Monster Hunter: World

Monster Hunter: World

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prime11 Sep 7, 2018 @ 6:24am
best armor for charge blade?
im making the diablos charge blade
HR 40 somthing
what gear should i get?
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Showing 1-13 of 13 comments
Armageddon Sep 7, 2018 @ 6:46am 
Diablos Tyranis benefits from pure damage.

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.


Hurricane (Banned) Sep 7, 2018 @ 6:49am 
Originally posted by Armageddon:
Diablos Tyranis benefits from pure damage.

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.
Erm what? Weakness exploit should be on every set you build :/
Nimble Mind Sep 7, 2018 @ 6:59am 
This guide will help you, it starts from starter build to endgame for PC and console.
https://mhwbuilds.wordpress.com/charge-blade/
Voodoo Sep 7, 2018 @ 7:04am 
Originally posted by Donnerberg:
A combination of quick sheath, evade extender and handicraft.
WHY
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.
Last edited by Voodoo; Sep 7, 2018 @ 7:04am
Stormsong Sep 7, 2018 @ 7:19am 
These are my 2 most used sets, as you can see though I like toying with things LOL. And this is just the Charge Blade page.

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.
Last edited by Stormsong; Sep 7, 2018 @ 7:22am
Armageddon Sep 7, 2018 @ 7:24am 
I personaly have

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.
Ottomic Sep 7, 2018 @ 7:24am 
Personally I went for Guard 3, Earplugs 5, Focus 2: Bazel beta helm, chest, diapers; Gaan beta legs; death stench alpha hands, Artillery 3 charm. I like being able to guard reliably, and the Rocksteady Mantle nullifies roars, but Guts from bazel and the slots on the gear is good enough for me. I prefer playing it safe and being reliable rather than going for damage and carting like an idiot. On the gems there's the usual suspects of non-elemental, mind's eye, vitality, what have you. (by the way, mind's eye in a charge blade means not bouncing on overcharge, not bouncing on draws, and not bouncing if your blade runs out of charge. It is a-m-a-z-i-n-g.)

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.
Last edited by Ottomic; Sep 7, 2018 @ 7:31am
Stormsong Sep 7, 2018 @ 7:28am 
Originally posted by Ottomic:
Personally I went for Guard 3, Earplugs 5, Focus 2: Bazel beta helm, chest, diapers; Gaan beta legs; death stench alpha hands, Artillery 3 charm. I like being able to guard reliably, and the Rocksteady Mantle nullifies roars, but Guts from bazel and the slots on the gear is good enough for me. I prefer playing it safe and being reliable rather than going for damage and carting like an idiot. On the gems there's the usual suspects of non-elemental, mind's eye, vitality, what have you.

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.
You could get away with Guard 2 if you keep your shield charged up and use guard points, just in case you have your eye on another deco you want to put in!
Last edited by Stormsong; Sep 7, 2018 @ 7:28am
Voodoo Sep 7, 2018 @ 7:28am 
Ottomic Sep 7, 2018 @ 7:34am 
Originally posted by Stormsong the Fallen:
You could get away with Guard 2 if you keep your shield charged up and use guard points, just in case you have your eye on another deco you want to put in!

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)
Last edited by Ottomic; Sep 7, 2018 @ 7:38am
Stormsong Sep 7, 2018 @ 7:40am 
Originally posted by Ottomic:
Originally posted by Stormsong the Fallen:
You could get away with Guard 2 if you keep your shield charged up and use guard points, just in case you have your eye on another deco you want to put in!

Hm. I haven't looked into the difference going from effective Guard 5 to 4. I should experiment a bit, because if guard 2 is enough then you get a lot more options with the pants (or you can put Gaan alphas on and leave your chest free)
Yeah, you only effectively need the "Greatly decreases blah blah more blah" for counters and damage mitigation.

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.
Last edited by Stormsong; Sep 7, 2018 @ 8:03am
Umbreon™ Sep 7, 2018 @ 7:51am 
If you feel like focusing on guard points I would suggest a few levels of Guard. It can be really fun to use guard points throughout an entire quest instead of dodging, if you can pull it off.
Voodoo Sep 7, 2018 @ 10:43am 
I can understand evade extender on greatsword since youre horribly slow, but even then quick sheath works against idea of using evade extender.
Then again cb offers full movement speed and regular rolls.
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Date Posted: Sep 7, 2018 @ 6:24am
Posts: 13