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Recommended Hunter Class Buff Set (UQC) (BaBS)

Mar 3, 2020
Recommended Hunter Class Buff Set (UQC) (BaBS)
  • Recommended Hunter Class Buff Set (Unique/Quest/Craftable) (BaBS V2.12.9)

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    Go to Recommended | Technician | Support | Controller | Agile | Debuffer | Hunter (UQC)

    This Buff Set is situated towards players using the Hunter Class at all class levels.

    * Indicates that the Buff is a secondary option to the primary buff being recommended here and is also indicated within the Notes section of the Buff Set.
    + Indicates that the Buff has a Buff Enhancement that can be applied to it.
    - Indicates that the Buff is required in order to level up any class from class level 4 to class level 5.


    Devastator of Destruction COOP (UQC) <top>

    Buffs:
    1. (SURV) Knife+
    2. (SURV) Goggles+ / Finale Dominator+*
    3. (SURV) Extra Powder+
    4. (SURV) |Q| Piercing Bullets+
    5. (SURV) Tank Slayer
    6. (SURV) Tenacity+ / Mindset Change+*
    7. (SURV) Hyperactive+ / Deadeye+* / |E| Zombie Eradicator+**
    8. (SURV) Tactical Reload+ / Compressed Shell+*
    9. (SURV) Double Projectile
    10. (SURV) Grenade Trap+
    11. (SURV) Frag Grenade / Seeking Grenade+*
    12. (SURV) Dummy Rounds+
    13. (SURV) |C| One Man Armory
    14. (SURV) Survival Payment+ / |Q| Prowess-*
    15. (SURV) Peanut Blessing
    16. (SURV) Hunting Reward+

    Buff Enhancements Used:
    1. Throwing Knives: Hold USE and shove to throw a knife, dealing 750 damage/stagger to SI or 500 damage/5s bleed (100 dmg/s) to Tanks. Won't use normal knives. Max count equals Knife count + 1. <✖ VS, Knives reclaimable on miss/from target's dead body or return after 20s> (Knife)
    2. Gas Mask: Take only 1 gas based damage while the Gas Mask absorbs the rest. The mask absorbs 1000 damage (500 in VS) before breaking. Recharges in 3 minutes after breaking. Smoker smoke won't shroud vision while the gas mask is active. (Goggles)
    3. General Dominator: Removes map limits. On non-finale/survival maps, max stacks reduced to 10 and -5 seconds faster stack decay. (Finale Dominator)
    4. Armor Piercing Grenades: Pipe bomb explosions ignore target's defenses, halved instead on tanks. (Extra Powder)
    5. |E| Armor Piercing Bullets: Shots may reduce more Tank armor/Flesh armor/Barrier health with bonus reduction equal to weapon's bonus damage per shot. 100% chance VS Flesh armor or with AWP/Scout, otherwise 33% chance. (|Q| Piercing Bullets)
    6. |E| Vigor: Increases heal effects from buffs/regen boosters by 3HP. (Tenacity)
    7. Blood Transfusion: While incapacitated, increased bleed out gain is equal to (standing allies count) %, but killing Commons/Specials/Ubers heal 10/100/200 HP and delays bleedout damage by 1/3/5 seconds. Reaching full health from a Special/Uber kill will revive you. (Mindset Change)
    8. Overcharge Arms: While Hyperactive is active, 1/3 swing speed penalty. While Hyperactive is on cooldown, halved swing speed penalty. (Hyperactive)
    9. |E| Deadshot: After 5 Deadeye shots, you can fire a Deadshot (hold USE and fire) at a Special/Tank, killing the SI or ignoring tank defenses and staggering it. It also blasts inside 300 units for the same damage, igniting them. Infected hit/killed don't trigger Deadeye. (Deadeye)

