ooh new Gunlancer trying on Risen Shaggy next? That'll be interesting, hope you can guide him 👍 Some stuff that you might forgot: -You can do the Hail Cutter in air by using the midair shell beforehand -Ground Splitter only has hyper armor during the dragging animation -Reverse Blast Dash has i-frames at the start and can be extended if you have no shells. It also have hyper armor but only at the start of the flight -Guard Edge can't block multi hit attacks -Bullet Barrage has hyper armor that lasts until a small period into the dash forward, the reload animation has it too if you have no wyvernfire or shells -Don't forget Erupting Cannon, it boosts raw and element plus it doesn't go away when you sheathe. For skills: -Artillery and Sneak Attack are GL's best friend -Guard and Guard Up. -Any Sharpness related skill -Always have Shock Absorber for Multiplayer -Redirection + Heaven Sent combo (Pretty much a dodge and full reload combined, the timing is pretty tight tho so I'm not sure if its good for beginner)
I definitely recommend Wide GL in Sunbreak! I've never had so much fun with Wide Shelling before. All the Shelling styles are valid and fun if you learn how to play each one!
Oh for sure. I wanted to get him started with the simplest one being bullet barrage spam. Thats why I had him make the Amatsu GL for the bonus on silkbind attacks.
I recommend having at least 1 level of heavensent on GL for a quick weapon sharpen and shelling reload, I find it very fun to play with on a Gunlance set with 1 scroll for using Bullet Barrage and the other scroll for using Hail Cutter so I can spam more Bullet Barrage's.
I'm not that proeficent with GL apart from using it a bit in Freedom Unite and as a Kushala farming tool back in base World so I don't have that much advice. I can only think about the type of shell you should use dependind on your gameplay and some skills like Artillery and Load Shells. I have however some endgame play styles in Sunbreak for you to play as a "support" & give him some space and time to get accustumed to his weapon. - Gold's Bane: para hammer (gold or volvidon) with slugger, buildup boost, status trigger and stamina thief. The only real con is triggering stun and paralysis at the same time. - Offensive Mosquito: Cat Paws (pralysis DB made with paw tickets) with feral demon mode, buildup boost, status trigger, adrenaline rush and burst. Heaven sent pushes this one to a whole other level. With an ultra aggressive gameplay, you catch the monster lacking and TJ goes berserk. - Explosive Lullaby: same as before but with sleep DB & demon mode, minus adrenaline rush. You gotta be careful 'cause the first sleep happens as soon as you hit after dodging the first roar. These three "sets" are not meta nor op, but they're pretty strong when your partners have the heavy hitting power. I played with the sleep one with 3 GL and the had a blast (they also hit me more than the monster with all their explosions). You can also use diversion to abuse status trigger so that TJ can just focus on the offensive part of his weapon. appart from that, you did good teach', nearly got me to try a GL in my game.
