DARK SOULS™ III

DARK SOULS™ III

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Miromett Feb 11, 2021 @ 4:50am
Rkpgs / etc. Observations
https://darksouls.fandom.com/wiki/Ringed_Knight_Paired_Greatswords

The Weapon Art can be rolled out of at the start if, a roll is queued before the greatswords are ignited with "flames". This cannot be used on reaction to check if the shockwave hitbox will "stun" the enemy leading into a confirmed hit with the Weapon Art "Ember". Still it is a decent feint into a rolling attack.

The two handed "special" rolling attack has a decent feint if the enemy is hit by the initial roll attack. The stun from the special rolling attack leaves you enough time to slip into either an uncharged heavy attack or the special neutral attack - Additionally if they are close enough to your character model after the roll attack has landed it is _Likely_ that you can attempt to land the shock-wave of the Weapon Art for a guaranteed followup.

The two handed special running attack will combo into a "normal" light attack. Alternatively it guarantees a safe attempt at the neutral special attack if the initial special running attack landed.

The neutral special attack of this weapon will combo into a Weapon Art activation if the enemy is close enough.

The Light Weapon Art attack is the best possible "wake-up" catch move available while two handing this weapon. You will want to attempt to time the shock-wave from the initial activation of the Weapon Art to land outside of the i-frames when an enemy is waking up after collapsing. While there is no reason to use the Light Weapon Art attack if the enemy fails to escape the shock-wave of the initial activation (if they are caught by the initial shock-wave then the ideal followup will be the Heavy Weapon Art attack) there is more than enough forward motion as well as motion tracking to the Light Weapon Art attack if they (the enemy) has managed to dodge or escape the effect of the Weapon Art's initial activation.

There is a good reason to use Leo ring with this weapon. It reinforces the power behind a Light Weapon Art attack significantly.

You do not need to stack poise to use these weapons effectively if, you have brought a sidearm.

The third special attack on this weapon does not confirm all 4 hits unless the enemy has rolled into it by themselves.

- End of observation of Ringed Knight Paired Greatswords.

https://darksouls.fandom.com/wiki/Valorheart

The Light Weapon Art attack should never be used to follow a fleeing enemy. It loses all block properties very soon into the length of the animation. The best time to use this variation of the Weapon Art is at point blank range after you have conditioned them to attack once then roll reflexively. If the attack lands perfectly it should be followed through with an uncharged strong attack - into a jumping attack if they have rolled backwards.

The Heavy Weapon Art attack increases the stability of the block(?) and is your best option against trading with heavy weapons. If the enemy is stunned by the Heavy Weapon Art attack: The best followup consists of two light attacks - into a jumping attack if the enemy has rolled backwards.

The Jumping attack should be used to attack spell casters "After" you have dodged their spell attack. The reason for this is simple. The Elemental defenses of this weapon are quite terrible (35%).

A light attack will combo into a jumping attack. Practice caution since this can miss when you are too close. Since the jumping attack will carry you straight over the enemy's head if they are around your height or, around to either of their sides if, they are much larger in stature.


https://darksouls.fandom.com/wiki/Seething_Chaos

With proper timing and spacing this spell can be used to guarantee a safe cast of the miracle "Med Heal" with the "Talisman" or "Canvas Talisman" or "Sunlight Talisman" but not "Saint's Talisman". The explosion timing is difficult but with some practice and enough levels in stamina it becomes an effective combination of spells to use when in a pinch. This is countered by ranged spells so do not attempt it against casters.

Step 1 is to throw a cast of Seething_Chaos where you can reach a position within the explosion radius.

Step 2 is to stay within the explosion radius of the Seething_Chaos, and then time the length of healing spell Med_Heal ('s) animation to coincide with the explosion covering the immobility window.
Last edited by Miromett; Feb 11, 2021 @ 4:57am
Date Posted: Feb 11, 2021 @ 4:50am
Posts: 0