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    +2500 HP Ridiculous Tank

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    Post by WyrmHero Tue Sep 04, 2012 3:46 pm

    2595 HP. 570 AR Lightning Claymore. +106 Poise.

    http://mugenmonkey.com/darksouls/?c=2677204131274613
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    Post by Tristan Tue Sep 04, 2012 3:59 pm

    I like how you got 2500 hp, 108 poise and you can midroll, but a few things I have personal grudges against. Those are the claymore, Grass crest, MoM, and pyromancy in general. lol!
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    Post by WyrmHero Tue Sep 04, 2012 4:05 pm

    LOL the greatswords are the perfect tank weapons, they rely on high poise to tank hits and stunlock in the R1 spammage war. Mom is essential for +2500 HP, and the GCS for some stamina regen boost of heavy armor. But you could change to Bastard Sword, any other medium shield, a sack and no pyro.
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    Post by WhatDoesThePendantDo? Tue Sep 04, 2012 4:18 pm

    http://mugenmonkey.com/darksouls/?c=4081800682526835

    Better.
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    Post by WyrmHero Tue Sep 04, 2012 4:20 pm

    Yeah, but I want him for DLC/No DWGR FC.
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    Post by lordgodofhell Tue Sep 04, 2012 4:50 pm


    The mom mask will be pointless when DLC drops. Only 5% increase I believe.

    You are aware the claymore speed is nerfed along with the lightning damage as well?

    Idk, I like the concept, reminds me of martys vitality God build on u tubez, but in the end I feel you will either end up spamming 8 GCs, or getting fish backstabbed due to being slow.




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    Post by WyrmHero Tue Sep 04, 2012 5:32 pm

    10% increase, which gives me +2400 HP anyway. Infinite stunlocking is removed, but it still can break 52 poise. I don't think lightning damage will be so underwhelming though...
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    Post by lordgodofhell Tue Sep 04, 2012 9:29 pm

    WyrmHero wrote:10% increase, which gives me +2400 HP anyway. Infinite stunlocking is removed, but it still can break 52 poise. I don't think lightning damage will be so underwhelming though...

    are you sure it can break 52 poise? I have been reading one only needs 40 something poise to tank 2 handed greatsword light attacks in DLC.

    The nerf of lightning is about 55 AR less depending on the wep, not a huge difference but it will be noticeable.
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    Post by Myztyrio Tue Sep 04, 2012 9:32 pm

    Lol cheers

    I wouldn't even bother with the GC
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    Post by WyrmHero Tue Sep 04, 2012 9:39 pm

    LOL why not? I have low Dex builds that use it and it connects. silly

    @Lord I think so....
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    Post by reim0027 Tue Sep 04, 2012 9:40 pm

    At least I'll get practice toggling out of your R1s. cheers


    Try it out and let me know what you think. Better yet, try it out on me.
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    Post by lordgodofhell Tue Sep 04, 2012 9:48 pm


    Hey I wanna try out on it too! You must feel bad *** when they connect that first hit on you, and your hp bar remains full on screen! lol
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    Post by DamageCK Tue Sep 04, 2012 10:11 pm

    Have the made an official statement on to what degree the mental weapons got nerfed? I think a lot of us have already pondered sl99 end/vit builds for fastroll/mental weapon tanks. Wondering whether or not they'll even be worth a sh*t post-patch.
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    Post by WyrmHero Tue Sep 04, 2012 10:21 pm

    reim0027 wrote:At least I'll get practice toggling out of your R1s. cheers


    Try it out and let me know what you think. Better yet, try it out on me.

    I actually thought about bringing it to you reim. twisted
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    Post by DamageCK Tue Sep 04, 2012 10:27 pm

    reim0027 wrote:At least I'll get practice toggling out of your R1s. cheers


    Try it out and let me know what you think. Better yet, try it out on me.

    Let me know if you want to practice those toggle escape parries sometime. They come in handy, particularly when you're dealing with the impenetrable fortress that is Wyrm's poise/intel build. Haha.
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    Post by reim0027 Tue Sep 04, 2012 11:41 pm

    I'm good with toggles, but I'll take you up on your offer to toggle parry practice.
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    Post by Serious_Much Tue Sep 04, 2012 11:43 pm

    well this is gonna be the official cookie cutter build of post dlc patch PVP..
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    Post by DamageCK Tue Sep 04, 2012 11:48 pm

    reim0027 wrote:I'm good with toggles, but I'll take you up on your offer to toggle parry practice.

    Word. Just drop me a line whenever.
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    Post by WyrmHero Wed Sep 05, 2012 12:01 am

    Serious_Much wrote:well this is gonna be the official cookie cutter build of post dlc patch PVP..

    It's a serious tank, med roll and everything, like it's supposed to be. LOL
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    Post by Rifter7 Wed Sep 05, 2012 12:08 am

    that med roll screams "backstab me", and that claymore is going to do less damage then a rapier come the ele weapon patch.

    put a thorn piece on.. i'd say helmet but. yeah.

    nice phys resists tho.
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    Post by WyrmHero Wed Sep 05, 2012 12:09 am

    I have a few tanks like this for you rif, then don't get easily backstabbed, LOL!
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    Post by Rifter7 Wed Sep 05, 2012 12:17 am

    we should have a "pretend that we're japanese" fight and go full out backstabs.

    all the forum things are so strict.. it makes it hard to sneak them in lawl!

    but my legitimate concern is once you actually do get backstabbed- unless that guys playing by some rules he's going to attack you getting up.. that means css, wotg or gc... the regular attacks u can just tank and laugh at, but your resistances are freaking low as hell.

    also the med roll can't escape chain stabs as well... a simple sprinting chainstab will anhialate you unless you parry on wakeup, but that leaves u vulnerable to regular attacks (which is fine.) and spells (which are gonna hit like a truck.)

    actually tho, go try it some time. grab someone with a css, backstab someone in the burg and go sit over their body and point the camera straight down at them and whined up a css. see how tought it is for them to escape with flip and fast roll, and then imagine that with med roll.

    if it hits they stagger out and u can chain a bs out of it. plus css has the glitchyest effing hit detection i have ever experienced. mlgs 2h r2 is great too because if it's at your feet that nifty wakeup roll stab doesnt work.
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    Post by DamageCK Wed Sep 05, 2012 12:32 am

    Yeah, a lot of people are starting to use the roll BS counter to being attacked during their wake up. Now if I'm using an attack that has a moderate to long wind up animation, I'll usually pull back on the stick toward the end to catch 'em coming out of their roll. After I do that once, if I run into the same player again I'll just attack in front of me 'cause I figure he's probably on to me now. Basically now when ever a counter-to-a-counter becomes popular, people just revert back to the original strategy and fool 'em that way. Hahaha.
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    Post by Rifter7 Wed Sep 05, 2012 12:36 am

    hahaha damage that's not gonna help wyrm if he gets backstabbed.

    i dunno maybe it's not that bad tho, who knows. you could always try it in the burg vs the less than desirable players.

    i find that backpeddling near the start of their wakeup works really well too and then just hitting them with a gc as they roll up to you... or the mlgs thing i said above.
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    Post by DamageCK Wed Sep 05, 2012 12:39 am

    Oh, I know. Best option is probably just to turtle as fast as possible after getting BSed. But if he went down while two-handing, he's totally effed. Hahaha.

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