Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
assuming you hit with charge itself which isnt guaranteed you still need to do plenty of sword attacks for it to be worth it as itll take roughly as much time as charging another saed.
Basically use it when you have monster with a phase where you feel you wont be able to land saed regularly though then again youll have problem hitting condensed sword charge.
The other thing if I'm under her belly biting her ankles is pretty easy to get your shield charged but my gosh I can't get the sword charge off, she either runs me over with her toe or hip checks, I was only able to do so after she charges away. Since charging the sword is a pretty long chain of animations, from what I gathered it might just be better to do when you get a KO or stagger.
Of course this is different for every monster, but I'm just trying to grasp the the timings on one monster first for the sake of getting that muscle memory. All in all with how mobile and active Black Diablos is I found myself using the wide elemental discharge more often than not, and as Ottomic said, the slide attack to reposition seems to be more efficient than blocking as it just eats through your sharpness.
If shes enraged bait head or tail swipe dodge and then unleash.
I didn't know I could do that till I got to the Coral Highlands. It's a damn gamechanger.
I see, so it's not worth trying to SAED after a charge, but her sweep attacks give you an opening.
Getting a full charge, depositing that and then getting red again will give you enough charge to max out your shields charge and leave you with another full charge at the start of the fight so you can go straight into the big hits without needing to dance around the enemy.
Don't worry too much about getting the sword charge, and if you really wanna go for it, try to land the slam attack with it for a decent smack. Remember that while the sword is charged you get natural minds eye as well so you won't bounce.
Guard points are cool but I've yet to have a moment where a guard point would have been the decider between a fail or a victory. I find it especially silly considering the most accessible guard point's button inputs involve guarding in the first place.
Also, for skills, Artillery and Capacity. Artillery turns your SAED even more monstrous and Capacity lets you store an extra phial; for an extra pop in SAED and a longer shield charge.
And yes, if it's a choice between a standing normal block and an evade, I'll take the evade every time.
- Use the shield... Sure, it may waste a little sharpness, but it can save your life and set you up for some easy hits. Move on to guard points when you have a good feel for how fast your movements are.
- Practice the moves to conserve your phials when going for an SAED. If you're gonna wiff it, much better to pack those phials into your shield, or wiff with only one.
- Learn to manage your phials. Ideally, you'll have your shield charged all the time you're in a fight, and a full rack of phials and red charge when the monster moves area.
- If you're bouncing a lot, charge your shield and then use it to charge your sword. You do not need phials in the sword to do this, but your shield needs to be charged. Axe moves that spend charges never bounce, similarly, charged sword moves never bounce either.
Otherwise? It's just like any other weapon, observe your enemy, learn to spot moments when you'll land that big attack.
so here is my general guidelines to being super boss at CB!
whenever possible, charge things up! this one should be obvious to you but keeping phials filled with some backup charge for the next rack of phials is important, this way if something trips you can dish out massive damage with a SAED, followed by a phial charge and sword slam, then get the next phial charge ready and switch back to axe mode.
capacity boost is your friend, do not shy from it that extra phial can be anywhere from 50-100 more damage with the right supporting skills and CB power. Affinity isnt your god as a CB user. not to say its not useful for boosting the SAED axe hits crit chance, but your often better off with straight raw attack boost + enough affinity to counter any neg affinity.
Guard pointing isnt necissarily essential, but it is useful once you get the hang of it. if you dont think you can pull off a full roundslash into the guard point it provides, just block. if its something that moves around a lot, sometimes hanging near a wall to stop their dashing moves helps.
impact and elemental phials are both viable, it depends on what your fighting and how. impact is a good all rounder and is affected by the artillery skill, it stacks stun and some exhaust as well as does damage based on the weapon raw damage (making diablos CB one of the top tier in that regard). meanwhile, an elemental CB is just as damaging when targeting the right parts of monsters, this is where skills like elemental crit and weakness exploit are good for a CB. elemental phials are not boost by arty skill, instead, the proper element skill will boost them, all the way to 5 points in the skill if you got the space, otherwise 3 is often optimal. the trick with element phial CBs is not all parts of a monster are weak to the elements on your CB, and some even change their element weaknesses based on their state so they can be tricky to use, but used right you can deal a lot of damage, and charging your blade with element phials also increases your normal damages hit by far more when striking proper body parts.
other skills to look into if you get the deco for it, Guard up and guard. guard isnt necessary but it can be nice to stack it on top of your red shields natural guard boosting properties. guard up can save you a lot of pain and makes some of your random guard points more relevant since you can block everything, sadly guard up is best gained from a deco, the charm can work but that slot can also be better skills like handicraft or other useful skills.
oh and, welcome to the cool hunters club.
https://www.youtube.com/watch?v=hvlVtfSzO2Y