Murakumo build?552

    Murakumo build?

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    Murakumo build?

    Post by Railage on Mon Apr 02, 2012 12:41 am

    I cannot figure out what a good build for this would be..

    SL 120

    I want to have it at +15 and use sunlight blade.

    To me, the stat requirements just make the entire build tricky.

    I was thinking

    30 Faith
    40 Dex
    28 STR
    12 Attunement


    Hmmm....

    Would this be good?

    42 Vit
    12 Att
    30 End
    28 STR
    40 Dex
    * Res
    * Int
    30 Faith
    ?

    *edit*

    I was just looking and I can make that exact build at 120 with a Warrior.

    *edit edit*

    120 With a Knight and a Hunter

    *edit edit edit*

    I can get that at 119 as a Bandit, I can also have a spare point with a Cleric

    So I'll start with either of those two.


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    Re: Murakumo build?

    Post by WyrmHero on Mon Apr 02, 2012 12:57 am

    I say don't waste 28 str on a Dex weapon, but everything else looks good. Try to use it two handed and see.


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    Re: Murakumo build?

    Post by Grey-Ronin on Mon Apr 02, 2012 1:06 am

    WyrmHero wrote:I say don't waste 28 str on a Dex weapon, but everything else looks good. Try to use it two handed and see.

    Sorry but I have to disagree with this. The one handed move set of the Murakumo is so much better than the two handed. You'll almost never hit anyone with the two handed moves without trading blows and with only 30 END you won't have much poise so will come off second best. I would also think that you wouldn't get many swings of the Mura with only 30 END. Not to mention that the Mura weighs a ton (12).

    I would increase END and decease DEX. The added attack rating is that important because it still does plenty of damage. I have a Mura build with STR 28 and DEX 32 an it has a one handed AR of 500.

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    Re: Murakumo build?

    Post by Yukon on Mon Apr 02, 2012 1:07 am

    There isn't really anywhere else for you to put stats though, 18(19?) str, opposed to 28str

    10 points you could.... uhh. Nothing really more endurance or more vitality, But it doesnt look like you NEED it anyway. You don't need more faith, unless you want increased Mag adjust scaling.

    But that 28 str will open you up to using more versitile builds too, most weapons will be open to you as a hybrid. Dragon bow, for fun!

    It sounds like you want to do SL120 PVP so I say go for this build, it sounds like a winner to me.


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    Re: Murakumo build?

    Post by Railage on Mon Apr 02, 2012 1:09 am

    Yukon wrote:There isn't really anywhere else for you to put stats though, 18(19?) str, opposed to 28str

    10 points you could.... uhh. Nothing really more endurance or more vitality, But it doesnt look like you NEED it anyway. You don't need more faith, unless you want increased Mag adjust scaling.

    But that 28 str will open you up to using more versitile builds too, most weapons will be open to you as a hybrid. Dragon bow, for fun!

    It sounds like you want to do SL120 PVP so I say go for this build, it sounds like a winner to me.

    I was just thinking that, with the 28 STR I would have so many other options if I got tired of Murakumo.


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    Re: Murakumo build?

    Post by Grey-Ronin on Mon Apr 02, 2012 1:17 am

    If you wanted to know here is my Murakumo/darkmoon blade build

    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: 76

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    Re: Murakumo build?

    Post by Railage on Mon Apr 02, 2012 1:20 am

    Grey-Ronin wrote:If you wanted to know here is my Murakumo/darkmoon blade build

    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: 76

    I kinda like it... I would probably drop 2 points out of Endurance for the extra ATT slot, cause I really want to use Power Within as well.


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    Re: Murakumo build?

    Post by Yukon on Mon Apr 02, 2012 1:20 am

    Is the 46 endurance for aesthetics? so you can use armour at a fast-roll?

    If anything OP if you intend to use a heavy weapon like murakumo, you should invest is SOME manner of stamina recovery or get your endurance to 40, where it maxes out.

    If you wanna leave your endurance at 30 the cloranthy ring, the shield, grass or the mask. it will all help out a lot with the murakumo I think.

    **EDIT**
    I am pretty sure bringing endurance over 40 does not increase stamina anymore, only equip burden, this might be good for you considering the weight of the murakumo, but I would rather invest the 6 points elsewhere, dexterity or for your extra spell slot.

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    Re: Murakumo build?

    Post by Grey-Ronin on Mon Apr 02, 2012 1:32 am

    The reason for the high END is to be able to equip all the armor and weapons and still stay below 50% equipment burden. This is to be able to have high poise. The mura losses out on speed, but combos like a beast. If you're not interested in using a spear in the off hand I'd recommend the grass crest shield for extra stamina regeneration. I always munch on grass as well.

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    Re: Murakumo build?

    Post by RANT on Mon Apr 02, 2012 1:38 am

    i find it funny that you guys think the mura weights a ton since my two fave weapons in the game weight 22 and 24. grey's build looks good, i saw it in action in FC and he was kicking ***, that one handed swing is worth it, it has sick reach and even better with lag that thing can hit you from 20 feet away. i would just keep end at 40, there's more than enough room in there to get 76 poise i know for a fact, youre goonna have to use the dark hand though or no shield like i do when i use the DGH and grant. those extra six points can be used for something else like att or vit.


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    Re: Murakumo build?

    Post by Grey-Ronin on Mon Apr 02, 2012 1:49 am

    Thanks Rant. Before using the Mura I was a GSMS user so the extra 2 weight stuffed me to begin with. How do you get 76 poise with only 40 END while using a very heavy weapon and the Ring of FaP and Dark wood Ring? I also use the demon spear so combined the weapon weight for my build is 16 plus a talisman.