If you are using one of the shelling play styles, where you want shelling as you main damage source, one of the up sides is, unlike other weapons, you don't care about sharpness color beyond green. Instead you care about sharpness length, how much can you shell until you hit yellow? Who cares if you have purple or white, the longer you stay out of yellow the better. This is because shelling damage doesn't care about sharpness level passed green. Pretty much the only skills the alter shelling damage are artillery (buffs shelling and impact phial damage) and capacity boost (gives you another shell in your clip or gives you another CB phial). Oddly enough, many of us thought this was a bug for a while, the lucent nargacuga unique skill sneak attack buffs shells too. This is perfect synergy because shelling does not care where you hit a monster, hit zones are not in its formula apart from single digit fire damage. So, hitting a monster from behind doesn't have the trade off of losing the good hit zone that's usually the face. You can hit wherever and get a buff for shooting them from behind with that skill. Later on it was made a 2 slot deco so easy to fit in 3 of them. Most GL sets for this play style are the shelling and guard skills. The rest is optional damage or comfort skills. How often are you poke or slapp will dictate the value of normal damage skills. Shells can't crit so those skills are optional too, depending on play style. I personally favor as much shelling damage as I can. In Iceborne they knew no one used charged shelling in base World, because it was too weak, so they buffed it a lot. Stuff like ancient leshen's roots were funny because long shells extended far enough to hit him through the roots, where everyone else had to worry about burning them away. Lunastra actually punished you for being careless with shelling, the small fire damage meant shells interacted with her fire, just like her attack or fire weapons, so you could blow yourself up or your teammates if you weren't careful. In Rise i tried to learn to like full burst. I use to hate its animation commitment because i was a lancer so i wanted short attacks to use smaller openings, as i tanked hits, so it was poke shell or charged shell. Rise made me love full burst, because it felt faster. When I went back to World I still loved it because the gap wasn't as big as I thought. I do hope that we get blast dash as its own move, felt horrible to have to lose an entire play style just for mobility, you were basically punished in Rise for using charge shells. All they'd have do is make it (controls PS/Xbox/Switch) hold circle/B/A to charge shell and hold circle/B/A+X/A/B to blast dash. Then everyone gets the mobility without unnecessary, unfair, sacrifice. Rise lets you change the vertical angle of charged shells as you charge them. World only let you do that once per combo but in Rise you can for each of them. If a monster suddenly starts flying or drops to the ground, this lets you keep hitting them without interrupting the combo. An interesting quirk that not a lot of people use but i hope they keep it. Exactly. Use blast dash for mobility, ground splitter for more shelling damage, and guard edge so you don't have to sheath to sharpen while also getting a generous counter. That's a very useful combo for a scroll.
goated father, i want to grow up and be like you playing monster hunter with my kids thats fire
Oh yea man we've been doing it for years actually! The playlist titled "Father and Son Hunts" is FULL of us hunting together!
Wow, love seeing a new generation coming up, amazing guys.
Oh yea we’ve hunting together ever since the Demo for Rise came out. We’ve got a huge playlist on the channel featuring our hunts together!
ooh new Gunlancer trying on Risen Shaggy next? That'll be interesting, hope you can guide him 👍
Some stuff that you might forgot:
-You can do the Hail Cutter in air by using the midair shell beforehand
-Ground Splitter only has hyper armor during the dragging animation
-Reverse Blast Dash has i-frames at the start and can be extended if you have no shells. It also have hyper armor but only at the start of the flight
-Guard Edge can't block multi hit attacks
-Bullet Barrage has hyper armor that lasts until a small period into the dash forward, the reload animation has it too if you have no wyvernfire or shells
-Don't forget Erupting Cannon, it boosts raw and element plus it doesn't go away when you sheathe.
For skills:
-Artillery and Sneak Attack are GL's best friend
-Guard and Guard Up.
-Any Sharpness related skill
-Always have Shock Absorber for Multiplayer
-Redirection + Heaven Sent combo (Pretty much a dodge and full reload combined, the timing is pretty tight tho so I'm not sure if its good for beginner)
Oh yeah, i somehow forgot about heaven sent, that was a really fun skill for gl.
He went to craft a shock absorber jewel right after reading your comment. Even though I already told him to 😒
@@Jaycan 😂😅 Atleast he'll definitely won't knock you away now
I definitely recommend Wide GL in Sunbreak! I've never had so much fun with Wide Shelling before. All the Shelling styles are valid and fun if you learn how to play each one!
Oh for sure. I wanted to get him started with the simplest one being bullet barrage spam. Thats why I had him make the Amatsu GL for the bonus on silkbind attacks.
W video made me wanna play gunlance too
That’s part of the reason we made it! Get your Gunlance on!
I recommend having at least 1 level of heavensent on GL for a quick weapon sharpen and shelling reload, I find it very fun to play with on a Gunlance set with 1 scroll for using Bullet Barrage and the other scroll for using Hail Cutter so I can spam more Bullet Barrage's.
Yup yup we actually tried to take down another Amatsu today in order to get him to make some armor with heavensent on it!
I'm not that proeficent with GL apart from using it a bit in Freedom Unite and as a Kushala farming tool back in base World so I don't have that much advice. I can only think about the type of shell you should use dependind on your gameplay and some skills like Artillery and Load Shells.
