Its really rare to see genuinely useful indepth guides like this that cover MORE than just the basics of a weapon. MH community really needs more elaborate guides like this, you are a saint. Btw background noise is too loud and its hard to hear you at times.
I must applaud you for making this video! I doubt there's any amount of compliments I could give to adequately make up for all the tiring work you've put into it, but bravo! You did some seriously fantastic work here! That being said though, I do need to add and correct several things you talked about. - Wyvernblast mines do not deal Stun damage. - Sticky ammo deals fixed MV damage, not Impact damage. It also only deals Stun damage, not Exhaust damage. - Clusters can be fired normally during Fanning Vault and Fanning Maneuver, with Vault being the faster of the two. It's basically the only reason to ever use Vault. - Ballistics is a weird skill and the description for it is terribly worded. For Normal ammo, the first two levels increase maximum range, while the third level reduces minimum range (this only matters if you have the Long Barrel equipped since the Silencer removes the minimum distance penalty). For Pierce ammo, the first two levels reduce minimum range, while the third level increases maximum range. For Spread ammo it's just a maximum range increase for all three levels. - The Rampage LBG can get a clip 5 of Rapid Fire Spread 2 if you give it Spread Effect 1 rather than Spread Effect 2 while also being able to get Low recoil and Fastest reload. It still doesn't beat out Spread 3 with the Magna LBG, but it's substantially better than all the other Rapid Fire Spread 2 options. The same also applies to Rapid Fire Shrapnel 2, making it the best option for braindead Rampage clearing. - Shrapnel ammo is extremely useful for detonating Wyvernblast mines because it will hit them even if you don't have a line of sight on them. One last thing; thank you for mentioning the fire rate bug! As one of the first people to discover it, I feel it's imperative to bring up whenever someone is talking about guides from that time, but almost nobody ever does. So good on you for that!
Thank you so much for this guide. I've been playing nothing but longsword for the past 15 years (FU to Rise). I decided to play as a Gunner and was looking for an in-depth bowgun guide but all I see are clickbait guides pretending they know what they are talking about. Until UA-cam recommended your video. This video is a complete package for beginners. Explanation on ammo types, armor skills and weapon recommendation.
This video really helped me learn bowgun in a way that a simple build guide could not. I now feel like I could pick up bowgun in any MH game. Thank you.
As a long time bowgun user, I have to say that this is a pretty good primer on how to approach HBG and LBG. A couple things about Sticky Ammo though: It is an explosive ammo type so it deals damage that ignores hit zone values. It also deals KO damage (not to be confused with impact damage). The amount of KO damage doesn’t increase with the raw damage of the weapon but can be increased with skills like slugger and dango slugger (they stack). Raw damage skills like attack up, artillery, dango booster and dango bombardier will be your primary sources of increasing the damage output of this ammo type but they will not affect the frequency of KOs-only slugger will do that.
Recently gotten into Rise. Decided some weapons aren't for me, including the bowguns. BUT, the beginning of the "Ammo Descriptions" time stamp, where you explain the Hunter's Note chart, is an IMMENSE help. Plus, it's fun seeing the potential of weapons and how they work. Thank you for all the videos!
Yeah I messed up the HBG section and by the time I realized it it would have taken three hours to re-render the video and another three hours to re-upload it from UA-cam's side. I wanted the video to be out by the time the PC version came out, and also honestly I'd been working on the video for 5+ hours a day for two weeks and kind of just wanted to be done
For clusters on the light bowgun, there is a wire bug move where you glide in an arc. You can fire clusters straight without the motor arc by doing this movie
Wish I could like this video twice, my first MH was world and the bowguns have always been more interesting to me. I've always felt overwhelmed by MH, which is why I never finished world. Now with a couple of buddies we are picking up Rise, and this vid is making things a little less overwhelming. Thanks!
Dude I love your content and I have the same taste in games as you I'm designing a game my self, my goal is building just a small demo to see how the combat feels doing research is essential in this stage you actually made it easier for me to see how combo attacks work, items ,and weapon combination so thanks and keep up
Not a bad video. Gave it a like, and commenting for the algorithm, however the main issues/errors were the Sticky ammo error (not impact), Slugger error (set status buildup), Healing wyvernheart (doesn't heal allies), Not further diving into Shrapnel vs Rampages, Music was too loud, Dismissing how good tackle is for super armor, Counter Charger v Counter shot being a 1 vs 2 wirebug immunity, etc. Like I said not bad, just missing those things above
fun fact for those who are trying to progress with LBG you can fanning manouver and fire off an immediate cluster shot then reload quickly , absolutely worthless in end game but early game it looks cool as hell and can help a bit with damage also never sleep on exhaust ammo, if you can shoot a monster in mid air and it's exhaust threshold hits to where they would be staggered, they're knocked to the ground instead not something you can build around but always handy to know, a good example is Rajang's jumping spin if you can get his exhaust threshold high enough by just shooting exhuast then he'll fall to the ground
Some misconceptions I'd like to clear up, though I'd like to make clear I though the video was excellent overall: 14:41 Sticky ammo is not impact damage, it's fixed damage with a fixed stun value (and a negligible amount of fire element damage). This can be tested by shooting different parts of the toadversary, and it will do basically the same damage no matter where you hit, despite the differing hitzones. The fixed stun also means that damage boosts will not increase the amount of stun a sticky shot will do. It works like any other status in this regard: status attack up (in this case slugger/felyne slugger) are the only things that increase it. It's also why the RF sticky 1s are so bad, their fixed stun value is quite low so they don't come close to sticky 3s. 31:04 Rapid fire level 2 ammo (for Normals, Pierce, and Spread) will always do pretty much the same amount of damage as a level 3 shot of the same type without the Rapid Fire Up skill. Monster hitzones are multiplicative (so a hitzone of 50 really means there is a 0.5 damage multiplier in the damage calculation), so the raw motion value is more or less all that matters. For example, Level 3 spreads shoot 5 pellets at 10 Motion Value each, for 50 total. Spread 2s fire 4 pellets for 7 MV each, for 28 total. Rapid fire shoots 3 shots with a 0.7 damage multiplier, for a total effective MV of 58.8, though it has a longer firing animation. This IS affected by rounding, so it is possible that 3 RF shots ( mostly for spread/pierce which have the lowest raw MVs for their pellets) will deal less damage than an equivalent Level 3 shot, however the damage multiplier from Rapid Fire Up will always make up for this difference. The main reason RF level 2s are usually better than their level 3 counterparts on LBG is that most level 3 ammos get worse ammo stats, which means that the RF level 2s are often better despite their slower firing speed.
