Extra slots 3 rarity 12

Extra slots 3 rarity 12 DEFAULT

FOXBORO -- The Patriots seemed to find something on Sunday afternoon. Felt like something they'd been looking for since they reported for training camp back in July. In fact, it was probably what the team envisioned as its offensive identity soon after signing high-priced free-agent tight ends Hunter Henry and Jonnu Smith.

On their first seven plays of the game against Dallas, they picked up 98 yards and scored two touchdowns. Four passes, three runs. One explosive pass. Two explosive runs. 

All with two tight ends -- Smith and Henry -- on the field.

Coming into the game, through five weeks, only about a quarter of New England's offensive snaps featured their tight end duo on the field simultaneously.

Patriots-Cowboys takeaways: Dak Prescott gives MVP-level performance

"I think that's just Josh [McDaniels] doing a great job scheming them up," Mac Jones said after the game. "He's a great play-caller and he puts us in good positions where our numbers are in our favor."

By the early portion of the second quarter, the Patriots had run 10 plays with two tight ends on the field and picked up 104 yards. Deploying big bodies -- two backs and two tight ends were on the field on seven of those 10 plays -- led to one of the most efficient stretches of offensive play the Patriots had put together all season.

But after that tenth snap, when right tackle Yodny Cajuste was beaten for a strip sack, the Patriots changed course. They tried to run twice out of their 22-personnel look at the end of the first half and at the start of the second, picking up just one yard each time. Smith and Henry saw playing time together on just three of the team's next 22 snaps.

It wasn't until the fourth quarter that Smith and Henry were back at it. After an incompletion, McDaniels went to his "22" package and freed up Damien Harris for a 21-yard carry. That grouping stayed on the field for a six-yard run on the next play. They went with a 23-personnel package to score from the goal line with Rhamondre Stevenson to take a 21-20 lead.

By game's end, they'd run two-tight-end sets 21 times, picked up 150 yards and scored twice. 

The numbers for the tight ends themselves were nothing remarkable. Henry caught two passes on two targets for 25 yards and a touchdown. Smith was targeted twice -- really just once as another was a throwaway -- and caught one for nine yards. 

But there seemed to be an identity the Patriots were trying to establish by going big. Not only could they run the football with those personnel groupings, but we saw McDaniels motion Smith into the backfield to form a "Pony" two-back set. We saw McDaniels motion Henry out of the backfield and into the slot to form a four-wide look. They could align inline and on a wing to create a heavy run-at-all-costs look and throw out of it. 

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There were options there. Variety. But when the Patriots shifted gears to throw more three-receiver looks at the Cowboys, their series ended with four consecutive punts.

There is no consolation in finding an offensive identity in a loss. But they seemed to find something nonetheless. The question moving forward will be this: Do they feel as though they can stick with those heavy personnel groupings to win games? 

Their offseason investment would suggest they would. 

But the way in which they shifted gears Sunday would suggest there is still room to grow for their confidence level in those looks.

Let's get to the grades ...

Quarterback: C+

The stat line would suggest Mac Jones' grade should be better than this. He went 15-for-21 for 229 yards -- a whopping 10.9 yards per attempt -- with two touchdowns and a pick. His rating was 119.0. He went 7-for-8 on passes that traveled more than 10 yards down the field and his only two throws that traveled over 20 yards in the air went for touchdowns. Not bad for an offense that was the worst deep-ball attack in football headed into the week. 

But the pick-six Jones threw could have been a back-breaker, and that's what drops this grade into the "C" range. With an opportunity to bleed the clock and win the game with a well-executed four-minute offense, Jones had Kendrick Bourne open on a slant for a chunk gain. The throw was high and wide, and though Bourne got his hands on it, he barely got his hands on it. Miss. 

"I'm sure there's ways I can do something better on a lot of plays," Jones said after. "That play was one of them. You just gotta play the next play. You're only as good as your last play. At the same time, you gotta move on and just execute the play that's called. I can do that better, and I will."

Jones moved on to the next play about as well as anyone could have asked him to. He took advantage of an aggressive play by corner Trevon Diggs, Jones' Alabama teammate who picked him off, to find Bourne deep.

Safety Damontae Kazee took a kamikaze path to the football, missed, and left Bourne nothing but open turf for a go-ahead score. It was a gift from the secondary, but one that Jones was able to take advantage of despite a potential back-breaking error just minutes prior.

"Guts," David Andrews said of his quarterback. "He's got some guts, he's got some gusto. Talk about mental toughness, toughness. You know, how do you respond any better than what he just did? Needed a play and we got one from him."

Jones didn't have many wayward throws. There was more good than bad. His third-and-9 pass that he squeezed into a tight window to Jakobi Meyers in the fourth quarter was the key play in New England's first go-ahead touchdown drive.

He fit another tight pass into Meyers on the two-point play following the second go-ahead touchdown of the quarter. He hit Meyers for one more eye-opener when he was hit in overtime and floated one to his favorite target for 14 yards.

Plenty to like about his evening. But the pick brings this grade to where it ultimately ended up.

Running back: B+

Excellent night for a group that needed one. Damien Harris ran for 101 yards and a score on 18 carries. Rhamondre Stevenson chipped in with five carries for 23 yards and a score of his own.

Stevenson also showed up as a receiver with three catches for 39 yards, including a 22-yarder when he ran a vertical route from the backfield -- a relative rarity for Patriots backs. And though Jones was hit five times, the backs didn't appear to be an issue in pass protection. Most importantly, no fumbles. 

That Harris was able to perform the way he did was impressive given that he was dealing with a painful rib injury going into the game. At one point in the fourth quarter, he limped off the field and hit the turf right at the Patriots sideline to be tended to by the team's medical staff. In overtime, he appeared to check himself out of the game on third down, which ended up being a pass play to Nelson Agholor.

Harris met with reporters after the game, a sign that he was feeling well enough. But he clearly wasn't 100 percent and he still gave the Patriots a strong outing. 

Wide receiver: C

Could Kendrick Bourne have come down with the football that glanced off his hands and ultimately was taken back for a Cowboys touchdown?

"I was just trying to keep my head in the game and not point fingers. I blame myself [for the interception]. I looked at it as what I could have done better. We still had plenty of time for another chance and I’m just grateful we had another chance." 

My guess is Bourne was trying to be a good teammate there. The throw was off the mark. Bourne helped make up for it with his 75-yard catch-and-run touchdown immediately thereafter. But that was his only catch in the game.

Nelson Agholor only had one catch, a nicely-designed over route that was converted into a corner route that went for 27 yards. He also had his facemask touched on the final third-down attempt of the game for the Patriots and never really got turned around for the football on Jones' back-shoulder attempt. Had the two been on the same page and had the football been closer to being completed, maybe Agholor would've gotten a different call at that moment.

Too close for comfort

Average separation yards for Patriots WRs (League average: 2.88)

Agholor had a drop in overtime as well. Meyers came through with a few critical catches, reeling in five of his six targets, but he also missed a block on third-and-short that helped lead to a punt. 

The Patriots went 3-for-9 on third down in part because the passing game wasn't functional for a long stretch, and had Patriots receivers been generating more separation, perhaps they could have extended some of those short-lived drives. They had three consecutive three-and-outs at one point, following up the third with a five-and-out.

Gunner Olszewski picked up a false-start penalty, which didn't help this grade, either.

Tight end: C

As we explained up top, the numbers here simply weren't very good. But it didn't matter when they were on the field together. On those snaps, the Patriots offense was clicking. The issues arose when Jonnu Smith and Hunter Henry took the field one at a time in 11-personnel situations. Neither could get much going for Jones. 

Smith ran just nine routes on Sunday, according to ESPN. That's only a slight uptick from the six he ran in Houston last week. Even if the Patriots opt to use more 12- and 22-personnel sets moving forward, and even if they're finding creative ways to deploy their tight ends, they're going to need more receiving production from Smith.

It's no coincidence that, in the end, the Patriots weren't able to keep pace with the explosive Cowboys attack when a player who should be among their busiest ends up with one catch for nine yards.

Offensive line: C+

Too high, given that Mac Jones was nearly sawed in half at one point by Randy Gregory? Perhaps. But the Patriots only allowed Jones to be sacked twice and hit five times in total -- an improvement over the 8.5 hits he was averaging through the first four games of the season. Plus, this group helped pave the way for the Patriots to average 4.96 yards per carry. 

It was far from perfect, and Bill Belichick had a quick hook when he saw a mistake. Cajuste was pulled following the strip sack he allowed. That got Michael Onwenu over to right tackle and Isaiah Wynn over to left tackle.

