- Joined
- Dec 8, 2019
Not a problem.That's actually a bit of a difficult question to answer, but I'll try. So, in terms of weapons I tend to vary between using a one-handed sword plus a two-handed greatsword and a one-handed sword plus a bayonet rifle. I'm not sure what blood codes/veils work best with these two combinations and I'd imagine I would want a tank setup for the one/two-handed sword equipment set and a more mobile, dodge focused build for the one-handed sword + bayonet rifle combination. The problem is how to do that.
Late-game builds actually discourage using different weapons per build. If it does use one other weapon type, it's strictly for utility (such as being light enough to enable a faster dodge, or for drain purposes). That's because the "Mastery" passives unlocked by certain codes give a flat 25% damage increase for one weapon class only. You can put two different "Mastery" skills to make up for it, but then you only have 2 passive slots left to work with, and every one of them counts. They are expensive though, so you shouldn't be too worried about that part just yet. Of course, if you don't mind missing out on the damage boost, then this first passage is irrelevant.
Your preference for a one-handed + two-handed combination is a bit troublesome, as they mostly scale off of separate physical stats (Dexterity and Strength, respectively). Before you do anything else though, max out Fighter, Ranger, Berserker, Prometheus and Atlas as much as possible, as they all contain vital support for both weapon classes.
For damage, you'd have to run with a "quality" class such as Prometheus, which is decently high in both. However, you will find another blood code halfway through the Cathedral called Queenslayer. It has even better scaling than Prometheus, and can still hold up against codes you find at the end of the game. But yeah, your baseline for any code is at least a natural B in both Strength and Dexterity, though you can be flexible.
HP isn't too relevant when it comes to tankiness in a game like this, but Balance (poise) certainly is. The best code for that at your current disposal is likely Atlas, but unlike Prometheus it has low Dexterity (you can fix that by equipping a Lost or Sunset weapon; they aren't the best, but they are also not as hurt by poor damage scaling). Then you grab a heavy weapon and veil to jack your balance up even further, but don't be surprised when you start fat-rolling. That's why blocking exists.
As for blocking, chip damage is determined by the Damage Reduction numbers displayed on the far right of the menu. These are actually percentages. That's why you should grab a Zweihander and meld it with an Atlas Chrome so it becomes Reinforced; it will literally protect you from all damage that isn't coming from the ground, 100%. It's busted.
...Or, you can just equip Shifting Hollow instead to give yourself a teleport dodge that costs only 1 ichor per cast with no stamina required. It's your choice.
Similarly, your veil determines how much damage you are taking through Damage Reduction, but if you aren't going for a mage class, then the choice isn't as important to you (at least not until you find the late game attack buff, Bridge to Glory). Just pick your preferred parry animation and weight depending on how mobile you want to be.
For gifts, you want to pack as many damage buffs as you can hold, since they all stack on top of each other. Afterwards, test it out on the field and see what spots are you lacking. If you keep finding yourself running out of stamina, slot in the Stamina Boost passive. If you don't like how much damage you're taking, equip Iron Will and Foulblood Barrier. If you keep running out of ichor to maintain your buffs, attach Weapon Drain Rating Plus and Bloodsucking Blades. And etc. Just make sure you equip at least one weapon skill, as that is your damage burst.
For damage, you'd have to run with a "quality" class such as Prometheus, which is decently high in both. However, you will find another blood code halfway through the Cathedral called Queenslayer. It has even better scaling than Prometheus, and can still hold up against codes you find at the end of the game. But yeah, your baseline for any code is at least a natural B in both Strength and Dexterity, though you can be flexible.
HP isn't too relevant when it comes to tankiness in a game like this, but Balance (poise) certainly is. The best code for that at your current disposal is likely Atlas, but unlike Prometheus it has low Dexterity (you can fix that by equipping a Lost or Sunset weapon; they aren't the best, but they are also not as hurt by poor damage scaling). Then you grab a heavy weapon and veil to jack your balance up even further, but don't be surprised when you start fat-rolling. That's why blocking exists.
As for blocking, chip damage is determined by the Damage Reduction numbers displayed on the far right of the menu. These are actually percentages. That's why you should grab a Zweihander and meld it with an Atlas Chrome so it becomes Reinforced; it will literally protect you from all damage that isn't coming from the ground, 100%. It's busted.
...Or, you can just equip Shifting Hollow instead to give yourself a teleport dodge that costs only 1 ichor per cast with no stamina required. It's your choice.
Similarly, your veil determines how much damage you are taking through Damage Reduction, but if you aren't going for a mage class, then the choice isn't as important to you (at least not until you find the late game attack buff, Bridge to Glory). Just pick your preferred parry animation and weight depending on how mobile you want to be.