For the second point - this is definitely not true and can be reliably disproven in any sustained DPS test. Pierce ammo works out to be more efficient if you're using the 100% crit build, but Normal2/Spread2 RF are just objectively less damage than Normal3/Spread3 from a reliable gun. Normal3 might have worse recoil and reload speed, but you can easily offset those with Level 1 decos that would otherwise not be contributing to DPS at all. The ammo capacity of Kushala Normal3s is higher than any gun with Rapid Normal2s. Same for the Magnamalo's Spread3 and any gun with Rapid Spread2s. I include those tests in the video - the numbers from the Spread category were 10362 for RapidSpread2s and then 13703 for Spread3s. And again, these are with zero utility skills and the most damage possible
The video is very informative, but the background music is a little distracting, specially during the heavy bowgun part where there are two of them. Overall we shouldn't use music with vocals as background music, even if its in another language (or in a language that doesn't exists)
Bad advice on article farms....no, never lmao. As a dual blade player I'm kicking myself because one of these articles I read back when I first started stated that Demon's Flight was a useless skill to be ignored. A lot of fights would have been so much easier if I'd ignored that article instead XD. That aside, only 30 minutes but loving all this info so far. Was messing around with various other weapons the other day to decide on which I wanna try next and LBG was the one that I was most interested in. Rise is my first MH game ever so all of this is still pretty new to me; much appreciated.
Thanks a lot for this marterpiece of a guide. That being said, PLEASE turn off the in game music if you are going to layer your own music over the in game audio. The clip at around minute 47:00 it the worst offender so far, since the in game audio served absolutely no purpose. Alternatively, if turning off in game music is too much effort or you just forget to do it, consider muting the layered music during editing, to keep the audio a bit cleaner.
i like your video style a lot :D super bummed you have like only 2 other videos on your channel lol. Hope to see more videos from you after sunbreak :D
A really great video for how complicated yet unique LBG and HBG are but i gotta say, about 25-30 minutes in, with how loud the music is, it was driving me nuts and in some parts of the video, the overlapping sounds just sound awful/gets distracting (good example at 46:35 ). Would recommend audio balancing with the background music, game noises and your voice next time imo. Other than that, amazing video.
You’re so good at these long form tutorials. You should do more of them! I just watched your Nier Automata video and was disappointed to see you never made any more.
Deviation - Very important, if your bullet does not shoot in linear.. your bullet will gone in middle of nowhere (very short distance) unless you playing close combat like spread shoot with sinister. Recoil - Extreme important especially if you are playing ammo with rapid fire, if your recoil too high your bullet just shooting the bird yet extreme useful vs hyperactive boss/ flying Reload + Ammo Up/ Spare Shot - For me is damn important because chance KO/paralyze boss in every game is limited unless in multiplayer. yet is only time to burst MAX damage. Fanning Maneuver - 100% way to go, yet is best of the best defensive skill. (with whisper skill, wooow fanning shoot, fanning shoot, fanning reload blablabla) if you cant dealing with accuracy, no matter how much dmg you can deal is kind of waste. i see alot people like slot in rapid fire up skill, but the way they using the char is terrible (unless in multiplayer party someone could keep KO the boss)
the healing wyvernheart/snipe is not for healing allies, it’s for healing yourself while still doing damage instead of having to sheathe and chug a potion (aka health regen).
This is definitely not how I expected it to work considering (in the MH games I've played at least) I can't think of any other sources of lifesteal. The closest thing I can think of the is the Vaal armor in World that lets you passively heal, but never lifesteal. I feel slightly less bad considering that I still don't think it would be worth using this way considering Wirebug sheathe is so quick that using potions is now the safest its ever been. Snipe still has the insanely long animation issues, and Heart requires continuous firing and getting interrupted slows you back down. Both functionally require the enemy to be holding completely still to use them effectively, and you really want to use those openings to deal damage instead of healing since, like I said, healing is so free in Rise. You can't take damage in the training area so I'd never realized this was the way it worked, thanks for the heads up
49:03 To clarify, the shield is up while walking with the HBG with or without aiming. The shield is down while the firing, recoil and reload animations. The shield has a certain range of angles from which it cannot block like your 6 and so on.
33:25 The funniest part of the video lmao. Big Ups! Thank you for the info. I co-mained HBG in World and was looking to try out LBG in Sunbreak. Thanks again.
Hey Dude, I wanna say thank you again for the video. I'm doing a Randomized Weapons Playthrough of MHR, and your guide helped be to not talk about bow guns without sounding like an idiot lol
This is gonna sound whack but when I use LBG I actually prefer vault, any shots you take in the air ignore recoil, rapid fires just as fast as normal, it'll delay you longer in the air (which sometimes is bad) and on the way down after firing you can perform a reload attack, allowing you to reposition quickly while also reloading. I don't have the most hours but I just like it more than a constant +15% damage
Its fun to use and totally viable but if you're a new player trying to figure out which one is "better" then I cant in good faith say that Fanning isnt just strictly more optimal. Once you're comfortable with bowgun you can branch out and develop your own playstyle, but for the "just tell me what to do" crowd its hard to argue against fanning
@@razzledazzlehour yeah, I get that. it's kinda fun when you get sticking monsters on the head down to a science, but most people aren't gonna go for that often when sticky can just handle all your stun instead Edit: Plus most of the things with 'ignores reload and recoil and such' won't matter if you're smart and throw the proper decorations on
@@razzledazzlehour also, I didn't see anything about the new switch skills so I'd assume this was before they were released, what are your thoughts on them?
@@ammonbergevin5302 Honestly the switch skills being so lame is one of the reasons I didn't want to both making a new video. The LBG ones are useful but they still play exactly the same - Critical Firepower is explicitly a nerf to Sticky/Slicing. Mech Silkbind is kind of nice for breaks which can be REALLY hard to get in multiplayer. Wyvern Counter RULES though and its a great skill for Spread LBG, that skill is the biggest change to Bowgun by far. Setting Sun is the only useful HBG skill, but it only works for Pierce/ElePierce and DragonSnipe ammo. Rising Moon would be good but Spread ammo still goes all over the place when shot from a distance so your pellets will often still miss, only useful for multiplayer and even then I never bother. Crouching Shot is SUCH a cool move conceptually but in practice is a horrible skill and makes you do less damage on every damage type except Normal3. Its only use is bypassing the high recoil of Sticky/Slicing ammo which have been nerfed insanely hard so its not even worth doing. SO disappointed in that skill, one of the main reasons I kind of got bored of HBG in Sunbreak
Im a greatsword lover but man, sometimes, its just too hard to solo certain monster. I dont have the skills and dedication like those time attack players. Bowgun for me, its a weapon that I can cheese those difficult stuff. specially with the wirebug on heavy bowgun, you dont have to build a defensive skill set. everything goes to damage. in case any emergency, you just wire away. which is really sweet
Yeah Bowgun is definitely a convenient weapon to use against endgame fights because you're pretty much guaranteed a win in a relatively fast time without much mental effort. When I was playing Iceborne with Charge Blade every fight was super exhausting and my jaw would hurt from clenching my teeth after every close call, which happened constantly. Bowgun on the other hand is like chill out, crack a beer and listen to some podcasts while grinding out Magnamalo/Narwa , totally different experience
I can see I am by far not the first person to have a problem with the audio in this video, but for the sake of more accurately diagnosing the problem, it seems like you didn't mute or even reduce the audio of the game footage in a few spots and *that's* what gets *really* obnoxious (which I have to imagine was accidental, since it's inconsistent). Though, to your credit, even then, it's not like it drowns you out completely--it *tries* to, but doesn't quite. It's pretty distracting, though, yeah. Whether I said anything or not though, with all the comments already, you've probably been compulsively checking and rechecking the audio when editing since this started getting feedback I'll bet. lmao
I was considering doing a follow-up for Sunbreakers but decided not to because there just wasn't enough that changed from the base game to Sunbreakers to warrant it, but the one very big change is that Sticky (and Slicing) ammo got mega-nerfed so just be wary of that before you spend too much time/money investing in Sticky gear. Pierce is still nutty and Spread got some dope buffs, go forth and slay gamer
Two arguments to your thoughts on heavy bow gun. Wyvern heart is higher DPS in the right situation. Like setting up reload after you put down a trap so you can start unloading right when they get trapped. Also i disagree with not using charging. If you use the switch skill that speeds up charging you get a lot of value and slightly more DPS during that up time.
