Fondor_YardsElite Four Member: HydraRegistered Userregular
edited March 2018
Proud to present FFFFFFF 2's First Part! As always, feel free to point out things I missed.
The glossary:
Features:
VW: Vigorwasp
Large bugs that when hit by an attack create a short lived AoE that heals the player when first entered.
VL: Vigorlily
Large flowers that when hit by an attack create a short lived AoE that heals the player when first entered.
SP: Sporepuff
Large flowers that when hit by an attack create a cloud that instantly hides the player from any monsters in combat with it.
WB: Wedge beetle
Insects that the player can grapple with their slinger to play spiderman on. This allows for rapid movement and players can drop off them for air attacks.
SL: Small Ledge
A small ledge that a player or monster can easily and quickly climb/walk over, without needing to sheath their weapon. This allows for easy mount/air and off the edge attacks.
LL: Large Ledge
Ledge that require the player to climb a vine-like surface in order to get to the top, and monster to climb/jump/fly to bypass it. While it takes longer to get the top, player can jump off the vine surface for air attacks(but not off the edge attacks) without waiting to reach the top. Additionally the higher elevation allows players to avoid attacks since in addition to simiply being above monsters cannot charge/lunge up these cliffs and must climb them.
S: Slope
An area where the ground is angled enough to allow the player to slide down it at high speed. This enable very quick movement as well as unlocked new types of attacks from many weapons.
RW: Run-able Wall
Wall that you can run up, to either get up to a higher level or can be jumped off of to do an air attack. Usually take the form of a wall covered by some sort of tiered protrudings.
Different Types of RW:
Walls covered by mushrooms
Walls covered by tree roots
Walls covered by odd rocks/coral
Funky Crystal Spires
VS: Vine Swings
Large hanging vines that the player can swing from. Enables quick movement and can be leap off for air attacks.
CV: Climbable Vines
A vine you climb to reach a higher level or descend to a lower one. Can be used to avoid ground attack and jumped off for air attacks.
DT: Destroy-able Terrain
A part of the zone's normal terrain that can be destroyed, usually by monster attacks. This opens up new areas and ways to move around. Sometimes reveals previous hidden map features, for example large tree stumps often reveal a hidden vigorwasp when destroyed.
DG: Destroy-able ground
After taking enough damage from some sort of AoE attack, the ground itself becomes damaged and some is destroyed. This creates SLs that the player can use to make jump attacks from.
SM: Small monsters
Small monsters such as Jagras. Usually have a large monster version that if in the area, they are friendly with and help in combat. Otherwise they hide when another monster in the area, unless the monster is downed. Then they swarm out of hiding and attack it, for what I assume is just some minor extra chip damage. Of note are the Girros, since they can paralyze what they hit downign a monster in an area with them can give you a much longer period of free damage.
MC: Mounting Crystal
Large crystals that rise from the ground that have a number of uses. The player can run along their length to get above monster for air attacks, as well as use them as cover from attacks. But be careful as they can be destroyed in combat.
Traps & Hazards:
PC: Poisoncups
Large plants that when hit release a pool of poison on the ground that poisons anything that enters it.
FF: Flashflys
A group of bugs that act as a natural flashpod.
PT: Paratoad
A toad that when kicked/hit releases a cloud that paralzies anything in it.
ST: Sleeptoad
A toad that when kicked/hit releases a cloud that puts to sleep anything in it.
NT: Nitrotoad
A toad that when kicked/hit releases a cloud that when hit by an attack creates an explosion.
FB: Falling Boulders
One of the more common traps, they are easy to trigger but depending on the monster hard to use effectively. While there are several different variants, they are all in some form something large hanging in the air, that if hit by an attack (slinger, arrow, or even melee if you somehow get up there) fall down, dealing a large amount of damage to the monster. This damage seems to be a set amount based on the monster's total total health (and possibly the type of bolder trap, but so few monsters are on different maps that both have them it's hard to test) but seems to ignore resistances so is good at breaking hard to hit spots. Additionally, monsters will usually be knocked over after taking the damage, so getting a hit with this trap can give you even more free damage as you walk over and wail on them uninterrupted. Fun Fact! When a monster changes zones to one with a boulder trap in it, 99% of the time they will be standing under it(Vaal is only exception I know of, as he seems to stand between the 2 in that zone rather then directly under one). So if you see a monster doing that, be sure to have some slinger ammo and instead of charging in like normal, try to sneak in to get a shot off on the trap for some free big damage. Also note monsters will clip through them, making some hard to hit if you're a certain big blue annoying jerk (and Vaal sometimes).
Different types of boulder traps:
Ancient Forest: Literal boulder somehow being held up by vines
Rotten Vale: Fangs hanging in a monster's skull
Ancient's Recess: Giant crystals handing from the roof/walls, have some slight cracks on them
IT: Ivy Traps
Also rather common, but in my opinion a rather bad trap. First there seems to be no way I know of to trigger it yourself, you have to hope they just wander into it yourself. Second the time trapped seems to be shorter the bigger and stronger the monster is, IE the stuff you actually need help killing. So while certainly better then no trap, not much to write home about.
QS: Quicksand
To be honest, I'm not really sure how to trigger this since I've only done it once. Do they just need to stand on it, charge into it, or be hurt on it? Regardless, when triggered it sucks the monster down to the zone below it, deals a large amount of damage, and downs the monster for a long period of time. This is a bit of mixed blessing, since I don't really like that zone for fighting....and it's usually filled with Diablos... Diabloses, Diabli? If you go back up, it also leaves a big hole in the middle of the map, which can actually be pretty useful. While monsters won't fall down it again (as far as I know) it can act as a wall stopping monster movement and charges. So you could get a diablos to charge at it, jump out of the way and instead of needing to run after it, it's now still next to you trying to run into the nothing and within stabbing range.
