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Adored - Arc Sniper Rifle
Source: “Forging Your Own Path” quest.
  • Rate of Fire: 90
  • Impact: 70
  • Range: 55
  • Stability: 51
  • Handling: 52
  • Reload Speed: 44
  • Mag size: 4
  • Aim Assist: 68
  • Recoil Direction: 77
  • Zoom: 45
Curated Roll:
Adaptive Frame / Hammer-Forged Rifling / Accurized Rounds / Triple Tap - Killing Wind / Vorpal Weapon - Snapshot Sights
Recommended PvE Perks:
  • Sights: Hammer-Forged Rifling
  • Magazine: Accurized Rounds
  • Perk 1: Triple Tap, Killing Wind
  • Perk 2: Vorpal Weapon, Snapshot Sights
  • Masterwork: Stability
Recommended PvP Perks:
  • Sights: Hammer-Forged Rifling
  • Magazine: Accurized Rounds
  • Perk 1: Killing Wind, Triple Tap
  • Perk 2: Snapshot Sights, Vorpal Weapon
  • Masterwork: Stability
The Beloved replacement as everyone is calling it. Adored is a static roll and in PvE leans heavily into boss, major, and ultra beat-downs. Triple tap and vorpal weapon combined with backup mag will give you enough shots to maximize dps within your damage window. If you have a perfect Ikelos_SR_v1.0.2 and can handle the fire rate then the Ikelos is the better dps weapon, but if you’re new, missed out, or just didn’t bother then Adored is honestly a solid option for PvE.
In PvP is where I think Adored will live and die. A 45 zoom is longer than what most people are used to, but certainly not the longest zoom on a sniper. Snapshot sights and killing wind will make for a highly aggressive play style that I am certainly on board for. If you enjoyed Beloved and want a similar, albeit weaker version, for end game activities Adored is the sniper for you.
Stars in Shadow - Solar Pulse Rifle
Source: Complete Crucible matches and earn rank-up packages from Lord Shaxx.
  • Rate of Fire: 340
  • Impact: 33
  • Range: 66
  • Stability: 49
  • Handling: 31
  • Reload Speed: 41
  • Mag size: 27
  • Aim Assist: 28
  • Recoil Direction: 64
Curated Roll:
High-Impact Frame / Smallbore / Alloy Mag / Outlaw / Thresh
Recommended PvE Perks:
  • Sights: Arrowhead Brake, Fluted Barrel, Hammer-Forged Rifling
  • Magazine: Tactical Mag, Appended Mag, Extended Mag
  • Perk 1: Outlaw, Feeding Frenzy, Field Prep
  • Perk 2: Kill Clip, Disruption Break, Demolitionist
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Hammer-Forged Rifling, Extended Barrel, Smallbore
  • Magazine: Accurized Rounds, Tactical Mag
  • Perk 1: Quickdraw, Firmly Planted, Outlaw
  • Perk 2: Kill Clip, Headseeker, Disruption Break
  • Masterwork: Range
I’m honestly excited for this pulse rifle. I really enjoy high-impact pulse rifles and Premonition from Pit of Heresy was sunset. Having a direct replacement from Crucible is fantastic. For PvE you really just want to bump up the abysmal 31 handling. Arrowhead improves the recoil direction a ton but if you find it okay then fluted will be a better handling bump. The next thing we improve is the magazine from 9 bursts to 10, 11, or 12 depending on what mag option you go for. I think 11 is the sweet spot, but you don’t get the stat bonuses that you would from tactical mag. Outlaw and kill clip are the easy choices for best combos, especially for solo play. For group activities I can see disruption break being a top choice, pulse rifles do get anti-barrier so having disruption break could be the difference in grandmaster activities and the new raid.
For Crucible I can see this being a competitor to Vigilance Wing. Stars in Shadow can roll quickdraw completely negating the 31 handling, meaning you can focus on range to duel the 120 hand cannons and slew of 140s now. Hammer-forged rifling is my choice as full bore drops other stats. Extended barrel is a great option as you won’t need handling and you’ll enjoy the recoil direction bonus. As for perks you can either opt for a more consistent kill every time or more ease of use after a kill. Headseeker will give you a very nice 2 burst requiring 1b2c in that order. Kill clip doesn’t change the bursts to kill but will make your shooting experience even better.
Xenoclast IV - Arc Shotgun
Source: Complete strikes and earn rank-up packages from Commander Zavala
  • Rate of Fire: 80
  • Impact: 65
  • Range: 50
  • Stability: 40
  • Handling: 69
  • Reload Speed: 59
  • Mag size: 6
