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The only reason to capture is if there are 2/3 carts, your running out of time, if it is specifically a capture quest, or if the host wants to capture.
Personally I've started limiting the amount of player slots to 2 because when a full squad of randoms join, someone almost always captures it even when I specifically ask people not to.
Also, it might be good to add that SnS can open up new wounds if you focus strike the lighter worn parts that indicate a wound is about to form.
regarding the items/skills: I want this guide to be absolutely multiplayer focused. Only things that particularly impact multiplayer. Imo almost every skill has uses, players need to experiment themselves.
--some points I might add--
I would have to say dual blades wound break for larger monster just for the massive amount of hits it can deal(so its a situational one), and charge blade can get their savage axe mode with a perfect guard and counter attack, so possibly a small benefit.
The major items to bring you should add the constant Att and Def buff items Powercharm and Armorcharm (they gotta be in the inventory to work).
Skills easily overlooked, 1 Adapt jewel negates heat/cold environment, Drain jewel helps cause monsters to get into an exhausted state must faster(best in groups), and Shield jewel always you to guard against normally unblockable attacks.
It's okay to die, everyone does in this game. it's just a fact of life at times, we learn and get better but most of all its..... HAPPY HUNTING!!
Also, Dual Blades don't just do a "normal attack", that attack gives them their entire demon gauge back! It's still better to do a Y combo if you're trying to be as optimal and altruistic as possible.