"Tertal" mage
rating: +9+x

Build summary A mage hybrid that can actually be competitive.
Recommended starting class(es)
Recommended Soul Level 125

Recommended stats (Leave at default (**) if not raised)

Vitality 50
Will/Intelligence 18
Endurance 38
Strength 18
Dexterity 13
Magic 45
Faith 16
Luck **
Recommended equipment

EDIT: After a few months of using this build and further fooling around with it (Even using it in tournaments) I decided this is a more fitting name, as it's how I mostly use it and how it's played best. You can cut 2 points from Str and forgo dual kats if you really really want the extra end, but I recommend the added versatility instead.

Right hand 1: Crescent Uchigatana+5/Crescent Estoc+5/ Moon weapons for when you get bored
Right hand 2: Talisman of Beasts/ Talisman of God

Left hand1: Moon Uchigatana +5/ Dark Silver Shield +5
Left hand 2: Insanity Catalist

Armor:
Monk's head wrapping, anything else is up to you.

Rings:
Body form: Ring of Magical Sharpness, Clever Rat's Ring.
Soul form: Cling Ring, Friend's/Foe's Ring.

Consumables:
I generally equip the following for this build:
-Full moon grass
- New moon grass
- FreshSpice
- Blue/Red/ Black Eye stone
- Widow's lotus

Recommended spells/miracles

Spells: Firespray, Fireball

Miracles: Second Chance

Gameplay tips and progression

Stat explanation:
50 Vit: It still makes you feel comfortable. It's been a standard for a reason, and 1050 still makes a lot of weapons not OHKO you on BS.

18 int: Wait WHAT? How is this a hybrid if you barely have any spells? You don't need anything more, both spells serve a very specific purpose and everything else can be covered with melee.

38 end: This is just to be at the SL 125 mark, if you really feel you need the 40 end you can take points off vit or mag. That being said, you probably won't need the 40 end to win in turtle fights or for a full pushlock.

18 Str: So you can one hand your katana

13 dex: So you can use an uchigatana.

45 magic: Those 5 points make a huge difference in BS damage, you'll be glad you have them.

16 faith: Self explanatory

7 luck: Do I really need to explain this?

Tactics:
1. Turtling: Your basic, shield+estoc/spear combo. With crescent spear you keep ohko BS's with no time limit, Spear hits relatively hard, again with no time limit.

2. Kats: Again, self explanatory, they're not that gimped compared to dex builds. I would stay away from kat mirror matches though, the lack of buff hurts.

3. 'Zoning' with firespray: This is something a lot of people do already, but not many people get rid of the Kris Blade to have something better to bait into. This something very basic: 'I have a projectile and you don't, you have to come to me or I will gain even more of an advantage by spamming my projectile'. It's perfect for ambushing into…well anything, Backstabs, hits, fireball, your call.

4. Wakeup fireball: This is one of the main reasons this build can hold up so well. A properly spaced and timed Fireball after a BS or riposte will guarantee a hit just the same way a wake up DBS or Gaxe would. It's not 100% effective in all cases but it's consistent enough to be taken seriously. Oh, it also opens a lot of possibilities for punishing wakeup actions by mixing it up.

5. Fireball tactics: First, You can hit with pretty much any weapon after a fireball hit. Second, Fireball has hyper armor, so you can use up all of your stamina and then use a surprise fireball to cover yourself.

6. Mana management: WIth a crescent weapon in your right hand you can mantain a constant firespray if you alternate with your shield/lh kat for at least a third of the fight. Also, you can shoot 2 fireballs with 18 int and Icat. Then again, it takes just a bit of turtling or a spice to get more mana.

Summary:
- Zone with firespray to force turtlers out of their turtling, or to control the pace of the fight.
- Wakeup fireball to make up for no damage BS's or to follow up and kill.
- Occasional fireball to keep them in the edge, particularly after their grass.
- This is a full fledged melee build, don't be afraid to use it like one.
- Oh, get used to not seeing half your screen due to the tornado hat.
-????
-Profit.

Pros:
- It absolutely destroys turtles of any kind.
- Solid endurance and no buff time limit make it perfect for turtling yourself, add in projectiles and you have something that can easily wait out buffs without appearing to be doing so.
- Pushlock still hurts, just like most hits.
- Wakeup fireball can easily kill after a BS takes SC, it feels awesome.
-Firespray can cover approaches, making even the kat's runstab pretty unpredictable.

Cons:
- BBS, or anything glowing yellow will absolutely destroy you, you can even get OHKO'd by regular hits.
- Faith builds are a pain because they don't feel the firespray and hit realy hard.
- Anything buffed out-damages you.
- Weapon selection is really limited for optimal results (2 setups for true evenness with Str/Dex builds).

NEW: Tourney gameplay vid.
I figured this is a build that gives a better impression when seen in action. I include here one of its best matchups (traditional CW turtles) and one of its worst matchups (NR vit gouge with Regen), both used by good players. There are more vids floating around but this one is the most recent.
http://www.youtube.com/watch?v=_nMjgLAOft8
Sorry for the poor quality, hopefully will have something better in the near future. I know it's barely distinguishable but if you pay attention you can sort of make out what I'm doing =/

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