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So my armor is crap and don't want to invest the armor sphere
What's the best move in your opinon? Spend the armor sphere to improve my teostra armor or going for the commision one?
Sorry, you're going to have to clarify what you mean by this as I don't understand what you're saying.
If you're trying to maximise your armor values you should keep in mind that raw armor is FAR from all that matters on an armorset.
The reason why the Commission Armor isn't practical for "real" hunts and is only seriously for farming builds and gathering isn't because it has low base armor or bad elemental resistances (it's pretty good on both counts) it's because of the armor's Skills and decoration slots which are generally the two most important things on any armor piece. They aren't combat-focused and are instead all about convenience and gathering.
Also, bear in mind that the armor difference between a Teostra piece and a Commission piece is a measly 6 which is not going to make much of a difference at all.
If you're itching for an armor upgrade, you could go after Xeno'Jiiva or Lunastra as alternatives, or just explore previous armorsets that might have lower armor values than your Teostra gear, but might be better for your build, such as Rathalos/Rath Soul armorpieces for example.
There are viable end game build here: https://imgur.com/a/OnapoOL
and others here: https://imgur.com/a/MPGgwv3
Some of them feature Kulve Taroth weapons which you can largely ignore for now, especially since there are better alternatives. Also be aware that survivability is not the main focus of these builds, so be sure to sub in vitality decos if you want them.
Doing Behemoth really should be your main priority if you haven't already; Drachen gear is incredibly powerful for melee builds of all types. If you don't have the gamma pieces recommended you can just sub in your own similar pieces, or whatever will help you out.
You're in luck on that front because making a mushroomancer support build is pretty easy and quite viable with SnS.
Armor spheres should be coming in constantly through finishing bounties. You should be picking up bounties relating to the tasks you're doing as well as general farming bounties. There are also daily bounties you can complete all throughout the next two weeks that give a variety of armor spheres, including heavy ones worth 200 points. Some days have gold wyvern prints instead of heavy spheres which you should strive to collect for gem creation.
I mean that right now I have no better options for a armor. Im currently lvl 40 and the Teostra armor is a bit weak against some elements so i was looking for some imprvoments in that way.
So since it's mainly focused on farming isn't better to craft it then farm Kulve and Behemot later on?
Also, elemental damage isn't really worth taking into consideration unless you're having trouble with Tempered variants, and eventually you'll adapt to the stronger difficulty and not rely on it much.
However I may enjoy doing the Mushromancer build if it's still viable. Never seen it and don't even know what it does; eating mushrooms and buffing ally?
Melee users want to do Behemoth as soon as possible in order to make the Drachen set since it's so versatile for melee builds in general, across all weapon types. The only benefit Commission armor has is a minor boost in gathering, otherwise it's completely useless to any sort of combat build.
Elemental defense usually isn't really a problem either, until you're well into the negatives, especially -10 and worse, and can even be compensated for if you like by eating for elemental defense up M or L. Shouldn't really have to do that though, especially with anti-element mantles available.
If you don't want to do Behemoth you should try and configure a decent set that synergizes well with SnS and the particular kind you have (raw, elemental, etc). Rathalos and Rath Soul (blue Rathalos) 2 piece set bonus offers damage boosts to critical elemental hits, Teo 3 piece has sharpness loss reduction, Nerg 3 piece has healing back when attacking and some of his pieces have attack up, stuff like that.
There is a decent basic builder here[mhworld.tabletopgeeks.com] that you can use to configure builds if you need to visualize them.
It is still very much viable. Combined with wide-range it will offer heals and, as you said, buffs to teammates. It's a good build to run for Behemoth, to try and help people not cart.
If anything, it goes well on a dual blades or bow build to cut down on the expensive dash juice guzzling but the charm only gives 2 points, mushroomancer decos are pretty much as rare as attack jewels and it's an all or nothing skill, worthless with only 2 points because you want those mandragoras.
Secondary use is it's the armour the Handler wears and thus you can role play as the Handler if you want, as a female. Why you'd want to do this is beyond me and also the armour itself exists as a layered set so even then you don't need to make it anyway.
All of its other skills you can and should be able to slot into other armour by the point when you can acquire the Research Commission tickets required to make it, anyway - and besides, most of the gathering skills are pretty useless anyway with the botany bay available. Geologist is good - but there's a charm for that!
Just like the Brigade armour, it's cool to have and it's something you have to work for, and making it should feel like an accomplishment, but otherwise you're probably never going to wear it, if ever.
Mushroomancer is an interesting skill, but if you start using it you might find yourself having difficulty stopping, and it can and will gimp sets down the line if you develop a serious dependance on those shrooms.
Level 1 = Worthless. Forget what people tell you about Wide-Range 5 and Blue mushrooms, they heal a regular potion of damage and is simply a waste of inventory space. Better to carry 10 Mega Potions and 10 Regular and 10 Honey, with Free Meal. You're looking at 25+ Mega Potions with that, plus the 30 your teammates should also have on them. If you have to use more healing than that, find a new team.
Level 2 = Meh. You get free basic Demondrug and Armourskin potions from your Nitroshroom and Parashrooms, which can be a nice buff on monsters you don't need to pop a Mega Demondrug / Armourskin for, but really it's barely worth building into just for this.
Level 3 = Overpowered. You get free Dash Juice out of Devil's Blight mushrooms which cuts down on having to farm for Dash Extract to make it, and you turn Mandragora mushrooms into Max Potions that you can carry 10 of instead of 2 - effected by Free Meal also, so you actually have 12-15 on average full instant heals capable of curing up to 200 HP at all times. It doesn't work with Wide-Range 5, however.
If you start (ab)using Mushroomancer 3 and Mandragora, you're going to have a hard time switching back to Mega Potions. Trust me on that, it took me a long time to break the habit of relying on them. Stupidly cheap and easy to mass acquire, too.
Hitting Mushroomancer 3 is the hard part, and the part that will gimp your sets the most. The Jewel is a Rarity 8 one, the Fungiform Jewel, so your mileage may vary on when it becomes available to you. Some of the most common ways of hitting Mushroomancer 3 include combinations of:
Mosswine Mask + Basic Mushroomancer Charm
Dober B gauntlets + 2 Fungiform Jewels
Dober B gauntlets + Mushroomancer Charm
Mushroomancer Charm + 1 Fungiform Jewel
Harvest Raiz A + Mushroomancer Charm
Slot heavy gear + 3 Fungiform Jewels
which as you can see, locks you out of at least one piece of armour and usually a charm too to reach it. It'll make you extremely tanky and able to pretty much stay Dash Juice'd permanently, but your damage potential is definitely going to take a backseat. Especially considering sets that rely on stuff like Free Element / Ammo Up, which typically desires the Awakening Charm etc.
Variety is the spice of life though. If you want to use it, use it! It's hard to argue with someone who has Health Boost 3 and 10+ Max Potions to heal with, after all!