But when Wynn gave up a sack later, he was replaced by Justin Herron. James Ferentz was flagged for a hold, but this was a second-consecutive solid performance by the interior of the Patriots. 

If Onwenu sticks at tackle with Trent Brown out, the Patriots may have found something along the interior with the trio of Ferentz, David Andrews and Ted Karras. 

Special teams: D

Jahlani Tavai, Brandon King and Harvey Langi just had to block the three players in front of them. The Cowboys had overloaded the opposite side of the line of scrimmage, which required a little extra attention. But to Jake Bailey's left? All good. 

Should have been, at least. 

Personal protector Cody Davis didn't even look to his left at the snap, assuming all was set on that side. But Tavai allowed a free rusher, double-teaming another player with King, and Bailey's punt was blocked. It was the second block of the season for the Patriots after not having a punt blocked in the previous five seasons.

That second-quarter gaffe ended up not costing the Patriots points as Ja'Whaun Bentley punched the football out of Dak Precott's hands on fourth down on the subsequent drive, but it was a gaffe all the same. 

Defensive line: C+

This group helped hold a potent Cowboys rushing attack -- one that averages over 30 carries a game because of the balance they try to strike under offensive coordinator Kellen Moore and head coach Mike McCarthy -- to 3.9 yards per carry on Sunday.

But on a night when the plan was to rush Prescott to keep him in the pocket and collapse his protection around him, the Patriots couldn't do much to disrupt the passing game. Prescott attempted 51 passes and wasn't sacked. The Patriots recorded just four quarterback hits in all. 

Linebacker: C

Ja'Whaun Bentley's forced fumble at the goal line would have been one of the watershed moments in the Patriots' 2021 season had they been able to come away with a win. That they didn't win won't take away from the grade he helped this group put together.

Bentley finished with 13 tackles in all, including one for a loss. Dont'a Hightower was also active on the goal-line stand for the Patriots, as was Matt Judon.

But the grade isn't higher here in part because of the lack of pressure placed on Prescott. And when there was pressure, it at times came at the expense of a solid edge. When that happened, Prescott was able to break free and throw on the run with impunity. He was 9-for-11 for 171 yards and touchdown when on the run.

Curran sounds off on Matt Patricia after Pats' loss to Cowboys

That this group couldn't generate more pressure off the edge in one-on-one situations meant that the Patriots tried to blitz Prescott in order to bother him. Didn't work. Not consistently.

Against the blitz, Prescott hit Amari Cooper for 14 yards, Ezekiel Elliott for 11, CeeDee Lamb for 33 and Lamb on the 35-yard game-winning touchdown. The Patriots did get Prescott to make a bad throw against the blitz, which was deflected by Justin Bethel and picked by Kyle Dugger. But the need to blitz, in part because the Patriots couldn't pressure with just four, ended up hurting this defense... and dropping this group's grade.

Secondary: C-

This group was faced with some challenging circumstances and couldn't rise to the occasion often enough in the end. Not only were they going up against one of the best passing offenses in football, they were short handed at the corner spot.

Joejuan Williams was a healthy scratch and practice-squad defensive back Myles Bryant -- who was called up as a COVID replacement in Week 5 -- was not in uniform for the game. That left Jonathan Jones, Jalen Mills and J.C. Jackson to handle most of the coverage duties.

When Jones suffered an injury, he gave way to Bethel. Against one of the top passing offenses in the league, it's tough to hold up with only so much depth -- in terms of talent as well as available bodies -- at your disposal. 

Plus, New England's inability to pressure Prescott left Patriots defensive backs with long periods of time to cover. Add in the fact that the Patriots offense couldn't rattle off extended drives on a consistent basis through the middle of the game, and fatigue became a factor for all levels of the Patriots defense. They ended up being on the field for over 39 minutes. 

The Cowboys picked up 24 yards on a third-and-25 snap at the end of regulation, just before kicking a field goal to tie the game.

"We're banged up," Devin McCourty said when asked about the play. "It's tough. You would want more DBs in there. [Jones] was in and out. [Adrian Phillips] went down for a second. [Bethel] went down for a second. It was just tough. It was a play we practiced, just didn't execute well enough...

"We were out there a lot. Forty minutes? I'm not gonna... But we condition a lot. We run a lot at practice. I think when we watch the film, we'll see if [fatigue] was a factor. That's what's tough. We don't know how these games are going to go on Sunday. That's why we train the way we train to be able to be in these games and finish them."

The Patriots were credited with eight passes defensed on Sunday. Four by Jackson. One from Bethel led to the Dugger pick. Jones had one -- a third-down play in the end zone that held Dallas to a field goal -- as did McCourty. But Prescott finished with 445 yards through the air to go along with three touchdowns. 

Sours: https://www.nbcsports.com/boston/patriots/patriots-report-card-new-offensive-identity-takes-shape-vs-cowboys

Update: Added four more party comps! Enjoy!

Though we’re still only getting to grips with the intricacies of Hearthstone’s brand new game mode, superior strategies, and merc lineups are already beginning to emerge for effective solo content grinding. Depending on your initial pulls, you have very different approaches to consider for optimal play: here are some of the best party comps in Mercenaries to consider for your PvE grind.

Keep in mind that those are just some party comp examples – there are dozens of different synergies you can take into account, and in the normal PvE encounters, most of them will actually work quite well. It’s also very early into the game, so not every comp has been tested enough yet. If you don’t like any of those, we’ll have more ideas for you in the future!

This list is for PvE comps – we’ll have a separate PvP Tier List once we gather more data on what’s working and what isn’t! Stay tuned!

A Word on the Legendary Mercenaries

The primary goal of this guide is to showcase a variety of viable builds you can aim for based on your early Mercenaries pack openings, and we’ve therefore tried to focus on lower-rarity characters wherever possible. That said, it’s worth highlighting separately just how damn good some of the Legendary Mercenaries are, and why you should consider grinding the coins needed to unlock them at some point to further augment your collection. Here are the Legendary Mercs you should prioritze.

  • Anduin Wrynn: Simply put, he’s without equal. The insane healing proportions coupled with the damage reduction on offer with a leveled-up Holy Word: Salvation makes him a must-have for any Human-oriented comp, and his combination with Cariel Roame can basically get you through the entire starting bounty chain.
  • Alexstrasza: The Dragonqueen is the lynchpin of both Fire-based and Dragon-based synergies, and though she isn’t, strictly speaking, necessary, she’s a big part of the theorycrafting fun on offer in the mode’s current state.
  • Sylvanas Windrunner: A buffed-up Sylvanas is a nasty backliner but she takes a lot of setting up, both between runs and during bounties, before showcasing her true potential.
  • Gul’dan: Similarly to Alexstrasza, Gul’dan fits well both into Orc builds and Shadow builds while being a strong character in his own right.

F2P BTW: Xyrella + Blademaster Samuro + Cariel Roame

Went into Mercs fully F2P? Didn’t open any good ones from your free packs? Don’t worry, it doesn’t mean that you’re out of luck. Here’s a team of starting Mercs that actually work really well together. Cariel provides really good defensive capabilities and healing, Xyrella is a mix of offense and defense with some control (reducing Attack of opponents), while Samuro cuts through most of the enemies like hot knife through butter. Since they are from three different colors, you also won’t run into situations where your team is fully countered and you just can’t get through.

The strategy is simple – Taunt up as Cariel to protect the rest of your party, then throw some healing (both from Cariel and Xyrella), let Samuro stack some attack and chop the enemies to pieces. Xyrella’s Blindling Luminance combos very well with Samuro’s Double Strike – not only it activates the second hit, but also reduces the attack of enemy so Samuro doesn’t take much damage.

Is it the best party comp around? Definitely not. But everyone can build it, and it works well enough to get you through most of the normal encounters (and a good chunk of Heroics too).

Healing Humans: Anduin Wrynn + Cariel Roame + Tirion Fordring

If you’re looking for a grindy setup with an even color distribution and only one Legendary, you don’t need to go any further. Cariel offers a uniquely early Taunt option with a speed 1 ability, which is more than enough to hold the line for most bounties even later in the PvE process. Couple this with buffs and heals from Tirion and Anduin, and you’ll reliably get through the encounters, even if it may not be the fastest method out there.

As discussed above, Anduin is really a must-have for any Mercenaries collection but Cornelius Roame can serve as a decent replacement (especially as it lets you get extra mileage out of the Roame-focused treasures). The Lich King is also a great option to consider as an alternative to Cariel.

You can also add more humans on the bench, like Uther, Natalie Seline, or Varian Wrynn, assuming you own them.

