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    Forest Str SL 100 Build

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    Post by TheMeInTeam Mon Jul 08, 2013 10:36 am

    Let's see how the hive-mind can improve it big grin.

    http://mmdks.com/328t

    Reasoning:

    - I will be menu swapping 2h havel's shield buff.  IMO it's worth the 7 points to go from 27 to 34 to do it.  Pokes literally bouncing off in that exaggerated animation makes them more dangerous to do and the poise/defense doesn't exactly hurt.
    - I wanted anti magic, but also want a sweeping/dead angle weapon...not many available at 8 dex and/or that scale on pure str, so...
    - This is compensated by dropping magic barrier and using force; this should open some tick stabs on fishers/gankers (will probably menu swap hornet ring at times).
    - Great heal exerpt takes the place of humanity/divine blessing type healing.  I'm not going to spend significant time farming humanity, but the forest demands healing at times.  Stat-wise this isn't terribly expensive and so worth it IMO (10-15 heals is pretty lulzy in single player too, though not necessary could be useful in coop).
    - Mace was chosen for its stunlock capability but also solid str damage scaling/respectable weight.  43 end is just enough to allow midroll on FAP only.  This setup's poise is sufficiently sturdy that a well-timed 2h r1 spam could conceivably stunlock even a zwei/greatsword/great hammer user as long as he's below 100 poise, as I stand a good chance of landing 2 hits before them.
    - I used to think I needed ranged, but have noticed while tooling around in midroll full havel's with zwei that almost nobody can get away from me anyway (I've run down some ninja flippers trying to chug divine blessings lol).

    Some questions:

    1.  How good is the spell stoneplate ring?  Is it even worth my time, or should I just leave hornet ring on?  I could also go for cloranthy I suppose; extra stamina is always welcome.
    2.  Is there a better way to optimize this, assuming that I absolutely insist on at least 40 endurance and 34 strength?
    3.  Do you notice any glaring weaknesses that I'm missing?  I think force + havel buff cover the mace pretty well but maybe I'm forgetting something.
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    Post by RANT Mon Jul 08, 2013 11:03 am

    Looks solid to me, maybe get magic barrier instead of two heals since when you midroll you're probably not gonna be able to get away from most gankers to heal.  I personally like the reinforced club since it has infinite stunlock but the mace can get two or three hits in before they can roll away but it does have the highest ar of the smalls hammers.
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    Post by TheMeInTeam Mon Jul 08, 2013 11:13 am

    Looks solid to me, maybe get magic barrier instead of two heals since when you midroll you're probably not gonna be able to get away from most gankers to heal.

    I'll definitely buy magic barrier also.  I considered running it and might opt to do as you say.

    I wind up getting away from gankers (or killing one with some space) on midroll way more often than what I thought would happen...but using 2 great heals in an invasion is indeed not going to happen much regardless.

    However, can I stack MB with Havel's?  I thought both were self-buffs and thus wouldn't be stackable.  Unless the spell stoneplate ring sucks I'd generally prefer havel's since its impact on most of the light attacks is so dramatic.

    I thought mace and reinforced club had the same stunlock capability...AFAIK they have the same swing speed and poise break, although the reinforced club has bleed the mace hits a little harder...little functional difference in that regard but maces are cool lol.
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    Post by RANT Mon Jul 08, 2013 12:22 pm

    Mace awesome,  looks classy and since most gankers suck they won't be able to get out of your stunlock, even if its not infinite. Ime the stoneplate rings are not worth it, also not sure about the self buffs  working together but I can test it tonight if I can. What I would do is buff with havels thenswitch to mace and either equip cloranthy ring or wolf for even more poise and swap to rtsr when in low vit.
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    Post by TheMeInTeam Mon Jul 08, 2013 12:30 pm

    Well, like I said, I'm going to buy MB regardless (it's neither expensive nor difficult to access) so I can test it when I finish the build...though you're certainly welcome to test it earlier if you're just purely curious happy.

