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Season of Arrivals Controller Breakdown

Controller breakdown

False Promises - Kinetic Auto Rifle
Source: Contact Public Event
  • Rate of Fire: 360
  • Impact: 33
  • Range: 75
  • Stability: 25
  • Handling: 42
  • Reload Speed: 44
  • Mag size: 32
  • Aim Assist: 52
  • Recoil Direction: 86
Curated Roll:
High-Impact Frame / Chambered Compensator / Ricochet Rounds / Killing Wind / Sympathetic Arsenal
Recommended PvE Perks:
  • Sights: Fluted Barrel, Corkscrew Rifling, Polygonal Rifling
  • Magazine: Ricochet Rounds, Appended Mag, Extended Mag
  • Perk 1: Feeding Frenzy, Overflow, Killing Wind
  • Perk 2: Swashbuckler, Rampage, Surrounded
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Smallbore, Polygonal Rifling, Fluted Barrel
  • Magazine: Ricochet Rounds, High-Caliber Rounds, Flared Magwell
  • Perk 1: Dynamic Sway Reduction, Killing Wind, Overflow
  • Perk 2: Unrelenting, Zen Moment, Eye of the Storm
  • Masterwork: Stability
First up is the new High-Impact auto rifle this season. I don’t know why we keep getting new 360s but this one at least has the perks to back it up unlike previous autos. False Promises has barrels instead of scopes so you won’t be cross mapping someone with this auto, but that does mean we can help the abysmal stability for controller users. For PvE you won’t feel the need for stability in barrels as our mag choice will bump that up enough. The other issue is handling so fluted barrel is 100% the call. In terms of perks you can’t go wrong with feeding frenzy and any of the damage dealing perks. I really like Swashbuckler lately for the ease of use in getting 5x by just punching something (or knifing or force palm’ing something). Definitely don’t overlook killing wind for PvE as it will be super easy to keep up and gives a sizable handling bonus, so with that you might not even need fluted (unless you like the handling bonus before killing wind).
For PvP you want as consistent of a rifle as possible, smallbore adds a decent amount of stability and range to keep False Promises on target. Couple that with both ricochet rounds and the newly buffed dynamic sway reduction for a very stable shooting experience. If you want to ADS then either killing wind or overflow as great neutral perks. I personally lean toward overflow as having a magazine of 60+ would be hilarious. Finally I think unrelenting is going to be a really solid perk so long as you can stay alive. If you want to go full on ease of use then zen moment or eye of the storm for dueling will be the way to go. You lose lethality but 360s need as much help as they can.
Whispering Slab - Kinetic Combat Bow
Source: Contact Public Event
  • Draw Time: 612
  • Impact: 68
  • Accuracy: 45
  • Stability: 58
  • Handling: 68
  • Reload Speed: 64
  • Mag size: 1
  • Aim Assist: 75
  • Recoil Direction: 55
Curated Roll:
Lightweight Frame / Natural String / Fiberglass Arrow Shaft / Killing Wind / Swashbuckler
Recommended PvE Perks:
  • Sights: Polymer String, Natural String, Agile Bowstring
  • Magazine: Compact Arrow Shaft, Straight Fletching, Fiberglass Arrow Shaft
  • Perk 1: Archer's Tempo, Quickdraw, Killing Wind
  • Perk 2: Swashbuckler, Demolitionist, Vorpal Weapon
  • Masterwork: Handling
Recommended PvP Perks:
  • Sights: Elastic String, Flexible String, Polymer String
  • Magazine: Fiberglass Arrow Shaft, Straight Fletching, Helical Fletching
  • Perk 1: Archer's Tempo, Firmly Planted, Killing Wind
  • Perk 2: Opening Shot, Unrelenting, Vorpal Weapon
  • Masterwork: Draw Time
Whispering Slab is the next weapon on the list, and, while being a lightweight frame, bows did receive a 10% damage bonus in PvE. Game breaking? Meta shattering? Probably not, but you can arm yourself with the widest bow this side of the drifter’s coin. In PvE you have a lot of options in terms of barrels, or strings. Really if you find you want a snappier bow then go with something like agile string, or something like elastic string for a faster draw time. That choice is yours. I do find myself running low on arrows so I recommend compact arrow shaft for more reserves but that depends on how you run around. Archer’s tempo is the best in slot for decreasing draw time post precision hit, and bows really highlight precision hits. In the final column I also recommend Swashbuckler for the easy 5x and very easy way to maintain that damage.
In PvP lightweight bows need a touch to make them more competitive, but the very fast draw time with all the bonuses can surprise someone with peak shooting and full draw. Like Hush Opening Shot is definitely a great option for Whispering Slab, making sure to nail that first shot can make the second shot or the clean up easier. Another good perk is Vorpal though unlike Point of the Stag this bow doesn’t have the damage to back it up, so while it’s great for team shooting it drops off fast the less allies you have.