MV: Mini Volcano
After a semi long cooldown, it spews lava into the air. Any monster standing on it during that time takes damage, about 150 for every 2 seconds or so in it. Can damage a monster multiple times if they keep standing in it, up to about 5-6 times total. Even the monsters in the area by lore that use fire/live in lava seem to take full damage.
DAM: Dam
Another 1 spot only trap, but given where it is, you'll see it a lot. The dam seems to be immune to normal attacks requires either 2 mega bombs or 2 monster attacks as well as few other things (such as wyvernfire) to be broken. Once triggered, it lets loose a torrent of water washing any monster it hits down to zone 11, dealing a large amount of damage and unlocking a new area. If caught in it, the player if they swim against the current with all their might can avoid being swept off the cliff or if they chose go with it.
CAT: Cat Ally Traps
Well that acronym really lined itself up nicely. There's 2 different types of CATs, Grimalkyne ivy traps and gajalaka bombers. Ivy traps normal ivy traps but you need to ride a mounted animal into them to trigger it, and suffer from the same problems. It might actually worse then not using the trap for some monsters, since you lose out on the mount finisher attack and since you can do a lot damage when they are downed vs netted.
The second is the gajalaka trap, and it is much better. First you don't need to mount them first, it auto trigger when they get close enough. When triggered, a dozen or so gajalaka pop out and bomb the monster with their mini-tanks and bombs, dealing 15 damage a shot(static, or has anyone seen higher or lower?) for some pretty impressive total damage. Additionally, the monster is downed as soon as this start and since they don't seem to have friendly fire, you're free to wade in yourself and smack the monster around. A trap well worth using every time you get it.
PN: Pitfall Net Trap
These aren't listed on the map, and I'm not 100% on how to trigger them(doing a certain amount of damage in a time frame? Or since I've only done it in a few areas, perhaps not all of these floor net areas work as traps?). These are the natural net-like ground areas that have a bit of a bounce to them when you walk on then. When triggered, the monster gets stuck in them as if in a pitfall trap, giving you a free chance to wail on their head.
DW: Deep Water
Water that slows down player movement. Countered or even reversed by certain skills. Rare outside of fishing areas.
EV: Effluvium
A gas that slowly inflicts damage to the player. Countered by certain skills or by shooting slinger torches/torch pods at the ground.
HT: High Temperature
Extreme heat that causes the player to slowly lose health. Countered by certain skills or cool drinks.
ED: Environmental Dangers
Lava, Blue Water stuff in the Rotten Vale. Damage the player while standing in them. Don't do that. Monsters seem to be immune.
Other:
Anything else not covered but relevant.
HP: Hanging Pillars
Pillars hanging from the skull ceiling, that when hit by a rock crash to the ground (does not damage or does very little I believe.) After crashing they remain there until destoryed unlike boulder traps.
AC: Air Current
If you have a glider suit active, these enable you to use them like an elevator to a much higher zone.
AAA: Annoying Attacking Animals
Kestodons, Gajau, Barnos, and the like. Don't really hurt much, but are annoying. Why they rather head butt the human than the apex predator that preys on them right next to them I have no idea but they sure like to most of the time.
Gaja: Gajalaka
While similar to the last entry, they are separate from AAA for a few reasons. First, HR only, 2nd because they most a much greater danger but are also sometimes actually help the player. While pretty easy to kill and they often run when a monster gets close, they attack with status coated throwing daggers. These are strong enough to often inflict the status in a single hit on the player, and since they are in a group hit you with several at once. On the plus if they do happen to attack a monster they can be a big help.
GS: Gajalaka Shortcut
Allows quick travel between 2 set points.
Zone Classifications:
Zones will have as many of these as they qualify for.
Combat: An area where monsters often travel to and stop as part of their patrol pattern, making them a place you will commonly encounter one. You can use this to lure monsters into fighting each other if you know which are on the map even if you haven't scouted them if you know where they like to go.
Hunting: A place monsters go to eat/drink and recover. Will often flee here when exhausted during battle if possible.
Travel: A place monsters move through but don't usually stop in. This makes combat less common here, and fighting here is often up to the player depending on if the terrain favours you.
Nest: A location a monster will sleep in and/or retreat when near death. Rarely some monsters have more then one location for this.
Multilevel: This zone has areas at different(sometimes vastly) altitude.
Null: Monsters don't come here on their own or possibly can't, you'll only have combat here if you lure one.
Terrain Type: Will be one of these types:
Open: Usually flat, wide open areas without cover
Light Cover: Mostly open, but with something large like a tree giving some ability to break los and hide from AoE attacks
Heavy Cover: A large amount of object fill this area blocking sight lines and aoe effects.
Notable Spawns: If any noteworthy monster patrol in this area.
Ranks:
Ranks are based on both the overall combat potential and how many monsters can be encounter there. A zone might be great for combat, but if only 1 ever goes near it, it's usefulness is limited.
A: A Shangri-La of monster slaying.
B: Pretty dam good, if possible wait till a monster enters here to fight it or lure it here from another nearby.
C: You can work with this. Avoid this place if possible.
F: Poop, like from a butt.
Fondor's Fantastically Fanatical Field & Forest Fighting Fguide: The Ancient Forest
This is a good place to learn pretty much every zone, since the forest has such a glut of monsters compared to the rest of the maps that even though it's the first, you'll be sending a great deal of your hunting time here even late game. It's rare that a zone doesn't have at least 2 different monster at least travel through it regularly, many can count 5+ that visit them.
Zone 1:
Features: SL, VL
Traps: None
Other: DW
Class: Hunting
Terrain: Open
Notable Spawns: Kushala Daora
Rank: C
Notes:
The very first zone sees a good amount of traffic as Great Jagras, Anjanath, and the flying Wyverns all come here to feed in this good sized area. There's almost a lack of features here, just the vigor lilies and the small ledges to work with. While they are nice, I prefer more offense aiding features since there's lot of ways for players to regain health. Still, there's nothing actually wrong with this area.