  • Aim Assist: 44
  • Recoil Direction: 43
Curated Roll:
Lightweight Frame / Smallbore / Steady Rounds / Clown Cartridge / Unrelenting
Recommended PvE Perks:
  • Sights: Barrel Shroud, Smallbore, Corkscrew Rifling
  • Magazine: Assault Mag, Tactical Mag, Appended Mag
  • Perk 1: Auto-Loading Holster, Field Prep, Grave Robber
  • Perk 2: Trench Barrel, Vorpal Weapon, One-Two Punch
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Full Choke, Rifled Barrel
  • Magazine: Assault Mag, Accurized Rounds
  • Perk 1: Surplus, Slideshot, Slideways
  • Perk 2: Killing Wind, Vorpal Weapon, Eye of the Storm
  • Masterwork: Handling
I’m happy we get another lightweight shotgun to play with but I do wish it was kinetic. I was able to farm so many Seventh Seraph CQC-12’s my vault could be filled twice over. However the only kinetic lightweight was sunset. For PvE this is kind of a perk monster, similar to the other two vender weapons. Meaning you’ll be hard pressed to get your favorite roll, but you do have all season, if not longer. For PvE I really like a snappy shotgun. Since range isn’t ideal on PvE shotguns (you’re more than likely barrel-stuffing anyway) barrel shroud just improves your guns' snappiness. In terms of mags you can go one of a few different ways. If you want pure burst damage then the best choice is assault mag to really empty your magazine. For more general play I’d recommend tactical mag or appended mag. Both increase your magazine to the 7 cap without any downsides, meaning you can slot a boss or major spec in your mod slot. For trait perks it’s really hard to decide which is best. As a “primary” grave robber easily becomes the best in slot, with any of the melee focused perks. For more DPS heavy shotgun auto-loading holster combined with vorpal weapon is easily the best major buster. Whichever you choose there’s plenty of personalization for this shotgun.
For PvP this will not beat the Seventh Seraph CQC-12. Surplus combined with higher handling and assault mag could be close but actually having quickdraw beats a pseudo-quickdraw. Especially if you use your abilities a lot as that drastically reduces the handling from surplus. If you’re okay with a slower shotgun either as a main or if you’re using an exotic like Dragon’s Shadow or Ophidian Aspects then the Xenoclast IV has an incredible final perk slot. Killing wind, eye of the storm, vorpal, demolitionist, thresh, disruption break just to name a few. Killing wind is the obvious best in slot for follow up shotgun shots. Eye of the storm is also helpful for the ever present pellet RNG making the accuracy cone that much tighter. There’s a lot of customization on the vendor weapons this season. So you can really fine-tune this shotgun for you.
Crowd Pleaser - Void Grenade Launcher
Source: Complete Gambit matches and earn rank-up packages from the Drifter.
  • Rate of Fire: 120
  • Blast Radius: 30
  • Velocity: 39
  • Stability: 47
  • Handling: 46
  • Reload Speed: 47
  • Mag size: 5
  • Aim Assist: 58
  • Recoil Direction: 70
Curated Roll:
Adaptive Frame / Volatile Launch / Mini Frags / Genesis / Thresh
Recommended PvE Perks:
  • Sights: Quick Launch, Linear Compensator, Countermass
  • Magazine: Spike Grenades, Alloy Casing
  • Perk 1: Clown Cartridge, Field Prep
  • Perk 2: Chain Reaction, Demolitionist
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Volatile Launch, Confined Launch, Linear Compensator
  • Magazine: Proximity Grenades
  • Perk 1: Killing Wind, Threat Detector
  • Perk 2: Quickdraw, Rampage, Demolitionist
  • Masterwork: Blast Radius
I’m very interested to test out chain reaction more. A firefly effect on an explosion? More explosions? Heck yeah! It’s like a better Oxygen SR3 with so many less shots. If it works the way I think it does you can set up your loadout to have this in your heavy slot for add-clear, and have a specialized long and short range major and boss killer. You really won’t need a primary with this, but I do need to test this perk a LOT more. So more details hopefully soon.
In PvP I can’t really justify this being better than a Play of the Game, you could opt for a similar roll with both proxy grenades and killing wind for ease of use and better mobility after a kill, respectively. Overall much more of a PvE gun.

