Quick help on my Murakumo build

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    timff8
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    Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 2:23 am

    Hi all!

    This my first time posting here, so please excuse my ignorance. I'm building a Murakumo/Darkmoon Blade build (level 120), and I'd like some advice on the stats I should choose.

    So far, I have:

    Vitality of 38

    Attunement of 16

    Endurance of 30

    Strength of 28

    Dexterity of 40

    Resistance of 12

    Intelligence of 10

    Faith of 30

    I started as a Pyromancer, which is why there are points in Resistance and Intelligence, and also why Attunement is 16. That is, by the way, the only stat that is at the current levels, so I can't take points off from there, and I'd want to keep it there any way, so I can carry a fair amount of spells with me.

    My question becomes should I drop some points off from Dexterity (as I already have the 28 and in Strength, and have the requisite 30 to dramatically boost my power with Darkmoon Blade) and put them into Endurance. I'm not worried so much that I won't be able to carry enough weight (helloooooooo, Havel's Ring!), but I am worried that I won't have enough stamina to fight effectively, even with items like Cloranthy Ring and Mask of the Father.

    So, if anyone has advice I could use, I would very much appreciate it.

    All the best,

    Timff8
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    Re: Quick help on my Murakumo build

    Post by ErrJon6661 on Fri Mar 23, 2012 2:29 am

    Take your dex down like you were saying, get your end and vit to 40 each. Then put what points are left into faith.

    I've used both sunlight and darkmoon blade, and sunlight seems to do a lot better. Most people have better magic than lightning resistance so even though sunlight blade is less powerful it can end up doing more damage.

    Lastly, for equipment I'd try and go for a faster loadout. Try something like ornstiens armor, your main weapon, grass crest shield, talisman and pyro flame(?). Then have the dwg ring and the cloranthy ring. You'll be set.


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    Re: Quick help on my Murakumo build

    Post by ErrJon6661 on Fri Mar 23, 2012 2:36 am

    Here's a quick layout for you. I'm not sure if you can lower you dex this much, but here you go


    mugenmonkey.com/darksouls/?b=cHlyb21hbmNlciw0MCwxNiw0MCwyOCwyNywxMiwxMCwzMCwwLDAsNDIsMzksNDIsMjUsMiwxNTMsNTAsMTI0LDAsbm9ybWFsLG5vcm1hbCxub3JtYWwsbm9ybWFsLDAsMCwwLDAsMCwwLDAsMCwwLDAsMCwwLDAsMA==


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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 2:39 am

    @Err John

    Sorry, I didn't get that; the numbers didn't come with. Can you just type up the jist of it?
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    Re: Quick help on my Murakumo build

    Post by ErrJon6661 on Fri Mar 23, 2012 2:46 am

    Damnit haha.

    Vit 40
    Att 16
    End 40
    Str 28
    Dex 26
    Res--
    Int --
    Fth 30


    I had the equipment and everything listed on the sheet too hahaha. But you get the basic idea.


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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 2:48 am

    You don't think that the Dex is too low to do significant damage? That would be great if it works, just wondering.
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    Re: Quick help on my Murakumo build

    Post by ErrJon6661 on Fri Mar 23, 2012 2:51 am

    You'll be getting roughly 450 raw damage out of the sword, likely around 700 with the buff. I don't know the exact math.


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    Re: Quick help on my Murakumo build

    Post by WyrmHero on Fri Mar 23, 2012 2:56 am

    I think you should lower the strength requirement. I know it's good to have it one handed, but there's too many points sacrificed there. I think you should lower it to use the Murakumo two-handed.


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    Re: Quick help on my Murakumo build

    Post by Glueguy on Fri Mar 23, 2012 2:58 am

    A one handed r1 with 40 dex on the murakumo is going to be rated on your character sheet as 552 damage. Drop the dex to 30 and you are looking at a 487

    This is before resists but you can see that the 10 points in dex is quite significant.

    One thing no one has noted is that if you plan on using WoG or any other
    offensive spells you are going lose the faster cast time that 40 dex
    will bring. It may not be a HUGE difference but it is worth keeping in
    mind.


    Last edited by Glueguy on Fri Mar 23, 2012 3:03 am; edited 1 time in total


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    Re: Quick help on my Murakumo build

    Post by Glueguy on Fri Mar 23, 2012 3:00 am

    WyrmHero wrote:I think you should lower the strength requirement. I know it's good to have it one handed, but there's too many points sacrificed there. I think you should lower it to use the Murakumo two-handed.

    The murakumo is one of the few weapons I have any experience with. Both of the jumping attacks are quite similar but the running attacks and the r2's are different. The one handed running attack is a horizontal sweep with pretty good dead angles and the one handed r2 is a over head smash (not the easiest to hit with). While the two handed r2 is a sweep and the running two handed is a overhead smash.

    Murakumo is rather versatile and from my experience I wouldn't use it unless I could two hand it. Being able to have that running sweep has saved me quite a few times.


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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 3:08 am

    Okay then, should I drop the Strength to 24 and boost the Endurance to 34?

    My only problem with this is that the Murakumo is very much a "grind to find it, cool guy weapon" that I would very much enjoy wielding in one hand. It's a very striking weapon that I find hard to replace as my main one-handed weapon.


    Last edited by timff8 on Fri Mar 23, 2012 3:14 am; edited 1 time in total
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    Re: Quick help on my Murakumo build

    Post by Glueguy on Fri Mar 23, 2012 3:12 am

    timff8 wrote:Okay then, should I keep the Endurance at 30?

    Will I have enough stamina to fight effectively?

