Elden Ring

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I recently finished my first level 1 playthrough. My main weapon was the meteoric ore blade (you have just enough stats to use it at level 1 with the +5 int talisman, Rennala's crown, and Radagon's Soreseal). Other elements of the build are the ritual shield talisman and dragon greatshield talisman (mandatory for not getting 1-shot by late game foes at level 1) and a buckler with golden parry. Here were the 5 hardest bosses for me, ranked:
5) Radagon / Elden Beast: He probably deserves to be higher on this list but after everything before him, there was nothing in his moveset I couldn't handle. Despite needing 3 parries for a crit, golden parry was still the way to go just because it invalidates so much of his moveset. It helps that I got extremely lucky by beating the Elden Beast on my second try.
4) Godfrey / Hoarah Loux: The first phase wasn't too difficult; very telegraphed moves that aren't lethal even at level 1. The real issue is phase 2, where his grabs are guaranteed instakills, and if anything else hits you then healing back is a bitch as his aggression is nonstop. Having to get through the first phase to fight the second again is also a chore.
3) Gurranq / Maliketh: A fight where both phases are nightmares. The first phase is tough and aggressive, with his double-slash attacks being ultra lethal at level 1. The first phase is all about positioning, baiting, and timing your jump attacks just right. But the real nightmare is phase 2. A huge portion of his moves are instakills at level 1, and if he doesn't kill you, the DoT effect will force 2 flask uses (you have to drink immediately so the DoT doesn't kill you, then drink again when it's over because you rely on being at full health to not get one-shot). If your positioning is even slightly off, he'll wreck you with an instakill AoE flurry. Did I mention the 30 seconds of running up stairs every time you die?
2) Mohg: This is the fight where being at level 1 matters the most, being probably the biggest gap in difficulty between my previous playthroughs and this one. The reason: once phase 2 starts, you're simply not allowed to get hit. Layering the crab buff and defensive talismans was no use, every single one of his attacks one-shot me, even the unassuming blood-throw attack. I've heard that blood loss makes him stronger, but even switching to a non-bleed weapon didn't save me, and I soon went back to the katana.
This fight came down to optimizing the first phase, attacking him as much as possible during the guaranteed countdown moves and nihil attack, to minimize his health during phase 2. The one saving grace is that his moveset doesn't change much (and the new moves are pretty easy) so replaying the first phase over and over at least provided transferable skills for the second.
1) Malenia: Did you expect anyone else? What a massive bitch, having one move that makes the fight 10 times harder than if she didn't have it. Every one of her other attacks is fine: either a slow attack that gives easy punish (and stance break) opportunities, or a fast attack that's still easily parried on reaction. She heals on each hit against you, but that's not an issue when you're most likely dead afterward. It's actually a fun fight when you get into the rhythm.
At least, until the waterfowl dance comes out. One bitch of an attack that is a death sentence if you don't dodge it perfectly. You could be doing great, then she leaps into the air and you're screwed. If you aren't already at a distance from her, you won't have enough time to run away, and dodging it up close requires such precise movement (quickly circling around her to juke her into moving away from you at first, giving you just enough time to iframe the rest of the flurry) that it feels like the devs actually wanted it to be unavoidable. And yes I know you can cancel the attack with a freeze pot but autists like me hate the smell of cheese.
Phase 2 is actually the easier of the two, but you need to get through the first phase to practice it. She gets a lot more punishable attacks, where she slowly rises and comes back down, though she maintains the ability to pull the waterfowl dance out of nowhere and ruin your day. She gets one really nasty new move in this phase (the illusion attack), and yes, it's an instakill at level 1. After dying to it just once I looked up how you're supposed to dodge it (2 back rolls, 2 front rolls, 2 left rolls) and felt zero guilt for doing so.
 
I switched of the Sword Of Night And Flame for the Moonlight Greatsword on my magic knight build and have been fucking gooning everything in my path.
Now that I’ve had time to get used to sorcery in this game, I have some thoughts. The main issue from a gameplay standpoint is that you have such a massive amount of spells to play with, but really you only need to use like three. One magic missile for single enemies, one for crowds, and one with homing to bitchslap large enemies. My mains are whatever the highest damage glintstone shard I have at the moment is, Adula’s Moonblade, and Ancient Death Rancor/Rock Sling. Quite honestly, incantations provide a lot more variety in terms of magic options.
But the real fun comes in how the spells get you to play with range and melee combat, and how they change the strategies you need to use them right. Spirit summons turn boss fights into a really intense game of baiting aggro and knowing when and when not to engage. Spells are also great in that their use encourages minmaxing, and I personally love minmaxing. And because you have to spec into Int, there’s a lot of really cool weapons to use that other builds just don’t have a place for.
Overall, magic is lit but I wish there was more useful variety. Kind of true for the whole series, come to think of it.
Also, fuck Seluvis. I got his charm and bounced, rest in piss you weirdo.
 
