Monster Hunter World

Analyzing Kulve Taroth Rare 7 Weapons: Upgrades and Sidegrades Part 1: Melee Weapons (Warning: LONG Read)

478445 AARA1 1024x576 - Analyzing Kulve Taroth Rare 7 Weapons: Upgrades and Sidegrades Part 1: Melee Weapons (Warning: LONG Read)

If you are looking for a particular weapon class, simply hit ctrl+f and type in the weapon class (Great Sword, Long Sword, Insect Glaive, etc.). You should pretty easily find the header at the top of each section, though it may pull up some results from my other sections as well.

Also in case it needed to be stated, spoilers follow for all currently known weapons:


For those of you who have been running the Kulve Taroth event, you have probably received a lot of weapons that you are simply not sure if you should keep or not. I kept checking back and forth to see if the relic weapon I pulled was worth keeping or whether or not it was better than an existing option, so I figured others like me would be interested in seeing a slightly opinionated list about which weapons to keep and which to sell. At the very least, this can act as a quick guide what each variant trades compared to the original to quickly allow you to draw your own conclusions.

I will attempt to categorize them to the best of my ability and then make a top 3 for each weapon category, mainly in ones that improve over the original or bring something of note. A lot of this will be tied to pure stats given the nature of the rare 7 weapons, but some of it may come from some opinion of my own. I will not be factoring the raw defense increase as that should be assumed to be about +20 on each weapon (though it does vary here and there) and as far as I see comes mainly as a small perk. An additional note is that comparing sharpness with these two sources is a bit problematic at the moment, so I'm sure I'll miss some changes here and there. Finally, I main GS and play quite a bit of SNS, Bow, and DB, so take my opinion on other weapons with a pinch of salt.

If you are looking more for a quick run-down of the ones to go for in terms of power for each weapon, look here: https://www.reddit.com/r/MonsterHunter/comments/8dz4ki/quick_dirty_comparison_of_kulve_weapons_vs/ . Ends up being bad timing for me, but this link includes the rare 8 weapons that I did not include here and is a much more digestible approach for those looking to get the best of the best. That being said I'm 6 hours in so I'm a little late to cut my losses, plus, this post gives you the trade-offs made between variants if you are interested.

For comparison purposes I am using two main resources, one needed for extra research. Huge thank you to those sources, especially the still updating google doc, as it allowed me to get this comparison together in one place:

  1. The Kulve Taroth Spreadsheet: https://docs.google.com/spreadsheets/d/1pnetXLgMSyF504Bv1gdpJ2YCkRhzKQVvj3uQpdXG0gA/htmlview?usp=sharing&sle=true#

  2. Kiranico: https://mhworld.kiranico.com

  3. Video used to get the Jagras variant Gunlance stats by Smashcore (couldn't find it in the spreadsheet at the time of typing this): https://youtu.be/xL9sHEgdCgQ?t=8m52s


Key:

" ^ " = Upgrade

" > " = Sidegrade

" v " = Downgrade

I will go in order of the weapons in game i.e. Great Sword first as opposed to Bow first like in the spreadsheet as it kinda feels a bit strange to go in alphabetical order after all these years. Additionally, this analysis will hinge on current knowledge of the weapons on the spreadsheet, so it is subject to change. If the information seems unclear or conflicts other existing information you may find a "?" somewhere in the stats traded information. I may go back and edit if things change, but if not the post could be dated by the time of its posting.


Great Sword

Weapon Name Grade Weapon Stats Traded
Taroth Blaze "Decay" ^ Trade a Lvl 2 Slot for an augment and 10 affinity
Taroth Blaze "Erupter" v Trade two Lvl 2 Slots for 10 raw
Taroth Blaze "Glutton" > Trade a Lvl 3 Slot and an augment for 10 raw
Taroth Blaze "King" > Trade a Lvl 1 Slot and 5 affinity for an augment
Taroth Blaze "Magma" > Trade a Lvl 2 Slot and 10 raw for natural blue sharpness
Taroth Blaze "Mud" v Trade a Lvl 2 Slot and an augment for 10 raw
Taroth Blaze "Numb" > Trade an augment for 10 affinity
Taroth Blaze "Spew" v Trade an augment and 2 Slots (2 and 1) for 10 raw

Top 3

  1. Tarroth Blaze "Decay": Trading a Level 2 slot is a bit painful, but gaining affinity and the ability to have an extra augment, which could go to gaining a slot if you so choose, gains the weapon some versatility. You could grab more affinity or raw depending on the build as well as allowing them to combine with other augments like lifesteal, something the original Hazak GS was unable to do.

