Old School Builds: HUmar/HUnewearl “Bait Build”

Madruck

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Greetings, everyone.

I don’t know how many people will be interested in this, but I wanted to talk about an old-school way I used to play Phantasy Star Online back in the Dreamcast days. I’ve been back on Ephinea for about a month now, and I haven’t really seen anyone playing this style, so I figured I’d write it up for older players who might remember it and newer players who might find it interesting.

First off, I’m a melee player. I’ve tried casting, and I respect people who enjoy it, but being a full spellcaster has never really been my thing. I’ve tried ranged too, and while I understand why people love Rangers, standing back and shooting for most of the run just doesn’t keep me engaged the same way.

What I’ve always loved about Hunters is the movement. You have to step in, dodge, reposition, commit to attacks, and manage danger up close. That active melee style is one of the reasons PSO stuck with me.

The build I wanted to bring back is something we used to call the Bait Build.

I am not claiming this was an official Sega term or some established modern meta term. It was more of an old player term for a role that existed before we really used words like “tank” the way later MMOs did. In old PSO guides, you can find similar ideas described as “Monster Roundup” or “pulling a train,” where one player acts as bait and gets monsters chasing them so the rest of the party can wipe them out. There were also old Hunter build descriptions that talked about a DEF Hunter as a “walking tank” or “wall.”

So while the exact name “Bait Build” may have been player slang, the idea itself was absolutely part of how people played.

The basic idea was simple:

You build a hard-hitting HUmar or HUnewearl who gives up some maximum damage potential in order to push survivability much higher.

In my mind, if you were looking at it like a class/build chart, the goal was something like 100% defensive potential while still keeping around 80–85% damage potential. You were not trying to be the highest damage dealer in the room. You were trying to be the melee player who could stand in front, take pressure, group enemies, and still hit hard enough to matter.

Here is the kind of situation where this build made the most sense.

Let’s say you are in Ultimate with two Rangers and a Force. The Force is keeping Shifta and Deband up, healing, and using support techs. The Rangers are doing Ranger things: Spread Needle, shots, crowd control, damage from a safe angle.

Your job as the HUmar or HUnewearl is to go in first.

Basically, you do the old “Leeroy Jenkins” thing, except with a purpose.

You run into the group, get enemies moving toward you, and pull them into a tighter pack. You become the thing they are reacting to. Once they are grouped up, the Rangers and Force can unload into a cleaner pile instead of chasing scattered enemies all over the room. Then you help clean up with a sword, partisan, slicer, or whatever multi-target weapon fits the situation.

The classic weapon idea for this was some kind of HP-stealing weapon, especially something like Chain Sawd with Gush. Chain Sawd is a multi-target sword with an HP-draining special, which is exactly the kind of weapon that made this playstyle feel good. You could be surrounded, take hits, swing into multiple enemies, and get some sustain back while the rest of the party burned everything down.

This is why I call it a proto-tank instead of a true tank.

PSO does not have taunts in the MMO sense. You are not locking aggro like a Warrior in later games. You are “tanking” through positioning, movement, enemy behavior, defense, HP, Resta, Jellen/Zalure when useful, and knowing when to commit or back out.

You are bait, not because you are useless, but because you are deliberately making yourself the center of the room so the party can work more efficiently.

Now, is this the fastest solo build? No. Not even close.

If your goal is pure solo speed or maximum damage, there are better options. HUcast is the obvious example. HUcast hits harder and has traps, and I am not pretending otherwise. But HUcast sustain depends heavily on items when there is no support around. On long runs, that changes how you play. HUmar and HUnewearl have access to Resta and other techniques, and that makes a big difference for this particular style.

For me, HUmar is where this build shines the most.

HUmar has strong attack power, good HP, solid accuracy, decent defensive stats, access to Hunter weapons, and enough technique utility to keep himself going. He does not have Shifta/Deband, he does not have traps, and he is not the king of crowd control. Modern Ephinea information is very honest about those weaknesses.

But that is also what makes this style interesting. You are leaning into HUmar’s balanced, self-sufficient melee identity instead of trying to pretend he is HUcast or Ranger.

HUnewearl can absolutely do a version of this too, and in some ways has better solo/support tools. But to me, the HUmar version always felt like the classic one: a hard-hitting human Hunter who can self-heal, take the front, and still put out respectable melee damage when supported by a proper team.

