Just wanted to share a bit of creative upsurge with the community. I worked on a weapon idea based on what's already seen in actual gameplay. Don't hesitate to tell me what you think of it, it would be much appreciated!
*Presenting the Wyvern Hast.
The Wyvern Hast is a weighty and long two-handed weapon sharing some similarities with the Lance and the Switch Axe's axe mode. It looks like a supersized halberd, with a pointy tip and a large, axe-shaped blade affixed to a long rod, hence the "Hast". (Wyvern because it's used to hunt Wyverns, duh.) It allows for wide swings and powerful thrusts. However, unlike its cousins, the Lance and Gunlance, it doesn't come with a shield and therefore provides no defensive options at all, but the sheer reach of its attacks and the power of its thrusts makes it a weapon fit for very agressive playstyles.
The Wyvern Hast is a weapon that mixes the ideas of simplicity, hit-and-run and combos. It attacks with thrusts and sweeps that might resemble that of Gunlance or Switch Axe, in a relentless manner. As it is a heavy weapon, it has a moderate walking speed once unsheathed, the same as an unbuffed Hunting Horn. However, it sports superb reach, the longest of all Blademaster weapon, surpassing even the Lance at it. Plus, it has a neat trick up its sleeve when it comes to mobility.
It doesn't transform, nor is implemented with any mechanism or comes with a shield. Instead, it focuses on building up Momentum Energy with each normal attack. The longer it can keep unleashing its barrage of heavy hits, the faster the attacks can be chained together! As the weapon builds up Momentum, it begins to glow with a faint aura, of which there is three levels.
-Nothing : well, nothing happens, duh.
-White: normal (?, ? and??) attacks are 10% faster.
-Red: normal attacks are 17% faster.
Far from being all there is to mastering the Wyvern Hast, the climax of the hunt stands where you press R during a combo. R-attacks are powerful finishers that exploit the strenght of your Momentum to perform devastating moves. The more energy you've built up, the more powerful they will be. They are lenghty animations though, and if you wait for the recovery after the attack, your Momentum will be dissipated. This is also what occurs after you perform a dodge roll.
So how do you keep your Momentum while also having to roll in order to dodge attacks, if your weapon doesn't come with a shield to block? Pressing ?? before the end of your dodge roll will have you perform a tackle similar to the Shoulder Bash for the Greatsword, then propel you back into the fight by charging forward at high speed, quickly draining your stamina. While you are into this "Charge Run", you don't lose the Momentum previously built up and are able to close any gap between you and the monster before resuming your onslaught. Providing you can effectively use dodge rolls and Charge Run, you'll never lose your Momentum and be able to truly hack n'slash into the monster while evading its attacks like a true Soulsborne player.
The Wyvern Hast is also the only weapon that can recover actively after you've been sent flying, by thrusting your weapon into the ground to slow your course and counter-attack by immediately sending you in a Charge Run. Certain attacks, however, still can't be recovered from, such as those that lift you up into the air.
*Pros and Cons
+Very long/high reach, the longest of all melee weapon.
+Great for both combos attacks and hit-and-run
+Can recover from attacks, and gain super Armor using the Brace self-buff.
~Can only roll, no sidesteps.
-Its long sweeps can easily trip teammates around.
-Somewhat clunky if you don't use Charge Run.
-Charge Run consumes a lot of your stamina.
-Easily tripped by teammates if not under Brace self-buff.
-Momentum is lost after hit reaction, being disabled (tremors, roars, wind pressure), dodge roll unless the roll is cancelled into Tackle) or not extending your combo after an R-move. (However, keeping attacking, even without hitting the monster, allows you to retain your Momentum level)
*Basic Moves, Motion Values and Combos
-?1 Stab (23) – A simple stab, conveying more weight than that of Lance. Slightly builds up Momentum. Combos into Reaping Thrust, Left Swipe, Wide Sweep (R), Turn Slash, Charging Thrust and Dodge Roll (X)
-?2 Reaping Thrust (17+11) – Thrusts your weapon into your target and reaps its flesh on the way back. Builds up Momentum. Combos into Left Swipe, Windup Slam, Wide Sweep (R), Turn Slash, Charging Thrust and Dodge Roll (X)
-?3 Windup Slam (34) – Spin around before vertically slamming your weapon into the ground in an overhead attack. Consistently builds up Momentum. Combos into Stab, Left Swipe, Turn Slash, Charging Thrust, Spiral Thrust (R) and Dodge Roll (X)
-?1 Left Swipe (21) – Flail your weapon to the side to slash your target, with a diagonal downward angle. Slightly builds up Momentum. Combos into Right Swipe, Stab, Turn Slash, Charging Thrust, Wide Sweep (R) and Dodge Roll (X)
-?2 Right Swipe (21) – Same move as Left version. Slightly builds up Momentum. Combos into Circle Slash, Stab, Turn Slash, Charging Thrust, Wide Sweep (R) and Dodge Roll (X)
-?3 Circle Slash (35) – Bring your weapon backward while stepping forward before attacking, wielding it like a baseball bat. Has a wide, circular range. Consistently builds up Momentum. Combos into Left Swipe, Stab, Charging Thrust, Turn Slash, Hurricane Sweep (R) and Dodge Roll (X)
-?+ Left/right/back after most moves: Turning Slash (22) – Similar to the Spiral Slash from SnS, this has your hunter flip in the inputted direction and slash in an upward diagonal angle. Useful for repositioning and extending combos. Slightly builds up Momentum. Combos into Stab, Left Swipe, Reaping Upslash (R) and Dodge Roll.