  2. Taroth Blaze "King": Much like the above, the extra augment allows for a bit more flexibility and only comes at the cost of 5 affinity and a Lvl 1 Slot. I don't think it is that much of a step ahead of the original if any, but it does allow some fine tuning.

  3. Taroth Blaze "Magma": Sometimes you don't have space for handicraft on every set, which makes it handy that the Zorah variant gives you that natural Blue, more or less making up for the loss of 10 raw. It is a reasonable option, which is more than I can say for a lot of the other Great Swords. But then again, that is what happens when Wyvern Ignition exists.


Long Sword

Weapon Name Grade Weapon Stats Traded
Taroth Sword "Decay" > Trade a Lvl 2 Slot for 10 affinity
Taroth Sword "Flash" v Trade a Lvl 3 Slot and an augment for 10 raw
Taroth Sword "Gyre" > Trade a Lvl 3 Slot for 10 affinity
Taroth Sword "Lurk" > Trade a Lvl 2 Slot and an augment for 210 paralysis (no Awakening)
Taroth Sword "Magma" ^ Trade a Lvl 2 Slot for natural Blue
Taroth Sword "Mire" v Trade a Lvl 3 Slot and an augment for 10 raw
Taroth Sword "Rage" > Trade an augment for 10 affinity
Taroth Sword "Spark" ^ Trade an augment and a Lvl 1 Slot for 15 affinity
Taroth Sword "Stream" ^ Gain an extra augment?
Taroth Sword "Thief" > Trade an augment for 210 sleep (no Awakening required)

Top 3

  1. Taroth Sword "Stream": Although we do not currently have full knowledge on relics, this particular weapon is a straight upgrade over the original as it stands, gaining an augment slot for no cost whatsoever. As one of only two Ice Element LS (the other being the original Legiana weapon), this weapon is the superior version. A must keep in my opinion.

  2. Taroth Sword "Spark": At the cost of a Lvl 1 slot and an augment, you essentially get a super augment to this weapons affinity. I'd say the weapon already wanted to lean you towards critical element and this trade is a straight upgrade if you pursue that path. Basically gives you a free mega augment (15 instead of 10 affinity) at the cost of a slot and lets you add another 10 affinity augment on top of it.

  3. Taroth Sword "Magma": Unlike its GS cousin, this trade-off comes without the loss in raw, making it a much easier sell. Trading a Lvl 2 slot for some pseudo-handicraft is a great trade in my opinion, though that could be subject to some interpretation here and there. Additionally, Bazel probably still outclasses this weapon given its easy to achieve white, but its another option.


Sword and Shield

Weapon Name Grade Weapon Stats Traded
Taroth Slicer "Drifter" > Trade 2 slots (Lvl 2 and 1) and an augment for 270 Blast (no Awakening required) and 10 raw
Taroth Slicer "Glutton" v Trade 2 slots (Lvl 3 and 2) and an augment for 270 Water (no Awakening required)
Taroth Slicer "King" ^ Trade a Lvl 1 Slot for 10 affinity
Taroth Slicer "Mud" > Trade a Lvl 1 Slot and an augment for 10 raw
Taroth Slicer "Myth" ^ Gain ability to hit white at Handicraft 3?
Taroth Slicer "Numb" > Trade an augment for 10 affinity and white in 1 Handicraft instead of two?
Taroth Slicer "Rage" ^ Gains ability to get white at Handicraft 2?
Taroth Slicer "Spew" v Trades a Lvl 2 Slot and an augment for 10 raw
Taroth Slicer "Stream" ^ Trade a Lvl 1 slot for an extra augment
Taroth Slicer "Tar" > Trade an augment for 10 affinity

Top 3 (+ 1)

  1. Taroth Slicer "Myth": A straight upgrade over its normal twin, this weapon (at least according to the spreadsheet) can hit white at handcraft 3 for no trade-off. This gives it a direct edge over its Thunder competition from Tobi-Kadachi, being the only thunder SnS that can reach white at the moment.