    Cloranthy or hornet would both probably be more useful than wolf on average.  With Havel buff I'm already well over 100 poise, and I really don't want to or have to eat 4 2h r1s from small weapons or 2 UGS hits without landing at least 2 blows first regardless...so wolf would rarely factor.  Cloranthy, hornet, and RTSR would all be factors much more frequently.


    Last edited by TheMeInTeam on Mon Jul 08, 2013 2:11 pm; edited 1 time in total
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    Post by ScottyDoesKnow Mon Jul 08, 2013 12:53 pm

    Fast roll, more hp, another spell slot: http://mmdks.com/32ac

    You won't get much love going giants/mask, but you won't get much love going full giants either.

    Edit: could also go the cosplay way http://mmdks.com/32ao
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    Post by TheMeInTeam Mon Jul 08, 2013 2:16 pm

    Fast roll is nice, but I don't like the 30 point dip in poise + trading a ring slot (havel's).  UGS 2h stun me (common ganker fare).  Things brings up an important question though:  with less base poise, will the havel buff still cause weapons to bounce off?  With the buff on, I'd still have over 75 poise I believe and so a fast roll build becomes a bit more plausible.

    I like the optimization @ 61 poise though.  It's a fair trade, depending on what you want/one's style.
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    Post by RANT Tue Jul 09, 2013 1:13 am

    even with zero poise your opponent's attacks will still bounce off, poise has nothing to do with it.
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    Post by StiffNipples Tue Jul 09, 2013 1:31 am

    Have you considered swapping the Mace for the Pickaxe? 
     
    Similar AR (10 points less) but you get dem thrust weapon counters.


    Oh it is 1 more weight unit though.
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    Post by TheMeInTeam Wed Jul 10, 2013 1:17 am

    StiffNipples wrote:Have you considered swapping the Mace for the Pickaxe? 
     
    Similar AR (10 points less) but you get dem thrust weapon counters.


    Oh it is 1 more weight unit though.

    I thought of it, but I just like the mace big grin.  I'd probably go for reinforced club for infinite stunlock if I didn't want to use the mace, though leo pickaxe was tempting.

    One thing I'm struggling with is the spacing for force.  It feels like I get BS'd if I wait too long, but if I go even 1/2 second earlier it doesn't even affect them.  Because of this, I'm struggling vs some gankers (though not all, slapping on hornet + backstabbing hurts, but often I can just catch them a little apart and beat on a guy, cause the poise break stun, and BS for a ton of damage).  On the other hand, because people like to get a ton of space sometimes, I can sneak a great heal excerpt surprisingly often even against people chugging blessings (killed a few of those, I save my "well, what is it" for those types...I don't mind healing (even flasks) but cmon man, don't abuse the 3rd party engines).

    I picked up 20 invasion wins (quite a few more kills) in about an hour and change...so pretty comparable to my zwei and pyro builds lately.  I won all but 2 1v1 battles but lost a good amount to gankers...probably finished significantly positive overall anyway which was a pleasant surprise.

    I really thought I could tickstab gankers with force but it isn't reliable (do get them sometimes and it's a GREAT changeup vs fishing).  I'm thinking of going to SL 120 and upgrading my faith, with sunlight blade, 2x WoG, and great heal (I bought all this stuff in NG and can get extras in + without much trouble).  At that point I can trade out hornet for sun's firstborn or lingering ring (though I don't have the int...hmm probably firstborn then) and put some teeth/scattering fear in the gankers, giving me some openings ffs.  SLB mace stunlock (often can hit 4x if 2nd hit stunlocks) is a near-death experience or a kill outright I bet so it would be fun to have that available.  I'd have 2 points left over with 4 attunement slots and 30 faith...hmm...maybe I'd push my 8 dex to 10 dex then or get the int for lingering on the buff.

