How you arrange the Hunter skill tree will depend on what weapons you plan on using. The general plan for this is that you take the skills for the weapon(s) you want to use then put the extra SP into Flash Guard and Hunter Physique in that order.
If you’re pressed for SP and are curious about what’s skippable, read the skill descriptions below this part first. Short Cycle is not mandatory and up to your preference, but if you are maining wires then I HIGHLY recommend level 4.
Here’s what it would look like if you wanted to use all of Hunter’s weapons (but usually people settle on 2 weapons). If you don’t have a clue what you’re doing or have any uncertainties, please use this:
Uses 47/47 SP. Keeps all options open and you only miss out on 5% damage reduction + some Short Cycle. Some optional choices to leave out for more SP would be War Cry (garbage), Partisan Attack Extra (also bad), and Slow Landing Charge (situational).
Next, some (hopefully) not too boring conjecture on what the skills do for Wired Lance. Tried to include information about what the skills don’t tell you rather than just rehearsing the description that’s already in the game.
Unlocks the ability to use the rest of your attacks. Wired Lance is unplayable without this.
Extending wires during weapon action will count as a guard. This will trigger Wired Anchor Strikeback and we’ll get to that in a moment.
These 4 will all go towards a parrying mechanic called avenger. Hunters can use it to deal 1.5x more damage and, if timed perfectly, also avoid taking damage. To use this you need to attack right at the moment that you get hit. Getting an avenger and getting a perfect parry are 2 different things. You can avenger but not parry if your timing is a little off.
Great ability that powers up the weapon actions of Wired Lance after triggering avenger with any weapon. Weapon actions will also do 1.5x damage! Can’t be stored or carried around so you’ll have to make use of it immediately following an avenger skill. No visual effect either unfortunately because Sega is too lazy to put any effort into class skills.
Pretty sure it’s supposed to say Range Correction and the guys doing the localization haven’t graduated from preschool yet.
All avenger attacks will be considered to be at “critical distance” and deal 1.2x damage regardless of how close or far you are from the target.
Blocking an attack with weapon action will store an avenger and apply it to your next Wired Lance skill. Strikeback has some properties to make note of:
There is no time limit. You can hold an avenger forever until you use it.
Sword and Partisan skills will not become avenger boosted and they will not waste the stored avenger. You can keep the avenger stored until a boss is downed then unload for real power.
Dying will delete your avenger.
Swapping weapons will delete your avenger but swapping to the same weapon on a different palette will not.
Get saved from death once every 3 minutes. If this triggers you’ll have a period of invincibility for a while. During that period you can’t avenger anything, but you CAN still use step counters.
Passive damage reduction that is always in effect. No drawbacks.
Tank mode! Less damage and no knockback at all. Also protects from the ⚡shock⚡ status. Extra SP here does not increase the duration or lower the cooldown. Honestly, level 1 is practically as good as level 5.
After Hunter Physique expires, a barrier is applied to you when using any photon arts. The barrier lowers the damage you take and prevents knockback, but will disappear after 3 hits (at max level).
Short Cycle reduces the cooldown of Hunter Physique but the duration will also be lower. The purpose of this is not to gimp physique but to help you get your Extra Shield back faster.
I recommend setting this to level 4 (60s cooldown, 10s uptime) because it covers the full duration of a Wire side weapon action.
A skill used to piss off your Fighter teammates increase the threat you accumulate on enemies, making them more likely to target you. Most effective at the start of an encounter. It is very tough to surpass the threat accumulated by other players when you hop into a fight much later. I find that this usually pulls aggression for at least 1 attack from the enemy, even if you don’t carry much threat.
War Cry doesn’t guarantee that the enemy will target you the whole time even if you have the most threat. This happens because some enemy attacks only target players that are a certain distance away. Don’t worry though, using War Cry another time will get their attention again.
Legit use cases for this are few and far between and 90%+ of the time you’re griefing by even casting War Cry at all. It makes sense to cast when ranged players somehow hold aggro or when you’re in a room of randoms that are presumably as capable as the NPC’s.
