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TBH, having 10/9 str/dex and using a Longsword as your primary weapon is more than enough melee weaponry for any kind of sorcerer. Make sure you know how the other stats work in this game before you start planning out your build.
Also is the Estoc in this game? I loved that sucker in DS1/3
With "spec into dark", they mean Hexes. It's a dedicated school of magic, that requires you level INT and FTH equally to increase their Dark-damage scaling. 30INT+30FTH is the dark-dmg softcap, though some hexes have higher requirements.
Sorcery/Magic is just as good for PvE, if not better, if we factor in the most OP PvE spell, Yearn (DLC ez-mode). You can also farm it's "nuke spell" Crystal Soul Spear. The big nuke spells from other magic schools are once per playthrough or even just once per character, like Sunlight Spear (miracles) or Climax (hex).
Most enemies in the game are also weak to lightning or dark and strong against fire.
Offensive Miracles kinda suck until the lategame though, due to the pathetic amount of casts. Come to think of it, most defensive one's are redundant too, because Lifegems exist.
As for pyromancy, you can't start with a Pyro flame in this game, but can find one after beating Flexile Sentry, the boss of No Man's Wharf (early game area).
Another little tidbit: Enemies in DLC areas have higher elemental damage resistances specifically vs. spells.
Yes, though it's a STR weapon in this game and one of the weaker (though still strong) thrusting swords for PvE (great moveset for PvP though), due to it's lower counter-damage value. Counter-damage in DS2 is kinda OP and is also not exclusive to thrust-type damage, unlike DS1/3.
Also, thrusting swords in general have different feeling movesets in DS2. In DS2, you don't do the little forward-fencing motion and instead you just thrust with almost no delay.
(Edit) I've forgot to mention one of the more fun things to do with targeted spells in this game: You can aim them using Binoculars. Unlike other soulsgames, you can still perform certain actions, while looking down through Binoculars (which also have to be equipped in one of the weapon-slots). Casting spells is one of those things, so you can snipe enemies with spells, like Soul Arrows or Dark Orbs.
So what are some good weapons for low stat investments for casters?
And do hexes blow sorcery out of the water, power-gaming wise? Or are they pretty evenly matched?
However, they are not without their shortcomings. Usually they have shorter range than their sorcery / miracle counterparts, and more than 60% of them consume at least some amount of the souls you carry (all of those are cast with a chime btw). Considering ds2's multiplayer revolves around soul memory, these spells deal permanent damage to your character, which I find rather thematically fitting.
In general, sorceries are good at high damage at a distance, miracles offer a lot of buffs situational advantages (like Emit Force allowing you to explode barrels from a distance), pyromancies are best if you don't level int / fth at all, and hexes have the overal highest damage and the most devastating debuffs.
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Weapons for a mage:
- Dagger (2 str / 6 dex): basically 0 stat requirements, astronomically high critical damage. Good for riposting / backstabbing
- Longsword (10 str / 9 dex): the most reliable weapon in the game, quick and precise, with a varied moveset. Perfect for close range where you cannot cast spells effectively. Moderately benefits from elemental infusions
- Ice Rapier (13 str / 15 dex): the strongest rapier in the game with a projectile special attack. Benefits enormously form infusions. Has high counter damage. OP weapon
- Manikin Sabre (6 str / 19 dex): the second best curved sword in the game. Benefits greatly from infusions. Meta weapon
- Silverblack Spear (9 str / 16 dex / 8 int / 8 fth): one of the best spears for a hexer. As any spear, has good reach and counter damage. It also has innate dark damage, which can be boosted further using infusions. Has a semi-unique heavy attack, which slices in a wide arc around you, allowing you to do wide area hits which most spears don't
- Pilgrim's Spontoon (11 str / 12 dex / 30 int / 30 fth): both a spear and a magic staff at the same time. Deals no physical damage, only elemental damage, which works wonders against shields. Rather mediocre as a catalyst, but can be infused and buffed to mitigate that. As any spear, has counter damage, but here it also applies to the spells you cast.
