General

Corsair

Hyper Skill Changes

Hello everyone. I'm sorry if this was covered already but I've grown incredibly confused about what hypers I should put points into. I did some reading around but none of the guides I found seem up to date. Most of the hypers seem very useful or just vague/confusing (all of the dice hypers) and I don't want to miss out on one purely because I didn't understand it properly. Now that cooldown cutter on brain scrambler is gone in place of an extra line, how does the hyper build look now?

December 29, 2014

5 Comments • Newest first

SanjuPM

@MuffinsINC: That looks good

I wouldnt ditch Boss on RF, in the 3rd part of the winter update sairs get a little tiny fix, HS becomes faster (animation wise) so then we can finally use it coherently with RF to make that into out play style for bossing, if anything loose range on RF.

And yes hypers do work with broadside, so boss and reinforce on RF adds the same to broadside However as you know the increase in range doesn't apply with it.

Reply December 29, 2014
MuffinsINC

[quote=SanjuPM]Yeah they are a bit confusing, I find myself using different combos to see which one works the best, currently since we got the HS buff/cooldown nerf I put points into all Rapid fire, and 2 off it into the boss dmg on HS and 1+ line. That range on RF is really Nice for Dojo purposes. And i figured I could live w/o that 20% extra on HS Hope I helped somewhat

The Dice Hypers have way to much RNG around them to make it feel stable for me, then again we are an RNG based class..[/quote]

Oh definitely~ I really appreciate the help.

The one that has me a bit on the fence is saving grace because a 40% chance to remove cooldown when you miss a double down sounds incredibly nice. The hyper that adds a 7 to the dice (and doesnt even tell you what it does which is kind of mean) seems iffy because if what I read was accurate it just adds a bit of PDR and of course since it's now on a 7 sided die you won't be getting it much. The hyper that increases the likelihood of 4 5 and 6 on the dice seems like it could be useful, but I want some solid numbers on that before I make any decisions.

Do rapid fire hypers work with broadside perhaps? I've read that they do but I would appreciate some clarification. If they do then that makes those hypers even more amazing.

So I guess I could make my hyper build like this, at least until I have a proper understanding of how saving grace works.

Dice: Saving Grace
HS: Extra Line
RF: Boss
RF: Range
RF: Reinforce

I could also ditch the boss on RF to give HS a nice boost. Though if saving grace turns out to be mediocre then I'll probably follow your build.

Sorry if I'm asking so many questions, it's just that there's so little up to date discussion about this class and I've been scrambling for what information I can get my hands on. I want to main this class so I need to do it justice and know everything that I can about it.

Reply December 29, 2014
SanjuPM

Yeah they are a bit confusing, I find myself using different combos to see which one works the best, currently since we got the HS buff/cooldown nerf I put points into all Rapid fire, and 2 off it into the boss dmg on HS and 1+ line. That range on RF is really Nice for Dojo purposes. And i figured I could live w/o that 20% extra on HS Hope I helped somewhat

The Dice Hypers have way to much RNG around them to make it feel stable for me, then again we are an RNG based class..

Reply December 29, 2014 - edited
FlyamSam

There's not really a "set" build when it comes down to hyper skill point distribution. Its basically play style and what skill do you benefit the most in the list of given attacks to upgrade.

Reply December 29, 2014 - edited