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 Hopping misty

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Shaftronics
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Mist
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PostSubject: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 12:03 am

So I was wondering what would be the best setups for a hopping misty
Currently using handy bazooka with dual slayers.

What should I put in the other hand? (not a melee weapon or shield)
Which stat(s) should I tune for? Which stat(s) I don't need?

Thanks for any input in this.
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Suguri
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 12:13 am

Stack bazookas (handy/mini/ancient) or use bazooka + accelgun. Get 15 tgh (17 if you're using SIN) from parts. Ace Braver LG+BS and Destructor AM2/Lazflamme AM will accomplish this and keep your hitbox small. Wlk is important to a point, but it doesn't help too much when you have mist up; I'd shoot for 30. Tec would obviously be the second stat to go for.
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Mist
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 12:26 am

Suguri wrote:
Stack bazookas (handy/mini/ancient) or use bazooka + accelgun. Get 15 tgh (17 if you're using SIN) from parts. Ace Braver LG+BS and Destructor AM2/Lazflamme AM will accomplish this and keep your hitbox small. Wlk is important to a point, but it doesn't help too much when you have mist up; I'd shoot for 30. Tec would obviously be the second stat to go for.

Thanks for the help. Is str important at all? It increases the damage from slayers right? or is tec more important?
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 12:28 am

As long as str is at or above 1, you're fine.
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 12:33 am

I've been curious about this for a while....but how does FLY factor in to Short Boost?


If you drop down to 1 FLY will your hop still be fine?
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 12:38 am

Fly and wlk affect it equally on arts and supports. Lnds benefit more from wlk and airs benefit more from fly since they naturally receive boosts in those areas.

To answer the question directly: Yes, you can have 1 in a mobility stat and still hop just fine.
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 1:10 am

my TGH is currently 16 and still getting interrupted when taking damage while casting mist sometimes. do I need more TGH?
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 1:13 am

I'd say either you're turning your back to whatever's shooting you, being attacked by too many things at once, being shot with beams, or are just having bad luck. 15 tgh lowers stun chance a lot, but doesn't remove it completely. I don't think I'd bother with getting more.
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Mist
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 1:39 am

probably getting stunned being fired at from 5 people...

I'm running out of dual slayer bits so whats the next best bit from the shop?
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 1:40 am

Mist wrote:
probably getting stunned being fired at from 5 people...

I'm running out of dual slayer bits so whats the next best bit from the shop?

Spam UC gara for dual slayer bits o3o
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 1:47 am

too poor T.T dual lance? dual axe? axesword? dual rifle is available too
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 2:03 am

Mist wrote:
too poor T.T dual lance? dual axe? axesword? dual rifle is available too

PERSONALLY (JUST ME, not sure about others)

I'd go dual rifle bit. Since your using Zooks, you might as well stay out of melee range, right?
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 2:23 am

Mist wrote:
too poor T.T dual lance? dual axe? axesword? dual rifle is available too

Dual Lance will lunge towards targets infront of you. Dual Axe will stay relatively close and cleave at things nearby. Axe/Sword does their own axe and sword animations respectively.

I'd go for dual spike bits to pull out when there happens to be a melee coming to disable your mist.
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 2:27 am

Shaftronics wrote:
Mist wrote:
too poor T.T dual lance? dual axe? axesword? dual rifle is available too

Dual Lance will lunge towards targets infront of you. Dual Axe will stay relatively close and cleave at things nearby. Axe/Sword does their own axe and sword animations respectively.

I'd go for dual spike bits to pull out when there happens to be a melee coming to disable your mist.

sounds good. should i get the 2x enhance internal weapon carts? does it increase duration of mist or anything? or just the ammo
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 6:18 am

I have a hopping Misty, and like what some of the aforementioned people have said, bazookas work wonders, especially against pesky airbots thinking you're fresh meat for them to frag. However, you actually can have a plethora of other weapons to go with the other hand.

Custom Magnum - 16 Force, +1 on WLK and FLY stat, 100 Cost. Pretty steep, but considering you don't actually get to use much of Misty's capacity, using this should work wonders for you.