    I ate a few parries, but not that many (maybe 2-3 across the entire period).  Mace is commonly thought of as easily parried, but that's only if you allow setup parries with r1 spam.  Most people think twice about it if you pivot bs or kick them instead.  While it doesn't infinite stunlock, 2 follow-up hits is very common (or 1 follow up + BS attempt).  Some thoughts on mace combat in general:

    - The build screams for high poise which I have.  IMO a lot of fighting is understanding the weapon matchups.  When a good opponent sees "full giants + mace", they know they can take maybe 1 and almost never 2 hits.  The key here is that almost nothing can effectively trade with a 2h mace in a poise race, and that makes how the opponent fights more predictable.

    - Most players who know what they're doing will look to poke, but they have to get the spacing JUST right, and I screw with it by fighting unlocked, sometimes running, and often punishing a poke + back roll with a running r1 (extremely dangerous if it can poise break them).  If havel's buff is active the poke recoil often turns it into a favorable trade for me haha.

    - As a result, the mace puts pressure on people to parry and BS fish, but it's actually pretty hard to BS fish and parry at the same time, and the mace isn't THAT slow, so unlocked beating on a strafe isn't too challenging...if they still try the BS they instead just hit me, effectively starting a trade they can't win because I'm hitting them too.  This often results in my 3-4 hits to their 1...pretty terrible for them.

    - If I can avoid being too predictable, I can make parries dicey too.  If someone blocks 1st hit or can poise tank it I usually vary my timing just slightly unless they're obviously BS fising, the screw with parry window.  The r2 is slow but it's similarly dangerous as it can wind up but then change aim direction unlocked.

    - Beating a SL 300+ guy in full havel's and a lightning resin katana with a SL 95 (missing 5 points in Vit as I finish leveling through invasions) is really satisfying happy.  He had enough poise to parry fish and got a partial on me, but that really cost him to not get that parry!

    O&S with just Solaire was a bit of a pain, not because it was hard but because after killing O my power within wore off and I was stuck smacking super S for ~450 or so, and he has a lot of HP.  I wonder if I can kill 4kings with just mace +15 and PW?  Probably if I don't get grabbed too much or have AoE spammed on me.  It was a joke in NG.  Nito and seath are too slow and BoC is the same on every NG, so I can grab more easy souls if I want them.

    Side question:  Are there any pure STR scaling weapons with a good sweeping attack off of r1 or r2?  I know the large club has one off the roll that can DA, but that's a smidge predictable and easy to dodge vs midroll.
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    Post by Animaaal Wed Jul 10, 2013 2:32 am

    TheMeInTeam wrote:...  Pokes literally bouncing off in that exaggerated animation makes them more dangerous to do and the poise/defense doesn't exactly hurt...

    I'd definitely fast roll if I was using Havel's Shield buff, prolly dragonbro.

    As far as Havel's buff itself, it only gives you a poise boost, it does nothing for your defenses.

    As far as how much poise...Rynn...orrrrrr......Rosie????...one of them did a thread on it.  If I remember right, the final poise number was something ridiculous like 120 or something.

    ***edit***

    I didn't read it all ( I distinctly remember reading something Rynn or Rosie was doing, eh oh well) but this should tell you anything you wanna know about it.

    Notes on Havel's Greatshield Special Ability
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    Post by StiffNipples Wed Jul 10, 2013 3:20 am

    I've seen a vid of it used by a Dragon Form guy menu swapping it, it's really effective. Almost like Iron Flesh without the slowness. I think you only get two casts before it breaks though.

    It's a pretty cool trick though, I plan on using it on the Dragonbro I'm currently leveling up.
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    Post by TheMeInTeam Wed Jul 10, 2013 1:08 pm

    I see; nevertheless it's obnoxious for poking weapons and that makes it an extremely useful complement to the mace, as those weapons are the strongest class against it.

    Once one is at target SL you really don't have much use for souls anyway, so repair powders and simply repairing at the bonfire are a drop in the bucket in terms of cost.  Really its only weakness is spawning right into gankers who then won't let you use it...but that's why I'm considering picking up WoG lol.

