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Personally whenever i play horns, i prefer to take things that keep me dooting. Earplugs, tremor resist, flinch free, etc. Anything that keeps my songs from being interrupted.
The Shara HH is also great for raw.
I use the bazelgoose one a lot cause idk I just like it. I also use the zinogre one a lot cause it’s so metal (but it’s songs kinda suck)
Songs to be on the lookout for are attack up L, negate stun, negate wind pressure, negate elemental blight, all the negates are useful depending on the fight.
But my favorite song is a new L2 song and that is recovery+movement speed. Your team will want to marry you for movement speed bonus.
- Ice or Paralysis HH
- Your armor should either max Paralyzer or Frost (or at least get close to max)
- Since Queen Vespoid has defense L, no need to build for defense.
- Like tvman mentioned, try for general tactical protection: Earplugs works well for Black Diablos...etc
- I always bring Sonorous Gem, Vitality +3
- Evade +3 works well with Black Diablos, so you can roll through her charges, head swings
Different stats and HH for Bazelguese, Rathalos..etc
Secondly, when looking at weapons to build, I look at whether they have good melodies as the prime consideration, before damage/sharpness/affinity/element. If it's got great attack stats but the buffs on it suck, why bother? You might as well play Hammer at that point.
Other useful skills are Slugger and/or Stamina Thief, anything that increases your elemental/status potency, things that keep you from getting interrupted like Earplugs, Tremor Resist, Flinch Free, and if you've got some spare deco slots you can always go Wide Range for Plus Ultra levels of support.
Some of my absolute favorite horn lines are:
Vespoid Queen - probably my favorite and the overall most versatile. White sharpness, decent Paralysis, and oh MAMA the melodies. It has Stamina cap up and Stamina use reduction, giving everyone a stamina bar that's 1.5 times bigger and drains half as fast. Archers and Dual Blades users will love you forever, and it means your stamina cap never goes down on long hunts, great for the guiding lands. It also has Negate All Wind Pressure, which makes Kushala Daora a hell of a lot less annoying for everyone to deal with; Ice Resist Up, which...considering ICEborne and how many new monsters, including Velkhana spam ice at you now, can come in super clutch; Sonic Waves which you can spam to make a laughingstock of Diablos long after everyone else has run out of Screamer Pods; Defense Up XL(who can't use 20% more defense?) and Element Effectiveness Up. And it just looks and sounds really cool. 10/10 dooter, right here.
Bazelreid Rookslayer - I kind of hate how it looks, but it's pretty strong with Blast and it's one of the only horns that has both Extended Health Recovery(recover health beyond the red portion, so basically the Vaal Hazak set bonus for the entire team) AND Health Recovery Speed Up which are pretty potent together. Also has Attack Up XL, Impact echo wave for even more KO, and Health Recovery S which...eh, if all your other buffs are up and the monster is knocked down or mounted or whatever and you have a safe performance + encore window, you can spam to keep everyone's health topped off.
Teostra Musica - Looks and sounds cool, white sharpness, great Blast damage and while it doesn't have a ton of melodies, two of the ones it does have are Divine Protection and Negate ALL Statuses, which is pretty versatile. Keep your team from getting stunned, paralyzed, poisoned, burned, whatever. It's a good horn to bring along against Kirin, especially since at the moment the only horn with Thunder Resist Up is itself a Thunder-elemental horn...so as handy as that extra Thunder resist for everyone is, it seriously gimps your damage on him. Divine Protection all around is a nice compromise.
There are a bunch of other good ones, but those are just a few of my personal favorites. Also, you hear people complain about "corner horning," but don't feel like you can't EVER disengage to refresh buffs. So long as you're spending MOST of your time in the fight and not just hiding and trying to play full support, it's fine if you dip off once in a while. Those buffs can be especially useful, so if you cart and come back or just have a long-ass window where you're wailing on the monster because of chained-together knockdowns/traps or something that's long enough for all your buffs to have expired, attack to build notes until you've got 3 songs stacked up, gain some distance to safely perform + encore, then get back in there. When you're pumping out a 20% attack boost(and possibly also affinity depending on the horn), 20% of everyone else's damage = your damage. :P
Also the notes are more important than damage/element. You take the horn better suited for the monster, like, thunder res/divine bless for kirin, wind resist max against kushala and so on. I also take wide 5 when I fell like going full support, but you sacrifice a lot of damage this way.
It makes them shorter and also gives actual numerical data. Def Up S becomes Def +10%, Attack Up + Deflected Attack Prevention = Atk +15% & Mind's Eye, etc. It was one of my favorite mods pre-Iceborne and I'm hoping the update comes soon.
Would horn maestro be better to use as a charm or deco slots?
I figured I would need to extend my HH range. The ones I have tend to just be attack, defense and stamina extenders.Though I actually do have the Teostra one because of divine protection because I had a hard time with tempered Kirin. I'll look into the others.
Do you have Iceborne?
I have Icebourne.
As for Hunting Horns, the Nyx Barone II is one of my favorite horns.
Divine Blessing, All Ailments Negated, Abnormal Status Atk. Increased (means more ZZZ power) plus White sharpness. Get your sleep to 4, socket your elemental resist decos (fire, lightning, etc...) and you have a very strong ZZZ horn.