Magic divine weapons

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    DarkGerald
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    Magic divine weapons

    Post by DarkGerald on Sun Oct 20, 2013 1:15 pm

    is there a way to get a divine weapon which scales with INT? As I have str and dex on my Sorc just around 16 I do almost no damage with a maxed out divine winged spear or long sword, INT on the other hand is @50 and that would certainly help in the catacombs winking
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    Soul of Stray Demon
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    Re: Magic divine weapons

    Post by Soul of Stray Demon on Sun Oct 20, 2013 1:30 pm

    Um, technically the Greatsword of Artorias does. It has a divine modifier and has scaling with int. But I'm assuming you wouldn't have the stats (Of str, dex, and fai) to even use it in the first place.

    Otherwise no, there is no way to do that.

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    Re: Magic divine weapons

    Post by DarkGerald on Sun Oct 20, 2013 2:45 pm

    thank you for the quick reply, I thought so but I wanted to be sure that I didn't miss anything. Guess I'll keep shortcutting the Catacombs with the Sorc then... sad


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    Re: Magic divine weapons

    Post by AnCapaillMor on Sun Oct 20, 2013 5:37 pm

    Just rush and take out the monk dudes, when they're alive they revive the skellies. Get the compound bow and get it to enchanted. and you can snipe most of the monks quite easily before the skellies get you. You only need divine to stop the monks reviving the skellies. Another thing to do is kick them off the edges. Nito is another problem though.


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    Re: Magic divine weapons

    Post by Soul of Stray Demon on Sun Oct 20, 2013 5:58 pm

    Divine Crossbow, has no scaling. So it's at max damage the whole time.

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    Re: Magic divine weapons

    Post by DarkGerald on Mon Oct 21, 2013 4:36 am

    Yeah Nito is a particular pane in the ***, my tactics for him right now is ignoring the skeletons all together, run to the far right, run back to Nito and CSP him down. This way the skeletons are following me around the hall and when I'm near Nito, he swipes them away for me big grin
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    Re: Magic divine weapons

    Post by Green__Eagle on Mon Oct 21, 2013 9:00 am

    If you wear the fog ring and the slumbering dragoncrest ring, the skeletons won't see or hear you, but Nito will. Here's video proof:

    Stealth for Nito Boss Fight


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    Re: Magic divine weapons

    Post by TheMeInTeam on Mon Oct 21, 2013 2:15 pm

    Yeah the divine xbow suggestion is an excellent one; pretty much anybody can use it, does solid damage on skeletons and will drop them for good.

    Unless you're deep into NG+ you can just undo the occult club in AL into divine +5 and beat down skeletons with it.  It's pretty easy despite bad/no investment in faith because one hit will knock the skeletons apart briefly, and once they're gone they're gone for good.


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    Re: Magic divine weapons

    Post by PhlyingDutchman on Mon Oct 21, 2013 6:14 pm

    Remember that only the killing blow has to be Divine to keep them down, so if you can figure out what weapon you have that that will almost kill them in one or two hits, you can swap to a weak Divine weapon for the kill.

    Not that I recommend it, but I actually used Astora's straight sword the other day when I didn't have the faith to use it to clear the catacombs. Its magic AR was approximately 8 after the downscaling, but it still had 100ish physical AR. I think using an actual "Divine" modified weapon would be far easier, since you wouldn't get the insufficient-stats "bounce off" animation with every connected swing, but Astora's straight sword was available right at the beginning of the game with the master key and no green titanite. Also, ripostes and backstabs are not subject to the animation penalty.

    All said, though, rushing or sniping the necromancer dudes is the way to go.

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