats.
14 Likes

Friendly advice use this trick someone else showed me.

**Skill Overview** Click<< Keeps the post from being huge and lets you post tons of info

< details> < summary> Skill Overview Click<< < /summary>
Keeps the post from being huge and lets you post tons of info
< /details>
Remove the spaces after the < for it to post right

5 Likes

Thanks, this will be quite usefull.

Nice guide!

I’m currently Archer 1 > Ranger 3 and deciding how I will finish my build. I was originally planning for Archer 1> Ranger 3 > X > Schwarzer Reiter 2 but I’m also tempted to do some beast master hybrid of Archer 1 > Ranger 3 > Hunter 1 > Falconer 1 > Musketeer. So my question do you think hunter circle 1 is viable build specifically with ranger 3? Thanks.

So… going straight to the point, i don’t think it’s the best option in both cases, Hunter C1 is quite good at rank 3 but it isn’t one of the best class at C1, it will feel quite weak at rank 5 having in mind what it can offer to you is less than your other options available.

You’ll have to level a Companion from scratch (if you don’t own one) and also get used to the aiming just to use skills that aren’t really unique or worth a 4~5th rank class. If you want to get into beast mastery go for Falconer at rank 6 or make a Hunter with a new character.

Since you’re doubt is about your build and not about Hunter itself i’ll let a text wall here, it can help you to avoid some traps and let Class Synergy (i forgot to put it in the glossary) more clear, i’m not sure how experienced you are so i’ll write all you could possibly need and point some options that can be usefull to your build.

More text The best builds work a lot with synergy (the combinations of one aspect/class that enhances or complement another) to extract some of the aspects best that these class can offer, due each class nature they have different synergy with other classes and so they can/can't be properlly at the same character. At your listed options two can conflict quite easily, i'll give you a preview but i recommend you to search more for yourself since i'm not used to those.
**Schwarzer Reiter** Since i haven't played it i can't be sure if all skills require both a pistol (sub-weapon) and be mounted, if that's the case you won't be able to use Hunter skills along with SR skills, if you do so you'll have to constanty mount/dismount to use your skills or let them dust.
**Musketeer** This one is will be quite annoying to deal with it but it can work. Since you're a Ranger C3 (a full archery class) it isn't the best choice to pick a class that relies in a new kind of primary weapon that doen't allow you to use Ranger skills (at least i don't remember if they work with muskets), of course you can switch weapons to use skills but it can be quite annoying if you have to do it so often.

Now back to your planned options

Going for SR will instantly exclude Hunter and Fletcher (only 2h bows) since you’ll probably need both a pistol and a Companion as mount, so far these are some interesting options.

**Quarrel Shooter (rank 2)** Uses crossbow as main weapon (one skill requires it) and can be as usefull as a Hunter C1 at utility. **Deploy Pavise** will block ranged damage and some melee too (along with a bleeding chance on cast), **Scatter Caltrops** slows enemies and you can spam **Stone Shot** to stun enemies.
**Scout (rank 4)** Another option with some utility and also save your skin, this class is a little weird but it's a great choice if you want to be safe. **Camouflage** will block any incoming physical damage, **Flu Flu** is an AoE fear and **Cloaking** will make you invisible for a while.

You can also go for Rogue or Wugushi (rank 4) but they won’t give you that much without going further (that’s why i didn’t listed them).

Here it would be better to take Falconer 2 or Cannoneer instead but you can go for Musketeer if you really really want to. At rank 5 you can get Scout as i said before or even this one…

**Fletcher** Full bow oriented class (it can't use skills with crossbow) that requires arrows (that you craft) to use skills. **Broadhead** can make enemies bleed and **Bodkin Point** will dispell protective magic and will reduce the enemy defense. It doesn't provide as much utility as the other ones but it's a more natural option for your current build, just keep in mind that it isn't so practical with SR and Musketeer.

I can’t cover all the options and variants but that might help you a little to fill some gaps. Again i recommend you to check it with players that have experience with those classes or you might have an unpleasant surprise later, i hope that it was usefull for you.

Thanks for your support, cya.

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Dem dispeller scrolls though. :frowning:

Well done! I got to hunter c1 yesterday and noticed how some skills don’t work against bosses, as well. Reckon that the once the companion’s AI is improved, it’ll be a very fun class to play. I had mine bugging out at the boss’ traps, having it look like my companion was lagging out himself haha

Wanted to add:
Hoglans stat growth is quite awful in comparison to the free pet. The only pets that are an improvement is the red panda and guinea pig. All pets have the same bugs currently.

Rush dog does NOT use any stats of the hunters, my build is based primarily off of this skill. The stun attribute is triggered with all commands. Rush dog cannot miss or be blocked.

Re-rolling to level pet would be a waste of time since its not going to level much outside of dungeons until you reach late game anyways.

Con is a required stat by anyone that doesn’t want to end up as dead weight.

Going C2-C3 completely crushes so much of your PvE potential it is not even funny. It is a PvP only class, but without Con in your build its not even that.

