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You'll probably get it right back with the counter thrust/follow-up pokes Health Regen because now you can basically ignore guard chip damage.
Mh4u auxl vs hge free#
I also go with 元 Flinch Free for Lance for MP sets. The extra 3 points could probably go towards making specific sets vs monsters, like effluvia resistance, antiblast, etc. I find Attack/Defense best at 4 slots max because that's when you get the extra bonus. It's a lot more consistent in not getting one-shot (I think the math also works out to 33% more EHP vs 12.5% EHP). Did this last night and it's been incredible. I'd suggest going for 3 vitality instead of 3 divine protection if possible. Not as good as some weapons (GREATSWORD) but not too shabby, either. I don't much like the spinning bludgeon except as a way to go directly into a triangle on the first hit so you have a strong horizontal smash, then you can go into your regular comboĮach level of charge has its benefits, assuming you're using power charge first level goes directly into a powerful upswing which you can use to transition into either your standard combo or the big bang combo level 2 is great for building up stun and also transitioning straight into your big bang combo (my preferred method for when the enemy is down) third stage is baller for the last strike which is a pretty good alarm clock strike. I try to use it occasionally but usually end up overcharging to the charged big bang (which I seldom use, since the recovery takes ages and I'd rather just spam the regular big bang after smashy spinz). What are folks' opinions on the hammer charge moves? I go with spin to win 90% of the time, but I understand the charged upswing is a good stagger.

It's a lot more consistent in not getting one-shot (I think the math also works out to 33% more EHP vs 25% EHP). I want to put together some sets that focus more crit, but the crit fix abilities are gated behind some obnoxious crafting mats. Nergi hammer, 7 attack, 5 HGE, 3 weakness exploit, 3 divine protection (again, this one gets swapped out a lot), and 1 affinity slide (I'm experimenting with this because I've noticed I initiate the aerial spin hammer thingy with slides constantly while using the hammer). Nergi lance, 7 attack, 5 guard, 3 weakness exploit, 3 divine protection (this is mostly because of how RNG decoration drops are, and I swap this one out a lot for other stuff depending on what I'm fighting) My decoration selection is extremely limited, and that is undoubtedly one of the biggest things that goes into my skill choice. So I actually have 2 sets that actually resemble something endgame now.
