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But if you're not playing them, might as well bring it.
Some of their mechanics could be skill based, like head flinching most flying monsters will dunk them from the sky, or the monsters like Anjanath/Glavenus with their special heated head states. Others could be item based, like Diablos + Screamer pods, or Uragaan + Crystalburst.
This even applies to Guiding Lands, where you normally get a drop for just flinching a part. Since dunking flying monsters also happens due to flinch thresholds, you get 2 drops for a dunk/4 with geology.
If youre playing HH and solo play, sure.
If youre playing a different weapon which isn't HH, uhhhh...
Obviously use Bringuiro, there's no point in using weaker horns if you're "speedrunning", the point is to CC him as many times as you can, leading to a kill/cap.
You don't actually need to worry about AuxL.
If you're not using a HH with those or you're just too lazy, then yeah. It's actually a pretty good strategy that people used in base game too. Really helpful for new horn players as OP mentioned.
I was not suggesting anyone switch to hunting horn weapon to fight this monster if they don't normally use it. This was just for people who use the hunting horn.
I do not have access to a good ice horn to use, and even if I did, the only ice horn I could get would have a stamina song and some healing songs which would be of nominal use during the fight.
On the other hand, Dragon element Diablos is fairly weak to, and the Dragonbone aldhorn comes with the following useful songs for the fight:
Speed Boost + Evade Window Up
Elemental Effectiveness Up
Sonic Waves
Elemental Attack Boost
Tremor Resistance
The speed boost is very useful, especially in the beginning of the fight when you are wearing down Diablos and he is at his fastest.
Elemental effectiveness and Elemental Attack Boost is good for your group, especially if someone else has ice element to really lay into him. I'm not entirely sure, but I think Elemental effectiveness also helps your defenses too.
Sonic Waves helps as I said.
And Tremor Resistance is helpful because as Diablos digs around, he does cause tremors, and can cause your party to stumble if he digs nearby you. This stumbling animation can cause you extra damage if you are unable to dodge. Better to not have it and just keep dodging.
All of this is damage prevention and damage increasing. I don't see why this horn is not useful in the fight. It is very useful in this fight specifically. Maybe I only use half the songs, but say a Barros barges in, I can throw water resist up, and now we have some extra protection from him just in case.
As for the screamer pods, I didn't know about them at all. I'll have to let my friends know if they didn't know. Frankly, I don't need them. I have my horn. I try to keep a sonic wave ready at all times when he's around.
Agreed with everything else though.
It is also supposed to work on piscene wyvern too, but the window for it to work is so small that it seldom does. Again it is problem with being able to read the animation and having enough time to get the song out and it just seldom happens.
You will do better if your set is also made just for the monster you are hunting.
Take Tzitzi for example. Easy monster, but highly annoying when you get stunned by its flash. Gem in some stun resists and you can bulldoze it no problem.
Take Nightshade Lumu for another example. A lot of sleep dust/clouds and a lot of downtime when it gets you. Gem in sleep resists and it's just the same old Lumu.
Make a specialized anti-Diablos set and you will thank yourself for it.
Fact is, I don't need specialty armor for Diablos or TsiTsi-Ya-Ku. Don't stand in front of TsiTsi-Ya-Ku and you don't get stunned. Use the speed up buffs, and anti tremors, and you can keep out of Diablos's way. I don't know why either of you have problems with this. You can do either fight without potions.