I have however some endgame play styles in Sunbreak for you to play as a "support" & give him some space and time to get accustumed to his weapon.
- Gold's Bane: para hammer (gold or volvidon) with slugger, buildup boost, status trigger and stamina thief. The only real con is triggering stun and paralysis at the same time.
- Offensive Mosquito: Cat Paws (pralysis DB made with paw tickets) with feral demon mode, buildup boost, status trigger, adrenaline rush and burst. Heaven sent pushes this one to a whole other level. With an ultra aggressive gameplay, you catch the monster lacking and TJ goes berserk.
- Explosive Lullaby: same as before but with sleep DB & demon mode, minus adrenaline rush. You gotta be careful 'cause the first sleep happens as soon as you hit after dodging the first roar.
These three "sets" are not meta nor op, but they're pretty strong when your partners have the heavy hitting power. I played with the sleep one with 3 GL and the had a blast (they also hit me more than the monster with all their explosions). You can also use diversion to abuse status trigger so that TJ can just focus on the offensive part of his weapon. appart from that, you did good teach', nearly got me to try a GL in my game.
Oh yea I'll for sure be considering some of these ideas to help support him!
If you are using one of the shelling play styles, where you want shelling as you main damage source, one of the up sides is, unlike other weapons, you don't care about sharpness color beyond green. Instead you care about sharpness length, how much can you shell until you hit yellow? Who cares if you have purple or white, the longer you stay out of yellow the better. This is because shelling damage doesn't care about sharpness level passed green. Pretty much the only skills the alter shelling damage are artillery (buffs shelling and impact phial damage) and capacity boost (gives you another shell in your clip or gives you another CB phial). Oddly enough, many of us thought this was a bug for a while, the lucent nargacuga unique skill sneak attack buffs shells too. This is perfect synergy because shelling does not care where you hit a monster, hit zones are not in its formula apart from single digit fire damage. So, hitting a monster from behind doesn't have the trade off of losing the good hit zone that's usually the face. You can hit wherever and get a buff for shooting them from behind with that skill. Later on it was made a 2 slot deco so easy to fit in 3 of them. Most GL sets for this play style are the shelling and guard skills. The rest is optional damage or comfort skills. How often are you poke or slapp will dictate the value of normal damage skills. Shells can't crit so those skills are optional too, depending on play style. I personally favor as much shelling damage as I can.
In Iceborne they knew no one used charged shelling in base World, because it was too weak, so they buffed it a lot. Stuff like ancient leshen's roots were funny because long shells extended far enough to hit him through the roots, where everyone else had to worry about burning them away. Lunastra actually punished you for being careless with shelling, the small fire damage meant shells interacted with her fire, just like her attack or fire weapons, so you could blow yourself up or your teammates if you weren't careful.
In Rise i tried to learn to like full burst. I use to hate its animation commitment because i was a lancer so i wanted short attacks to use smaller openings, as i tanked hits, so it was poke shell or charged shell. Rise made me love full burst, because it felt faster. When I went back to World I still loved it because the gap wasn't as big as I thought.
I do hope that we get blast dash as its own move, felt horrible to have to lose an entire play style just for mobility, you were basically punished in Rise for using charge shells. All they'd have do is make it (controls PS/Xbox/Switch) hold circle/B/A to charge shell and hold circle/B/A+X/A/B to blast dash. Then everyone gets the mobility without unnecessary, unfair, sacrifice.
Rise lets you change the vertical angle of charged shells as you charge them. World only let you do that once per combo but in Rise you can for each of them. If a monster suddenly starts flying or drops to the ground, this lets you keep hitting them without interrupting the combo. An interesting quirk that not a lot of people use but i hope they keep it.
Exactly. Use blast dash for mobility, ground splitter for more shelling damage, and guard edge so you don't have to sheath to sharpen while also getting a generous counter. That's a very useful combo for a scroll.
I had him read this comment and he's really excited to use some of these tips when it comes to building his GL armor set!
@@Jaycan Always happy to help. Envious or not.
W video and a gunlance W