First In, Last Out - Arc Precision Shotgun
Source: Contact Public Event
  • Rate of Fire: 65
  • Impact: 70
  • Range: 62
  • Stability: 46
  • Handling: 64
  • Reload Speed: 50
  • Mag size: 6
  • Aim Assist: 27
  • Recoil Direction: 58
Curated Roll:
Precision Frame / Rifled Barrel / Assault Mag / Pulse Monitor / Vorpal Weapon
Recommended PvE Perks:
  • Sights: Fluted Barrel, Arrowhead Brake, Hammer-Forged Rifling
  • Magazine: Assault Mag, Appended Mag, Tactical Mag
  • Perk 1: Outlaw, Auto-Loading Holster
  • Perk 2: Demolitionist, Vorpal Weapon, Surrounded
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Corkscrew Rifling, Fluted Barrel, Smallbore
  • Magazine: Assault Mag, Accurized Rounds
  • Perk 1: Slideshot, Outlaw, Hip-Fire Grip
  • Perk 2: Opening Shot, Vorpal Weapon, Demolitionist
  • Masterwork: Handling
First In, Last Out (FILO) is definitely a welcome addition to the loot pool this season. Blasphemer has been around since shadowkeep and Gunnora’s and Good Bone Structure before that. But more slug shotguns with a small loot pool isn’t a bad thing. Unfortunately FILO isn’t as good as it’s older brothers, but I’ll explain that in the PvP section. For PvE you really can’t go wrong. Fluted brings up that handling stat to very high levels, and assault mag also bumps up the burst damage for tankier majors. Because slug shotguns are very precision oriented, outlaw makes a perfect choice, but auto-loading holster is a great ease of use perk. In the final column demolitionist is my choice for completely bypassing the reload if you need to chunk down a major. Shotguns reload one at a time so bypassing that reload by any means necessary is a top choice. Vorpal also helps a ton against the enemies you should be using this on.
In PvP FILO just doesn’t compare to Blasphemer or either of its energy brethren for one reason and more importantly one perk: quickdraw. Without quickdraw FILO just doesn’t have enough going for it that any of the other shotguns can’t do. Maybe Vorpal but supers are only relevant towards the end of the game (barring mayhem). So you’d be missing a perk for most of the game.
Hollow Words - Arc Fusion Rifle
Source: Contact Public Event
  • Rate of Fire: 740
  • Impact: 80
  • Range: 54
  • Stability: 44
  • Handling: 31
  • Reload Speed: 28
  • Mag size: 6
  • Aim Assist: 63
  • Recoil Direction: 75
Curated Roll:
Precision Frame / Chambered Compensator / Projection Fuse / Feeding Frenzy / Unrelenting
Recommended PvE Perks:
  • Sights: Fluted Barrel, Polygonal Rifling, Chambered Compensator
  • Magazine: Ionized Battery, Enhanced Battery, Liquid Coils
  • Perk 1: Feeding Frenzy, Lead from Gold, Killing Wind
  • Perk 2: Vorpal Weapon, Disruption Break, Surrounded
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Chambered Compensator, Smallbore, Polygonal Rifling
  • Magazine: Particle Repeater, Projection Fuse
  • Perk 1: Slideways, Quickdraw, Killing Wind
  • Perk 2: Vorpal Weapon, Disruption Break, Unrelenting
  • Masterwork: Stability
Fusions need a lot of love, and this one is no exception. In PvE you can do just fine with any number of perks. Ionized battery for the big magazine increase without much penalty with feeding frenzy. Vorpal for majors, disruption break for arc shields and possibly surrounded for a very situational damage bump.
In PvP you want consistency. Hollow Words doesn’t have rangefinder or sights to increase zoom so you’re really stuck in that 20m and in range. So you might as well increase the stability to maximize those 5, 6, or even 7 bolt kills. Chambered will bump up the recoil direction while also increasing stability. Particle repeater will also bump up stability. Slideways will help the stability post slide. And either vorpal or disruption break will be great here. Vorpal will help do massive damage against supers even if you only hit a few bolts, and disruption break will give you a 50% damage bonus when you inevitably miss a few bolts and leave them 1/2 health.
IKELOS_HC_v1.0.2 - Void Hand Cannon
Source: Contact Public Event
  • Rate of Fire: 180
  • Impact: 78
  • Range: 39
  • Stability: 60
  • Handling: 40
  • Reload Speed: 40
  • Mag size: 9
  • Aim Assist: 75
  • Recoil Direction: 91
Curated Roll:
Precision Frame / Corkscrew Rifling / Seraph Rounds / Threat Detector / Rampage
Recommended PvE Perks:
  • Sights: Fluted Barrel, Corkscrew Rifling, Smallbore
  • Magazine: Appended Mag, Tactical Mag, Extended Mag
  • Perk 1: Subsistence, Triple Tap
  • Perk 2: Vorpal Weapon, Rampage
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Fluted Barrel, Smallbore, Polygonal Rifling
  • Magazine: Seraph Rounds, Accurized Rounds, Tactical Mag
  • Perk 1: Threat Detector, Slideways
  • Perk 2: Vorpal Weapon, Eye of the Storm, Disruption Break
  • Masterwork:Handling
The Ikelos hand cannon returns to us and is still a pretty poor hand cannon. At the very least you can make some things work. A base handling stat of 40 means that fluted barrel will be appreciated to make this 180 feel less like a heavy noodle. Appended mag or really any mag extending perk will be appreciated as the base mag of 9 is just too small for my liking. Subsistence only returns 1 shot so triple tap is arguably better but does require those three consecutive crits to count and also only returns one shot. Nothing is really better here. In the final column you could go vorpal or rampage, both are nice to see but neither are the best here. I would have liked to see kill clip or swash for an overall bigger damage output for a smaller mag.
In PvP 180s are consistent being a 4 shot kill, but are very slow compared to the likes of Thorn, Spare Rations, and even the Howl sisters. You can still perform well with it, but they have definitely fallen off the radar of competition since season 6. There really aren’t that many perks that can pull this hand cannon above Trust or even the next 180 in this list, so pass unless you like the aesthetics.
