What's the best weapons for PvE? I've been rolling with +9 Dark Sword, but it's not cutting the butter anymore.
I've had the best luck with normal greatswords.
Greatswords are amazing, after that early damage buff made them worth using over a straight sword, and the class of weapons has plenty of variety. Executioner's, Wolf Knight's, Claymore/Bastard, Firelink, Onyx, Princes', Drakeblood, Black Knight, Hollowslayer...it's just ridiculous.
I'm also partial to greatswords for PvE, particularly the Hollowslayer. 516 Attack rating for 40/40 str/dex, plus a %50 damage bonus against hollows. Good balance of speed and reach. R1 is a nice wide sweep for mobs and can be spammed against enemies that stagger (including bosses like Abyss Watchers and Freide). R2 is a really nice poke. 2-Hand R1 is nice and vertical and rarely wall bounces, good for tight corridors.
Yeah that's known, also a weird character to bring into endgame content.
Which enemies count as hollow?
Only boss that counts as Hollow is Deacons of the Deep.Good question. There's no list I can find, so I guess any humanoid enemy with dry wrinkly skin. I'm pretty sure this includes Lothric knights, and perhaps even some bosses like Pontiff Sulyvahn and Nameless King.
Only boss that counts as Hollow is Deacons of the Deep.
Ah, that's a shame.
Only boss that counts as Hollow is Deacons of the Deep.
for theboss fight I know the player/boss cannot use Estus but can the player use Miracle or Pyromancy healing buffs?Halflight
Got a great hammer from a Npc Invader, 60str requirement. Any good?
Any awesome STR or quality weapons to look out for in the DLC?
here's my video of me beating...solo, no summoning help, STR build- Yhorm's Great Machete +5...Darkeater Midir
https://www.youtube.com/watch?v=4NlAtJ0W8kA&
Really sad that Lothric's Scythe didn't make it in. I love Scythes and they needed more variety.
Don't feel too bad, it probably would have sucked
His shield looked nice though.
The fight is harder when you summon, solo is easy mode.
The fight is harder when you summon, solo is easy mode.
it's usually the opposite...which is why I never summon...
....fade to black.... DARK SOULS IIbut I guess it's better than a humanoid boss just sort of slowly rotating in place failing to keep up with two players circling him constantly.
Really sad that Lothric's Scythe didn't make it in. I love Scythes and they needed more variety.
....fade to black.... DARK SOULS II
Even in the DaS II dlc they addressed this, to varying results. Fume Knight is probably the most successful.
What does hollowing do? I played this DLC on NG+3. I couldn't beat Demon Prince. Then i cured the hollowing and somehow it was more easy to beat it.
What are your thoughts?
Yeah, and to be fair, it even shows up in DS3 to some extent. The Nameless King has real problems dealing with someone walking slowly in a circle around him at point-blank range.
What does hollowing do? I played this DLC on NG+3. I couldn't beat Demon Prince. Then i cured the hollowing and somehow it was more easy to beat it.
Seriously? I'd have thought his swings were wide enough to catch most people.
This so much! Especially if it had Burial Blade moveset.
The patch will be available on the 12th for PC/PS4 and the 14th for Xbox One. I'll update with more precise timing as soon as I can!
So let's get into the subject right away!