  2. Taroth Slicer "Rage": Perhaps putting it more in line with the regular Rathalos line, this Anjanath variant can now reach white with Handicraft 2, allowing it to exist as a higher element and raw but lower affinity option for fire SnS.

  3. Taroth Slicer "Stream": Trading a single slot for an augment is a pretty favorable trade in my opinion, allowing you to reclaim that single slot should you choose or to further customize the weapon to your liking. Hopefully don't need to justify this one too much.

  4. Taorth Slicer "King": An extra one to throw in here as the top 4 stand pretty far above the others. Trading a single slot for 10 affinity is a great trade in almost every scenario, especially given the weapon's natural fit into crit element. This increase allows you to stack a 10 affinity augment on top, making for a great fire option.

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Dual Blades

Weapon Name Grade Weapon Stats Traded
Taroth Daggers "Claw" > Trade natural long white (can hit white after Handicraft 1) for 20 raw and an augment
Taroth Daggers "Erupter" v Trade two Lvl 2 Slots for a Lvl 1 Slot and 10 raw
Taroth Daggers "Flash" v Trade a Lvl 3 Slot and an augment for 10 raw?
Taroth Daggers "Horn" v Trade a Lvl 2 Slot for more hidden element
Taroth Daggers "Lurk" > Trade a Lvl 2 Slot and an augment for 10 raw
Taroth Daggers "Magma" v Trade a Lvl 2 slot and 20 raw for natural blue sharpness
Taroth Daggers "Mire" > Trade a Lvl 1 Slot and an augment for 10 affinity
Taroth Daggers "Rage" ^ Gain defense buff and white sharpness?
Taroth Daggers "Spark" ^ Trade a Lvl 1 slot and an augment for natural white
Taroth Daggers "Thief" > Trade an augment for 90 sleep (no Awakening required)

Top 3

  1. Taroth Daggers "Rage": I don't have complete information at the moment, but even if this weapon doesn't allow for white with handicraft, it is still the only DBs that are a straight upgrade with its bonus defense. Not impressive, but it is factual.

  2. Taroth Daggers "Spark": Much more exciting than the previous entry, this variant gets natural white over its other twins at the slight cost of an augment slot and a dedoration slot. I imagine most people would choose a handicraft augment if one was presented to them, and this provides two levels of the skill, making it a great pairing with protective polish.

  3. Taroth Daggers "Thief": I struggled to find a third option, but being the only non-awakening sleep DB is a merit, though it is still pretty subpar. Whether its an upgrade over the original, it at least gives an option for those wanting to run nyquil drenched blades without wearing large amounts of gold or Kirin leggings, much to the joy of fashion hunters worldwide.


Hammer

Weapon Name Grade Weapon Stats Traded
Taroth Hammer "Decay" > Trade a Lvl 2 Slot for an augment
Taroth Hammer "Gyre" v Trade a Lvl 2 Slot for defense?
Taroth Hammer "Horn" v Trade 10 raw and a Lvl 2 Slot for 90 ice (no Awakening required)
Taroth Hammer "Mud" > Trade a Lvl 2 Slot and an augment for 10 raw
Taroth Hammer "Numb" > Trade an augment for 10 affinity
Taroth Hammer "Rage" v Trade an augment and 10 raw for 120 fire
Taroth Hammer "Spew" v Trade 2 Lvl 2 Slots for 10 raw
Taroth Hammer "Tar" > Trade an augment for 10 affinity
Taroth Hammer "Thief" > Trade an augment for 10 affinity

Top 3

  1. Taroth Hammer "Decay": Trading a Lvl 2 Slot for an augment is not an amazing trade, but it does open up a pretty decent base hammer for some customization. If only Deviljho weapons didn't exist.