Zone 2:
Features: SL, LL, SP, SM, S
Traps: FF
Other:--
Class: Travel, Nest: Great Jagras
Terrain: Multilevel, Light cover
Notable Spawns: --
Rank: C
Notes: This zone has 2 different parts, a top part with 2 different levels, followed by a bottom part where the Great Jagras nests. You'll only find monsters in the top half really unless you'll following the Jagras as it tries to sleep. The top part isn't bad, a bit small but with number of ledges you can use for mounts. The bottom is pretty small, but has a number of flashflies and decent slope allowing you to make quick work of that poor sleeping lizard. Overall not bad, but it's pretty low traffic as the only other guy that really comes through here is the T-Rex so you don't have a lot of chances to use it.
Zone 3:
Features: SV, SL
Traps: --
Other: --
Class: Travel
Terrain: Open
Notable Spawns: Kushala Daora
Rank: D
Notes: A few monsters move through here, but the only one to stop is Anjanath for it's sea sight seeing. Chances are you'll never fight something here unless you chose to, but consider the meh layout, there's little reason to do so.
Notes: While monsters don't really come here to mark, this is one of the big 3 hunting grounds so quite a number will make their way here during their rounds. A pretty good overall area to fight, some light cover up top, plenty of ledges and a slope to work with, and even an ivy trap.
Class: Combat
Terrain: Heavy Cover
Notable Spawns: Kushala Daora
Rank: B, C for Kushala Daora
Notes: At least half of the forest monsters make their way through here, almost assuring that you'll run into another during your hunt. A decent sized zone, the large trees dominate this area, allowing you to pretty easily break LoS to hide and let them fight or from breath attacks.
This is Kushala's start zone in the forest, and like Nergigante he doesn't leave it till you come to fight him. Personally, I hate fighting him here, The trees that normally give cover work against you, since his tornades can force you waste a good deal of time going around and if they are lvl 2, really help screw up your vision.
Zone 6:
Features: S, LL, SV, VL, RW, SP, VW
Traps: PC
Other: AAA
Class: Travel, Nest: Pukei-Pukei
Terrain: Open
Notable Spawns: --
Rank: B
Notes: A pretty small zone but it's packed with goodies. Big slopes, a run-able wall, and ledge give you lots of options. The poison cups are free damage while the sporepuffs let you break combat for a minute to heal, sharpen, or whatever. Even has both healing options. If only it was a tad bigger.
Notes: Monsters don't come here a ton, but a number will retreat to this spot so you'll see if every now and then. There's the one big tree for cover and number of ledges to use, but the flash flies are hidden normally in the nest so you can't use them unless you're following a poor birdie home or if a monster breaks the wall there exposing the nest and the flies.
Zone 8:
Features: SL, LL, SM, DT, SV
Traps: IT
Other: --
Notes: The last big hunting zone, and as such brings a lot of monsters here. Large sized zone, becomes even bigger if any of the giant hollow tree logs get smashed. This lets you freely chose which part you fight in if you want, and has an ivy trap for extra help.
Class: Travel
Terrain: Open
Notable Spawns:
Rank: C
Notes: Consider the big pool of water, this zone sees surprisingly little monster actively. Which is a shame since it's a pretty nice zone that gets wasted. The top half, where you'll usually be fighting is one giant slope with a wedge beetle and cluster of paratoads where it flattens out to expand your options.
Zone 10:
Features: --
Traps: --
Other: --
Class: Travel, Possble 2nd Nest?: Anjanath
Terrain: Heavy Cover
Notable Spawns: --
Rank: D
Notes: I've only seen 1 monster here at all, Anjanath moving and once sleeping here, meaning there's a good chance you'll never fight in this area. Which is pretty good because it's a tiny cluster of tunnels that you probably don't want to be fighting in for most weapons
Class: Travel
Terrain: Open
Notable Spawns: --
Rank: D
Notes: I've only ever seen a few in this area moving along the bottom path and Tobi tracks in the top half. Which is good since this area is pretty cramped and doesn't give you a lot of options. The top half looks like it would be a nightmare to try and fight on the base ground level with everything blocking your camera angle.
The exception being of course the larger pool on the right near the bottom. This is where the waterfall created by breaking the dam in Zone 16 drops whatever it hits, so if you start your hunts on them in their nest you'll rpboably end up here a lot. The pool is small, but open, with larges ledges on the other side and wedge beetle directly above you (that you auto shoot when washed away.) For me, they usually fly away rather quickly (traditionly to zone 5) once they get up so you don't fight here long, but at least the waterfall drop downs them for quite a long time for free damage.
Zone 12:
Features: SL, DT, WB
Traps: BT
Other: AAA
Class: Combat, Travel
Terrain: Open
Notable Spawns: --
Rank: A
Notes: Monsters come here at a decent pace, which is nice since it lets you play with the boulder trap. That's the selling point of the area, a big chunk of free damage when they retreat here and stand under it for you to shoot it. A number of ledges, wedge beetles and a big slope give you a number of other offensive options to work with.
Special Note: Don't ask me why, but you can actually swing on the wedge beetles to the boulder trap that has ivy on the sides. While handing on the sides you can stab it with your knife to trigger it or actually climb on top. Not 100% sure why but it's fun to do every now and then.
Class: Nest: Anjanath, Multilevel
Terrain: Open
Notable Spawns:--
Rank: D
Notes: Monsters almost never come here, and since it's kind of out of the way Anjanath hunting might be the only times you come here. The area is decent, lots of options for jump attacks and floor netting for free natural pitfall traps. But since it's a nest you'll rarely need them.
Notes: An area with several different layers, with the top 2 seeing a lot of action from Tobi and visiting fliers coming to mark their territory. Each of the layers is pretty tiny, make it hard to move around and easy to fall of the edges down to a lower level.