I agree, and with Focus 3 you not only speed up your charge times (which stacks with Counter Charger switch skill) but it also passively charges your Wyvernsnipe gauge quicker which already recharges way faster than Wyvernheart; so you get a more frequent uptime. You're very vulnerable with either special ammo loaded, but I feel it's easier to plan a quick sucker shot and get on with your life than trying to unload an entire clip. I prefer the pierce and stun ability of Wyvernsnipe, it has more utility especially if you don't run sticky ammo on your gun.
Load Shells increases the number of phials on Charge Blade and the number of shells for Gunlance, so yeah, does nothing for Bowguns. I think just from looking at it you would expect it to do something like Focus or Special Ammo Up (boosts recovery time and damage of your mines/wyvernfire/snipe)
One question that came to mind (that I was hoping would potentially get addressed later, but I'm already past most mechanics and nothing on it): Wouldn't charging up your shots make status effects (at least stun from sticky) more powerful? Also, are there any weapons where charging up could make single-shot-reloads at least viable?
For status ailment ammo, yes, charging it does increase the amount inflicted (sticky included), but it's usually not worth it for a couple reasons. The biggest danger of HBG is that charging your shots leaves you defenseless, so it's better to just get the shots off as fast as possible than to hold them - charging will make you inflict with less ammo, but take longer in real-time. I mention in the sticky section that using charged shots when the monster is down is a good way to conserve that time when the monster can't be re-stunned, but it's important that you're safe during this time. Conserving ammo is just not really a concern for HBG so playing around conserving ammo at the expense of rate-of-fire is basically never worth it since you can just go make more. For the second question, the key word is "viable." Any weapon in the game can kill any monster with enough time, so yeah, you totally could use a single-fire charged-shot build. But, will that build ever put up clear times comparable to a "meta" build? Never. A single-fire gun does like half the DPS of a non-single fire gun with two bullets, and the number goes up the more ammo you can load at once, for no positive benefit. It's purely a detriment. Similarly, there's no weapon where a charged shot does more damage than two regular shots, despite taking longer. Combining the two is just the worst of both worlds, but you definitely could clear missions that way. HBG balancing is kind of weird because it's hard to hope for something like Charged Shot buffs without making the best builds even more OP than they already are, but I'd be happy to see some HBG reworks all-around considering.
@@razzledazzlehour You can still shield, roll, wirebug dodge while charging a shot. It does reset your charge making charging further useless. The only thing you cant do is wirebug counter while charging.
1:24:52 did you test the Teostra ramp up skill with sticky / wyvern / cluster or just make an assumption? I may be remembering wrong but I tested it once and I think the damage boost DOES apply to those ammo types.
I did the testing myself on stickies but after doing some research, APPARENTLY there's a damage cap to sticky ammo that I appear to have unknowingly hit, meaning just swapping ramp-up skills didnt result in any damage changes on my end. All you need is AB7 Artillery3 to cap out, so it's not even hard to accomplish. I swear so many of the comments about things I got wrong I just laugh at because they're so weird and esoteric I'm not even surprised I goofed up
@@razzledazzlehour you’re all good man, the video was great and no one can know everything. I guess I noticed it because I use the Teo hbg with focus and the counter focus ability for nutty damage on stickies and wyvern ammo at a lower ammo cost (because you fire less). To do this, though, you have to sacrifice some raw skills, but I think it also allows you to break this damage cap that you’re speaking of since the build has the damage of a damage build plus the ability to charge :)
@@philbert4398 Yeah I made the TeoHBG back before they released the Rajang upgrade and saw that everyone used Cluster Effect 2 instead of Teo Soul and was like "damn whats up with that," then after the test just assumed it did nothing, which also explained in my head why all the Japanese speedrunners used Rajang over Teo for raw Sticky. But yeah, you could definitely swap out a few skill/decos for Teo Soul and replace them with comfort skills (which Im obviously a huge fan of since I run Guard 3 with every single HBG)
Amazing video, so much knowledge packed into it that the game just doesn’t tell you! Thank you, I will try a sticky build for multiplayer, I want to have coordinated hunts where I can hold the monster down for the others to let loose on it. Sadly you didn’t talk about a gun that can paralyze and use sticky 3.
I bring along shrapnel along because I use fanning vault to load up 3 wyvern blasts and shrapnel is the most reliable for blowing them all up per shot no matter how far apart they are
BGM problems in an otherwise perfect video. You had me thanking our dear lord above whenever the music stops for a few seconds and I'm an atheist. The same BGM for 90 minutes is just brutal and it's a bit too loud to boot.
I'm a new player and I like the sound of what you described in the intro, but unfortunately I find the ranged weapons to be some of my least favorite as I feel like I'm just spamming my fire button and that's it.
I think it soooort of depends on the build? Sticky/Slice is a lot more active because you need to do things like count stickies to time knockouts and you gotta swap ammo and craft ammo, but yeah in multiplayer especially a lot of hunts can come down to just mashing fire. The fun of the bowgun is mostly in the planning phase, developing a build and seeing how it plays out, because if it's a really good build hunts take like four minutes. I just replayed all of Rise again on PC and used hammer for 99% of it, and it was fun, but once you get to the part where you're doing the same fights over and over to make armor sets, bowgun's playstyle where you can just turn your brain off and listen to a podcast while you farm becomes a lot more appealing
Just mashing fire is true to an extent but every lbg ammo has a different PlayStyle not to the extent of gunlance wide vs normal vs long but spread is more your shotgun for the weak point be close and aggressive pierce is long range and forgiving but damage will drop off on something like rajang but will do huge amounts of damage to mitzune or narwha and normal drops off hard in end game but its your get through the hunt while you get used to things ammo, elemental is fun it's matching up the ammos to the fight then support ammo add some fun to things paralysis does what it says on the tin sleep allows you to micheal Bay the monster exhaust can stop a monster dead mid charge The fun of lbg comes from you not looking at it as press button to win but more the tech behind it and the interactions between support ammo and your damage ammo
Really great video, yet your tone completely changes when you get to HBG. We all have bias, I get that and it's ok. What would been more useful though would have been testing out skills like focus, quick sheath, special ammo up. Or idk.. something other than hoo hum.. hbg makes me sad voice. Still great info here! Thank you!
I gained a lot stuff from your vids, great video. If I may suggest you next time lower the background music so people can hear your voice e clearly. overall its a great video.
Yeah I did the audio mixing while using my compression software and didn't realize the volume levels were off until I listened to it on my phone. I do this sort of thing all the time, like doing art with f.lux running and then later being like "hmmm whys this look so orange"
now, I started to use a bit of HBG from iceborne cause I saw a vid that a UA-camr made where he made a pump action shotgun build with the tigrex HBG and made that. very fun, just happy to see that spread can be useful. obvi not like piercing, slicing or sticky, but still useful and fun.
