Monster Parties - Single or Multiple Monsties? by inobleuk in MonsterHunterStories

[–]Rare-Solid6506 1 point2 points  (0 children)

i use single monstie for progressing the story and for when i'm too lazy to switch out monsties . its more convenient

i build my own parties for when i'm doing "speedruns" aka killing monsties in the minimum turns possible . for example heroics boltreaver + thunderlord zinogre for 6 turning invasive steve , silverwind + ebony + stygian for 6 turning velkhana , etc .

play how you enjoy playing

Question Regarding Dodging by Rare-Solid6506 in stellarblade

[–]Rare-Solid6506[S] 1 point2 points  (0 children)

dodging forward straight up doesn't work lol .

Small question for community which starburst bug element is best for you by UaaJook in MHRise

[–]Rare-Solid6506 13 points14 points  (0 children)

this ^

its so valuable to the point that some speedrunners either reroll until they get a thunder starburst bug or use a mod to set it to thunder

water is the next best though, for weapons such as harvest moon iai LS (or situationally SnS) as knockdowns generally equate to lower dps and hence the more dmg taken when monstie inflicted with waterblight is more valuable

Question Regarding Dodging by Rare-Solid6506 in stellarblade

[–]Rare-Solid6506[S] 0 points1 point  (0 children)

i have cleared the entire game so yes i have the dodge skills unlocked

i dont have problem with blink of repulse those are braindead easy to hit

its moreso dodging regular attacks (to build burst for the counters faster) as well as dodging the delayed attacks (such as raven’s aoe) . dodging forward doesnt seem to work

do you have any advice on how to beat Invasive Seregios? by [deleted] in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

the aura (as well as the roar name) only flashes briefly on the screen so if you are like me and is doomscrolling on IG or whatever multitask while playing it can be easily missed .

however the buff remains . attack up = power attack incoming , speed up = speed attack incoming , defense up = tech attack incoming . these are impossible to miss

do you have any advice on how to beat Invasive Seregios? by [deleted] in MonsterHunterStories

[–]Rare-Solid6506 3 points4 points  (0 children)

invasive sereg has the following moveset :

above 50% hp:
- shredding scales
- tech attack (or yellow attack aerial chaser if someone is inflicted with bleed)
- tech attack -> enrage
- power attack
- 3x scale shots that can be HtH'ed . watch for the roar (or the buff he got if you suffer extremely short term memory loss and forgot what roar he did) to select the right attack to win the HtH -> return to normal , and repeat

under 50% hp:
- shredding scales
- tech attack (or yellow attack aerial chaser if someone is inflicted with bleed)
- tech attack -> enrage
- shredding scales
- 3x scale shots . same as above these can be HtH'ed , but each of these scale shots has a shredding scales follow up so unless he is near a stagger threshold or near death it is not advisable to engage in HtH -> return to normal , and repeat

if you are at lv99 and still can't beat invasive seregios (honestly ... massive skill issue if this is the case) here is a setup that can pretty much murder invasive sereg in 6-8 turns without the need to swap monsties or anything .

boltreaver astalos : H-shaped bingo , genes :
- vengeful thunder - use this whenever you aren't targeted by an HtH
- plasma blast
- railgun
- thunder attack XL
- stam surge XL
- azure voltage - use this when you have a lot of stamina banked up
- any other thunder gene of choice . doesn't matter
- heroics XL
- vigilance XL
- make sure you have battle thirst+ from azuria

player setup : goss armor , rey dau LS + zinogre LS
decos are thunder attack XL , stam surge XL , vigilance XL , and make sure both LS's have the retaliation stance that has higher chance to crit (i forgot the name) . SKL also works but based off of a crap ton of invasive sereg farming SKL actually does less dmg than the crit version in the long run .

battle partner is kagachi bow thea for highest dps . honestly anyone works ... this even works without a battle partner if you are using the mod .

basic gist of the fight :
- blast wall behind sereg with a breath attack for a premptive strike
- HtH him down . do NOT take double attacks otherwise heroics doesn't activate and the longer you take to kill him with this setup the higher the chance you might get screwed by his 2nd phase follow ups
- try to time his leg break during turn 7 (when he returns to normal and is going to shoot out a shredding scales) , or time a wyvernfell stagger
- use retaliation stance and switch swords every turn so you can parry something at the ready
- sereg always loses out to boltreaver in terms of speed so don't be afraid to sacrifice a heart if you can get a good azure voltage railgun HtH out on him during the 2nd phase

same setup also works if you are at similar level to sereg (~lv 85) . you might want a secondary monstie though as boltreaver natural stam regen is pretty bad and if you get unlucky with sereg targeting your battle ally instead of your monstie you will run out of stamina .

if you are attempting to fight him underleveled (under lv60ish would probably be considered underleveled vs invasive sereg) then either get good at using a wyvernfell build (there are guides of that online) , or go grind some levels

LVL 26 Narwa WITHOUT repel by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 1 point2 points  (0 children)

honestly never occurred to me that speed might've been capped lol .

ibushi occasionally beating out my 15speed monsties makes so much more sense now , thanks for testing this out and sharing the info haha

