Spellsword - SL 200
rating: +11+x

Build summary A high-level PvP build that uses both Magic and Melee effectively. Difficult to master.
Recommended starting class(es) Royal
Recommended Soul Level

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

Vitality 63
Will/Intelligence 40
Endurance 40
Strength 18
Dexterity 13
Magic 50
Faith 50
Luck **
Recommended equipment

RH1: Moon Uchigatana +51
RH2: Talisman of Beasts
LH1: Moon Uchigatana +5 || Morion Blade || (Choice of shield)2
LH2: Kris Blade +5

1 This build can work well with any Moon/Crescent weapon. If extra points are needed to meet requirements for another weapon, they can be subtracted from Vitality.

2 Dark Silver Shield +5 (High Magic defense) || Steel Shield +10 (High Hit Resistance)

Which weapons are equipped is your choice. For those who like dual weapons, use two Moon Uchigatanas. For those who like to use a shield, either of the above will work. The Morion Blade is also good for when HP falls below 30%; you will deal extraordinary damage until your Second Chance is cracked. Hyper Mode is not recommended unless Second Chance is active.

Old King's Armor
Monk's Head Wrappings
Soul Form: Cling Ring, Foe's Ring
Body Form: Ring of Magical Sharpness, Eternal Warrior's Ring || Clever Rat's Ring

Recommended spells/miracles

Recommended Spells:

- Soul Ray: a simple, fast-traveling ranged spell. Good for interrupting heals and can deal solid damage against builds with middle-to-low Magic defense.

- Fireball: a ranged spell. Deals high damage against the majority of builds and has impressive splash, making it hard to dodge. The downside is it travels a little slower than Soul Ray, which makes interrupting heals difficult.

- Ignite: a strong, close-quarters spell. Easily deals more than twice the damage of Fireball, as well as causing opponents to stagger. The splash damage and high casting speed make it very hard to dodge if the enemy is close enough, though a miss can leave the caster vulnerable to backstabbing.

- Homing Soul Arrow: a strong, mid-range spell. Deals incredible damage, almost guaranteed to either kill or crack Second Chance with a direct hit. It is, however, easy to dodge, though one wrong step by an opponent can leave them open to be hit full-force. This spell can also be used when a heal is needed, as some opponents who don't know any better will stay away until the spell fires, giving time for maybe one or two heals.

- Firestorm: an incredibly high-damaging spell. If it connects, it can easily deal over 1000 damage, either cracking Second Chance or outright killing an opponent. In enclosed spaces, two hits may be possible, depending on how far away the first hit knocked your opponent. The main disadvantage is unreliability; often you will be hit before the spell really gets going, interrupting the cast. This problem can be solved by using Firestorm only when you have enough space, or just using it after a backstab when your opponent can't retaliate.

- Poison/Death Cloud - 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 powerful advantage over melee builds. Often opponents will stay away until the cloud wears off; this allows the caster to either block a narrow passage or hide inside the cloud if heals are needed. The reduces visibility may also allow another spell to surprise the enemy.

Recommended Miracles:

- Second Chance

- God's Wrath: since this build also has high Faith, God's Wrath does impressive damage, though the real beauty of it is knocking down your opponent. It can also be used when the caster is surrounded in place of Firestorm, leaving space for other spells.

Gameplay tips and progression

This build isn't easy to use, but when mastered, can be very good. This is because it's unpredictable. Magic and Faith are the focus stats because this build utilizes a "Pushed" Talisman of Beasts3. The Magic stat also increases melee power, due to Moon weapons' stat scaling, while Faith adds to Magic defense. This is especially powerful since most Magic-based builds have very low Magic defense4.

When fighting, you can open up with a long-range spell, and when your enemy dodges quickly close the distance and surprise them with melee. The trick is to never stick with one style for long; change between Magic and Melee so that opponents must constantly switch gears to avoid your attacks. You will most likely get a good hit in when they make a mistake, and if you are paying attention and use your Magic to interrupt their healing, they will eventually be worn down.

3 Since the TOB scales with both Magic and Faith, either can be increased for stronger spell power. Using a TOB with your Magic and Faith stat more-or-less the same will often push spell power beyond the capabilities of an Insanity Catalyst.

4 Kris Blade, Monk's Head Wrappings and Ring of Magical Sharpness all decrease Magic defense. This puts most Magic-based builds at high risk to the Blueblood Sword, Meat Cleaver and other similar weapons/spells that deal heavy Magic damage.

NOTE: some of this information is copy-pasted from my other variation of this build. It will be updated to fit this version as soon as possible.

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