I made a DLC ready character and I'm doing a full cheese allowed playstyle so that I could rush to the endgame areas. My previous build was dex/arcane with dual twinblades (Eleonora's Poleblade and the Godskin Peeler), but this time I'm doing a STR/FTH build. For half of the game I used a sacred Claymore and did quite well but once I got the Blasphemous Blade it was easy to smash through a lot of encounters.

It's interesting how drastically encounters can differ. On my current build Crucible Knights are a complete joke. You can just spam Taker's Flame and watch them drop without them even hitting you. They can't be bled so with my previous build I actually had to memorize their attack patterns to win. Erdtree Sentinels are also easily killed and the enemies guarding the inner area to Elphael were no problem at all.

However, the Godskin enemies are tougher since they don't give a shit about fire or holy damage, so of course I'm throwing sleeping pots at them.

I used to think that people were exaggerating when they said the Mimic Tear was OP, and that's because my twinblade build mainly used jump attacks and I used no spells, so the Mimic Tear didn't do jack shit except work as a meat shield. With this current build, however, it tosses out tons of OP spells and fucks up a lot of bosses.

I do recommend trying a no summons run. It makes most boss fights a lot more challenging, though I think Astel is easier without using spirit ashes because its head moves around a lot more when there is more than one person attacking. I also didn't see much of a difference with Malenia since the real difficulty is her second phase and usually the Spirit Ash will die early from rot.
 
I want to do a run with a fun build, not just the usual big sword bastard, or the magic spam cunt. Anyone have ideas? I gave a fist build a try, and while it's fun, I definitely need to refine it. I don't want gay meta weapons and stats, but I also want something that isn't shit to play, and won't get stale halfway through. Maybe I should wait until the DLC comes out before I start a new playthrough.
 
I beat the game my second time with a very different build, so I got more opinions overall of the game.
First off, I love this game. It's so much fun if you are a Souls enthusiast, and it's like Fromsoft really polished a lot for stuff. The controls feel great, the speed of the game feels great, the difficulty is fair but you need to git gud, and the open world is very fun to explore. Hitboxes are fucked, but at this point we veterans have evolved to see hitboxes where they will be, not where they are like a kung fu master.
My only real complaints are that the open world allow you to be fully chromed up before even fighting Godfrey for like half the builds you're likely to use, leading to the game being a breeze until maybe Mountaintop Of The Giants. That's a problem with a lot of open world games, you get distracted by fun side stuff and get OP for the main story. With so many bosses, a lot are kind of meh even though the great ones fucking rock. But with bosses comes my biggest complaint.
Elden Beast is a horrible final boss. It would be fine if it weren't for how it just runs away. It turns a cool setpeice into a very annoying and boring end of the game. We had bosses that were like that before. Gwyn was a pushover, but it was a memorable and great end to the game. Moon Presence was a bitch compared to Ghermin, but it fit the theme of the game and was a sick eldritch God. Those worked, Elden Beast just sucks.
Radagon was an awesome fight. I purposefully didn't summon spirits when I fought him, he's just so much fun to duel as he keeps getting more and more powerful. He was a great final boss. Then this bitchass amoeba shows up, and just runs away the whole fight. Either I'm a complete retard, or this boss sucks, or probably both tbh.
My new game is dual wielding hammers, just whacking things with no fancy royal education in magic.
 
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Elden Beast is a horrible final boss. It would be fine if it weren't for how it just runs away.
Just let me fight it on my fucking horse Miyazaki! That single handedly solves all issues with the fucking thing and knowing some of it's attacks have very filthy tracking on foot, I can only imagine it was considered for a while.
 
Just let me fight it on my fucking horse Miyazaki! That single handedly solves all issues with the fucking thing and knowing some of it's attacks have very filthy tracking on foot, I can only imagine it was considered for a while.
I just want bow damage to not be total shit, and to be able to spin kick a mothertrucker.

At least one of those things'll happen.
 
The final boss is complete retardation.

Not only you can't use Torrent - your best friend during your journey - in the climax of the game in a battle that was obviously designed with Torrent in mind, you always need to kill Radagon every time because that motherfucker resurrects instantly.

And this bullshit never existed in the series. Gehrman is gone forever, The throne watchers are gone forever, but Radagon always comes back defying every bit of lore possible.
 
Just let me fight it on my fucking horse Miyazaki! That single handedly solves all issues with the fucking thing and knowing some of it's attacks have very filthy tracking on foot, I can only imagine it was considered for a while.
Thats part of its design though. Closing the gap is the boss fight because its a caster. When you get in range all there is is dealing damage because it has nothing to stop you once youve reached it.
 
I know I'm in the minority here but I thought Elden Beast was redeemed by the coolness factor of the fight with the ethereal atmosphere, solemn music and that big larva summoning the actual Elden Ring out of the sky to crush you. Kind of had echoes of the dragon fight in Sekiro. Mechanically I agree it's not great and having the horse would've definitely helped.
 