Combat Magnum - 15 Force, +2 on WLK stat, 110 Cost. The twin brother of Custom Magnum. Again, Cost may be pretty steep, but considering the big bullet size and the amount of Force it packs per bullet, it's a win-win deal.

Accelerated Gun - 16 Force, average ammo loadout (230 shots), fast muzzle velocity, though comes with a -1 TEC stat penalty. Tried and tested on those sticky situations where you don't want a shot to miss on someone who's after your butt. You can get 3slot pieces of these, though God knows where I got mine (I have 2 of these). You can either nullify that stat penalty or go for more Force. Your call.

As for bits, yes, Dual Spike Bits for hoppers. They serve as shields in a way, and they keep off melee bots who plan to either frag you or disrupt your mist subweapon, if it's activated.

Lastly, no, core upgrading only increases ammo loadout, not affect the mist itself. I've tried a fully core upgraded Misty and it still tops the limit at 5 seconds. The only minimal difference is that the mist doesn't disrupt easily when you are attacked by melee. But who said you'll wait to get hit by anything close to you while you're hopping?

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Broken
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 6:41 am

Shance wrote:
I have a hopping Misty, and like what some of the aforementioned people have said, bazookas work wonders, especially against pesky airbots thinking you're fresh meat for them to frag. However, you actually can have a plethora of other weapons to go with the other hand.

Custom Magnum - 16 Force, +1 on WLK and FLY stat, 100 Cost. Pretty steep, but considering you don't actually get to use much of Misty's capacity, using this should work wonders for you.

Combat Magnum - 15 Force, +2 on WLK stat, 110 Cost. The twin brother of Custom Magnum. Again, Cost may be pretty steep, but considering the big bullet size and the amount of Force it packs per bullet, it's a win-win deal.

Accelerated Gun - 16 Force, average ammo loadout (230 shots), fast muzzle velocity, though comes with a -1 TEC stat penalty. Tried and tested on those sticky situations where you don't want a shot to miss on someone who's after your butt. You can get 3slot pieces of these, though God knows where I got mine (I have 2 of these). You can either nullify that stat penalty or go for more Force. Your call.

As for bits, yes, Dual Spike Bits for hoppers. They serve as shields in a way, and they keep off melee bots who plan to either frag you or disrupt your mist subweapon, if it's activated.

Lastly, no, core upgrading only increases ammo loadout, not affect the mist itself. I've tried a fully core upgraded Misty and it still tops the limit at 5 seconds. The only minimal difference is that the mist doesn't disrupt easily when you are attacked by melee. But who said you'll wait to get hit by anything close to you while you're hopping?

y u no raid rifle/scouter?
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon Apr 25, 2011 6:51 am

Tried it. Raid/Scouter is... good, but considering you'll be fighting most battles in mid to close range, you need something that'll hit 90% of the time. Magnums are good for that. If you kind of prefer fighting in ranges where most projectiles won't hit you (especially zook shots), then Raid Scouter it is.
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon May 02, 2011 3:42 am

should i made her up to lv 8 for 6 capa upgarde short boost and quick land ?
or it's a waste of cost ?

just try hopper today because i ve no better idea to use misty

btw
what 's the decent cost for misty or laz hopper ?
i see most of player keep them under 950
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PostSubject: Re: Hopping misty   Hopping misty EmptyMon May 02, 2011 8:32 am

I think my Laz is around 950 and my Misty's at 800ish. Misty isn't tuned at all though.
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PostSubject: Re: Hopping misty   Hopping misty EmptyThu May 05, 2011 12:59 pm

SkyPanic wrote:
should i made her up to lv 8 for 6 capa upgarde short boost and quick land ?
or it's a waste of cost ?

just try hopper today because i ve no better idea to use misty

btw
what 's the decent cost for misty or laz hopper ?
i see most of player keep them under 950
Well, seeing as how she can tank infinite projectile hits as long as her mist is up, she makes a very good distraction for those 5 artillery spammign the PS. just place her self where she'll force their auto lock to her and ...there you go.

Just make sure you support the misty doing it.
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