Enter the Shadows: Vol’jin + Tamsin Roame + Natalie Seline

Shadow abilities rely on speed and synergy, but if you’ve got both of them in your composition, they can nuke the enemy in no time. Vol’jin will truly make this all shine once you’ve got the Ring of Haste unlocked via Task 7 (granting a speed boost to all Shadow abilities). Gul’dan is also a viable option here but we went for a more budget option: though there are some color considerations to keep in mind, strong and quick AoE damage gets you a long way, as also evidenced by the next, more budget-friendly build on offer.

If you want to be a bit more color-conscious and have unpacked (or pre-purchased) The Lich King, he’s also a nice addition with his second ability dealing Shadow damage.

One thing to keep in mind, though, is that the final Bounty boss in Felwood (Lord Banehollow) is completely resistant to Shadow damage – in order to beat it, you will NEED another team. So going all-in on Shadow while ignoring all of your other Mercs might not be a good idea (you can level up 1-2 Holy damage Mercs to win that Bounty easily since the boss takes extra Holy damage instead).

AoE Bluenanza: Millhouse Manastorm + Antonidas + Tyrande

Though they are not exactly seen as part of the elite Mercenaries, both Millhouse and Antonidas offer a nice AoE package that can nuke early boards and can close out encounters fairly quickly. You can go all-in on the blue stuff with Blink Fox or add any sort of taunting Protector to keep them safe while they work their magic from the backline. No wide board can hold up for long against their sustained barrage, though you might have to heavily rely on your bench for certain boss fights – the team is very squishy.

This is a large part of why this isn’t exactly a build you should actively work towards but its biggest advantage is that both Millhouse and Tyrande are free, so all you need now is Antonidas. This setup can help you grind through the available PvE content before you gather a better build. High-speed AoE damage can go a long way.

Orctastic Adventures: Blademaster Samuro + Saurfang + Garrosh Hellscream

Blademaster Samuro is one of the fastest characters out there in Mercenaries, serving as a reliable counter to Anduin in PvP. He is also a great tool in the PvE encounters, allowing for rapid disruption damage early on in a fight. Combined with other synergistic Orc characters, you can very quickly rack up your Mercenaries’ attack output, which is one of the fastest ways to close out a fight.

Thrall offers serviceable AoE against the mobs while completing Task 2 to get the Ring of Strength allows for decent sustain on your fellow Orcs. Though Garrosh Hellscream will be your third Orc of choice in most cases, don’t discount Saurfang’s tokens, either: they serve as a great way to mess up the AI’s attack patterns, with a potential to deal decent damage after a Whirlwind setup.

Straight Fire: Baron Geddon + Ragnaros + Antonidas

The idea is very similar to the pure AoE spam build discussed before, but with a larger focus on Fire synergies. Antonidas’ inclusion here is mostly due to his relatively low rarity rather than anything else: Baron Geddon takes care of your AoE needs in a more reliable and scalable fashion. War Master Voone and Alexstrasza fit well into this setup as well but they do require a fairly significant investment in coins to get them up to speed.

Anyfin Can Happen: Morgl the Oracle + Mutanus + Old Murk-Eye

Murlocs! Honestly, there’s only one way to build Murlocs in Mercenaries right now – I’m sure that more will get added in the future, but this is what you get at the time. Murlocs have some nice synergy with each other, and just like in Constructed, this composition relies on summoning more minions on the board and buffing everyone.

Old Murk-Eye is your main summon source – you cycle between Giantfin (bigger stats with Rush) and Felfin Navigator (lower stats and no Rush, but AoE buff for all of your Murlocs). Mutanus is a mix of a tank with big damage dealer – you play Scaly Taunt which reduces the damage you take and then eat a bunch of smaller Murlocs – preferably summons, but if it’s PvP or it’s the last boss fight in a Bounty you can ever consider eating one of the other two Murlocs. Then enemies are forced to throw attacks at this huge body and take a lot of damage back. And Morgl is your support caster – you buff up Murlocs and heal them, but can also throw in some solid damage with Fishy Barrage. While it only deals 12 damage at max level, it repeats for every Murloc – so if you manage to summon a few, you can even deal that damage 5+ times in the best case scenario.

Fully Organic: Bru’kan + Guff Runetotem + Malfurion Stormrage

Nature synergies are pretty strong in Hearthstone – both in PvE and in PvP. There are actually a few teams you can build, but from my experience this is the best one.

Starting with Bru’kan – he can dish out a lot of damage, including semi-AoE (Chain Lightning), but probably his most important role in this setup is Lightning Bolt. Each cast increases your Nature Damage by 3 – which means that all of your Nature-related characters deal more damage. Slowing enemy with Muddy Footing also comes a long way. Then we have Guff, which is the main tank in this party comp – Ironbark is your best friend, you can Taunt up and then any Nature spell you cast buffs him – not only this gives a lot of protection to your other Mercs, but after getting +8 attack from two buffs at max ability level (and extra +4 if you use the treasure), he can throw a nice punch too – not so much ha caster, huh? And finally – Malfurion. He’s technically a Protector, although I’m not sure if I agree with that – he doesn’t serve as a tank, more like a mix of offense and defense with some control thrown in. Rooting opponents is really strong against opponents that Attack (if you root them before they hit, it won’t go through) and he has a really powerful AoE – especially if you already have a few points of Nature Spell Damage. You can potentially added Liveroot Staff and all of your Nature abilities will heal you too – neat.

If you’re thinking about a bench, Lady Anacondra and Brightwing can work pretty well.

Devil Deeds: Rathorian + Mannoroth + Lord Jaraxxus

We don’t have many Demon options in the game right now – there’s one more, Diablo, but while he’s a great Merc, he doesn’t synergize with other Demons as well as those three.

The idea here is that all of those Mercs work very well with each other. Rathorian deals a lot of damage pretty quickly and deals even more if you have another Demon on board. He can also summon extra Demons, which then synergize with other of your Mercs. Mannoroth is sort of your support – if Demons even have a support, that is. When attacking, he will buff all of your Demons, he can also reduce the attack of enemies by quite a lot (if they weren’t buffed, it’s usually to 0) and prevent healing – the last one is great when you try to focus a single target and your opponent has healers. And Lord Jaraxxus is capable of dealing crazy amounts of damage. Fist of Jaraxxus repeats for every Demon on the field, so it will usually get at least three casts, and the best thing is that you can trigger it with Legion Burst’s Deathblow too. Fel Infernal adds some extra stats and Fel Damage, although Fel Damage is not that great in this comp since its more focused on direct attacks.

Of course, Diablo will be the best on the bench – he seems to be better in PvP than in PvE, but even in PvP he can add a lot to your comp. If your opponent has some fast abilities you want to slow down, he’s your man (or rather Demon). He can also fill a gap from the lack of casters with Apocalypse, and make your party melt down any Protector that you normally can’t crit.

Royal Beasts: King Krush + King Mukla + Lady Anacondra

The synergy between King Krush and King Mukla – the royal duo – is quite crazy, and makes Beast composition quite compelling to run in PvE.

King Krush is your main damage dealer, as he chops through any low health enemy like crazy, while also being able to gain extra attack for Beasts on the board. Devilsaur summon is also very strong, at 18/18 + Rush on level 5. But he’s really nothing without King Mukla – thanks to the Merc’s ability to give a Beast +15 Attack and immune this turn, Krush can chomp all the low health enemies and re-attack on Deathblow while taking no damage from it whatsoever thanks to the immune. Mukla plays the tank-support role, and can also buff allies or Taunt himself up with a few buffs (bananas are tasty and good for your stats, apparently). And finally – Anacondra is an offensive support – her Serpent’s Bite can deal some damage, but it doesn’t scale that well. However, she can both summon more Beasts to fight for your side and buff the already existing ones. Mend Beast heals up AND gives your Beast extra health – targeting a taunted up Mukla can really make for a crazy Taunt. She can also summon more Beasts – which also take the health buffs extremely well, as their attack is equal to their health. They start as 15/15, but if they survive, buffing them to 30/30 can really destroy some of the opponents.

If you’re thinking about bench, Rexxar seems like a good idea – both of them have summons, but I think that Anacondra is still better, since she can heal up your Beasts by a lot. On the bright side, Rexxar can dish out much more damage – he follows his Constructed “face is the place” roots quite well in that aspect. He might be useful if you need to add some AoE to your comps, since Explosive Arror targeting the middle Merc will really shake up the enemy ranks.

How About the Other Three Slots?