IKELOS_SG_v1.0.2 - Solar Shotgun
Source: Contact Public Event
  • Rate of Fire: 140
  • Impact: 65
  • Range: 41
  • Stability: 39
  • Handling: 50
  • Reload Speed: 65
  • Mag size: 7
  • Aim Assist: 72
  • Recoil Direction: 69
Curated Roll:
Rapid-Fire Frame / Rifled Barrel / Tactical Mag / Threat Detector / Trench Barrel
Recommended PvE Perks:
  • Sights: Fluted Barrel, Smallbore, Hammer-Forged Rifling
  • Magazine: Tactical Mag, Appended Mag, Light Mag
  • Perk 1: Feeding Frenzy, Lead from Gold, Threat Detector
  • Perk 2: Any
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Full Bore, Hammer-Forged Rifling, Smallbore
  • Magazine: Accurized Rounds, Light Mag
  • Perk 1: Firmly Planted, Moving Target, Feeding Frenzy
  • Perk 2: Elemental Capacitor, Vorpal Weapon
  • Masterwork: Handling
I’m actually excited to see the Ikelos shotgun back in the game. I spent far too long trying to get this and it’s just one more trench barrel shotgun to throw in my vault (reminder to clean out your vault). In PvE here’s a new recommendation. Any perk within the last column can be useful, yes even elemental capacitor. You could go tried and true with trench barrel; disruption break for solar shields; surrounded and rampage are both situational but someone likes them; and vorpal is great against the enemies you should be using this against. Elemental capacitor is less valuable comparatively but with Lead from Gold you don’t have a reload perk, so having that reload increase on a solar subclass could definitely come in handy.
In PvP rapid-fire frames are on the very short list of bad shotguns for crucible. I am very surprised to see conventional barrels over shotgun barrels for the Ikelos shotgun, so because there isn’t rifled or full choke to choose from you want to bump up the handling a ton. Accurized rounds is the best call for extending your two tap range as much as possible. Adding something like firmly planted can really help tighten the accuracy cone. Add in a handling MW and a void subclass and elemental capacitor will give you pseudo-quickdraw.
Berenger’s Memory - Void Grenade Launcher
Source: Contact Public Event
  • Rate of Fire: 150
  • Blast Radius: 15
  • Velocity: 53
  • Stability: 32
  • Handling: 24
  • Reload Speed: 29
  • Mag size: 5
  • Aim Assist: 30
  • Recoil Direction: 70
Curated Roll:
Rapid-Fire Frame / Volatile Launch / Sticky Grenades / Threat Detector / Rampage
Recommended PvE Perks:
  • Sights: Hard Launch, Smart Drift Control, Quick Launch
  • Magazine: Spike Grenades, Alloy Casing
  • Perk 1: Field Prep, Clown Cartridge, Quickdraw
  • Perk 2: Demolitionist, Disruption Break, Auto-Loading Holster
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Volatile Launch, Confined Launch, Linear Compensator
  • Magazine: Proximity Grenades, Sticky Grenades
  • Perk 1: Quickdraw, Threat Detector
  • Perk 2: Demolitionist, Elemental Capacitor, Disruption Break
  • Masterwork: Blast Radius
A 150 GL arrives at our feet after the 150 nerf. Unfortunate. You can still make the most of it. In PvE you can go for a similar build to the tried and true Swarm of the Raven, or even the most optimal Interference VI with clown cartridge and demolitionist. Unfortunately 150 GLs just aren’t as good anymore.
For PvP, don’t use this please.
Temptation’s Hook - Arc Sword
Source: Contact Public Event
  • Swing Speed: 46
  • Impact: 46
  • Charge Time: 50
  • Ammo Capacity: 55
Curated Roll:
Caster Frame / Honed Edge / Balanced Guard / Tireless Blade / Surrounded
Recommended PvE Perks:
  • Sights: Jagged Edge, Honed Edge, Tempered Edge
  • Magazine: Swordmaster's Guard, Heavy Guard, Burst Guard
  • Perk 1: Relentless Strikes, Tireless Blade
  • Perk 2: Vorpal Weapon, Surrounded, Whirlwind Blade
  • Masterwork: Impact
Recommended PvP Perks:
  • Sights: Jagged Edge, Honed Edge, Tempered Edge
  • Magazine: Swordmaster's Guard, Heavy Guard, Burst Guard
  • Perk 1: Tireless Blade, Relentless Strikes
  • Perk 2: Vorpal Weapon, En Garde
  • Masterwork: Impact
A completely new sword to D2 but familiar to those D1 vets is Temptation’s Hook. Think Bolt Caster, and if you didn’t play D1 watch the quest to get Bolt Caster and thank the RNGeesus we don’t have to do that again. For PvE relentless strikes is definitely the best perk here, but tireless blade is a great option if you’re using the heavy attack more frequently. Vorpal on a sword is certainly something I will grind (also for the aesthetics) which puts it slightly above other swords, barring the ranged attack.
In PvP I can imagine a bunch of hilarious antics with this sword. Tireless blade is definitely the call as every other powered kill rewards ammo, and that includes the ranged attack. Vorpal weapon could see some use against roaming supers depending on how the damage is.
Death Adder - Solar Submachine Gun
Source: Prophecy Dungeon
  • Rate of Fire: 900
  • Impact: 15
  • Range: 36
  • Stability: 42
  • Handling: 64
  • Reload Speed: 33
  • Mag size: 37
  • Aim Assist: 55
  • Recoil Direction: 95
Curated Roll:
Lightweight Frame / Smallbore / Steady Rounds / Hip-Fire Grip / Eye of the Storm
Recommended PvE Perks:
  • Sights: Fluted Barrel, Polygonal Rifling, Smallbore
  • Magazine: Appended Mag, Tactical Mag, Flared Magwell
  • Perk 1: Feeding Frenzy, Subsistence
  • Perk 2: Dragonfly, Disruption Break, Quickdraw
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Smallbore, Polygonal Rifling, Corkscrew Rifling
  • Magazine: Accurized Rounds, Tactical Mag, Steady Rounds
  • Perk 1: Dynamic Sway Reduction, Hip-Fire Grip, Feeding Frenzy
  • Perk 2: Rangefinder, Moving Target, Eye of the Storm
  • Masterwork: Stability
Move aside Recluse, another lightweight Veist weapon is here to take your place. Unlike Master of Arms you have dragonfly instead for some great AoE damage and feeding frenzy for fast reloads. Also with this over Recluse you have the option to tailor Death Adder to your liking, find the kick too hard? Find a roll with more stability. Need some range? Death Adder has that too. It’s not necessarily a better Recluse, but it’s certainly more flexible.
