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Just tell me the weapon difficulty tier lists on the internet are garbage. I refuse to believe hammer is easier to learn than charge blade. It doesn't make any sense. Everything the hammer does I can do better with only axe mode.
Please validate my frustration.
hammer does a couple things really well:
- stun
- break things
(-also has good air combos so cheesy speedrunners kinda like it)
there's a hidden modifier on weapons that determines how much damage they do to monster parts and I'm pertty sure hammer is one of the highest. great sword and switch axes axe form are also pretty good... and possibly charge blades axe form not sure.
hunting horn does the same things with more to is tho, so idk why people use axe... I find it so boring.
Oh so you're here just for people to validate your frustrations? I'm afraid you won't get any of that then because your frustrations are caused by nothing else but your lack of ability.
Let me directly address what you're saying:
Yes, you are supposed to be able to predict where the monster's head will be after it finishes it's current attack and prepare your own one accordingly. Depending on the window of opportunity it can be anything from a quick level 2 upswing, to a full level 3 big charged smack or a full combo ending with a golf swing. Maybe even a clutch claw follow up if you feel like you have the time.
The way you're describing it it sounds like you're trying to play this weapon in a reactive way, which is a big mistake. Hammer is more about predicting than reacting. Doing the basic three hit combo when the monster is turned back just in time for the golf swing to smack it on the head as it turns towards you. Stopping just outside the monster's attack range and doing a charge attack on it's face right when it finishes. Standing right where you know the monster's head will be in the next 2 seconds and charging a level 3 charge attack. That sort of thing.
Now that is straight up false. you could could the amount of monsters that have heads that are too high up on the palms of one hand. And in those cases the strategy is also simple: go for the feet, score a topple and then go for the head, easy as that.
I played Hammer more than any other weapon in MHW and I can tell you for a fact that it is indeed one of the easier weapons to learn, might not be the easiest one to use though since it requires a higher degree of understanding of each monster's mechanics and patterns than something like a LBG or an Insect Glaive.
Simply focus on spamming level 2 charged upswings and going for the face. It's a very fast attack, it has a big hitbox, it's a gap closer, and it does a fair bit of damage and stun. It's the easiest attack to hit the monster's head with quickly, and then evade out of the way of whatever is coming next. And when you score a KO, you can just do a level 3 and tenderize with a clutch claw follow up. It's a purely reactive playstyle initially which will allow you to simply observe what the monster is doing and responding with a single, easy attack. As you do it you'll start getting accustomed to the monster's moveset, you should be able to naturally start preempting some of your attacks since you will be able to tell where the head will be ahead of time. And as you get better you will be able to start doing more than just that level 2 upswing attack.
You also may need to really change your playstyle if you don't make wall banging and slide/aerial/claw attacks a normal part of your routine. Slamming monster into a wall at the start is an easy way to get some great early head hits with a lot of monster letting you get a full mega bonk combo and hammer has great aerial/sliding/claw attacks and mounting is easy with glider mantle.
As for elemental you need to rely on its multi-hitting combos for that for example the slide/wall attacks get a lot of hits in with the spin attacks and can trigger effects.
Starting at 3:50 in this guide is the "key" to hammer: https://youtu.be/KlHzRHhDMzA?si=Hqe4YZUbPhsLIAYh
If we're talking about optimal play, doing early wallbangs with a hammer is actually not optimal. The first stun on any monster is extremely easy, wasting a wallbang just to ensure it is exactly that, a waste. Instead what you should do is score the first stun which should take a minute tops, then do the level 3 charge into clutch claw follow up, tenderizing the monster's head, and directly from there you can wallbang and do a big bang combo on a tenderized head for a lot of damage and stun. Then when it gets up you go for a mount, followed by the second big bang combo, into a second stun after the monster gets up, into a third big bang combo.
If you play your cards right, you can do a ridiculous amount of damage before the monster even gets to play the game. That is half of the fun of playing Hammer, figuring out how to optimize the amount of time the monster spends it's time on the ground and can't do anything but eat big bangs to the face.
Fair enough, definitely helps with agitator. If you're confident with your ability to hit the monster hard without it lying on the ground helplessly, it might be even more optimal!