In general, a strong core of three high-level synergistic Mercenaries plus a bench of randos will be enough to get you through most of the pre-Blackrock Mountain encounters. This means that you can use those extra slots to level up the rest of your collection along the way!

Later down the road when encounters get harder, or you have no one you want to level up, you can combine two of those line-ups to have a sort of backup plan / pick the one that works better in a given encounter. For example, you can go for Fire in the main team and Shadow on the bench.

Another approach is to fill the bench with “spare” Mercs that fit your comp well (we tried to give you some ideas throughout the post). For example, you might have a main Fire team of Geddon + Ragnaros + Alexstrasza, but you can still hold Voone and Antondias on Bench in case some of them die. If you build a team of Orcs, adding more Orcs to the bench (like Saurfang, Grommash or Rokara) means that if one of your main team dies, not all hope is lost yet. And so on, and so on. If you run out of spares, then you fill the last slot or two with some generally good Mercs that don’t need synergies – think Xyrella, The Lich King or Sylvanas Windrunner.

Sours: https://www.hearthstonetopdecks.com/best-hearthstone-mercenaries-party-comps/
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Augmentations in Monster Hunter World (MHW) are enhancements that can change the way an equipment build performs by boosting offensive power, survivability, or utility. Upgrades bring an Armor piece or Weapon to the next level or stage, permanently boosting their stats. Both Augmentations and Upgrades can be applied at the Smithy.

The ability to upgrade weapons and armor at the Smithy is available from the start of the game. High Rank augmentations will be unlocked when you find your first Warrior's Streamstone. Master Rank augmentations are unlocked once the player enters the Guiding Lands.

Upgrading and Augmenting Armor

Upgrades

Upgrading an Armor piece permanently raises its mhw-defense_s Defense by 2 points for each Upgrade level. The number of times an Armor Piece can be upgraded is initially limited by Rarity. This limit can be raised by augmenting the Armor piece.

Armor Upgrades require both Armor Spheres and zenny-currency-mhworld-wiki Zenny. Armor Spheres contribute Upgrade Points toward each Upgrade level, and can spill over into successive levels. Armor Sphere value is as follows:

Upgrade costs in Points increase at intervals dependent on Defense reached, as shown below.

  • 1 Point per level until 10 Defense
  • 2 Points per level until 16 Defense
  • 5 Points per level until 30 Defense
  • 10 Points per level until 40 Defense
  • 20 Points per level until 60 Defense
  • 40 Points per level until 70 Defense
  • 80 Points per level until 80 Defense
  • 200 Points per level until maximum Defense 

Upgrade Points required for Master Rank Armor are as follows:

  • 160 Points until 124 Defense
  • 240 Points until 132 Defense
  • 320 Points until 148 Defense
  • 400 Points until 158 Defense
  • 480 Points until 168 Defense
  • 720 Points until maximum Defense

Zenny costs per armor upgrade scale in proportion to the upgrade level. The cumulative upgrade costs are summarized in below table.

LevelDefenseLow RankHigh RankMaster Rank
1+240z720z1'000z
2+4120z2'160z3'000z
3+6240z4'320z6'000z
4+8400z7'200z10'000z
5+10600z10'800z15'000z
6+12840z15'120z21'000z
7+141'120z20'160z28'000z
8+161'440z25'920z36'000z
9+181'800z32'400z45'000z
10+202'200z39'600z55'000z
11+222'640z47'520z66'000z
12+243'120z56'160z78'000z
13+263'640z65'520z91'000z
14+284'200z75'600z105'000z
15+304'800z86'400z120'000z
16+325'440z97'920z136'000z
17+346'120z110'160z153'000z
18+366'840z123'120z171'000z
19+387'600z136'800z190'000z
20+408'400z151'200z210'000z

The maximum upgrade level differs from armor set to armor set, and is typically higher for sets with lower base defense. Note that armor upgrades are unlocked as the player progresses in the story and gains access to higher Defense tiers.

 For augmented Master Rank Armor, however,  the zenny costs per upgrade are fixed, e.g. 36'000z per upgrade for Rarity 12 armor, plus the costs for augmenting the armor.



armor-upgrade-menu

Upgrading Armor

 

Augmentations

Augmenting an Armor piece raises its initial limit on Upgrade Levels, allowing it to be upgraded further for even more Defense points.

Costs for Armor Augmentations are as follows:

  • Rarity 1-4 Armor requires 1x Streamstone Shard, 3x Fucium Ore, and 3,000z
  • Rarity 5 Armor requires 1x Streamstone Shard, 1x Dragonbone Relic, and 5,000z
  • Rarity 6 Armor requires 1x Streamstone, 1x Bird Wyvern Gem, and 10,000z
  • Rarity 7 Armor requires 1x Streamstone, 1x Wyvern Gem, and 20,000z
  • Rarity 8 Armor requires 1x Gleaming Streamstone, 2x Elder Dragon Bone, and 30,000z
  • Rarity 9 Armor requires 1x Spiritvein Gem Shard, 1x Dragonbone Artifact, and 30,000z
  • Rarity 10 Armor requires 1x Spiritvein Gem, 2x Purecrystal, and 40,000z
  • Rarity 11 Armor requires 1x Spiritvein Gem, 1x Large Wyvern Gem, and 50,000z
  • Rarity 12 Armor requires 1x Great Spiritvein Gem , 2x Pure Dragon Blood, and 60,000z

 

Upgrading and Augmenting Weapons

Upgrades

Upgrading a Weapon brings it to the next stage in its Weapon Tree, improving properties such as Attack Power, Affinity, Sharpness, etc. and sometimes adding Elemental or Status Damage. Some Weapon Upgrades branch into multiple options, which can radically change how a Weapon performs.

Costs of Weapon Upgrades vary by Weapon and Upgrade stage. Weapon Upgrades can be rolled back for a full refund in materials (but not Zenny) only if the rollback does not go from High Rank materials to Low Rank materials.

See Weapons for full lists of Upgrade Trees.
See Weapon Mechanics for detailed information on Weapon properties.

 

High Rank Augmentations

Weapon Augmentations can be applied at the Smithy. High Rank weapons of Rarity 6, 7, and 8 can be augmented at the end of their High Rank upgrade tree, meaning a Hunter will only be able to access Augmentations once they have started High Rank Quests. Rarity 6, 7, and 8 Weapons can equip three, two, and one augmentation(s), respectively.

Note that Weapon Augmentations cannot be swapped out freely; Material and Zenny costs will always be applied. In addition, once a Weapon has been augmented, it cannot be rolled back along its Upgrade Tree.



weapon-augmentation-menu

Augmenting a Weapon

The Augmentations available are:

  • Attack Increase, which raises base Attack Power by 5 True Raw with each application. See Attack Power for more information
  • Affinity Increase, which raises Affinity by 10% for the first application and 5% for successive applications. See Affinity for more information
  • Defense Increase, which increases Defense by 10 with each application and applies a passive buff that has a chance of reducing damage taken by a set amount, similar to Divine Blessing but separate from the skill. See Defense for more information.
  • Slot Upgrade, which adds a Decoration Slot to the Weapon. Slot level increases with each application. See Decorations for more information.
  • Health Regen, which restores Health proportionally to how much damage you deal. Restoration amount is dependent upon the number of augments and is affected by Recovery Up(0.2 seconds cooldown).

Weapon Augmentations require Zenny, Streamstones, and various rare Monster materials.
Warrior's Streamstones and Hero's Streamstones have seven different variations, each of which can be used to augment two types of Weapon.

  • Sword refers to Great Swords and Long Swords
  • Blade refers to Sword & Shield and Dual Blades
  • Hammer refers to Hammers and Hunting Horns
  • Lance refers to Lances and Gunlances
  • Axe refers to Switch Axes and Charge Blades
  • Shaft refers to Insect Glaives and Bows
  • Ranged refers to Light Bowguns and Heavy Bowguns

The following tables detail Zenny and material costs of Weapon Augmentations. See Items for more information.