Hi! Thank you for this video, it helped me really understand gunning in MH. Been playing since 4U but I've never been super comfy with it until now. Great info! One question, what do you do for item loadouts? I'm trying to set one up so I know what to bring every hunt and know what I'm sending my cats out to get while I'm hunting. I don't know if you have a good one that you use, but I also know that guns focus on different ammo types so I am sure it's extremely variable. Currently using the Magnamalo gun, if that helps!
also maybe i missed it, but what gear are you using for the magnamalo lbg? it doesn't have the 3 slot for ammo up and i was using the hbg build you were showing on screen, but that gun has a 3 slot. sorry if i missed it, i swear i watched this video all the way through lmao
Thank you! I basically bring the same items on every hunt in terms of general items - Potions, Mega Potions, Might Seed, Demon Powder, Antidotes, Nullberry, Power and Armor Charm/Talon, Flash Bomb, Sonic Bomb, Tranq Bomb, and a Shock Trap. That's the base build, and then I have a bunch of different sets where the only thing that changes is the combinations of Gunpowder and ammo crafting materials I bring along. Blastnut and Slashberries for Sticky/Slicing, Flowferns and Piercing 1 for Water and Water Pierce, etc. For a Magnamalo LBG build (Slicing specifically), I use the same general loadout as the HBG, just swap out the headpiece for the Vaik Helm and then use Spare Shot decos. For any other ammo type, you can also use basically the same build using Vaik Mail/Helm and then use the other 3-2-1 armor pieces for the Arms/Legs/Pants so you can fit Normal/Spread/Pierce Up through Decos. Then with whatever slots you have left after Spare Shot 3, just go for Attack Boost.
"imagine a souls game where you only have about 40% health" soooo...full hollow on dark souls 2? great guide though this knowledge can transfer to other monster hunter games too! so don't be afraid to try the series out as a whole.
tbh you kind of made me not want to touch them since most of your ammo descriptions boils down to ignore 90% of the ammo types use slice, spread and pierce
At least in base Rise, rapid element LBG and peircing element HBG are some of the fastest clear times you're going to be able to get. Piecing and slicing are just good against every monster and require the least investment up front, and shield/spread is imo the most fun. Sticky ammo is also completely insane and can be combined with basically any other type, and Sunbreakers adds some new weapons/features that are making me try out a Sticky/Cluster and a Normal3 build
When your that guy who loves vaulting and have practised it to death and now manage to use it to mount/stun the monster ever time the mines are up and he calls it bad ;(
great video, helped a lot, maybe a preference thing but as new pc player I find myself not watching the screen when some new monster comes up because i dont want to get spoiled, so I would appreciate if the footage was only from earlier monster, but great video nontheless !
have you tried placing a mine near a monster on multiplayer? plus vault is all you need to manouver around a monster, at least is all I need playing with keyboard
Vault is definitely more useful on PC because they fixed a lot of the vertical hitboxes. Any Insect Glaive main will be able to attest that in Rise, hitboxes on tons of attacks would extend way higher than the model of the monster, so trying to stay airborne above the monster was super dangerous, but it seems like they really carved them down for the Steam version. I'd still say Fanning it better though but Vault is way more usable now
@@razzledazzlehour I find vaulting fun because I'm usually playing with friends on HH and Hammer, and it's cool to set the mines on the monster's head and let them bonk away at them. Definitely not optimal, but fun for all of us.
@@derekm7391 Listen sometimes you just gotta game with the boys and that's respectable. I really miss playing World and doing that one arena quest where all the monsters drop money and you'd have four people with treasure mantles going insane and having sparkling loot flying everyone. Nowhere near the optimal method of farming cash but it was definitely the most fun
Only one Point to disagre because you Lose the Fun Point. Not Every one is a Speed runner und dont Forget the Points FRIENDS. I like the Over had Jump specially for Spleps and the Unlicky no all your Mine explode. And then dont Forget other player can trigger the Mine, put it on the Head and let the Hammer do the Work. But yeahrs its weaker and only realy good with Pierce Ammo at the End
The mine isnt bad because you cant detonate it, the hitbox on the mines is super forgiving, its that jumping over an enemy is mega finicky because vertical hitboxes are way bigger than you would expect and its a million times safer to just dodge sideways. And yeah, the guide doesn't take "fun factor" into consideration because it's instructional. People develop their own playstyles and preferences as they play and gain experience with the game, but for a new player, explaining which weapons and skills are the most likely to make them succeed is much more useful for the intended audience of "people willing to sit through an hour-long advice video"
14:50
Sticky ammo does not deal impact type damage, it deals **fixed** damage like bombs, gunlance shots, and CB phials. It ignores hitzones entirely.
Its really rare to see genuinely useful indepth guides like this that cover MORE than just the basics of a weapon. MH community really needs more elaborate guides like this, you are a saint. Btw background noise is too loud and its hard to hear you at times.
0seraphic did one on Lance in base World, but other than these two, I haven't seen any real in-depth guides.
Great video.. but 1.5 hrs of that loud background music would drive me crazy. I only got about 20 minutes in :(
I must applaud you for making this video! I doubt there's any amount of compliments I could give to adequately make up for all the tiring work you've put into it, but bravo! You did some seriously fantastic work here! That being said though, I do need to add and correct several things you talked about.
- Wyvernblast mines do not deal Stun damage.
- Sticky ammo deals fixed MV damage, not Impact damage. It also only deals Stun damage, not Exhaust damage.
- Clusters can be fired normally during Fanning Vault and Fanning Maneuver, with Vault being the faster of the two. It's basically the only reason to ever use Vault.
- Ballistics is a weird skill and the description for it is terribly worded. For Normal ammo, the first two levels increase maximum range, while the third level reduces minimum range (this only matters if you have the Long Barrel equipped since the Silencer removes the minimum distance penalty). For Pierce ammo, the first two levels reduce minimum range, while the third level increases maximum range. For Spread ammo it's just a maximum range increase for all three levels.
- The Rampage LBG can get a clip 5 of Rapid Fire Spread 2 if you give it Spread Effect 1 rather than Spread Effect 2 while also being able to get Low recoil and Fastest reload. It still doesn't beat out Spread 3 with the Magna LBG, but it's substantially better than all the other Rapid Fire Spread 2 options. The same also applies to Rapid Fire Shrapnel 2, making it the best option for braindead Rampage clearing.
- Shrapnel ammo is extremely useful for detonating Wyvernblast mines because it will hit them even if you don't have a line of sight on them.
One last thing; thank you for mentioning the fire rate bug! As one of the first people to discover it, I feel it's imperative to bring up whenever someone is talking about guides from that time, but almost nobody ever does. So good on you for that!
Thank you so much for this guide.
I've been playing nothing but longsword for the past 15 years (FU to Rise). I decided to play as a Gunner and was looking for an in-depth bowgun guide but all I see are clickbait guides pretending they know what they are talking about. Until UA-cam recommended your video.
This video is a complete package for beginners. Explanation on ammo types, armor skills and weapon recommendation.
