by Seignar Wed Sep 11, 2013 9:10 pm
TL;WNR
Use Havel's Greatshield and/or Strong Magic Shield (as back-up, or you can slap it on top of Havel's). There is no greater force in the game that can penetrate those, except Shotel. Anyways:
1) Melee: Get Havel's Greatshield and a spear and cautiously poke to death.
2) Magic: Strong Magic Shield and survive the onslaught (Read as: Wait it out. Cause you don't survive, you only live)
3) Mixed: Strong Magic Shield, get a spear and poke them vigorously to death!
Option 3 is recommended as it is the best response and the minimal requirement for this tactic is:
a) 11 STR (Which mostly everyone has)
b) 10 DEX
c) 10 ATT (Which costs you nearly nothing)
d) 15 INT (Which has other benefits such as supportive magic (and buffs) that can be used even by dedicated Melee builds)
(This amounts to as much as 10 level up points [for Bandit] and 6 points for Warrior [the optimal choice for melee builds]. In addition, this investment allows the use of the Great Magic Weapon buff, for 3 consecutive AR bonuses of 198 [that's a free buff that is 32% stronger than Gold Pine Resin])
If you want the long, boring and almost disorganized version, read below:
____________________________________
There is little in the ways of dealing with this without magic, but I will try to help:
I will assume we are dealing with an opponent who is using all of these simultaneously and we will assume the worst case scenario that is you being unable to escape it (because you're backed against a wall or got caught in it). First, we will go through all Melee answers:
1) Backstab. There is a 1 second delay before you can no longer move, so if worse comes to worst, proceed to unlock and try to do a precise backstab in less than a second (by running towards them [works better if you managed to provoke them to run towards you]). It is dangerous and difficult and it is a last resort.
2) Shielding. The following shields are good for blocking out all sorts of Magic Damage: Havel's Greatshield, Stone Greatshield and Cleansing Greatshield (DLC only). The priority goes to Havel's Shield which has the 2nd highest stability, highest magic reduction and offers a variety of protection against other damage types (like pyromancy).
The following shields are good for taking 1 barrage of magic. These shields are not as effective as the greatshields listed, but they are considerably lighter and a bit more practical for serious non-turtling fighting: Mag. Caduceus Rd. Shield +10 (Magic Caduceus Round Shield +10), Crystal Ring Shield and Crest Shield. Priority goes to the Crest Shield for having higher all-round statistics save for weight and lightning reduction.
3) Dragon Roar. The Dragon Roar from the Dragon Torso Stone grants definite stagger and redirects magic, but it requires precise timing to perform.
4) Silver Pendant (DLC only). Specifically made to counter Dark Magic, it works better than the Dragon Roar.
5) Stone Greatsword. It performs a TWoP effect on its 2H strong attack. Fight fire with fire. In order to make up for initial distance, you can perform a jump attack and hope you land it.
6) Play keep away (Melee). Greatbows and the special attacks of most weapons are good keep away because they stagger a lot and hit a good distance away. Greatbows in particular are good if you're cornered, as you can maintain them at a farther distance.
Now, we covered all of the melee strategies, we can go into the magic category:
1) Strong Magic Shield, this is your first and best answer! Strong Magic Shield will take any shield, increase all of its damage reductions to 100% and give to 40 stability. This means it will make you an impenetrable guard if your shield has at least 60 stability for 15 seconds (vs TWoP's 10 seconds) or 23 if you have Lingering Dragoncrest Ring. Also, the best part is that this move only has a requirement of 15 INT (meaning you don't have to have a magic build to use it; it's free!)
2) Great Magic Barrier. Your second best option is to use this. Listen closely, it magic incoming AR by 90%, meaning you reduced the damage by 90% before it even accounted your defenses or your shield's reduction values (this means that with the right set-up, you can reduce the damage by over 99%!). Too good to be true? Yeah, it is. The drawback is that it takes a long time to cast, so if you get jumped, you're dead! Otherwise, you may proceed to LEEEEEEEERRRRROOOOOOOYYYYYYYY JEEEEENKIIIIIIIIIIIIIINSSSSS your way too them...
3) Vow of Silence. The absolute counter next to Strong Magic Shield. It prevents casting for an extended period (so it protects against further moves after TWoP ends) which will save you from all but the Pursuers. Again, sadly, its weakspot is its cast time.
4) Hidden Body. This is a partial counter, but nevertheless, just as easy to use as Strong Magic Shield. When using Hidden Body, Pursuers will not go off, which saves you that attack, but you still must deal with all other moves. Considering its casting time, you will have to resort to melee counters aftwerwards.
5) Play keep away (Magic). Force, Wrath of the Gods, Fire Tempest and Gravelord Sword dances are all good keep away moves due to their range and reflection ability.
6) WE WILL DIE TOGETHER! If all else fails, cast Karmic Justice and don't give them the pleasure of victory. There are many hits in those spells that will cause the move to set off and deal giant damage.