 

rare-6-greatsword-mhw_treeRarity 6

AugmentationZennyMaterial 1Material 2Material 3
Attack Increase40,000Warrior's Streamstone x1Streamstone Shard x3Rathalos Plate x2
Affinity Increase40,000Warrior's Streamstone x1Streamstone Shard x3Odogoron Plate x2
Defense Increase40,000Warrior's Streamstone x1Streamstone Shard x3Bird Wyvern Gem x2
Slot Upgrade40,000Warrior's Streamstone x1Streamstone Shard x3Legiana Plate x2
Health Regen40,000Warrior's Streamstone x1Streamstone Shard x3Anjanath Plate x2

 

rare-6-greatsword-mhw_treeRarity 7

AugmentationZennyMaterial 1Material 2Material 3
Attack Increase60,000Warrior's Streamstone x2Streamstone x3Rathalos Ruby x2
Affinity Increase60,000Warrior's Streamstone x2Streamstone x3Odogoron Gem x2
Defense Increase60,000Warrior's Streamstone x2Streamstone x3Wyvern Gem x2
Slot Upgrade60,000Warrior's Streamstone x2Streamstone x3Legiana Gem x2
Health Regen60,000Warrior's Streamstone x2Streamstone x3Anjanath Gem x2

 

rare-6-greatsword-mhw_treeRarity 8

AugmentationZennyMaterial 1Material 2Material 3
Attack Increase90,000Hero's Streamstone x1Gleaming Streamstone x3Teostra Gem x1
Affinity Increase90,000Hero's Streamstone x1Gleaming Streamstone x3Daora Gem x1
Defense Increase90,000Hero's Streamstone x1Gleaming Streamstone x3Elder Dragon Blood x2
Slot Upgrade90,000Hero's Streamstone x1Gleaming Streamstone x3Vaal Hazak Gem x1
Health Regen90,000Hero's Streamstone x1Gleaming Streamstone x3Nergigante Gem

 

Master Rank Augmentations

Weapon Augmentations can be applied at the Smithy. Master Rank weapons of Rarity 10, 11, and 12 can be augmented at the end of their Master Rank upgrade tree. Rarity 10, 11 and 12 weapons have 5, 4 and 3 default Augment Slots respectively, and bonus slots can be further added for a total of 10, 8 and 6 slots per weapon. Different augments take up different amount of augment slots, so you can mix and match various combinations of augments together on each weapon.

All Master Rank augments apart from the Augmentation Bonus Slots can be rolled back for no material cost, however research points will not be returned.

The Augmentations available are:

  • Extra Augmentation Slots, which increases the number of Augment Slots on the weapon. Cannot be rolled back.
  • Attack Increase, which raises base Attack Power by 5 True Raw with each application. See Attack Power for more information.
  • Affinity Increase, which raises Affinity by 10% for the first application and 5% for successive applications. See Affinity for more information.
  • Defense Increase, which increases Defense by 10 with each application and applies a passive buff that has a chance of reducing damage taken by a set amount, similar to Divine Blessing but separate from the skill. See Defense for more information.
  • Decoration Slot, which adds a Decoration Slot to the Weapon. Slot level increases with each application. See Decorations for more information.
  • Health Regen, which restores Health proportionally to how much damage you deal. Restoration amount is dependent upon the number of augments and is affected by Recovery Up(0.2 seconds cooldown).
  • Element/Status Effect Up, which raises the weapon's Elemental/Status base value by 30 with each augment. See Elemental Damage and Status Effect for more information.
  • Custom Upgrades, which add a small bonus to various weapon stats while also changing the appearance of the weapon. Only available for weapons that use the Steel, Bone, Kulve Taroth and Kjarr bases (non-unique). Here is a to see all custom augments with the required materials
  • Layered Weapons, which changes the weapon's appearance. This has no effect on the weapon stats. See Layered Weapons for more information.

 

rare-10-mhw-greatsword-wikiRarity 10

 

rare-11-mhw-greatsword-wikiRarity 11

 

rare-12-mhw-greatsword-wikiRarity 12

 




Sours: https://monsterhunterworld.wiki.fextralife.com/Augmentations+and+Upgrades
Vanguard Zombies NEW Perk System \u0026 Round Based Maps PlayStation EXCLUSIVE? No Juggernog? Der Anfang!

[Top 7] MHW Best Greatsword

Attack, attack and some more attack. That’s all you really need to know with Monster Hunter: World's most popular and often overpowered Greatsword. Just be sure to work those simple combos and make sure every swing connects your target and you'll be overcompensating with joy and pick up and run gameplay. 

DPS skills like Peak Performance, Maximum Might, Attack Boost, Critical Eye and Weakness Exploit as well as comfort skills like Handicraft, Quick Sheathe, Focus and Coalescence all go great for this long reach, great mobility, monster slapping and easy to learn weapon.

7. Chrome Deathscythe 

You gotta do what you gotta do in Monster Hunter: World and when starting a new game crafting weapons with the materials you do have instead of waiting for those hard to acquire end game materials certainly is top priority.

Crafted from basic alloys and iron with Ores mined from Master Rank outcrops, the Chrome Deathscythe doesn’t pair as well to more end game Master Rank weaponry but still delivers decent raw damage with its base attack of 1248.

Chrome Deathscythe Details:

  • 1248 Base Attack
  • Two Lv1 Gem Slots
  • 0% Affinity
  • 540 Poison Elemental Damage (With Free Elem/Ammo Up)

What Makes Immovable Dharma Great:

  • High Raw Damage (Pre-Iceborne)
  • Looks Real Badass
  • Good Gem Slottage
  • High Poison Elemental Damage
  • Great for New Players
  • Easy to get Craft Materials

6. Wyvern Ignition Impact

A fan favorite Greatsword since the pre-Iceborne days, the Wyvern Ignition Impact shows off some of Monster Hunter: World’s finest ancient arms technology by attaching rockets to a Greatsword and making it a “rocket propelled Greatsword.” Sounds like a great recipe to hell on wheels to me, rocket propelled wheels that is.

Crafted from the Rathalos and Paolumu Monsters, this fan favorite blade has two level one gem slots, a high pre-IB raw attack of 1008 and a big fire elemental damage of 510 that does need to be unlocked with the Free Elem/Ammo Up skill.

Wyvern Ignition Impact Details:

  • 1008 Base Attack
  • Two Lv2 Gem Slots
  • -15% Affinity
  • 510 Fire Elemental Damage (With Free Elem/Ammo Up)

What Makes Wyvern Ignition Impact Great:

  • High Raw Attack Damage (Pre-IB)
  • Good Gem Slottage
  • Hire Fire Elemental Damage
  • Rocket Propelled Greatsword

How to get Wyvern Ignition Impact:

Crafted From Materials From the Rathalos and Paolumu Monsters

5. Immovable Dharma

Crafted from the hypnotic snake face Master Rank Elder Dragon Shara Ishvalda, the Immovable Dharma ranks high in the Greatswords raw attack power class which is the most important stat to look for when selecting a Greatsword.

Use two level one gem slots and with Free Elem/Ammo Up skill unlock the Greatsword’s High Elder Seal Dragon elemental damage.

Immovable Dharma Details:

  • 1344 Base Attack
  • Two Lv1 Gem Slots
  • 0% Affinity
  • High Elder Seal 540 Dragon Elemental Damage (With Free Elem/Ammo Up)

What Makes Immovable Dharma Great:

  • Good Gem Slottage
  • High Raw Attack Power
  • High Elder Seal Dragon Damage

How to Get Immovable Dharma:

Crafted with Materials from Shara Ishvalda monster.

4. Acid Shredder 

Much like many of Monster Hunter: World’s fanbase the Acid Shredder is toxic and vitreal to flesh melting and diminishing everything in sight, bringing misery to all who comes near so that it may satisfy its own miserable existence. But unlike much of MHW’s fanbase, the toxicity of the acid shredder can actually be used to accomplish a common goal; wipe out monster’s with little to no problems.

Crafted from materials from both Acidic Glavenus and Vaal Hazak monsters, the feisty paralysis status damage Greatsword delivers top raw damage with 1392 base attack and has a chunky inviting level three gem slot. Increase the raw damage even further with the wild card Non-Elemental Boost Skill which powers up non-elemental weapons with raw damage.

  • Acid Shredder Details:
  • 1392 Base Attack
  • One Lv3 Gem Slot
  • 0% Affinity
  • 420 Paralysis (With Free Elem/Ammo Up)

What Makes Acid Shredder Great:

  • High Raw Damage
  • Good Crit Potential (0% Affinity)
  • Non-elemental Boost Skill Boosts Raw Damage
  • Good Gem Slottage
  • High Paralysis Status Damage

How to Get Acid Shredder:

Crafted With Materials From the Acidic Glavenus and Vaal Hazaak Monster

3. Lightbreak Blade

Whopping in at 1440 raw damage and 0% base affinity making this an easy target for critical builds, is the Raging Brachy’s Lightbreak Blade. It also has a high 360 Blast Status damage which is great for the Blast Attack Skill which increases the rate at which your Blast damage procs and staggers your target. 

General DPS and Critical damage Skills are always good for any Greatsword build and quality of life skills like Quick Sheathe, Coalescence and Handicraft will make you a little more cozy.

