There are few reasons why I'd not change the placement of Pyro Glove
, and the Shortbow
. The most fundamental reason is that aiming differs slightly between two hands, and I want to emphasize the ease of taking everything that you learn with a pyromancer, and being able to apply it elsewhere. However, that's more a little nuance about what this guide is about, but with that specific build I believe that being able to cast spells on the off-hand is more useful.
First, let me talk about the cases where having the Pyro Glove
on the main hand would be better. First of all, the weapon being used on the main hand can't be incredibly damaging on the riposte, otherwise it'd be better to just use that. Another case is when ability to threaten with a Great Combustion
combined with your main weapon isn't a required option. Ideally, you want to be able avoid getting hit, and what happens with the off-hand Pyro Glove
is that the spells you have act as a fairly solid discouragement against getting up close, and hitting. A shield could play a similar role; instead of discouraging attacks, you block them. Bare-handed parries, unless you have some sort of reputation as a parry-pro, don't really act as an incredible deterrent. A final, more situational case is when your opponent is loaded with Poise
. One Great Combustion
does 53 poise damage, and unfortunately, I forget how much poise damage a Chaos Fire Whip
does exactly, but provided you don't break their poise, you can land a subsequent hit. Just as you said, two fully boosted Great Combustions
that will be counter hits if (I remember correctly) would certainly out damage many weapons ripostes.
However, there is a delay between when you throw a parry, and the opponent being parried, under standard lag conditions, that is long enough for you to switch to an off-hand Pyro Glove
to dish out the flames. However, this really only works if you know that you have the parry, and having the glove already out does admittedly give a bit of leeway. Stringing these sort of conditions together, I threw together this
build here as an example when I'd think having a main-hand Pyro Glove
would be good. It's a Claw
build, and certainly something I'd not suggest to someone new to the game, but it can provide a change of pace for someone that has been around the block a few times. However, there is nothing stopping someone from doing main hand Pyro Glove
on the original build if they think they can bait a parry with it; I think on one occasion, I did a parry into a Great Combustion
then Chaos Fire Whip
against someone with 56 Poise
. They weren't staggered by the Combustion
, but got locked into the Fire Whip
for the win. The emphasis is on thinking they can bait a parry, if they are unsure they should try to avoid it, but, then again, you can't get what you don't go for.
Just going to point out the armour set on that build weighs 0.1 more, and has 1 poise
less than the typical Knight's Chest, Gloves,
and Hollow Warrior Waist Cloth
, but comes with better elemental defence at the cost of physical. It still hits the breakpoint, and can act as an alternative if you know that your going to fight someone using Lightning
weapons; It's 29 more lightning defence. The fire defence is higher too, but not by much. It's a small advantage, but might end up giving that small difference you need to win with.