  2. Taroth Hammer "Numb": Adding more affinity onto a weapon like this is asking for it to be used in crit status, too bad you have to use Zorah armor to make it happen. I'd say it increases its niche as a hammer that can act as a support, but I kind of feel any other hunting horn does that better.

  3. Taroth Hammer "Thief": Much like teh above, this weapon really wants to be used with crit status. Base 35 affinity with the ability to boost it to 45 with an augment allows it some ability as a crit sleep hammer with the awakening piece of Zorah armor and two other pieces. Honestly scraping the bottom of the barrel a bit here.


*A quick note: The spreadsheet changed to organizing by base raw of the relic as opposed to alphabetical while I was making this post, so to match up with the spreadsheet and to keep what sanity I can, I'll start using that order. *


Hunting Horn (songs don't change as far as I know)

Weapon Name Grade Weapon Stats Traded
Taroth Pipe "Myth" ^ Trade 10 raw for ability to reach white sharpness (conflicting info on required Handicraft level)
Taroth Pipe "Stream" ^ Gain 20 defense, some questions about sharpness
Taroth Pipe "Buzzer" > Trade 2 Lvl 1 Slots and ability to hit white sharpness for 30 affinity
Taroth Pipe "Thief" > Trade an augment for 10 affinity
Taroth Pipe "Drifter" > Trade an augment and 2 Slots (Lvl 3 and 1) for 420 Water (no Awakening required)
Taroth Pipe "Spew" v Trade an augment and a Lvl 2 Slot for 10 raw
Taroth Pipe "Crusher" > Trade a Lvl 2 Slot for 10 affinity
Taroth Pipe "Tar" > Trade an augment for 10 affinity
Taroth Pipe "Rage" > Trade an augment and 10 raw for ability to hit white at Handicraft 5

Top 3

  1. Taroth Pipe "Stream": I am dealing a bit with incomplete data and this is one of those where I assume there is little change, and if that assumption is correct, it is a straight upgrade with the extra defense. Not very exciting, but at least you can have the best version of one of the coolest looking hunting horns.

  2. Taroth Pipe "Myth": Once again, the information is a little muddled, but if it can reach white sharpness now, the Kirin variant horn can be an elemental powerhouse, albeit for a weapon that typically doesn't utilize elemental damage. Regardless, its hard to argue that a trade of ten raw for access to white is a poor trade.

  3. Taroth Pipe "Rage": Another one that has some mixed information, but if it can reach white, it is an interesting option. Honestly I don't play a ton of Hunting Horn, so it makes it a bit difficult to determine if any of these are truly upgrades especially since very few gain raw and most don't come up enough to challenge existing horns.


Lance

Weapon Name Grade Weapon Stats Traded
Taroth Crest "Lurk" v Trade an augment and a Lvl 3 Slot for 10 affinity
Taroth Crest "King" v Trade 30 raw, 20 affinity and a Lvl 1 Slot for an augment and natural white sharpness
Taroth Crest "Stream" ^ Gains defense
Taroth Crest "Crusher" v Trade two Lvl 2 Slots for 10 affinity
Taroth Crest "Decay" v Trade a Lvl 2 Slot and 30 raw for natural white and an augment
Taroth Crest "Spew" v Trade a Lvl 2 and an augment for defense only?
Taroth Crest "Thief" > Trade an augment and 15 affinity for 210 sleep (no Awakening required)
Taroth Crest "Claw" ^ Trade nautral long white (hits white with Handicraft 1) and less hidden element for 20 raw
Taroth Crest “Mud” v Trade an augment, two Slots (Lvl 2 and 1), and 10 raw for 240 paralysis (no Awakening required)

Top 3

  1. Taroth Crest "Claw": I really like these modified Odogaron weapons simply because the exchanges they make are very interesting, typically trading their great sharpness for additional raw. If a non-elemental lance were to ever be viable, this one would probably be the lead candidate. Easy to achieve white and positive affinity with 190 raw put it well above the Elder Babel Spear which can hit 200 raw, but comes with no additional affinity and cannot reach white sharpness. This one excites me quite a bit, especially sitting between all the other lance relic options.

