Yesterday I slept for about 17 hours. Was real sick when I woke up, enough so that I wasn’t able to make it out to the SPJ Long Beach Post tour. Or write a blog post at all.
Frankly the only thing I’d say I accomplished yesterday was sending a few emails and binging the Emma Stone and Jonah Hill show Maniac on Netflix.
Which was worth watching, but probably a subject for another day.
While I’m feeling better today, I’m still not feeling better enough to go spend a whole bunch of hours at the Finals competition for the RUHS band. So I’m going to have to neg on that promise I made last week. Sorry Aly.
Thus, between bouts of sleeping and tending to a nosebleed, I figured I would finally do something fun and show you all what an obsessive freak I’ve become about Monster Hunter armor planning.
Armor planning in Generations Ultimate fills a very similar niche to Pokémon team creation for me in that it extends a game’s lifespan through a strategic planning task.
There are dozens of skills a hunter can utilize in battle against titanic beasties, each applied by a combination of a base armor piece’s skills, a talisman that can be equipped and all of a set’s supplemental skill decorations.
Building the full armor set for a specific monster yields skills matching their play style. For instance, the ephemeral electric unicorn Kirin’s armor applies Divine Blessing (to occasionally reduce damage) and Elemental attack damage buffs.
So if a monster matches the play style you like, or works well with one of the game’s 14 weapon types (like the hammer-tailed Duramboros armor works with a hammer weapon), it’s an easy build.
However, if you’re someone like me that enjoys a challenge and wants to build armor with varied skills for a specific task, mixed sets are the way to go.
As a Hunting Horn main, I made it my goal to create a separate set of armor for every element and status type. The actual in-game armor forge isn’t very conducive for planning, so I turned to armor listings on Kiranico and my phone to generate ideas before wasting the materials.
Here’s my written plan for the horn that would apply a sleep element:
Some key details to note. There are five armor pieces, one weapon and one talisman for each set. The armor pieces have pre-determined skills:
Talismans have random skills when you find them, so planning out an armor set is partially about luck.
Also, note the asterisks near each piece’s skill listing. Those indicate the number of available decoration slots. Each piece can have up to three slots, and I’ve indicated what decor I’m putting in the slots though the subsection.
Most skills are applied when they reach 10 points on your overall armor, with a stronger version at 15 or 20.
Here’s how the fruits of that planning labor translated in-game:
In Generations Ultimate, a feature called armor transmog was added that allows hunters to put a decorative armor on top of the armor they’re wearing.
That way you can have your cake and eat it too: Make an armor with fantastic skills that also doesn’t look super ugly.
Sometimes the armor planning process isn’t so simple. Multiple different monsters can give the same skills, and it’s important to balance that with the defense statistic, elemental resistances and the slot count.
For instance, when I recently pivoted to try out the Lance, I tried to build up an armor set that had the Guard and Guard Up skills applied. Thanks to having a few useful talismans, I wound up comparing three potential armors:
Obviously the one I wound up with had the most work put into it, as everything just fell into place.
Between those guard skills and Divine Blessing, I aimed to be more defensive for the Lance play style. Plus a status attack buff, considering all of the lances I wanted utilized those statuses: Sleep, Poison, Paralysis and Blast.
Even if Blast does not technically count as a status attack anymore and is only buffed by Bomb Boost. But I still put them together.
Here’s how the final armor came out:
This one I transmogrified using G-Rank Basarios armor. Its bulky-looking stone armor appeared aesthetically perfect for a defensive set.
Because in Monster Hunter, aesthetics are just as important as powerful skill sets.
Out of all the builds I’ve planned so far, this Status Lance set is probably one of my most immediately gratifying and successful. Having never used the weapon before, coming in with a well-designed set made the learning process pretty painless.
Especially when it allowed me to discover the best killing blow in the game:
That’s a satisfying hunt right there. Even if my MicroSD card wasn’t pulling the video off properly.
I’ll figure that out eventually.
While I’ve built plenty of armor sets going from Low-to-G-Rank status, I still have plenty more planned out that I’m continuing to work on.
Especially with friends around to help, I should be able to keep the train going for a long time. Unless a game like Pokémon Let’s Go or Smash Ultimate kills my current Monster Hunter addiction.
But I don’t have either yet, so no worries!
Hopefully this pseudo-instructional post on armor pre-planning has been helpful — or at least interesting.
If you did think this was cool, let me know. I’m thinking about also doing a post showing off a bunch of cool armor sets I’ve created that might make an excellent companion piece.
Just not right now. Because I think it’s about time I go back to bed and nurse this cold some more.