Zone 15:
Features: WB, S
Traps: IT, FF
Other: Gaja
Class: Combat, Multilevel
Terrain: Open
Notable Spawns:--
Rank: C
Notes: Not crazy about this zone. The trap is in a weird spot and the bottom level is pretty tiny. The top and middle aren't too bad, albeit the top is small as well. Both are wide open, with the middle having the slope and the wedge beetle above it to use while the top gets the flashflies to play with. Watch the edges, it's easy to fall down to a lower level. The fliers like to come here unfortunately so you'll see it at a decent pace.
Zone 16:
Features: S, (SL once DAM is broken)
Traps: DAM
Other: AAA
Class: Combat, Nest: All flying Wvyerns including Kushala Daora
Terrain: Open
Notable Spawns: Kushala Daora
Rank: C
Notes: You'll see it a lot, but doesn't mean it's great. It's wide open without either a ton of space or any helpful features to aid you. Luckily you don't need to spend a lot of time here. The dam is easy to trigger even without using any bombs, and will knock any monster it hits down to zone 11 (see zone 11 for further details). If you get hit by it you can actually fight against it and stay up there if you move against the current or just let it sweep you away if you want. Oh and make sure to flashpods equipped before hand so they don't just float over the waterfall and make you look dumb. Once broken, there's a small area behind that actually helps. It gives some needed extra size and has a small ledge for air attacks.
Zone 17 :
Features: S, SV
Traps: --
Other: --
Class: --
Terrain: Open
Notable Spawns: --
Rank: F/--
Notes: Can monsters even come in this area? God I hope not, it's all tiny areas with no space to dodge, but seeing how there's maybe 1 area big enough for something to land I doubt you can fight anything here. A good place to hide if you need to heal/sharpen/whatever after fighting a flying wvyern in zone 15 or 16.
Fondor_Yards on
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Anybody run the event Jeeves? Drops any different or standard fare?
I'm pretty sure it was just RNGesus smiling down on me but I got 3 gems and 5(!!) tails from him. 2 tails from the tail carve, 2 from the body carve, and an extra in the rewards. So in this sample size of ONE, the drops are crazy!
+1
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mojojoeoA block off the park, living the dream.Registered Userregular
Anybody run the event Jeeves? Drops any different or standard fare?
I'm pretty sure it was just RNGesus smiling down on me but I got 3 gems and 5(!!) tails from him. 2 tails from the tail carve, 2 from the body carve, and an extra in the rewards. So in this sample size of ONE, the drops are crazy!
given the data it sounds amazing. :hydra:
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
I upgraded my Dual Blades to Nergal Gouge and man did that make one hell of a difference with Vaal Hazak. As difficult as Teostra was, tactics from that fight + Nergal Gouge made Vaal insanely easier than my first attempt at it. Also having 3 anti-miasma decorations was pretty key as well.
While I agree that being insensitive is an issue, so is being oversensitive.
Hammer has a lot of great rarity 8 options, actually. The Kushala Daora hammer and Vaal Hazak hammers are eye-watering, the Xeno hammer with Handicraft basically never runs out of white sharpness and has two tier-3 slots, the Binder mace is a really good option for if you want a paralysis set (though you'll need some Paralysis Attack up to make it really worth it and I think I still like Malady's Fist III better)
But my favorite rarity 8 hammer is Zorah Magdaros's. It has very high raw damage and can do explosions for days, and it looks fly as hell.
+1
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Forever Zefirocloaked in the midnight glory of an event horizonRegistered Userregular
Uragaan is probably the worst monster, just not fun, and the event with two sucks and is not worth the armor spheres, I got a few greens, a couple browns, and no blues
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
0
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Fondor_YardsElite Four Member: HydraRegistered Userregular
If in doubt the answer is always make a diablos weapon.
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I'm looking at my farm and always thinking, why oh why can not grow ivy this time.
Sure I could meld or forage but I be real happy if they added it. I need my pit traps.
Also you can't grow poop. You should at least be able to collect some from the poogie.
If you capture a monster, I wish the researcher dude that stands next to it on the dock would give you a 10 stack of poop that he cleaned up while studying the monster
Forever Zefiro on
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
you can boil every monster down to a handful of generalized actions
Yes? But my response was to the statement that it makes you pay attention to it and your surroundings, and that doesn't really seem like any exceptional case compared to any other monster
My problem is his generalized actions are not fun to deal with, and others using melee (which is what I use) seem to agree to that
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Plus you only have to play the Attack L and Recovery L songs and then just spam the 3 note healing song over and over again so it's easier to play vs other horns. Definitely a beginner friendly horn.
I wish Uragaan and Bagel lost all of the tail explody bits when you severed it.
+4
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Fondor_YardsElite Four Member: HydraRegistered Userregular
I use DB for Uragaan. Just fight him in that top sloped area with all the toads. He's so long so your beyblading does insane damage and you can just do it constantly there.
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
"I'm helping!" - Me, as I crash a TTT run with a couple of PAers last night - and immediately run them both over with a Lance charge. Sorry about that!
As I prepared to wrap up my play session last night, I decided to finally start the Teostra quest, just to get the cinematic out of the way so I can join SOS's. I'm not taking this very seriously, so I go straight in with no prep except a Cool Drink. I should be using a Water or Ice weapon, but instead I've got a Barroth Stinger for +Defense.
And then it actually goes pretty well. Well enough that after chasing the big bastard off for the third time, I decide to down a Max Potion, because why not? I get him limping and chase him back to his den, which is when I discover that he can make the floor explode. Surprise first faint.
After carting I have a quick meal and finish the fight with just under 8 minutes left on the clock. The highlight was managing five mounts; I got bucked on the second, and Teostra stunned himself on the fourth, but I managed to finish the other three. Yeehaw!
I also joined a KD hunt, but I didn't get quest credit for the kill ... probably because I haven't technically accepted the quest. Oops. Anyway - how do you get onto the little platform he sleeps on? I wasn't able to climb it...
yeah, we saw you join... and then you ran over me as I was loading up a dragon piercer! That whole mission was a cluster anyways because for the entire half the fight before you got there we had them wedged into that corner. They were beating each other to death as much as we were hitting them.
