Build summary | Magic used to its highest potential, a pure spellcaster PvP build. |
Recommended starting class(es) | Royal |
Recommended Soul Level | ** |
Recommended stats (Leave at default (**) if not raised) |
|
Vitality | 40 |
Will/Intelligence | 40 |
Endurance | 9 |
Strength | 9 |
Dexterity | 12 |
Magic | 44 |
Faith | 44 |
Luck | ** |
Recommended equipment |
Weapons: • RH1: Kris Blade +5 – Increases Spell damage by 30%. Armor: • Monk’s Head Wrappings – Increases Spell damage by 30%.
Consumables:
Rings: Body Form: Ring of Magical Sharpness + Clever Rat’s Ring
Stat Explanation 40 Vitality: This feels comfortable for me, but you can possibly detract from magic and faith to get 45. Survivability will always be an issue due to your low magic defense and pure magical power is the focus of the build anyway so relying too much on a high vitality is a mistake IMO. 40 allows you to take a few no-LW hits but backstabbs will likely break Second Chance so keep that in mind. 40 Intelligence: I really don't recommend changing this at all. The difference of one spell slot between 30 and 40 is huge considering you can lose Firespray or Soul Ray which both have a lot of utility. Going higher will only get you a marginal increase in MP. 9 Endurance: Gone up from base 8 since it is an extra point. You cannot afford nor do you need any more endurance. Trust me on this. 9 Strength: Base. 12 Dexterity: Base. 44 Magic, 44 Faith: |
Recommended spells/miracles |
Spells Soul Ray: a fast long-range spell. Good for interrupting heals and pressuring opponents, though it deals mediocre damage and is almost useless against Faith builds. Can be fired with shocking speed if you use the Quick Cast (see below). Fireball: a powerful long-range spell. Deals high direct damage and has impressive splash, making it hard to dodge. When used without lock-on, the phantom range becomes more noticeable, though aiming takes practice. Casting repeatedly at close range can form a stun lock for about two or three casts, which is more than enough to kill most builds. The one downside to this spell is speed. Interrupting heals is nearly impossible, though more often than not the damage dealt by a direct hit with Fireball can halve an opponents HP, balancing out damage recovered if they don’t roll out of the way immediately after their heal. Can also be Quick Cast. Ignite: a powerful close-range spell that deals nearly twice the damage of Fireball. The splash and high casting speed make it very hard to dodge if the enemy is close, though a miss can leave the caster vulnerable to backstabbing. The beauty of this spell is that it eliminates a Mage’s fundamental weakness: close-range. Aggressive opponents will suffer greatly. The running attacks of almost every weapon (excluding knock-down attacks like the DBS sprint) can be countered by casting Ignite right as the attack reaches you. More often than not, you will take damage from the attack, but Ignite is almost guaranteed to inflict more damage to your opponent, forming an unbalanced trade-off in your favor. Firestorm: a very powerful close-range A.o.E spell. A direct hit can deal over 1000 damage. An average build (50 Vitality) will lose a full life bar if hit by this spell, as well as knocking them down if they survive. In enclosed spaces, two hits may be possible, depending on how far away the first hit knocked your opponent. However, Firestorm has two blaring disadvantages; it is predictable and unreliable. Most opponents will see this spell coming a mile away. You need to think creatively to manage a hit, or limit yourself to using it only when your opponent has been knocked down. In real time, this spell is very risky. Oftentimes your opponent will attack you before the spell really gets going, interrupting the cast and leaving you defenseless. Despite these disadvantages, Firestorm remains one of a Mage’s most powerful spells. Homing Soul Arrow: a powerful mid-range spell. It’s guaranteed to crack Second Chance with a direct hit, and can outright kill low-Vitality builds. One thing you should remember is that the five arrows strike separately; if two hits break an opponent’s shield guard, the remaining three will strike directly, even if it appear that they all hit at once. The same applies for cracking SC, making it possible to kill an opponent with one direct hit even if they were at full health with SC active. However, HSA is easy to dodge when used by itself. It works best in combination with other spells. A common strategy is to cast as opponents are running towards you or are about to attack from close range. While they are caught up in a combo or recovering from an attack, the arrows will fire and deal more than enough damage to balance out any hits taken. This spell can also be used when a heal or spice is needed, as some opponents who don't know any better will stay back until the spell fires. Even experienced opponents will be wary of attacking while HSA is active. Poison Cloud (or Death Cloud)*: a mid-range de-buff spell. Both Poison and Plague, on top of inflicting continuous damage to opponents, reduce the effectiveness of healing items by half. Plague also reduces stamina regeneration, giving the caster a strong advantage over melee builds. This spell can also act as a shield or smokescreen. Many opponents will hang back until the cloud disappears, giving you breathing room and time to heal. The clouds also penalize vision. It’s much harder for your opponent to dodge if they can’t see what spell you’re casting. Obviously, this tactic will not work against other Mages.