With talismans and incantations you can stack up to 87% holy resist. With the exception of its sword slam all Elden Beast's attacks are 100% holy based so you can basically cheese him this way if you're having trouble.

He'll do chip damage at most.
 
I think the Elden Beast boss fight would've been cooler if it could shapeshift into different animals and use their different abilities.
For example, turning into a dragon to breathe fire, a giant wolf to use a sword (like Sif from ds1), a sea creature (like a whale, axolotl, or a Kraken) to actually fit the theme of the water arena we're in, a snake because snakes used to be an ally of the Erd tree before they turned traitor, some sort of bird of prey, and a large human using the same character rig as regular NPC's (like ds3 soul of cinder).
It would still look like a galaxy with flowing veins of gold, just changing shape to resemble different animals.
also id add the ability to see it under the water sometimes. like the glowing parts of its body and the tip of its sword.

The only bad part of the fight is that sometimes its attacks combo a little too well, like the Elden stars spell is basically impossible to 100% avoid, and that ruins many players' no-hit / level 1 challenge runs.
 
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I fucking love Elden Beast. It's the atmosphere, the music, the wonder, the golden lights that make it great. Bonus points for not having retarded, overly long (almost 4th wall breaking) delayed attacks or shitty embarrassing dialogue. Godfrey was so disappointing, from presentation to actual game flow, that it made me want to delete the game, but EB saved the day.

I'm also not going to pretend like the game is wasting my time for not allowing me to use Torrent. I'm in no fucking hurry to get it over with since it's the very last thing in the fucking game. I can spare 3 minutes and accept the ranged nature of the encounter.
 
I think the Elden Beast boss fight would've been cooler if it could shapeshift into different animals and use their different abilities.
For example, turning into a dragon to breathe fire, a giant wolf to use a sword (like Sif from ds1), a sea creature (like a whale, axolotl, or a Kraken) to actually fit the theme of the water arena we're in, a snake because snakes used to be an ally of the Erd tree before they turned traitor, some sort of bird of prey, and a large human using the same character rig as regular NPC's.
It would still look like a galaxy with flowing veins of gold, just changing shape to resemble different animals.

The only bad part of the fight is that sometimes its attacks combo a little too well, like the Elden starts spell is basically impossible to 100% avoid, and that ruins many players' no-hit / level 1 challenge runs.
Its an alien why would it transform into terrestrial animals? We already have a forrest spirit boss in the form of the ancestor spirit. It even mimmics the attacks and patterns of animals... Rennala also summons a variety of spirits to do different attacks including a dragon. Elden beast is fine as is.
 
Its an alien why would it transform into terrestrial animals? We already have a forrest spirit boss in the form of the ancestor spirit. It even mimmics the attacks and patterns of animals... Rennala also summons a variety of spirits to do different attacks including a dragon. Elden beast is fine as is.
I'm sure there could easily be some lore reason why it could be able to transform into different shapes. It ain't exactly got normal anatomy made of meat like everything else in the lands between, plus it a god with a faith level of 999 probably so it's gonna be capable of incantations we don't even have the ability to perform at max level. why it would do it is to gain an advantage during the fight, if your character uses ranged attacks it closes the distance by transforming into something that can apply pressure using melee attacks, if your character only has melee attacks then it switches to the running away casting spells option.
The EB would know the player's build and the distance at which they're able to do damage by recording when it takes damage and at what distance from the player it was targeting at the time did that damage.
This would force players to engage their brains for once and use the tools available to them, like throwing knives and bows if they're STR build or short-range spells if they're spell casters.
The Rennala fight has summons, which are just copy-paste enemies with white paint on them. This turns the fight into a gank which a lot of people seem to dislike, but having the Elden Beast remain as one entity prevents this.
The ancestral spirit deer fight does take on different attacks of animals, but it doesn't change its anatomy, so it's not that impressive.
 
Elden Beast was easy, but its length makes it very anti climatic and a pain if you make a mistake and need to redo the previous fight. And lore wise it's pointless, just a big fuck off monster for a final boss more out of obligation.
The hardest part of the Elden Beast fight is its magic ball that shoots out other magic balls. As for the lore there's reference to the Elden Beast's existence in one of the incantations I'm pretty sure, and I'd argue the fight's more for spectacle than "obligation". Souls games typically don't feature a giant monster as the final boss fight, Bloodborne being the only other one that does (and the Moon Presence is both piss-easy and optional) so if anything it's breaking genre conventions. The Night-Walker from Princess Mononoke being the final obstacle between you and becoming Elden Lord is a suitably impressive finale.
 
Just let me fight it on my fucking horse Miyazaki! That single handedly solves all issues with the fucking thing and knowing some of it's attacks have very filthy tracking on foot, I can only imagine it was considered for a while.
To this day am convinced elden beast was originally meant to be fought while being able to ride torrent
 
I have a warpick. I have Cragblade. I have some spirit dweeb to distract bosses.
I am now an unholy chimera of destruction, especially if I grab an even bigger weapon.
 
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