The build philosophy would be something like this:

  • Prioritize survivability more than most damage-focused Hunters would.
  • Keep enough ATP and ATA that you are still useful with real Hunter weapons.
  • Use HP materials, defensive investment, and gear choices intelligently.
  • Use Resta and HP-drain weapons to stay active longer.
  • Use Jellen/Zalure when it actually helps and when stronger support is not already covering it.
  • Play around enemy positioning instead of just chasing damage numbers.
  • Understand that your job is to make the room easier for the party, not to top every damage chart.
Again, I am not saying this is the modern Ephinea meta. I am saying this is an old-school team role that I remember very clearly, and one I think still has value if people understand what it is supposed to do.

It is not “max damage HUmar.”

It is not “solo speedrun HUmar.”

It is not “pretend HUmar is HUcast.”

It is a defensive melee HUmar/HUnewearl built to bait, gather, survive, and help the team erase grouped enemies.

I’d be curious if any older players remember this style, whether you called it “bait build,” “train pulling,” “DEF Hunter,” or something else entirely. And for newer players, maybe this gives you another way to think about Hunters beyond just chasing the highest damage setup.

For me, this is one of the things that made PSO special. The game never forced rigid MMO roles onto us, but players still found ways to create roles through positioning, teamwork, weapon choice, and experience.

That is what the Bait Build was to me.

References for the old terminology / modern mechanics:


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"humar can do a great job of running around and not contributing" is a level of cope i haven't seen before, nice
Replies like this are exactly what I come to expect from people who don't read the actual post. So you must have missed the part where I clearly laid out that I run in first to drawing the enemies into a tighter group and then going back in once they're in the group using a greatsword or other AOE melee weapon keeping them off other players.

Reading skills are hard I know, but thanks for the meme post.
 
While I could for sure see this being a thing back on GC/Dreamcast. I don't think it would go over too well in blue burst, especially with some of the mob density/composition on some of the BB quests. You could easily find yourself in a situation where you are hit by a projectile, then suddenly surrounded by the enemies you were grouping. Not to mention I think some of the other players in your party would have to be playing in more of an old school way as well (because of just how strong a DoB or Baranz Launcher can be, they basically wipe entire waves in 3 or less shots).
It is cool to see how some people played back in the day though, as I never really got to experience DC/GC online all that much.
 
While I could for sure see this being a thing back on GC/Dreamcast. I don't think it would go over too well in blue burst, especially with some of the mob density/composition on some of the BB quests. You could easily find yourself in a situation where you are hit by a projectile, then suddenly surrounded by the enemies you were grouping. Not to mention I think some of the other players in your party would have to be playing in more of an old school way as well (because of just how strong a DoB or Baranz Launcher can be, they basically wipe entire waves in 3 or less shots).
It is cool to see how some people played back in the day though, as I never really got to experience DC/GC online all that much.
Great reply Lantana. I can see some of your points, but I do still believe this can be viable depending on the quests you mention. You are right that being unlucky as you mention can happen, but I would say that circumstance you mention is not always common. What is more common is being swarmed, and being able to take multiple blows while you team is getting tissue papered because they have no survival to cast or attack is way more common. Being that one player who does 80-85% of everyone else's max damage yet surviving 3-4 times more being able to revive and heal has its own merits. Be well!
 
While I could for sure see this being a thing back on GC/Dreamcast. I don't think it would go over too well in blue burst, especially with some of the mob density/composition on some of the BB quests. You could easily find yourself in a situation where you are hit by a projectile, then suddenly surrounded by the enemies you were grouping. Not to mention I think some of the other players in your party would have to be playing in more of an old school way as well (because of just how strong a DoB or Baranz Launcher can be, they basically wipe entire waves in 3 or less shots).
It is cool to see how some people played back in the day though, as I never really got to experience DC/GC online all that much.
Nobody actually played this way except OP. Try to imagine how the game handled synchronizing players on a 56k/DSL connection compared to how it does now.

Old school unoptimized play was essentially the biggest ATP weapon was the best (outside of combo locked items.) Of course, Spread Needle was the exception and a staple. DoB largely ignored for things like Red Slicer, Flight Fan, Rainbow Baton, etc. Swords are cool and people use them. Partisans too, but their usage fell off pretty hard in V3 (well the game changed a lot from Imperial Pick days.) While Charge was unused by the unwashed masses, berserk was a surprisingly popular niche with Zanba/Musashi/Vise...don't think it was in V2 but not much experience there.

