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I'm currently not having an issue with the measly ten hits of white sharpness so Handicraft probs isn't needed.
Using Nerg Helm A, Kaiser Mail B, Kaiser Vambraces B, Kaiser Coil B and Dante's Leather Boots. Using seven Critical Eye, one Maximum Might and one Elementless Jewel in the slots with an Attack Charm III for Attack Boost 4 combined with the Nerg Helm A's Attack Boost 1.
This gives me 20% flat affinity, additional 30% when stamina is full and another 50% when hitting weak spots.
Edit: This is what I use anyway. Handicraft 5 might be enough to carry one through the longest hunt when I think about it so it could free up space for Focus.
https://steamuserimages-a.akamaihd.net/ugc/961978960868160140/00BCC7EEC636E6BE2F7E685438A22DBAB91BDCD9/
It works pretty well. I would love to add critical boost on it but it won't happen until Behemot.
Get the eyepatch, Kulve chest and Death Stench legs. Now you have WE, Handicraft and two levels of CB that are way more valuable than 3 more levels of AB or 1 more level of CE.
Importance of skills in this order:
Weakness Exploit
Maximum Might
Critical Boost
Handicraft (Just to get to white sharpness)
After these you can focus on side abilities:
Attack Boost (4 or higher)
Peak Performance
Speed Sharpening
Tool Extender (for keeping mantles up)
As someone that mains GS (and has yet to get the luck for streamstones for wyvern ignition..yet..) few things to consider -
I'd say at least 3 handicraft. "ooo less damage" maybe, maybe not - but keeping white sharpness helps with breaking parts/tails (which can topple and add free hits) and has it's own damage bonus right? At 3, you should..shoooould..be able to last until the monster changes area to sharpen, and outside of only nergi (i think) with black spikes - your weapon won't bounce off anything. (and with a charge it can go through spikes anyway).
Crit draw - is charging/landing only the first attack/slash. It ends up being less then tcs, but a bit easier to land, and was how most/the "old school" way to gs. However, outside arch tempered horsey...seems easy enough to land any hit anyway, and outside of everyone being spread out (So the monster runs around the arena chasing them), it's doable to land a tcs a lot.
Nergi regen +1 health augment - Land a tcs, and without (maybe with, dunno, don't use health gems) can net at least a third of your bar in healing. Nergi regen probably isn't needed to do that much.
Attack boost to 4, don't forget no element boost (since wyvern has no element (needs free element to unlock the fire, which isn't worth it)).
Something to consider -
Fortify (gives a huge boost, requires a death or two tho..good for solo, there's a vid of a guy doing fully boosted with drugs, hitting for 3.5k + on a tcs, 1hko ing a good portion of monsters.) 2 faints nets you a 30 percent boost in damage. + demondrug, powder, and seed + palico rally/hh kitty...could net you a huge damage boost. Would be fairly daring tho.
Partbreaker - most monsters, you don't need huge damage values to kill them, but this might help if you're trying to break tails or horns which are hard to do, especially on some of the elders (hard before they die, since there's usually someone who just hits the chest...few people keep missing etc etc).
Divine blessing - if you go with what i said, and do a health augment - focus on being in the center and constant damage - this procs more then you'd think, and worth considering for higher monsters. Damage will usually be better, but..worth noting.
Rocksteady mantle too. Temporal works for keeping you alive - however, rocksteady will net you the hits - as long as you're not 1hko, health augment, you can keep in there and nail it.
Affinity booster is quite nice too - however, for survivability for endgame monsters i'd say second mantle take a "proof" (thunderproof, fireproof, etc) mantle too. Net's a sufficient defense to a lot of damage. Don't forget rocksteady may make you still take damage, BUT if you're not scared, take the hit, still land tcs - healing augment - back to full/huge chunk up anyway, and possibly toppled in a hit or two -> more free hits and more healing.
I use the same armor as my longsword build.
Put Attack or Expert jewels in the 2 level 1 slots on the weapon.
Put Health Regen and Affinity augment.
You can replace the Satiated (Free Meal) and Protection (Divine Blessing) with others if you don't want them.