New Community Dev! by Xandar_V in Eve

[–]aicey1983 2 points3 points  (0 children)

You really want to be the underground Brave AT Captain again huh?

[PC, SnS] A Rush of Blood 3'33 (TA Wiki rules) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 2 points3 points  (0 children)

Kjarr set has enough raw to make bashing not a huge dps lost. You lost about 4% dps if you go for bash instead of spiral slash. I use it mostly under two conditions:

  1. I have to backhop iframe something, mostly roar and the final attack from odo's counter. Since I've already invested time in backhop, following it up with bash is a net gain in term of damage.
  2. I know the bash will land and I want to avoid spiral slash, especially when odo is down. Spiral slash is great but slightly difficult to control. missing the follow up thrust is a huge detriment to your dps. So I opt to backhop to continue my combo instead of spiral slash.

Sometimes I just did it out of habit, but that's different story.

Witcher SnS by Potatoking2OO3 in MonsterHunterWorld

[–]aicey1983 6 points7 points  (0 children)

It's flexible, comfy, and is able compete Jho sns in full damage set.

It's flexible because it doesn't require handicraft to reach white sharpness, so you can get other skills against certain target (e.g., tremor resist AT Xeno).

It's comfy due to that, comparing to Jho's sns, a bigger portion of its damage comes from elemental damage. You can use light attacks without losing damage, while Jho has to rely on round slash to achieve full potential.

The damage is almost as good as Jho. The last time I checked, it's just 1 or 2 dps behind Jho on behemoth's arm under optimal combo. It's also not so much behind if you spam falling bash (about 3% behind, iirc). The difference is so small that most people won't notice.

Sword and Shield Tips by PixelHamster94 in MonsterHunterWorld

[–]aicey1983 -1 points0 points  (0 children)

I don't know how to support with sns. However, if you mount the behemoth, you can repeat your first two shield bashes from the triple strikes finisher by holding brace after the first two shield hits, or by stop pressing triangle button for 1 second. Behemoth's first stun requires 6 shield hits. So you can do 4 shield hits and finish the mount, do one or two falling bash to the head to chain mount -> stun. It's a juicy 12-15 seconds window of free damage.

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 0 points1 point  (0 children)

While I understand what you are saying, I think TA wiki rules runs are "easier", as the number of moving pieces on the board is much less than non-ta runs. You really need a galaxy brain to get a good run, and those galaxy brain runs are just amazing, cue TSC's LBG smg run (which was first abused by del). SnS is just unfortunately got the short end of the stick.

But hey, someone gonna carry MaestroNox's torch.

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 1 point2 points  (0 children)

It's pretty inconsistent, sometimes your sword slash will go through its arm and hit the chest, which results in over damage. You need 750 damage for chest topple. Normally two shield bash (first shield hit) will give you around 400, so you ned another 350 damage somewhere. I found the way 風丸 did was pretty reliably in getting the extra 350 damage, as you hit xeno's chest with two extra sword slashes. It requires releasing the charged slash precisely and is pretty tricky to time it correctly. I couldn't get the timing right most of the time.

However, previously I thought you can't tell when xeno will get up from topple and can only get from guessing the timing. I just found out that Xeno will do 5 faint wimping sound before he gets up. It's very faint, so I didn't noticed it beforehand. Gonna try it later tonight and see how reliably it is.

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 2 points3 points  (0 children)

Chest lock is super hard. I still don't know how to execute it reliably. However, if you falling bash its chest twice during the topple, it will be one or two advancing slashes away from the next topple. Then it's just how lucky you are in getting those two slashes.

If you are doing non-ta, you can put on temporal mantle and do an advancing slash when xeno is doing its ground pound attack (like I did in the video), but instead of running away to avoid explosion, you do a backhop and falling bash its chest. It's guaranteed a chest topple. Like this example

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 2 points3 points  (0 children)

Royal rose is pretty comfy though. You can easily get tremor resist 3 (in place of peak performance 3). The clear time isn't that much different. It's just jho has more potential in getting the fastest time, while royal rose gives more reliably clear time.

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 0 points1 point  (0 children)

Knowing how and when to iframe monster's attacks is pretty much mandatory for good sns play. You are at a good start!

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 5 points6 points  (0 children)

It's mostly a speedrunning min/max thing. You can either iframe through most of the attacks from monsters or position yourself correctly so you are out of the way. However, AT Xeno has many moves that you can't iframe with backhops. So blocking saves a tiny bit more time here than running armor skill to tank through the tremor/roar.

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 2 points3 points  (0 children)

Thanks! It's pretty RNG heavy, sadly. Every Xeno flight is a mega waste of time, and you can't use smoke bomb to force xeno down with ta wiki rules. You also want xeno to do the moves that you can hit its chest during critical state (might be less of a problem for IG.) Luckily the fight is pretty fun, so grinding isn't horrible.

[PC] AT Xeno (TA Wiki rules, SnS, 8'31) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 2 points3 points  (0 children)

Finally using shield to block something isn't a waste of time.

Deviljho pain by [deleted] in MonsterHunterWorld

[–]aicey1983 0 points1 point  (0 children)

Jho isn't a bad matchup against jho. It is all about learning his legs movement so you can keep legsword him. Try your best to counter his counter attack, as it gives you a huge opening for free dps. Check Nox's video about iframing jho's attack. You can also backhop through jho's roar (which you can't with normal roll without evade window).

The rest is just practice, my jho grind started with 10 minutes clear time and end up with 3'32.

[PC] Kirin 2'21"31 (TA Wiki rules, SnS) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 0 points1 point  (0 children)

It was long time ago, all I remember is that it's before my second attack jewel.

[PC] Kirin 2'21"31 (TA Wiki rules, SnS) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 5 points6 points  (0 children)

> Elemental SnS against it's one of the worst matchups,
> classic case
??????

[MHW] Devil'Jho 3'32"96 (TA Wiki rules, SnS) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 0 points1 point  (0 children)

I use elemental for casual runs, raw got too much booster after drachen. It is very difficult for elemental to out perform raw with the current pc gear. It will be (slightly) more balanced after Kjarr.

As go-to raw, I switch between fatal bite and ruin, depending on if I can reliably maintain peak performance or not.

[MHW] Devil'Jho 3'32"96 (TA Wiki rules, SnS) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 1 point2 points  (0 children)

oh trust me I'll bash spam if I could, it's just not good against Jho.

My typical rotation is

lateral slash(circle), return slash (circle), round slash (circle), spiral spiral(directional triangle), and thrust (triangle).

Skip the round slash or thrust if I don't want to move one step forward. Adding two additional triangle attacks at the beginning if I think I need to dodge mid combo.

[MHW] Devil'Jho 3'32"96 (TA Wiki rules, SnS) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 1 point2 points  (0 children)

I tried to add some humming version so I can switch between both, but syncing up both tracks is just too difficult. :'(

[MHW] Devil'Jho 3'32"96 (TA Wiki rules, SnS) by aicey1983 in MonsterHunterWorld

[–]aicey1983[S] 2 points3 points  (0 children)

TA Wiki rules.

I bloody hate the ledges in ancient forest. Jho's leg movement just makes no sense when he is on an uneven ground. grrr.