In PvP you could get some really nasty rolls with Death Adder. Nothing over pre-nerf Recluse. But good for consistency and great for just a neutral weapon. I recommend a healthy dose of both range and stability for the crucible. All the range means nothing if you can’t reliably hit someone, and the easiest to control gun also doesn’t help if you can only hit max range at 1-2m.
IKELOS_SMG_v1.0.2 - Arc Submachine Gun
Source: Prophecy Dungeon
  • Rate of Fire: 750
  • Impact: 22
  • Range: 54
  • Stability: 39
  • Handling: 73
  • Reload Speed: 32
  • Mag size: 30
  • Aim Assist: 42
  • Recoil Direction: 90
Curated Roll:
Aggressive Frame / Corkscrew Rifling / Seraph Rounds / Grave Robber / Disruption Break
Recommended PvE Perks:
  • Sights: Fluted Barrel, Polygonal Rifling, Smallbore
  • Magazine: Appended Mag, Tactical Mag, Flared Magwell
  • Perk 1: Subsistence, Grave Robber
  • Perk 2: Demolitionist, Vorpal Weapon, Surrounded
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Chambered Compensator, Smallbore, Polygonal Rifling
  • Magazine: Seraph Rounds, Accurized Rounds, Steady Rounds
  • Perk 1: Dynamic Sway Reduction
  • Perk 2: Tap the Trigger, Vorpal Weapon, Demolitionist
  • Masterwork: Stability
Finally a 750 with more than 5 stability! I'd highly recommend bumping up the stability to make it match or beat the stability of Huckleberry. Throw on subsistence and demolitionist and you basically never have to reload. It definitely won’t beat out Huckleberry for PvE but could be a good alternative to save your exotic slot for Xenophage or another weapon. Even just to diversify your loadouts a bit more.
In PvP you can do some good damage with this smg, unfortunately sidearms are just strictly better and increasing the range leads directly into auto rifle territory. Smgs need a better home but you can still make this one work. The Ikelos smg has a healthy handling stat of 73 so dropping that a touch with chambered compensator and maxing out the recoil direction stat and adding some stability will definitely be the call. Seraph rounds are a better accurized but steady rounds will be there if you can’t control the gun. Dynamic sway reduction got a dynamic sway buff this season and makes it best in slot. Finally I recommend tap the trigger for consistency in the first couple shots.
IKELOS_SR_v1.0.2 - Solar Sniper Rifle
Source: Prophecy Dungeon
  • Rate of Fire: 140
  • Impact: 55
  • Range: 37
  • Stability: 45
  • Handling: 70
  • Reload Speed: 61
  • Mag size: 5
  • Aim Assist: 73
  • Recoil Direction: 57
Curated Roll:
Rapid-Fire Frame / Full Bore / Seraph Rounds / Triple Tap / Box Breathing
Recommended PvE Perks:
  • Sights: Fluted Barrel, Corkscrew Rifling, Polygonal Rifling
  • Magazine: Appended Mag, Extended Mag, Tactical mag
  • Perk 1: Fourth Time's the Charm, Triple Tap, Feeding Frenzy
  • Perk 2: High-Impact Reserves, Box Breathing, Shield Disorient
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Hammer-Forged Rifling, Full Bore, Smallbore
  • Magazine: Seraph Rounds, Accurized Rounds, Tactical Mag
  • Perk 1: Moving Target, No Distractions
  • Perk 2: Quickdraw
  • Masterwork: Range
Unfortunately the Ikelos sniper is’t as good as it was pre-box breathing nerf. It has never been the same since. You can do some seriously good dps with fourth time’s the charm and high-impact reserves, but you won’t beat out a firing line sole and you’ll have to hit max rpm which is VERY hard to do.
In PvP you can do well with this rifle, but after the 140 nerf you don’t really see these guns anymore. Range with quickdraw is the goal, but if you want box breathing instead then you want to bump up the handling as much as possible instead.
Widow’s Bite - Solar Sniper Rifle
Source: Prophecy Dungeon
  • Rate of Fire: 140
  • Impact: 55
  • Range: 36
  • Stability: 42
  • Handling: 69
  • Reload Speed: 60
  • Mag size: 5
  • Aim Assist: 69
  • Recoil Direction: 60
Curated Roll:
Rapid-Fire Frame / Arrowhead Brake / Steady Rounds / Firmly Planted / Quickdraw
Recommended PvE Perks:
  • Sights: Fluted Barrel, Arrowhead Brake, Smallbore
  • Magazine: Appended Mag, Extended Mag, Alloy Magazine
  • Perk 1: Lead from Gold, Feeding Frenzy
  • Perk 2: Demolitionist, Disruption Break, Quickdraw
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Hammer-Forged Rifling, Full Bore, Smallbore
  • Magazine: Accurized Rounds, Alloy Magazine, Tactical Mag
  • Perk 1: Slideshot, Firmly Planted
  • Perk 2: Quickdraw, Opening Shot, Demolitionist
  • Masterwork: Range
Introducing Widow’s Bite, or rather, reintroducing Widow’s Bite. While I love the aesthetic of Veist weapons they all have been done before. Apostate, Twilight Oath, or even Omniscient Eye are all great PvP weapons with the ability for a good PvE roll. The Ikelos sniper has been reintroduced this season and just last season we got Distant Tumulus. The rapid-fire sniper rifle pool is so large compared to the aggressive frames. If this sniper were moved up two impact classes I could see it standing on its own, but Widow’s Bite doesn’t do anything remarkable that the aforementioned snipers can’t do; and by now you already have a good roll on them.
