darkrangeresp
Member
I started a humar this weekend and upon reaching the hard difficulty I joined a party. We had 2 hucasts, an Racast and me. The people I was playing with were very polite, but I could tell by their comments they were perplexed by my choice of class. Most hunters you see in PSO are either a hucast for their multitude of traps and high ATP cap or a Hunwearl for their support techs. The humar is kind of a middle ground between them, but worse than both in most people's opinions. I wanted to do a discussion about why I chose a humar and give a little more insight into the class.
Before I start, please let me say that I am not claiming the humar is better than the Hucast or Hunewearl. All the classes in this game are relatively balanced. Each has their strengths and weaknesses. It comes down to what you want out of the character and your play style. I am simply looking at the Humar from a different perspective and offering some insight into an alternate way to play him.
Comparing the Brutes:
Most players look at the humar and see him as a hucast who traded in 200 ATP and traps for resta. Once you reach the level 140+ range most of the humars I see stop using their resta and rely on mates to heal instead. So, most players view the hucast as the supieor class. Let's take a look at the two of them.
The hucast gets another 342 hp and another 22 def. He also gets a 30% boost to confuse, freeze and paralyze specials but takes a 30% penalty to demons. The humar gets another 9 ata and 96 evade. Additionally, he has better demons do to no penalty and better hell because of the extra 9 ata. However, none of these statistics makes a real difference in the grand scheme of things. The Hucast can take another hit and there are work around for the special attacks on both sides. Likewise the 9 ata isn't that big of a disadvantage.
The two things that make the biggest differences are what normally determine which class you choose. The hucast gets another 243 atp and 20 of each of his traps. The traps are great for stopping a whole room of enemies and if you have anyone with support techs in the party, that ATP difference really gets magnified. The humar gets his 732 MST and level 15 techniques excluding; shifta, deband, grantz and reverser. Generally, by the end of the hard difficulty even if you are maxed out, his weapons will out damage his attack techniques. His jellen and zalure are short range, and by level 140 it takes 3 to 5 restas to fill your hp line. Generally, by that point most humars start using mates to heal in parties because resta is an inconvenience during a fight. So, most players generally go for the hucast over the humar.
If you want to compare the Hunewearl, both other hunters trump her in everything but Mind. It comes down to whether you want her support block or not.
Why consider the Humar:
While the above comparison clearly favor the hucast at level 200, it's a long road getting there. One of the things a lot of players forget is that the humar is a human. This means he gets 250 materia to the hucasts 150. In terms of maxing stats, it doesn't matter much, but the extra 100 mats makes the humar more flexible. If you have 100 pow mats at level 1, then the humar will have higher atp than the hucasts until level 144 and the difference isn't significant until level 170. This is because the hucast won't eat more than 50 to 65 pow mats depending on the units you are using to max his atp. The Humar can always overeat on pow mats and have mind on his final mag.
The main consideration however, comes down to the other dominant attributes. The humar's TP line against the Hucasts traps and extra ATP. Traps are extremely useful, especially on ultimate. However, resta is a nice convince on the lower difficulties and when you are soloing. You can fill your hp line between waves. This means you can be a little more aggressive in your play style and don't have to pipe to town for mates as often. Ryuker also means you don't have to carry telepipes, but this slot is usually filled by fluids.
The Humar's attack techniques are not really practical from the VH difficulty on. However, they are situationally useful. Gifoie can stop a charge, gizonde can stun lock volt opt 1, and rabarta can stun lock and freeze enemies if you spam it. His fioe can also hurt Falz's 3rd form when it puts up the ant physical shield. Otherwise, rafoie is nice to open boxes or exp tag stuff. But these are all situational and inferior to the hucasts traps.
Putting the TP bar to work:
This is the area while I prefer the humar to the hucast. I figure if I am going to play a humar it pays to take advantage of the one major attribute they have over the robots. A lot of players forget the humar has jellen and zalure. At level 15 they are short range, but they are quite effective. Jellen will often make the difference between shrugging a hit and getting knocked down. Zalure is strong enough to bridge the gap between the classes ATP. I know you can build sranks with better levels of the techs, but that means fewer inventory slots, and juggling weapons awkwardly if you want to use them often. If you have casts in your party, then they get to do even more damage. These techs are very helpful against any boss they work on. If you have a better support character in the party, these are less useful. However, not all forces, ramarls and huneys j/z with any frequency. So, it lets me do it myself rather than ask another player.
Resta is nice to have, even if you have another healer in the party. While mates heal faster, resta heals everyone. This means, I can restore some hp to a team mate without having to spend 5000 mesetta to do it. While a humar's resta isn't overly strong, it will give back 400+ hp if you have high mst. This is enough to buy your team mate another hit until they can use a mate or reach the force. Likewise, level 5 anti is a godsend. I can get confuse and stun off of myself instead of burning a sol atomizer. More importantly, I can get then and stun off my team mates conserving those resources for when they are really needed. I have been in a lot of parties on this and other servers where I am the only thing that isn't a cast. When I find myself in that situation, the humar is strong enough to cover the support role for the party.
There are two other little convinces that come with having MST. The first is spirit weapons. These let me pummel something without leaving myself one hit from death. The second is the holy ray. If you have one with the same hit as a hucasts arrest raygun. It will actually have a higher probability of paralyzing an opponent and it has the range of a rifle. Not the biggest deal, but a nice little bonus none the less. Although the 680 mst requirement can be a resource hog at lower levels.
