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as i said i wouldnt bother doing AT stuff with randoms, doesnt matter how much support you bring, they will cart eventually, you cant fix that.
the best thing try to give more Attack
if you fight him too long, he will become harder and hurt
for earplug is necessary, since his roar easy to dodge
if you wanna giving Earplug Buff, Try to use the Xeno Nergi Hunting Horn : Empress "Ruin"
"Always Rolls To Right for avoid his "Pepega Slam"
who the ♥♥♥♥ corner horn ? thats benginner stuff...people get too cooky with the whole encore and they dont realize one can cancel dodge cancel it or want to extend it...
i wouldnt call HH a slow weapon, its no even close to that, even its has a retarded amount of range for a melee weapon even i think the longest also innate mind eyes so no bounces.
people dont realize the best moves from HH are the one without movement input outside forward AB. Those are fast and has "the best dps"
the only way i see someone carting with HH versus nergi its doing something full retarded like extended encores during enraged nergi.
hit him with what ? Y ? B ? Forward Y? Multi-hit B? going full ♥♥♥♥♥♥ and throw encore on his face ?
also whiff a attack and cancel on dive ? the backward punch it does sure its annoying but its really far to be a insta-kill.
right now you are tryng really hard to prove HH has problem vs nergi...
- earplugs
- vitality
- defense
- divine protection
- gobbler
- maintenance
- friendship
if you're going for an MP build i would just use the same build.
The Attack Up (L) and All Knock-backs Negated (L) are great melodies for a group, and because it is Empress 'Blaze' you can simply repeat the "Melodies Extended" tune to keep both songs going for the duration of each area.
to answer your questions tho:
1. everyone should have at least 450 defense for AT Nerg. You will get hit eventually in this fight, so Defense Up (XL) will help you mitigate damage but AT Nerg can still oneshot you even with Defense Up (XL) active. In this case, Defense Up is negligible.
2. yeah, earplugs is really good. means AT Nerg's roars cannot interrupt you which means at least one free hit when AT Nerg roars.
3. i dont know, but be sure you do!
4. You need Level 5 earplugs.
5. Attack Up for obvious reasons and Sonic Waves for flair points xD
but Deep Vero will increase overall damage so assuming they are geared well, this would be more beneficial overall. attack up large, defense large, and health boost (yes do play it, this avoids ANY stupidity when it comes to making sure they have max HP.)
For armor skills, I go for Evasion skills like Window and Extender. This gives a lot of leeway to iframe and roll away from Nerg's 180 Backslam, Dive Bomb, Dunk Slam and roars. Speed Eating will be useful to quickly heal the group and go right back into offense.
If there's already a healer in the group and I'm in an HH mood, I use Blaze and prioritize Evasion armor skills for the backflip slam, divebomb, dunk and roars.
1. Wouldn't help and don't use Defense skill in your build please
2. No, if you get dive bombed after a roar you messed up. Just mash that run & evade buttons. It does however increase your damage potential a bit. My less experienced partner LOVES earplugs, I think it's a good idea for your group.
3. In my experience they don't.
5. More damage.
Personally I'm at a level where I fail due to small random errors and what really got me to 100% success was Divine Blessing. And never let him limp away thanks to crystal burst. Speaking of which, an amazing life saver in multiplayer situations.
Wow, so you even get oneshot with 700+ Def O_O. Guess then Def up XL really won't make that much of a difference. I already have Divine Protection on max level, but as legacy pointed out, it's indeed unreliable, so I guess it didn't trigger when I was oneshot.
Based on all the answers, I think I'll try the Lunastra Nergigante Horn, because most people seem to agree that Earplugs is necessary or at least highly useful, but getting it to max level through decorations/skills would pretty much ruin our builds and even then you never know, if the randoms that join will have it. It also has the Affinity buff which will provide the group with more DPS to make up for the loss of AT up XL.
As for the HH discussion, I'm usually the person with the least carts in my group, though I also have quite a few defensive skills and don't charge the enemy all the time. I usually try to attack it with my songs, but at times when I need an important song (e.g.: Earplugs) right away and attacking with it simply won't be possible or likely without getting interrupted and/or carted(at least for me) due to rage mode or another highly dangerous situation, I'd rather play it at a safe place(if one exists) than risk a cart.
also, dont bother attacking with your HH, focus only on your buffs and healing.
and be aware that ranged players most likely get oneshotted due to their low defense.