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    Countering TWOP

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    Post by Revoltage Mon Apr 23, 2012 5:07 pm

    I've been killed quite a few times as an invader by a host with phantoms that used this miracle. My initial reaction to being twop'd is to roll and dodge their attacks, which obviously doesnt work......

    Assuming that I dont manage to escape the range of twop, what are the best ways to counter being attacked/wog spammed/backstabbed while affected by it?

    I know it will be different if you have the ability to cast wog, but what about a dex build? Should I try to parry? I was also thinking of attuning fire tempest as a possible way to make distance and force people to back off.

    What do you do when you get twop'd?
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    Post by Forum Pirate Mon Apr 23, 2012 5:10 pm

    Whats your build/ how are you geared, my strategies vary greatly.
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    Post by Revoltage Mon Apr 23, 2012 5:27 pm

    I have 45 dex with 50 vit. I'm usually using the balder side sword/glgs in the right hand, uchi/silver knight spear in the left. If I have to, I quick switch my weapons to a shield or pyro flame if i need to.

    As for armor, I usually have zero poise.....
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    Post by BLA1NE Mon Apr 23, 2012 5:51 pm

    Ah... 0 poise is a problem. You can't really parry, because the 3 of them will inevitably find their way to your back. And even if they don't backstab you, you'll get stun-locked to death immediately.

    Best tactic I can think of is Chaos Storm. Pyro doesn't scale with anything, so invest in an Ascended Glove +5 and you're laughing--all you need are 2 attunment slots and it's a solid TWoP defense. Only it would help greatly if you had some poise, so you don't get staggered while trying to cast it...


    Edit: Oh, but your dex will be great for casting Chaos Storm!


    Last edited by BLA1NE on Mon Apr 23, 2012 5:59 pm; edited 1 time in total
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    Post by WyrmHero Mon Apr 23, 2012 5:53 pm

    And dex weapons don't help either. I was once attacked by a mask+giants TWoP caster. I couldn't move, but I had my GLGS, and somehow stunlocked him to death.
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    Post by Forum Pirate Mon Apr 23, 2012 6:04 pm

    If you're wog spammed, turtleing with the eagles is your best bet, Otherwise fighting unlocked with the glgs in both hands if they have low poise, scaring them back with (hcsm, wog, ect.) spells or parrying (the host if possible) are what i'd recommend. If you have the str for the murakumo thats a great option because of its wide hit box, the greatscythe r2 works well 2 as the animation includes running and the hitbox is wide so you can still run around for space or to attack.

    Really, theres not much to be done except turtle or parry spam once you're in it if you dont have the poise or weapon to slug it out or spells to buy space.
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    Post by Blade of The Sun Mon Apr 23, 2012 6:57 pm

    i've fire whipped two people while in it.
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    Post by Revoltage Mon Apr 23, 2012 9:35 pm

    Thanks for all the input! All of you guys on the forums are awesome. I think I'll have a much better strategy for fighting back while twop'd next time happy
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    Post by DamageCK Mon Apr 23, 2012 11:00 pm

    There are a bunch of ways to deal with it really. 1. Back into a corner or against a wall and turtle so they can't BS you. This is a good opportunity for a parry during R1 spam. If you can quickly equip Hornet ring while spawning in, even better. 2. Spam WoG, Great Combustion, or cast CHSM. Whatever your build has, whip it out. 3. If your weapon is heavy and has a horizontal R1 attack, spam it for stunlocks. 4. Also cast TWoP. 5. Cast Vow of Silence. 6. Run. A lot. 7. Use a spear to keep them at a distance. 8. AoE pyro casts. "Tempest", I think it's called. And it's BEAST.

    Thing is, the more you encounter this stuff, the more prepared you'll be for it in the future. Before you know it, it'll be like a reflex.
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    Post by DamageCK Mon Apr 23, 2012 11:03 pm

    Also, my favorite counter with intelligence builds is to two-hand R2 with the MLGS. Works everytime. Man, I miss that sword. Haha.
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    Post by lextune Tue Apr 24, 2012 12:07 am

    I prefer fire tempest since it only takes up one slot and is just as powerful as chaos storm, minus the lava. I have fried more than my fair share of twop casters.
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    Post by Revoltage Tue Apr 24, 2012 12:11 am

    DamageCK wrote:Thing is, the more you encounter this stuff, the more prepared you'll be for it in the future. Before you know it, it'll be like a reflex.

    I need to invade some more in the forest! Never thought I'd actually want to run into more twop gankers to practice silly Lol as long as I get rid of the reflex of trying to roll when I get twop'd.

    Thank you for all of the suggestions too, it's a big help. I never thought of using the MLGS R2....I need to do that!
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    Post by Revoltage Tue Apr 24, 2012 12:15 am

    lextune wrote:I prefer fire tempest since it only takes up one slot and is just as powerful as chaos storm, minus the lava. I have fried more than my fair share of twop casters.

    Your sig lol big grin

    But I was thinking that chaos storm might be better just because of the lava left over? That would give me a little more time in regards to keeping people away. I'm sure there arent many who would purposely walk into lava.

    Does fire tempest have a greater damage output than chaos storm? I've never actually used either of these spells.......
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    Post by cloudyeki Tue Apr 24, 2012 12:37 am

    There damage is pretty equal. I keep tempest because it's a single slot, and I've actually started carrying 2. Seriously whenever you cast the 2nd tempest they expect to just cake walk to your back. NOPE, extra toasty TWoP gankers ready for Alvina.
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    Post by neon__noodle Tue Apr 24, 2012 12:38 am

    Direct damage is the same I believe. The only difference is the lava. This goes for any ”Chaos” Pyromancy.
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    Post by Chaos Spectre Tue Apr 24, 2012 12:56 am

    Jump attacks are wonderful. If you can't roll or basically move fast at all, then jump attack. It does a lot of damage, can break a lot of guards, and it is unaffected by TWOP. Everytime I get twop'd, this is the first thing I do. By the time they are done with the miracle, I hit, and it can normally stunlock them.
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    Post by Blade of The Sun Tue Apr 24, 2012 1:10 am

    ChaosServantSpectre wrote:Jump attacks are wonderful. If you can't roll or basically move fast at all, then jump attack. It does a lot of damage, can break a lot of guards, and it is unaffected by TWOP. Everytime I get twop'd, this is the first thing I do. By the time they are done with the miracle, I hit, and it can normally stunlock them.

    I'm sure you've killed me a time or two in Anor Londo pre 1.05 lol. First time someone jumped at me while I was TWOPing they had a murakumo and totally owned my face.
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    Post by Quarik Tue Apr 24, 2012 1:14 am

    I usually use a chaos estoc, but keep a greataxe in my rh2 for just those situations. Ain't no ganker like a surprised dead ganker.
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    Post by Tolvo Tue Apr 24, 2012 1:26 am

    It depends on what exact weapons you are carrying. I typically parry them, but one one of my toons I like to give them a middle finger. I use the GsoA, so I just use the R2 and send them flying haha.
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    Post by FruitPunchNinja Thu Apr 26, 2012 9:54 am

    its actually really easy to just out run it, unless they surprise you or something. i suggest running if at all possible. it doesnt last long and has short range.
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    Post by GkMrBane Thu Apr 26, 2012 11:35 am

    Ultra great swords twohanded and spam the R1 but wait till they attack and make sure that your not locked if theres more than one.
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    Post by ZomgItsWubbies Thu Apr 26, 2012 1:48 pm

    twop people expect you to roll or run and that is what gets you in trouble... instead do something unexpected.. stand still.. parry.. kill opponent...smile then gesture:)

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