Hey guys while I'm waiting to be approved to edit the wiki page and add my build, was wondering if you guys would look it over and see if I left any critical information missing or comments and criticisms.. I think its rather long so just thumb over it you have to. Thanks.
Introduction: This build is fairly versatile allowing you to fight melee or use your arsenal of spells to your advantage. This is NOT a defensive build, it is very aggresive and offensively oriented, with very high damage output. This build uses Crystal Magic Weapon (CMW) as its primary spell, due to the huge damage output it increases, but your spells will also hit just as hard. Because of the builds reliance on spell casts alike, it is advised to be preferably an invading build, as a host you are limited to a few battles before you are at a severe disatvantage.
Starting Class - Pyromancer
SL : 123-126
Stats :
*31 strength will be explained later on in the weapons section.
Spells breakdown : Depending on whether you choose to stay 123 or go 126 you will have either have 4 spell slots or 5. If you don't plan on beating NG+ then stick with 4. It is a necessity that you get the Tin Crystallization Catalyst from hollow Big Hat Logan, it increases your spell damage drastically, but halves your spell casts. Your spell layout will be as follows. This is also up to your playstyle feel free to add in any spells you like or prefer.
Crystal Homing Soul Mass (CHSM) : Good for on the defensive, when you need to recast CMW or eat a green blossom. Also useful when taking on multiple enemies. Play around with it and figure out how this spell best suits you. Remember they fire off when your target is in front of you and in range, no matter whether you are locked-on or not.
Crystal Soul Spear (CSS) : Very powerful spell, will 1 shot many players who have low VIT or dont wear Ring of F&P. Sometimes hard to get to land but good to use when they try to heal, as it will do significant damage. If you choose to go SL 126 (recommended) and do NG+ you will get 2 of these spells giving you a total of 4 casts.
Soul Spear (SS) : Still a powerful spell but lacks some of the punch CSS does. If you do NG+ be sure to replace this with another casting of CSS.
Crystal Magic Weapon (CMW) : Hands down the most important spell in your arsenal. With the high intillect and crystallization catalyst, this will almost double your damage output. I recommend going NG+ and SL 126 to make room for another spell cast of this. With 2 spells you get a total of 6 casts (3 with crystallization catalyst) so you don't have to worry about running out in an invasion. If you only have 1 of this spell it will only give you 1 casting of CMW (You can get a second by switching to a weaker catalyst will be explained later on). Remember this can only be used on standard weapons (upgrade paths of regular titanite) and the dragon weapons
Weapon Choices : There are multiple possible weapon choices depending on your playstyle. I will give you a list of possible choices, but will explain more in detail the ones I prefer because I have experience (and stat descriptions) with them. ** The 31 strength stat is because Man Serpent Greatsword and Zweihander both have a strength requirement of 24, after 31 strength they stop gaining multiple attack rating points and only gain 1-2 per strength stat added (WHEN 2 Handed - 1 Handed is a different story), making the further points in intillect giving better damage increase via Magic Adjust.
Man Serpent Greatsword +15 : My personal favorite for its versatility and decent weapon speed. After CMW applied it comes out to 919 AR.
Zweihander +15 : Very slow but powerful weapon and useful for its stun lock. After CMW it comes out to 925 AR.
Great Club +15
Demon Great Axe +15
Demon Great Machete +15
Alternative Weapons:
If you only go 123 and have only 1 cast of CMW you may choose to select an alternative weapon (I don't but its preference)
Choices are really these listed about in lightning/fire/chaos path or a Moonlight Greatsword+5
Armor: I believe it is very important to use Crown of Dusk as the head piece (for the magic increase along with light weight), and would not recommend switching it. In my experience never go below 55 poise. Which means you will be mixing heavy armor with light. If you are fighting an ultra-weapon user such as zweihander, you should wear armor boosting you to 76 poise to keep from being stunlocked immediately. An example of 55 poise and 76 poise with Crown of Dusk equipped. You should also always stay below 50% equip load and both these armor setups with 40 END will.
56 poise:
Head: Crown of Dusk
Chest: Giants +5
Legs: Xanthous Waistcloth +5 (Or anything you prefer visually that is light weight since this does not add poise)
Gloves: Giants +5
This is your usual get up but you can change it as you like. With this and 99 humanity I have over 400 defense and below 50% equip. Some other good armors are Elite Knight +10, Smoughs, Havels, just make sure you get the poise.
76 poise:
Head: Crown of Dusk
Chest: Havel's
Legs: Havel's
Gloves: Gauntlets of the Channeler's (Or Eastern Gauntlets+5)
This is when you are fighting big sword baddies, and don't want to get stun-locked to death. Remember no matter what their endurance is with 2 handed R1 swings they will only have 4 swings maximum before they run out of Stamina. This will also give you less than 50% equipment burden if set up properly.
Ring Options : The only 2 rings I recommend are Dark Wood Grain Ring ( Ninja Ring ) And Ring of Favor & Protection. You could swap out one for bellowing dragoncrest if you really prefer the caster side, or hornet ring if you are one of the backstabbing bastards. The choice is yours. This all depends on your playstyle
Introduction: This build is fairly versatile allowing you to fight melee or use your arsenal of spells to your advantage. This is NOT a defensive build, it is very aggresive and offensively oriented, with very high damage output. This build uses Crystal Magic Weapon (CMW) as its primary spell, due to the huge damage output it increases, but your spells will also hit just as hard. Because of the builds reliance on spell casts alike, it is advised to be preferably an invading build, as a host you are limited to a few battles before you are at a severe disatvantage.
