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This is just the general gist of it, but if you need detailed tactics, move rotations and whatnot, youtube is your friend
its a pretty slow combo, so you need to know the monsters and when you can pull it off.
nice thing is that you only need artillery charm and a capacity gem and the full burst ignores monster armor and resistance.
the other lvl 4 lance with long shells is for charged shots, which is super simple but strange to aim in my opinion.
2. Snuck up from anywhere
3. Stab boom boom boom
4. Back away reload
5. Repeat from step 1
More important than learning how absurdly broken quickload in the middle of combos is though?
It was throwing all the 'common knowledge' about "Try to spam X attack with Y shell!" into the garbage. That was the real game changer moment for me.
Using wide type? Use burts if you have a proper opening for them. It's still tied to your biggest melee combos after all. Or are you going to just spam single shells if the monster falls down and your Wyvernfire is still on cooldown?
Using normal type? Use pokes and single shells as often as you want. Full bursts are only a quick load away after all. Man, the ability to go "oops it's empty", quickload, and then immediatly slam burst is some serious ♥♥♥♥♥♥♥♥.
This also loops around back to you getting to use bursts more often, as the AI tries and fails to punish your safe attacks instead of roaring or otherwise interrupting your attempts to spam burst/stakes. (poke-poke-shell-shell-block... Wow that would have sucked, too bad for bagelsI blocked instead. burst time!)
Damage is damage. Single shells now are better than trying and failing to spam bursts because that's what the chart says has the biggest numbers per attack animation.
It did wonders for breaking Teo's horns in my first fight with him while slumming it using Chrome I. Teasing them with slams I did not burst off of between ventilating their face with stabs and single shells until "Oh cool, it's 100% safe to burst". Because again, being empty is a formality for GL once you get comortable with quickloads.
The exception seemed to be if you use focus skill for better charged shot speeds. Thanks to quickload, by default you are often safer just firing a pair of quick shells (which also opens the option of 3rd shell press in a row = stake. Good for 90 degree angle stakes) compared to trying for charged shells.
The difference Focus skill gives, even if the gifs make it seem like nothing. Makes it a lot more convenient to use charged shells as your new "single shell". Which in turn makes it safer to spam charged shells. And thus, makes the gimmick of Long type feel worth it.
Artillery is probably the most important skill. But don't be afraid to go without it if you need other stuff to survive. Can't use that DPS if you're dead. Shells will ignore hardness by default so you can still break stuff like Diablos horns, it will just take longer.
Capacity is pure convenience for Normal, nice for long, and "Oh god do you miss not having it" for Wide. But then to me it's not about the extra tick of burst damage, so much as the extra leeway for single shell based options (see again: the Shell-Shell-Stake mash circle/B button move).
As for "BIG COMBOS". My personal favorite when a monster falls down is-
Burst-SWEEP-Quickload-Burst-Sweep-repeat. Until you want to use a stake (which can be done after the slam, or after the sweep) or wyvernfire.
The big horizontal sweep is your hardest hitting physical attack. It can also be followed up with a stake as part of the melee combo. Plus if you have to abort you have still hit them with a much stronger overall combo, than having to abort from an upswing preffered burst spam.
EDIT: Man. Honestly the fact the GL has "You have access to your entire moveset at a moment's notice" going for it was the biggest pleasant surprise. For all the ♥♥♥♥ talk about it being 'simple' or 'spammy'. It's more like a free flowing circle of 'best move for the moment' options.
Magda Lahat - Long 4: shelling only, get Focus 3 and blast away.
Barroth/Bazel - Wide 3 (no W4 until Kulve): poke shell poke shell poke shell quick reload.
Shield is there to keep you alive but mostly to create openings by keeping you on your feet through an attack. Guard 3 is a nice skill for that.
Evade extender is a game changer, it lets you hop much farther to either close the distance or get the eff out of, say, an exploding Teostra.
Protective polish is also nice since GL shells eat sharpness and deal less damage as it goes down.
To squeeze more damage out of shelling builds (Wide and especially Long GLs) eat for feline bombardier (4 ingredients from the bottom line). Since you won't melee as much, or at all with Magda Lahat, you can skip attack/crit related skills and instead buff your Palico with Palico Rally. Give it (him? Her?) Mewlotov or Shieldspire and the (bugged, always crits) Jho weapon.
Edit @ the above poster: you're right, throwing away the 'optimal' stuff and adapting to the actual situation you're facing is a great tip (for any weapon really, not just GL).
- Capacity is mere convenience for normal? What are you smoking? Artillery gives a 30% damage boost to full burst from three skill points, capacity gives a multiplicatively stacking 20% for one skill point.
But in general you're right. Gunlance isn't a weapon that needs to hover around sacrificing everything for the sake of a big set piece wombo combo. Play it like a lance between openings, poke poke poking away. Small openings call for a full combo into stake, or possibly just wyvernfire. Big openings call for the full looping combo. It's a versatile weapon.