Warding: a defensive buff spell. Usually, it is overshadowed by Second Chance, though melee builds that rely on physical damage will find you nearly impossible to kill while Warding is active. A common tactic is to cast Warding after SC has been broken, since it’s faster and easier to find time for in the heat of a battle. It also allows you to survive one or two hits while using Hyper Mode. Fire Spray: a fast long-range spell. While Fire Spray deals low damage and doesn’t cause stagger, it pressures opponents. Being under constant fire makes them jumpy and, therefore, more likely to make mistakes. Fire Spray can be cast repeatedly and while moving, making it incredibly versatile. It flows quickly into spells like Soul Ray or Fireball, and the sudden change in attack pattern can surprise opponents. If your opponent has low health and is on the defensive, this spell can be used to finish them off while they desperately try to avoid it. Fire Spray gains killing potential when coupled with Hyper Mode due to fast attack speed and boosted damage. Miracles Second Chance: a defensive buff spell. Generally more useful than Warding, with a few exceptions (see Warding). God's Wrath: a powerful mid-range A.o.E spell. While it is overshadowed by Firestorm in all but reliability, God’s Wrath is useful in that it takes up Miracle slots rather than Spell slots. This allows you to carry around an A.o.E spell without giving up three Spell slots. The damage is only moderate at best, but it can finish off opponents at low health or knock them down for some breathing room. Opponents will sometimes mistake God’s Wrath for Second Chance and rush you only to get a direct blast of the spell. However, the slow casting time sometimes allows opponents to backstab you. This spell is somewhat useful overall, but should be used sparingly and with care. |
Gameplay tips and progression |
How to Cast Can't land a spell if you can't cast it properly, and no it's not just pressing L1. You need to know which spells cast faster, which recover faster, which ones can be quick casted (get to that in a moment), and so on. Mages rarely have an easy time fighting against melee simply because we have to worry about which spell to cast, when, and how while they just charge in with their weapon swinging. Fortunately, magic has tricks to beat melee in almost every situation depending on which spell is cast, when, and even how. Unfortunately, I can't possibly write them all out in this page. Use this as a foundation to build a fully capable, magical knowledge base. Moving Cast This refers to spells which allow you to run, sprint, and turn during the initial cast BEFORE the actual spell leaves the catalyst. In other words, you're mobile until the spell fires. Notice that you are not able to roll during the cast, but you can sprint around and turn about to dodge/bait an opponent’s weapon swings and proceed to fire the spell into their face. Since Demon’s Souls is a game heavily based on rolling for evasion, it may take some practice to get truly good at evasive sprinting and turning, especially since this works best with lock-on off. However, once you’ve mastered roll-free movement, you’ll find it can be relatively easy to pursue or evade the enemy even while you are in the process of casting Soul Ray or Fireball. Usable Spells: Fireball, Soul Ray Quick Cast (A.K.A Turn-around Cast Glitch) - Begin casting Soul Ray or Fireball If you do it correctly, you will notice that the overall casting time will be cut dramatically. The spell will appear to shoot out immediately instead of taking a couple seconds like usual. This can be tricky to do in a pinch if you haven’t practiced it much, but if you can combine the Quick Cast with the Moving Cast you will find there are plenty of surprising ways to hit your opponent with deadly spells. Spell Specific Techniques Firespray Pressure Homing Soul Arrow Defense Firestorm Destruction Spell Sets I provided the most useful spells you're going to use in the PvP environment, but which ones should you choose? Obviously with only 6 spells slots you can't have everything on hand. So here are some good spell sets to play around with, but maybe you'll find one on your own that suits you better. Note: These sets do not utilize Clouds, Warding, or Miracles since I've found that, while they are certainly useful, they can often be a hindrance to keeping spell casting aggressive and flowing. Don't let that discourage you from experimentation though. The Venerable Sage Soul Ray || Homing Soul Arrow || Ignite || Firespray - This is a pretty solid choice. You have a good projectile, an up-close fire spell, a heavy-hitting finisher, and a light pressuring projectile all in one package. Homing Soul Arrow and Ignite will both deal massive damage, and can surprise (or outright kill) opponents who play too aggressively. Soul Ray is a fast, long-range spell that’s difficult to dodge, keeping your opponent on the edge especially if used with the quick cast. Firespray gives you a MP cheap weapon to beat down enemy shield turtles. The Pyromancer Fire Spray || Fireball || Ignite II Soul Ray The Foolish Apprentice Homing Soul Arrow || Fireball || Ignite - Don't let the name discourage you, the "Fool" is not as foolish as he appears. This set centers around using the ridiculous looking HSA "Ass" Camping technique (outlined below) to great effect, confusing the opponent as to when they are supposed to attack (and possibly getting them to laugh so much they die). HSA will also serve as a basic means of creating spice openings since all the spells have heavy MP usage. This set is meant to be used defensively since you lose firespray and thereby a Mage's main pressuring tool. Turtling is where this set shines, so be smart with the MP and punish all those aggressive demons! The Mad Magician Soul Ray/Firespray || Fireball || Firestorm - A little less refined, but deadly nonetheless. Firestorm is the most powerful spell in a Mage’s inventory. When used after you’ve backstabbed your opponent or stunned them with a Fireball, it becomes nigh unavoidable and all the more dangerous, giving you the perfect opportunity for a K.O. Fireball is necessary to get you that extra stun opportunity for Firestorm toasting. Soul Ray hits other mages and spellswords hard, but Firespray has more utility against the hard melee classes and is a safeguard against the DSS. Note: Firestorm is often banned on tournaments. Keep this in mind if you want this to be your main spell set.
