I moved from GS to Switch Axe in Sunbreak and these videos have been really helpful to understand the weapon better since I've played nothing else but GS since Portable 3rd, thanks a bunch and it's nice to have some viable raw builds, hope the next title updates push them further cause raw has been lacking in Sunbreak thus far.
I love the variety and room to explore different builds in sunbreak. Although I'm expecting element strikes back actually for TU3! If we get risen kushala and teostra and get their blessings as decorations for +10% ice and fire. Those ice and fire builds are going to be absolutely crazy, especially for SA. But probably still not good enough sub 20 element hit zone.
Yeah I've heard that too with 5 different builds for playing strength or courage. I'm quite intrigued but all my time is absorbed by the endless depth of SA hah.
@@trysthartzell7092 Yeah, not having shelling levels be augmentable to the max seems like a major oversight. Rampage deco fixed a lot of issues when wanting phial switch boost on SAs and all weapons stuck at level 1 deco.
@@trysthartzell7092 This is a thing with every game for the most part unfortunately. Waiting for elemental gunlance to be viable. Elemental shelling would look sick asf too.
many thanks bro for these interesting videos.. am a switch axe main because of you😋 and am happy to tell you thats your builds just shreds afflicted monsters even after the recent title update you got yourself a happy customer 🙏
nice:D what do you think / say about the weapon trans-thingy? or like what do you think about pernafrost visuals or so when using ie rathsplicer or so ?
@@AifritGaming yeah, esp because it certainly wasn’t influential in base rise, but I’m really happy with how sunbreak and it’s title updates have been encouraging people to try out new play styles; there’s not just One Correct Meta Build anymore and the variety of builds for various different matchups is a ton of fun :D
They kind of have different use cases. Rapid morph loop will do more damage if you have an opening to complete it over and over. But zero sum is guaranteed damage that is also very high and focuses a monster part. Zero sum has increased risk in anomaly hunts since monsters can one shot you so there’s kind of ups and downs to both.
@@AifritGaming Personally I feel like the opposite. ZSD has been very nice in anomaly hunts since you have damage reduction and will lifesteal a lot due to the anomaly "debuff". It's not been close on one shots so far, only died a few times ZSD-ing, mostly due to personal error tbh. Only 'unfair' one shot I've had is on Risen Shaggy head, because he can chain the purple orb spits very fast in one attack. ZSD tail works fine though, and you can always release the ZSD during that long attack windup. Of course, monsters do more dmg in higher anomaly levels too and I'm around 180-200 atm so it might change. Around 14% dmg increase from 190 to 300 should be fine, though. special investigations excluded.
With defences going up along with anomaly levels it kind of doesn’t change much except for maybe the special investigations I think. I’ve heard this from others too and think it does take some experience to know what and when to zsd on some targets. Personally I don’t like using it that much as I’ve been careless with it enough times in a 1 faint. But I think it’s fair to say in the end game you have to think a bit more about when you should use it and keep disengaging it in mind if things look bad. After a part break Blood rite awakening builds along with how much damage we do in the end game makes the health drain pretty insane and close to invincible.
I play on switch so starting in axe zR -> A -> zR will put you back in axe and you can do it again. Bottom right trigger -> Right most button -> Bottom right trigger if you're using something different.
Due to not having the extra damage from power phial (15% additional raw on sword and phial damage), Rathian will do less damage. However it will apply a lot of poison and amp a lot easier so it has strengths in other ways. Sorry for the delayed response!
I've been having a harder time determining whether this is true. I recommend taking a look at this post if you're interested. www.reddit.com/r/MonsterHunterMeta/comments/xy3bq1/the_impact_of_multiplayer_on_poison_and_status/ There's an interesting point about how in multiplayer a player has a significantly reduced amount of hp they are required to deplete. I think running element seems like overall the right thing to do in maxed multiplayer but it might not be as bad as you'd think.
@@AifritGaming for sure! That's an interesting read, lots of good stuff in there and in this video. It should be said that the "more hunters running poison=less efficiency" point is pretty granular, especially with things like buildup boost and status trigger. As you mentioned, status is a nightmare to calculate currently. I'm just glad it's finally in a good spot!
Yeah, I don't know the actual scaling but, since it's not outright x2 the HP for 2 players, x4 for 4 players, effective damage they have to do per player is reduced.
Thanks a lot for the shoutout, great work with the In Depth Look in Poison 👌🤠
Thank you sir! The idea with blast was brilliant!
I moved from GS to Switch Axe in Sunbreak and these videos have been really helpful to understand the weapon better since I've played nothing else but GS since Portable 3rd, thanks a bunch and it's nice to have some viable raw builds, hope the next title updates push them further cause raw has been lacking in Sunbreak thus far.
I love the variety and room to explore different builds in sunbreak. Although I'm expecting element strikes back actually for TU3! If we get risen kushala and teostra and get their blessings as decorations for +10% ice and fire. Those ice and fire builds are going to be absolutely crazy, especially for SA. But probably still not good enough sub 20 element hit zone.
Great video Drew! It's nice to see the meta for SA branching out to more than just raw and element. Excited to see what you have planned next
Really enjoying this poison build and adapting it to my main weapons. Thank you 💜
Me too, I have been loving playing poison this update. Really feel it in afflicted hunts.