    If you have fast roll or flip ring you can make low endurance work. Personally I value endurance over vita because I try to just not get hurt. It comes down to preference. Maybe stop 20 levels short of your expected fighting level and see if you think you have enough? I'm not a great pvper or anything so make sure to keep that in mind before you just max out end and forsake your health.


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    Re: Quick help on my Murakumo build

    Post by ErrJon6661 on Fri Mar 23, 2012 3:13 am

    I'll never use end under 35, but I try and keep it at 40. Same with vit.


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    Re: Quick help on my Murakumo build

    Post by WyrmHero on Fri Mar 23, 2012 3:13 am

    timff8 wrote:Okay then, should I keep the Endurance at 30?

    Will I have enough stamina to fight effectively?



    I think yes. You just need to recharge it faster. I have one toon with 15 endurance lol.


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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 3:15 am

    I'm guessing though that your character with 15 Endurance does little combo-ing, though?

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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 3:21 am

    If I'm dropping my Strength to 24, what weapon do you guys suggest I use for my main one-handed, then, rather than the Murakumo?
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    Re: Quick help on my Murakumo build

    Post by Grey-Ronin on Fri Mar 23, 2012 3:24 am

    My Murakumo/darkmoon blade build looks like this.

    Bandit SL120
    Vit 37
    Att 10
    End 46
    Str 28
    Dex 32
    Res 11
    Int 8
    Fth 30

    Rings: Dark Wood and FAP

    R1 Murakumo +15 (With these stats it has an AR of 500 unbuffed)
    L1 Demon Spear +5
    L2 Canvas Talisman

    Armor: Mask of mother if you want more HP. Knight's chest +10 and havel's gloves and legs
    Poise: 77

    @ Glueguy
    The one handed R2 and running R2 are the sweeping attacks while the two handed attacks are the over head attacks. I dead angle people all the time by jabbing with my spear while the circle to my left then do the one handed R2 attack. They think they have got behind me but it still hits them and dead angles if there shield is up. If you stunlock someone while buffed it's game over.

    If I was to go to SL125 I can't decide whether i should get more VIT or ATT.

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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 3:27 am

    Thanks very much! Does less than 40 Vitality work for you?

    Why did you go above 40 Endurance? Doesn't the Stamina bonus drop off?

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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 3:32 am

    Also, is it frowned upon to go to level 125? I was under the impression that 120 was an agreed-upon cap, but I've also heard 125.
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    Re: Quick help on my Murakumo build

    Post by Grey-Ronin on Fri Mar 23, 2012 3:37 am

    If you use both the mask of the mother and FAP ring you get a decent boost in HP. At 37 VIT with both the mask and FAP ring I have 1740 HP. Not the greatest amount of HP. but not shabby either. The reason for going to 46 END is because the Murakumo is rather heavy and to get the high poise armor and demon spear equipped you need more END.

    If you want to participate in Fight Club we stop at SL120, which is why I stopped there otherwise I don't see any reason not to go to SL125. I really wish Fight Club was at SL125 myself cause some extra VIT or 14 ATT so I could have WoG and Greater Magic Barrier on this build would be awesome.

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    Re: Quick help on my Murakumo build

    Post by timff8 on Fri Mar 23, 2012 3:41 am

    I'd just sooner drop my Endurance to 35 and use havel's ring. That way you're using one item to cover your stats rather than 2.

    Okay, I just wasn't sure if it was online etiquette or not to stop at 120.
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    Re: Quick help on my Murakumo build

    Post by WyrmHero on Fri Mar 23, 2012 3:42 am

    timff8 wrote:I'm guessing though that your character with 15 Endurance does little combo-ing, though?



    Yeah, she's not at Poise breaker anyway. Int/Faith/Dex hybrid. Mostly for spells, miracles, parries and backstabs.


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    Re: Quick help on my Murakumo build

    Post by Glueguy on Fri Mar 23, 2012 3:42 am

    Grey-Ronin wrote:My Murakumo/darkmoon blade build looks like this.

    Bandit SL120
    Vit 37
    Att 10
    End 46
    Str 28
    Dex 32
    Res 11
    Int 8
    Fth 30

    Rings: Dark Wood and FAP

    R1 Murakumo +15 (With these stats it has an AR of 500 unbuffed)
    L1 Demon Spear +5
    L2 Canvas Talisman

    Armor: Mask of mother if you want more HP. Knight's chest +10 and havel's gloves and legs
    Poise: 77

    @ Glueguy
    The one handed R2 and running R2 are the sweeping attacks while the two handed attacks are the over head attacks. I dead angle people all the time by jabbing with my spear while the circle to my left then do the one handed R2 attack. They think they have got behind me but it still hits them and dead angles if there shield is up. If you stunlock someone while buffed it's game over.

    If I was to go to SL125 I can't decide whether i should get more VIT or ATT.

    Thanks for clearing that up. I'm at work so I couldn't exactly fire up my ps3 and double check.


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    Re: Quick help on my Murakumo build

    Post by Grey-Ronin on Fri Mar 23, 2012 3:46 am

    But with havel's ring instead of FAP you miss out on the extra stamina, HP and equipment burden. Having 192 stamina instead of 146 at END of 35 is great for this build. Trust me you get more HP from using the FAP ring than putting 6 levels into VIT and you get the extra stamina as well. A lot better combination than using Havel's ring
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    Re: Quick help on my Murakumo build

    Post by Grey-Ronin on Fri Mar 23, 2012 3:48 am

    Glueguy wrote:

    Thanks for clearing that up. I'm at work so I couldn't exactly fire up my ps3 and double check.

    I'm at work as well, but it has been one of those days where I just couldn't be stuffed working so have been posting on here all day. I have gotten completely zero work done and only have an hour till I head home. Great day at work in the end.

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