Let's start with the obvious: anti-magic spells
SORCERIES
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Magic Shield - Requires 10 int. Raises shield magic defense by 30%, up to a maximum of 90%
Strong Magic Shield - Requires 15 int. Raises all resistances to 100%
CONS: Only lasts for 15 seconds
TIPS: Using magic/strong magic shield on Dark Hand will not change it's appearance.
Requires testing: Shields may not have their appearance change if under the effect of Ring of Fog or Hidden body
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Hidden Body - Requires 14 int. Lowers lock on range and almost completely stops Pursuers/homing soul mass from ever firing.
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MIRACLES
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Force/Wrath of Gods - Requires 12/28 Faith. When timed correctly, the spells can deflect incoming sorceries.
Cons: Lag.
Tips: Simlar effects: Dragon Roar
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Magic Barrier/Great Magic Barrier - Requires 14 faith/24 faith. Reduces Magic damage by 70/90%.
Tips: Lasts pretty long. Allows you to double hand you weapon and just charge through crystal soul spears without having to worry at all. Even the normal Magic Barrier is a godsend against magic.
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Vow of Silence - Requires 30 faith. People can't cast any spells as long as it's active and they're close enough to you.
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Those are all the spells. Now for you non-magic people who are struggling against magic, it's not all about getting a shield with high magic defense and trying to fight them like normal. You have to play by a certain mindset.
It's simple. Whenever you see someone pull out a catalyst/flame/talisman, go on the defensive. The Achilles heel to magic users is that their spells run out. As soon as you know they can cast spells, your goal should switch from "Kill this person" to "Dodge this person's magic". The only time you should attack is if you're baiting them into casting more. I'm not kidding when I say that everytime I fight a magic user, the fight always turns into a game of waiting and rolling. I never attack unless he either puts the catalyst/flame/talisman away, or he went for so long without casting a spell that I can be sure that he doesn't have any more.
Once the magic runs out is when the real fight begins.
SORCERIES
~~~~~~~~~~~~~~
Magic Shield - Requires 10 int. Raises shield magic defense by 30%, up to a maximum of 90%
Strong Magic Shield - Requires 15 int. Raises all resistances to 100%
CONS: Only lasts for 15 seconds
TIPS: Using magic/strong magic shield on Dark Hand will not change it's appearance.
Requires testing: Shields may not have their appearance change if under the effect of Ring of Fog or Hidden body
~~~~~~~~~~~~~~
Hidden Body - Requires 14 int. Lowers lock on range and almost completely stops Pursuers/homing soul mass from ever firing.
~~~~~~~~~~~~~~
MIRACLES
~~~~~~~~~~~~~~
Force/Wrath of Gods - Requires 12/28 Faith. When timed correctly, the spells can deflect incoming sorceries.
Cons: Lag.
Tips: Simlar effects: Dragon Roar
~~~~~~~~~~~~~~
Magic Barrier/Great Magic Barrier - Requires 14 faith/24 faith. Reduces Magic damage by 70/90%.
Tips: Lasts pretty long. Allows you to double hand you weapon and just charge through crystal soul spears without having to worry at all. Even the normal Magic Barrier is a godsend against magic.
~~~~~~~~~~~~~~
Vow of Silence - Requires 30 faith. People can't cast any spells as long as it's active and they're close enough to you.
~~~~~~~~~~~~~~
Those are all the spells. Now for you non-magic people who are struggling against magic, it's not all about getting a shield with high magic defense and trying to fight them like normal. You have to play by a certain mindset.
It's simple. Whenever you see someone pull out a catalyst/flame/talisman, go on the defensive. The Achilles heel to magic users is that their spells run out. As soon as you know they can cast spells, your goal should switch from "Kill this person" to "Dodge this person's magic". The only time you should attack is if you're baiting them into casting more. I'm not kidding when I say that everytime I fight a magic user, the fight always turns into a game of waiting and rolling. I never attack unless he either puts the catalyst/flame/talisman away, or he went for so long without casting a spell that I can be sure that he doesn't have any more.
Once the magic runs out is when the real fight begins.