I am probably not gona watch all of it, but you deserved instant like and comment for the amount of work you did.
Good job, king.
This video really helped me learn bowgun in a way that a simple build guide could not. I now feel like I could pick up bowgun in any MH game. Thank you.
As a long time bowgun user, I have to say that this is a pretty good primer on how to approach HBG and LBG. A couple things about Sticky Ammo though: It is an explosive ammo type so it deals damage that ignores hit zone values. It also deals KO damage (not to be confused with impact damage). The amount of KO damage doesn’t increase with the raw damage of the weapon but can be increased with skills like slugger and dango slugger (they stack). Raw damage skills like attack up, artillery, dango booster and dango bombardier will be your primary sources of increasing the damage output of this ammo type but they will not affect the frequency of KOs-only slugger will do that.
Probably the most in-depth bowgun guide I've ever seen.
Long, but worth the watch!
Coming from melee weapons my entire monster hunter life, I tried Light Bowgun on this mh rise amd this video do helps alot. Thanks.
Recently gotten into Rise. Decided some weapons aren't for me, including the bowguns. BUT, the beginning of the "Ammo Descriptions" time stamp, where you explain the Hunter's Note chart, is an IMMENSE help. Plus, it's fun seeing the potential of weapons and how they work. Thank you for all the videos!
Really like the video, my ONLY gripe is sound from multiple sources playing at the same time in some parts, both from the game and your voiceover bgm
Agreed, it is competing with the voiceover. Would prefer no bgm or at least a much much softer game bgm, like 10% volume or something
Yeah I messed up the HBG section and by the time I realized it it would have taken three hours to re-render the video and another three hours to re-upload it from UA-cam's side. I wanted the video to be out by the time the PC version came out, and also honestly I'd been working on the video for 5+ hours a day for two weeks and kind of just wanted to be done
❤❤¹¹2😀🙂❤❤❤
@@razzledazzlehour I know those ones. We appreciate your hard work; this was very concise and super helpful!
Phenomenal guide. Seriously need in-depth guides like this for all weapons.
For clusters on the light bowgun, there is a wire bug move where you glide in an arc. You can fire clusters straight without the motor arc by doing this movie
My god... I'm 25 mins in and I seriously underestimated the amount of detail in bowguns, great video so far!
Never tought i'd watch 1 1/2 hours ofbowgun info but damn that was some interesting stuff, i hope you get all the views you deserve!
I've just been starting to try and figure out bowguns, and this guide has been immensely useful. Thank you so much for putting all of this together!
There is one benefit to fanning vault, you can skip the aiming time for cluster shots, so you can fire them all in the air at the monster
Wish I could like this video twice, my first MH was world and the bowguns have always been more interesting to me. I've always felt overwhelmed by MH, which is why I never finished world. Now with a couple of buddies we are picking up Rise, and this vid is making things a little less overwhelming. Thanks!
Thank you so much for the guide. I've been playing MH since MHFU but never use gunner weapons even once. Now it the good time to start.
Dude I love your content and I have the same taste in games as you
I'm designing a game my self, my goal is building just a small demo to see how the combat feels doing research is essential in this stage
you actually made it easier for me to see how combo attacks work, items ,and weapon combination
so thanks and keep up
"i recommend playing through the game at least once before picking up a bowgun because you take 40% more damage" nah man m rawdogging this, let's go
Not a bad video. Gave it a like, and commenting for the algorithm, however the main issues/errors were the Sticky ammo error (not impact), Slugger error (set status buildup), Healing wyvernheart (doesn't heal allies), Not further diving into Shrapnel vs Rampages, Music was too loud, Dismissing how good tackle is for super armor, Counter Charger v Counter shot being a 1 vs 2 wirebug immunity, etc.
Like I said not bad, just missing those things above
Super informative. I intended to just skim and then ended up watching the full hour and a half... damn you.
fun fact for those who are trying to progress with LBG you can fanning manouver and fire off an immediate cluster shot then reload quickly , absolutely worthless in end game but early game it looks cool as hell and can help a bit with damage also never sleep on exhaust ammo, if you can shoot a monster in mid air and it's exhaust threshold hits to where they would be staggered, they're knocked to the ground instead not something you can build around but always handy to know, a good example is Rajang's jumping spin if you can get his exhaust threshold high enough by just shooting exhuast then he'll fall to the ground
Some misconceptions I'd like to clear up, though I'd like to make clear I though the video was excellent overall:
14:41 Sticky ammo is not impact damage, it's fixed damage with a fixed stun value (and a negligible amount of fire element damage). This can be tested by shooting different parts of the toadversary, and it will do basically the same damage no matter where you hit, despite the differing hitzones.
The fixed stun also means that damage boosts will not increase the amount of stun a sticky shot will do. It works like any other status in this regard: status attack up (in this case slugger/felyne slugger) are the only things that increase it. It's also why the RF sticky 1s are so bad, their fixed stun value is quite low so they don't come close to sticky 3s.
31:04 Rapid fire level 2 ammo (for Normals, Pierce, and Spread) will always do pretty much the same amount of damage as a level 3 shot of the same type without the Rapid Fire Up skill. Monster hitzones are multiplicative (so a hitzone of 50 really means there is a 0.5 damage multiplier in the damage calculation), so the raw motion value is more or less all that matters.
For example, Level 3 spreads shoot 5 pellets at 10 Motion Value each, for 50 total. Spread 2s fire 4 pellets for 7 MV each, for 28 total. Rapid fire shoots 3 shots with a 0.7 damage multiplier, for a total effective MV of 58.8, though it has a longer firing animation.
This IS affected by rounding, so it is possible that 3 RF shots ( mostly for spread/pierce which have the lowest raw MVs for their pellets) will deal less damage than an equivalent Level 3 shot, however the damage multiplier from Rapid Fire Up will always make up for this difference.
The main reason RF level 2s are usually better than their level 3 counterparts on LBG is that most level 3 ammos get worse ammo stats, which means that the RF level 2s are often better despite their slower firing speed.
For the second point - this is definitely not true and can be reliably disproven in any sustained DPS test. Pierce ammo works out to be more efficient if you're using the 100% crit build, but Normal2/Spread2 RF are just objectively less damage than Normal3/Spread3 from a reliable gun. Normal3 might have worse recoil and reload speed, but you can easily offset those with Level 1 decos that would otherwise not be contributing to DPS at all. The ammo capacity of Kushala Normal3s is higher than any gun with Rapid Normal2s. Same for the Magnamalo's Spread3 and any gun with Rapid Spread2s. I include those tests in the video - the numbers from the Spread category were 10362 for RapidSpread2s and then 13703 for Spread3s. And again, these are with zero utility skills and the most damage possible
Started playing rise with lbg. Needed this vid so bad. Thank you!
The only bowgun guide that makes sense on UA-cam. I didn't know 75% of this.
Not gonna lie I'm not gonna watch all this as a longsword enthusiast but first 10 minutes are banging
Oh my gosh this is exactly what I was looking for! Thank you!
The video is very informative, but the background music is a little distracting, specially during the heavy bowgun part where there are two of them.
