Introduction
Even though they are supposed to be using the same weapon,
For some reason, there are some people who get hit less and are more stable.
The reason is not combo accuracy or reflexes, but the difference in thinking.
“What role do you think the weapon plays?”
Here, we will introduce the ideas that advanced players are unconsciously aware of for each type of weapon.
Greatsword: “positioning weapon” rather than an attack weapon
Beginners use a greatsword as a weapon with a heavy blow.
Advanced players use it as a weapon to control positioning.
- Charged slash is not an attack but a “means to move monsters”
- Make many decisions not to aim for full storage
- Deciding where to stand next before cutting
For advanced swordsmen,
Prioritize “standing in the next safest position” over “hitting the target.”
Tachi: Not a firepower weapon, but a “weapon that can read the flow”
The flashy counters of the tachi tend to attract attention, but
The tachi of an advanced player is a coordinator for continuing the attack.
- Do not try to force a closeout
- Maintaining the Ki Blade Gauge is the top priority
- Counter failure = immediate distance
For advanced players, aim for the counter at a position that will not collapse even if you fail.
One-handed sword: “situational weapon” rather than a multi-handed weapon
The strength of the one-handed sword is not the number of moves.
For advanced users, it is a mass of coping skills.
- More detailed position adjustment than attacks
- Do not force the attachment
- Build recovery and support into your actions
Advanced one-handed sword players spend more time “always in a safe zone” than “always hitting.”
Dual swords: “weapon at the edge of draw” instead of a sticky weapon
The impression that dual swords = sticking is a beginner’s way of thinking.
Advanced players use it as a weapon to decide the draw.
- Quick decision to release demonization
- Do not pursue unreasonably
- Prioritize physical fitness management
Advanced swordsmen are characterized by their ability to judge the time when they are away from the sword much faster than the time when they are stuck.
Hammer: Not a head weapon but a “behavior control weapon”
Advanced hammer players don’t just aim to hit someone in the head.
- Change the direction of the monster
- Slows down
- Create a situation where allies can easily move
As a result, it just hit the head, but
The point is that it doesn’t mean that we were only looking at the head from the beginning.
Hunting horn: “steady supply weapon” instead of a buff weapon
Advanced hunting horn players treat
melody as a “normal action” rather than a “preparation.”
- The melody is consistent while attacking
- Don’t stop to play
- Update before buff expires
The ideal whistle for an advanced player is one that doesn’t make you feel like your party has gotten stronger.
Lance: “Fixed position weapon” instead of a guard weapon
Advanced lance players are not
protecting, but dominating the place.
- Guarding is not to avoid being hit, but to maintain position
- Create a line of movement for your allies by not moving
- Attract monsters without forcing attacks
As a result,
a feature of advanced lances is that it becomes easier for those around you to fight.
Gunlance: A “range management weapon” instead of an artillery weapon
Advanced Gunlance players place more emphasis on distance than
firepower.
- Always be aware of the firing position
- Do not force full burst
- If you are about to get hit, stop immediately
The less flashy movements you make, the more evidence you are able to consistently produce damage.
Summary: Advanced users view weapons by their “roles”
Beginners
think “What can I do with this weapon?”
Advanced players
think about “What should I do now with this weapon?”
That’s why
- Don’t overdo it
- Don’t be greedy
- Does not collapse
I have naturally learned how to act.
If you are not making progress with the weapon you are currently using,
rather than your combos and equipment,
what role you are using that weapon once again.
That alone will make a big difference in your hunting stability.