Monster Hunter: World

Monster Hunter: World

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ChaosFred 2020 年 4 月 26 日 上午 2:42
Provoker Skill Obtained - Dream Comes True?
As a Lance main and tank players in MOBA / MMORPG, I admit that every time the offensive guard activated, every quick counter made just before the attack hits, every clutch counter where you suddenly feels immortal and hard as rock going thru all the attacks, every moment you can survive Shara's kamehameha beam or Kulve's fire floodwave with your guard or any other guard-related stuffs are always a satisfying moment when it happens.

The problem is, for your guard to activate, the incoming attack needs either directed at you or huge AoE attacks. Otherwise you need to stay in front of other "more aggressive" team mate which often goes with flinching / thrown to air by friendly attacks from your behind (Only got flinch free 1). Challenger mantle is not a viable option either since it can not activate all the times. Not to mention it's long cooldown.

Nutsy, now I've obtained that Showman Earring which gives me the Provoker skill after so many tries, solo-ing those two arena quests and get at least B rank, along at cost of better helmet slot piece. will my role becomes better or worse instead?
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JebKerman 2020 年 4 月 26 日 上午 2:49 
(Bear in mind, very 'iirc')
Provoker essentially makes you 'weigh' twice as much for the purposes of a monster picking a target.

Assuming that is correct, if there are, say, 4 hunters, you are one of them, and the only one with Provoker:
~40% of the time the monster should be targeting you.
~60% of the time the monster should be targeting someone else (20% each)

Have no idea if the effect stacks at all with Felyne Provoker food skill.

tbh I've not tested them out, I have the earrings, So I guess I'll try them out myself, probably worth you doing the same.
最后由 JebKerman 编辑于; 2020 年 4 月 26 日 上午 2:56
Senpai 2020 年 4 月 26 日 上午 3:01 
引用自 ChaosFred
Otherwise you need to stay in front of other "more aggressive" team mate which often goes with flinching / thrown to air by friendly attacks from your behind (Only got flinch free 1)

You know what's even worse, when you notice the monster doing the windup animation and set up a counter, but then before the monster lands the attack, your teammates friendly fire activates it prematurely so you both get hit by the attack right after :steamfacepalm:

That's a neat idea btw, I might try running Provoker myself to see how well that works out in multiplayer hunts.
Otaconnor 2020 年 4 月 26 日 上午 3:04 
I love the idea of this skill but wish it was a decoration and not limited to a helmet. Still fun to use on Lance and Gunlance (maybe CB too, haven't tried).
I also feel the effect is a little weak so it's hard to play a dedicated tank with RNG being such a big factor. Maybe as harder monsters come out this skill might be more useful.
StarExile 2020 年 4 月 26 日 上午 3:29 
I tried that Provoker earing..Seems meh, not working, monster still changing his target, prety much, randomly.
ChaosFred 2020 年 4 月 26 日 上午 9:30 
After some testing, I do admit it becomes easier to direct enemy attacks to me. Most noticeable on direct target monsters like Rajang, Zinogre or Nergigante. But you have to be agressive, like keep hitting the enemy as well staying close to them.

I even got Zinogre that only do tail flaps and throwing electric balls completely to me for the whole battle when I joined in 4 players SoS. Altho still doing charging moves to others (part of repositioning?).

Furious Rajang still do that Inuyasha's wind scar to other players.

Then there is also tendency where tempered MR Kirin does less the double column/row thunderstrike. But it still does charging to other players or do front big thunderstrike if there is other player in front despite I am behind it.

The Raging Branchy quest in guiding lands is funny easy to direct on early phases. Like, do 2 or 3 complete 3-hits upper thrust cycle with your lance to head or arm and you can be quite sure the next leap attack or ground punch would be directed at you if you are still nearby or the closest to it. But it does not working at all once you entered that "locked land" phase where Branchy simply goes charging or attacks random at that point.

Seems not working on monsters with "real taunt" mechanic such as Behemoth. Taunting Behemoth pretty much still took around same number of hits to the head with my lance or dragon pods. Not tried on Safi because no one is running that seriously right now.
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Maybe perhaps, it works just like status build-up, each individual got this "taunt" meter something that once filled then monsters will be directed to that player. If you are lucky, your bar just filled when other players just activated thus overwriting their activation with yours and if not lucky, it is your meter which just activated and get overwritten by others immediately. Kinda like Paralyze > Sleep > Stun > Knockdown cycling stuffs. This provoker skill simply increase that meter build-up.
最后由 ChaosFred 编辑于; 2020 年 4 月 26 日 上午 10:00
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发帖日期: 2020 年 4 月 26 日 上午 2:42
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