Monday, March 28, 2011

Update on what's going on

Well guys, I know it's been a while since we have streamed or wrote a blog, but it's that time of year for us college students. We are at that point where we have at least an exam a week and a ton of essays that we have to turn in and work our procrastinating asses off for.

We hope to start streaming again and we still have a hope of buying a capture card so that we can have a better quality picture so we will keep you guys updated on that.

Hopefully once all this is over (or maybe once this school year is over in like 5 weeks) we will be able to have a more scheduled stream. Neon and I have already talked about setting up a stream schedule so that you all know when we plan on streaming and then doing a more constant consistent updates on both this blog and our new one:
http://tenfoxproductions.blogspot.com/

So be sure to check out the new one. If I find some free time that I feel I need to talk about something related to life I will be posting over in the new TenFox Productions blog as it doesn't relate to Monster Hunter Tri, but most things Tri related will be posted here.

Be sure again, to check out the new blog, especially the post about Monster Hunter Frontier.

http://tenfoxproductions.blogspot.com/

See you guys soon,
Tenelen

Wednesday, March 23, 2011

Monster Hunte Tri - The MMO Part 4: The Warrior

The Warrior is designed to do damage, and do it well. He will be maintaining constant damage at all times on the monster while the others do their jobs. If all works correctly The Warrior should have no problem taking out a monster and not getting hit by any major attacks. Let's dive right in:

Weapon: Anguish(P)
Slot: Handicraft Jewel

Helm: Vangis Helm
Slot: None

Mail: Vangis Mail
Slot: None

Arms: Barroth Vambraces+
Slot: Onslaught Jewel

Waist: Helios Coil+
Slot: Architect Jewel

Legs: Black Leather Pants
Slot: None

Charm: Attack +7 OO
Slot: Attack Jewel, Handicraft Jewel

Skills:
Attack Up (L)
Sharpness +1
Adrenaline +2

So pretty much, you're going to want to get to under 40% health ASAP and you will have a massive damage boost. The Warrior is supposed to find the fastest way to get under 40% health (bombs are a good option) and then get in there and destroy the monster as fast as he can.

Inventory:
Whetstones
Herbs
Mega Demondrug
Might Pill
Might Seed
Power Talon
Armor Talon

When you get into the round you are going to want to eat all the power items that you have (Mega Demondrug, Might Pill and then Might Seed) to give you another large boost onto your attack. Once you get into the grove of hitting a non-moving monster with extreme power it should be easy to kill anything.


Well that concludes all the armor sets of the 4 members of your MMO party. If you would like to participate in the ordeal of actually putting this idea into motion please email us at tenfoxproductions@gmail.com or just tweet at us.

Tuesday, March 22, 2011

Monster Hunte Tri - The MMO Part 3: The Mage

So part three of our MMO set is a classic. What else do you need in a classic MMO party other than a Tank, and a Rogue/Hunter? You need somebody that will put some status ailment on the monster while keeping your party alive. That's where The Mage comes into play. Essentially he is a sort of status gunner with an added effect of having the ability to keep your team alive if they get hit by foot damage or the off chance that they get hit by something. Let's get this started:

Weapon: Thundacrus Rex Frame/Jhen Barrel/Chaos Wing Stock
Slot: None

Helm: Barrage Earring
Slot: None

Chest: Ingot Vest+
Slot: Quickload Jewel

Arms: Ingot Guards+
Slot: FlinchFree Jewel

Waist: Ingot Coat+
Slot: Alliance Jewel

Legs: Ingot Leggings+
Slot: Friendship Jewel

Charm: Wide-Range +5, +10 SpeedSetup

Skills:
Load Up
Recoil Down +2
Wide-Range +1
Trap Master

So like all the sets in this series we run into the problem of, "what the fuck is up with these charms? How am I gonna get this?" Well that's all up to you I suppose, but the Wide-Range is probably the better of the 2 skills to have as The Hunter has SpeedSetup as well.

So what exactly do you do with this set? This set is used to do exactly what you think a Mage should do. Immobilize a monster and make it easier for the rest of the group to do damage to him. This is done through the amazing powers of both sleep and paralysis and that's what you will be doing.

The other part of this set that is essential to this team succeeding is healing. You may be wondering why the world would I only use Wide Range +1 when I could possible use +2? The reason for this is, as you will find out in the next blog, The Warrior will be a DPS Adren runner and you don't want your gunner healing him out of Adrenaline every time he heals. The main reason that The Mage will be healing is to heal the adren runner out of simple foot damages or small things that take him down into dangerous levels. You want to be able to heal him but you want him to keep his Adren boost and you can do that by just healing with herbs that you will be carrying.

Inventory:
Herbs
Potions
Mega Potions
Life Powder
Sleep Shots
Para Shots
Well-Done Steak
Armor Horn
Power Horn?
Healing Horn

So that's pretty much all I have for The Mage, there isn't too much to him but he is, as all the others are, a part of this team that you must have.