I have a serious question now, why the developers doesnt allow you to feed pet in dungeons ? wtf

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I’ll add the table and the AI info at the next update, now about the other things…

I did some tests before to check some things using a with/without praise and weapon (and i’ll have to make some more) with all skills, at the Rush Dog i saw about 100 to 200 additional damage at the first hit (not subsequent ones) when equipped with a weapon (it was a Sniper Crossbow) which was quite higher than the variation, i’ll test again later to be sure. When i say that it can be missed i mean that you’ll use both SP and CD but you won’t get your skill effect, just as casting Multi Shot at an empty cell (which is quite the same as if the target dies before the skill lands). Rush Dog can miss but it cannot be evadade.

This is just a tip to prevent some further stress, since ToS is quite punishing when you face enemies 10+ lvls stronger than you (that will cut your damage to 1 and almost instakill you) it’s quite usefull to have a Companion that can at least survive enough time to follow your commands (which is even worse if happens at dungeons). It isn’t a bad deal to shelve your Hunter for a while when you can level a new character (which can be any class at all) till rank 3 quite easily.

I can’t denny that but the case is that Hunter is a class with a unique at it playstyle (not really since Falconer exists) and you can get it quite early, these two things makes it draw a lot of attention for beginners which might not be interested in PvP at all (i know at least 3 friends that meet those requirements), even if it isn’t the best class to PvE it must do at least he minimum to be able to PvP later or you’ll be a potato at dungeons.
The only two stats that i listed as recommended are STR and SPR since they work quite well with any Hunter build, DEX was listed only because it’s a remarkable stat at the whole archer tree and so it got some synergy value, unlike CON that is a stat that can be used for any kind of class/build in the game as long as you need more HP.

I appreciate your contribution, even if our informations conflict (like the Rush Dog) it can help to polish the guide. My main goal here is to help Hunters to understand better how the class works and how to deal with some features/bugs instead of avoiding/moving on just because the class is too buggy (this could easily go as a FAQ).

Sorry for the text wall, cya.

It seems that this only happens if you use the matchmaking system, i believe it’s just a bug that wasn’t reported or fixed (Companions don’t help that much unless you’re a Hunter).

i notice that if u use praise with savage bow and then switch cweapon, the buff continue with the buff., dont know other skills , i dont have how to test it with pointing or hounding

It’s the same principle as Divine Might, once you cast the skill it will use the level it’s at the moment, even if it’s increased or decreased it will keep the same effects as when casted.

One thing that is interesting to test is if weapons switch can enhance the damage if the skill is casted with a Savage Bow and then switched to a stronger one (very unlikely to happen but who knows), in the next few days i’ll test it as well as update de guide with some fresh info.

Cloaking increases the rush dog damage ? If it increases the damage, it increases every time I use dog rush in while I’m invisible?

Do you think a mistake discard praise or I put points on this skill?

I’m not sure if it does (we’ll have to wait till a Hunter/Scout give his feedback) but i belive it works, since you got into the subject i just found out that the offensive skills won’t cancel Cleric’s Fade (C2 skill) and you can cast while invisible, it’s possible that this also works with Cloaking.

I won’t say that Praise is a must because the bonus is quite low, at max level the bonus can be equal or lower than a damage variation which can be easily ignored if you do need those points. If you don’t want to max it i would recomend you to get it 4 (for full refresh) or 1 (just to enable the movement speed attribute), but that only if you don’t feel like you’ll sacrifice your points with something usefull.

Before i forget (since i haven’t updated the guidet yet) avoid getting points at Coursing and Retrieve (level 1 is fine for both), i just confirmed a troublesome bug related to those.

Good guide . I creat 2nd Hunter C1 now . I am testing companion bug that I will be happen when we are upgrade first aid nor after we up hunter c2.
So my testing do not upgrade firsts is for my companion if it work will report soon.

Any idea pls reply.

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I am a3 h1 f1 right now, and a good thing is that snatching stacks with fletcher’s bleeding, it completely melts flying bosses.

During iCBT I made a hunter r3, growling left the pet motionless, unable to attack, despite the monsters that came close to become unable to attack, I took to kill because I was Archer 2 and as we know, Archer is not very strong and this was before the buffs happen.

In short, I got A2 again, and I’m much doubt if caught Hunter 3 now, just this growling problem. What do you think about this? Hunter 3 is very unfeasible now and you recommend taking another class?

sorry my english

Don’t worry about your english, it’s not my native language too and so far you’re doing good.

So… i would love to answer you that but the thing is… i still can’t. I’m quite busy this month and i haven’t reached rank 5 yet to test it, ironically you got more info about C3 than i do. If you bear to wait i should get it around the end of the week, sorry for the inconvenience.

I really hate Quarrel Shot and Ranger, Sapper and Archer 3 does not seem viable take on rank 5, remaining Wugushi, Scout, Rogue and Fletcher. I thought about getting up Scout rank 2, but I would continue without damage.

The options with more damage and more viable are Wugushi and Fletcher, at least I think that are, remembering that I want Musketeer in rank 7. What do you think about this? Got any tips?