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 skillsvyne [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 features1. 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 craftedSavage 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.