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The hunting horn is not a support weapon. It is a big blunt thing for smashing the monsters face in which also buffs your team.
If you want a support weapon play sword and shield with wide range.
https://www.youtube.com/watch?v=AjKbB_ON60w
https://www.youtube.com/watch?v=n_yOGShKtUM
https://www.youtube.com/watch?v=J-dOhX9x3bE
https://www.youtube.com/watch?v=NI9pym9feMs
Pretty much everything you need.
If you use a self-improvement buff, then it hits even harder.
It is a big blunt weapon that dishes out a lot of stun damage right before it increases the party's potential to endure or deal with HP loss or status effects.
A good tip is to jam session practice in the training area so you know all of the notes before taking the stage.
Your notes are your basic attacks. But you swinging your horn around to play music is one of your more damaging attacks. So reciting your songs mid-combo is important. Playing songs is a relatively long and committed animation, so be careful when doing this.
Horn Maestro is a good skill. Get it. It increases the length of your buffs, and potency of your heals.
You support the team by giving monsters traumatic brain injuries, not by sitting in the back playing buffs.
Attack Up (L) is one of the most valuable songs you can bring on a hunt. You'll usually be looking for horns that have it. Fortunately the Sforzando line of basic iron MR horns has it.
The [Y, Y] song that all horns have, "Self Improvement", gives you a movement speed buff. If you play it again while the movement speed buff is already active, it gives you a Mind's Eye effect.
You support the team by giving monsters traumatic brain injuries, not by sitting in the back playing buffs.
You can queue up a "playlist" of up to three songs, press RT to Recite all of them in succession. You'll see their names on your setlist highlighted as they are played.
Press RT again after playing a song or set of songs, and you'll do an Encore - a final single song that has the effects of all the songs you just played. This is extremely important because two of your horn's potential songs - the Impact Echo Wave and Echo Wave (Dragon) - deal direct damage. Play three Echo Waves for three big hits, and the Encore for that Recital will be a single hit with 3x power. This is best done when a monster is downed.
You support the team by giving monsters traumatic brain injuries, not by sitting in the back playing buffs.
When queuing up songs - if the final note of one song is the same as the first note of your second song, you don't need to play it twice.
For example, on an Attack Melody II horn, "Recovery Speed Up" is [Y+B, Y+B, B, Y] and "Attack Boost (L)" is [Y, B, Y+B, Y]. Instead of swinging [Y+B, Y+B, B, Y, Y, B, Y+B, Y ] to queue up both songs, you can instead swing [Y+B, Y+B, B, Y, B, Y+B, Y ]. Notice that the last note of the first song counts as the first note of the second song. This saves some time when queuing up multiple songs.
Another tip for saving time is the hilt stab. If you press back and any attack button after playing a note normally, the second note will be played as a short range but extremely fast hilt poke. Good for substituting the long Y+B swings.
You support the team by giving monsters traumatic brain injuries, not by sitting in the back playing buffs.
The Horn deals impact damage. Not as much as a Hammer, but still good for dealing knockouts - so prioritize attacking the head. You can get 3 KOs on early MR monsters, but late MR monsters have such high KO thresholds that you'll probably only get 1 KO per hunt.
If you're looking for a good horn, I suggest the Bazelgeuse line of horns. They look nice, have Attack Up (L), and come with a minor healing song which will allow you to heal teammates while attacking, instead of sheathing and sipping a potion like some filthy Wide Range user. Otherwise, the Sforzando line will serve you well early on.
You have no block, so for defensive purposes consider adding Evade Window to your skillset. Your enhanced movement speed is good for repositioning and passively avoiding attacks though.
Finally - and most importantly - you support the team by giving monsters traumatic brain injuries, not by sitting in the back playing buffs.
Thanks lol, this actually helped me a lot ill be sure to use this to help out with further hunts
PS: If you want to get more into "support" look into Wide-Range, drink demondrug at start of quest near allies, every so often during fight chomp on a might seed, and when the monster is knocked down for a bit, use a might pill so the whole teams ATK skyrockets. You can also do some heals occasionally, but don't go crazy there, you team needs to be able to keep themselves alive, not rely on you.
https://www.youtube.com/watch?v=hGmMpMt8qCU
https://www.youtube.com/watch?v=BAuV5J9JSv4
https://www.youtube.com/watch?v=K6vJfQ1n_IY
really anything by
https://www.youtube.com/channel/UCkGUoBm-0TvvoMpkAZ8oVhA
https://www.youtube.com/watch?v=Q4dWkQQPkcY
https://www.youtube.com/watch?v=mRSpaLObDL4