Build summary | A low SL invader utilizing high-firepower Spells to destroy enemies before they can get within fighting distance. |
Recommended starting class(es) | Royalty |
Recommended Soul Level | 40 |
Recommended stats (Leave at default (**) if not raised) |
|
Vitality | ** |
Will/Intelligence | 24 |
Endurance | ** |
Strength | 10 |
Dexterity | ** |
Magic | 35 |
Faith | 16 |
Luck | ** |
Recommended equipment |
EquipmentRight Hand Primary:
Right Hand Secondary:
Left Hand Primary:
Left Hand Secondary:
Rings - Body Form:
Rings - Soul Form:
Armor:
Weed and Such:Dark Moon Grass
Now, Why That Equipment?Here I will explain the reasons for using the above items. The Right HandKris Blade Morion Blade Magic Sword "Makato" Crescent Estoc Crescent Kilij Phosphorescent Pole The Left HandInsanity Catalyst Talisman of Beasts Adjudicator's Shield The RingsClever Rat's Ring Ring of Great Strength Ring of Magical Sharpness Fragrant Ring Friend's Ring Foe's Ring The ArmorMonk's Head Wrappings Old Raggedy Set The Weed and SuchDark Moon Grass Old Spice Fresh Spice Brass Telescope Soul Remains Augite of Guidance Firebomb |
Recommended spells/miracles |
Spells and MiraclesSpells
Miracles
Now, Why Those Spells and Miracles?Here the choices for the above Spells and Miracles will be explained. The SpellsHoming Soul Arrow Firespray Ignite Soul Ray Fireball The MiraclesSecond Chance |
Gameplay tips and progression |
Gameplay Tips and ProgressionHere I will provide a step by step guide to complete this build. I. Complete 1-1, freeing Ostrava, gathering the Old Raggedy Robes, and the Firebombs. Buy Flame Toss from Sage Freke's Apprentice to really mess up Phalanx. Raise Magic as high as you can get it. II. Head off to 1-2, once again freeing Ostrava and collecting his Dark Moon Grass. Find a Wooden Catalyst on the top of the first guard tower. Tower Knight will be a synch with Flame Toss or Soul Arrow. Raise Magic as high as possible once again, as long as you don't go past 35. III. Work your way through 2-1, the easiest possible World ever for a Mage. Soul Ray everything to death. Collect all the Sharpstone you can here, as well as the Shard of Meltstone for reversing any screw-ups you might make when upgrading weaponry. Grab the Kris Blade here before the final shaft. Armor Spider should be easy if you know how to dodge. Level up Magic to 35 if you can, and invest any extra Souls into Intelligence. IV. 3-1 up next. This level is extremely important. Note also that it is essential that you do not die in Body Form! You must control World Tendency to get the Three Horned Hat. Along the way, pick up the Ring of Magical Sharpness on the 4F before the major staircase entrance. It is located in the Iron Maiden farthest to the left. It is also key that you free Sage Freke as he is essential. Grab the Clever Rat's Ring also. Make sure to kill the Dregling by the keys to Freke's cell who begs you not to. Now for Fool's Idol, I recommend you do not use any Magic Power enhancing items (Kris Blade, RoMS, etc.) since they also lower MagDef by a greater amount. This will put you at odds against the Idol with your low HP to boot. Try to grab the Baby's Nail during the battle since it is tough to get without activating the cutscene that takes you to the 3-2 Archstone. When you return to the Nexus, use the Doll Demon's Soul to learn Soul Ray from Sage Freke. Dupe the Hard Demon's Soul and use one to learn Firespray as well. Increase Intelligence to 18 if possible. The following can be done in any order, but this is my recommendation. V. Gather some friends and take 2-2 by storm. Take the shortcut, and take on Flamelurker. Considered by many to be one of the hardest bosses in the game, he will present a challenge. Keep your distance and bombard him with Soul Ray, but one false step could mean death. It might take a few tries, but you'll eventually learn his patterns. Give his Red Hot Demon's Soul to Blacksmith Ed to be able to upgrade weapons using other Demon's Souls (namely CDS). Up your Intelligence to 18 if able. VI. Kill Dragon God. He is one of the easiest to defeat once you know his patterns, but once again, mistakes mean certain death. Dragon God actually hits harder than any other boss per strike. Once he is slain, return to the Nexus and raise Intelligence once again, aiming for 24. VII. Now it's time for 4-1. Loot the Kilij, Talisman of God, and Adjudicator's Shield. Free Blidge to get some Soul Remains; they will help greatly in 4-2. Trade the Talisman of God for a Colorless Demon's Soul with Sparkly. Adjudicator is very easy if you just circle him at fire at his head with Firespray or Soul Ray. Dupe the CDS upon returning VIII. 4-2 will be the hardest level you can possibly imagine. Everything either has extremely potent melee capability or is virtually impervious to Magic. Your best be here is Firespray and Flame Toss since it inflicts Fire Damage. I'd once again recommend you do not use Magic Damage enhancers due to lowered MagDef. Use Soul Remains on the Reapers to distract them long enough to make an escape or bombard them with Firespray. Make sure to rescue Saint Urbain. As for Old Hero, use Thief's Ring to use effective hit-and-run tactics to prevent him from actually attacking. Raise Faith to 16. Learn and memorize Second Chance. Don't ever leave without it. IX. Go to 5-1 and grab the Talisman of God for casting