Season Pass Rewards

Royal Chase - Void Scout Rifle
Source: Season pass reward.
  • Rate of Fire: 180
  • Impact: 62
  • Range: 44
  • Stability: 44
  • Handling: 47
  • Reload Speed: 46
  • Mag size: 16
  • Aim Assist: 63
  • Recoil Direction: 63
Curated Roll:
Precision Frame / Arrowhead Brake / Flared Magwell / Auto-Loading Holster / Dragonfly
Recommended PvE Perks:
  • Sights: Fluted Barrel, Corkscrew Rifling, Smallbore
  • Magazine: Tactical Mag, Appended Mag, Flared Magwell
  • Perk 1: Field Prep, Auto-Loading Holster
  • Perk 2: Multikill Clip, Dragonfly, Thresh
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Fluted Barrel, Smallbore, Hammer-Forged Rifling
  • Magazine: Accurized Rounds, Tactical Mag
  • Perk 1: No Distractions, Full Auto Trigger System
  • Perk 2: Quickdraw, Multikill Clip
  • Masterwork: Range
I personally have never liked this archetype of scout rifle. The original Nameless Midnight was a workhorse for me back in year 1 before I got my hands on Midnight Coup. But even during year 1 I never fully enjoyed using Nameless Midnight, I just did because there wasn’t any better option. When Distant Relation dropped I really enjoyed the sights but the frame kept me from loving it. With all that said, I’m not impressed with Royal Chase. It looks almost like a carbon copy of Distant Relation. The lack of outlaw or feeding frenzy really puts a limit on how much I’ll enjoy using it for daily PvE activities. You can definitely make a case for this weapon as multikill clip is an amazing perk with insane uptime. Field prep is basically outlaw on command with a crouch at the start but there’s nothing that stands out to me as this weapon being a “must have.”
For PvP you can make this scout work, but a 4 shot kill with really low handling and pretty high zoom will make it hard to justify over an auto, smg, sidearm, hand cannon, or even Jade Rabbit. To make this work you’re going to want to push out your engagement ranges (hard to do on most maps, I know) just to give this as much breathing room as possible. No distractions will help with incoming flinch, and quickdraw really mitigates one of the prior cons I have with Royal Chase. Best of luck if you do try to use this in PvP.
Blast Battue - Arc Grenade Launcher
Source: Season pass reward.
  • Rate of Fire: 120
  • Blast Radius: 30
  • Velocity: 44
  • Stability: 44
  • Handling: 47
  • Reload Speed: 46
  • Mag size: 6
  • Aim Assist: 63
  • Recoil Direction: 63
Curated Roll:
Adaptive Frame / Quick Launch / High-Velocity Rounds / Moving Target / Rampage
Recommended PvE Perks:
  • Sights: Quick Launch, Linear Compensator, Countermass
  • Magazine: Spike Grenades, Alloy Casing
  • Perk 1: Clown Cartridge
  • Perk 2: Chain Reaction, Wellspring, Auto-Loading Holster
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Volatile Launch, Confined Launch, Linear Compensator
  • Magazine: Proximity Grenades
  • Perk 1: Quickdraw, Killing Wind
  • Perk 2: Wellspring, Disruption Break, Rampage
  • Masterwork: Blast Radius
Did someone say more explosions? Blast Battue says more explosions. Comparing Crowd Pleaser to Blast Battue is an easy one. Crowd Pleaser has more perks to choose from, making the loot pool harder to get your preferred roll, but it also has better perks to choose from than Blast Battue. If you’re looking for a quick GL to use and don’t really care then this GL will serve you very well. Having access via the season pass and levelling that up to give you more of these from any activity will just make this GL more enticing for people who dislike Gambit.
For PvP you know the drill. Proximity grenades for ease of use. High blast radius to counteract the drop from proxy and make the AoE even bigger. Quickdraw for hot swaps after picking up power ammo. Wellspring or disruption break could be interesting plays. Wellspring is great for ability uptime, and if you don’t net the kill disruption break will make your kinetic do 50% more damage. Great for cleanups.
submitted by pandapaxxy to sharditkeepit