For gifts, you want to pack as many damage buffs as you can hold, since they all stack on top of each other. Afterwards, test it out on the field and see what spots are you lacking. If you keep finding yourself running out of stamina, slot in the Stamina Boost passive. If you don't like how much damage you're taking, equip Iron Will and Foulblood Barrier. If you keep running out of ichor to maintain your buffs, attach Weapon Drain Rating Plus and Bloodsucking Blades. And etc. Just make sure you equip at least one weapon skill, as that is your damage burst.
Your preference for a one-handed sword + bayonet combination is lot easier to manage. You need only a high Dexterity stat to optimize your physical attacks, though with Bayonets some extra qualifiers may need to be involved. Before you do anything though, you must first max out Ranger, Caster, Prometheus, Hunter, Artemis, and Assassin.
For damage, you're going to want a class that has high Dexterity, as both weapon types scale off that stat. The above-mentioned Queenslayer code is the easiest choice for that. However, bullet damage from the Bayonet is determined by your Willpower and Mind stats, so if you plan to shoot often, your best bet at the moment will be Artemis (though the low Strength scaling may hamper your ability to use many one-handed swords).
Your durability is going to be a sheet of paper at this point, which is why you should be focused on getting your mobility to Quick; do it for the i-frames, dodge distance, and particle effects. To reach Quick mobility though, you're going to have to either keep within the weight limit of a Quick class, or be below 50% weight limit for a Normal class. This will mostly limit you to the Ivy-Type veils (the one that shoots spikes), as they are typically the lightest of them all. Fortunately, swords and guns are light enough as is, so it's usually just the Blood Veil you should be most concerned about.
By the way, the reason why Quick mobility is so popular among the player-base is because of a passive you get later in the game, Swift Destruction. It boosts all your attacks by 10% if you are running Normal mobility, and 20% if you are running Quick. Crazy, right?
Because your magic stats is probably high enough, you can slot in a magic spell if you wish for those long-distance pokes. You only need one though; two and three is where you start nudging into mage territory. Just pick any one that you have; my favorite in this case is Guard of Honor because of its long travel distance.
Just like the above, you're going to want to stack as many attack buffs as you can carry, as they are the bread and butter for the game's DPS math. Raising your drain rating is integral in this case (since swords and bayonets have low numbers), so Weapon Drain Rating Plus and Bloodsucking Blades are mandatory. Then you put in Stamina Boost, because more often than not you'll find yourself running low on the gauge because you keep hopping everywhere. Everything afterwards is for QOL purposes, though If you want to shoot your bayonet more often, equip Ranged Impact and use the weapon skill Fusillade Rondo as often as you can. The recent buff to the latter has made it quite the killer.
For damage, you're going to want a class that has high Dexterity, as both weapon types scale off that stat. The above-mentioned Queenslayer code is the easiest choice for that. However, bullet damage from the Bayonet is determined by your Willpower and Mind stats, so if you plan to shoot often, your best bet at the moment will be Artemis (though the low Strength scaling may hamper your ability to use many one-handed swords).
Your durability is going to be a sheet of paper at this point, which is why you should be focused on getting your mobility to Quick; do it for the i-frames, dodge distance, and particle effects. To reach Quick mobility though, you're going to have to either keep within the weight limit of a Quick class, or be below 50% weight limit for a Normal class. This will mostly limit you to the Ivy-Type veils (the one that shoots spikes), as they are typically the lightest of them all. Fortunately, swords and guns are light enough as is, so it's usually just the Blood Veil you should be most concerned about.
By the way, the reason why Quick mobility is so popular among the player-base is because of a passive you get later in the game, Swift Destruction. It boosts all your attacks by 10% if you are running Normal mobility, and 20% if you are running Quick. Crazy, right?
Because your magic stats is probably high enough, you can slot in a magic spell if you wish for those long-distance pokes. You only need one though; two and three is where you start nudging into mage territory. Just pick any one that you have; my favorite in this case is Guard of Honor because of its long travel distance.
Just like the above, you're going to want to stack as many attack buffs as you can carry, as they are the bread and butter for the game's DPS math. Raising your drain rating is integral in this case (since swords and bayonets have low numbers), so Weapon Drain Rating Plus and Bloodsucking Blades are mandatory. Then you put in Stamina Boost, because more often than not you'll find yourself running low on the gauge because you keep hopping everywhere. Everything afterwards is for QOL purposes, though If you want to shoot your bayonet more often, equip Ranged Impact and use the weapon skill Fusillade Rondo as often as you can. The recent buff to the latter has made it quite the killer.
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