…But between you and me it is hilarious to screw with the field gigas and check out some reactions so you should learn it if only for that
This will slow the speed that Hellish Fall descends at while charging. This is a situational skill that helps you when fighting enemies high above the ground but is also a detriment because it nerfs your Encore Jump ability (see add-ons if you have no idea what I'm talking about.) There are more situations where it’s helpful than not so I do recommend taking it if you're uncertain.
This would skip us over to normal 3 or 4 after using 2 of the same skills in a row or 2 different skills in a row. Another Arts Skip barely gets used anymore for Wired Lance but it is better to have than not. Keep note that this breaks and doesn’t work if you use anything on your subpalette (heal, war cry, etc,).
Taking this will allow you to use normal 4 after normal 3. When this skill is learned, Another Arts Skip will bring you to normal 4 instead of normal 3.
This skill has been buffed on 3 different occasions and it still sucks. Although nowadays it's at least good enough to be worth 1 SP.
Normal 4 is stronger than the other normals and recovers most PP but it's slower than Christmas. It will be a final resort to recover PP when the bar has been almost completely emptied.
An active ability you can cast from the subpalette. It's a powerful 2-hit attack with massive range. More importantly, it's also a near-instant gap close and a 40 PP restore on hit.
It's very much like the Photon Blast in that you'll need to fill a gauge by attacking enemies before you can use it. The rate that it fills at is based on a hidden value known as enemy cost. Without going too deep into this, all you need to know is that it fills faster on boss/large enemies and slower on mobs/small enemies.
The bar goes up when attacking with Wired Lance moves ONLY. That means if you main Sword or Partisan and sub Wires you're not likely to cast this often.
Does nothing for Wired Lance. Required for Sword though.
All of this is for Partisan only and doesn’t do anything for Wired Lance.
This only has effects for Sword. Wired Lance guard and avenger automatically blocks from all sides already so this is strictly for guarding with a Sword.
Hunter doesn’t make any use out of off-class weapons outside of Talis/Rod for lazy people who want to watch a TV show while mobbing. Instead, subclasses are taken for the passive boosts they give.
The standard pick is going to be Slayer for almost every mission for the +5% critical hit rate. However, there are a few uncommon situations where you might want Force, Bouncer, or something else. I recommend swapping subclasses depending on what content you are playing.
Slayer subclass is usable everywhere because it’s free damage with no downsides.
Uses 30/47 SP. Makes use of only those 3 skills.
Free 3% critical rate boost that is always in effect with no drawbacks at all.
An additional 2% critical hit rate boost, but this time it only applies when fighting boss enemies. Bossing will be the majority of the game so you’ll have it most of the time.
Gives you back 2 PP after a critical hit with a 1 second cooldown. Nothing to get excited about but free PP is free PP.
Force is usable in areas that are heavily based on mobbing smaller enemies. Usually the go-to pick for farming combat zones or other lame and boring ventures.
Uses 22/47 SP. Only these 4 skills are required but you can raise that whole bottom row and other random stuff to increase BP.
Increases natural PP recovery by 60%. That refers to the PP that comes back on its own overtime while you’re normal attacking or doing nothing.
Lose 20% of your HP to get 600% natural PP recovery. Fills your entire bar in about 2 seconds.
An extra use of PP conversion.
Killing enemies restores 5% of your PP. Allows for nearly infinite PP in stacked PSE Bursts.
Bouncer is a niche pick that works for missions where you need to down the boss sooner rather than later or there are a bunch of breakable parts right at the start of the mission. For now this is mostly reserved for Dark Falz Solus but you may find it helpful in other content at times.
Uses 20/47 SP. Feel free to raise all that other random stuff for BP if you want.
Increases physical down buildup by 15% on all your attacks. Not super impactful but maybe you might get a down a little earlier than later.
Damage dealt is increased by 1% and damage taken is reduced by 2% for every enemy part destroyed. Caps out at 3% damage and 6% reduction when 3 parts are destroyed. Applies against the target until it dies.