-?? Charging Thrust (24) – Shortly run forward to close in and shove your weapon into your target. Useful as a gap closer. Combos into Windup Slam, Circle Slash, Turn Slash, Wide Sweep (R) and Dodge Roll.
-R: Stab (same move as ? input). Can also combo into ? Stab or Left Slash.
-R after stab, reaping thrust, left/right swipe or charging thrust: Wide Sweep (24/28/36) – Sweeps leftward while advancing, similar to the Gunlance's Wide Sweep. Super Armor. Doesn't combo into anything except Dodge Roll (X)
-R after Windup slam: Spiral Thrust (42/48/57) – Shortly accumulate power before violently stabbing your target. A direction can be inputted to slightly change the angle of the attack. Super Armor. Doesn't combo into anything except Dodge Roll (X)
-R after Circle Slash or Double Airslash: Hurricane Sweep (16+25/19+30/23+43) – A double attack that wildly slashes in front of you in a circular pattern. Super Armor. Doesn't combo into anything except Dodge Roll (X)
-R after Turn Slash: Reaping Upslash (25+15/27×2/22×3) – Brutally bring your weapon upward in an overhead slash that reaches high. Super Armor. Doesn't combo into anything except Dodge Roll (X)
-R during Charge Run : Leaping Slam (33/36/44) – Jump forward while running and slams your weapon into the ground. Super Armor. Doesn't combo into anything except Dodge Roll (X)
-X➡R: Brace – A special stance that uses your Momentum to raise your resilience ; hit reactions are decreased and you gain super armor for normal attacks during 15/25/30 seconds depending on your Momentum level. Doesn't combo into anything except Dodge Roll (X)
-?? while being sent flying away: Recover. Gets you up on your feet and have you enter Charge Run while retaining your Momentum level.
-?? after Dodge Roll : Tackle (doesn't do any damage and doesn't have i-frames). Allows you to retain your Momentum level.
-Tap ? after Tackle : Charging Thrust
-Hold ? after Tackle: Charge Run – Rush forward while retaining your Momentum level. Quickly drains stamina (faster than Lance Charge)
-Release ? during Charge Run : Charging Thrust.
-? + direction during Charge Run: Turn Slash.
-X during Charge Run : Dodge-Roll.
-? midair: Double Airslash (23+25) – Slash twice while in midair. Greatly builds up Momentum and also deals mounting damage. Combos into Stab, Hurricane Sweep (R) and Dodge Roll (X)
-R midair: Falling Spear (6×6+23/7×6+26/7×6+35) – Plunge toward your target to impale it from the air, similar to the SnS Helmbreaker, dealing mounting damage. The final attack upon touching the ground is more powerful.
-?? Down a ledge: Double Airslash
-?? Down a slope: Slide
-?? Up an interactive wall: Wall Jump (sends you into the air)
-? During a slide: Double Airslash.
Stab➡Reaping Thrust➡Windup Slam ➡Stab
Left Swipe ➡Right Swipe ➡Circle Slash➡Left Swipe
Stab➡Left Swipe➡ Right Swipe➡Stab
Stab➡Turn Slash ➡Stab
Stab/Left Swipe➡Turn Slash ➡Reaping Upslash
Charging Thrust➡Windup Slam ➡Spiral Thrust
Charging Thrust ➡Circle Slash ➡ Hurricane Sweep
© Post "Weapon Concept: the Wyvern Hast" for game Monster Hunter World.
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