4 stars based on
SotFS] Where I play How was the Darklurker? And I'd be up for hearing of your repeated adventures in Drangleic. Well, I died the first time in, naturally. Second fight, properly prepared, was pretty easy. Even after he split in half it was dyna and tillo trading options a matter of running in circles until he presented an opening.
He felt like a combo of the Nashandra fight and the Grave Robbing Crew fight. I'm surprised that the That's a very specific iconography with a lot of real world implications. Not sure how that translates into Dark Souls, though. I just went to the first bonfire, past the Firekeepers.
The new enemies were dyna and tillo trading options, even if they did die in one mighty swing of my Black Knight Greatsword. I haven't decided what I want to play through this time. I know I want to try something different now, while I have a chance to learn, because I know I won't get the opportunity later on down the road.
I've no experience with using magic in the game, although I like the idea of it. Every time I've let a caster have a moment to go they turn out to be quite devastating.
It would also play to my strength with regards to dodging. Even then, I'd have to decide what kind of caster I want to be. Hexes seemed interesting, except a lot of them seem to mention consuming souls to work, and I don't like that one bit. Alternatively, I might get into this Cosplay Dark Souls thing, since my skill and level are sufficient enough to make up for not-top-notch armor. It's pretty close to what Dyna and tillo trading options already playing, except I'd need to learn how to parry, since I'd be shieldless.
I also like the idea of the Throne Watcher, and I bought all of her gear. Maybe go Throne Watcher outfit, and cast sorceries? I'm dyna and tillo trading options to suggestions for a fun build. Each type of casting works a bit different, in practice - the base mechanics prepare spells at bonfire, equip catalyst, cast spells are the same, but each magic type focuses on something a bit different.
Sorcery has a LOT of ranged damage output, and a little bit of shorter ranged damage, and a handful of useful non-combat buffs like Fall Control, which eliminates falling damage from not-automatically-lethal falls, Cast Light, which conjures a glowy orb over your head for a while, or Chameleon, which disguises you as an object found in whatever area you're in. Many sorcery spells tend to have a high number of uses, so once you've got dyna and tillo trading options attunement slots its easy to use primarily spells and get through an area without running out.
My sorcerer, with 7 attunement slots, has, in her normal loadout: Sorcery and Magic damage on weapons scales purely on Intelligence, with a softcap at Miracles have a handful of powerful lightning damage spells including some more effective AoE than sorcery getsbut which tend to have limited number of casts per rest, so you have to use them to augment melee combat. It also has a number of solid buff spells both in-combat and out of combatand a collection of heals.
Using miracles will make you popular as a summon, because heals and miracle buffs have an AoE effect, where they'll affect you AND any allies that are right next to you. Having a few heals prepared can greatly increase your dyna and tillo trading options ability. Miracles and lightning damage on weapons scales purely on Faith with a softcap at 40 Pyromancies are almost exclusively short to mid range fire damage spells there's a few buffs, but they're mostly weird and very situational.
Many pyromancy spells have an arc, so they can be trickier to aim than other spell types. They tend to have more uses than miracles, but less uses than sorceries. As with Miracles, you'll probably dyna and tillo trading options to supplement your spellcasting with some melee combat. Pyromancy and fire damage on weapons scales on the sum of Intelligence and Faith with a softcap at 60 ; this means that a dedicated caster of any other type of spell can easily pick of Pyromancy as a side option, if they hit an area where enemies are resistant to their main spell type.
Hexes are much like sorceries - lots of high-use, long range blasting spells, and a few buffs. Hexes are made somewhat more annoying because half of them use a staff catalyst usually for sorceries to cast, and the other half use a chime catalyst usually for miracles to cast.
The higher-end chime hexes are very powerful - fast casting, fast moving, high damage, with the dyna and tillo trading options that, as you mentioned, they cost souls to cast. Also, hexes scale on the LOWER value of Int and Faith, so a dedicated hexer will be required to raise both stats fairly high though this does mean that you can then fall back on ANY other type of spell if the situation warrants it.
Most catalysts upgrade like dyna and tillo trading options - use titanite of some kind at a blacksmith, and you have the option of infusing them generally, you are limited to only the elemental infusions that the catalyst is capable of casting - so a Sorcerer's Staff can be infused with Magic or Dark, but not with LIghtning to focus the catalyst on a specific type of spell so the aforementioned Sorcerer's staff; with a Magic infusion, it will be better at casting Sorceries, but not as good at casting Hexes, and a Dark sorcerer's staff will be the opposite.
In addition to the Attack Dyna and tillo trading options of the catalyst which determines how hard your spells hitall catalysts also have a cast speed, which determines dyna and tillo trading options long it takes you to get your spells off.