  2. Taroth Crest "Stream": It doesn't bring same excitement as "Claw" but from a pure technical stand point, this Legaina relic is superior to the original, earning a spot up here as an upgrade.

  3. Taroth Crest "Thief": Pickings are a third option, but giving lance a sleep status weapon without need for awakening is at least something. You trade quite a bit to get there but the weapon does have its uses.


Gunlance

Weapon Name Grade Weapon Stats Traded
Taroth Buster "Stream" v Trade natural white (requires Handircraft 2) for 10 affinity
Taroth Buster "Numb" v Trade ability to hit white sharpness and an augment for defense?
Taroth Buster "Mud" > Trade an augment and 40 raw for natural white sharpness (original can’t achieve white)
Taroth Buster "Spark" v Trade a Lvl 1 Slot, 10 raw and ability to hit white sharpness for defense?
Taroth Buster "Bomber" v Trade a Lvl 1 Slot, 20 raw, and ability to hit white for 10 affinity (brings it to 0 affinity total) and wide Lvl 4 (increase over Lvl 3)
Taroth Buster “Glutton” > Trade an augment and two Lvl 2 Slots for 180 sleep and Normal Lvl 4 (increase over Lvl 3)
Taroth Buster "King" > Trade a Lvl 1 Slot, 10 raw, and ability to hit white for Long Lvl 4 (increase over Lvl 3)
Taroth Buster "Mire" v Trade an augment for defense?
Taroth Buster "Decay" > Trade a Lvl 2 Slot for 10 affinity (possibly change elderseal?)
Taroth Buster “Rage” v Trade an augment and 10 raw for defense?

Top 3

  1. Taroth Buster “Glutton”: If only the element could have stayed sealed, this weapon could been the new full burst weapon of choice due to the addition of Normal Lvl 4. Unfortunately, it loses that distinction to a rare 8 gunlance relic, Taroth Buster "Sleep", which even comes with additional benefits to boot it out. Even though I don't factor the rare 8 relics in to my grades and top 3, I think it is certainly worth mentioning. That being said, you still do get a good full burst weapon here that has the added bonus of getting sleep procs to set up more full burst combos.

  2. Taroth Buster "Decay": Nothing flashy here, just a trade of a Lvl 2 Slot for 10 affinity. Affinity tends to not be too important for Gunlance if you shell heavily, but a little extra damage here and there from critical hits can help.

  3. Taroth Buster "King": There are a lot of interesting changes to sharpness and shelling level, so much so that it was hard for me to decide which of the options was truly worthy to be here. However, giving another option alongside the Zorah GL for Long Lvl 4 is somewhat notable, though the sacrifices made to get there are less than desirable. I'll be honest that I am out of my depth when it comes to non-Normal Gunlances, so a boomstick main in the comments will probably give you a better answer which to keep that are on the edge.


Switch Axe

Weapon Name Grade Weapon Stats Traded
Taroth Axe "Stream" v Trade natural white (cannot reach white) for 10 affinity
Taroth Axe "Decay" > Trade a Lvl 2 Slot and 30 raw for natural white sharpness (requires Handicraft 2 on original)
Taroth Axe "Drifter" v Trade a Lvl 2 Slot for 5 affinity
Taroth Axe "Bomber" v Trade a Lvl 1 Slot, ability to hit white sharpness and 20 raw for 15 affinity (brings it to neutral affinity)
Taroth Axe "King" ^ Trade a Lvl 1 Slot for ability to hit white at Handicraft 2?
Taroth Axe “Glutton” v Trade 2 Slots (Lvl 3 and 2), augment, and exhaust phial for 150 sleep (no Awakening required) and power phial
Taroth Axe "Mire" > Trade a Lvl 1 Slot for defense
Taroth Axe "Gyre" > Trade a Lvl 1 Slot for 10 affinity
Taroth Axe "Mud" > Trade 2 Slots (Lvl 2 and 1), an augment, and paralysis phial for 180 paralysis (no Awakening required) and power phial
Taroth Axe “Horn” ^ Trade a Lvl 1 Slot for augment and +60 hidden ice element
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Top 3

