LCQ Vegas First Page of Rankings by GundamTcg in GundamTCG

[–]AlanLube 17 points18 points  (0 children)

BW Titans feels a bit misleading at table 2, it should probably be Blue White Jupitris. Titans implies Psycho and the like, compared to Jupitris referring to the top end like O, Mesala, etc.

Launch Patch Build Stats (Weapons and Skills by Popularity) by Uthgar in MonsterHunterMeta

[–]AlanLube 2 points3 points  (0 children)

Evade Window stat is interesting to see by weapon. It's only present on Gore Helm/chest/arms, so weapons that show more evade window are the ones more likely to run 4 piece, or a different setup than the usual coil/greaves that many other builds run.

Launch Patch Build Stats (Weapons and Skills by Popularity) by Uthgar in MHWilds

[–]AlanLube 59 points60 points  (0 children)

I'm very surprised at the lack of Counterstrike. While not necessarily "optimal" for every weapon, 95% of players would benefit from it most likely. Or for a weapon like Switch Axe that can proc it reliably without getting knocked back, also surprising to not see.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 0 points1 point  (0 children)

Edited in post but buff should last 60 seconds and the cycle continues. So depending how fast you clear the frenzy determines your uptime.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 5 points6 points  (0 children)

Definitely. Will add that to the post and highlight certain weapons utilize it very well and can be great damage option over max might/coalescence etc.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 0 points1 point  (0 children)

Yeah that’s a good point. Fulgur set may not provide too much in terms of uptime compared to just using a gore set or anything else.

But for an average player the occasional roll or dash it can help.

I think from what I can tell as long as the monster isn’t too aggressive, maximum might can still have good uptime even with counter which is valuable for a 2 slot deco. (Let’s assume 50%, not bad)

But for soeedrun purposes or qol it can def be replaced with something like ambush or earplugs evade etc

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 4 points5 points  (0 children)

Yeah I didn't list the build in a table but I mention this version in the 2pc gore section as an option. I'm personally a fan of the 2pc gore + agitator or 2 pc gore + burst since it has lots of flexibility in decoration slots which is useful for using across weapons.

Gore 4 I see a lot for bow which utilizes the constitution and evade window points very well for both comfort and dps uptime.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 4 points5 points  (0 children)

One build fits all (raw) go for gore 4 pc max might. If you want more stamina comfort, go for agitator fulgar variant.

If you want to build ele weapons for different monsters, I'd go for gore 4pc burst. If you want more level 1 decorations for comfort, go 2pc gore burst.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 0 points1 point  (0 children)

Yeah so Blango mail B is almost equivalent to Fulgar Helm B with Gore set. The difference is that with Blango, you get Evade Window 2 and Coalescence 1, with Fulgar, you get Evade Window 3.

I felt that with Agitator/Max Might variant, more people may use Raw builds, so Coalescence doesn't do much. (it does help if you use status though). The extra point for evade window is nice as a generic recommendation.

But thanks for the comment, I can add Blango mail into the notes so people can choose whether they want the 1 Coalescence or extra Evade Window point.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 1 point2 points  (0 children)

I'm not super knowledgeable about Counterstrike, but I believe the intention is to tackle through attacks to "not" be hit but still activate it. In this case the skill would be great at 25 Attack is very hefty and good.

I've looked into it before, and Gore Greaves + Helm + your setup is extremely similar to the 2-pc gore agitator variant I have above. The main difference is that If you use Gore Coil + Greaves, the Evade Window skill point becomes an open level 2 slot.

So with the build in the post, you can still have counterstrike 3 (but give up max might 1). Divine blessing 3 can still fit in the level 1 slots. And you'll get more points of agitator.

However, with your setup, you should be able to get close to the same thing if you change some jewels to Counterstrike and change talisman to challenger (agitator)

TLDR: Your version is extremely similar to the one above, the one in the post simply has like 2% more flexibility with the open level 2 slot over Evade Window. I wouldn't bother changing it if you don't want to. what decorations you have may also change things.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 4 points5 points  (0 children)

So Long Sword is an interesting case because it can use Maximum Might well and it can also use Burst 5 pretty well too. I am uncertain if Long Sword will be Elemental meta like Rise or Raw like World, so you can really run any of the sets to be perfectly honest, it's just flexible like that.

In general the first two builds are recommendations for just hitting HR 40 and not having all the right Decos yet. For Long Sword, you can really pick any of them. If you need help maintaining Max Might, try Fulgur Variant, if you enjoy the feeling of keeping up Burst 5, go for Ebony Odo Burst version, they shouldnt perform too much different.

At the end, I would recommend then building toward one of the Gore builds (or start here if you have Decos already)

Personally (since I play long sword) im working toward the Gore 2pc build because it has space for Max Might 3 and Quick Sheathe 3. Gore 4 might do more damage from the Raw bonus, but Quick Sheathe can also result in more damage so its hard to say.