- I am on the PS3, if you have any questions send me a message, I'd be happy to explain. My PSN - Purplebuds
Starting Class - Pyromancer
SL : 123-126
Stats :
SL: | 123 - 126 |
VIT: | 45 |
ATT: | 16 / 19 |
END: | 40 |
STR: | 31 |
DEX: | 10 |
RES: | 12 |
INT: | 44 |
FAI: | 8 |
Spells breakdown : Depending on whether you choose to stay 123 or go 126 you will have either have 4 spell slots or 5. If you don't plan on beating NG+ then stick with 4. It is a necessity that you get the Tin Crystallization Catalyst from hollow Big Hat Logan, it increases your spell damage drastically, but halves your spell casts. Your spell layout will be as follows. This is also up to your playstyle feel free to add in any spells you like or prefer.
Crystal Homing Soul Mass (CHSM) : Good for on the defensive, when you need to recast CMW or eat a green blossom. Also useful when taking on multiple enemies. Play around with it and figure out how this spell best suits you. Remember they fire off when your target is in front of you and in range, no matter whether you are locked-on or not.
Crystal Soul Spear (CSS) : Very powerful spell, will 1 shot many players who have low VIT or dont wear Ring of F&P. Sometimes hard to get to land but good to use when they try to heal, as it will do significant damage. If you choose to go SL 126 (recommended) and do NG+ you will get 2 of these spells giving you a total of 4 casts.
Soul Spear (SS) : Still a powerful spell but lacks some of the punch CSS does. If you do NG+ be sure to replace this with another casting of CSS.
Crystal Magic Weapon (CMW) : Hands down the most important spell in your arsenal. With the high intillect and crystallization catalyst, this will almost double your damage output. I recommend going NG+ and SL 126 to make room for another spell cast of this. With 2 spells you get a total of 6 casts (3 with crystallization catalyst) so you don't have to worry about running out in an invasion. If you only have 1 of this spell it will only give you 1 casting of CMW (You can get a second by switching to a weaker catalyst will be explained later on). Remember this can only be used on standard weapons (upgrade paths of regular titanite) and the dragon weapons
Weapon Choices : There are multiple possible weapon choices depending on your playstyle. I will give you a list of possible choices, but will explain more in detail the ones I prefer because I have experience (and stat descriptions) with them. ** The 31 strength stat is because Man Serpent Greatsword and Zweihander both have a strength requirement of 24, after 31 strength they stop gaining multiple attack rating points and only gain 1-2 per strength stat added (WHEN 2 Handed - 1 Handed is a different story), making the further points in intillect giving better damage increase via Magic Adjust.
Man Serpent Greatsword +15 : My personal favorite for its versatility and decent weapon speed. After CMW applied it comes out to 919 AR.
Zweihander +15 : Very slow but powerful weapon and useful for its stun lock. After CMW it comes out to 925 AR.
Great Club +15
Demon Great Axe +15
Demon Great Machete +15
- If you choose to go with these last 3 you will need to adjust the build to your liking to make room for the higher STR required and damage added from param bonuses. These stats are based around MSGS/Zweihander
Alternative Weapons:
If you only go 123 and have only 1 cast of CMW you may choose to select an alternative weapon (I don't but its preference)
Choices are really these listed about in lightning/fire/chaos path or a Moonlight Greatsword+5
- If you are only going SL 123 with 16 ATT I suggest in left hand having the Tin Crystallization Catalyst and a different catalyst as the swap out so you can squeeze out an extra (but weaker) casting of CMW - choices are yours but I would pick Oolacile Ivory Catalyst due to it weighing only 0.5
Armor: I believe it is very important to use Crown of Dusk as the head piece (for the magic increase along with light weight), and would not recommend switching it. In my experience never go below 55 poise. Which means you will be mixing heavy armor with light. If you are fighting an ultra-weapon user such as zweihander, you should wear armor boosting you to 76 poise to keep from being stunlocked immediately. An example of 55 poise and 76 poise with Crown of Dusk equipped. You should also always stay below 50% equip load and both these armor setups with 40 END will.
56 poise:
Head: Crown of Dusk
Chest: Giants +5
Legs: Xanthous Waistcloth +5 (Or anything you prefer visually that is light weight since this does not add poise)
Gloves: Giants +5
This is your usual get up but you can change it as you like. With this and 99 humanity I have over 400 defense and below 50% equip. Some other good armors are Elite Knight +10, Smoughs, Havels, just make sure you get the poise.
76 poise:
Head: Crown of Dusk
Chest: Havel's
Legs: Havel's
Gloves: Gauntlets of the Channeler's (Or Eastern Gauntlets+5)
This is when you are fighting big sword baddies, and don't want to get stun-locked to death. Remember no matter what their endurance is with 2 handed R1 swings they will only have 4 swings maximum before they run out of Stamina. This will also give you less than 50% equipment burden if set up properly.
Ring Options : The only 2 rings I recommend are Dark Wood Grain Ring ( Ninja Ring ) And Ring of Favor & Protection. You could swap out one for bellowing dragoncrest if you really prefer the caster side, or hornet ring if you are one of the backstabbing bastards. The choice is yours. This all depends on your playstyle