![]() ![]() Regardless of the Switch Skills used, whether it's Ready Stance or Counter Peak Performance, players will be using Silkbind Attacks a lot. Leaps and bounds better on this build than the other two since the constant multi-hits from Savage Axe will constantly have this active. Improves crit damage by 30 to 40 percent at Max Rank, and this build crits quite a lot.Īdditional Affinity equals more crits overall. Again, a huge benefit for multi-hitting attacks. Will be replaced by Shock Absorber in Title Update 5Ĭondensed Spinning Slash Skills & Weaponsīecause Savage Axe hits so often, any flat buffs to Attack damage have massive benefits.Īs long as players are attacking weak spots often, they'll find themselves critting a lot more with this active. Mandatory in multiplayer to avoid being stun locked by other players. Stormsoul for Thunder, Teostra Blessing for Fire, and Kushala Blessing for both Water and Ice. The blessing equipped highly depends on what Element Build that player is currently running. When active it increases both regular and Elemental attack.Įlder Dragon Blessing (Narwa, Teostra, Kushala) Some say it's only necessary for convenience, others say it's mandatory, either way having it reduces all transition animation time from Sword to Axe mode, vice versa, and the AED/SAED animations as well.ĬB, even without Spinning Slash, deals a lot of hits in a small span of time, which means Burst is often active. Only worth using if running Dereliction as well, is a pretty sizeable buff to all non-Elemental damage. Huge boost in Elemental damage, should always be equipped when possible While equipped player gets extra Defenses on Red Scroll, at Max Rank +30 Defense that gets added into Dragon Conversion for Elemental damage. Mandatory on any CB Build since Lvl 2 Load Shells mean players have full vials when they're yellow instead of red. It makes unguardable moves more guardable, players will be getting used to blocking over avoiding attacks and this makes Guarding almost always the safer option anyway. Doing so makes it so most attacks can be Guard Point'ed and players won't have that long recovering animation after blocking. Should probably have at least Guard 4 if not Guard 5. Works in combination with Dragon Conversion to get Elemental damage even higher. Turns every 4 points of Elemental Resistance into +1 Elemental damage with whatever weapon the player currently has equipped.įire, Water, Thunder, Ice, Dragon Resistance ![]() But, if players manage to get everything built, a great Talisman, and fantastic Augment rolls, here are all the Active Skills they should aim to have active for each build: Raw SAED specializes in consistent and reliable damage, has a ton of KO potential with Impact Phials, and players won't need to make a build for each element, target specific areas (other than the head), or focus Elemental weak spots.Įven knowing about these builds, every player is still typically in a different place in their progression, at a different Master Rank, or is missing some specific monster materials, it's going to be tough to fully emulate the 'perfect' version of each of these builds. This would be the standard Charge Blade build in any other MH game and the Elemental Builds would be the niche ones, but Rise ( and Sunbreak especially) really changed things up for Elemental CBs. Excels in just about everything the SAED Build doesn't from crit damage to Status Effect application and so on. The play style is for people who like the pizza cutter-esque Savage Axe version of the CB's Axe Form. ![]() This is the most meta build for the Charge Blade in MHR currently, and it's centered around using different Elements and Elemental Weakspots to deal as much damage with as many SAEDs as possible. ![]()
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