Posts
The glossary:
Large bugs that when hit by an attack create a short lived AoE that heals the player when first entered.
VL: Vigorlily
Large flowers that when hit by an attack create a short lived AoE that heals the player when first entered.
SP: Sporepuff
Large flowers that when hit by an attack create a cloud that instantly hides the player from any monsters in combat with it.
WB: Wedge beetle
Insects that the player can grapple with their slinger to play spiderman on. This allows for rapid movement and players can drop off them for air attacks.
SL: Small Ledge
A small ledge that a player or monster can easily and quickly climb/walk over, without needing to sheath their weapon. This allows for easy mount/air and off the edge attacks.
LL: Large Ledge
Ledge that require the player to climb a vine-like surface in order to get to the top, and monster to climb/jump/fly to bypass it. While it takes longer to get the top, player can jump off the vine surface for air attacks(but not off the edge attacks) without waiting to reach the top. Additionally the higher elevation allows players to avoid attacks since in addition to simiply being above monsters cannot charge/lunge up these cliffs and must climb them.
S: Slope
An area where the ground is angled enough to allow the player to slide down it at high speed. This enable very quick movement as well as unlocked new types of attacks from many weapons.
RW: Run-able Wall
Wall that you can run up, to either get up to a higher level or can be jumped off of to do an air attack. Usually take the form of a wall covered by some sort of tiered protrudings.
Different Types of RW:
Walls covered by mushrooms
Walls covered by tree roots
Walls covered by odd rocks/coral
Funky Crystal Spires
VS: Vine Swings
Large hanging vines that the player can swing from. Enables quick movement and can be leap off for air attacks.
CV: Climbable Vines
A vine you climb to reach a higher level or descend to a lower one. Can be used to avoid ground attack and jumped off for air attacks.
DT: Destroy-able Terrain
A part of the zone's normal terrain that can be destroyed, usually by monster attacks. This opens up new areas and ways to move around. Sometimes reveals previous hidden map features, for example large tree stumps often reveal a hidden vigorwasp when destroyed.
DG: Destroy-able ground
After taking enough damage from some sort of AoE attack, the ground itself becomes damaged and some is destroyed. This creates SLs that the player can use to make jump attacks from.
SM: Small monsters
Small monsters such as Jagras. Usually have a large monster version that if in the area, they are friendly with and help in combat. Otherwise they hide when another monster in the area, unless the monster is downed. Then they swarm out of hiding and attack it, for what I assume is just some minor extra chip damage. Of note are the Girros, since they can paralyze what they hit downign a monster in an area with them can give you a much longer period of free damage.
MC: Mounting Crystal
Large crystals that rise from the ground that have a number of uses. The player can run along their length to get above monster for air attacks, as well as use them as cover from attacks. But be careful as they can be destroyed in combat.
Traps & Hazards:
Large plants that when hit release a pool of poison on the ground that poisons anything that enters it.
FF: Flashflys
A group of bugs that act as a natural flashpod.
PT: Paratoad
A toad that when kicked/hit releases a cloud that paralzies anything in it.
ST: Sleeptoad
A toad that when kicked/hit releases a cloud that puts to sleep anything in it.
NT: Nitrotoad
A toad that when kicked/hit releases a cloud that when hit by an attack creates an explosion.
FB: Falling Boulders
One of the more common traps, they are easy to trigger but depending on the monster hard to use effectively. While there are several different variants, they are all in some form something large hanging in the air, that if hit by an attack (slinger, arrow, or even melee if you somehow get up there) fall down, dealing a large amount of damage to the monster. This damage seems to be a set amount based on the monster's total total health (and possibly the type of bolder trap, but so few monsters are on different maps that both have them it's hard to test) but seems to ignore resistances so is good at breaking hard to hit spots. Additionally, monsters will usually be knocked over after taking the damage, so getting a hit with this trap can give you even more free damage as you walk over and wail on them uninterrupted. Fun Fact! When a monster changes zones to one with a boulder trap in it, 99% of the time they will be standing under it(Vaal is only exception I know of, as he seems to stand between the 2 in that zone rather then directly under one). So if you see a monster doing that, be sure to have some slinger ammo and instead of charging in like normal, try to sneak in to get a shot off on the trap for some free big damage. Also note monsters will clip through them, making some hard to hit if you're a certain big blue annoying jerk (and Vaal sometimes).
Different types of boulder traps:
Ancient Forest: Literal boulder somehow being held up by vines
Rotten Vale: Fangs hanging in a monster's skull
Ancient's Recess: Giant crystals handing from the roof/walls, have some slight cracks on them
IT: Ivy Traps
Also rather common, but in my opinion a rather bad trap. First there seems to be no way I know of to trigger it yourself, you have to hope they just wander into it yourself. Second the time trapped seems to be shorter the bigger and stronger the monster is, IE the stuff you actually need help killing. So while certainly better then no trap, not much to write home about.
QS: Quicksand
To be honest, I'm not really sure how to trigger this since I've only done it once. Do they just need to stand on it, charge into it, or be hurt on it? Regardless, when triggered it sucks the monster down to the zone below it, deals a large amount of damage, and downs the monster for a long period of time. This is a bit of mixed blessing, since I don't really like that zone for fighting....and it's usually filled with Diablos... Diabloses, Diabli? If you go back up, it also leaves a big hole in the middle of the map, which can actually be pretty useful. While monsters won't fall down it again (as far as I know) it can act as a wall stopping monster movement and charges. So you could get a diablos to charge at it, jump out of the way and instead of needing to run after it, it's now still next to you trying to run into the nothing and within stabbing range.