Hoosegow - Arc Rocket Launcher
Source: Prophecy Dungeon
  • Rate of Fire: 20
  • Blast Radius: 75
  • Velocity: 58
  • Stability: 47
  • Handling: 44
  • Reload Speed: 50
  • Mag size: 1
  • Aim Assist: 63
  • Recoil Direction: 80
Curated Roll:
Adaptive Frame / Hard Launch / Black Powder / Snapshot Sights / Quickdraw
Recommended PvE Perks:
  • Sights: Linear Compensator, Smart Drift Control, Quick Launch
  • Magazine: Impact Casing, Alloy Casing
  • Perk 1: Field Prep, Auto-Loading Holster
  • Perk 2: Demolitionist, Cluster Bomb
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Volatile Launch, Confined Launch, Linear Compensator
  • Magazine: Impact Casing, Black Powder
  • Perk 1: Tracking Module
  • Perk 2: Cluster Bomb, Demolitionist
  • Masterwork: Blast Radius
Hoosegow is an interesting weapon. It is the only weapon that has been given to us a total of three times now. The OG vanilla Hoosegow from Titan, the reprised Hoosegow XE5837 in Black Armory, and now. Unfortunately rockets need a sizable buff in PvE for them to be more than an expensive add clear. They don’t do enough on bosses even specced for max damage and they don’t offer enough to be used to clear adds over a primary. They have no true identity other than a fire and forget weapon but grenade launchers can do a similar job with more in a magazine.
In PvP the fire and forget is valuable but the low ammo and potential to waste your heavy by missing over the very tried and true Wardcliff or Truth is hard to pass up. If you like the old aesthetic of Destiny 1 then you can definitely grind out this gun, but I think it will be a decent pass until a buff.
Negative Space - Solar Sword
Source: Prophecy Dungeon
  • Swing Speed: 46
  • Impact: 60
  • Range: 40
  • Efficiency: 10
  • Defence: 68
  • Charge Time: 20
  • Ammo Capacity: 60
Curated Roll:
Adaptive Frame / Jagged Edge / Burst Guard / Tireless Blade / Whirlwind Blade
Recommended PvE Perks:
  • Sights: Jagged Edge, Honed Edge, Tempered Edge
  • Magazine: Heavy Guard, Burst Guard, Enduring Guard
  • Perk 1: Relentless Strikes, Tireless Blade
  • Perk 2: Whirlwind Blade, Surrounded, Disruption Break
  • Masterwork: Impact
Recommended PvP Perks:
  • Sights: Jagged Edge, Honed Edge, Tempered Edge
  • Magazine: Heavy Guard, Burst Guard, Enduring Guard
  • Perk 1: Tireless Blade, Relentless Strikes
  • Perk 2: Counterattack, Surrounded
  • Masterwork: Impact
The lesser of the three swords introduced this season; Negative Space is here to take up vault space. I sound a bit harsh but if you have a sword from Forsaken that isn’t either of the new swords this one doesn’t reintroduce anything interesting. If the third and final exotic sword were introduced this season it would be a different story, but Raze-Lighter is still being held hostage by Shaxx. Negative Space does have disruption break which is unique to this sword, but chances are you won’t be just breaking a shield with this weapon and instead trying to kill it, so surrounded or whirlwind blade are both upgrades.
In PvP you can 3-peak with a sword, which is cheesy. But you don’t really have a good reason to use swords in PvP.
The Forward Path - Kinetic Auto Rifle
Source: Iron Banner
  • Rate of Fire: 600
  • Impact: 21
  • Range: 50
  • Stability: 48
  • Handling: 72
  • Reload Speed: 64
  • Mag size: 43
  • Aim Assist: 71
  • Recoil Direction: 60
Curated Roll:
Adaptive Frame / Red Dot 2 MOA / Armor-Piercing Rounds / Dynamic Sway Reduction / Iron Gaze
Recommended PvE Perks:
  • Sights: Cleanshot IS, Hitmark IS, Red Dot Micro
  • Magazine: Tactical Mag, Appended Mag, Flared Magwell
  • Perk 1: Feeding Frenzy, Fourth Time's the Charm
  • Perk 2: Swashbuckler, Multikill Clip, Iron Grip
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Red Dot Micro, Red Dot 2 MOA
  • Magazine: Accurized Rounds, Steady Rounds, Tactical Mag
  • Perk 1: Dynamic Sway Reduction, Feeding Frenzy
  • Perk 2: Tap the Trigger, Eye of the Storm, Iron Grip
  • Masterwork: Handling or Stability
The new perks on Iron Banner weapons seem interesting, and definitely offer an interesting way to spice up your weapons. In the case of the Forward Path you’ve got a really solid 600 to try them out on. The adaptive archetype of autos are currently the hottest weapon and have been since last season, but with scopes instead of barrels and being an easily farmable kinetic over Gnawing Hunger or Galliard-42 XN7568 can mean you can use that one shotgun we all know you helped with the community event to get. Quickly for PvE you won’t find too many surprising rolls.
PvP is a different story with iron grip being added. Reload can be circumvented by a variety of ways and a slower reload never stopped people before. The +20 stability is massive and means that you could reliably invest in all range or handling over stability as that perk alone would cover a ton of your utility. Dynamic sway reduction would also help in those prolonged fights and add even more stability over time. Definitely a gun to look out for and shake up most loadouts.
