![]() ![]() Your Wirebugs bind the beast’s limbs to your hunter, giving you the opportunity to puppeteer your monster’s movements for roughly a minute. Silkbind Attacks weaken the monster in the same way that your jump attacks did in previous games, but once you’re prompted to mount, the system veers into new territory. In Rise, a new system called Wyvern Riding replaces the mounting mechanic. ![]() After a button prompt, you could leap onto the stunned monster’s back and mash basic attacks to deplete its stamina and force it into a lengthy knocked down state. In previous games, successive jumping attacks weakened a monster, eventually leaving them prone to a mounted attack. Wirebugs also improve Monster Hunter’s mounting system by expanding what you can do when you hitch a ride on a hapless beast. Better still, you don't need to sheathe your weapon to utilize Wirebug abilities as you did the Clutch Claw, which is a significant improvement that makes the mechanics radically more accessible. Now, you can perform leaping attacks with chunky weapons, such as the Hammer or Greatsword, without jumping down from a ledge or slope. With Wirebugs, you can dash, jump, and vault to your hearts content, as they give every class a degree of mobility that is easily on par with the Insect Glaive, the jump-heavy weapon type introduced in Monster Hunter 4. The series always contained many weapon types and play styles, but all too often your movement speed was tied to your weapon. In combat, you can liken the Wirebugs to the grappling hook or Clutch Claw introduced in Monster Hunter World and its Iceborne expansion, respectively, but with greatly expanded functionality. ![]() Since 1982, PCMag has tested and rated thousands of products to help you make better buying decisions.
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