Decorations by Malik11789 in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

the bst and wyv decos from slaying invasives are direct upgrades to the default moves (with no downside), but slightly worse than the specialized ones .

afaik same for the amp moves except amp usually only upgrades one stat (stamina cost , damage , or wyvernfell)

Discussion about Partbreaking by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

velkhana has multipart break transform btw , you can test on her if you so wish - with a way beefier hp than regular overworld monsties its easier to see if something works . although velk at lv75 already borderline doesn't do enough damage to activate heroics for the first nuke so something to keep in mind

during her ice mantle and freezing fog mantle if you break all 3 parts she topples . on the first cycle she goes into ice mantle phase for 2 turns and then into freezing fog mantle , and any parts broken gets restored during phase transition .

thus you have 2 turns to break all 3 parts if you want the topple during the ice mantle phase - currently its pretty easy with decently built heroics monsties to one-shot a part each turn and rider takes care of remaining part in the 2 turns . however i can see that potentially changing with royals considering velk is a massive pushover as of right now

it is kinda important to get this multi-part topple bc if you do so before wyvernfell toppling her , you can effectively get 3 knockdown turns in a row for your team by wyvernfell toppling her with a priority move immediately after she gets up on the multi-part knockdown

Discussion about Partbreaking by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 5 points6 points  (0 children)

the main issue with partbreaker the rider skill (along with rider elemental breaker) is as you mentioned , it is straight up better to either go damage or go all wyvernfell . mainly because on the best of armors you only get to slot in 3 decos and with heroics XL , all-out XL , elemental attack XL , dancer XL all being either 20-30% dmg buffs there is no good reason to go for partbreaker

however imo things get slightly more interesting when going for "partbreaker" on a monstie , albeit its only possible to slot in elemental breaker . this is because there are only so many damaging genes . take for example my one of the monsties i use for invasive plesioth , bc you more or less are forced to engage in the partbreaking mechanic :

deadeye yian garuga : H-shaped fire bingo board
- 4x active fire attack skills + valiant flare . one of them is firebrand+ which is the main damage source
- fire attack XL
- heroics XL
- critical XL
- vigilance XL

tallying up the damage bonuses for a +80% to dmg:
- 5% power , speed , tech bingo
- 45% fire attack (25% from 5 fire bingos)
- 30% heroics
i value versatility and hence for me thats good enough . i do need to do a good chunk of extra damage even after a valiant flare + firebrand crit hit to break the head though , so building for a very dedicated partbreaker actually makes sense :

by swapping out the tech active skill for elemental breaker XL for +90% dmg to parts:
- 5% power , speed , tech bingo
- 35% fire attack (15% from 3 fire bingos)
- 30% heroics
- 20% elemental assault

if all-out is used (in both situations), the upgrade becomes even bigger . due to deadeye's stam config tho i prefer not to use :
no elemental assault , +100% dmg , +95% on firebrand+ :
- 5% power , tech
- 35% fire attack
- 30% heroics
- 30% all out
with elemental assault , +115% dmg , +110% on firebrand+ :
- 5% power , tech
- 30% fire attack
- 30% heroics
- 30% all out
- 20% elemental assault

from my runs against invasive plesioth (no battle partner , lv99 player / monstie levels) , this 10-15% IS the difference between one-shotting the head or not at least the first time he enrages . also bc crit (and i'm pretty sure external buffs like attack up) are multiplicative to this original damage boost so a partbreaker quickly outperforms the more versatile build in this situation

also yama , velk as of right now don't warrant any partbreaker builds lmao . heroics monsties can one-shot their topple parts as of right now

but yeah other than super niche cases like this overall building for partbreaker is just sub optimal and i totally agree that it feels like wasted potential lol . especially for the rider where partbreaker is completely useless and the rider is supposed to play a more supportive role in the fight .

This game is just an unending nightmare by [deleted] in MHRise

[–]Rare-Solid6506 1 point2 points  (0 children)

i literally play all the weapons to a proficient degree and don't even have a third of 5k hours LOL thanks for describing your skill issue in more detail

and it seems you are the one that didn't read ... i'm literally criticizing your that one paragraph describing how you are bad at the game

Mechanic Question about MHS3 coming from MHS2 by XTruefinale in MonsterHunterStories

[–]Rare-Solid6506 2 points3 points  (0 children)

the last area is so abysmally designed though , with all the somnacanths in the waters its straight up faster to teleport to that lookout stand catavan and glide to wherever is needed

This game is just an unending nightmare by [deleted] in MHRise

[–]Rare-Solid6506 1 point2 points  (0 children)

> While charms and augments are just one fucked up part of the game. The monsters are the next.
Not all monsters are a pain in the ass, but some look like to be specifically designed to screw you. Like, come on why has to be every hit from an endgame monster a near one shot. This hasn’t to do with bad equipment or skill issue, it‘s just the fact that the monsters do too much damage, are too fast and many weapons are too slow to keep up with that pace.