Overall we shouldn't use music with vocals as background music, even if its in another language (or in a language that doesn't exists)
Bad advice on article farms....no, never lmao. As a dual blade player I'm kicking myself because one of these articles I read back when I first started stated that Demon's Flight was a useless skill to be ignored. A lot of fights would have been so much easier if I'd ignored that article instead XD.
That aside, only 30 minutes but loving all this info so far. Was messing around with various other weapons the other day to decide on which I wanna try next and LBG was the one that I was most interested in. Rise is my first MH game ever so all of this is still pretty new to me; much appreciated.
Man what a great video. Well worth the effort put into it. Very informative and not just build this and copy me. Thank you kind sir
Thanks a lot for this marterpiece of a guide. That being said, PLEASE turn off the in game music if you are going to layer your own music over the in game audio. The clip at around minute 47:00 it the worst offender so far, since the in game audio served absolutely no purpose.
Alternatively, if turning off in game music is too much effort or you just forget to do it, consider muting the layered music during editing, to keep the audio a bit cleaner.
i like your video style a lot :D super bummed you have like only 2 other videos on your channel lol. Hope to see more videos from you after sunbreak :D
Shrapnel ammo is super good against small monsters. Not something that's objectively needed, but it's very convenient.
great video but you shoulda cut the music or volume down
Solid content, hope you can get monetized soon bro. You deserve it!
A really great video for how complicated yet unique LBG and HBG are but i gotta say, about 25-30 minutes in, with how loud the music is, it was driving me nuts and in some parts of the video, the overlapping sounds just sound awful/gets distracting (good example at 46:35 ). Would recommend audio balancing with the background music, game noises and your voice next time imo. Other than that, amazing video.
i can't watch this right now but thanks for putting in a lot of work and making such a long and informative video
Amazing video, watched it all. Keep them coming my dude
You’re so good at these long form tutorials. You should do more of them! I just watched your Nier Automata video and was disappointed to see you never made any more.
Deviation - Very important, if your bullet does not shoot in linear.. your bullet will gone in middle of nowhere (very short distance) unless you playing close combat like spread shoot with sinister.
Recoil - Extreme important especially if you are playing ammo with rapid fire, if your recoil too high your bullet just shooting the bird yet extreme useful vs hyperactive boss/ flying
Reload + Ammo Up/ Spare Shot - For me is damn important because chance KO/paralyze boss in every game is limited unless in multiplayer. yet is only time to burst MAX damage.
Fanning Maneuver - 100% way to go, yet is best of the best defensive skill. (with whisper skill, wooow fanning shoot, fanning shoot, fanning reload blablabla)
if you cant dealing with accuracy, no matter how much dmg you can deal is kind of waste. i see alot people like slot in rapid fire up skill, but the way they using the char is terrible (unless in multiplayer party someone could keep KO the boss)
Thanks for putting in so much work!
Great melee build. I'd love to see you put up more comprehensive guides for all the weapons someday
Mhrise is the first time i bothered to try bowgun because of the wirebug mobility
🙏🙏 Thank you for the breakdown
Very informative and well produced video.
best MHR bowgun guide on youtube
Thank you, that's a brilliant guide and you can really see the effort put into it.
the healing wyvernheart/snipe is not for healing allies, it’s for healing yourself while still doing damage instead of having to sheathe and chug a potion (aka health regen).
This is definitely not how I expected it to work considering (in the MH games I've played at least) I can't think of any other sources of lifesteal. The closest thing I can think of the is the Vaal armor in World that lets you passively heal, but never lifesteal. I feel slightly less bad considering that I still don't think it would be worth using this way considering Wirebug sheathe is so quick that using potions is now the safest its ever been. Snipe still has the insanely long animation issues, and Heart requires continuous firing and getting interrupted slows you back down. Both functionally require the enemy to be holding completely still to use them effectively, and you really want to use those openings to deal damage instead of healing since, like I said, healing is so free in Rise. You can't take damage in the training area so I'd never realized this was the way it worked, thanks for the heads up
great vid, although your voice competes with the music in places
49:03 To clarify, the shield is up while walking with the HBG with or without aiming. The shield is down while the firing, recoil and reload animations. The shield has a certain range of angles from which it cannot block like your 6 and so on.
33:25 The funniest part of the video lmao. Big Ups! Thank you for the info. I co-mained HBG in World and was looking to try out LBG in Sunbreak. Thanks again.
God bless the dedicated few like you
Hey Dude, I wanna say thank you again for the video. I'm doing a Randomized Weapons Playthrough of MHR, and your guide helped be to not talk about bow guns without sounding like an idiot lol
Wyvern heart with healing mechsnipe is great for tanky builds, I used tanky shield bowguns to get me through certain walls.
This is gonna sound whack but when I use LBG I actually prefer vault, any shots you take in the air ignore recoil, rapid fires just as fast as normal, it'll delay you longer in the air (which sometimes is bad) and on the way down after firing you can perform a reload attack, allowing you to reposition quickly while also reloading. I don't have the most hours but I just like it more than a constant +15% damage
Its fun to use and totally viable but if you're a new player trying to figure out which one is "better" then I cant in good faith say that Fanning isnt just strictly more optimal. Once you're comfortable with bowgun you can branch out and develop your own playstyle, but for the "just tell me what to do" crowd its hard to argue against fanning
@@razzledazzlehour yeah, I get that. it's kinda fun when you get sticking monsters on the head down to a science, but most people aren't gonna go for that often when sticky can just handle all your stun instead
Edit: Plus most of the things with 'ignores reload and recoil and such' won't matter if you're smart and throw the proper decorations on
@@razzledazzlehour also, I didn't see anything about the new switch skills so I'd assume this was before they were released, what are your thoughts on them?
@@ammonbergevin5302 Honestly the switch skills being so lame is one of the reasons I didn't want to both making a new video. The LBG ones are useful but they still play exactly the same - Critical Firepower is explicitly a nerf to Sticky/Slicing. Mech Silkbind is kind of nice for breaks which can be REALLY hard to get in multiplayer. Wyvern Counter RULES though and its a great skill for Spread LBG, that skill is the biggest change to Bowgun by far.
Setting Sun is the only useful HBG skill, but it only works for Pierce/ElePierce and DragonSnipe ammo. Rising Moon would be good but Spread ammo still goes all over the place when shot from a distance so your pellets will often still miss, only useful for multiplayer and even then I never bother. Crouching Shot is SUCH a cool move conceptually but in practice is a horrible skill and makes you do less damage on every damage type except Normal3. Its only use is bypassing the high recoil of Sticky/Slicing ammo which have been nerfed insanely hard so its not even worth doing. SO disappointed in that skill, one of the main reasons I kind of got bored of HBG in Sunbreak
Im a greatsword lover but man, sometimes, its just too hard to solo certain monster. I dont have the skills and dedication like those time attack players. Bowgun for me, its a weapon that I can cheese those difficult stuff. specially with the wirebug on heavy bowgun, you dont have to build a defensive skill set. everything goes to damage. in case any emergency, you just wire away. which is really sweet
Yeah Bowgun is definitely a convenient weapon to use against endgame fights because you're pretty much guaranteed a win in a relatively fast time without much mental effort. When I was playing Iceborne with Charge Blade every fight was super exhausting and my jaw would hurt from clenching my teeth after every close call, which happened constantly. Bowgun on the other hand is like chill out, crack a beer and listen to some podcasts while grinding out Magnamalo/Narwa , totally different experience
Super good video man. Really informative. GG
rly well done, you should consider uploading a version without overlapping, overly loud music tho
Yeah I considered doing that but I decided on just waiting until I do a Sunbreak version
I commend your level of dedication, I learned a lot
I can see I am by far not the first person to have a problem with the audio in this video, but for the sake of more accurately diagnosing the problem, it seems like you didn't mute or even reduce the audio of the game footage in a few spots and *that's* what gets *really* obnoxious (which I have to imagine was accidental, since it's inconsistent). Though, to your credit, even then, it's not like it drowns you out completely--it *tries* to, but doesn't quite. It's pretty distracting, though, yeah. Whether I said anything or not though, with all the comments already, you've probably been compulsively checking and rechecking the audio when editing since this started getting feedback I'll bet. lmao
Thank you for the immense amount of information.
