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报告翻译问题
Also gaurd 5 isnt needed most ppl stop at 3/ thunder res isnt needed also, and non ele doesnt work on xeno does it?
Edit:after checking it doesnt stack with it as far as i know, the non ele only works on weapons with the Greyed out ability dmg.
These are the builds im currently using u can change stuff around but it might help out or not up to your playstyle, i play lance as my main
Agro=
https://steamcommunity.com/sharedfiles/filedetails/?id=1510107229
Hp regen=
https://steamcommunity.com/sharedfiles/filedetails/?id=1510107258
Handicraft 5
Attack 4
Health boost 3
Weakness exploit 3
Maximum Might 3
Crit boost 1
Divine Protection 1
https://steamuserimages-a.akamaihd.net/ugc/959719781656432507/1C7DC68C2CC4C503E165ACDB08C5442E140A46E7/
This only hard to get gem this calls for are:
2 attack gems, 1 maximum might, 1 weakness exploit
I know 99% of people don't have them but if you do then you can go with 5 attack gems for 7 attack.
Yes this has zero guard but you don't need guard for most monsters. You should probably only be thinking about guard on mobs like tempered dragons (and then you want guard 3-4 with guard up).
Also the gaurd helps alot vs everything, u use gaurd for the dmg boost, u respond alooot faster, most people use gaurd so that u can counter attack fast. not for the stamina that much
https://steamuserimages-a.akamaihd.net/ugc/965349354641974610/B884A96A931F77F8139EDCB2DB24BDB685DBEF30/
Uragaan Protection (guard up)
Handicraft 4
Guard 4
Health Boost 3
Weakness Exploit 3
Divine Blessing 3
Part Breaker 1
Thunder Resistance 1 (bonus)
Required Gems:
Handicract 1x
Vit gem 3x
Protection gem 3x
Weakness Exploit 1x
Divine Blessing in the other build is built into the Brigade B chest (from the arena before anyone asks). It isnt wasted especially if you use the full attack gem version as the build has no guard. It is very hard to get that many two slot gems into a build; if I recall the build you are commenting on and trying to "improve" has something like 36 slots worth of gems total counting the charm.
Replace Death Stench with Nerg...... really? Nerg healing bonus is a joke. You slot your lance for healing and it can keep you healed just fine. I chose attack over affinity because affinity is wasted when you get over a certain % (also because you dont always hit a critical spot). The difference between blue and white sharpness is huge. Handicraft 5 is great with the lance as it is one of the fastest weapons to chew through sharpness.
The slots work out better for me with the Handicraft as I already have maximum might (which the nerg legs would give me).
As for not having any guard gems it really doesn't matter at all. Most of the time if you play with random people they will swing and not care in the slightest if they hit you. This will cancel your special guard block with lance leaving you open to be attacked by the monster. Unless no one is even remotely close to you when you do it the guard block is a huge risk. You can hold guard all day long aginst yard trash tempered monsters and be 100% safe. There are only a few monsters who will mess you up (basil) with no points in guard.
I know most people see lance and they think ok Im playing a lance therefore I need guard. This is wrong. Use guard when you NEED guard.
if u use fiendish u arent gnna use regen on a lance, so u mind as well have 1 healing source, fiendish for the most part is forced to go affinity, and as i said before u can get gaurd up from a gem, so urugaan armor is pointless
Gem- https://mhworld.kiranico.com/skill/guard-up
I have 5 guard gems, 6 attack gems and guard up. But I know most people don't. So I was offering this guy a very simple build he can make if he is gem poor.
I disagree with you about the Fiendish Tower as it works just fine to use Health/Attack. Maximum might/Weakness Exploit gives you plenty of affinity. Hitting a weakspot you will have 60% affinity pretty much all the time. You are wasting potential with near maximum affinity as it leaves no room for affinity boosters. You seem to think you will always hit a weakspot. That isn't going to happen.
I'll say it again since you seem to have missed the point. The healing from the Nergigante set is absolutely terrible! With attack 4, weakness exploit 3 and crit boost 1 (something both our builds have in common) you can hit hard enough and often enough to heal yourself quite easily from most monsters if you do take a hit that puts you at half health. This has to do with the fact that overall the lance is a very safe weapon with swift combos. It is made to do constant quick chip damage in a safe manner so that you never have to move away from the monster.
Urugaan armor is far from pointless. It is very powerful if you actually need all the skills it offers. I have an anti Teostra/Lavasioth build that makes fighting both trivial. I'll give you a hint that it is composed of a certain armor set with shiny gold armor and has 38 fire resistance.
I could have offered the op some build with 4 attack gems and 3 guard gems. But I feel that wouldn't be very nice as most people just don't have the hours played to actually have those gems (or have the patience to record their melding for a few hundred turns).
thats my build atm at 525 lance games, have a very similar one with handicraft charm and polish gem instead of attack 4, but i prefer this one atm.
auguments are affinity and health regen.
i would not use a lance without health regen, with charge your always attacking, no need or time to sheat and heal.
i usually on top of the dps meter because you dont have anything you have to dodge with guard 5 and guard up, just a quick block and continue attacking and with charge your always attacking when others have to chase the monster and stop their combos.
played around with more dps focused builds but this is by far my favorite.
but would switch it up a bit if i find a guard up gem or handicraft gems, but no luck yet.
not a big fan of max might on lance, i charge so much it would rarely be active.
And that's my point. Most people don't have a couple of the gems they want. I'm still missing a crit draw gem that I wanted for when I was playing bow (one of the reasons I stopped playing bow).
Also most people don't play a melee weapon without health regen.
Misfit is probably slotted for affinity because he has no maximum might and has a negative affinity most of the time. I don't so I went for attack instead.
I can't top out the dps meter when I play with 2 of my friend because they use the charge blade. Their big combo can hit for about 1300 damage so I can only beat them if they miss a few combos (or if the monster is very hard for their weapon).
the negative affinity isnt that bad with augument, tenderizer 3 and attack 4 your at 40% crit chance for weakspots.
you could cramp in 2 might gems instead of medicine, but sadly they dont do anything for charging, so i changed them, but if it fits your playstyle they are nice.
Fiendish Tower
Augmentations: 1x Affinity Increase & 1x Health Regen
Dragonking Eyepatch α
Tenderizer Jewel 2
Dober Mail β
Mind's Eye Jewel 2
Vaal Hazak Braces β
Ironwall Jewel 1
Ironwall Jewel 1
Ironwall Jewel 1
Nergigante Coil β
Shield Jewel 2
Death Stench Heel β
Ironwall Jewel 1
Ironwall Jewel 1
Handicraft Charm III
Skills:
Handicraft Level 5
Guard Level 5
Attack Boost Level 4
Weakness Exploit Level 3
Peak Performance Level 1
Mind's Eye/Ballistics Level 1
Guard Up Level 1
In battles where i dont need guard Up and Mind, i swap them out for flawless.
maybe im just unlucky.
Fiendish Tower (no augments yet, but planning HP regen + affinity)
Dragonking eyepatch (w/Tenderizer)
Bazel mail B (w/ Grinder + Attack)
Xeno Claws A (w/Grinder)
Nergi Coil B (/w Sharp)
Death Stench Heel B (w/Grinder + Attack)
Ironside Charm III
The build is slightly incomplete; once I get a Guard Up jewel I'll be swapping the xeno claws out for teostra B, and plugging it in, then removing tenderizer from the helm.
Will give me:
Attack 4
Guard 5
Guard Up
Speed Sharpening 3
Protective Polish
Weakness Exploit 3
When I get some Guard jewels I'll be able to make a more efficient build, but you need a lot of them