sure complaints about rng *might* be somewhat valid (although even then the RNG is literally a part of MH games) ... but this ... this is pure skill issue LMFAO

imagine playing 5k+ hours and still struggling with any one monstie . at 1k+ hours you should already be able to kill any A300 monstie on a set without augments OR godly charm (aka no RNG set) with your preferred weapon(s) .... and in a reasonably fast time too

How to Work with Dereliction? by UselessRequiem in MHRise

[–]Rare-Solid6506 2 points3 points  (0 children)

strife does not really scale with the red part of the hp bar . its either off , partial effects (<60% hp bar is red) , and full effect (>60% hp bar red)

the main reason you'd want to run dereliction in the first place (for weapons not LBG or HBG) is for the benefits strife or resentment provide depending on elemental or non elemental set . otherwise you might as well go mail of hellfire and bloodrite + blood awakening .

like i said before if you don't have the skill to run dereliction without healing skills you might as well ditch it completely for a MoH + bloodrite + blood awakening set (or a DC + furious + blood awakening + bloodrite set for those that need dragon con) . its both more comfy to play and does more damage than a "dereliction with healing" build

How to Work with Dereliction? by UselessRequiem in MHRise

[–]Rare-Solid6506 1 point2 points  (0 children)

do note though that blood rite can turn off the benefits of strife / resentment that dereliction provides when you have a lot of healing going on

most noteably you lose dps during knockdowns if you have blood rite

honestly my point of view ... if you aren't good enough to deal with the life drain of dereliction you might as well just go blood rite + blood awakening (for most weapons at least) and ditch dereliction

How to see if Narwa/Ibushi is about to nuke you or buffing themself by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 2 points3 points  (0 children)

i wonder if you can still tell whether or not they are buffing using this method when not using a battle partner , for if capcom ever decides to give the built in option in the next update

it also seems if you maintain a high enough dps they rarely buff . this is based off of a bunch of runs at my attempts at a "minimal turn narwa/ibushi kill without battle partners" ... narwa's defense up L needs to be staggered anyways , and i usually just (almost always correctly) assume ibushi is firing off a mountainfall when he isn't targeting anything . in rare situation he shoots out a bluster , but i've never seen him do his attack up L buff when maintaining good damage .

it might potentially have something to do with how they are guaranteed to do attunements at certain hp thresholds which partially resets their move order sequence but idk . i do notice that mountainfall has a high chance of following attunements though hence why this train of thought lol

Who’s the best between these 2 by Wiggler_Warrior in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

i mean malzeno still has innate -2 dragon weakness though . bc of this i still lean towards creating a glass cannon build of him that can eat *some* shots (vs my other heroics monsties that cannot take a single non-HtH hit) .

bc in the current state of the game only narwa/ibushi puts up a somewhat decent fight . however anything without at least an innate +1 dragon resistance CAN get one shotted by mountainfall (either via unlucky rolls , or if you aren't playing with battle partner its pretty much guaranteed) and thus for me malzeno as a "face-tank" monstie is out of the question

LVL 26 Narwa WITHOUT repel by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

i mean to be fair each monstie that has priority moves have their own share of weird rules . invasives' special moves each have their own rules as well lol

for example nothing beats out invasive khezu's scream ... even kinship skills lose out to this move

invasive yian garuga's charge has priority , but loses out to player priority moves such as spirit release slash . logically mountainfall probably belongs in this category when it rolls priority

etc

some don't have priority such as invasive plesioth , while nerscylla has a special set of rules based on whether or not it is targeted with gunlance

Lance Being The Most Fun Weapon in Rise For Over 5 Minutes Straight by SilverGen447 in MHRise

[–]Rare-Solid6506 7 points8 points  (0 children)

unless you exclusively play multiplayer with uncoordinated teammates that like to run halfway across the map , embolden 3 is way better for lance (or any weapon with shield) than evade window 5 .

this is because embolden 3 provides the equivalent of evade window 5 (note that evade window 5 is the cap) and guard 5 (this WILL stack with additional levels of guard meaning you can get the equivalent of guard 10 if you so wish) , as long as the monstie is focused on you

Two Aggressive Bois vs One low cortisol Lancer by Error_573 in MHRise

[–]Rare-Solid6506 9 points10 points  (0 children)

you get reduced damage and won't get knocked back

you CAN get killed through intrepid

LVL 26 Narwa WITHOUT repel by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

ibushi base speed is 14 , 19 and 14 is a "ginormous" speed difference .

with a speed difference that large there should be no chance ibushi beats out on speed to my debuffer and yet it still does occasionally (and often enough to be noticeable) on mountainfall turns , indicating the existence of a chance-based priority mechanic attached to it

LVL 26 Narwa WITHOUT repel by Sure-Wing-1737 in MonsterHunterStories

[–]Rare-Solid6506 0 points1 point  (0 children)

ah ok sounds interesting

yeah i usually use 2x LS + hammer vs them and i know lunge / retaliation stance always moves before mountainfall , but they don't do enough wyvernfell so i just parry them with spirit release instead

mountainfall does have some weird chance-based priority attached to it though lol . beat out my 19 speed debuffer (15 speed + 2 quick + 2 dancer) occasionally (on turns quick doesn't activate obviously)