There are essentially fifteen weapons in the game if we count Prowler Mode, so as you can tell the diversity of weapon choices is a huge part of this game. Well, it also means this section of the guide has the potential to become far too nebulous to prove useful to the intrepid reader. So, here’s how the weapons section is going to be formatted for ease of use!
First, the weapon will be introduced with its perks and its problems. Before you ask, there is no “best weapon class of the game”. All weapons are capable of reaching the end of the game and can become incredibly potent in the hands of the well-practiced hunter. So no asking that question!
Afterwards, the controls of the Guild Style will be presented. Combos and action chains will be very lightly covered (thorough coverage would be its own Bible of information). Experiment in the game to find what you love to spam and what you find to be most advantageous in your hands! Different permutations of the X and A attacks will lead to a wide variety of ways to deal damage efficiently.
The other three hunting styles (Striker, Aerial, and Adept) are spinoffs of the Guild Style, modifying or removing different features the Guild Style presents. For example, in Aerial Style, many high-damage attacks have been moved to the air, and the evasive roll is replaced with an evasive somersault capable of vaulting off of monsters or other people. So after Guild Style is discussed, all the other three styles will be presented in relation to Guild Style.
This is not to imply that Guild style is some sort of gold standard, but rather to provide players with a foundation from which they can better understand the differences in the styles. Guild Style, being the “old school nostalgia” style, is ideal for use as a basis for comparisons.
Finally, if there are any particularly prominent armor skills that are either near-mandatory or heavily recommended, they will also be discussed (for example, Focus on Great Sword).
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