A few more days and i will be able to play mh rise on ps5, cant wait to get back on that sticky hbg build or lbg 😁
I was considering doing a follow-up for Sunbreakers but decided not to because there just wasn't enough that changed from the base game to Sunbreakers to warrant it, but the one very big change is that Sticky (and Slicing) ammo got mega-nerfed so just be wary of that before you spend too much time/money investing in Sticky gear. Pierce is still nutty and Spread got some dope buffs, go forth and slay gamer
Two arguments to your thoughts on heavy bow gun. Wyvern heart is higher DPS in the right situation. Like setting up reload after you put down a trap so you can start unloading right when they get trapped. Also i disagree with not using charging. If you use the switch skill that speeds up charging you get a lot of value and slightly more DPS during that up time.
I agree, and with Focus 3 you not only speed up your charge times (which stacks with Counter Charger switch skill) but it also passively charges your Wyvernsnipe gauge quicker which already recharges way faster than Wyvernheart; so you get a more frequent uptime. You're very vulnerable with either special ammo loaded, but I feel it's easier to plan a quick sucker shot and get on with your life than trying to unload an entire clip. I prefer the pierce and stun ability of Wyvernsnipe, it has more utility especially if you don't run sticky ammo on your gun.
Thanks! Very helpful
Shrapnel is interseting in the moshpit of rampages at least. Like whre they land. Surprising amount of hits.
This should be named the holy bible of Bowguns in MHR.
Towards the end you said that it's possible to bring 90 slicing ammo. I thought the max was 60. How do you get another 30?
Fantastic video. I'm sure you left it out because it's worthless as an option, but I gotta ask: what exactly does Load Shells do?
Load Shells increases the number of phials on Charge Blade and the number of shells for Gunlance, so yeah, does nothing for Bowguns. I think just from looking at it you would expect it to do something like Focus or Special Ammo Up (boosts recovery time and damage of your mines/wyvernfire/snipe)
Vids great! Update for sunbreak when? 😝
Very informative. The music is a tad too loud.
Agreed, maybe two tads too loud.
extremely informative
One question that came to mind (that I was hoping would potentially get addressed later, but I'm already past most mechanics and nothing on it):
Wouldn't charging up your shots make status effects (at least stun from sticky) more powerful?
Also, are there any weapons where charging up could make single-shot-reloads at least viable?
For status ailment ammo, yes, charging it does increase the amount inflicted (sticky included), but it's usually not worth it for a couple reasons. The biggest danger of HBG is that charging your shots leaves you defenseless, so it's better to just get the shots off as fast as possible than to hold them - charging will make you inflict with less ammo, but take longer in real-time. I mention in the sticky section that using charged shots when the monster is down is a good way to conserve that time when the monster can't be re-stunned, but it's important that you're safe during this time. Conserving ammo is just not really a concern for HBG so playing around conserving ammo at the expense of rate-of-fire is basically never worth it since you can just go make more.
For the second question, the key word is "viable." Any weapon in the game can kill any monster with enough time, so yeah, you totally could use a single-fire charged-shot build. But, will that build ever put up clear times comparable to a "meta" build? Never. A single-fire gun does like half the DPS of a non-single fire gun with two bullets, and the number goes up the more ammo you can load at once, for no positive benefit. It's purely a detriment. Similarly, there's no weapon where a charged shot does more damage than two regular shots, despite taking longer. Combining the two is just the worst of both worlds, but you definitely could clear missions that way. HBG balancing is kind of weird because it's hard to hope for something like Charged Shot buffs without making the best builds even more OP than they already are, but I'd be happy to see some HBG reworks all-around considering.
@@razzledazzlehour You can still shield, roll, wirebug dodge while charging a shot. It does reset your charge making charging further useless. The only thing you cant do is wirebug counter while charging.
1:24:52 did you test the Teostra ramp up skill with sticky / wyvern / cluster or just make an assumption? I may be remembering wrong but I tested it once and I think the damage boost DOES apply to those ammo types.
I did the testing myself on stickies but after doing some research, APPARENTLY there's a damage cap to sticky ammo that I appear to have unknowingly hit, meaning just swapping ramp-up skills didnt result in any damage changes on my end. All you need is AB7 Artillery3 to cap out, so it's not even hard to accomplish.
I swear so many of the comments about things I got wrong I just laugh at because they're so weird and esoteric I'm not even surprised I goofed up
@@razzledazzlehour you’re all good man, the video was great and no one can know everything.
I guess I noticed it because I use the Teo hbg with focus and the counter focus ability for nutty damage on stickies and wyvern ammo at a lower ammo cost (because you fire less). To do this, though, you have to sacrifice some raw skills, but I think it also allows you to break this damage cap that you’re speaking of since the build has the damage of a damage build plus the ability to charge :)
@@philbert4398 Yeah I made the TeoHBG back before they released the Rajang upgrade and saw that everyone used Cluster Effect 2 instead of Teo Soul and was like "damn whats up with that," then after the test just assumed it did nothing, which also explained in my head why all the Japanese speedrunners used Rajang over Teo for raw Sticky. But yeah, you could definitely swap out a few skill/decos for Teo Soul and replace them with comfort skills (which Im obviously a huge fan of since I run Guard 3 with every single HBG)
Amazing video, so much knowledge packed into it that the game just doesn’t tell you! Thank you, I will try a sticky build for multiplayer, I want to have coordinated hunts where I can hold the monster down for the others to let loose on it. Sadly you didn’t talk about a gun that can paralyze and use sticky 3.
I bring along shrapnel along because I use fanning vault to load up 3 wyvern blasts and shrapnel is the most reliable for blowing them all up per shot no matter how far apart they are
I use a shrapnel build HBG all the time but it's shocking how the damage can fall down when they don't stick to the weak part :O
Great video but that music for over an hour is rough
Now that you've brought it up, I can't finish the video
BGM problems in an otherwise perfect video. You had me thanking our dear lord above whenever the music stops for a few seconds and I'm an atheist. The same BGM for 90 minutes is just brutal and it's a bit too loud to boot.
Fully agree
I'm a new player and I like the sound of what you described in the intro, but unfortunately I find the ranged weapons to be some of my least favorite as I feel like I'm just spamming my fire button and that's it.