Some of the more adventerous types tried their hands at ... interesting S-ranks on V3. Zalure was rightfully recognized but then you had lads trying berserk sword and whatever Saber. Though you saw a lot of what you see today in regards to Needles and J-Cutters. Some semi-popular ones you don't see now are Berserk Twin/Swords, Gush Twin, and Kings Mech/Needle.
 
I've been thinking about this while spamming War of Limits 2 on the RBR this week. A lot of waves have like two Bootas in the back (band name) just chilling because we stopped short of their aggro range to do FO/DP. Having one person charge ahead to pull them closer probably would save us a bit of time, and that reminded me of "fishing" mobs back to camp in FFXI. Another nostalgia trip.

It seems niche and a bit off meta for most content in PSO, but that's cool and I like weird builds too. It's an RPG. If you want to play Paladin HUmar to match some head canon for your character, you do you. Surely there's room for that on a server with ~300 average online gamers.

A lot of words and contrastive reframes in the OP that admittedly have me checking out a bit these days. The meme quip did get a chuckle, but I missed this game on DC too so it was also fun to read about your experience as you remember it. Thanks for sharing, and good luck.
 
Nobody actually played this way except OP. Try to imagine how the game handled synchronizing players on a 56k/DSL connection compared to how it does now.

Old school unoptimized play was essentially the biggest ATP weapon was the best (outside of combo locked items.) Of course, Spread Needle was the exception and a staple. DoB largely ignored for things like Red Slicer, Flight Fan, Rainbow Baton, etc. Swords are cool and people use them. Partisans too, but their usage fell off pretty hard in V3 (well the game changed a lot from Imperial Pick days.) While Charge was unused by the unwashed masses, berserk was a surprisingly popular niche with Zanba/Musashi/Vise...don't think it was in V2 but not much experience there.

Some of the more adventerous types tried their hands at ... interesting S-ranks on V3. Zalure was rightfully recognized but then you had lads trying berserk sword and whatever Saber. Though you saw a lot of what you see today in regards to Needles and J-Cutters. Some semi-popular ones you don't see now are Berserk Twin/Swords, Gush Twin, and Kings Mech/Needle.
I literally provided a entire guide from 2001-2003 of a well known guide maker from back then who literally spoke of this playstyle at the very bottom of my original post...and you say noone but me played this way?!?!
Why is it so hard for people to read the entire post? Why do people post things that are blatant lies when I provide receipts of this playstyle being a actual thing back then only for to say that it wasn't? I don't get it...do some of you in these forums have a hard time reading? I even link a image at the very bottom of my original post clipping the part the guide maker directly speaks on a bait player...like I am dumbfounded by something new everyday...and your post was today's...congrats!
 
I literally provided a entire guide from 2001-2003 of a well known guide maker from back then who literally spoke of this playstyle at the very bottom of my original post...and you say noone but me played this way?!?!
Why is it so hard for people to read the entire post? Why do people post things that are blatant lies when I provide receipts of this playstyle being a actual thing back then only for to say that it wasn't? I don't get it...do some of you in these forums have a hard time reading? I even link a image at the very bottom of my original post clipping the part the guide maker directly speaks on a bait player...like I am dumbfounded by something new everyday...and your post was today's...congrats!
Yep! I actually played with many other people and described what happened instead of remembering a GameFAQs link. Some things I left out: people actually tried to use Holy Ray, Orotiagito was astonishingly popular, someone was going to die at Dark Falz after Normal mode, there was at least one BA game up most of the time, and 90% of people preferred to do Cmode on a designated JP ship. This is all from V3 mind you.

PSO did not - really still does not - have the ability to actually follow your play style outside of a split screen environment because it barely syncs. Doing this on 56k on a DC sounds like a dream. That being said, I never saw anyone play this way, nor did anyone ever ask me to. From 2002 all the way to 2026! Not on PCv2, US servers, JP servers, JPBB, USBB, Scht, Ephinea, or Ragol. Nobody bothered really making strategy outside of Challenge mode.

Maybe 2025....I can't remember if I actually played this year.

Also, this "well known guide maker" has a whopping two guides to their name...
 
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