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https://www.reddit.com/r/DarkSouls2/comments/6elaqo/guide_for_poor_pveers/ few things about game basics and builds. I recommend u to get dark orb, scraps of life, these spells are the best hexes ingame. 43+atn is strongly recommended to any pure caster build, everything else is optional. Also drop ur adp to make ur AGL=96 - 100, and get 16/16 - 30/30 int/fth
>hex build
>asks if he should use lightning weapon or magic weapon
>doesn't mention DARK WEAPON
I hope you are f*cking joking. Seriously, do you not know what hexes are? Unfortunately dark souls 1 doesn't introduce you to dark magic until halfway through the f*cking Artorias of the Abyss DLC but most souls players know hexes = dark magic, miracles = "divine magic" (healing spells and lightning spells mainly), sorcery = arcane magic, pyromancy = fire magic.
I like that if you know how to speed run to Felkin you can get hexes in about 30 mins to an hour after starting a new character (depending on how good you are). Dark Souls 1 shouldn't have put dark magic so far into the dlc. Even though it kind of makes sense lore-wise and because dark magic is super OP in dark souls 1 I bet there are people out there who don't even know about those dark magic spells in dark souls 1.
It's so much more than that though. Sorcery is so boring compared to hexes/dark magic.
What? Did you mean to say something else? What you said doesn't make sense because we were talking about hexes in dark souls 2 and last time I checked dark magic/hexes exist in dark souls 3 as well.
https://steamcommunity.com/app/374320/discussions/0/365163686048783897/
hex builds are pretty viable until you get to the DLC's where there is more elemental resistances, dark, magic, lightning, fire getting around but still good.
the beauty of a hex build is it gives you decent access to all branches of magic. i'd go 40 int 40 fth for soft cap magic across the board pve wise, 50/50 for hard cap but it all still adds on, just very diminishingly so.
attunement i'd go at least 50 but aim for 75 i think it is for all spell slots. att also adds to casting speed, which is handy if your a magic user and att also adds to how many casts of a spell you can pull off. there are in game rings and armours that also add to these things. imo there are two rings every caster should have, clear bluestone ring +2 and southern ritual band +2. you need a bonfire aesthetic to get the plus 2's but they are worth it. clear bluestone plus 2 increases casting speed by 55% and southern ritual gives you 3 additional spell slots at plus 2.
vig you probs want at least 20, hit points are a good thing and end 20 also. vit as needed. find a good low stat req weapon and just hit the minimum to use it, fire longsword in the FotFG area is a low req decent weapon that can carry you through the whole game and a crossbow 'cause i think they have very low reqs and sometimes you want to hit something ranged and your spells won't go as far as a bolt or an arrow will. bows have better range but higher stat invest. sea bow at 65 range is the highes ranged bow in the game and it has pretty low reqs for what it is and what it can do.
i was straight sorc til i hit the hex guy, changed to a hexer and the game, pve wise got a whole lot easier. dark orb is your bread and butter spell. does great damage and you get lots of casts per slot and there are plenty of copies of the spell scattered around. make sure also you get the hexer's hood headpiece from felkin, it gives you a point in int and fth also 10% to your spell casts. be at least 20int and 20 fth when you get to felkin, 'cause he'll gift you the hood if you are that and you need 20/20 for him to gift you the sunset staff as well, arguably the best hex catalyst in the game. some of your hex's require a chime so make sure you hang on to one of those as well. the sunset staff allows you to cast hex's and sorceries so you can mix it up a bit. anyway i hope you found something useful in my massive wall of text.
have fun and good luck! hexn's pretty fun. come to the dark side..