Hey just seeing which weapon is most popular, to the people who haven't played here is a rundown of weapons:
Melee Weapons
Cutting Types- Medium Base-Dealt Damage
The Great Sword is the brute weapon: It is one of the slower weapons in the game and has one of the highest raw powers. The weapon often deals less base damage than other weapons and takes reduction from defense, how ever both combos and charging the primary attack allows the user to deal the full amount of raw damage much quicker than the popular hitting and running.The blades are so massive they can literally block attacks with a small amount of shaved damage.
The Longsword is the arch weapon: It is rivaled by SNS and DS for the fastest attacking weapon in the game and generally has high sharpness levels. Often attacks in vertical and horizontal arches between 90-180 degrees around the player, including one piercing lunge. It has an interesting mechanic call "spirit blade" which increases with basic combinations landed on the monster. The weapon has no defense, so timing and dodging is crucial for a player with weak armor.
The Sword and Shield is the agile weapon: Competing for one of the fastest attacking weapons, it also has very little delay per attack. It's base raw is very low next to other weapons, so it is often over looked, but the amount of attacks dealt and combos pulled off are much quicker. The weapon is paired with a small shield, which cannot be used to hold ground but can use items and block during a combo while the weapon is out. Players can position themselves quicker than other weapons while the weapon is equipped.
The Dual Swords are the demon weapons: A lack of defense made up for with a constant attack, following the belief of quantity over quality of attack. The dual swords have one of the lowest raw bases, the amount of attacks per combo can reach over 10 so all the small attacks add up. The weapon has two mechanics first, the weapon can wield two elements and special attacks, also has a mode called demonization which uses stamina to create infinite combos. A major problem is the huge delay after starting a combo, and the sharpness is rapidly decreased.
Impact Types: Low Base Dealt Damage and KO damage
The Hammer is the headlocking weapon: A huge amount of raw and the largest delay per attack. This weapon can often stop any monster by knocking it on the head a few times and with elder dragons the monsters often fall down when the head is attacked anyway so it is extremely useful. Considering most monsters attack forward, timing is crucial for new players to learn. The weapon can also be charged to open up different attacking styles and opportunities to use the gulf swing.
The Hunting Horn is the buff weapon: Rivalling both the Hammer and Great Sword in base damage, this weapon is not to be taken lightly. Using it takes more than just attack knowledge and timing but the learning the notes is key to properly handling it. Buffs not only effect you but all teammates and can improve any aspect of defense, movement, healing, or attack. Having an unlimited combo and a few pokes it is very useful as a melee weapon. The hardest part is timing, playing notes takes time and the weapon is also slow at attacking, mixing notes and attacks is never a bad idea.
Piercing Types: High Base Dealt Damage
The Lance is the linear fortress weapon: A decent amount of raw and a huge amount of defense. The lance can only hit at two angles, 0 and 45 degrees, with a series of stabs and a charge move that constantly hits a monster based on stamina. Most new players often use the giant shield for defensive strategies, if you know how to time them, side-stepping is as effective. The stabs often have a huge delay so dodging then guarding is quicker than waiting after an attack to block. Lances can do not only piercing damage but also cutting or impact based on where you hit the monster.
The Gunlance is the angle weapon: A decent amount of base raw and a unique mechanic of shelling. It has the highest blocking ability in the game and can side-step like the lance (not as easily). Also it does all three types of melee damage and has three shelling types with different levels. The explosions vary in damage but are ranked generally by type: Spread (highest damage least amount per round), Long (medium damage middle amount per round), and normal (least damage highest amount per round). The weapon can attack from any angle 90-0 degrees, and monsters' defense doesn't decrease it's base damage or shelling. Lastly the Gunlance can unleash a huge explosion called wyverns fire, which recharges in 2 min and 30 secs. Mobility with this weapon is a huge drawback, it is much easier to put away the weapon than walk around with it equipped.
Ranged Weapons
(Generally lowest base)
Bullet Types- Base is determined by hit type and elements
Bowguns are the versatile weapons: Fires from almost any angle and uses multiple types of shots. Unlike other weapons, the elements for these weapons can be limitless during battle. They deal five types of shots, Shot damage (normal shots), piercing (pierce, thunder, ice, dragon, and water), impact (crag shots), fire (like GL shells, clust shots), and buff (like HH, but only health, attack, and defense). There is a special ability called rapid fire, which fire multiple rounds per bullet slot. Reloading and evading are the hard parts of this weapon, you cannot be very stationary fighting most monsters.
Charge Type- Base is determined by levels of charge
The stamina weapon: Relying heavily on stamina, it is a much harder weapon to use. The attacks of a bow grow based on charge, just like the GS, hitting the monster in the right place at the right time is a critical aspect of the bow. The bow can use one element but can be coated for different special attacks as well. The bow can use three types of arrow shots, scatter (very close), rapid (close), and pierce (farthest), which change depending on the bow and charge level. This is not recommended for beginners, because the lack of defence and knowledge of the monsters required for effectively handling the weapon.
Note: base means raw damage shown when looking at status.
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