How to deal with other Builds Against Blue Blood Sword (BBS) builds: Against North Regalia builds: Against Spellsword builds: Against Faith builds: Against Strength builds: Against Dexterity builds: Against other Pure Mage builds: Watch out for … Misc. Tips Pros and Cons of The Official Pure Mage: Pros: Special thanks to Nick1Nintendo for creating this build and starting it all. Also thanks to all those who contributed to the "Official Pure Mage" Development. Extra special thanks to me for posting all this text, I hope it has been helpful. Enjoy. |
The Official Pure Mage (SL 125)
Looks good, Toast ^_^ Thanks for posting it. I'll let you know if I think of anything to add in.
EDIT: It appears some users can't post on this thread. If you're having that problem, PM me or ToastBacon. We only know of one person so far having this problem, but there could be more and we wouldn't know because…well, you can't post ^_^
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
Well, at least I can post! Anyone wishing to comment on this build please at least attempt to do so.
Couldn't find a bunny with toast, ah well.
PSN: toasT_Bacon, toasTBacon
This build looks pretty solid and one I will definately try out soon but may go with 30 int and 50 vit instead or 20 end etc. Thanks Toast for the informed write up and Nick and everyone else that helped develop the idea.
I think I may also try 30 Intelligence with my Pyromancer. I use Fire Spray, Fireball and Ignite, and the only things I could use for the 6th slot are Soul Rar (unessecary with Fireball) or Poison Cloud (Too much lag lately). With the other sets, though, I like maximum spell slots ^_^
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
I love the extra slot and high MP ^_^ but points into Vitality or Endurance can be used well if you want. Having extra endurance means you can be more liberal with the Stormuler and rolling which is a good plus. If I had another Psn to load with mages I'd do it! xD
Couldn't find a bunny with toast, ah well.
PSN: toasT_Bacon, toasTBacon
I wouldn't put it in Endurance. You don't need anything more than 9 for dodging as long as you don't roll spam ^_^ As for Storm Ruler, 9 Endurance gives you 3 swings, and honestly if you get jumped it's better to try and wipe one out with Fireball or whatever. Knocking them all down at once is almost impossible. Even if you do manage it, what then? You can't hurt them, and they'll just stand back up.
If you lowered Intelligence by 10, I would transer the extra points to Vitality. Magic/ Faith could also work, but due to diminishing returns, you wouldn't get much out of it.
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
i always play as magician in all rpg games and i love that. one of my magic characters is sv 200 with magic 88 , u destroy anything with one hit , hundreds wins in pvp but i making another one( i want somethig different) and i find your build very interesting friend.
i have some questions though
with 9 edurance can i roll a lot??
u use stormmuler to throw down the opponent??cuse this weapon damage sucks
why so many point in faith??? u need it for ToB??(increse damage by stat?) i only use faith for second chance
and in pvp you dont know your opponent , your sets are very interesting but you should try re edit the post and make a set for all battles
(u cant say opponent wait to go to nexus change,lol)
thank you very match and sorry for my lot of questions (sorry for my english too i'm from greece)
i would like your reply
1. 9 endurance gives you a solid enough roll ability since thats all the stamina is being used for. With no melee weapon except Stormruler, I high endurance is not needed, allowing for points in intelligence and magic/faith. Obviously if you roll too much you'll run out but the same goes even for full 40 stamina melee builds since they're actually wasting stamina through weapon swings and combos as well.
2. Yes. Stormruler is not for damage, but for knockdown. Every horizontal hit will send people flying, giving you time to spice or lay down a cloud/firestorm.
3. The ToB, with equal magic and faith, is called a "pushed ToB". The ToB scales equally with both Faith and Magic, so by increasing both stats to a respectable level (44/44) you're spell damage will be greater even than the Insanity Catalyst, and with double the MP to boot. Magic gets diminishing returns after it hits 50+, but combining both stats for the ToB leaves the ICat in the dust. ToB with the given stats is a must.