Changes:
Addition of the arena "Round Plaza" to the Undead Match (yes, finally! The flat arena! Screenshots coming hopefully tomorrow as well)
Fixed a bug where players could invade hosts during a boss fight
Fixed a bug where disabled items could be used
Fixed a bug where "Spear of the Church" would be summoned outside the boss battle area
Fixed a bug where red phantoms could be summoned after the appearance of a "Darkmoon Blade" or "Blue Sentinel"
Fixed a bug where Resins and Spell Buffs could be applied to unbuffable weapons
Up to a total of two "Darkmoon Blades" or "Blue Sentinels" can now be summoned during online multiplayer
When a white phantom dies during an invasion, the host will now be unable to summon subsequent white phantoms for a certain period of time (this change does not apply to covenant based invasions)
Increased the level range at which "Darkmoon Blades" and "Blue Sentinels" can be matched (details available below)
Increased drop rate of "Seed of a Giant Tree", reduced the number that can be carried and greatly reduced the duration of its effect
Fixed an issue where some weapon skill animations could be used with other weapons
It is now easier to be interrupted when using most weapon skills
Reduced the absorption bonus during the latter half of "Perseverance" weapon skill
Increased tracking on attack animations for "Pike" category weapons
Increased stamina damage dealt by "Fist" category weapons
Added a small window where damage taken is increased after initiating a parry with "Fist" and "Claw" category weapons
Reduced damage of "Gargoyle Flame Spear" and "Dragonslayer Spear"
Increased poise effect with "Lothric Knight Long Spear"
Added Faith scaling to "Sunlight Straight Sword" and "Yorshka's Spear", and reduced Strength and Dexterity scaling accordingly
Reduced critical damage of "Crow Quills"
All attacks from "Rose of Ariandel" can no longer be parried, but two-handed attacks now consume more stamina and no longer apply poise
Fixed a bug where the second L1(LB) combo attack when two-handing "Onikiri and Ubadachi" was not dealing thrust damage
Fixed a bug where bleed effect for "Pontiff Knight Great Scythe" wasn't displaying in the menus
Fixed a bug where weapon skill "Quake" of "Quakestone Hammer" would deal more damage than intended to "Spear of the Church"
Reduced damage of "Dark", "Fire" and "Raw" infusions for "Lothric Knight Greatsword"
Reduced damage of "Dark" and "Fire" infusions for "Murky Hand Scythe" and "Dragonslayer's Axe"
Increased the charge rate for effects that trigger on continuous attacks (e.g. "Pontiff's Right Eye", "Old Wolf Curved Sword", "Carthus Beacon")
Re-adjusted damage and scaling for "Simple", "Crystal", "Fire", "Chaos", "Lightning", "Dark", "Deep", "Blessed" weapon infusions that were changed in Regulation Version 1.32
Increased stamina consumption of the sorceries "Magic Shield" and "Great Magic Shield"
Increased FP consumption of the sorcery "Great Magic Shield"
Increased FP and stamina consumption, and reduced duration of the sorcery "Hidden Body"
Reduced stamina consuption and increased duration of the miracles "Great Magic Barrier" and "Vow of Silence"
Reduced FP consumption of the miracle "Great Magic Barrier"
Fixed a bug where the amount of healing received from the miracle "Lifehunt Scythe" would always be dependant on the Faith value of the weapon equipped in the right hand slot
Reduced the effectiveness of "Carthus Bloodring"
Reduced the absorption penalty when wearing "Prisoner's Chain"
Fixed other various issues
It is now easier to be interrupted when using most weapon skills
This makes it sound like we're just back to square 1.Re-adjusted damage and scaling for "Simple", "Crystal", "Fire", "Chaos", "Lightning", "Dark", "Deep", "Blessed" weapon infusions that were changed in Regulation Version 1.32
Increased FP and stamina consumption, and reduced duration of the sorcery "Hidden Body"
Added Faith scaling to "Sunlight Straight Sword" and "Yorshka's Spear", and reduced Strength and Dexterity scaling accordingly
Hard to find weapons that scale with faith. Dunno what Yorshka's spear is, will have to check it out.
Oooohh..
Hard to find weapons that scale with faith. Dunno what Yorshka's spear is, will have to check it out.
Unbuffable weapons can be good if they have decent scaling damage (Moonlight Greatsword, Onyx Blade).It's the golden spear with a hammerhead near the tip.
If you want Faith scaling, wouldn't you just want to focus on buffable weapons so you can put Lightning Blade or Darkmoon Blade on them? Yorshka's, sadly, isn't buffable.
They nerfed Lightning Infusion in the previous patch by accident. Fixing that with this patch.Is it normal to be doing 180-250 damage on Gael with each swipe of a +10 lightning Lothric Knight sword? I'm on a faith/dex build at SL 143 but I still feel like I should be doing more damage. It's making phase 3 a long ordeal.
Is it normal to be doing 180-250 damage on Gael with each swipe of a +10 lightning Lothric Knight sword? I'm on a faith/dex build at SL 143 but I still feel like I should be doing more damage. It's making phase 3 a long ordeal.
if they're talking about Weapon Arts, they already have longer wind ups, nerfing poise on them can make the game more of a R1 spam than what already is..
Replaying the DLC, it's not bad at all when you know what you're doing.Nerfs. Nerfs everywhere.
How about instead you just stop making all the content bullshit that isn't worth stopping to interact with so people don't have to play DLC like they're speedrunners?