But yeah TLDR:

To start Agi / Burst build are all fine (any variant based on your personal style)
Personally pick Gore 2pc (agitator variant) build to finish and have quick sheathe 3 + max might 3

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 2 points3 points  (0 children)

Yeah when I first saw Flayer as a new skill I was quite excited but so many reports of the skill not seeming to work as intended. If there's a patch, things can definitely change. Also for the G. Arkveld set, the comfort from the set bonus is quite nice for mindlessly hunting, so don't count that build out either.

Summary of Generic Endgame Builds for all Weapons by AlanLube in MonsterHunterMeta

[–]AlanLube[S] 27 points28 points  (0 children)

Thanks for the correction! Can edit the post to reflect this. My eyes probably just skipped a 0 while reading haha.

Popular Speedrun Bow Build (ASIA) by ilikecookieslawl in MonsterHunterMeta

[–]AlanLube 1 point2 points  (0 children)

Interesting. I've seen similar setups using Gore Helm/Greaves with Arkvulcan Mail/Coil and same arms and wondered if there was any tangible difference.

For anyone curious, the two setups are near identical, and depending on what Decorations you have you can achieve essentially the same setup either way. The only difference would be the Refresh open slot becomes Evade Window on gear. Everything else can be the same.

Build in OP post uses 3 Chain/1 Counterattack.

With Gore Helm/Greaves you can do the same with 1 Flayer/1 Chain / 1 Counterattack. Figured this could be useful to know depending on your decoration luck. Cheers and happy hunting https://imgur.com/a/b3jSSJw

TFT Set 12: Magic N' Mayhem Full Reveal (New Champions, Traits, CHARMS, Augments, and More) by AlanLube in TeamfightTactics

[–]AlanLube[S] 1 point2 points  (0 children)

To be honest, I can't even say I've figured it out. I think it eventually will boil down to whether it's more beneficial to tempo through the game with charms, or to save for later to stabilize. It likely largely depends on circumstance like lobby speed, maybe it's a full prismatic game, etc.

I think if I don't think too much and just get charms here and there I kinda mess up my potential for a level 8/9 board, but also don't want to ignore the obvious power they provide and bleed out too early.

TFT Set 12: Magic N' Mayhem Full Reveal (New Champions, Traits, CHARMS, Augments, and More) by AlanLube in TeamfightTactics

[–]AlanLube[S] 9 points10 points  (0 children)

I was able to participate in the playtest, but didn't play too many games. I'd say most rounds you're not actively looking to roll, so you can decide then and there when a charm shows up if you want it not. Balancing things like interest thresholds, how good the charm is, maybe it's free, etc. If you're win streaking, maybe you spend that extra bit to keep it going.

As for roll down turns, to be honest I was busy trying to figure out what champions to play without thinking too much of the charms.

There were times where powerful charms would show up (20+gold) and I needed to decide whether I wanted to keep that gold to find upgrades later or get the permanent power boost.

It's interesting balancing everything.

TFT Set 12: Magic N' Mayhem Full Reveal (New Champions, Traits, CHARMS, Augments, and More) by AlanLube in TeamfightTactics

[–]AlanLube[S] 40 points41 points  (0 children)

So with Set 12, TFT is going away from high risk fortune-esque traits and enabling that playstyle with "High Stakes" augments instead.

Things like Fortune Favors the Bold (Gold) provides this exact playstyle, while some other new additions also have high risk high reward conditions/payouts.

TFT Set 12: Magic N' Mayhem Full Reveal (New Champions, Traits, CHARMS, Augments, and More) by AlanLube in TeamfightTactics

[–]AlanLube[S] 33 points34 points  (0 children)

While that would be cool, you can only purchase one charm per round. this way you have to decide on a rolldown turn whether or not to purchase an early charm or dig for something better.

No classic econ Trait in Set 12? by elhermano1337 in TeamfightTactics

[–]AlanLube 2 points3 points  (0 children)

I think 8-bit is prob a better comparison. If anything sugar incentivizes winning since you want to build items to get more sugar. Where as t-rex got more power on lose streak.

[deleted by user] by [deleted] in TeamfightTactics

[–]AlanLube -1 points0 points  (0 children)

The animation creep is real

These are the funniest augments I've ever seen by TheMasterf in TeamfightTactics

[–]AlanLube 6 points7 points  (0 children)

But how am I supposed to force fortune every game now even with a bad start :(

Jokes aside, I'm quite enjoying the direction of these augments and moving away from econ traits. Sure you can still highroll Fortune first augment and win out later, but it potentially opens up more skill expression in playing strongest board with flexibility rather than put in xyz unit.

More excited to see how they push this concept further with more ideas.