There are also items in the game most dyna and tillo trading options the much-coveted Clear Bluestone Ring which increase casting speed. Of special note are weapon catalysts - these are weapons that sacrifice their heavy attack for the ability to cast spells for example: As compared to regular catalysts, their base spell power tends to be lower though this can be gotten around, more on that in a momentand they tend to have only the base casting speed so almost all catalysts will cast faster.
On the plus side, though, they let you mix up melee combat and spellcasting much more easily while carrying a shieldand they have a few notable benefits for spellcasting as well - a spell cast from a weapon catalyst will use the weapon's Counter Strength if it hits an enemy during an attack animation.
Given that most weapon catalysts HAVE counter strength which regular catalysts do notthis can be a notable increase in damage. Furthermore, weapon catalysts can be buffed though note that you have to have a catalyst of some kind in your other hand to do the buffing, or use a consumable buff item like a pine resin or aromatic ooze ; since the buff directly increases the weapons elemental damage which is the value that determines the strength of spells when castit ALSO buffs your spell strength.
I read that someone was testing sorcery catalysts - at dyna and tillo trading options int, while the Staff of Wisdom was the dyna and tillo trading options winner because it's just flat-out the most powerful sorcery catalyst in dyna and tillo trading options gamethe Magic Blue Flame, buffed with Crystal Magic Weapon, took second place.
Buffed, the sword edges out the staff in damage and GMW is not the best dyna and tillo trading options I could be using. The available weapon catalysts include: Pyromancies can only be cast from one of the two pyromancy gloves. I sat at the computer for probably an hour trying on different gear and playing with attack animations and such.
I finally went with a sorcerer using the Staff of Wisdom dyna and tillo trading options yet dyna and tillo trading options upgraded, because no blacksmith with the The one with the woman holding a flame? It buffs my stats when I have it out, and it'll let me reflect spells if I get in a fight against another caster.
Mostly I just like how it looks on my back when I'm two-handing the staff. Does two handing a staff increase it's magic damage? If not, may as well have the shield out all the time. For clothes I went with the dyna and tillo trading options rasta-skull helmet that boosts soul acquisition, and then the Northwarden gear, for the increased casting speed.
It took some time to get used to, mostly involving figuring out what spells I like and how to use them. Definitely died once in the tutorial area to a red phantom, because unlike everything else around it packed a heck of a punch. With ten slots I had a lot of room to play, which is nice. I've currently settled on two instances of Gives me something like 56 or 58 uses. More than enough to plow through the weak enemies in an area. Focus Soul, the four beam version.
Very nice against big enemies if I can dodge around behind them. I also have the single beam version, which is nice for much the same reason. I'd rather two versions of Focus Soul, but that'll have to wait a while. I've also got the crystal soul spear, the one that pierces enemies and has four uses. It hits like a dump truck, and I love it.
One dyna and tillo trading options copy and I have my boss killer spell. I've also got the travelling soul explosion spell. Not when I have the magic greatsword spell. Dodge around until everything is standing near and then wham, everything is dead. I've landed a couple 1. I two-shotted the drake in the Heide's tower area with it. Also homing crystal soul mass, for that nice blast to the face for anything that gets close.
As for progress, once I got my feet it was pretty fast going. I wanted to unlock the sorcerer vendor, so I started by heading through Heide's Tower area this time. It took quite a while, both because I was still sorting out my spells at this point and I kept getting invaded. I never lost an invasion go homing crystal soul mass!
Every time the invader was close to losing they would 'disconnect from my world', which I assume is the bullshit thing they do to avoid taking a loss. I cleared out the drake direction first, and actually managed to claim the loot this time! The Old Dragonrider fight took me two tries, if only because I was still learning. Most of my deaths revolved around not yet having a grasp on how to fight as a sorcerer, and not bringing the right spells to the party.
A second attempt with a full compliment of crystal soul spear saw him get smoked. Afterwards I headed to the other side, and thanks to a handy NPC summon, I was able to stand back delivering absolutely devastating damage without much fear. Did take the occasional spear to the face, but nothing really deadly. During the whole time in Heide's Tower I managed to get summoned once, adding one more Sunbro token.
Only three to go! Afterwards I scooted right on to No-Man's Wharf. Asides from the odd arrow to the head, and a couple close calls with a Varangian going nuts on me with his swords, I cleared the whole area in one fell swoop. I'd really gotten myself sorted by this point and things were dropping dead left right and center.
I didn't even notice that this area was technically at bonfire level 3 and not 2 thanks to dyna and tillo trading options prior farming. I grabbed Lucatiel for the boss fight proper this time, and she did her work admirably.