Build summary | Magic weapon using character that uses Magic (Lunar) and Fire (Solar) to destroy opponents in PvE and PvP (Still in the editing process, please comment!)) |
Recommended starting class(es) | Any, as long as it fits in these restrictions, and less luck is better :-) |
Recommended Soul Level | 120 |
Recommended stats (Leave at default (**) if not raised) |
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Vitality | 44 |
Will/Intelligence | 24 |
Endurance | 35 |
Strength | 20 |
Dexterity | 13 |
Magic | 40 |
Faith | 18 |
Luck | ** |
Recommended equipment |
Armor: Head: Silver Coronet (for the extra magic juju) or Old Monk's Collar (You might as well scream "I'M A MAGE!!!", but the damage is nice if you can take the pain) or the head piece for the sets listed below. I choose the above armor sets because I want this build to be able to dodge effectively, while still having ok-defense. I haven't done the math yet, but I'll try to narrow it down to just one or two sets, based on how much defense I can get without going over half of my Equip Burden. Weapons: Right Hand 1: A Magic Weapon Soul Form Rings Ring 1: Friend/Foe ring Body Form Rings Ring 1: Ring of Magical Sharpness - extra magic damage Weapons to consider: (* = highly recommended) Great Axe - With un-interruptable attacks, some killer combos, and high damage, the Great Axe is a great Dragon weapon to use if you don't love the Guillotine Axe like myself. Moon Great Sword - Has a lovely knock-back which gives time to munch some spice/grass or prepare for your next strike, as well as a low sweep which punishes those who try to roll to the left/right of you. It also boast's the highest damage on any Moon weapon, but also consumes a TON of ore (2 pure!!!), so it can be hard to get, especially on your first run. Kris Blade - Increases magic damage, and decreases magic defense. Not very strong on it's own, although it's magic hits scale with your magic stat, it can boost your magic damage by a huge amount. Dangerous to use against other magic users, and hard to fit in with this build's play-style, It can still be fun if you want to be more of a mage-like character. Rings to consider: (* = Highly recommended) Clever Rat's Ring - For hypermode. (Increased weapon attack rating by 50% when health is less than 30%) Dull Rat's Ring - For survivability against high damage opponents. (armor protection rating increased by 50% when health is less than 30%)
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Recommended spells/miracles |
Homing Soul Arrow - Great because it can be set up before hand and acts on it's own, allowing you to attack or whatever you need while it works it's magic (not a pun) (or is it?). It's true that experienced player can easily dodge it, but the point of this spell is that you can use your normal attacks to force your enemy into the position of either dodging your attack and getting hit by the arrows, or dodging the arrows and getting smacked by your weapon, a decision which always ends with a hit of some sort. Win - Win. Not so great against anti-magic people, but we'll get to that in a moment. Fireball - Remember those anti-magic people I talked about a while ago? This spell is for the ones who eat your Homing Soul Arrow and spit it on your shoes without flinching. A tip you should remember for later, which I have said before and will say again: Magic Defense does not protect against Fire, whether from a weapon or a spell. Plus, the wide explosion radius and staggering of this baby makes it great for use against enemies who have fallen and are trying to get up. Be careful, though, because if you use this tactic too well too many times in a row, your enemy will be very, very cross with you. Also consider using: Fire Spray - Quick and easy (cast-able while moving), but without a real bite. Good for forcing your enemies to come closer or pursuing those who flee before your awesome might. You can also combo it with other spells. For instance: By casting Fire Spray over and over on your opponent early on in a duel before having used any other spells, you can fool him into thinking that the only spell you use is Fire Spray. Couple this with running away a lot and eating lots of useless grasses and spice. Then, WHAM!, in the middle of a "predictable" Fire Spray chain, quickly change to and cast a different spell, such as Fireball. Even if your opponent dodges it, they should be fairly disoriented. If you've been acting cowardly like I suggest, now is the time to unleash your skill and switch to "Shoot-to-Kill" mode. Experienced players might see through your ruse, but the timid and/or inexperienced will be very confused and vulnerable. Soul Ray - One of the simplest spells in the book. It has a fast cast time. Piercing can go through enemy shields and multiple foes. Cloud spells (in general) - These spells come in 3 varieties: Acid, Poison, and Plague. Acid reduced weapon/armor durability, which is largely useless in this build unless your a troll. Poison and Plague infect your targets with a Damage over Time effect that lasts a specific period of time. Poison has a shorter duration compared to Plague and does less damage, but only fills 1 spell slot. Plague, on the other hand, is much longer and more powerful, but also costs 2 spell slots, making it largely unviable for this build. Poison/Plague reduce healing, which helps with grass munchers. For this reason, I'd recommend Poison in those situations in which your facing an opponent who likes to eat a lot of grass, which can be very, VERY, annoying. Use it if you like, but it does not have a definite place in this build. Tip: Small (1 spell slot) spells like Soul Ray, Fire Spray, and Poison Cloud can be equipped with my recommended spell list by equipping the Ring of Magical Nature in place of the Eternal Warrior's ring. However, be warned: without the Eternal Warrior's Ring, your endurance will have a hard time recovering, especially if you use heavy weapons. If you edge on the cautious side, then stick to lighter weapons while in this mode. If you feel skilled enough (or edge on the riskier side of things) then you can still use heavy weapons without the Eternal Warrior's Ring. Miracles: Second Chance - Insane survivability. When you die, you come back with 50% of your health, which is verrryyy useful. Always keep this baby on. Other Miracles are possible, but none I've seen are anywhere near as good as this one. |