Second Chance. X. Complete 1-3, grabbing the Iron Ring of Keys and the Official's Cap. Make your way back to the end of 1-2 to rescue Biorr and loot the Bloody Iron Key from the Fat Official guarding his cell. Rescue Yuria and defeat Penetrator. Use your duped Hard Demon's Soul to learn Ignite. XI. Complete Worlds 3 and 4, duping the Yellow Demon's Soul to craft the Insanity Catalyst and learn Homing Soul Arrow. Forge the Morion Blade using Storm Demon's Soul. The rest is up to you. Farm Darkmoonstone, upgrade your weaponry via CDS, get Foe's Ring, or fight Lord Rydyell for the Phosphorescent Pole. As long as you complete the build, the order of procedures is not important beyond this point. Now, Why Those Stats?I will provide justification for the stats listed above. Vitality:It is left at base because any real ability to survive a few more hits would mean pumping it up to at least 20. Anything else would be just an odd inbetween. Leaving it at 8 will give you enough to survive a few hits from a Crescent Falchion+1. Anything stronger than that (think Firestorm as it is quite popular at this SL) will crack your SC. If you play right however, you will either be able to counter FS with HSA and make a getaway, or keep enough distance between the two of you to keep your advantage of range. Firestorm and Hyperarchers are really the only problems you face even with 8 Vitality. Intelligence:24 is just enough for 4 Spell Slots and just over 100 MP with Insanity Catalyst equipped. It is possible to raise this to 30, reduce Magic to 30 (still a hardcap value), and decrease Strength to 9. Endurance:No need to raise this since the only melee you will be doing is Backstab fishing with your Crescent Estoc. That takes next to no Stamina anyways. Strength:At 10, you can effectively 2-hand a Crescent Kilij, making trading hits with Crescent Falchions the easiest way to win. Reducing it to 9 and reducing Magic to 30 can be done in order to raise Intelligence to 30 for many more Spell combinations. Dexterity:No need to raise this. Keep it at base. Magic:Your main damage stat. 30 is when Diminishing Returns kick in, but only slightly until 50. Then it really hits hard. Between 30 and 40 is where you get the highest damage for your Souls. 35 is ideal and allows you to OHKO with Fireball quite often. 30 is still more than enough to OHKO a Phantom through the rarely seen SC (at this SL range) with HSA. Faith:16 is just enough to cast SC. There is no reason to raise this any higher. Luck:It's not a BBS Build. How Can I Invade Effectively and Where?Here I will list what I have found to be the most fun/ busy spots for Invading. Tower Knight Archstone:One of the most intricate levels. It takes skill and knowledge to Invade here successfully due to the several "circles," as I call them, or pathways that intersect/ overlap each other. This makes it very easy to become cornered by several opponents. There are also several narrow coridors that limit your mobility greatly (Ignite is perfect for them, though). You do have an advantage, however. The enemies. The level is festering with powerful foes including several Fat Officials and eight Red-Eye Knights. Not to mention the dozens of potentially deadly Boletarian Soldiers and Imperial Spies. Here are some key strategies that I use when Invading this place: If Encountered Before the First Fog Gate If Encountered After the First Fog Gate I will be adding much more as I think about it. Hope you enjoy what is written so far! |
Low SL Witch Build
lol, sounds amazing.
Brass telescope taunt is OP. But everything else seems incredibly fun :D
Though I need to ask, what progressions would you need to take to make this a viable sl 125 build?
And also is it possible to use this setup without hyper mode?
How could a taunt be overpowered? O_o I know lots of people do it, so to stay unique, I use Soul Remains and rude gestures. :D
This build loses it's potential after this SL, since many of your spells will take 2 hits to kill with due to SC being popular at SLs beyond 40. If you were to take this to the SL125 PvP range, you'd want to make Jumilattorri's Sepukku Sage (Glass Cannon Pure Mage). IIRC, 8 | 40 | 8 | 9 | 12 | 69 | 68 | 7, SL125. ToB & Kris with Adjudicator's or Phosphorescent, and Crestoc.
Also, I myself almost never use Hyper with this setup since you'll be one hitting everything anyways and it just gives a little less room for mistake.
Nice build. No cheap invading tactics either +1 for chivalry. People who complain about some of these invading tactics are trolls IMO.
some goofy looking tornado head brass telescoped me last night in 1-4…and yes…being taunted like that was hilarious:D. I'm wondering…has anyone ever lit the 16 lights of guidance in 4-1? Now THAT would be cool to see.
That's funny. :p I always laugh when someone whips out their telescope as I die.
And what 16 lights of guidance? O_o
Augite of Guidance. I think you can use up to 16 at a time. I was just wondering if anyone managed to win 16 duels(in a row) and used 16 AoG on the ground next to the bodies. I think it would be cool to invade 4-1 for a duel, only to see 16 lights on the ground…talk about atmosphere. I don't know if they would reset for each invasion though?
Well Space another great build I really like HSA at 31+ mag. it OHKOs alot
I've placed like 50 AoG at once… xD And invaders will be able to see it.