- Blue Flame: (13 str / 15 dex / 12 int): both a sword and a sorcery-exclusive magic staff at the same time. Deals very high damage for its wepaon class. Can be buffed with spells, or when uninfused / infused with Raw - with resins. Its low requirements allow it to be an OP sorcery catalyst at level 1 with the right build. Its decent scaling allow it to stay relevant for any spellblade build, although it loses against a number of staves in scaling, and its cast speed is not the best.
- Sanctum Shield: (6 str / 7 dex / 18 int / 18 fth): both a shield and a unversal catalyst. The only spells it cannot cast are pyromancies. Is a decent all-round catalyst, and works rather well as a shield. Cannot be buffed for damage, but can be buffed for extra protection.
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In ds2, you can infuse almost every weapon, even most boss weapons. You can also use spells to buff most weapons, including infused wepaons. In the chain of [base damage] -> [infusion] -> [buff] -> [counter damage], elemental damage stacks multiplicatively with each step. Also, not only thrusting weapons, but many other weapons as well have counter damage. If you stack your damage properly, you can get some seriously destructive results.
If you want to really go for lowest STR/DEX possible, Foot Soldier Sword dropped by some early game hollows in Forest of Fallen Giants.
The best side-arm for casters is probably the Ice Rapier, if you don't mind leveling STR/DEX a little bit. You're probably going to infuse and use spellbuffs and with the Ice Rapier you can heavily abuse both of these things as well as it's counter damage. The downside to this is, that you'll feel so overpowered with an infused and buffed Ice Rapier (especially with Flynn's Ring+Old Leo Ring), that you might stop using spells altogether.
Also important: Spellbuffs scale relative to the buffed weapon's total base attack rating (combined physical and elemental damage before scaling), which tends to be higher infused. If you are wondering, which weapons "infuse well" then that's just something you gotta trial and error or look at the wiki beforehand. As a general rule of thumb, an infusion should at least give twice of the physical base damage lost as elemental base damage. The Estoc actually fits that bill and as more than viable for PvE. I've actually done a sorcerer playthrough with that weapon magic-infused at some point (lightning or dark infusion is usually better).
Hexes tend to be a bit stronger offensively. But it comes down to playstyle in the end, which suits your more. Just try out both. Experiment. You can respecc using Soul Vessels.
Use some boss soul after you invade someone.
Cast climax.
Reload your backup save so your SM resets to a low tier.
Manipulating SM does get you banned, but you'd have to use something, like Cheat Engine to achieve this or get invaded by a malicious cheater, setting your SM to 0 or otherwise messing with your stats in order to get you softbanned.
In fact, reverting to a clean, backed-up save is the only way to avoid a softban from cheaters giving you impossible stats. That's why the Blue Acolyte-mod does make save backups automatically.
I use the Foot Soldier Sword on my Spellsword, and although it's a damn good all-rounder, it's a huge faff to repair since it has 1/3 the durability of a normal sword - the Shortsword is nearly identical except for slightly higher stat requirement and (surprise surprise) shorter blade, and you can get the Shortsword VERY early without relying on enemy drops.
The Chaos Rapier probably also deserves a mention: it's Fire damage but overall it's incredibly solid and you can get it pretty early, a fair alternative to the Ice Rapier or normal Rapier/Estoc. Fire damage will scale with either INT or FTH or both, so it's still useful to a Sorcerer, Miracle or Hexer build, although many enemies are resistant to Fire it never hurts to have extra damage types in the pocket just in case you find enemies resistant to Magic or Dark.
The Dagger is always nice to have on hand as well for backstabs. As a sorcerer you'll be watching enemies from a distance a lot, so you should get an idea how they move and when they're vulnerable (unless you're just one-shotting them :p), having something on hand that deals a tonne of backstab damage is pretty handy if you get confident moving beside them, saves on Spell Stock.
It's a shame so many enemies have invisible alert triggers by proximity, otherwise a 'Hush' Dagger assassin would be fairly viable.