The Fool’s Remedy - Solar Sidearm
Source: Iron Banner
  • Rate of Fire: 450
  • Impact: 35
  • Range: 34
  • Stability: 64
  • Handling: 63
  • Reload Speed: 44
  • Mag size: 15
  • Aim Assist: 58
  • Recoil Direction: 94
Curated Roll:
SUROS Rapid-Fire Frame / Control SAS / Ricochet Rounds / Pulse Monitor / Iron Grip
Recommended PvE Perks:
  • Sights: Quickdot SAS, Control SAS, Shortspec SAS
  • Magazine: Ricochet Rounds, Appended Mag, Flared Magwell
  • Perk 1: Feeding Frenzy, Subsistence, Fourth Time's the Charm
  • Perk 2: Kill Clip, Quickdraw
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Control SAS, Quickdot SAS, Tactic SAS
  • Magazine: Ricochet Rounds, High-Caliber Rounds, Flared Magwell
  • Perk 1: Moving Target, Hip-Fire Grip, Pulse Monitor
  • Perk 2: Rangefinder, Quickdraw, Eye of the Storm
  • Masterwork: Stability
Finally a more obtainable SUROS Rapid-Fire sidearm. The only other one of it’s type with random rolls was the Dead Man Walking XX7463. I know for most this archetype falls somewhere in between a joke and a niche weapon but for some it’s an exciting addition to a very small list of this type. In PvE you can certainly make it work, and you don’t even necessarily need feeding frenzy as the intrinsic frame gives a bonus to reload on an empty mag but having it will most likely be better than not. I do recommend throwing on a backup mag unless there’s a new seasonal mod as the 15 magazine size will deplete more often than not. But I do recommend ricochet rounds over the other mag increasing perks simply due to the fast RPM and smaller magazine you’re severely punished for missing shots so having that added stability and range will feel nice.
In PvP this archetype has always fallen into the niche category but has a good utility with faster rate of fire, you do have a slower optimal ttk on par with the lightweight sidearms, but a faster body shot ttk. In layman’s terms it will be between a 6-8 shot kill, meaning you could chain 2 kills per mag with good trigger discipline but will be unreliable. Making this sidearm reach as far as possible while still maintaining good stability will give the best results.
Nature of the Beast - Arc Hand Cannon
Source: Vendor Loot Pool
  • Rate of Fire: 180
  • Impact: 78
  • Range: 40
  • Stability: 65
  • Handling: 42
  • Reload Speed: 32
  • Mag size: 10
  • Aim Assist: 76
  • Recoil Direction: 80
Curated Roll:
Precision Frame / Crossfire HCS / Appended Mag / Subsistence / Dragonfly
Recommended PvE Perks:
  • Sights: Fastdraw HCS, Steadyhand HCS, Truesight HCS
  • Magazine: Appended Mag, Alloy Magazine, Extended Mag
  • Perk 1: Quickdraw, Subsistence
  • Perk 2: Demolitionist, Dragonfly, Vorpal Weapon
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Steadyhand HCS, Fastdraw HCS, Hitmark HCS
  • Magazine: Accurized Rounds, Flared Magwell, Steady Rounds
  • Perk 1: Quickdraw, Snapshot Sights
  • Perk 2: Rangefinder, Vorpal Weapon, Demolitionist
  • Masterwork: Range
A new 180 hand cannon that I would have liked to see in the kinetic slot over the energy slot. We have Trust, Optative, the returning Ikelos hand cannon and a couple year 1 hand cannons. We did just receive the Seraph Officer’s Revolver but the kinetic pool of precision frames with good PvP rolls is limited. I will certainly be hunting for a good quickdraw / rangefinder roll just in case 180s get a small bit of love. But I doubt that will happen.
In PvE I find these hand cannons need a lot of love but can be really good for low-key playlists like strikes and patrols. I cannot see this gun becoming A tier for higher end activities especially for the lower damage, lack of a reload perk, small magazine, and subsistence only giving 1 bullet back on returns. If you can get over that or are in an activity that allows you to one shot all enemies then this gun will feel just fine.
Truthteller - Void Grenade Launcher
Source: Vendor Loot Pool
  • Rate of Fire: 90
  • Blast Radius: 55
  • Velocity: 77
  • Stability: 26
  • Handling: 72
  • Reload Speed: 74
  • Mag size: 1
  • Aim Assist: 79
  • Recoil Direction: 70
Curated Roll:
Lightweight Frame / Confined Launch / Concussion Grenades / Underdog / Swashbuckler
Recommended PvE Perks:
  • Sights: Quick Launch, Smart Drift Control, Linear Compensator
  • Magazine: Spike Grenades
  • Perk 1: Field Prep, Feeding Frenzy, Auto-Loading Holster
  • Perk 2: Swashbuckler, Demolitionist, Disruption Break
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Quick Launch, Smart Drift Control, Linear Compensator
  • Magazine: Spike Grenades, Proximity Grenades, High-Velocity Rounds
  • Perk 1: Auto-Loading Holster, Field Prep
  • Perk 2: Disruption Break, Demolitionist, Quickdraw
  • Masterwork: Handling
Not gonna lie, this is the only gun I am seriously excited about. In PvE it won’t beat out Mountaintop, Militia’s Birthright or even Orewing’s Maul. But it does have a couple different builds you could go for that put it in a niche class.
