Portal: Nova/Hunter

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The Hunter (ハンター, Hu) Class is a melee-oriented class in Phantasy Star Nova. The Hunter class boasts a plethora of Striking-based weaponry and learns multiple Skills that bolster both survivability and offense, making them incredibly versatile and easy to handle. The Hunter's stat growth is skewed towards S-ATK, S-DEF, and HP.

Weapons

The Hunter can naturally wield five weapons: the Sword, the Partizan, the Knuckles, the Double Saber, and the Halo.

Sword

A large greatsword with impressive offensive capabilities. While slower than other weapons, the Sword makes up for it with its high-power Gran Arts, with the strength to cleave their way through the battlefield. This incarnation of the Sword is notably faster than its other counterparts, giving it speed and power rivaling trickier, offensively oriented weaponry.

The Sword can inherently use the Guard Weapon Action to defend against attacks. Blocking an attack with Guard vastly reduces damage taken while expending GP.

Partizan

A bladed spear known for its speed. What it sacrifices in raw power, it makes up for in range, speed, and utility, allowing the player to respond and adapt to battlefield situations while still pronouncing strength. This incarnation of the Partizan also packs high power Gran Arts up its sleeve, giving it strength to match its rapid play.

The Partizan can inherently use the Guard Weapon Action to defend against attacks. Blocking an attack with Guard vastly reduces damage taken while expending GP.

Knuckles

Gauntlets that cover the hands. While short-ranged, Knuckles are capable of fast, hard-hitting strikes that break down even the toughest of enemies. This is complemented by their rapid movement and approach options on the battlefield, easily allowing them to get up close and personal and lay the smackdown on foes.

The Knuckles can inherently use the Sway Weapon Action. Using Sway creates a brief window of invincibility through which the player can evade attacks.

Double Saber

A saber tipped with blades on both ends. A close-ranged weapon in similarity to the Knuckles, the Double Saber sets itself apart with wide, hard-hitting attacks that can hit all targets around itself, allowing the Double Saber to shine in both single-target and mobbing situations at once. While it is slower than the Knuckles, it has greater range and makes no sacrifice in terms of raw strength.

The Double Saber can inherently use the Guard Weapon Action to defend against attacks. Blocking an attack with Guard vastly reduces damage taken while expending GP.

Halo

A handheld device that creates rings of pure Gran that can be used by all Classes. An anti-Gigantes weapon developed by the Delta Valiant, the Halo is the only weapon capable of generating Ring Fields, areas of hard light that can be used to reach areas on Gigantes that are otherwise inaccessible. Aside from this, the Halo also possesses access to strong Technique-based Gran Arts and support abilities that make it far and away unique from any other weapon.

Skills

Name Level Required Effect
S-ATK Up I 18 Increases S-ATK by 25.
S-ATK Up II 28 Increases S-ATK by 50.
S-ATK Up III 52 Increases S-ATK by 100.
S-ATK Up IV 107 Increases S-ATK by 150.
S-ATK Up V 190 Increases S-ATK by 500.
S-DEF Up I 24 Increases S-DEF by 25.
S-DEF Up II 40 Increases S-DEF by 50.
S-DEF Up III 56 Increases S-DEF by 100.
S-DEF Up IV 113 Increases S-DEF by 150.
S-DEF Up V 185 Increases S-DEF by 500.
HP Up I 20 Increases HP by 100.
HP Up II 44 Increases HP by 200.
HP Up III 60 Increases HP by 300.
HP Up IV 120 Increases HP by 400.
HP Up V 195 Increases HP by 500.
Element Weak Strike 101 Increases the weak attribute's damage dealt
with Striking attacks by 60%.
War Cry 36 Active ability.
Attracts the attention of enemies.
Lasts 30 seconds, 60 second cooldown.
Just Guard 8 Nullifies damage when Guarding just
before the attack hits.
Fury Stance 48 Active ability.
Increases Striking damage by 20%,
Ranged by 10% and damage taken by 5%.
Lasts 900 seconds, 60 second cooldown.
Only 2 stances can be active at one time.
Guard Stance 32 Active ability.
Raises Striking Defense by 200 and
reduces all damage by 20%.
Lasts 900 seconds, 60 second cooldown.
Only 2 stances can be active at one time.
Armor Stance 140 Active ability.
For a period of time, prevent knockback
damage.
Lasts 360 seconds, 420 second cooldown.
Only 2 stances can be active at one time.
Brave Stance 64 Active ability.
Increases damage by 25% when attacking
enemies from the front.
Lasts 900 seconds, 60 second cooldown.
Only 2 stances can be active at one time.
Wise Stance 68 Active ability.
Increases damage by 35% when attacking
enemies from the rear.
Lasts 900 seconds, 60 second cooldown.
Only 2 stances can be active at one time.
Iron Will 76 When HP is 10% or lower, 30% chance to
survive with 1 HP when receiving damage
that would incapacitate you.
Steel Will 180 When HP is 10% or lower, 50% chance to
survive with 1 HP when receiving damage
that would incapacitate you.
Flash Guard 133 30% chance to nullify Striking and
Ranged damage.
Just Attack Bonus 150 Gain a 20% damage bonus upon performing
a Just Attack.
Automate Halfline 175 When HP is 50% or below, automatically
use a mate item on yourself.
Step 72 Step quickly in short distances.
However, it can not be set at the same
time with Mirage Escape and Dive Roll.
Step Attack 12 Makes it possible to attack during Step.
Guard 80 Defend against attacks from enemies.
Weapon Equip: Sword 84 Allows the use of Swords.
Weapon Equip: Partizan 88 Allows the use of Partizans.
Weapon Equip: Double Saber 92 Allows the use of Double Sabers.
Weapon Equip: Knuckles 96 Allows the use of Knuckles.
Sway 100 Lets you perform the Sway motion with
Knuckles.
S-ATK Convert 127 Active ability.
75% of your R-ATK and T-ATK is
converted into S-ATK.
Lasts 360 seconds, 420 second cooldown.
Only 2 stances can be active at one time.
Sword Mastery 170 Decreases the damage spread of Swords,
making their damage more consistent.
Partizan Mastery 160 Decreases the damage spread of Partizans,
making their damage more consistent.
Double Saber Mastery 155 Decreases the damage spread of Double Sabers,
making their damage more consistent.
Knuckle Mastery 165 Decreases the damage spread of Knuckles,
making their damage more consistent.
BURST Mastery 151 Increases the probability of
cross-Bursts. In addition, gain a 60%
damage bonus.
Striking Burst 200 Increases S-ATK by 40% and Gigantes
Blast gauge gain for a limited time.
Cannot be used simultaneously with
Shooting Burst or Tech Burst.