Summing up my experience on MHGU

I decided to do it here to avoid the hive mind. This might end in a long post, but i have a lot of things to say.
PLEASE, theese are my OPINIONS. Some things i list might be a me problem or my fault.
For context, my first game was World, i had 2.6k hours, and after forging everything i wanted from farming Fatalis i was officially done with the game. I bought a switch and started playing GU when Rise got announced, since it went on a very big sale for a couple of weeks (?). So here are my impressions about the game, controls, monsters that i like/hate/fighting their old word version, playerbase and multiplayer.
GAME : i love adept and valor styles. Hunter arts are very fun, and i'm happy that Rise has a similar sistem regarding power moves, wich is something i don't like about World, where you could spam them for free.
Armor and weapon design is incredible. I also like the fact that almost every weapon is viable in the endgame, since they reach more or less the same attack values.
One thing that i hate is the upgrade system. Not only i need to grind materials to upgrade stuff, but i also need to throw other materials in there too. So even if i got the required materials to upgrade the armor, if i don't have enough stuff to throw in i don't get to do that. I hate this, i feel like it's unnecessary (tbf this only becomes really annoying when farming high level deviants, but still).
Another big problem with the game is that it's basically impossible without trial and error to progress in the game without looking at guides (kiranico you're a savior).
The start of the game though, jesus christ, is it boring. Fortunately it gets better.
FUCK HYPER MONSTERS. If only they were scaled for solo play it wouldn't be that awful.
I really, REALLY hate the flexing. Thank god it isn't in rise, good fucking riddance. I could tolerate being rooted on the spot while healing, but i can't stand that stupid flex.

MAPS : Mixed feelings. Some of them are incredible, like deserted island and misty peaks, others.....ugh. Looking at you volcanic hollow. Jungle would be awesome if there weren't so many fucking plants/bamboo trees blocking the camera. I got hit so many times because a leaf blocked my view.
I hate ledges so much. I hate when i get hit because my character decided to get up/jump off a ledge that was offscreen (this also happens is world, i hate them in any game). I also hate the fact that i can't get up a ledge if am i not perfectly prependicular to it.
Of course the classic "i got hit/valor dodged/anything else into another zone".
Is it just me or monsters REALLY love to camp/jump/charge into zones entrances or points that i can't reach (lava pools for example, looking at you again volcaninc hollow, since there are so many of them). They are also really good at avoiding traps, it's fucking hilarious (and infuriating).
Small monsters are a fucking pain in the ass, i HATE cephalos SO FUCKING MUCH. Fuck all the small raptors, ioprey in particular. WHY ARE THEY SO TANKY???? I don't mind bullfango that much tbh.
Wtf is wrong with herbivores in this game. APCEROS, why the fuck are you attacking me for no fucking reason. The best thing is they get killed by monsters on accident, so, like , the fuck.