    Havel buff + sunlight blade would make the build quite formidable IMO.
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    Post by StiffNipples Wed Jul 10, 2013 7:54 pm

    If you have the shield equiped when you spawn in a gank fest at least you have the best shield in the game equipped big grin
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    Post by TheMeInTeam Wed Jul 10, 2013 7:56 pm

    That's only true if you can actually do anything back lol.  While I'm using it I'm fat rolling with only a shield bash available ^_^.
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    Post by StiffNipples Wed Jul 10, 2013 8:22 pm

    Main hand: Havels Shield
    Off hand: WotG

    ?


    You can still menu swap to a weapon, it just gives you the ability to block anything they throw at you on spawn, which is a pretty good advantage when you're really just using the the shield for it's buff.
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    Post by TheMeInTeam Wed Jul 10, 2013 8:35 pm

    True, once I'm SL 120 it will be different big grin.  Right now, however, it's force or great heal (havel buff won't stack with MB and spells are rarely the issue for this build).
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    Post by Rynn Wed Jul 10, 2013 10:12 pm

    The poise value given to me was rather mysterious. It seems to be enough poise that -nothing- staggers you in 1 hit anymore with Havels gear on. Even dragonslayer arrows.

    That's all I know. Good shield, I should use it more.
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    Post by TheMeInTeam Thu Jul 11, 2013 1:53 am

    The str requirement is really oppressive unless you're going to 120 though, and even then it hurts a bit.  IMO most str weapons aren't exactly amazing enough 1h to merit the extra investment, but I admittedly haven't used all of them extensively yet.

    I continue to do well (though not perfectly) in 1v1 with this build, and continue to struggle with gankers (I think gankers will be hell for me until I get 30 faith or bother to build a zwei I can slap on).  Most of my 1v1 losses I could point to very specific errors I made that, had I not made them, I'd have won even though I was out-level'd.  There were a few exceptions where people I invaded were just so far beyond in levels they were fast rolling with 3 havels pieces, using DMB and dark magic, etc while still taking sub-300 damage/hit from my 2h mace.  Pretty rough.

    I invaded into what must have been a FC multiple times.  That host was really serious about not fighting, and we're talking ~50,000 souls per kill on the reds (SL 120-125 or so) so the level range fit.  Since he didn't want to fight I crashed the party for a bit, killing a red, getting killed by the next red, then invading in again and killing 2 more reds before the host asked me to BC out.

    Some of these fights were close, but others were literally "unbuffed mace --> 2 hits with 2nd stunning --> 1 more hit --> stagger BS", and surprisingly this killed a few 120's outright.  Maybe the host didn't like my hornet ring big grin.  No worries, once I have miracles I'll probably run steel prot or 1st born since they'll be better on average.  Steel protection is already lulzy in 1v1's.  People say armor doesn't matter much here, but on relatively low AR stuff like unbuffed katanas/straight swords/curved swords hitting full giants +5 and steel protection their damage is indeed awful, and trying to r1 spam to bleed a 2h mace is a bad idea happy.
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    Post by Animaaal Thu Jul 11, 2013 3:22 am

    Man, there's a lot going on here so sorry if I don't address some of your concerns.

    *I'm also not really sure what was going on with the spell ring in your build.

    Here's what I would do with Havel's Shield in the forest:  I spit fire too!

    -Swap out Havel's for Demon's Spear immediately of course.

    -I'd imagine that at 40 dex, with the Hornet's, the DST, and a dragon buff your backstabs would have some GREAT damage output.

    -At 40 vit, 34 str, and 40 dex, there's really nothing else to invest in so the extra points are there simply to give more stamina.  It only has 40 vit to give to room for "mistakes".

    -The Black Knight Shield is only there for the OH SH1T moments, and because you have the room, could easily choose something else.

    -The DWGR is there to lessen the OH SH1T moments (like it should) and to give you an obvious edge on the bs dance.

    -Tempest could work well with the Havel's buff...situational of course.

    -Black Flame x's 2 into a backstab is of course an awesome move, and at 40 dex, you'll see a noticeable casting time reduction.  Heck, might even go with 45 dex and less vit.  At 40 dex though, you'll struggle sometimes with the kick combustion combo from what I hear.