MV: Mini Volcano
After a semi long cooldown, it spews lava into the air. Any monster standing on it during that time takes damage, about 150 for every 2 seconds or so in it. Can damage a monster multiple times if they keep standing in it, up to about 5-6 times total. Even the monsters in the area by lore that use fire/live in lava seem to take full damage.
DAM: Dam
Another 1 spot only trap, but given where it is, you'll see it a lot. The dam seems to be immune to normal attacks requires either 2 mega bombs or 2 monster attacks as well as few other things (such as wyvernfire) to be broken. Once triggered, it lets loose a torrent of water washing any monster it hits down to zone 11, dealing a large amount of damage and unlocking a new area. If caught in it, the player if they swim against the current with all their might can avoid being swept off the cliff or if they chose go with it.
CAT: Cat Ally Traps
Well that acronym really lined itself up nicely. There's 2 different types of CATs, Grimalkyne ivy traps and gajalaka bombers. Ivy traps normal ivy traps but you need to ride a mounted animal into them to trigger it, and suffer from the same problems. It might actually worse then not using the trap for some monsters, since you lose out on the mount finisher attack and since you can do a lot damage when they are downed vs netted.
The second is the gajalaka trap, and it is much better. First you don't need to mount them first, it auto trigger when they get close enough. When triggered, a dozen or so gajalaka pop out and bomb the monster with their mini-tanks and bombs, dealing 15 damage a shot(static, or has anyone seen higher or lower?) for some pretty impressive total damage. Additionally, the monster is downed as soon as this start and since they don't seem to have friendly fire, you're free to wade in yourself and smack the monster around. A trap well worth using every time you get it.
PN: Pitfall Net Trap
These aren't listed on the map, and I'm not 100% on how to trigger them(doing a certain amount of damage in a time frame? Or since I've only done it in a few areas, perhaps not all of these floor net areas work as traps?). These are the natural net-like ground areas that have a bit of a bounce to them when you walk on then. When triggered, the monster gets stuck in them as if in a pitfall trap, giving you a free chance to wail on their head.
DW: Deep Water
Water that slows down player movement. Countered or even reversed by certain skills. Rare outside of fishing areas.
EV: Effluvium
A gas that slowly inflicts damage to the player. Countered by certain skills or by shooting slinger torches/torch pods at the ground.
HT: High Temperature
Extreme heat that causes the player to slowly lose health. Countered by certain skills or cool drinks.
ED: Environmental Dangers
Lava, Blue Water stuff in the Rotten Vale. Damage the player while standing in them. Don't do that. Monsters seem to be immune.
Other:
Anything else not covered but relevant.
Pillars hanging from the skull ceiling, that when hit by a rock crash to the ground (does not damage or does very little I believe.) After crashing they remain there until destoryed unlike boulder traps.
AC: Air Current
If you have a glider suit active, these enable you to use them like an elevator to a much higher zone.
AAA: Annoying Attacking Animals
Kestodons, Gajau, Barnos, and the like. Don't really hurt much, but are annoying. Why they rather head butt the human than the apex predator that preys on them right next to them I have no idea but they sure like to most of the time.
Gaja: Gajalaka
While similar to the last entry, they are separate from AAA for a few reasons. First, HR only, 2nd because they most a much greater danger but are also sometimes actually help the player. While pretty easy to kill and they often run when a monster gets close, they attack with status coated throwing daggers. These are strong enough to often inflict the status in a single hit on the player, and since they are in a group hit you with several at once. On the plus if they do happen to attack a monster they can be a big help.
GS: Gajalaka Shortcut
Allows quick travel between 2 set points.
Zone Classifications:
Zones will have as many of these as they qualify for.
Hunting: A place monsters go to eat/drink and recover. Will often flee here when exhausted during battle if possible.
Travel: A place monsters move through but don't usually stop in. This makes combat less common here, and fighting here is often up to the player depending on if the terrain favours you.
Nest: A location a monster will sleep in and/or retreat when near death. Rarely some monsters have more then one location for this.
Multilevel: This zone has areas at different(sometimes vastly) altitude.
Null: Monsters don't come here on their own or possibly can't, you'll only have combat here if you lure one.
Terrain Type: Will be one of these types:
Open: Usually flat, wide open areas without cover
Light Cover: Mostly open, but with something large like a tree giving some ability to break los and hide from AoE attacks
Heavy Cover: A large amount of object fill this area blocking sight lines and aoe effects.
Notable Spawns: If any noteworthy monster patrol in this area.
Ranks:
Ranks are based on both the overall combat potential and how many monsters can be encounter there. A zone might be great for combat, but if only 1 ever goes near it, it's usefulness is limited.
A: A Shangri-La of monster slaying.
B: Pretty dam good, if possible wait till a monster enters here to fight it or lure it here from another nearby.
C: You can work with this.
Avoid this place if possible.
F: Poop, like from a butt.
This is a good place to learn pretty much every zone, since the forest has such a glut of monsters compared to the rest of the maps that even though it's the first, you'll be sending a great deal of your hunting time here even late game. It's rare that a zone doesn't have at least 2 different monster at least travel through it regularly, many can count 5+ that visit them.
Zone 1:
Features: SL, VL
Traps: None
Other: DW
Class: Hunting
Terrain: Open
Notable Spawns: Kushala Daora
Rank: C
Notes:
The very first zone sees a good amount of traffic as Great Jagras, Anjanath, and the flying Wyverns all come here to feed in this good sized area. There's almost a lack of features here, just the vigor lilies and the small ledges to work with. While they are nice, I prefer more offense aiding features since there's lot of ways for players to regain health. Still, there's nothing actually wrong with this area.
Zone 2:
Features: SL, LL, SP, SM, S
Traps: FF
Other:--
Class: Travel, Nest: Great Jagras
Terrain: Multilevel, Light cover
Notable Spawns: --
Rank: C
Notes: This zone has 2 different parts, a top part with 2 different levels, followed by a bottom part where the Great Jagras nests. You'll only find monsters in the top half really unless you'll following the Jagras as it tries to sleep. The top part isn't bad, a bit small but with number of ledges you can use for mounts. The bottom is pretty small, but has a number of flashflies and decent slope allowing you to make quick work of that poor sleeping lizard. Overall not bad, but it's pretty low traffic as the only other guy that really comes through here is the T-Rex so you don't have a lot of chances to use it.