MONSTERS : Older gen monsters are awful : kut ku, gypceros, raths are so bad with their instant charges (i know, i'm not supposed to stay in front of them, but it still sucks) and spammable tail spins. They can spin from only 1 up to 3/4 times in a row, wich is both good for damage or awful based on how you happened to be positioned at the start of the attack.
EVERY FUCKING THING A MONSTER DOES FLINCHES YOU OR KNOCKS YOU OVER. Imagine how fun it is trying to charge a hammer attack.
Dromes are so bad. Annoying as fuck, constantly jumping around, ugly as fuck and uninteresting monsters. I don't understand why they decided to bring back those and not the ones from 3u wich are ten times better looking and interesting to fight. Let's also not forget the fucking deviant quests with a drome in the arena. OH, THEY RESPAWN IF KILLED, BECAUSE FUCK YOU.
FUCK BLANGONGA, KHEZU AND NIBELSNARF. Also lavasioth....what have they done to him in world.
**MALFESTIO.....**i don't even have words to describe how much i hate this fucker. As soon as i saw an owl in the rise trailer i got a bad feeling.
SHOGUN FUCKING CENATAUR.....bullshit "charge" aside. That jump after he sharpens his claws....deals full damage and bleeding even if it connects you with his stupid ass leg.
The fated four. I would rank them like this. Glavenus (my favourite monster ever)>Mizutsune>Astalos>Gammoth
Gore and shaggy. Love them both except g rank shaggy when he spams frenzy mines everywhere. It feels like i'm playing a bullet hell.
Rajang, from world to gu.....it's actually way better, i'm surprised.
Yian Garuga....i have no words. Holy shit did they improve him in world. Instant charges, tail spins, roars into backflip. The beak slam is beyond bullshit. I got hit by it while standing on the opposite wing. And he can do a last moment 180 degree turn to hit you with that. It's weird how its variant is completely different (and way less annoying).
**Zinogre, a fight i loved in iceborne....**i hate him in GU. His tail spin deals damage with every part of his body, even the head. The tail slam deals full damage if it connects to you with his toe. He can also do a last moment 180 turn to hit you with the paw slam, it looks to unnatural and weird. Sometimes when he's charging up breaking a part doesn't flinch him?
Teostra, another fight i really liked in world....OH MY GOD. Instant charges, instant jump, almost instant nova, HIS FUCKING BLAST CLOUDS can damage and ALSO STUN YOU, can also be detonated by his jumping backwards on you (really?)
**Kushala....**can't decide what version of him is worse between this and iceborne. While in iceborne he never lands and is basically immune to flash pods, in GU his wind aura knocks you over, he has an instant charge, does ice debuff and snow man, when he falls over his head constantly swipes you.
Brachydios...hated him in world, i hate him here too.
Metal raths...i didn't particularly love them i iceborne, same thing here. Except hyper silverlos. Fucking hell.

CONTROLS : not as clunky as i thought. My only issue is that sometimes my characters decides to roll the opposite direction i want it to. I'm not sure how fix this, i've tried changing orientation settings but i can't tell the difference.
My god do i miss the backward roll.
Is there a way to fix the camera? I'm referring to situations when something is in front or slightly behind you and the camera starts wobbling like a wiggler?
Am i missing something or the lock on sometimes doesn't work? For example, monster jumps over me, i press L to readjust the camera, nothing happens.

PLAYERS AND MULTIPLAYER. I like 4 players turns lobby. A lot of people apparently cannot read "turns" (or straight up ignore it) or "specific monster farm" and they get upset when i don't do as they want. I have to admit, i enjoy kicking morons who as soon as they enter the lobby immediately run to the quest board ignoring others.
What really gets on my nerves are people that as soon as they cart ONCE, not only they leave the quest, but the fucking lobby too. WHAT THE FUCK. People argue it's because they are embarassed by carting. Because leaving the quest and lobby is not embarassing at all right? Fucking morons.

And this is the end. While it may seem i hate a lot of stuff from this game, i'm actually enjoying it a lot. I just needed to vent a bit. I'm very happy i got to experience "classic" monster hunter.
Man this is a long post. Thank you for reading and have a good day/night.
submitted by rengofromtheback to monsterhunterrage

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