Monster Hunter: World

Monster Hunter: World

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Sylvadine Jun 18, 2019 @ 2:02pm
Which Hunting Horn for AT Nergigante in Multiplayer
Hello, I'm a HH main and would like to beat AT Nergigante with a group of 3(+ 1 random) or 2+2 randoms, depending on how long our third member will stay motivated.

The problem is, I'm not sure which HH to use. Until now I've mostly been using Deep Vero or Gama Horn because of the amazing AT/DEF up XL buff, but since Nergy just loves to use the deadly roar+dive bomb combo, I switched to the Nergigante Horn for it's combination of Earplugs and Affinity up.

Unfortunately, even with 200 HP and high defense (all of us well over 500, I have 520) we still sometimes get oneshot. Aside from Behemoth with it's instant kill meteor no other enemy was able to do that before. So now I'm wondering if I should switch back to Deep Vero. I really miss Def up XL :-(

I have several questions I'd like to ask, to help me with my decision:

1 With our stats, could Def up XL make the difference between getting oneshot and surviving all of his attacks(with full health), or can you get oneshot, no matter what you do?

2 Does Earplugs really give the group more survivability in that fight than Def up XL?

3 Do randoms in AT Nergigante fights usually have Earplugs or not?

4 If we use decorations/armor skills for Earplugs, which level will we need? I guess it would be max level?

5 Which buff would you prefer in that fight and for what reasons?

I hope someone can help me.
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Showing 1-13 of 13 comments
legacy_1 Jun 18, 2019 @ 2:06pm 
prioritize earplugs above all, def buf won't do ♥♥♥♥♥♥♥♥♥. use nerg version of luna horn. the only way not to get one shot by his dive bomb is through divine blessing but it isn't all that reliable against nerg due his lack of hits he performs on you.
Last edited by legacy_1; Jun 18, 2019 @ 2:16pm
HCZS Jun 18, 2019 @ 2:43pm 
There are plenty of options: alot of the best times (if ur going solo) are set by Empress Blaze cos of melody extension, and its attribute of having 20% base affinity lets u hit 100% affinity whilst maintaining defensive skills like evasion charm 3, or even more agitator. Jho is still ok to an extent; earplugs from ruin is not bad either in a team, i'd personally prefer having more damage 'cos nergi roars can be seen a mile away in time to block or evade. There's also Sleep HH but it doesnt get to use utility skills.
Smug Kot Jun 18, 2019 @ 3:10pm 
i did it with just Taroh sleep full dps with 3 health boost, but the randoms actually played well.....no they played like a normal players should play.

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.
Last edited by Smug Kot; Jun 18, 2019 @ 3:11pm
HARNNY Jun 18, 2019 @ 3:26pm 
I Try Squish My Defense with Fortify 2x and all buff (Mega Demon, Armor, Demon, Armor Powder,) Defense 700+ still got oneshot by dive bomb,
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"

Last edited by HARNNY; Jun 18, 2019 @ 3:27pm
Smug Kot Jun 18, 2019 @ 3:26pm 
Originally posted by crimsonedge11:
Just don't. HH users, same as bow users are the first and most frequent carts on a given team in this fight. You can't really corner horn ATN, either, because he's got attacks that will hit you while you're playing music.

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...
Last edited by Smug Kot; Jun 18, 2019 @ 3:28pm
Smug Kot Jun 18, 2019 @ 3:31pm 
Originally posted by crimsonedge11:
Originally posted by Undertale: "CENSORED" edition:

who the ♥♥♥♥ corner horn ? thats benginner stuff...

If you're confident in meleeing him down with a slow weapon that has no shield, and no defensive mechanics, while staying in close range, by all means try it. And to quote Ivan Drago (extremely likely this happens), in a deep Russian accent, "You will lose". You can at least stagger, or trip lock him solo with big enough hits, but that's far harder to do in MP.

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.
Last edited by Smug Kot; Jun 18, 2019 @ 3:34pm
Smug Kot Jun 18, 2019 @ 3:39pm 
Originally posted by crimsonedge11:
Originally posted by Undertale: "CENSORED" edition:
the only way i see someone carting with HH versus nergi its doing something full retarded like extended encores during enraged nergi.

You walk up to hit AT Nerg after he whiffs an attack then cancels into a dive slam before you got time to even roll. How many of those is a HH user gonna eat per fight in MP?

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...

Last edited by Smug Kot; Jun 18, 2019 @ 3:41pm
Holografix Jun 18, 2019 @ 9:07pm 
i'm an HH main and i beat AT Nerg solo twice using the Empress 'Blaze' horn and armor specced for:
- 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:
Originally posted by Nicole:
1 With our stats, could Def up XL make the difference between getting oneshot and surviving all of his attacks(with full health), or can you get oneshot, no matter what you do?

2 Does Earplugs really give the group more survivability in that fight than Def up XL?

3 Do randoms in AT Nergigante fights usually have Earplugs or not?

4 If we use decorations/armor skills for Earplugs, which level will we need? I guess it would be max level?

5 Which buff would you prefer in that fight and for what reasons?
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
Last edited by Holografix; Jun 18, 2019 @ 9:08pm
Xilo The Odd Jun 18, 2019 @ 9:13pm 
honestly? the Jho horn should be plenty for your group, otherwise try the Nergi horn for earplugs on everyone. he does yell a lot, it doesnt often lead to death but the ability for everyone to keep going at him non stop it is a signifigant increase in DPS overall, and you can buff affinity.

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.)
Drat Souma Jun 18, 2019 @ 9:54pm 
If I'm in the mood for Team Healing/Buffing and Attacking, I use Styx for the Defense Up, Stamina for Shields, Bows and DBs, and some decent Attack Up buff.
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.
Last edited by Drat Souma; Jun 18, 2019 @ 10:49pm
Hundezahn Jun 19, 2019 @ 2:48am 
Originally posted by Nicole:
1 With our stats, could Def up XL make the difference between getting oneshot and surviving all of his attacks(with full health), or can you get oneshot, no matter what you do?

2 Does Earplugs really give the group more survivability in that fight than Def up XL?

3 Do randoms in AT Nergigante fights usually have Earplugs or not?

4 If we use decorations/armor skills for Earplugs, which level will we need? I guess it would be max level?

5 Which buff would you prefer in that fight and for what reasons?

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.
Sylvadine Jun 19, 2019 @ 9:28am 
Thank you for all the answers. :-)

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.
TESTDRIVER Jun 19, 2019 @ 9:38am 
all your group need is defense up XL and a good healer.
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.
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Date Posted: Jun 18, 2019 @ 2:02pm
Posts: 13