Zone 3:
Features: SV, SL
Traps: --
Other: --
Class: Travel
Terrain: Open
Notable Spawns: Kushala Daora
Rank: D
Notes: A few monsters move through here, but the only one to stop is Anjanath for it's sea sight seeing. Chances are you'll never fight something here unless you chose to, but consider the meh layout, there's little reason to do so.
Zone 4:
Features: S, SL, LL,
Traps: IT
Other: AAA
Class: Hunting
Terrain: Light Cover
Notable Spawns: Kushala Daora
Rank: B
Notes: While monsters don't really come here to mark, this is one of the big 3 hunting grounds so quite a number will make their way here during their rounds. A pretty good overall area to fight, some light cover up top, plenty of ledges and a slope to work with, and even an ivy trap.
Zone 5:
Features: VW, DT, SL
Traps: CAT, PT
Other: Gaja
Class: Combat
Terrain: Heavy Cover
Notable Spawns: Kushala Daora
Rank: B, C for Kushala Daora
Notes: At least half of the forest monsters make their way through here, almost assuring that you'll run into another during your hunt. A decent sized zone, the large trees dominate this area, allowing you to pretty easily break LoS to hide and let them fight or from breath attacks.
This is Kushala's start zone in the forest, and like Nergigante he doesn't leave it till you come to fight him. Personally, I hate fighting him here, The trees that normally give cover work against you, since his tornades can force you waste a good deal of time going around and if they are lvl 2, really help screw up your vision.
Zone 6:
Features: S, LL, SV, VL, RW, SP, VW
Traps: PC
Other: AAA
Class: Travel, Nest: Pukei-Pukei
Terrain: Open
Notable Spawns: --
Rank: B
Notes: A pretty small zone but it's packed with goodies. Big slopes, a run-able wall, and ledge give you lots of options. The poison cups are free damage while the sporepuffs let you break combat for a minute to heal, sharpen, or whatever. Even has both healing options. If only it was a tad bigger.
Zone 7:
Features: DT, SL, SM, SP
Traps: FF
Other: --
Class: Travel, Nest: Kulu-Ya-Ku
Terrain: Light Cover
Notable Spawns: --
Rank: C
Notes: Monsters don't come here a ton, but a number will retreat to this spot so you'll see if every now and then. There's the one big tree for cover and number of ledges to use, but the flash flies are hidden normally in the nest so you can't use them unless you're following a poor birdie home or if a monster breaks the wall there exposing the nest and the flies.
Zone 8:
Features: SL, LL, SM, DT, SV
Traps: IT
Other: --
Class: Hunting, Travel
Terrain: Light Cover
Notable Spawns: --
Rank: B
Notes: The last big hunting zone, and as such brings a lot of monsters here. Large sized zone, becomes even bigger if any of the giant hollow tree logs get smashed. This lets you freely chose which part you fight in if you want, and has an ivy trap for extra help.
Zone 9:
Features: S, WB, LL, SL
Traps: PT
Other: --
Class: Travel
Terrain: Open
Notable Spawns:
Rank: C
Notes: Consider the big pool of water, this zone sees surprisingly little monster actively. Which is a shame since it's a pretty nice zone that gets wasted. The top half, where you'll usually be fighting is one giant slope with a wedge beetle and cluster of paratoads where it flattens out to expand your options.
Zone 10:
Features: --
Traps: --
Other: --
Class: Travel, Possble 2nd Nest?: Anjanath
Terrain: Heavy Cover
Notable Spawns: --
Rank: D
Notes: I've only seen 1 monster here at all, Anjanath moving and once sleeping here, meaning there's a good chance you'll never fight in this area. Which is pretty good because it's a tiny cluster of tunnels that you probably don't want to be fighting in for most weapons
Zone 11:
Features: SV, SL, LL, WB
Traps: --
Other: --
Class: Travel
Terrain: Open
Notable Spawns: --
Rank: D
Notes: I've only ever seen a few in this area moving along the bottom path and Tobi tracks in the top half. Which is good since this area is pretty cramped and doesn't give you a lot of options. The top half looks like it would be a nightmare to try and fight on the base ground level with everything blocking your camera angle.
The exception being of course the larger pool on the right near the bottom. This is where the waterfall created by breaking the dam in Zone 16 drops whatever it hits, so if you start your hunts on them in their nest you'll rpboably end up here a lot. The pool is small, but open, with larges ledges on the other side and wedge beetle directly above you (that you auto shoot when washed away.) For me, they usually fly away rather quickly (traditionly to zone 5) once they get up so you don't fight here long, but at least the waterfall drop downs them for quite a long time for free damage.
Zone 12:
Features: SL, DT, WB
Traps: BT
Other: AAA
Class: Combat, Travel
Terrain: Open
Notable Spawns: --
Rank: A
Notes: Monsters come here at a decent pace, which is nice since it lets you play with the boulder trap. That's the selling point of the area, a big chunk of free damage when they retreat here and stand under it for you to shoot it. A number of ledges, wedge beetles and a big slope give you a number of other offensive options to work with.
Special Note: Don't ask me why, but you can actually swing on the wedge beetles to the boulder trap that has ivy on the sides. While handing on the sides you can stab it with your knife to trigger it or actually climb on top. Not 100% sure why but it's fun to do every now and then.
Zone 13:
Features: VL, VW, SM, CV
Traps: PN
Other: --
Class: Nest: Anjanath, Multilevel
Terrain: Open
Notable Spawns:--
Rank: D
Notes: Monsters almost never come here, and since it's kind of out of the way Anjanath hunting might be the only times you come here. The area is decent, lots of options for jump attacks and floor netting for free natural pitfall traps. But since it's a nest you'll rarely need them.
