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How to Charge Weapons in Monster Hunter Stories 2 | Screen Rant

Though the number is few compared to other titles, weapons in Monster Hunter Stories 2: Wings of Ruin each have individual quirks to be learned and use in battle. While playing the game, players can obtain various new abilities and skills that provide an edge during battle and make using the weapons much more interesting. A particular quirk that takes some time mastering would be the charge gauge.

Related: How To Find (& Farm) Sleep Sacs In Monster Hunter Stories 2

Weapons with a charge gauge require different requirements in order to fill them. The 6 weapons are split into three categories: Blunt, Slash, and Pierce. In the Slash Category, there are Great Swords and the Knife and shield option. Greatswords provide a high damage output, while the latter has high defense. Blunts are great for breaking parts, and Pierce weapons have higher critical rates, with the Gunlance boasting high defense even without armor. The Charge gauge will capitalize on each weapon's special effects, making their overall utility profoundly useful depending on the situation.

Slash Weapons

For Great Swords, building the charge meter requires two things: having points in the friendship meter, and using skills. Skills require kinship points, so most of the time, players will start off using a basic attack. However, there are times the battle will start with a few loaded points. This might depend on the relationship between the monster and the rider or genes held by the monster. As for the charge points, Great Swords have a 2-box meter. Obtaining the first box requires the usage of a Sword Tackle skill. Once there's a single charge, players can use Charge Cut or Charged Slash. Charge Cut will increase the meter up to 2 boxes, while Charge Slash will consume a single charge. At two charges, Charge Tackle is no longer available and True Wide Slash becomes available, providing players have at least 30 kinship points. Sword and Shields don't have a charge meter. Skill usage is solely determined by kinship points.

Blunt Weapons

Hammers have a 3 charge meter and take a more nuanced approach. The only way to gain a charge is by winning a Head-to-Head and/or scoring a Double Attack. Of course, this can be done with a supporting player/character's monster so try to coordinate as often as possible. Hammer skills act more like finishes, like obliterating that last stretch of health before breaking a part of the monster's body. There are different abilities for each level of charge so use them carefully as they consume the amount of charge they require. Hunting Horns don't have a charge meter, mostly due to their advantage as a sometimes necessary support weapon

Pierce Weapons

Bows have the simplest charge method. Hit the "Charge" skill on the skill page which will show the player overextending the bow and completing their turn. Attacks cannot be made on the same turn as initiating a charge, so use it the moment a battle starts or when no one is targeting the player. At the end of the 'next' turn, the player will engage in a second automatic attack resulting from the charge. Gun Lances have three charging methods: gaining a charge at the end of every turn, winning a Head-to-Head/Double Attack, and landing a critical hit. The first two award a single charge (bullet) while a critical hit awards two. Winning Head to Skills award a ton of friendship points, and at max kinship, the Gun Lance has an Ultimate attack nearly equal to a Kinship Skill. Using the lance carefully can be very rewarding, keeping the kinship meter high.

Next: Monster Hunter Stories 2: How to Get S Rank (Tips, Tricks, & Strategies)

Monster Hunter Stories 2 is available on Nintendo Switch.



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