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So
Sttack 7/7
Artillery 3/3
Capacity boost 1 /1
non-elemental boost 1/1
should be your target skills.
Many people also run Weakness exploit 3/3 to negate the negative affinity so that non phial hits can crit positive on ponster weak points.
Mix and match your armour to get as close to these as possible with what you have available.
https://mhwbuilds.wordpress.com/charge-blade/
i understand handicraft but why quick sheath and evade extender
Get focus 3, artillery 3 since its diablos and capacity up.
Then you slot typical dps gains like weakness exploit, handicraft, attack and so on.
Also, phials CANT crit, but saed swing CAN crit.
https://steamcommunity.com/sharedfiles/filedetails/?id=1505637108
https://steamcommunity.com/sharedfiles/filedetails/?id=1505639841
Didn't use any build guides when I made them and having looked back on such pages when I got curious one day it's true that neither one is "meta". Still, both work well enough for me. T2's are anywhere from 3-6 mins and T3's are 8-9. I'm certainly not speed running, but I'm also not timing out on any quests either :D. I'd like to put capacity boost on the focus one...but that's my ninja jewel >_>. Just won't drop.
Attack 7/7
Weakness Exploit 3/3
Artillery 3/3
partbreaker 2/3
peak Performance 1/3
Capacity boost 1/1
Non-Ele boost 1/1
But i've been getting crazy luck with attack jewells so its not somthing i would normaly aim for. 5/7 attack is enough.
That said, you can do away with the 'plugs and up your focus, handicraft, attack or put some weakness exploit. I personally don't think increasing the affinity on a raw weapon, especially one with negative affinity, is worth it, and handicraft and attack aren't really worth that much. That said, once I get Guard and Artillery decos I'll put 3 Art and 3 Guard on the Damascus chest and coil and I'll be free to experiment with gloves, legs and helmets as I see fit.
https://steamcommunity.com/sharedfiles/filedetails/?id=1505649636
diablos
https://steamcommunity.com/sharedfiles/filedetails/?id=1505651834
though ill probably swap few things once i get 3rd artillery jewel.
Hm. I haven't looked into the difference going from Guard 3 to 2 (or 1, going by reddit). I should experiment a bit, because if guard 2/1 is enough then you get a lot more options with the pants (or you can put Gaan alphas on and leave your chest free)
Effective level 5 is a touch overkill xD. So Guard 2 gives you a nice safety net up from guard 0-1, and more freedom than guard 3.
Then again cb offers full movement speed and regular rolls.