  1. Taroth Axe "Horn": The highest raw switch axe makes an extremely favorable trade-off in my opinion, trading a Lvl 1 Slot for another augment. In addition to it being more flexible with augmentation, if you truly miss the single slot you can augment it in and enjoy the extra defense. It might cost you a few extra warrior stones, but this variant is pretty much strictly better than its regular counterpart.

  2. Taroth Axe "Gyre": As I've stated above, trading a Lvl 1 Slot for an augment is a good trade, and although this weapon "chooses" the affinity augment for you at the cost of a slot, it is still a worthy trade in many cases. It is easy enough to augment the lost slot back in if you dearly miss it, though not at a necessarily free cost like "Horn".

  3. Taroth Axe "King": If the spreadsheet is to be trusted, the trade of one slot for easier access to white (at least as far as I can tell) is a pretty solid one. Essentially having a one slot version of handicraft (you lose the slot for the easier white), this is a trade I think anyone would be willing to make fit in. That being said, its down here at 3 because the information we have is still more than a bit incomplete


Another quick note as I am compiling this information: for this particular section in the spreadsheet at the time of me gathering this information, every Charge blade has half the element of the original weapon. It seems to be consistent across the charge blades so I've written it off as an error for the time being. If it is correct that almost all charge blades lose half their element, I will attempt to edit my listings to reflect this.


Charge Blade

Weapon Name Grade Weapon Stats Traded
Taroth Strongarm "Numb" > Trade an augment for 10 affinity
Taroth Strongarm "Crusher" > Trade 2 Lvl 2 Slots for 20 raw
Taroth Strongarm "Decay" > Trade a Lvl 2 Slot for 10 affinity
Taroth Strongarm "Claw" ^ Trade long natural white (white achievable as Handicraft 1??) for 30 raw and an augment
Taroth Strongarm "King" v Trade a Lvl 1 Slot for defense
Taroth Strongarm “Glutton” v Trade 2 Slots (Lvl 3 and 2) and an augment for 90 (or 180?) sleep
Taroth Strongarm "Spark" v Trade a Lvl 1 Slot and an augment for defense?
Taroth Strongarm "Mire" ^ Trade a Lvl 1 Slot and an augment for 10 affinity
Taroth Strongarm “Horn” ^ Gain +90 hidden ice element and defense

Top 3

  1. Taroth Strongarm "Horn": A straight upgrade in the strictest sense, free defense on an already top class weapon gives the weapon a little extra. It even comes with extra ice element for awakening should you feel the need to awaken it. The min-maxer in me says no, but it is still a little stronger in that department than the original. Unless you really hate the gold on this weapon, an easy keep.

  2. Taroth Strongarm "Crusher": I struggled a bit with this one, but given that most people play Charge Blade with at least a moderate focus on phial attacks, adding more power behind them seems solid. It comes at a kind of steep cost of two Lvl 2 Slots, but I'd say it earns its place as a slightly less flexible but more powerful variant of the Dodogama weapon.

  3. Taroth Strongarm "Claw": As with the previous section, this one relies a bit on the information provided being a bit unclear. Previous Odogaron variants needed only Handicraft 1 to gain white sharpness, so I took a bit of a logical step on this one. Kinda comes with the territory of trying to do this so early on in the event's timing. If that is true, you have what I consider to be a very good non-elemental charge blade, tailor-made to go into a high crit set. With so many ways to preserve slivers of white sharpness, it is a solid option to contrast with its more raw focused option in the Diablos line.


