Hello everyone,
Today i will tell you everything i know about wild hunters (Gonna leech some stuff too )
Ok so let's begin with ....
How to become a wild hunter:
First thing to do is to create a citizen character first,
Reach level 10 and check the light bulb on the left side of your screen.
You will find a quest with [Job Advancement]
Accept it then go to eldestin and finish your job the regular way
The Pros & Cons:
Pros:
You gain a mount, the jaguar, starting level 10 and choose what color it is.
Extremely high mobility (160% base speed and practically flash jump at first job advancement).
Access to skills and potions while on the mount.
Strong attacks in general, both in singular and multiple, at end-game.
Inherently gain long-ranged attacks.
High base critical rate.
Higher base hit and mana points in comparison to the other archer classes.
2 Attacking summons, Wild Trap being especially useful in luring away monsters.
With excellent control, you can use rush skills that work on bosses.
Cons:
Poor 1v1 damage early-game.
While on mount, arrow-related attacks have a start-up duration. During these start-up durations, the attacks do not lock onto targets unlike other classes, where the attacks immediately lock on upon the attack's activation. This makes them more susceptible to ksing from attacks that cover large areas of the map at once.
Stuck with training with only one attack for the majority of the first two job advancements. This style may even carry on throughout the rest of your Wild Hunter career depending on your style.
Main second job advancement attack has a straight-line trajectory so while on mount, walk-shooting short monsters becomes an issue.
Extremely poor vertical range in general.
May require good control in order to optimally use all of the skills offered because most of them don't synchronize.
Summons cannot do critical hits.
Our puppet does not have a defense formula like the rest of the bowmen class and therefore lasts significantly shorter if under heavy damage. It being unaffected by avoidability boosts (such as Jaguar-oshi's avoidability boost) does not help in this aspect.
Your rush skills have a % success rate based on the knock-back % on your bow. Your long-ranged rush is only reliable if you are extremely consistent in jump-attacking and your short-ranged rushes put you at risk of taking touch-damage that you can't afford at later levels.
2-Ability points build:
Regular Strength
For this build, you simply press the "Auto-Assign" button every time you level up (Unless you are wearing strength boosting gear). Your total base strength should equal your current level.
Pros:
All equipments Wild Hunters can wield are accessible.
Highest weapon defense among all of the builds.
Cons:
Lower potential damage in general compared to the other two builds.
Forced to keep equipment up to date every 5-10 levels in order to train at a moderate rate.
Low Strength
For this build, your base strength is anywhere below regular strength and is made up through strength-boosting armors. The lower you cap off your strength, the more overall funding you require to make up that strength in your armors.
Pros:
Overall higher potential damage than the regular strength build.
With enough strength boosting equipments, the same equipment freedom offered by the regular strength build is attainable.
Cons:
Without proper strength boosting equipments, which end up becoming quite expensive, wield-able equipments are restricted.
Lower weapon defense compared to regular strength build.
Strengthless
For this build, all ability points go directly to dexterity starting level 10. This build, unlike low strength which can also have 4 base strength, is not centralized on making up that base strength through your armor. You rely on extremely good strengthless weapons.
Pros:
With enough funding on your strengthless end-game weapon, this build can produce the highest potential damage out of all of the builds.
During leveing, the other two ability point builds are readily available.
Cons:
The funding for the end-game weapon is enormous.
Lowest weapon defense among all of the builds.
Credits:
@me
@Trinityblast (from basilmarket for some info)
Today i will tell you everything i know about wild hunters (Gonna leech some stuff too )
Ok so let's begin with ....
How to become a wild hunter:
First thing to do is to create a citizen character first,
Reach level 10 and check the light bulb on the left side of your screen.
You will find a quest with [Job Advancement]
Accept it then go to eldestin and finish your job the regular way
The Pros & Cons:
Pros:
You gain a mount, the jaguar, starting level 10 and choose what color it is.
Extremely high mobility (160% base speed and practically flash jump at first job advancement).
Access to skills and potions while on the mount.
Strong attacks in general, both in singular and multiple, at end-game.
Inherently gain long-ranged attacks.
High base critical rate.
Higher base hit and mana points in comparison to the other archer classes.
2 Attacking summons, Wild Trap being especially useful in luring away monsters.
With excellent control, you can use rush skills that work on bosses.
Cons:
Poor 1v1 damage early-game.
While on mount, arrow-related attacks have a start-up duration. During these start-up durations, the attacks do not lock onto targets unlike other classes, where the attacks immediately lock on upon the attack's activation. This makes them more susceptible to ksing from attacks that cover large areas of the map at once.
Stuck with training with only one attack for the majority of the first two job advancements. This style may even carry on throughout the rest of your Wild Hunter career depending on your style.
Main second job advancement attack has a straight-line trajectory so while on mount, walk-shooting short monsters becomes an issue.
Extremely poor vertical range in general.
May require good control in order to optimally use all of the skills offered because most of them don't synchronize.
Summons cannot do critical hits.
Our puppet does not have a defense formula like the rest of the bowmen class and therefore lasts significantly shorter if under heavy damage. It being unaffected by avoidability boosts (such as Jaguar-oshi's avoidability boost) does not help in this aspect.
Your rush skills have a % success rate based on the knock-back % on your bow. Your long-ranged rush is only reliable if you are extremely consistent in jump-attacking and your short-ranged rushes put you at risk of taking touch-damage that you can't afford at later levels.
2-Ability points build:
Regular Strength
For this build, you simply press the "Auto-Assign" button every time you level up (Unless you are wearing strength boosting gear). Your total base strength should equal your current level.
Pros:
All equipments Wild Hunters can wield are accessible.
Highest weapon defense among all of the builds.
Cons:
Lower potential damage in general compared to the other two builds.
Forced to keep equipment up to date every 5-10 levels in order to train at a moderate rate.
Low Strength
For this build, your base strength is anywhere below regular strength and is made up through strength-boosting armors. The lower you cap off your strength, the more overall funding you require to make up that strength in your armors.
Pros:
Overall higher potential damage than the regular strength build.
With enough strength boosting equipments, the same equipment freedom offered by the regular strength build is attainable.
Cons:
Without proper strength boosting equipments, which end up becoming quite expensive, wield-able equipments are restricted.
Lower weapon defense compared to regular strength build.
Strengthless
For this build, all ability points go directly to dexterity starting level 10. This build, unlike low strength which can also have 4 base strength, is not centralized on making up that base strength through your armor. You rely on extremely good strengthless weapons.
Pros:
With enough funding on your strengthless end-game weapon, this build can produce the highest potential damage out of all of the builds.
During leveing, the other two ability point builds are readily available.
Cons:
The funding for the end-game weapon is enormous.
Lowest weapon defense among all of the builds.
Credits:
@me
@Trinityblast (from basilmarket for some info)