Gameplay tips and progression |
This build is focused on being prepared for any type of opponent and shifting your tactics accordingly. The Lunar/Solar aspect comes in as the duality between pure magic weapons and spells with fire magic and spells. Using them both allows you to more effectively take on a variety of baddies. Listed below are my reason's for the main weapons in the build. Feel free to move things around to fit your play style. Northern Regalia is really the only one I consider mandatory, but before you beat the game you can just go with a Moon weapon. The Epee rapier is an interesting alternative to a Dragon weapon, such as my Guillotine axe. If you feel like you want to pump more points in magic, the rapier happens to scale quite nicely with it, making it a viable option. Talisman of Beasts- Standard for casting your spells. Talisman allows for miracles and spells, which is mandatory for this build. Insanity catalyst is a possible alternative, but this build lacks the Int needed for having it reduced by half, and the Insanity Catalyst can't cast miracles like Second Chance, so you'll need to menu switch between this and a Talisman in order to use them. Dark Silver Shield - Standard anti-magic shield. Good against a variety of opponents. You don't have to worry about the decreased spell damage, since you should never be casting any spells when this is out. This build can be modified to work at a variety of Soul Levels. Make sure you keep the Str at 20, Dex at 14, Mag at 12, and Faith at 12 for the Northern Regalia, if you choose to use it. Also, keep the Int at least 24 for Homing Soul Arrow and Fireball. |
Lunar/Solar Armsman
Not sure this would be effective :/ your vitality is very low, so melee is almost out of the question. Your damage with the silver catalyst won't be very good and you don't have much mp to fuel the iCat. If you want to make this effective in melee, you should use Northern Regalia (the most powerful moon -type weapon for the cheapest stat cost) and Dragon.weapons because their req is primarily your ability to carry the weapon. If you want to focus on being a mage, you'll want more INT for both the spell slots and the mp. I don't recommend both though unless you can make them work together in combat like a spellsword-type build. In addition, you'll either want the Dark Silver Shield or the Rune Shield if you want to live against a faith build, a light-weapon build, or a spellsword build as both increase your magic defense. What you have for armor is good, but I do not recommend ring of great strength as it will not help you as much as additional magic damage. Don't waste spell slots on warding, it only helps against physical builds. As for stealth, it is not recommended because you need those magic boosts to stay competitive as a mage. 16 faith is all you need to memorize second chance, but if you need more versatility, 18 faith allows you to use the talisman of beasts. Sorry, there are a lot of issues here that need to be addressed or clarified before this build rates as a +1 for me :(
Thanks for your tips, I'll start editing right now. I know this build has a lot of problems, but I'd like to keep the core idea alive.
I think the stat spread is still too shallow to be successful. 18 faith will benefit you more than 20 because those points can go directly into magic power. The one Dragon weapon that can really save you against almost any opponent is the Great Axe because its attack animations cannot be interrupted. The R1-R2 combo in 2 hands is a valuable trick to use against small weapons. To be competitive as a mage, you need 30+Mag, usually 40. With the stats you've listed above, the meat cleaver with light weapon would be more powerful than most of your dragon and moon weapons. You need a higher SL to make the concept you have competitive. I should also correct what you have for hyper mode: clever rat's ring does not increase your damage by 50%, it increases your weapon's attack rating by 50%. Dull rat's ring adds 50% to your armor's protection value, but does not necessarily reduce damage received by 50%. Moon weapons are also not very strongly enchanted unless you have moderate magic.
You've made some nice changes. I think this build would be a decent mage. If you were to take it higher, End to 30 and Vit to 40 would be nice if you favor melee or INT to 30 if you spellsling more often. I warn you in use of heavy weapons with only 20 End, you'll be caught without stamina more often than not. If you wish to use a moon weapon, the guillotine axe is good. The reason I like the great axe is because it stands solid ground against other weapons. You can take a running swing from the DBS if you time your swing right and hit them hard enough to make them run. More on your descriptions:
The guillotine axe deals a lot of direct hits, but not every hit, which is why the master's ring is not recommended. Rolling ability and spell strength are far more important. If you wish to use a magical weapon other than the moon guillotine axe or Northern Reg, i'd recommend the kilij and uchigatana. You may also use the estoc, though I think it only has a crescent upgrade, and the phosphorescent pole (although I'm not sure if i'd recommend meeting the stat reqs to use it). Nick1nintendo is the magic guy on here, so it might be a good idea to ask him for advice.
PS: if you want to make your build look better, list weapon possibilities and highlight the weapons you recommend. While you're at it, have a look at some of the other mage builds on the first two or three pages.
Please see my post in the wiki forum to help improve your build. Changes do need to be made before this rates a +1 from me.
hes using stamina pigs with 20 end.. i think hes a NOOB. by that i mean, extrmely new to this game. he even says to use knockbacks with GS thats pretty much a whole stamina bar at 20 end….