Insect Glaive (no changes in kinsect bonus)

Weapon Name Grade Weapon Stats Traded
Taroth Glaive "Decay" v Trade a Lvl 2 Slot and 20 raw for natural white (achieveable with Handicraft 2 on original)
Taroth Glaive "Thief" > Trade an augment for 10 affinity
Taroth Glaive "Crusher” > Trade a Lvl 2 Slot for 10 raw
Taroth Glaive "Claw" > Trade long natural white (white achievable as Handicraft 1), a Lvl 2 Slot, and -60 hidden fire for 20 raw and an augment
Taroth Glaive "Spew" > Trade a Lvl 2 Slot and an augment for 10 raw
Taroth Glaive “Spark” > Trade a Lvl 1 Slot and an augment for 10 affinity
Taroth Glaive "King" > Trade a Lvl 1 Slot and for +30 fire
Taroth Glaive "Flash" > Trade a Lvl 3 Slot and an augment for 10 raw
Taroth Glaive “Horn” v Trade a Lvl 2 Slot for +60 hidden ice element

Top 3

  1. Taroth Glaive "King": No strict upgrades for any weapons this time around, but if you are looking to build a fire element IG set, especially if you are choosing crit element, this is a good option. Given the way the elemental cap works, getting what is essentially a free fire attack +1 while not contributing to the cap (I think at least) is a really good trade. It simply costs you the one slot you might have used for that fire attack decoration, making the trade-off non-existent if you pursue an elemental path.

  2. Taroth Glaive "Claw": Although I think this Odogaron variant falls a bit behind some of the previous Odogaron variants in terms of trades, it is still a pretty neat option for a slightly higher raw focused crit set compared to its original. Non-elemental boost is still a thing and with the Taroth chest giving +2 critical boost easily, its an accessible avenue to build a fast hitting, big critting Glaive.

  3. Taroth Glaive "Crusher": I'd honestly like to stop this section at top 2, but in keeping with consistency, here is a 3rd option. Kinda hard to differentiate itself from the rest of the vairants, but it is the only blast Insect Glaive, making a slight trade in stats worthy of some note. A Lvl 2 Slot for 10 raw is, at least from all the information I have gathered so far, an okay trade for most relic weapons, but don't expect this weapon to be lighting up the speed run charts anytime soon given the original's subpar stats.


Final Thoughts

This took about 4 hours longer than I anticipated and although it wasn't particularly difficult work, I definitely need to let my eyes rest a bit before taking on the ranged weapons. Additionally with the ranged weapons, hopefully we will have more accurate and detailed information by then as ammo types, amounts, etc. are vital to the bowguns in particular and is yet another stat Capcom can tinker with. With that in mind, if there is a part 2 covering those, it will probably be near the end of the event.

As for the melee weapons themselves, there are some really cool variants among the relic weapons. Most Diablos weapons are pretty safe keeps as Capcom didn't alter any damage stats on them besides hidden element and all Diablos weapons are Rare 7+. The only variation will be losing a slot or gaining an augment, or sometimes both. Good for the min-maxers.

The Odogaron variants are my personal favorites, really shaking up the way you might build around the weapon with the removal of its signature long white for more raw. I think they have potential to be used more frequently than their original given access to skills like Protective Polish and Master's Touch (Teo 3 piece bonus). I'm really excited to get these drops and to plan around them.

As far as the big class winner in all of these new weapons, Sword and Shield gets at least a couple good options and one that is perhaps the best trade off in the game, that of Kirin variant Taroth Slicer "Myth", which opens up white sharpness for no cost. If I was to create a total top 3, this would be my lead candidate given its ability to widen its current niche as a high Thunder element SnS.

Obviously, everything above is not final in anyway. It heavily hinges on my own opinion mixed in with some possibly faulty data from the spreadsheet and other sources. My top 3 was a arbitrary at best with no real criteria if no straight upgrades were present, and my upgrade/sidegrade/downgrade is super subjective, especially in weapon types I typically don't delve into. Not to mention almost all data was hand entered, so my own mistakes probably slipped in here and there.

I highly encourage you to comment below if you think something is either factually incorrect or if my opinion is too far off base. At the very least, this can act as a resource for the kind of trade-offs each melee relic comes with as far as we know at this point in time.


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