    <top>

    1. Zombie Shredder: Deal 50% bonus damage to Common Infected. (|E| Zombie Eradicator)
    2. Lightning Hands: Once every 30 seconds, gain double bonus reload speed. (Tactical Reload)
    3. Adaptive Shell: Reloading early will grant +1.5% reload speed per shell currently loaded. (Compressed Shell)
    4. Reusable Traps: 3 seconds after placing, you can shove a placed trap to pick it back up. (Grenade Trap)
    5. Short Fuse: Lowers fuse time down to 6 seconds. (Seeking Grenade)
    6. Phantom Rounds: When any ammo save chance activates, you have a second chance to gain another bullet. The second chance is equal to half of your total ammo save chance. (Dummy Rounds)
    7. Accelerated Payment: Survival Payment is now given every 90 seconds. (Survival Payment)
    8. |E| Trusted Consumer: When at maximum chance, you can buy any item if you have at least 50% of the required bounty cost, putting you into negative bounty. <Cannot be used on items in the Miscellaneous category> (Hunting Reward)

    Notes:
    • If you have binded the Goggles Buff with the Binder item, you can swap it out for the Finale Dominator Buff.
    • If you prefer to be able to receive full heals with your first aid kit over reduced heals, you can swap out the Tenacity Buff for the Mindset Change Buff.
    • If you prefer to use a more powerful buff for DPS against Special Infected or Tanks or if you want to have a better chance at scrap, you can swap out the Hyperactive Buff for the Deadeye Buff. If you instead want to kill common infected faster for a better chance at scrap from them, you can swap out either buff for the |E| Zombie Eradicator Buff.
    • If you prefer to use shotguns rather than other weapons as a means of dealing damage, you can swap out the Tactical Reload Buff for the Compressed Shell Buff.
    • If you prefer to have grenades that take a longer time to explode but can seek in on infected over grenades that can instantly explode when hitting surfaces, you can swap out the Frag Grenade Buff for the Seeking Grenade Buff.
    • If you're levelling up any class from class level 4 to class level 5, the Dummy Rounds Buff would be the best to replace since removing it from your buff set gives the least amount of impact on your Hunter Class abilities, you can swap it out for the |Q| Prowess Buff.

    Weapons/Configs used in this buff set: <top>
    • Any Primary Weapon
      Recommended Weapon Config: (Rifles) / (SMGS): +25%/-25% || -25%/+25%
      Recommended Weapon Config: (AK47 Rifle): +10%/-10% || -25%/+25%
      Recommended Weapon Config (Shotguns): +25%/-25% || -25%/+25%
      Recommended Weapon Config (Hunting Rifle): +25%/-25% || -25%/+25%
      Recommended Weapon Config (Military Sniper Rifle): +10%/-10% || -25%/+25%
      Recommended Weapon Config (AWP): +0%/-0% || -20%/+20%
      Recommended Weapon Config (Scout): +25%/-25% || -20%/+20%
    • Any Secondary Weapon
      Recommended Weapon Config (All Pistols): +25%/-25% || -20%/+20%

    Benefits of this buff set:
    • Knife: Gives you a knife that you can use to release yourself from SI. This can be done after 1 second of being trapped using the ZOOM button.
    • Goggles: Obtain goggles that protect you from bile. Buff includes "Cheap Goggles" buff effect.
    • Finale Dominator: On finale/survival maps, Special Infected kills give 1 stack of Finale Dominator (2 stacks on Uber Infected kills), max 15. +2% attack, +1% defense, +1% move speed, +0.5% fire rate, +1% reload speed, +2% ammo save chance and +1% deploy speed. You lose a stack in (25-stacks) seconds or if pinned by Special Infected or if incapacitated. You lose all stacks on death.
    • Extra Powder: +400% increased pipe bomb damage done (Affects Traps).
    • |Q| Piercing Bullets: Shooting the same Special Infected/Tank increases damage dealt by +1%/bullet, +2% with Single Pistol/Hunting Rifle or +3% with Magnum Pistol/AWP and Scout sniper rifles. With shotguns, chance to increase by 1%/pellet equal to 75% - (weapon tier * pellet count). Bonus resets upon changing target, weapon, or reloading. <Max bonus: Weapon clip size * per-bullet increment * pellet count>
    • Tank Slayer: You deal +300HP bonus damage to tanks every 4 seconds with ranged weapons. <✖ VS>
    • Tenacity: Grants +150 max HP per level above 200, max 5,000, but you die when HP reaches 0. Medkits heal 33% max HP, but can heal for 66% and 100% max HP once each per round if missing HP % is greater than the heal. <Increases aggro from Tanks by 50%> <Reduces your maximum defense by 20%> <✖ VS>
    • Mindset Change: Allows you to be incapacitated an unlimited number of times. On each incap, max incap HP becomes 90% of the previous value. Using a first aid kit resets it to full. <Incap max health won't go lower than 300> <✖ VS>