Man, Sunbreak is really knocking it out of the park with variety. Apparently hammer has over 10 meta-tier hammers.
Yeah I've heard that too with 5 different builds for playing strength or courage. I'm quite intrigued but all my time is absorbed by the endless depth of SA hah.
Variety for everything but gunlance. You only have 3 options because of shelling levels.
@@trysthartzell7092 Yeah, not having shelling levels be augmentable to the max seems like a major oversight. Rampage deco fixed a lot of issues when wanting phial switch boost on SAs and all weapons stuck at level 1 deco.
@@trysthartzell7092 This is a thing with every game for the most part unfortunately. Waiting for elemental gunlance to be viable. Elemental shelling would look sick asf too.
Man it feels good to have status weapons be way more viable now
another great video Drew! looking forward to seeing more💪
Definitely not a future I would have guessed. I was ready to say which power element phials we should be using when element is low lol!
many thanks bro for these interesting videos.. am a switch axe main because of you😋
and am happy to tell you thats your builds just shreds afflicted monsters even after the recent title update
you got yourself a happy customer 🙏
Glad to hear that! It's quite the grind this update to get everything!
nice:D
what do you think / say about the weapon trans-thingy?
or like what do you think about pernafrost visuals or so when using ie rathsplicer or so ?
very much wrong
Super helpful video! thanks man
Super interesting breakdown! I do love my exhaust swaxe but this is very much tempting me to get back to my poison evade build from title update 1 👀
It's kind of ridiculous really. I don't think anybody expected status to have made such an impact on the entire metagame.
@@AifritGaming yeah, esp because it certainly wasn’t influential in base rise, but I’m really happy with how sunbreak and it’s title updates have been encouraging people to try out new play styles; there’s not just One Correct Meta Build anymore and the variety of builds for various different matchups is a ton of fun :D
Did this similarly to savage axe charge blade, also due to Fox invivtus. Very chill guy.
Yeah! Remobra switch axe! My baby getting some of the spotlight!
for Afflicted monsters, Thanatos is better than Zariella's?
It seems that way yeah. More poisons and foray uptime. It’s very slight though.
Does Rapid Morph Loop more effective than Zero Sum Elemental Discharge?
They kind of have different use cases. Rapid morph loop will do more damage if you have an opening to complete it over and over. But zero sum is guaranteed damage that is also very high and focuses a monster part. Zero sum has increased risk in anomaly hunts since monsters can one shot you so there’s kind of ups and downs to both.
@@AifritGaming thank you for the explanation, for me personally I really like the satisfaction of blasting Zero Sum at monster face. Hahaha
@@AifritGaming Personally I feel like the opposite. ZSD has been very nice in anomaly hunts since you have damage reduction and will lifesteal a lot due to the anomaly "debuff". It's not been close on one shots so far, only died a few times ZSD-ing, mostly due to personal error tbh. Only 'unfair' one shot I've had is on Risen Shaggy head, because he can chain the purple orb spits very fast in one attack. ZSD tail works fine though, and you can always release the ZSD during that long attack windup. Of course, monsters do more dmg in higher anomaly levels too and I'm around 180-200 atm so it might change. Around 14% dmg increase from 190 to 300 should be fine, though. special investigations excluded.
With defences going up along with anomaly levels it kind of doesn’t change much except for maybe the special investigations I think. I’ve heard this from others too and think it does take some experience to know what and when to zsd on some targets. Personally I don’t like using it that much as I’ve been careless with it enough times in a 1 faint. But I think it’s fair to say in the end game you have to think a bit more about when you should use it and keep disengaging it in mind if things look bad. After a part break Blood rite awakening builds along with how much damage we do in the end game makes the health drain pretty insane and close to invincible.
What is the button combo for the rapid morph loop please?
I play on switch so starting in axe zR -> A -> zR will put you back in axe and you can do it again. Bottom right trigger -> Right most button -> Bottom right trigger if you're using something different.
Unrelated to video - it would be really dope if they added Alatreon to Rise.
What about the Rathian switch axe?
Due to not having the extra damage from power phial (15% additional raw on sword and phial damage), Rathian will do less damage. However it will apply a lot of poison and amp a lot easier so it has strengths in other ways.
Sorry for the delayed response!
In multiplayer poison is probably weaker, right?
Yep! The more people in a hunt who use poison, the worse it is for each of them.
I've been having a harder time determining whether this is true. I recommend taking a look at this post if you're interested.
www.reddit.com/r/MonsterHunterMeta/comments/xy3bq1/the_impact_of_multiplayer_on_poison_and_status/
There's an interesting point about how in multiplayer a player has a significantly reduced amount of hp they are required to deplete. I think running element seems like overall the right thing to do in maxed multiplayer but it might not be as bad as you'd think.
@@AifritGaming for sure! That's an interesting read, lots of good stuff in there and in this video. It should be said that the "more hunters running poison=less efficiency" point is pretty granular, especially with things like buildup boost and status trigger. As you mentioned, status is a nightmare to calculate currently. I'm just glad it's finally in a good spot!
Yeah, I don't know the actual scaling but, since it's not outright x2 the HP for 2 players, x4 for 4 players, effective damage they have to do per player is reduced.