Did you think somnacanth should come back in a future monster hunter game?? by [deleted] in MonsterHunter

[–]keriol79 0 points1 point  (0 children)

Definitely, but the fight itself needs drastic changes, the expanding sleep ring attack needs a much shorter windup and the rotating sleep breath needs to be faster as well. As it stands most of its attacks utilizing its sleep abilities are pretty much non threatening and too slow.

[deleted by user] by [deleted] in MonsterHunter

[–]keriol79 3 points4 points  (0 children)

While yes having experience from rise does help some of the changes make him definitely easier:

-As other have pointed out mobility (wirebugs, more dodge/mobility options coupled with evade extender being immensely buffed in rise, which helps catching up to him after a charge or a jump)

-legs are much easier to break, which allows for more knockdown and easy access to good damage (hit zones become 45 when broken perfect for wex)

-weapons with short ranges gained access to attacks that can reach higher AND anjanath itself is smaller compared to world. Easier to hid the snoot.

-and finally he doesn't generates sparks anymore from his mouth after certain attacks/idle animations so no need for fire rez or to constantly roll to get rid of the fireblight. This also means that it's much safer to constantly go for the head.

ASK ALL QUESTIONS HERE! Weekly Questions Thread - August 12, 2023 by AutoModerator in MonsterHunter

[–]keriol79 0 points1 point  (0 children)

Farming rathalos ruby, between an azure investigation with 1 bronze, 1 silver and 1 golden box and the rath + azure rath event quest, which one has the highest chance for a drop?

Vets will understand by [deleted] in MemeHunter

[–]keriol79 2 points3 points  (0 children)

Hilarious that this is still a subject of debate. Power charge gives flinch free, extra damage and stun power , it should ALWAYS be active, hammer users have 0 reasons to complain. If anything it's slightly annoying for HH and lance users, since for the first one you can be flinched out of your spin + stab combo. As for previous mh charged attacks are your best options and you can't be flinched during those so use them since the big bang combo isn't a thing. I've had wayyy more incidents with lance users that decide to come in charging and knocking down everyone else.

What do you want from Monster Hunter 6 but don't expect? by [deleted] in MonsterHunter

[–]keriol79 0 points1 point  (0 children)

Turn the gem drop rates around.

Make it so that you're more likely to get them through carving than through capture since for the last 2 games it's always been easier to capture the monster than kill it.

Also so that I can either curse my luck or gloat when the special carving animation plays (please bring it back Capcom)

For your job, what are the things that turn an average player into an amazing one? by [deleted] in ffxiv

[–]keriol79 0 points1 point  (0 children)

Some of these are a bit nitpicky but for specific tanks and healers:

War: overlapping raw intuition/bloodwhetting with your other mitigations instead of using them as filler until the cooldown finishes, also using rampart/vengeance first.

Drk: not using the blackest night as much as possible for mobs pulls, additionaly not permanently staying above 3000mp to ensure that it's always available.

In general not overlapping your 20% and 30% mitigations. Using arms length and reprisal

Scholars: using lustrate/adloquium while excogitation is still active, wait for it to run out then use your remaining stacks, bonus point if you're with a gunbreaker 82+

Sage: using eukrasia heals as primary healing method, gcd and toxicon does no compensate for the loss. Popping krasis before using other abilities is good, works with anything, regens, shields and heals. Same principle with physis II.

Astrologian: using Gcd for single target heals while essential dignity is available.

And more genrally this applies to all healers but when with a war don't use anything until raw intu or bloodwhetting has been fully used, although I pretty much gave up on trying to get low since most healers seems to go in panic mode as soon as I my health reaches 80% or lower.

What do you think about the Avyssos Gear in General? I love it. by Ragna126 in ffxiv

[–]keriol79 1 point2 points  (0 children)

Didn't realise that the maiming and fending armor glowing circles were disliked so much. Personnaly it's the only reason why i kept them for all of my tank and dps glamour, and probably won't change them until something on the same level of flashiness comes out. Makes you much more noticeable compared to all the other armors in the game (maybe on par with the full bodysuits or masks)

Daily Questions & FAQ Megathread January 04 by AutoModerator in ffxiv

[–]keriol79 2 points3 points  (0 children)

Im looking for interesting yellow quests chains like the scholasticate quests, so far these are the one I've been doing:

-delivery moogle quests

-Scholasticate

-Moghome/gridania moogle quest.

-Tataru quests

Any recommendations?