    <top>

    • Hyperactive: On using pills/adrenaline shot, +10% increased swing and movement speed and melee fatigue cannot decrease/increase for 15 seconds. Hyperactive cannot be re-applied for 15 seconds after. <Press RELOAD with meds in hand to get cooldown time>
    • Deadeye: On killing special infected from at least 50% health or with a headshot using AWP / Scout sniper rifles, gain +1 bullet into current magazine from your reserves. <Ammo save chance with AWP/Scout is halved while equipped> <✖ VS>
    • |E| Zombie Eradicator: Shots against regular common infected (those not affected by certain buffs/Tank abilities) will deal minimum 100 damage with any weapon.
    • Tactical Reload: If manually reloading with 1 or more bullets left, +10% increased reload speed. For AWP and Scout snipers, bonus is +15%. <Doesn't affect Shotguns or the Grenade Launcher>
    • Compressed Shell: Can fully reload shotguns with just 1 shell. Disables reload speed upgrade and doubles reload time.
    • Double Projectile: Allows you to throw 2 pipe bomb and vomit jar projectiles.
    • Grenade Trap: Allows you to setup throwable traps on the floor. It will detonate if any enemy infected gets close and creates a projectile based on the trap type. Traps cannot trigger in 3 seconds of being placed, and will detonate after 2 minutes. <Shove floor with throwable in hand to place> <Pipe bomb traps deal double damage and have no dropoff> <Max 3 active traps. In VS max 3 of each type per round>
    • Frag Grenade: Your pipe bomb will instantly detonate on collision. <Incompatible with Seeking Grenade buff>



    • Seeking Grenade: Allows pipe bombs to seek for nearby special infected/tanks. Takes 10 seconds to detonate, but deals +400 flat damage. <Incompatible with Frag Grenade buff>
    • Dummy Rounds: Gives ranged weapons 20% chance not to consume ammunition. Doesn't work with Grenade Launchers.
    • |C| One Man Armory: Allows you to carry both pistols and a melee weapon. Press the ZOOM key with your secondary held to swap between the two. <You will drop your secondary item on death> <Incompatible with Hidden Magnum> <✖ VS>
    • Survival Payment: After the round begins, +1 bounty earned every 2 minutes. <Bounty not awarded if inside saferoom>
    • |Q| Prowess: Allows you to level any class at class level 4 to class level 5. Gives +50% increased class experience from class actions. <Cannot be binded> <✖ VS>
    • Peanut Blessing: While under Moustachio Bless, +1 stack of Peanut Blessing gained for each bounty earning action. Additional bounty gained is equal to the number of stacks, up to a max of 3 stacks, which resets after reaching it.
    • Hunting Reward: On each special infected kill, +2% chance to get +1 additional bounty on bounty earning action. <Max: 30%>

    Tips for effectively using this buff set: <top>
    • If you want to take advantage of the Complimentary Munitions ability. be sure to purchase the pipe bomb throwable, and throw it on any tank you want to target with additional damage from the Extra Powder Buff. You'll be able to get another chance to deal large damage to the tank again once you do throw your next pipe bomb, since the throwable won't get consumed.
    • Be sure to get any survivor nearby to crowd control the tank with stuns/freezes after having placed a bear trap and trapping the tank in place. This can be useful in some cases where all survivors can deal free damage to the tank for a short moment of time.
    • With the Stockpile Draw ability, you should have all 3 throwables on you. Then get near any tank that you want to deal massive damage to, activate the ability and watch the throwables all activate at once. As long as you can keep the tank nearby, you'll be able to deal a lot of damage to it.