Monday, March 21, 2011

A Real Blog

So guys, I know I haven't made a blog in the past 2 days but seriously I am unable to right now. I am overworked and just tired of it, my brain needs a rest. I have research papers all due within about a month, and some sooner, that I have been trying to work on on top of all the other homework that I have. For some reason Neon doesn't do anything and has nothing to do and will end up getting a better GPA this semester than I will.
That's what I get for being a Double Major in Philosophy and Psychology and then minoring in Music as well. FML.
Well hopefully it's worth it in the end; but for right now I might tone down the amount of blogging I do on here, mainly because I'm busy and could be putting the effort that I use in this into working on my papers. I hope you all keep up with us in the stream still, as I'm sure Neon will be wanting to do that some. I think we are going to stream tonight whenever the hell Jhen gets here. Seriously, where the fuck is that bastard?

But stayed tuned until tomorrow to see part 3 of the MMO set.

Saturday, March 19, 2011

Monster Hunter Tri - The MMO - A brief explanation

Sorry about the double blog today guys, but I just wanted to say this really quick:

So I know that a lot of people that are kind of disregarding this idea as something stupid because it isn't using End Game Gear and using the best of the best.
Ask yourself though: What is Monster Hunter about? Monster Hunter is essentially just killing Monsters, over and over, to get supplies to build armor and weapons. Well if you only aim for the best gear, what do you do after you have all of that? You have some fun and try other things out KNOWING that everything else isn't going to be labeled 'the best' but it's something that you want to do. That's what this idea is all about.

Everybody knows what happens when you get a Status Gunner and 3 Adrenaline +2 Ala Gleam's on any monster. It dies, quickly. But what happens when you get a group of 4 people together who are using skills and armor sets in a MMO fashion? That's what we are kind of trying to find out.

Monster Hunter Tri - The MMO - Part 2: The Hunter

So party member number 2 is a sort of a rogue class character that can be an asset to your team. This person will be a consistent damage adding up in time kind of character but extremely helpful none the less and definitely when it comes to capping monsters and doing it fast. Think of it this way: If you have a tank that is completely distracting the monster, what do you want behind the monster? You want somebody hitting it, hitting it a lot, and capping as soon as it's ready to cap to make runs go fast. That's were The Hunter comes in.

Weapon: Whatever is the monsters weakest element. You are going to be an SnS user dealing damage to the monster purely based on element. It's a good way for many monsters to get rid of certain things. (Barroth's armor, Barioth's wings, etc.)

Helm: Helios Helm+
Slot: Silencer Jewel

Mail: Helios Mail+
Slot: None

Arms: Helios Vambraces+
Slot: None

Waist: Helios Coil+
Slot: TrapMaster Jewel, TrapMaster Jewel, TrapMaster Jewel

Legs: Vangis Greaves
Slot: Trap Master Jewel, TrapMaster Jewel, Asylum Jewel

Charm: Perception +10 OO
Slot: Handicraft Jewel, Handicraft Jewel

Odd set huh? Perfect for what we want to do though.

Skills:
HG Earplugs
Sharpness +1
Trap Master
Capture Guru

Now I know pretty much all of these skills are kind of odd for an armor set, especially with an SnS user, but they all have their uses. The earplug are kind of self explanatory, as an SnS user it will allow a lots more hits and makes it so you don't have to guard against roars and fly backwards because of it. Trap Master and Cap Guru make you pro at finishing off the monster as soon as it's health is low enough. And finally, Sharpness +1. Yes, we realize that with SnS there are maybe 2-3 weapons that it actually adds a level of sharpness to, but it's not to add damage based on attack, because as an SnS user attack isn't really as necessary as elemental damage. The sharpness +1 is to give that extra boost of that level of sharpness reducing the amount of times that you need to sharpen during a round and making it so that you can attack more without being deflected. Yes; it is true that Razor Sharp would make more sense as it would probably work better but because of how this set was built to have the other skills (HG Earplugs mainly) Sharpness +1 was built into and easy to get. To the inventory!

Inventory:
Combo books 1-5
Potions
Mega Potions
Well-Done Steak
Whetstones
Tranqs
Pitfall Trap
Shock Trap
Trap Tools
Thunderbug/Nets
Paintball
(Support for Gunner items; AKA any Shot Materials for him)

Also, keep in mind that this isn't ALL that you should bring for any of these sets. You have the freedom to add and remove items as you see fit, these are just small recommendations. As for the gunner materials, these are recommended to be held by The Hunter because the other 2 are going to be constantly busy and The Hunter is the one that will be the fastest to react and the best choice for this. You'll find out what exactly you need when The Gunner character is posted, but for now just realize that you need probably 3-5 slots for his materials.