Zone 14 :
Features: S, LL, SL
Traps: CAT
Other:--
Class: Combat, Nest: Tobi-Kadachi, Multilevel
Terrain: Light Cover
Notable Spawns:--
Rank: C
Notes: An area with several different layers, with the top 2 seeing a lot of action from Tobi and visiting fliers coming to mark their territory. Each of the layers is pretty tiny, make it hard to move around and easy to fall of the edges down to a lower level.
Zone 15:
Features: WB, S
Traps: IT, FF
Other: Gaja
Class: Combat, Multilevel
Terrain: Open
Notable Spawns:--
Rank: C
Notes: Not crazy about this zone. The trap is in a weird spot and the bottom level is pretty tiny. The top and middle aren't too bad, albeit the top is small as well. Both are wide open, with the middle having the slope and the wedge beetle above it to use while the top gets the flashflies to play with. Watch the edges, it's easy to fall down to a lower level. The fliers like to come here unfortunately so you'll see it at a decent pace.
Zone 16:
Features: S, (SL once DAM is broken)
Traps: DAM
Other: AAA
Class: Combat, Nest: All flying Wvyerns including Kushala Daora
Terrain: Open
Notable Spawns: Kushala Daora
Rank: C
Notes: You'll see it a lot, but doesn't mean it's great. It's wide open without either a ton of space or any helpful features to aid you. Luckily you don't need to spend a lot of time here. The dam is easy to trigger even without using any bombs, and will knock any monster it hits down to zone 11 (see zone 11 for further details). If you get hit by it you can actually fight against it and stay up there if you move against the current or just let it sweep you away if you want. Oh and make sure to flashpods equipped before hand so they don't just float over the waterfall and make you look dumb. Once broken, there's a small area behind that actually helps. It gives some needed extra size and has a small ledge for air attacks.
Zone 17 :
Features: S, SV
Traps: --
Other: --
Class: --
Terrain: Open
Notable Spawns: --
Rank: F/--
Notes: Can monsters even come in this area? God I hope not, it's all tiny areas with no space to dodge, but seeing how there's maybe 1 area big enough for something to land I doubt you can fight anything here. A good place to hide if you need to heal/sharpen/whatever after fighting a flying wvyern in zone 15 or 16.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I'm pretty sure it was just RNGesus smiling down on me but I got 3 gems and 5(!!) tails from him. 2 tails from the tail carve, 2 from the body carve, and an extra in the rewards. So in this sample size of ONE, the drops are crazy!
given the data it sounds amazing. :hydra:
Sure I could meld or forage but I be real happy if they added it. I need my pit traps.
I have no hammers. What do I build and use this on?
Make the bazel hunting horn.
XBL:Phenyhelm - 3DS:Phenyhelm
Hammer has a lot of great rarity 8 options, actually. The Kushala Daora hammer and Vaal Hazak hammers are eye-watering, the Xeno hammer with Handicraft basically never runs out of white sharpness and has two tier-3 slots, the Binder mace is a really good option for if you want a paralysis set (though you'll need some Paralysis Attack up to make it really worth it and I think I still like Malady's Fist III better)
But my favorite rarity 8 hammer is Zorah Magdaros's. It has very high raw damage and can do explosions for days, and it looks fly as hell.
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I love him.
XBL:Phenyhelm - 3DS:Phenyhelm
There is no monster in this game as bad as Gravios, and that alone makes me grateful.
Also you can't grow poop. You should at least be able to collect some from the poogie.
I think it depends on the weapon maybe. With LS I find the fight a bit of a chore
All it does is spin and throw bombs, then roll around nonstop like an idiot
I see what you did there
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
yea i find him a chore also but generally fallback to bow for him. maybe I should just stick to lance.
you can boil every monster down to a handful of generalized actions
If you capture a monster, I wish the researcher dude that stands next to it on the dock would give you a 10 stack of poop that he cleaned up while studying the monster
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
See what is happening @TimFiji ? i've had to become a hunting horn guy.
I blame you.
XBL:Phenyhelm - 3DS:Phenyhelm
Yes? But my response was to the statement that it makes you pay attention to it and your surroundings, and that doesn't really seem like any exceptional case compared to any other monster
My problem is his generalized actions are not fun to deal with, and others using melee (which is what I use) seem to agree to that
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Buy me a PS4, I'll play! haha
Selling Board Games for Medical Bills
He's a hard-headed boy but he usually hangs out on slopes and honey you don't want to fight me on a slope
"...only mights and maybes."
Totally agree. Bazel Horn + Handicraft + Weakness Exploit = lots of explosion-y goodness
Plus you only have to play the Attack L and Recovery L songs and then just spam the 3 note healing song over and over again so it's easier to play vs other horns. Definitely a beginner friendly horn.
Naw man. Diablos is a joke. getting him to drop horns reliably? NO JOKE.
Gunlance breaks his face without issue.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Giving me:
Attack Boost +5
Critical Element
Weakness Exploit +2
Handicraft +2
+20% Affinity
I do disgusting DPS now. I've basically halved my kill times.
Now I need to figure out how to get any tempered investigations other than Barroth and Anja. They're chumps unworthy of my time.
Steam: adamjnet
overhead smash?
That, shots to the face, shotgun blasts under the face, Bigu Bangu Blastu if it goes to sleep or something
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Guard pokes, shells, etc.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Maybe I should try the 'devil's path' myself one day....
// Switch: SW-5306-0651-6424 //
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Turn in your lancer card.
You can't say those things out loud.
XBL:Phenyhelm - 3DS:Phenyhelm
yeah, we saw you join... and then you ran over me as I was loading up a dragon piercer! That whole mission was a cluster anyways because for the entire half the fight before you got there we had them wedged into that corner. They were beating each other to death as much as we were hitting them.