Lightbreak Blade Stats:

  • 1440 Base Attack
  • One Lv3 and One Lv4 Gem Slot
  • 0% Affinity

What Makes Lighbreak Edge Great

  • High Status Damage
  • Good Gem Slots
  • Great for Raw Damage or Blast Status Damage Builds

How to Get Lightbreak Edge:

Craft with Materials From the Raging Brachy Monster

2. Safi’s Shattersplitter

The big boss before Fatalis, Safi’jiva who offers up just as much gruesome agitating fun with satisfying rewards, will also give you some endgame goods to keep your Master Rank hunts successful, your ego boosted as well as your friends jealous interest. It’s a win win and why not add another win, situation. Win win win win win win win.

\The demonic glowing hellblast fire Greatsword weighs in with a 1325 base attack, a lovely level four, 5% Affinity and a nice Blast damage of 300. And Safi weapons all include the Awakened Abilities upgrade system so you can beef up your Greatsword with powerful abilities such as Affinity, Attack and Sharpness Increases as well as monster armor set bonuses  or essences like Valkhana, Brachydios and Teostra Essence’s.

 Safi’s Shattersplitter Stats:

  • 1325 Base Attack
  • One Lv4 Gem Slot
  • 5% Affinity
  • 300 Blast Dmg

What Makes Safi’s Shattersplitter Great:

  • Good Gem Slottage
  • Awakened Abilities
  • High Blast Damage
  • Great for Typical Raw Damage Builds or Blast Damage Builds

How to Get Safi’s Shattersplitter:

Craft with Materials From Safi’jiva Monster

1. Black Fatalis Blade

With Monster Hunter: World’s last and final patch of new monster’s came one of the toughest grueling hours to hunt and overpowered monster but with gear that is also overpowered in return and the Black Fatalis Blade, an endgame Greatsword brought on by Fatalis himself, is definitely worth the grind.

Greatswords are better used for raw damage capacity and the Fatalis doesn’t let down with a base attack of 1632 which is definitely taking the Iceborne cake in Greatsword raw damage, putting Safi’s Shattersplitter (1296 dmg) in its place. Going for Agitator, Critical Eye, Attack Boost, Weakness Exploit and Peak Performance skills are all great for DPS with this overpowered broken blade.

Weapon Stats:

  • 632 Dmg
  • 2 Lv4 Gem Slots
  • -30% Affinity
  • High Elder Seal 180 Dragon Element

What Makes Fatalis Legend Great:

  • High Raw Attack
  • Great Gem Slots
  • Great for Peak Performance/Raw Dmg/Crit Builds
  • How to Get Fatalis Legend:
  • Craft with Materials from Fatalis Monster

Also be sure to check out these articles:

Sours: https://www.gamersdecide.com/articles/mhw-best-greatswords

Slots 3 12 extra rarity

[Suggestion] Working fix for the Player driven economy

I think one of the best options would be to have all the weapons, armor, etc. That we find or create, have levels.

That is to say:

They all start at level 0, with a maximum of 9 or 10 levels.
Then, with the blacksmith, you can level them up, with the help of a resource that asks you + gold. The more level you try to improve, the more percentage of “breaking” the object you will have.

What is achieved with that?
Watch, or farm many identical objects, to go raising them, since many will end up breaking, and will not reach the final level.
Resources needed to raise them, the higher the level, the more “rare” resources, it will increase the value of many resources.

Variety: It will mean that maybe a level 20 armor raised to +5, will be better than a level 30 weapon to level +1 or +2.

Seeing more variety, and not doing that for the fact of being more level, only buying a team of that same level, means that you are already better.

In addition, depending on what weapons, armor etc. The fact that they start, rare, epic, or legendary, could make that from one level, that is, for example:

Rare → from level 8 will give you an additional bonus, and 9 another.
Epic → Level, 7, 8, and 9.
Legendary → 6, 7, 8 9.

Making them more varied and have a plus for uploading them.

And to all this, some may wonder … What if everything breaks for me? That there is some “rare” or “epic” type of resource, that what it does to you is to ensure that if the weapon goes up, it does not break, you simply lose the resources that it requested for the ascent, or, what is more, that Instead of going up, go down one level. (Except if it was already level 0, which would stay the same).

In addition, the bonuses that you get, do not have to be useful to you. It would also be nice to add some other “Rare” or “epic” item, which can randomly change the current bonuses of a weapon / armor / etc. specific. That will make people search endlessly for the best bonuses to sell or stay.

Lastly, placing gems shouldn’t be that easy. There should be a percentage that the gem could be broken when trying to insert it, so then, you should clean the hole somehow, again, looking for some rarity item to clean and thus try to put another gem.

It is a way to encourage people, to give more value to the market, since it will not only be worth killing mobs and waiting for an expensive item to be dropped. It will make the player yes or yes, must do their part, to enhance said item, and thus be more expensive and unique.

I do not know if you can like my advice, but it is an idea that I think from my point of view, can give more dynamism to the game.

If I see many “likes”, I could open a separate post, to see if the idea I write can have more impact.

Sours: https://forums.newworld.com/t/suggestion-working-fix-for-the-player-driven-economy/415590
Ultimate Beginners Guide - Get Started FAST - The Cycle: Frontier

Materials from the Guiding Lands are required for weapon augments in Monster Hunter World (MHW) Iceborne. All materials and conditions necessary for weapon augmentation for Master Rank will be listed here.

Guiding Lands.jpeg

Master Rank Weapon Augments are available when you complete Monster Hunter World (MHW) Iceborne's main campaign. After defeating the final elder dragon, Shara Ishvalda they will present the credits, then you can speak to the Field Team Leader in Seliana. He will tell you to go to the Elder Recess to investigate a Ruiner Nergigante. Departing on this quest will lead you to The Guiding Lands through a cut scene.

There are materials present in the Guiding Lands that are not available anywhere else. make sure to gather from Bonepiles and Mining Outcrops. The higher your Resource Levels the more variety of material you can gather.

When the Resource Level Bar is at maximum, a single special gathering point will appear. You can mine this for a rare item from this reigon. One you mine it, you must repeat the process.

Augments in Iceborne are different wherein you must use slots can be filled up when you augment your items. These are based on rarity:

Rarity No. of Slots
Rarity 10 5 Slots
Rarity 11 4 Slots
Rarity 12 3 Slots

Keep in mind that only final forms of weapons can be augmented. Make sure that these are the last weapons in their tree.

