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Especially when you get health augment, you can use your kinsect as a ranged heal while spamming for damage too. No green extract needed.
And with each point of brace/flinch free providing a point of tremor resist, wind resist, and earplugs when you have triple extract, you have plenty of safety and comfort in a typical offense setup.
Thus, you should generally go pure offense, with your health boost 3 at minimum of course, and with a focus on raw damage. This is because your IG attacks itself benefit more from raw than element. Plus your kinsect, when powered up with monster slinger ammo (red icon by kinsect gauge), will do lots of element damage. And that makes your dive attacks horrendously strong, provided you use a slower bug.
Aerial should mostly be used for repositioning purposes, since even if you specifically build for aerial damage, it's only going to keep up with ground/dive IG at best. And that's considering largely element weak targets, such as Velkhana.
The final few fights are very unkind to aerial IG too. Not saying you can't aerial. Since I get it, it's fun, it's safe, numbers pop up, mounts, etc. And of course, the dive requires being in the air anyway. Just you will need to understand the ground game to not get hard walled. That helicopter move has a very long animation while using up stamina after all.
I only use specific skill to counter monster when they got annoying
For example :
I use switchaxe when facing gold rathian, but her tail and poison is annoying
So i use poison res 3 and part breaker 3
And eat ele res L meal
Her fight become a lot more manageable
The problem is, you can't go air against all monsters. Aerial VS. small monsters does not work well, it works best against large monsters. Against small monsters one has to use ground + air attacks. If you fly a lot you need also at least one gem that helps out your stamina, like "Physique". Against very hard monsters, things like Evade 3-5 and at least 1 Evade extender are a must, as you won't be able to stay in the air all of the time.
Unless your skill is very high and you will train for many hours on end you can't go all out offense against really hard monsters, but you can do so against easier ones like Rathalos for instance. If you like mounting monsters than you should also use the Glider mantle, it makes it easier to mount monsters and with Jump Master you can mount a monster at least 3 times, maybe even 4 times in a quest. Like others already suggested you also need more sharpness, because aerial eats up your sharpness like crazy, but it also does break monster parts much easier, thus part breaker 3 is a great addition.
When it comes to skills, IG is quite is quite versatile. Depending on what gear you have access to just slot in your typical raw dmg skills: Attack boost (at east 4 for 5% affinity), agitator, crit eye/boot and weakness exploit. As for defensive ones health boost is probably the best one. I personally like evade extender 1 and evade window 3 but might be hard to slot in pre Fatalis gear. QOL skills by far my favorite is Power Prolonger, means less time gathering extracts more time actually fighting the monster. Especially since I run slower kinsects for more dmg but if you use a faster one its not that tedious to get the extracts so you could skip it.
Also shaver is a MUST to get tenderize with only one claw attack. Good luck!
Can you prove that "terrible dmg"? Because without any solid proof what you are doing is spreading misinformation.
If you actually want a source, you can have my values. The aerial spin attacks deal 50-100 damage on Fatalis (wings and back way lower, while head and chest are good when wounded). Of course, only the last hit hits the most (somewhere around 120-150, iirc). Now, wait for it... The grounded combo starts with a 150 two-hit attack and escalates to 200-300 depending on the conditions, and you can use it infinitely without cancelling it, if you have the opportunity. Descending Thrust hits way more per hit than your grounded combos, and the Tornado Slash alone out-damages most of your kit in just 2 hits (adds up to 500-600 damage). Except Descending Thrust, obviously. That alone hits like... Dunno, 700? 800-something if you got the right Kinsect. Maybe more, since the initial descent alone deal a massive amount of damage to begin with, and you have like 5 more hits of 80 (which adds up to 400) if you use one of the slow-ass Kinsects.
The "best" moves are the infinite ground combo or the Descending Thrust. Everything else is situational at best, and useless at worst. I think the skill that buffs aerial attacks also buffs Descending Thrust, so it's worth getting. At least the build I got a long time ago has it, so past me must have either checked it online or asked around. Odds are, it's both.
The only handicap of your most damaging move, Descending Thrust, is that it's hard to aim it to critical places (like Fatalis' head) if you lack practice. The grounded combo is surprisingly easy to execute and maintain, does not require breaks, and can be stopped anytime.
I already did the test with the practice area years ago and it produced the same numbers for both attacks. To make sure I did the test right now again. For Aerial I did the helicopter 4 times in a row never missing the pole and then Descending Thrust in the end + two hits after landing on ground as it belongs to the combo after Descending Thrust. Don't forget that for optimal Aerial you need Airborne equipped, maybe your build does not have it.
The only things that should be hitting you when you IG are invisible aerial hitboxes, because those are just ridiculous sometimes. Besides that, you should be chasing the monster and dropping in to infinite-combo it on the ground whenever the opportunity presents itself, then getting the hell out the moment it decides to try hitting you.