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Do note that stars of ruin has different tracking than glintstone stars and star shower. Those two are harder to avoid and you'll almost certainly get chipped. Pretty sure they function like the pre-nerf stars of ruin in terms of tracking.
Slicer and moonblade obviously have to be rolled, but an uncharged piercer can be avoided by sprinting sometimes. Fully charged has weirdly good tracking, so run away or roll.
But yeah, you can sprint to dodge almost any homing sorcery. Just gotta know the proper direction for your current distance, and be able to quickly recognize the spell from the cast animation and sound. Even then, sometimes, you will have to roll. There's now way to avoid that.
With melee builds, I'd usually sprint diagonally and roll it the best I can to try to close the gap ASAP, then stay on them so they can't cast without getting punished. You gotta be really careful about attack timing and trading though, because a good sorcerer still has a lot of heavy hitters at that distance, and moonveil will wreck you if you don't bait and punish.
I also like beast's roar for dealing with casters. It's a pretty speedy weapon art so you can punish casting at a distance while you close the gap. Works really well on low poise casters because you can cancel their casts. Sometimes you can even predict when they're gonna cast and preemptively punish faster casts.
And on faith builds, erdtree's protection or barrier of gold for magic resist will also make casters a lot easier to manage. And you can use lightning spear like beast's roar.
Casters are certainly tricky to figure out how to deal with for melee players. Takes a while to learn all the spells and how to avoid them. And some weapons just don't have attacks that are fast enough and with enough reach to hit a backpedaling caster. Always gotta have something for chasing and pressuring prepared.
The reach of the weapons I listed do the best at closing gaps while still being fast enough to buffer roll out of spam if needed. AoW's like Thunderbolt, Beast's Roar, Storm Blade, and Sacred Blade allow melee builds to pressure at range. The Dragonking Cragblade AoW can be used to hyper armor trade with slow close range spells like piercer or moonblade. Piercing Fang and Sword Dance are good options as gap closer's as well. If a caster is overtly aggressive with slicer you can stack Roar Medallion, Highland Axe, and Braggart's Roar on a weapon to hyper armor trade...likely beating them in one hit. Slicer can also be parried with Carian Retaliation.
The objective of a duel is to survive. So while chip damage is annoying, at some point your opponent has to come in and face you. Swap it up and play passive so they have to play offensive, baiting them into a favorable spot. Playing against a magic user as a melee is a different dynamic. The matches will be slower, generally, and exploiting openings will become more important. FP is limited by flasks as well. Use any advantage you can get, be patient, and observe there play-style to see when they might need to sip for FP or go for a "Big Spell" that opens them up.
My tip for star shower: roll forward right, then forward left. If you can just close the distance - this is the safest. And if you dont want rolling - jump forward at the time the spell is casted and then run forward, the stars will go above your head.
That and gravitas but that's a weapon art
Sure there's a couple of exceptions like chaos bed vesteges, but everything else will either never hit, deal no damage, or both.
Almost useless is miracles, maybe force and Lightning Arrow, and one short range AoE with good poise, forget the name
Unless they have magical defense, IE - Armor, shield, or a skill that negates magic - it's going to hit them unless they can dodge it with their AC.
It's a force of will, my man.
If I am 'willing' this dart to move toward a target, it's going to home onto them.