Augment Purpose
Extra Slots Adds extra slots for more augments. The first level adds 2 slots.
Attack Increase Adds 16 points of raw damage to a weapon.
Affinity Increase Increases affinity by 10%.
Defense Increase Adds +15 defense.
Slot Augment Adds a slot on your weapon for jewels or decorations. First level adds a level 1 slot.
Health Regen Allows you to recover some health when you deal damage in battle.
Element/Status Effect Up Increases elemental or status damage based on the weapon.
Material Area/Quest/Monster
Rarity 10 Lvl 1 Heavy Dragonvein Bone Guiding Lands Lvl 3
Dragonbone x3 Guiding Lands Lvl 1-2
Banbaro Great Horn Battle of Banbaro
Rarity 10 Lvl 2 Spiritvein Gem x1 Guiding Lands Lvl 5-6
Spiritvein Solidbone x3 Guiding Lands Lvl 5-6
Tempered Glimmerpelt x3 Rajang
Rarity 10 Lvl 3 Great Spiritvein Gem x1 Guiding Lands Lvl 7
Elder Spiritvein Bone x3 Guiding Lands Lvl 7
Annihilating Temperhorn x3 Nergigante
Tempered Icefang x3 Barrioth
Rarity 11 Lvl 1 Spiritvein Gem x1 Guiding Lands Lvl 5-6
Spiritvein Solidbone x3 Guiding Lands Lvl 5-6
Tempered Crownhorn x3 Tempered Velkhana
Rarity 11 Lvl 2 Great Spiritvein Gem x1 Guiding Lands Lvl 7
Elder Spiritvein Bone x3 Guiding Lands Lvl 7
Tempered Glimmerpelt x4 Rajang
Rarity 11 Lvl 3 Great Spiritvein Gem x1 Guiding Lands Lvl 7
Elder Spiritvein Bone x3 Guiding Lands Lvl 7
Annihilating Temperhorn x4 Nergigante
Tempered Frosthide x3 Tempered Shrieking Legiana
Rarity 12 Lvl 1 Great Spiritvein Gem x1 Guiding Lands Lvl 7
Elder Spiritvein Bone x3 Guiding Lands Lvl 7
Extinction Greathorn x5 Ruiner Nergigante
Rarity 12 Lvl 2 Great Spiritvein Gem x1 Guiding Lands Lvl 7
Elder Spiritvein Bone x5 Guiding Lands Lvl 7
Tempered Glimmerpelt x5 Rajang
Rarity 12 Lvl 3 Great Spiritvein Gem x1 Guiding Lands Lvl 7
Elder Spiritvein Bone x5 Guiding Lands Lvl 7
Annihilating Temperhorn x5 Nergigante
Tempered Dragonhold x5 Tempered Stygian Zinogre
Material Area/Quest/Monster
Rarity 10 Lvl 1 Flickering Flamepelt x6 Anjanath
Fierce Dragonvein Bone x3 The Guiding Lands Lvl 1-2
Wasteland Cragbone x5 The Guiding Lands Wildspire Reigon
Rarity 10 Lvl 2 Twisted Temperhorn x7 Diablos
Crackling Thunderpelt x5 Fulgur Anjanath
Dragonvein Solidbone x3 Guididng Lands Lvl 3-4
Tempered Cragbone x3 The Guiding Lands Wildspire Reigon
Rarity 10 Lvl 3 Tempered Jaw x7 Tigrex
Tempered Redscale x3 Rathalos
Spiritvein Solidbone x3 The Guiding Lands 5-6
Guiding Wasteland Dragonbone x1 The Guiding Lands Wildspire Reigon
Rarity 10 Lvl 4 Tempered Glimmerpelt x7 Rajang
Heavy Jaw x5 Dodogama
Spiritvein Solidbone x3 The Guiding Lands 5-6
Simmering Wildbone x5 The Guiding Lands Volcanic Reigon
Rarity 11 Lvl 1 Fatal Rendclaw x7 Odogaron
Ancient Great Horn x5 Banbaro
Heavy Dragonvein Bone x3 The Guiding Lands Lvl 2-3
Vibrant Crimsonbone x3 The Guiding Lands Coral Reigon
Rarity 11 Lvl 2 Scorching Scale x9 Silver Rathalos
Solemn Azure Horn x5 Kirin
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Guiding Reef Dragonbone x1 The Guiding Lands Coral Reigon
Rarity 11 Lvl 3 Tempered Dragonhold x7 Zinogre
Tempered Frosthide x5 Legiana
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Tundra Dragonbone x1 The Guiding Lands Tundra Reigon
Rarity 12 Lvl 1 Tempered Steelwing x7 Kushala Daora
Bloodstained Ebonhide x5 Savage Deviljho
Elder Spiritvein Bone x3 The Guiding Lands x7
Slumbering Greatbone x5 Guiding Lands Forest Reigon
Rarity 12 Lvl 2 Tempered Spiritvein x7 Silver Rathalos
Bloodthirsty Glimmerpelt x5 Rajang
Spiritvein Solidbone x3 The Guiding Lands Lvl 7
Dragonscorched Wildbone x3 The Guiding Lands Volcanic Reigon
Material Area/Quest/Monster
Rarity 10 Lvl 1 Colorful Plume x9 Kulu-Ya-Ku
Fierce Dragonvein Bone x3 The Guiding Lands Lvl 1-2
Decayed Crystal x3 The Guiding Lands Forest Reigon
Rarity 10 Lvl 2 Stormcall Steelwing x9 Kushala Daora
Assasin Cutwing x5 Nargacuga
Dragonvein Solidbone x3 Guididng Lands Lvl 3-4
Forest Crystal The Guiding Lands Forest Reigon
Rarity 10 Lvl 3 Tempered Cutwing x7 Nargacuga
Tempered Cathode x3 Tobi-Kadachi
Spiritvein Solidbone x3 The Guiding Lands 5-6
Prosperous Crystal x3 The Guiding Lands Forest Reigon
Rarity 10 Lvl 4 Tempered Blastscale x7 Tempered Bazelgeuse
Incandecent Magmafin x5 Lavasioth
Spiritvein Solidbone x3 The Guiding Lands 5-6
Magma Crystal x5 The Guiding Lands Volcanic Reigon
Rarity 11 Lvl 1 Sinister Silverpelt x9 Yian Garuga
Crackling Thunderpelt x5 Fulgur Anjanath
Heavy Dragonvein Bone x3 The Guiding Lands Lvl 2-3
Prosperous Crystal x3 The Guiding Lands Forest Reigon
Rarity 11 Lvl 2 Tempered Azure Scale x7 Azure Rathalos
Tempered Thunderpelt x5 Fulgur Anjanath
Spiritvein Slogbone x3 The Guiding Lands Lvl 3
Guiding Forest Crystal x1 The Guiding Lands Forest Reigon
Rarity 11 Lvl 3 Tempered Blastscale x7 Bazelgeuse
Tempered Magmafin x3 Lavasioth
Spiritvein Solidbone x3 The Guiding Lands Lvl 5-6
Hellfire Crystal x3 The Guiding Lands Volcanic Reigon
Rarity 11 Lvl 4 Tempered Dragonhold x7 Zinogre
Coldblooded Icefang x5 Barrioth
Spiritvein Solidbone x3 The Guiding Lands Lvl 5-6
Frozen Crystal x5 Guiding Lands Tundra Reigon
Rarity 12 Lvl 1 Smoldering Tailedge x9 Glavenus
Heavy Dragonvein Bone The Guiding Lands Lvl 2-3
Serene Crystal x3 The Guiding Lands Wildspire Reigon
Rarity 12 Lvl 2 Tempered Crimson Mane x7 Teostra
Azure Mane x5 Lunastra
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Wasteland Crystal x1 The Guiding Lands Wildspire Reigon
Rarity 12 Lvl 3 Annihiliating Temperhorn x7 Nergigante
Tempered Icefang x5 Barrioth
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Rime Crystal x1 The Guiding Lands
Material Area/Quest/Monster
Rarity 10 Lvl 1 Rugged Mane x9 Great Jagras
Fierce Dragonvein Bone x3 The Guiding Lands Lvl 1-2
Mossy Greatbone x3 The Guiding Lands Forrest Reigon
Rarity 10 Lvl 2 Fragrant Poision Sac x9 Pukei-Pukei
Firce Dragonvein Bone x3 The Guiding Lands 1-2
Woodland Greatbone x3 The Guididng Lands Forest Reigon
Rarity 10 Lvl 3 Obsidian Fur x9 Nightshade Paolumu
Firce Dragonvein Bone x3 The Guiding Lands 2-3
Slumbering Greatbone x3 The Guiding Lands Forest Reigon
Rarity 10 Lvl 4 King's Scale x7 Rathalos
Heavy Dragonvein Bone x3 The Guiding Lands 2-3
Spiritvein Solidbone x3 The Guiding Lands 5-6
Guiding Forrest Crystal x1 The Guiding Lands Forest Reigon
Rarity 11 Lvl 1 Muddy Crown x9 Barrioth
Fierce Dragonvein Bone x3 The Guiding Lands 1-2
Cracked Crystal x3 The Guiding Lands
Weathered Cragbone x3 The Guiding Lands
Rarity 11 Lvl 2 Queen's Scale x9 Rathian
Fierce Dragonvein Bone x3 The Guiding Lands Lvl 1-2
Wasteland Crystal x5 The Guiding Lands
Rarity 11 Lvl 3 Twisted Bravehorn x9 Diablos
Heavy Dragonvein Bone x3 The Guiding Lands Lvl 2-3
Serene Crystal x3 The Guiding Lands Wildspire Reigon
Rarity 11 Lvl 4 Tempered Crown x3 Barrioth
Spiritvein Slogbone x3 The Guiding Lands Lvl 3
Guiding Wasteland Crystal x1 The Guiding Lands Wildspire Reigon
Rarity 12 Lvl 1 Rubbery Shell x9 Paolumu
Fierce Dragonvein Bone The Guiding Lands Lvl 1-2
