Dragonvein Awakening |
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Dragonvein Awakening is a special Armor Set Bonus Skill in Monster Hunter World (MHW).
Dragonvein Awakening Effect
Dragonvein Awakening is unlocked by equipping 3 pieces from the Safi'jiiva Alpha + (α) and Safi'jiiva Beta + (β).
- 3 Pieces: Dragonvein Awakening, Elem. Abnormal status, & affinity up with weapon drawn. Take damage when attacking but can be recovered by continually attacking.
Set Bonus grants the following effects:
20% Affinity, 80 Element & 80 Status.
Raises the elemental cap to 1.8x of the base element for bowguns and 2.2x for other weapons.
Raises the status cap to 1.7x the base status.
The heal is 20% to 50% higher than the self dmg (depends on weapon). Healing can be increased with recovery up skill.
While heal kicks in you don't take self dmg on hits.
Equipment that grants Dragonvein Awakening
You can unlock Dragonvein Awakening by equipping the following items.
- None
- None
- Anonymous
- Anonymous
Give a 20% Affinity boost when drawing your weapon. You can see the change yourself when checking your equipment drawn vs not The True version of this perk with 5 Armor pieces give you a 40% Affinity boost.
Either this page is worded poorly (the likely case) or this is a god awful set bonus
Load more
For anyone who misunderstands this the same way I did before I got the armor myself:
The ability is NOT "first [X] attacks drain health, but after enough successful hits the weapon gains Heal-On-Hit until sheathed". Instead, EVERY attack drains health, but every [X] hits gives you a single large heal (over the course of ~2 seconds) that can trigger again after another [X] hits.
Additionally, attacks don't drain health while the heal is happening, but they don't count towards the next heal either. This means that you can't "buffer" hits in advance to get the next heal without spending as much health, which makes it much harder to rely on this as a source of healing. Not to say you can't restore your whole health bar by wailing on a downed monster, but depending on how many attacks you whiff and how many small hits you tank during the exchange you're more likely to just break even.
As far as the clutch claw, while performing a flinch shot will obviously reset the count since it forces you into a sheathed state, latching on and performing tenderizing attacks are fine, and are treated the same as any other attack. Not only does this make them a safe choice since they are sure to hit (assuming you aren't thrown off, of course) but it means that something like the hammer's lv 3 standing charge attack -> spinning clutch attack -> tenderize is very spammable, since it will trigger a heal nearly every time.
Finally, one thing i haven't seen mentioned anywhere else is that the ability seems to disable all natural healing while the weapon is drawn. This means that even though the health lost is converted to red health (which makes resentment charms very effective) you can't slot in a bunch of recovery speed gems to offset the damage. That said, something like a greatsword that spends most of its time sheathed could probably do just that and ignore the self-heal aspect of this ability completely.
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