In PvP is where you’ll see this, or where I will be using it. Disruption break on a grenade launcher is gonna be slightly toxic. Break a guardian’s shield and get a massive 50% damage increase on all kinetic damage is gonna be a huge team shot weapon. If you start seeing this in the crucible you can certainly thank me. #sorrynotsorry
Cold Denial - Kinetic Pulse Rifle
Source: Season Pass
  • Rate of Fire: 340
  • Impact: 33
  • Range: 61
  • Stability: 50
  • Handling: 32
  • Reload Speed: 41
  • Mag size: 30
  • Aim Assist: 32
  • Recoil Direction: 73
Curated Roll:
High-Impact Frame / Smallbore / Flared Magwell / Zen Moment / Headseeker
Recommended PvE Perks:
  • Sights: Fluted Barrel, Polygonal Rifling, Smallbore
  • Magazine: Appended Mag, Flared Magwell, Ricochet Rounds
  • Perk 1: Feeding Frenzy, Killing Wind
  • Perk 2: Swashbuckler, Multikill Clip, Sympathetic Arsenal
  • Masterwork: Reload
Recommended PvP Perks:
  • Sights: Arrowhead Brake, Chambered Compensator, Smallbore
  • Magazine: Ricochet Rounds, High-Caliber Rounds, Flared Magwell
  • Perk 1: Killing Wind, Zen Moment, Feeding Frenzy
  • Perk 2: Unrelenting, Eye of the Storm, Swashbuckler
  • Masterwork: Stability
The season pass weapons have been really spicy lately. Cold Denial is no different. Besides looking really cool (aesthetics) it has all of the new perks that put it above other pulses and for PvE it has access to swashbuckler. Previously only Infinite Paths 8 had that perk but due to its lackluster frame you couldn’t reliably take advantage of the increased damage. Cold Denial will certainly be able to one burst most enemies before swash so the extra damage will certainly add a ton of versatility.
In PvP you might see an uptick in this pulse for the novelty of the new perks and the small High-Impact frame buff this season, but will Cold Denial stand throughout the seasons? It doesn’t have the lethality of Redrix. It could have the consistency over Eystein-D. But if Cold Denial were released as an energy weapon it could compete against Premonition with a very different perk pools for either consistency with this gun or lethality through the alternative. You’ll just have to see whether this fits with you and if you like it enough to keep it throughout the seasons.
Falling Guillotine - Void Sword
Source: Season Pass
  • Swing Speed: 46
  • Impact: 60
  • Defense: 60
  • Charge Time: 20
  • Ammo Capacity: 60
Curated Roll:
Vortex Frame / Enduring Blade / Heavy Guard / Energy Transfer / Whirlwind Blade
Recommended PvE Perks:
  • Sights: Jagged Edge, Honed Edge, Tempered Edge
  • Magazine: Swordmaster's Guard, Heavy Guard, Burst Guard
  • Perk 1: Relentless Strikes, Tireless Blade
  • Perk 2: Surrounded, Whirlwind Blade
  • Masterwork: Impact
Recommended PvP Perks:
  • Sights: Jagged Edge, Honed Edge, Tempered Edge
  • Magazine: Swordmaster's Guard, Heavy Guard, Burst Guard
  • Perk 1: Tireless Blade, Relentless Strikes
  • Perk 2: En Garde, Counterattack
  • Masterwork: Impact
Finally we have the newest sword frame and arguably the coolest of the two. Dark Drinker-lite is now in D2 with the Final Fantasy aesthetic. In PvE I would have loved to see Vorpal on this sword as well but I understand it might have made it the clear winner over other alternatives, but even just the tried and true whirlwind blade will do just fine. I definitely think this sword belongs in PvE over PvP but if you do manage to get a funny kill or multi with this sword please send the clip to me.
submitted by pandapaxxy to sharditkeepit

I Beat the Game as Every Starting Class Archetype - Here's What Was Best

So, like a lot of people these days, I've had a lot of time to kill lately and while admiring the character creation screen I thought that it would be interesting to play through the game as every starting class archetype to see how they all do in PvE. I didn't do this intending to make a guide or a reddit post, just to challenge myself to try different builds and to satisfy my curiosity, but I thought I'd share the experience here in case it inspires anyone on their next play through.
Now I know what you're thinking. Why would you possibly bother doing this for a 4.5 year old game?
So anyways, what even is a "class archetype"? Well, every starting class orients you in a certain direction. The Sorcerer gives you the stats and equipment necessary to make a sorcery-focused magic build. The Warrior gives you the stat and equipment to make a strength-focused build. While any class can be turned into anything, they all without nudge you in a certain direction.
There was of course some free interpretation on my part on what I felt was the fully realized version of each starting class, but this is what I landed on;
The Knight was turned into a build centered on big shields and heavy armor.
The Mercenary was turned into a dexterity-build favoring katanas.
The Warrior was turned into a pure strength build favoring heavy weapons.
The Herald was turned into a strength/faith build, using supportive miracles and heavy weapons.
The Thief was turned into bleed/luck build.
The Assassin was turned into a int/dex build, relying on weapon buffs and other supportive sorceries.
The Sorcerer was turned into a glass-cannon sorcery build.
The Pyromancer was turned into a 40/40 caster build relying on pyromancies
The Cleric was turned into a pure faith caster build.
I skipped making a Deprived for the simple reason that it doesn't nudge you towards anything, instead offering a completely balanced starting slate.
For all of the characters, I followed pretty much the same progression route, only deviating slightly when it made sense (such as dipping into the Farron Keep to pick up Lightning Bolt on the Cleric). The path I followed was: Cemetery of Ash > High Wall > Undead Settlement > Road of Sacrifices > Cathedral of the Deep > Farron Keep > Catacombs of Carthus > Smouldering Lake > Irithyll > Irithyll Dungeon > Profaned Capital > Anor Londo > Lothric Castle > Consumed King's Garden > Untended Graves > Grand Archives > Kiln of the First Flame > Archdragon Peak > Painted World of Ariandel > Ringed City.
I would play through the areas one by one on all nine characters to get a feel for what each of their strengths and weaknesses are. Below is a ranking of the builds according to how I felt they performed through the game as a whole. Things to note here is that I chose to build these characters in a certain way, and there were of course other ways to build them that would still have corresponded to the whole "starting class archetype" thing but that might have made the builds feel stronger. I pretty much went with what I thought would work. Anyways, lets get to it.