Vivid Crimsonbone x3 The Guiding Lands Coral Reigon
Rarity 12 Lvl 2 Hydrated Sac x9 Pukei-Pukei
Fierce Dragonvein Bone x3 The Guiding Lands 1-2
Coral Crimsonbone x5 The Guiding Lands Coral Reigon
Rarity 12 Lvl 3 Tempered Icehide x7 Legiana
Heavy Dragonvein Bone x3 The Guiding Lands 2-3
Vibrant Crimsonbone x3 The Guiding Lands Coral Reigon
Rarity 12 Lvl 4 Tempered Ebonshell x7 Brachydios
Heavy Jaw x5 Dodogama
Dragonscorched Wildbone x3 The Guiding Lands Volcanic Reigon
Material Area/Quest/Monster
Rarity 10 Lvl 1 Blackcurl Tyranthorn x9 Black Diablos
Crackling Thunderpelt x5 Fulgur Anjanath
Heavy Dragonvein Bone x3 Guiding Lands Lvl 2-3
Wasteland Crystal x5 The Guiding Lands Wildspire Reigon
Rarity 10 Lvl 2 Moonlight Scale x9 Gold Rathian
Charged Deathly Shocker x5 Zinogre
Dragonvein Solidbone x3 Guididng Lands Lvl 2-3
Serene Crystal x3 The Guiding Lands Wildspire Reigon
Rarity 10 Lvl 3 Tempered Azure Mane x7 Tempered Lunastra
Tempered Hide x3 Tempered Paolumu
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Wasteland Crystal x1 The Guiding Lands Wildspire Reigon
Rarity 10 Lvl 4 Tempered Gold Scale x7 Gold Rathian
Metallic Scute x5 Urugaan
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Melted Crystal x5 The Guiding Lands Volcanic Reigon
Rarity 11 Lvl 1 Hellfire Mane x9 Teostra
Tempered Flamepit x3 Anjanath
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Tempered Cragbone x3 The Guiding Lands Widspire Reigon
Rarity 11 Lvl 2 Tempered Ebonshell x7 Brachydios
Tempered Scute x3 Uragaan
Spiritvein Solidbone x3 The Guiding Lands
Volcanic Wildbone x5 The Guiding Lands Volcanic Reigon
Rarity 11 Lvl 3 Tempered Azure Mane x7 Lunastra
Enticing Viperthorn x5 Viper Tobi-Kadachi
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Hoary Icebone x5 The Guiding Lands Tundra Reigon
Rarity 12 Lvl 1 Blackcurl Temperthorn x7 Black Diablos
Aurora Crownhorn x5 Velkhana
Dragonvein Solidbone x3 The Guiding Lands Lvl 3-4
Guiding Wasteland Dragonbone x1 The Guiding Lands Wildspire Reigon
Rarity 12 Lvl 2 Tempered Gold Scale x7 Gold Rathian
Gushing Dragonhold x5 Stygian Zinogre
Dragonvein Solidbone x3 The Guiding Lands Lvl 3-4
Everfrost Icebone x1 The Guiding Lands Tundra Reigon
Material Area/Quest/Monster
Rarity 10 Lvl 1 Tempered Rendclaw x7 Odogaron
Inkstained Oilshell+ x5 Radobaan
Spiritvein Slogbone x3 Guiding Lands Lvl 3
Efflivial Frenzybone x5 The Guiding Lands Rotted Reigon
Rarity 10 Lvl 2 Tempered Tailblade x7 Acidic Glavenus
Strongman's Jaw x5 Tigrex
Spiritvein Solidbone x3 Guididng Lands Lvl 5-6
Afflicted Frenzybone x3 The Guiding Lands Rotted Reigon
Rarity 10 Lvl 3 Tempered Twilight Fang x7 Blackveil Vaal Hazak
Tempered Talon x3 Ebony Odogaron
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Rotted Dragonbone x1 The Guiding Lands Rotted Reigon
Rarity 10 Lvl 4 Tempered Silver Scale x7 Silver Rathalos
Crimson Blastscale x5 Seething Bazelgeuse
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Volcanic Wildbone x5 The Guiding Lands Volcanic Reigon
Rarity 11 Lvl 1 Tempered Silverpelt x7 Yian Garuga
Tempered Poison Sac x3 Pukei-Pukei
Spiritvein Solidbone x3 The Guiding Lands Lvl 5-6
Slumbering Greatbone x3 The Guiding Lands Forest Reigon
Rarity 11 Lvl 2 Spattered Hide x7 Savage Deviljho
Tempered Green Scale x3 Rathian
Spiritvein Solidbone x3 The Guiding Lands
Guiding Forest Dragonbone x1 The Guiding Lands Forest Reigon
Rarity 11 Lvl 3 Annihilating Temperhorn x7 Zinogre
Crystal Fronzenhide x5 Legiana
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Rime Crystal x5 The Guiding Lands Tundra Reigon
Rarity 12 Lvl 1 Tempered Trancehide x7 Namielle
Charged Deathly Shocker x5 Zinogre
Elder Spiritvein Bone x3 The Guiding Lands
Guiding Reef Dragonbone x1 The Guiding Lands Coral Reigon
Rarity 12 Lvl 2 Tempered Silver Scale x7 Silver Rathalos
Tempered Blastscale x3 Seething Bazelgeuse
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Volcanic Dragonbone x1 The Guiding Lands Volcanic Reigon
Material Area/Quest/Monster
Rarity 10 Lvl 1 Dazzling Photosphore+ x9 Tzitzi-Ya-Ku
Fierce Dragonvein Bone x3 The Guiding Lands Lvl 1-2
Pale Crystal x3 The Guiding Lands Coral Reigon
Rarity 10 Lvl 2 Smooth Icehide x9 Legiana
Rubbery Shell x5 Paolumu
Heavy Dragonvein Bone x3 Guididng Lands Lvl 2-3
Reef Crystal x5 The Guiding Lands Coral Reigon
Rarity 10 Lvl 3 Enchanting Finehide x9 Namielle
Horned Tailblade x5 Acidic Glavenus
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Deepsea Crystal x3 The Guiding Lands Coral Reigon
Rarity 10 Lvl 4 Tempered Azure Horn x7 Kirin
Tempered Pink Scale x3 Pink Rathian
Elder Spiritvein Bone x3 The Guiding Lands Lvl 7
Guiding Reef Crystal x1 The Guiding Lands Coral Reigon
Rarity 11 Lvl 1 Night Hood x9 Great Girros
Fierce Dragonvein Bone x3 The Guiding Lands 2-3
Distorted Crystal x3 The Guiding Lands Rotted Reigon
Malformed Frenzybone x3 The Guiding Lands Rotted Reigon
Rarity 11 Lvl 2 Strongman's Jaw x9 Tigrex
Inkstained Oilshell+ x5 Radobaan
Heavy Dragonvein Bone x3 The Guiding Lands 2-3
Effluvial Crystal x5 The Guiding Lands Rotted Reigon
Rarity 11 Lvl 3 Twilight Fang x9 Blackveil Vaal Hazak
Soulrender Talon x5 Ebony Odogaron
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Twilight Crystal x3 The Guiding Lands Rotted Reigon
Rarity 12 Lvl 1 Tempered Oilshell+ x7 Radobaan
Fatal Rendclaw x5 Odogaron
Spiritvein Slogbone x3 The Guiding Lands Lvl 3
Twilight Crystal x3 The Guiding Lands Rotted Reigon
Rarity 12 Lvl 2 Shuddering Darkjaw x9 Brute Tigrex
Twilight Fang x5 Blackveil Vaal Hazak
Elder Dragonvein Bone x3 The Guiding Lands Lvl 5
Guiding Effluvial Crystal x1 The Guiding Lands Rotted Reigon
Rarity 12 Lvl 3 Tempered Gold Scale x7 Gold Rathian
Glossy Ebonshell x5 Brachydios
Spiritvein Solidbone x3 The Guiding Lands Lvl 5-6
Guiding Magma Crystal x1 The Guiding Lands Volcanic Reigon
Material Area/Quest/Monster
Rarity 9 Spiritvein Gem Shard x1 The Guiding Lands Lvl 4
Dragonbone Artifact x1 The Guiding Lands Bone Piles
Rarity 10 Spiritvein Gem x1 The Guiding Lands Lvl 5-6
Pure Crystal x2 The Guiding Lands
Rarity 11 Spiritvein Gem x1 The Guiding Lands 5-6
Large Wyvern Gem x1 The Guiding Lands
Rarity 12 Great Spiritvein Gem x1 The GUiding Lands Lvl 7
Pure Dragon Blood The Guiding Lands

Unlike regular weapons, awakened weapons are unique in that they can not be crafted or upgraded via a weapon tree. These are only obtainable through the Safi'jiiva Siege Quest.

Safi'jiiva Weapons have abilities you can add to them. Each weapon can have up to 5 awakened abilities each.

Safi'jiiva Weapons

This is earned by completing the Safi'jiiva Siege Quest or trading unwanted weapons to the Elder Melder. These add awakened levels to your weapons depending on which type you add.

Dracolite Shard 1 Awakened Point
Dracolite 5 Awakened Points
Large Dracolite 20 Awakened Points
Rigid Dracolite 50 Awakened Point

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All About the Guiding Lands

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