I think it soooort of depends on the build? Sticky/Slice is a lot more active because you need to do things like count stickies to time knockouts and you gotta swap ammo and craft ammo, but yeah in multiplayer especially a lot of hunts can come down to just mashing fire. The fun of the bowgun is mostly in the planning phase, developing a build and seeing how it plays out, because if it's a really good build hunts take like four minutes. I just replayed all of Rise again on PC and used hammer for 99% of it, and it was fun, but once you get to the part where you're doing the same fights over and over to make armor sets, bowgun's playstyle where you can just turn your brain off and listen to a podcast while you farm becomes a lot more appealing
Just mashing fire is true to an extent but every lbg ammo has a different PlayStyle not to the extent of gunlance wide vs normal vs long but spread is more your shotgun for the weak point be close and aggressive pierce is long range and forgiving but damage will drop off on something like rajang but will do huge amounts of damage to mitzune or narwha and normal drops off hard in end game but its your get through the hunt while you get used to things ammo, elemental is fun it's matching up the ammos to the fight then support ammo add some fun to things paralysis does what it says on the tin sleep allows you to micheal Bay the monster exhaust can stop a monster dead mid charge
The fun of lbg comes from you not looking at it as press button to win but more the tech behind it and the interactions between support ammo and your damage ammo
Really great video, yet your tone completely changes when you get to HBG. We all have bias, I get that and it's ok. What would been more useful though would have been testing out skills like focus, quick sheath, special ammo up. Or idk.. something other than hoo hum.. hbg makes me sad voice. Still great info here! Thank you!
Ah, I see I spoke too soon. But I'll let that stand because I'd rather apologize then pretend mistakes never happen. My bad.
Incredibly good work mate
40% more dmg ?!?!
I gained a lot stuff from your vids, great video. If I may suggest you next time lower the background music so people can hear your voice e clearly. overall its a great video.
Yeah I did the audio mixing while using my compression software and didn't realize the volume levels were off until I listened to it on my phone. I do this sort of thing all the time, like doing art with f.lux running and then later being like "hmmm whys this look so orange"
Elemental reload actually seems to slow your reload speed.
now, I started to use a bit of HBG from iceborne cause I saw a vid that a UA-camr made where he made a pump action shotgun build with the tigrex HBG and made that. very fun, just happy to see that spread can be useful. obvi not like piercing, slicing or sticky, but still useful and fun.
Hi! Thank you for this video, it helped me really understand gunning in MH. Been playing since 4U but I've never been super comfy with it until now. Great info!
One question, what do you do for item loadouts? I'm trying to set one up so I know what to bring every hunt and know what I'm sending my cats out to get while I'm hunting. I don't know if you have a good one that you use, but I also know that guns focus on different ammo types so I am sure it's extremely variable. Currently using the Magnamalo gun, if that helps!
also maybe i missed it, but what gear are you using for the magnamalo lbg? it doesn't have the 3 slot for ammo up and i was using the hbg build you were showing on screen, but that gun has a 3 slot. sorry if i missed it, i swear i watched this video all the way through lmao
Thank you! I basically bring the same items on every hunt in terms of general items - Potions, Mega Potions, Might Seed, Demon Powder, Antidotes, Nullberry, Power and Armor Charm/Talon, Flash Bomb, Sonic Bomb, Tranq Bomb, and a Shock Trap. That's the base build, and then I have a bunch of different sets where the only thing that changes is the combinations of Gunpowder and ammo crafting materials I bring along. Blastnut and Slashberries for Sticky/Slicing, Flowferns and Piercing 1 for Water and Water Pierce, etc.
For a Magnamalo LBG build (Slicing specifically), I use the same general loadout as the HBG, just swap out the headpiece for the Vaik Helm and then use Spare Shot decos. For any other ammo type, you can also use basically the same build using Vaik Mail/Helm and then use the other 3-2-1 armor pieces for the Arms/Legs/Pants so you can fit Normal/Spread/Pierce Up through Decos. Then with whatever slots you have left after Spare Shot 3, just go for Attack Boost.
I saw the word count and clicked immediately.
"imagine a souls game where you only have about 40% health" soooo...full hollow on dark souls 2? great guide though this knowledge can transfer to other monster hunter games too! so don't be afraid to try the series out as a whole.
tbh you kind of made me not want to touch them since most of your ammo descriptions boils down to ignore 90% of the ammo types use slice, spread and pierce
At least in base Rise, rapid element LBG and peircing element HBG are some of the fastest clear times you're going to be able to get. Piecing and slicing are just good against every monster and require the least investment up front, and shield/spread is imo the most fun. Sticky ammo is also completely insane and can be combined with basically any other type, and Sunbreakers adds some new weapons/features that are making me try out a Sticky/Cluster and a Normal3 build
Great content, another vote for less bgm though.
10k words into my Sunbreakers video I will have regular audio for humans I swear
When your that guy who loves vaulting and have practised it to death and now manage to use it to mount/stun the monster ever time the mines are up and he calls it bad ;(
I am sorry my friend it is strictly inferior to getting a 10% damage buff and Tokyo Drifting
good vid thanks
Come on man why Free Meal catching strays 😭😭😭 lord knows how much I love Free Meal Secret
Excellent video, but I would lower the volume of the music if I were you
great video, helped a lot, maybe a preference thing but as new pc player I find myself not watching the screen when some new monster comes up because i dont want to get spoiled, so I would appreciate if the footage was only from earlier monster, but great video nontheless !
have you tried placing a mine near a monster on multiplayer? plus vault is all you need to manouver around a monster, at least is all I need playing with keyboard
Vault is definitely more useful on PC because they fixed a lot of the vertical hitboxes. Any Insect Glaive main will be able to attest that in Rise, hitboxes on tons of attacks would extend way higher than the model of the monster, so trying to stay airborne above the monster was super dangerous, but it seems like they really carved them down for the Steam version. I'd still say Fanning it better though but Vault is way more usable now
@@razzledazzlehour I find vaulting fun because I'm usually playing with friends on HH and Hammer, and it's cool to set the mines on the monster's head and let them bonk away at them. Definitely not optimal, but fun for all of us.
@@derekm7391 Listen sometimes you just gotta game with the boys and that's respectable. I really miss playing World and doing that one arena quest where all the monsters drop money and you'd have four people with treasure mantles going insane and having sparkling loot flying everyone. Nowhere near the optimal method of farming cash but it was definitely the most fun
Only one Point to disagre because you Lose the Fun Point. Not Every one is a Speed runner und dont Forget the Points FRIENDS. I like the Over had Jump specially for Spleps and the Unlicky no all your Mine explode. And then dont Forget other player can trigger the Mine, put it on the Head and let the Hammer do the Work. But yeahrs its weaker and only realy good with Pierce Ammo at the End
The mine isnt bad because you cant detonate it, the hitbox on the mines is super forgiving, its that jumping over an enemy is mega finicky because vertical hitboxes are way bigger than you would expect and its a million times safer to just dodge sideways.
And yeah, the guide doesn't take "fun factor" into consideration because it's instructional. People develop their own playstyles and preferences as they play and gain experience with the game, but for a new player, explaining which weapons and skills are the most likely to make them succeed is much more useful for the intended audience of "people willing to sit through an hour-long advice video"
What language is this?
Oh, nice and slow for dummies like me (= Thanks
thanks bud~