S-Tier

The Knight - A lot of people probably played their first Souls game cowering behind a shield. This is far from my first time playing the game, but I found that this build was still incredibly effective. As stated above, I went with a variety of Greatshields depending on the situation, mostly using the Greatshield of Glory, along with a Heavy Longsword and the heaviest armor I could wear. I was able to just block against the vast majority of enemies and bosses. Progressing through the areas would take longer than on a build with more damage, but blocking was incredibly forgiving and resulted in extremely few mishaps. I was able to comfortably block most bosses and fight them as if they were just overgrown trash mobs. The heavy armor, which required a hefty investment into vitality, probably didn't do all that much however, since I rarely ever got hit anyways.
The Warrior - My first time through Dark Souls 3 was on a strength build, back when slower weapons were a lot weaker than they are now. Boy, have things changed. I did luck out and get a Greataxe as early as the Upper Wall, which allowed me to just rampage through the rest of the game. The damage and poise damage of heavy weapons really made the game a piece of cake, as you could just stunlock pretty much anything, with most enemies dying in 1-3 hits. Bosses were easy to melt as well. I eventually replaced my Greataxe with Yhorm's Machete for 1v1 encounters and the Fume Knight UGS for fighting multiple enemies, giving me all the versatility I needed.
The Pyromancer - The Pyromancer is definitely the king of the casters, for two simple reasons. It gets its strongest spells and equipment relatively early, and there are enemies weak to fire from the earliest areas of the game to its end. Early game is usually where casters struggle, but the sheer amount of enemies weak to fire in the first few areas of the game really off-sets that. You progress in power rapidly, peaking when you get Great Chaos Fire Orb which will absolutely melt bosses and larger enemies at a reasonable FP cost. Rapport can trivialize encounters against multiple strong enemies, and Dark Flame will deal with enemies that like to dodge spells. Having the ability to deal Dark and Physical damage means you'll pretty much never encounter anything that forces you into melee combat, but just in case, I rolled with a Chaos Straight Sword, which was enough for whenever I needed to get into melee range.

A-Tier

The Sorcerer - Making this a glass-cannon, dumping pretty much all stats into intelligence and attunement early on and neglecting to get a decent melee weapon was a pretty dumb idea. You struggle with FP costs and slow cast times in the early areas, but by mid game your Great Heavy Soul Arrow is hitting like a truck for what seems like no mana and you have great versatility with spells like Soul Greatsword. By end game, the Sorcerer was easily the strongest build, doing massive damage at a low FP cost, easily able to deal with swarms of enemies, elite mobs and bosses alike, with the Moonlight Greatsword for when you deign to actually melee enemies.
The Mercenary - The Mercenary felt kinda like the Warrior but a bit weaker. I decided to go for that quintessential Souls dexterity weapon, the Katana, and never regretted my choice. Using the weapon art to parry is incredibly satisfying, and both the Uchigatana and later Chaos Blade do great damage. I also picked up a Wolf Knight's GS for fighting swarms of weaker enemies, and it felt great. Adding a bow which could do decent damage also added some great versatility to the build.

B-Tier

The Thief - The luck/bleed build was a lot smoother than I was expecting. From the start, bleed was doing great damage and adding Anri's Straight Sword for enemies resistant to it helped round out the build. I stuck with the starting shield as well for parries, which made 1v1:s a breeze. It didn't have quite the flashy damage or range as the other melee builds, aside from against bosses vulnerable to bleed where this build really shines, but it was a very smooth experience.
The Cleric - This was really a surprise for me. My favorite build is the faith caster, but I've always felt like it was mostly a NG+ build. The early game was a slog, since it takes a while for you to pick up your first useful damaging miracle (Gnaw). Lightning spells have exorbitant FP costs, reserving them for boss battles until endgame when you have a lot of attunement. But Gnaw/Dorhys' Gnawing plus Wolnir's Holy Sword easily carried me through most of the game, with Lightning Stake proving itself a powerful boss-melter. The build's biggest problem is that the two things it lacks the most; a high damaging ranged spell, and a low-cost ranged spell, aren't available until the very end of the game (Sunlight Spear + Lightning Arrow). This was made worse by the fact that I played offline and thus had no access to Greater Lightning Spear (I didn't feel like spending a few hours farming Sunlight Medals from mobs). Still, surprisingly fun and smooth, with healing and other support miracles making the road easier.

C-Tier

The Herald - The Herald kinda had a troubled start. I had initially planned to use spears as my weapon of choice, until I remember how much they suck, and made the change towards strength-oriented weapons. This build definitely doesn't lack for damage. A heavy infused, Deep Protection-bolstered, Lightning Blade-buffed, Lothric Knight Greatsword hits like a freaking truck, but the stats I dumped into bringing my damage up meant that my endurance and vigor were lower, causing more deaths than for most other builds. Also, even buffed up, the damage wasn't THAT much greater than the pure strength Warrior, who didn't need to buff and could get more swings out due to higher endurance. Support miracles were decent, but not fantastic. Playing offline did hamper this build, since I missed out on Sacred Oath and Darkmoon Blade (though who goes out of their way to farm those when they're just trying to beat the game, anyway?). Not bad by any means, but a bit rough.
The Assassin - The biggest problem for the Assassin, who started out alright, is that there just aren't any good support sorceries. Hush is great if you're speed running, but since I was playing thoroughly, exploring and killing everything, it was kinda useless, since it very rarely helps you avoid fighting multiple enemies. I dipped into pyormancies like Carthus Flame Arc, Power Within and Carthus Beacon, which did help. My main weapon was the Sellsword's Twinblades, which were fantastic 1v1 but had trouble against multiple enemies. The bane of this build was having to fight more than one "elite" enemy, like say 2 Lothric Knights at once. It did however have probably the best DPS out of any build, allowing me fully buffed to absolutely melt some bosses. But that didn't really make up for having the worse time out in the world.
So, that's that! I hope this inspired you to try any of these builds, either to see how great they were or to prove me wrong by making them work better than I did.
submitted by Garntus to darksouls3

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