Hit-and-run tactics

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    cloudyeki
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    Hit-and-run tactics

    Post by cloudyeki on Sun Sep 09, 2012 3:44 am

    During the Archive's war today I discovered a suitable dead angle tactic for the great scythe. It only works in low lock-on areas (duke's and dark londo) but essentially it involves keeping a running pace and striking with a running r1 or 2hr2 combo or jumping attack and then getting away to gather stamina to repeat. Goes through shields, and you'll only get BS'd by missing the first hit of the 2hr2.

    Very stamina heavy, but even with just the crest shield all you need is a few paces to walk it out and go for another hit. Works well against turtles and str weapons.

    Thoughts on this style? The only weak spots I've had are the easily punishable first r2 swings.

    Edit: what I'd imagine a build made purely around this would look like. Ali BaBa the coke fiend


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    Re: Hit-and-run tactics

    Post by Jovias-86 on Sun Sep 09, 2012 4:21 am

    I added PW to the build... Should be fun winking

    http://tinyurl.com/989un9y


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    Re: Hit-and-run tactics

    Post by cloudyeki on Sun Sep 09, 2012 4:25 am

    Never liked PW. When I fight against guys who use it I just kite them and use arrows.

    Maybe it'd work in dark londo since locking on is just such a bad idea, but I'd feel they'd just run away instead of standing around why I'm running around til they realize I'm hitting them through there shield.


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    Re: Hit-and-run tactics

    Post by Spurgun on Sun Sep 09, 2012 4:26 am

    This is pretty much the only tactic i use with the scythe, and it works really well. especially when you fight unlocked.
    I use the run attacks more than the r2 though, mostly because it's harder to punish them.

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    Re: Hit-and-run tactics

    Post by Spurgun on Sun Sep 09, 2012 4:27 am

    And i agree with PW, i don't want to lose life over the whole fight while you can just hit me once and turtle/dodge the rest of the fight. The damage boost isn't worth it for me.
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    Re: Hit-and-run tactics

    Post by Jovias-86 on Sun Sep 09, 2012 4:28 am

    Yeah the run attack if timed well spells disaster...

    No worries Eki... Your build looks perfect if you dont like PW winking


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    Re: Hit-and-run tactics

    Post by cloudyeki on Sun Sep 09, 2012 4:38 am

    Flattery gets you everywhere Jov. I can't wait for the dlc to hit to try to kill 3 crazy people at once with a few r2s.


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    Re: Hit-and-run tactics

    Post by Jovias-86 on Sun Sep 09, 2012 5:43 am

    Hahah... I managed to OHKO a host and phantom last night in 1 hit... With my 55 winking
    They were not full on HP though... What a feeling... lol


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    Re: Hit-and-run tactics

    Post by Rifter7 on Sun Sep 09, 2012 5:49 am

    rapiers are good for strafing dash r1's too. if they get in your face you have more options and you're counters, ripostes and backstabs are lethal.

    you lose your dead angles and are vulnerable to them, and you technically lose a lot of damage too.

    maybe consider throwing one in your offhand...


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    Re: Hit-and-run tactics

    Post by tofucactaur on Sun Sep 09, 2012 7:39 am

    I use this attack allot, I would recommend having some poise at least, I think you could easily be stopped in your tracks with none while using this tactic.....
    this is my current build....
    http://tinyurl.com/8sf9qbo
    i chomp grass for stamina regen....
    combo i use is running 2h R1 followed by 2h r2....can rinse and repeat, or go with a followup R2


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