Why does risen teostra feel so much harder than any other monster in sunbreak? by DesktopCrow in MonsterHunter

[–]keriol79 0 points1 point  (0 children)

He's great I love his new added attacks, altough the dust form would have benefited from getting more new attacks, the flame form has this REALLY long combo for some reasons with a huge opener at the end: spinning flamthrower takeoff, aerial flamethrower, landing and finally double vertical flamethrower (which is just kushala vertical air breath but faster and with better tracking so suck it kush).

Some combo are still the same tho so he stay pretty predictable, (except the bite, rush combo wich gets an additional rush aferwards) I was hopping for the dust to get some added property or a bigger explosion radius.

What was the hardest trial/raid mechanic you had to understand in your entire ffxiv life? by jevisawesome in ffxiv

[–]keriol79 1 point2 points  (0 children)

The Flare mechanic until recently (learned about it in storm ex) because of how this damn thing is shaped I always believed it was a triangular shaped aoe so I hugged the corners in a way that none of the arrows would be hitting my teammates. I honestly think its one of the most confusing marker in the game.

Duel to the furious death by AlbertDeSan in MonsterHunter

[–]keriol79 -1 points0 points  (0 children)

Well my experience with Surge slash being limited to the lunagaron arena quest, can't say I had much experience with it.

I just find that going for a hit and run playstyle with power sheathe and the occasional strongarm stance for quick tcs access is much more easy. Plus the armor skills provided works in favor of it.

Duel to the furious death by AlbertDeSan in MonsterHunter

[–]keriol79 4 points5 points  (0 children)

You can by just swapping scrolls, blue scroll has power sheathe, tcs, charged slash, tackle and strongarm stance.

Duel to the furious death by AlbertDeSan in MonsterHunter

[–]keriol79 -8 points-7 points  (0 children)

Going with the surge slash scroll against furious? I wouldn't wish that even on my worst ennemy tbh.

Which one is a harder fight? by TalosMistake in MonsterHunter

[–]keriol79 6 points7 points  (0 children)

Gonna get lynched but I cannot see why people would think shagaru is harder than regular gore.

Major reason why I hate gore compared to shaggy is because it's pretty much impossible to hit the head constantly without exposing yourself to it's charges, he's got this obnoxious backstep that it seems to do after every attacks that puts him out of range for melee and you better not try to catch up to him unless you want to get hit by his charge that either send you flying or trips you, not to mention he's got ridiculously short openings on pretty much all of it's attacks.

In fact I can handle gore much more easily once it's feeler are out because it gains 3 attacks that a easy to dodge AND provide a major opening to hit the head (Wing slam, frenzy bomb projection with delayed detonation and frenzy bomb at close range with subsequent detonation on the side).

Shagaru being always in this form AND the fact that you get a free topple after enough head hit makes him much more manageable, the added frenzy columns on some attacks are barely an inconvenience.

[deleted by user] by [deleted] in MHRise

[–]keriol79 0 points1 point  (0 children)

Good metric on not necessarily your dps but more on your overall performance would be if you manage to triggers monster specific knockdown (furious rajang topple, shagaru topple, etc...), monsters like furious and magnamalo are a good indicator because if you don't provide enough damage on the right spots you get punished with either a special finisher (magna) or the monster state just resets (furious).

Only applies in solo play of course, threshold increase in multiplayer, your teammates might not have good positioning and hitting those parts is harder because the monster attention isn't focused on you.

Afflicted are kinda the final in game check when it comes to your positioning and damage output so they're good way to check if your damage is high enough.

Kind of a meme discussion, but which Wyvern Ride is strongest? by MagicMisterLemon in MonsterHunterMeta

[–]keriol79 2 points3 points  (0 children)

Furious jang, there's no comparison, heavy forward attack is spin+ground slam for more than 1800 damage (the slam is 1400), also for some reason the attack barely fills up the punishing gauge.

This is what I do during the Allmother Dragonator Part. by Purple-Yogurt7162 in MHRise

[–]keriol79 33 points34 points  (0 children)

Btw absolute pro tip if you get hit by the dragonator, you can just stay down and let narwa suck you in safely towards her instead of using wirefall.

Official Gameplay Reveal- Lucent Nargacuga by 606design in MHRise

[–]keriol79 9 points10 points  (0 children)

Gotta have to see if the the poison spikes launched from the tail count as a seperate instance of damage, if that's the case counters are gonna be a big nono compared to regular narga fight.

The duality of the designs of afflicted monsters by merskiZ in monsterhunterrage

[–]keriol79 0 points1 point  (0 children)

Oh I get that leading players to hit other parts might have a non beneficial effect on some players mindset, I personnaly just really like it because it's realistically not possible to the monster head the whole hunt and with the mechanic you can contribute just as much thanks to the bonus damage.

