Oh, that's true. The wording of the translation as "bullet speed" put me off then. To begin with though, I was only referring to the speed boost. Average Stance is close to Fury Stance now, and if there was an additional speed boost for bullets... But this means ranged weapons other than bullet bows aren't even included in the speed increase then? Or are they? Thank you for the clarification in advance.
Last edited by Mysterious-G; Jul 26, 2014 at 08:34 AM.
will this really make playing tank hunter worth it? you still wont do much damage and the game is kill shit asap also can you even agro bosses?
Honestly, tank hunter would be more support to agro stuff away in things like TD3, or to solo stuff if you want to just take hits. But I wouldn't make it your primary hunter tree, offensive overall is still better. If you have another character or skill tree, go for it. The thing is, with the reduction in points needed to max fury and new defensive skills like that just guard heal, those defensive options are more appealing.
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Massive Hunter apparently got 5 points knocked off of it too. If they did something about its awful cooldown it could end up being useful and cheaper than automate and iron will
With regards to techer PP management, it's pretty obvious they intend techers to restore PP by whacking things to death with wands instead of constantly casting all day. The change to Wand Lovers to make it into a stance pretty much assures that. If you want to play techer as a pure caster you're just going to have to deal with it and sub force. On the other hand, this is a straight buff to Te/Hu or Te/Fi or even Te/Br.
Originally Posted by Lord Derpington
Aw man did they kill la kill Gunner ;_;
Knee-jerk reactions like this are bloody hilarious.
Yes, they nerfed S-Roll JA Up by 40%. They also nerfed the fuck out of Fury Stance, which means every single physical attack class will be doing less damage than before. PLUS they nerfed all the most problematic techs and PAs.
I'm not sure Weak Hit Advance actually needed that buff however, but I guess they wanted to throw rangers a bone since the WB nerf is going to hurt a bit. Also lol @ rangers getting a zondeel grenade.
Also, fucking 122 PA buffs and 5 nerfs. That number. Absurd. Ridiculous. (Btw are we supposed to count techer techniques separately from force techniques, i.e. fire-ice-lightning vs wind-light-dark? Because that makes the number even higher...).
Oh, that's true. The wording of the translation as "bullet speed" put me off then. To begin with though, I was only referring to the speed boost. Average Stance is close to Fury Stance now, and if there was an additional speed boost for bullets... But this means ranged weapons other than bullet bows aren't even included in the speed increase then? Or are they? Thank you for the clarification in advance.
Video says it's when Bullet Bows are equipped; the slide just gives a basic explanation to get everyone up to speed. The more detailed explanation is found within the game.
Some ideas I've aggregated over the long while I've played this game.
This is a work in progress. Input welcome as always.
Spoiler!
Skill Changes:
Spoiler!
Old Skill Changes:
Spoiler!
JA Bonus: 5% to 10% JA damage
Flash Guard: 10% to 20% Strike & Range Resist and 1% to 15% Tech Resist (Tech has delayed growth, going 1,2,3,4,5,7,9,12,15)
Step Advance: 0.11 to 0.20 seconds
Fury Stance: +20% damage at level 10 (deal with it)
Fury Critical: +10% to +20% crit rate
War Cry: 15 to 30 second duration, 120% to 200% hate, still 30 second cooldown
Massive Hunter: 20 to 35 Second Duration, 90 Second cooldown, no damage resistance
Iron Will: 35% to 75% chance to survive with 1 hp, unless you have 1 hp
Guard Stance: Same as now
Absorption: Same, just 5 SP less to max
Automate Halfline: 40% to 100% chance to automatically use a mate at 50% hp
New Skills:
Spoiler!
Block-related Skills:
Normal Guard PP Save: Normal Guard PP cost reduced from 10 to 5/3/1
Just Guard Buff: Just Guarding applies one Shifta & Deband pulse (S&D 16, 20 seconds duration, stacks infinitely)
Just Guard Bonus: When Just Guarding you recover 1% to 7.5% HP and 5% to 15% PP
Fury-related Skills:
Gear Blast Bonus: Each gear bar grants +10% to +25% to PB Gauge fill rate [and damage?] (Fury Stance not required to be active)
Fury Charge Speed Up: -5% to -20% charge time for all chargeable attacks (PAs, Techs, Normals) during Fury Stance
Fury Gear Boost: +25% to +30% gear gained during Fury Stance
JA PP Save: -10 to -15% PP cost for all PAs & techs (Fury Stance not required to be active)
War Cry Skills:
Warzone: A field is projected around the player applying hate to nearby enemies continuously (1sp is low hate & the size of uncharged zondeel, 5 sp is medium hate & the size of territory burst charged zondeel)
En Garde: While holding a melee weapon, the enemy you target lock will feel Warzone's hate at any range
Massive Hunter Skills:
Resilient Pumper: Hyper armor during all fistpumps (Massive Hunter not required to be active)
Fast Pumper: All fistpumps animations are faster (Massive Hunter not required to be active)
Massive Charger: While Massive Hunter is active, charging an attack pauses Massive Hunter's countdown until attack is prepared
Iron Will Skills:
Sturdy Hunter: When at 100% to 95% hp Iron Will will always proc (Variance only because switching weapons with different affixes will change your max HP, but will leave that HP unhealed)
Guard-related Skills:
Status Tolerance: SE effects (shock's knockdown, freeze's...freeze, burn/poison's damage, etc.) have a 30-70% chance to do nothing to you (Guard Stance not required to be active)
Guard Time Bonus: When Guard Stance is active Massive Hunter, War Cry, and Never Give Up last 25-100% longer
Guard Gear Boost: When Guard Stance is active taking damage raises gear similar to how Mechgun gear is reduced (no flinch = small, flinch = medium, knockdown = large) (I can't base gains off of damage since better tanks take less damage)
Hated Hunter: +25% to +80% to all Hate (Yes, that includes War Cry & all of its related skills) (Guard Stance not required to be active)
Goals:
Flesh out concepts, make sure things meet expectations
Allow players to choose the combinations of skills they want
Make sure things are able to be combined effectively
Reward specialization, but not too much
Make skills that can combine well with other classes
I focused on separating active or functional skills, so that you can pick and choose what you want and don't want in any combination (Maybe you want a glass cannon that won't be 1shotted, maybe you want offense with war cry, I don't know). Skills are good at 1 SP, and get better as you invest. Skills that shouldn't get better than a certain point (e.g. iron will), but don't warrant 10 sp for that point (e.g. iron will), are reduced to 5 SP. They usually expand into at least one additional skill that complements the parent skill. Handling JA Bonus sucked because Guard Stance users need a source of damage, but JA Bonus shouldn't be too powerful, and I don't really think 10% is worth 10 sp if it's unable to achieve the current +~100% damage (all combined multipliers reach +~60%). I want that extra SP to be spent on utility skills, the class should be about options and versatility.
There are some skills that are in Guard or Fury that I feel should be bonuses for players using those stances, but still available to users of the opposing stance if they want to invest for them. If someone really really really wants to do Fury, War Cry, and Hated Hunter for max aggro I won't tell them not to, but they won't get other goodies if they do it.
I had other ideas, but most of them would be better suited to other classes. Maybe I'll get around to those.
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