As The Hunter your job is simple, do lots of damage, really fast, and cap the monster as soon as it's ready to cap. Occasionally run away from the monster and deliver supplies to the gunner which should be very simple (assuming The Tank is doing his job correctly.)

Friday, March 18, 2011

Monster Hunter Tri - The MMO - Part 1: The Tank

So have you ever been playing Monster Hunter and thought, "Man I wish this game was more like an MMO?" No? Well neither have I, but Neon was bored last night and part of today and decided that she doesn't give a shit and that she wanted to make a team of players that was based on this thought. So, what does a good MMO team consist of? Well obviously you need a tank, lets start there:
(Disclaimer: This is not a serious 'High Tier' elitest set. This is a set for something to do when you have everything and for the pure enjoyment of trying something new in Monster Hunter. I am sorry if you do not have an open mind about that, you can leave now and save yourself some time. But just like speed runs, naked runs, etc. this is something you can do in your spare time for pure enjoyment.)


Well let's see, in Monster Hunter what are the kind of skills that you would like to have if you were trying to take all the damage off your team? Well obviously you need some sort of Defense boost; so why not just aim for AuL? What else? Well if I were a tank I would like to just NOT take damage if I could avoid it. In Monster Hunter that's kind of hard to do, unless of course you Evade or Guard. Evasion is good and all, and arguably better over guard (if you know what you are doing with it), but Neon and I both think that Guard is better for this set. There are a few reasons why; first, you're going to want to use a lance for this set, why? Because you can get a lance with Def+ and because your damage doesn't mean the most to this group it doesn't matter that those lances aren't the best. Another reason, counters. If you are the one is going to be taking all the punches from the monsters you are going to need to be able to counter if you want to be useful. So now I know you're thinking, "well how are they going to keep the monster from attacking other players and staying on them?" That's where taunt comes in. Done and done. Lets take a look at the armor set.

Weapon: Elder Babelspear
Slot: Iron Wall Jewel
Comments: +24 defense and 2 slots? Do I need to explain?

Head: Uragaan Helm+
Slot: Defense Jewel

Chest: Agnaktor Mail+
Slot: Defense Jewel

Arms: Uragaan Vambraces+
Slot: Iron Wall Jewel, Defense Jewel

Waist: Uragaan Faulds+
Slot: Stone Wall Jewel

Legs: Uragaan Greaves+
Slot: Turtle Jewel, Defense Jewel

Charm: Guard +4, Sense -10
Comments: Well I know this seems in the scales of Godly improbable, but I'm sure if you are charm farming enough you will run into something like this at some point. It's a nice way to take a horrible seeming charm and turning it into something useful.

So in case you haven't figured it out the skills that this set gives you are:
Defense Up (L)
Guard +2
Taunt

And you're probably wondering how that will look; check it out:


Very Morrowind looking to me, I like it.

Time for some Calculations:
5 Pieces of Armor with 78 Max defense = 390 Defense
+24 from the Lance = 414
The formula for DuL is 10 + (DEF x .1) so; 10 + (414 x .1) = 465.4 Defense (Raw).

Well now, that's a lot of defense, around 45.4 Defense more than Alatreon (the highest Defense Armor) and So gear up and start taking some hits! Again, I know what you're thinking, "but Tenelen! You could get way more Defense if you used Items too!" Well isn't that a great idea! Why don't we just set up the inventory for this character as well.

Inventory:
Potions
Mega Potions
Mega Dash Juice
Mega Armorskin
Adament Seeds
Adament Pills
Might Seeds
Might Pills
Tranqs
Dung Bombs

Optional (depending on the quest)
Some Combo Books
Honey
Shock Trap
Pit Fall Trap

A quick run down of the inventory items goes like this:
Obviously you are going to need potions, in case you do hit (hopefully you don't).
The Mega Dash Juices are essential, because that way you don't lose any stamina during the high amount of guarding you will be doing.
Tranqs for support capping, dung bombs for keeping only 1 monster in the zone at a time of in case you get pinned. The optional shouldn't be needed other than maybe traps, but if you get a team with the other 3 sets of gear we have prepared you won't have to worry about it.
(Note: Bring Max of all listed items.)
Wow! That's a lot of Armor items. Should we do some math again?

More Calculations: (Edit: After finally trying it, the numbers are easy)
Boosts from;
Mega Armorskin: +15 Defense
Adament Pill: +15 Defense
Adament Seed: 3 Min Pill extension (if taken after)

Total Defense: 495.4

Well now that we know when you get hit with pretty much any attack you will laugh at the monster and continue on you better get to farming some supplies.

Stay tuned for the next few days to see all the other "Characters" that we have created and how they will ban together to form an amazing, and fun, team of Monster Hunters! We'll even give you a guide on how to use them and maybe even some video demonstrations.