    -The Demon's Spear is by far one of the best quality weapons available (available period imo) and let's you kite when you feel you need to be more catious with your lack of defense/HP.  The DWGR will also assist with this of course.

    ***Again, this is just what I would do.  You seemed pretty content earlier in the thread to mid-roll, just not my preference.  Actually, the best mid-roller/tanks are Mage imo.


    ***EDIT***

    NVM. No, the spell ring sucks.
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    Post by TheMeInTeam Thu Jul 11, 2013 11:12 am

    No, the spell ring sucks.

    I figured this out pretty quickly hehe.  Steel protection is legit useful against non-buff fast weapons though when paired with giant's.  I basically hit lightly armored builds for nearly double as much as they can hit me with a katana unless they buff it.  I will probably start carrying magic barrier again for that, at least until I get the cheese weasel 6 WoG casts, sunlight blade, and great heal lol.

    I really don't mind mid-rolling, and rather enjoy what the other guy knowing I will always win a poise race does to their options.  Fighting spear flippers is really interesting with a 2h mace.  Sometimes I'll just lock + block and kick them if they strafe fish.  Often, however, I'll still 2h and run at them if they have <53 poise.  They have to flip to one side or backwards (other way risks a pivot stab too much due to how I approach), and I can often land a running r1 on that after the flip.  Occasionally, however, they'll try a follow up stab (especially buffed spears do this) and then I'll just BS.  If their spacing is off even a little bit and they're 2h the spear I'll just club them twice into stunlock since there is literally 0 parry threat at that point.

    IMO the big problem with midroll is ganks.  To midroll vs ganks you absolutely HAVE to have something that counter-balances its weaknesses to them (spells can help as you say).  With the zwei I would just dead angle; gankers who are too close to each other will often both get caught.  With the mace or other non-big-sweep weapons it doesn't work that way.  I don't have any problems with spells.  I died to beads once in two days and that's because i mis-timed it.  WoG is only problematic from gankers while midrolling, because the 2nd guy can BS you out of the roll if he's too close, and with the mace he can get close and I can't stunlock/pound on him due to WoG stun.  This is why I think having WoG (and sunlight blade) myself will be very powerful; it doesn't just hurt them a lot, it creates separation.

    Black Flame x's 2 into a backstab is of course an awesome move

    happy.  This is pretty much what I'm doing with the mace.  Smack smack stun --> BS.  With hornets, sunlight buff, or both that is an obnoxious amount of damage off 27 str (or in my case 34 for havel's).  That's apparently not popular hehe.  I can't wait for 30 faith!

     
    It seems to be enough poise that -nothing- staggers you in 1 hit anymore with Havels gear on. Even dragonslayer arrows.



    "Nothing" including WoG?  If that were true it'd have some very useful implications, and not just vs forest ganks.
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    Post by TheMeInTeam Fri Jul 12, 2013 11:12 am

    Alright, I've come up with one that should handle ganks and spear flips better:

    http://mmdks.com/3498

    - Carries chaos Rapier +5 also, for some fun BS.  Also carries tower kite shield for those dragonslayer spear guys who want to poke + roll back, to use with rapier.
    - Magic barrier is for enemy buff builds and obvious casters; I'm too lazy to farm lightning resin myself but I'll probably use spare souls on charcoal resin.
    - We're going "full tryhard" here with the poise/weight setup and reinforced club's ability to stunlock and/or build up bleed (IMO one of the more plausible bleed weapons simply because the stunlock or forced toggle-escape might coincide with bleed, making it impossible to roll through)
    - At fast roll, stunlock into BS is a bit easier to execute
    - I wasn't using force much anyway.  Vs big gank squads I'll be using ninja roll to get away and make chasm jumps etc, harassing with the bow or fishing with the rapier.
    - The one concession I'm making bigtime here is defense.  This has nothing on my mid-roll defense, although the poise is still amusing.  My logic here is that vs things I don't mind poise racing, I'll still win trades via extra hits, but otherwise I'll be avoiding them more consistently.  I can't see a way to maintain this poise and increase defense much without very heavy stat investment.

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