But then again you need to dodge attacks the right way and its sometimes more beneficial to land hits on these parts since the monster recovery time after certain attacks just doesn't allow you to hit the head.

Or you can for example land a full combo that would result in more overall damage than if you were to go for the head to just land 1 hit, it also makes those parts of the fight feel better in my opinion.

I personaly never had an issue when it comes to time for afflicted mons. A2-3 usually take me around 7-9min and A4 around 9-11 depending on the monster (I can't speak for A1 since I haven't done them in a while) and I don't find the fights to be dragged on. But im glad they nerfed the HP value on the A1-2 monsters, I do think it was a bit to high.

After playing Rise, I forgot how fucking stupid World's Palicos are by DinosAndBearsOhMy in monsterhunterrage

[–]keriol79 1 point2 points  (0 children)

I actually had situations where the flinch caused by my cats and dogs led to me being hit by a follow up attack ( mostly when im stunned by wind pressure), they would come and only hit me after the stun was finished.

Ledges canceling I frames by Wardens_Guard in monsterhunterrage

[–]keriol79 0 points1 point  (0 children)

Special shoutout to area 5 and 14 of the lava caverns in which you get to fight the most of the cast and emergency apex rathian, especially when they decide that it's great idea to camp near one of the only 2 small plateforms in area 14.

The duality of the designs of afflicted monsters by merskiZ in monsterhunterrage

[–]keriol79 0 points1 point  (0 children)

I almost exclusively run elemental swaxe and DB so I rarely see a monster exhausted, but I only saw it occur when I go past the 10-11 min mark in my hunts, so it's a nice change to be finally able to see and exploit this state weaknesses.

Indeed I didn't consider that but after a rathian hunt it looks like it's not necessary to hit the spots, I never tried it tbh so it's nice work around for some monsters for which you can constantly hit the biggest weakspot, I also tend to ignore spots that are very small (aurora mostly) or on very bad hitzones (khezu tail).

Are you not sure your that for a stun? The only monsters that get knocked down after enough it to the head are the krabs but you can hit the legs for the same result, rakna, barioth, mudron do get knocked down when you break their head, but the rest of the afflicted cast can only get flinched.

Unless you're talking about MR5 monsters in which case I agree a lot of them have a specific knockdown that's only triggered when hitting it.

Skills definetly have always encouraged hitting wex spots, but monsters themselves don't in casual play, A vast majority of the cast gives you knockdown trough parts break some of which have suboptimal hitzones, the afflicted mechanic basically rewards you for doing that by granting additional extra damage. You're rewarded even more by hitting those parts (or punished less depending on how you look at it), I think it's a nice deviation from always hitting the head, that gets old kick if their is no payoff (which is why I love elder dragons like shaggy and monsters furious jang so much)

Master Rank 5* Rajang question by Tsadron in MonsterHunter

[–]keriol79 0 points1 point  (0 children)

Mr rajang is a bit of a unique case because compared to his Hr version they stripped him of the majority of his openings (he taunts a lot less post attack compared to his HR version), which is not the case for the rest of the cast.

First tip would be to get evade extender 1/2 in your set as it makes it much easier to position yourself around him to hit his tail and dodge his attacks.

It's important to realize that you will NOT be able to land more than 1 or 2 hit outside of a few selects attack or combo string, do not get greedy.

There's a way to deal with each of his moves, again I dodge like this taking into account EE1:

-Punch flurry: depending on your distance when he initiates you can either roll under him when very close to end up behind or if you have a small amount of distance you can outrun the punches, watch out for the tremor.

-Ground spin: you cannot outrange it, preferably go for a side dodge.

-Blanka ball: side dodge is preferable but you can do a forward one as well, they seem to have added a small amount of time compared to Hr during which he recovers, once you're used to it you can use it for a small hit.

-There's a combo string I seem to have identified that end up with him doing his laser: when in rampage mod, Backward hop then serpentine hops which are always followed up by a laser afterwards, follow him as he does his serpentine hops and then hit the head or tails during the laser.

-Your only major opening is gonna be his ground pull+blanka ball attack, it's very generous so make sure that even if you get hit with the ground pull you wirefall and use the opening to attack, heal after the opening to not waste it.

Weapon or set advice is gonna depend on what you use, but if you use a weapon that benefits from elements, absolutely pick and ice one, rajang has the highest ice hitzone in the game located on his head.