4. I'm not sure what you mean here. I included information on how to deal with the most common PvP builds. If you mean spell sets than I say all of them can pretty much do well in any battle. If you want one that can handle effective in most battles than go for the Venerable Sage, its the standard mage set and does well in most situations. Otherwise you cant change your spell set during a battle naturally, though none of them should let you down. Like you said, in PvP you don't always know whats coming but I provided the best info I could on most things you'll come up against.
I hope I answered your questions. The whole build was well thought out (and not just by me) so everything posted has a purpose behind it. Feel free to ask if you need any specific info, or ask Nick1Nintendo, the mage authority around here ;)
Couldn't find a bunny with toast, ah well.
PSN: toasT_Bacon, toasTBacon
Haha thanks for the reference, but Toast got everything, I think ^_^
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
So how should I raise my stats?
Which goes where, what goes first, What do I get 1st, great build I cant wait to use it I just wanna know what places to go 1st more then 1 play through etc.
"Dont Sweat the Technique."
yes i was talking about the sets, but yes its pvp you dont know what is coming thats make the game rocks….
i started your build and i'm in soul level 40 i might stay there for some days to play little online then i raise, so i gave much points into
magic and vitality first. one question though, with str 9 you cant use morion blade effectically , needs more str. is that a problem or i
have the damage boost even i cant use it properly??
@Baglanis: No, it doesn't affect your hyper mode damage. Meeting requirements is not necessary.
@Purple Paw: Good question. As there is so much other, PvP information on the build I didn't include so much for PvE. I started out with the Crescent Falchion +1 in 4-1 and then moved on to get the Kris Blade in 2-1. Special spells you should learn on the 1st playthrough are Firestorm, Soul Ray, Warding, Firespray, Homing Soul Arrow, and all the Clouds. I mention this because some Demon Souls are for multiple spells/miracles (Freke teaches Fireball while Yuria has Firestorm, you have to choose) and you want to get the most PvE focused spells available to help you along while your soul level is low. I focused on getting intelligence and then magic first, leaving faith until I obtained the Old Hero's Soul and learned Second Chance. Boosting Faith should be done later, focus on Intelligence and magic (shoot for 20 in each to begin with) and that will get you through alive (hopefully, lol). I did the first playthrough with base vitality but I understand if not everyone's up to that then go for 20+ depending on your confidence. Leftover souls should be dumped into Fresh Spice from Boldwin or the Royal Mistress, you'll need every bit of it.
As a mage, starting out with conquering 2-X is a great idea since everything is weak to magic (just avoid fire spells). From there its up to you.
I think I covered your questions, ask again if you have anything specific you want to know. ^_^
Couldn't find a bunny with toast, ah well.
PSN: toasT_Bacon, toasTBacon
Im currently SL16 and am 20int/20magic w/ the rest of my royalty stats being base, what now? I want this to be perfect, sorry. ;3
"Dont Sweat the Technique."
You might want to throw a few points into Vitality, then get Magic and Intelligence up to 25-30, but other than that…increase whatever you think you need to complete the next level. As long as you stay within the final stas, you're good ^_^
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
I'm trying this build out for PvE, just one question, I've been using the fog gate trick in 3-2 against the maneater with my past builds, but as this build has very low Dex can I still do the same trick or will I have to add points to Dex? Unless someone can guide me with this build against the maneaters.
you wont need the fog wall trick firestorm will rip them to shreds in a few seconds or if you dont have that soul arrow and careful dodging works well
Should I start stacking Vit 2nd play through? And if you could, elaborate on obtaining ToB
"Dont Sweat the Technique."
It depends. Do you think you need it? Once your damage is high enough to one or two-shot most enemies, I would recommend a little Vitality to avoid being one-shotted yourself ^_^
You get the ToB by getting PBWT in 2-2, then taking the shortcut to Flamelurker until you come across BP Scirvir in a cave. He's pretty tough…gives you a good idea of what a Pushed ToB is capable of ^_^ You can also get it by killing Ostrava for Mephistopholes, but that's much more difficult in my opinion.
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
ok i give a rate and a thanks to both Nick1Nintendo and toasTBacon for helping me and sharing this….
maybe i'll come back later with other questions processing through the game
How do I get PBWT for 2-2?
"Dont Sweat the Technique."
Die in body form. Walk off a cliff, use Stone of Ephemeral Eyes, pick up bloodstain, jump off again. The change in Wt won't register until you return to the Nexus, so check in every death or so to make sure you don't waste stones (and time). You might also want to do it offline…when you log on to/off of the server, your tendency moves towards neutral.
PSN: Nick1Nintendo
Ask my anything. About Magic, that is.
I love this build. Great job bud seriously, 10 thumbs up.
"Dont Sweat the Technique."