    From what I know Havel's gloves and legs + knight chest piece is the second lightest way to get to 76 poise. I really hate havel's chest piece and the hollow waist so won't be wearing those.

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    Re: Murakumo build?

    Post by RANT on Mon Apr 02, 2012 8:57 am

    iirc i use giant's helmet, knight chest, havel's gauntlets and steel leggings. i have to use the dark hand but im sure there's other combos thamight looks better, i onlh use that to fight farmers, i alway go for looks when im in FC, i try to get 40 poise so i wont get stunned by straight swords.


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    Re: Murakumo build?

    Post by FruitPunchNinja on Mon Apr 02, 2012 3:51 pm

    might already know this but just putting it out there. at 40 end your stamina caps at 160 from there only your equip load is increased. You can however get a max of 192 stamina if you have 40 end and ring of favor and protection.

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    Re: Murakumo build?

    Post by Grey-Ronin on Mon Apr 02, 2012 9:37 pm

    FruitPunchNinja wrote:might already know this but just putting it out there. at 40 end your stamina caps at 160 from there only your equip load is increased. You can however get a max of 192 stamina if you have 40 end and ring of favor and protection.

    I'm well aware that stamina caps at 40 END and this build uses the Ring of Favor and Protection to get 192 stamina, extra equipment weight and HP. There is no way to get 76 poise in this build without going above 40 END.

    In fight club I don't use mask of the mother and normally go bare headed.

    But if you are min/maxing (using MoM and FaP) then the 6 points in END is better than in any other stat to be able to get the equipment weight required for the high poise armor, HP higher, Extra stamina etc). For example, if you use Havel's ring (instead of FaP) even if you put all 6 points into VIT you'll have less HP and less Stamina. An extra 6 in DEX only gives an extra 20-30 more AR - not worth it and your HP will be very low and only 160 stamina.

    I understand why people don't like the idea of going above 40 END, but I think it is worth while in some cases like this one.

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    Re: Murakumo build?

    Post by Railage on Mon Apr 02, 2012 9:42 pm

    I'm not Min/Maxing..

    I wear my armor for looks.

    I'm liking the Sealer Hood/ Chest with Havels Legs/Gloves..

    Looks really good in my opinion and has "decent" poise.



    *Progress

    SL 75

    VIT 25
    ATT 12
    END 19
    STR 28
    DEX 24
    RES *
    INT *
    Faith 30

    Murakumo 15 + Power Within + Sunlight Blade

    I can hit around 1000 with a running attack, it's awesome.


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    Re: Murakumo build?

    Post by Grey-Ronin on Mon Apr 02, 2012 10:05 pm

    Railage wrote:I'm not Min/Maxing..

    I wear my armor for looks.

    I'm liking the Sealer Hood/ Chest with Havels Legs/Gloves..

    Looks really good in my opinion and has "decent" poise


    *Progress

    SL 75

    VIT 25
    ATT 12
    END 19
    STR 28
    DEX 24
    RES *
    INT *
    Faith 30

    Murakumo 15 + Power Within + Sunlight Blade

    I can hit around 1000 with a running attack, it's awesome.


    56 poise is decent and is enough in almost every situation. Only ultra
    greatswords and clubs will break your poise in one hit. So for your
    character don't go above 40 END because it is likely not needed.

    The running attack of the murakumo is awesome. If you don't know already - you can hold down the sprint button while walking sidewards or backwards and be walking, but when you push forwards you will start sprinting immediately. This catches a lot of people unaware and can also start a R1 combo if you break their poise.

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    Re: Murakumo build?

    Post by reim0027 on Mon Apr 02, 2012 10:09 pm

    It is convenient too - Havel's Gauntlets and Leggings = 56 poise and a good weight for that poise.

    For the insta-run, you can also be strafing while holding the sprint button and turn it into an insta-run.


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    Re: Murakumo build?

    Post by Railage on Mon Apr 02, 2012 10:13 pm

    Yeah I saw the instant sprint on Youtube. (EWGF's channel)

    It's really nice, and sometimes it'll surprise the opponent.


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    Re: Murakumo build?

    Post by sparkly-twinkly-lizard on Mon Apr 02, 2012 10:17 pm

    if 28 str is too high you could try a server, a tiny bit less scaling and base damage but same or similar moveset and 24 str requirement. also theres the tiny hp regen per hit effect it has, theres also a thread going about a description variation between upgrade paths for the server.


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    Re: Murakumo build?

    Post by Wisp on Tue Apr 03, 2012 9:09 am

    I still don't know weather to buff or not for my build sad

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    Re: Murakumo build?

    Post by Blackie on Tue Apr 03, 2012 9:27 am

    More Murakumo users for me to parry!
    I'm waiting for you! bounce


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    Re: Murakumo build?

    Post by Wisp on Tue Apr 03, 2012 4:37 pm

    My no cheese build (No DWGR): http://tinyurl.com/d3yetnn

    Cheese build: http://tinyurl.com/c953pos

    15 int so i can use chameleon + fall control, since this build has the stats for dragonslayer greatbow.

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    Re: Murakumo build?

    Post by sparkly-twinkly-lizard on Tue Apr 03, 2012 5:34 pm

    15 also allows great magic weapon if you're using a +15 mura!


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    Re: Murakumo build?

    Post by Wisp on Tue Apr 03, 2012 5:39 pm

    *does maths* 198 damage. It's alright i suppose...

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    Re: Murakumo build?

    Post by sparkly-twinkly-lizard on Tue Apr 03, 2012 5:55 pm

    just noting that you have an okay buff at 15 int... looks cool to. but isn't the requirement for camoflage 14 not 15 anyway?


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