Post by Robot on Apr 24, 2017 18:05:23 GMT
Overview: Hunter is the third class in PTU 1.05's Combat set. It's sort of a more interactive Rider if you give it some thought, and the two pair surprisingly well together as the preferred for each class seems to be a Melee/Attack focus. Hunter is designed on offering party support by providing an accuracy bonus or a little bit of damage on every attack. It requires a basic understanding of positioning and favors defensive spreads since the Pack Hunt triggers do Tick damage and aren't reliant on stats, and the teamwork bonus is also reliant on being in your opponent's face.
Pros
-Strong ability to inflict temporary statii like Flinch and Slow, giving the class a lot of speed and positioning control.
-Added action economy in the form of additional attacks of opportunity and Pack Hunt tick damage.
-Action economy light, very very light.
-Great team support.
-Speed Tags.
Cons
-AP Expensive.
-Adds to a Pokemon's ability to deal damage through action economy and additional AoOs but encourages defensive spreads due to positioning. Ideally a Pack Hunt or Teamwork mon is nestled between as many enemies as possible to take advantage of it's 3 AoOs per round, but defensive spreads won't do much with the DB 4 struggle attacks plus a tick of damage from Pack Hunt, if both even hit.
-Likely has a hate-on for spread out ranged fights, or solo duels. Doesn't function at all in standard League format unless it's doubles+ battles.
Base Feature: Give yourself Pack Hunt or Teamwork. Like your Pokemon, your trainer is capable of doing a little bit of work in a lot of ways, but it's position dependent. Depending on how ham you're willing to go, and the rest of your class build, this can be an absolutely awful thing for a trainer to have as it requires adjacency.
Pack Tactics: Your Pokemon gains one of the two abilities your trainer had access to, but isn't restricted to the one you chose earlier. Costs 2 TP, and is the core to the entire class. The general pros and cons to this feature have already been gone over, but it's basically required.
Surprise!: Encourages your trainer to be full combat, or at least partial combat. Synergies well with a lot of melee combat classes such as Martial Artist, Rogue, Tumbler, and especially Marksman given the next feature. If your two attacks hit, you get the benefit of an added flinch costing action economy pre-playtest, or making the target vulnerable and forcing them to lose initiative post. Since it's the better option of two dice, any trainer oriented critical build benefits well from this.
Hunter's Reflexes: Removes the con of your trainer having to be in the thick of things with their Pokemon in order to personally trigger it's abilities. Allows you to benefit from Surprise! using ranged weapons, and grants you and your Pokemon three attacks of opportunity per round. Hunters Reflexes is a 'safety' pick, but is far too amazing when paired with Surprise! and Marksman. It can be optional, depending on the rest of your build.
Finisher: Adds 5 Damage against Pokemon that are afflicted by a series of extremely uncommon and temporary side effects, which is more limiting then Dark Ace's stratagem. Personally I'd leave this, even if you have a pair of features that inflict the correct statuses. Shy of the odd Pokemon with Arena Trap, your +5 Damage is going to come around a few times a fight if you're lucky, and doesn't feel like it's worth the feat investment to me.
Don't Look Away: Is extremely rude when paired with Pursuit. Your Pokemon lands an attack of opportunity and slows your opponent for one round, does an extra tick of damage, and depending on your GM's definition of 'retreating' then nyooms after your chosen target. Don't Look Away is pretty great for staying on top of someone, and can be used as long as you have AP for it. It is great for pseudo-tank builds against Attack focused Pokemon, as it greatly reduces their ability to reach targets.
Pack Master: Provides some small static bonuses to the abilities you and your Pokemon provide. Most importantly, it allows ranged attackers to benefit from Teamwork, and presents a giant flashing weakpoint light on anyone you happen to be standing near.
Pros
-Strong ability to inflict temporary statii like Flinch and Slow, giving the class a lot of speed and positioning control.
-Added action economy in the form of additional attacks of opportunity and Pack Hunt tick damage.
-Action economy light, very very light.
-Great team support.
-Speed Tags.
Cons
-AP Expensive.
-Adds to a Pokemon's ability to deal damage through action economy and additional AoOs but encourages defensive spreads due to positioning. Ideally a Pack Hunt or Teamwork mon is nestled between as many enemies as possible to take advantage of it's 3 AoOs per round, but defensive spreads won't do much with the DB 4 struggle attacks plus a tick of damage from Pack Hunt, if both even hit.
-Likely has a hate-on for spread out ranged fights, or solo duels. Doesn't function at all in standard League format unless it's doubles+ battles.
Base Feature: Give yourself Pack Hunt or Teamwork. Like your Pokemon, your trainer is capable of doing a little bit of work in a lot of ways, but it's position dependent. Depending on how ham you're willing to go, and the rest of your class build, this can be an absolutely awful thing for a trainer to have as it requires adjacency.
Pack Tactics: Your Pokemon gains one of the two abilities your trainer had access to, but isn't restricted to the one you chose earlier. Costs 2 TP, and is the core to the entire class. The general pros and cons to this feature have already been gone over, but it's basically required.
Surprise!: Encourages your trainer to be full combat, or at least partial combat. Synergies well with a lot of melee combat classes such as Martial Artist, Rogue, Tumbler, and especially Marksman given the next feature. If your two attacks hit, you get the benefit of an added flinch costing action economy pre-playtest, or making the target vulnerable and forcing them to lose initiative post. Since it's the better option of two dice, any trainer oriented critical build benefits well from this.
Hunter's Reflexes: Removes the con of your trainer having to be in the thick of things with their Pokemon in order to personally trigger it's abilities. Allows you to benefit from Surprise! using ranged weapons, and grants you and your Pokemon three attacks of opportunity per round. Hunters Reflexes is a 'safety' pick, but is far too amazing when paired with Surprise! and Marksman. It can be optional, depending on the rest of your build.
Finisher: Adds 5 Damage against Pokemon that are afflicted by a series of extremely uncommon and temporary side effects, which is more limiting then Dark Ace's stratagem. Personally I'd leave this, even if you have a pair of features that inflict the correct statuses. Shy of the odd Pokemon with Arena Trap, your +5 Damage is going to come around a few times a fight if you're lucky, and doesn't feel like it's worth the feat investment to me.
Don't Look Away: Is extremely rude when paired with Pursuit. Your Pokemon lands an attack of opportunity and slows your opponent for one round, does an extra tick of damage, and depending on your GM's definition of 'retreating' then nyooms after your chosen target. Don't Look Away is pretty great for staying on top of someone, and can be used as long as you have AP for it. It is great for pseudo-tank builds against Attack focused Pokemon, as it greatly reduces their ability to reach targets.
Pack Master: Provides some small static bonuses to the abilities you and your Pokemon provide. Most importantly, it allows ranged attackers to benefit from Teamwork, and presents a giant flashing weakpoint light on anyone you happen to be standing near.