Well, that wraps up the humar in a nutshell. If you are looking to simply deal the most damage, the hucast wins that war. However, the humar's techniques and tp bar open up some interesting options. It really comes down to the role you want to play in a group and your personal preferences. Thanks for reading.
darkrangeresp
Before I start, please let me say that I am not claiming the humar is better than the Hucast or Hunewearl. All the classes in this game are relatively balanced. Each has their strengths and weaknesses. It comes down to what you want out of the character and your play style. I am simply looking at the Humar from a different perspective and offering some insight into an alternate way to play him.
Comparing the Brutes:
Most players look at the humar and see him as a hucast who traded in 200 ATP and traps for resta. Once you reach the level 140+ range most of the humars I see stop using their resta and rely on mates to heal instead. So, most players view the hucast as the supieor class. Let's take a look at the two of them.
The hucast gets another 342 hp and another 22 def. He also gets a 30% boost to confuse, freeze and paralyze specials but takes a 30% penalty to demons. The humar gets another 9 ata and 96 evade. Additionally, he has better demons do to no penalty and better hell because of the extra 9 ata. However, none of these statistics makes a real difference in the grand scheme of things. The Hucast can take another hit and there are work around for the special attacks on both sides. Likewise the 9 ata isn't that big of a disadvantage.
The two things that make the biggest differences are what normally determine which class you choose. The hucast gets another 243 atp and 20 of each of his traps. The traps are great for stopping a whole room of enemies and if you have anyone with support techs in the party, that ATP difference really gets magnified. The humar gets his 732 MST and level 15 techniques excluding; shifta, deband, grantz and reverser. Generally, by the end of the hard difficulty even if you are maxed out, his weapons will out damage his attack techniques. His jellen and zalure are short range, and by level 140 it takes 3 to 5 restas to fill your hp line. Generally, by that point most humars start using mates to heal in parties because resta is an inconvenience during a fight. So, most players generally go for the hucast over the humar.
If you want to compare the Hunewearl, both other hunters trump her in everything but Mind. It comes down to whether you want her support block or not.
Why consider the Humar:
While the above comparison clearly favor the hucast at level 200, it's a long road getting there. One of the things a lot of players forget is that the humar is a human. This means he gets 250 materia to the hucasts 150. In terms of maxing stats, it doesn't matter much, but the extra 100 mats makes the humar more flexible. If you have 100 pow mats at level 1, then the humar will have higher atp than the hucasts until level 144 and the difference isn't significant until level 170. This is because the hucast won't eat more than 50 to 65 pow mats depending on the units you are using to max his atp. The Humar can always overeat on pow mats and have mind on his final mag.
The main consideration however, comes down to the other dominant attributes. The humar's TP line against the Hucasts traps and extra ATP. Traps are extremely useful, especially on ultimate. However, resta is a nice convince on the lower difficulties and when you are soloing. You can fill your hp line between waves. This means you can be a little more aggressive in your play style and don't have to pipe to town for mates as often. Ryuker also means you don't have to carry telepipes, but this slot is usually filled by fluids.
The Humar's attack techniques are not really practical from the VH difficulty on. However, they are situationally useful. Gifoie can stop a charge, gizonde can stun lock volt opt 1, and rabarta can stun lock and freeze enemies if you spam it. His fioe can also hurt Falz's 3rd form when it puts up the ant physical shield. Otherwise, rafoie is nice to open boxes or exp tag stuff. But these are all situational and inferior to the hucasts traps.
Putting the TP bar to work:
This is the area while I prefer the humar to the hucast. I figure if I am going to play a humar it pays to take advantage of the one major attribute they have over the robots. A lot of players forget the humar has jellen and zalure. At level 15 they are short range, but they are quite effective. Jellen will often make the difference between shrugging a hit and getting knocked down. Zalure is strong enough to bridge the gap between the classes ATP. I know you can build sranks with better levels of the techs, but that means fewer inventory slots, and juggling weapons awkwardly if you want to use them often. If you have casts in your party, then they get to do even more damage. These techs are very helpful against any boss they work on. If you have a better support character in the party, these are less useful. However, not all forces, ramarls and huneys j/z with any frequency. So, it lets me do it myself rather than ask another player.
Resta is nice to have, even if you have another healer in the party. While mates heal faster, resta heals everyone. This means, I can restore some hp to a team mate without having to spend 5000 mesetta to do it. While a humar's resta isn't overly strong, it will give back 400+ hp if you have high mst. This is enough to buy your team mate another hit until they can use a mate or reach the force. Likewise, level 5 anti is a godsend. I can get confuse and stun off of myself instead of burning a sol atomizer. More importantly, I can get then and stun off my team mates conserving those resources for when they are really needed. I have been in a lot of parties on this and other servers where I am the only thing that isn't a cast. When I find myself in that situation, the humar is strong enough to cover the support role for the party.
There are two other little convinces that come with having MST. The first is spirit weapons. These let me pummel something without leaving myself one hit from death. The second is the holy ray. If you have one with the same hit as a hucasts arrest raygun. It will actually have a higher probability of paralyzing an opponent and it has the range of a rifle. Not the biggest deal, but a nice little bonus none the less. Although the 680 mst requirement can be a resource hog at lower levels.
Well, that wraps up the humar in a nutshell. If you are looking to simply deal the most damage, the hucast wins that war. However, the humar's techniques and tp bar open up some interesting options. It really comes down to the role you want to play in a group and your personal preferences. Thanks for reading.
darkrangeresp