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Dark Souls II
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Synonamess Botch
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March 21, 2014 - 6:22 pm
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Xtal I'm in the Copse (and also the Grave of Saints I guess).  And I know that boss battle you speak of.  And my impressions match yours - it is shite.  I don't even remember the boss's name and I don't care to remember.  Why should I since its existence is completely without context.  I did take a peek at the next area - Earthen Valley?  It is kind of cool the way poison slime sticks to your legs and causes your poison meter to rise even after you're not longer standing in said slime pool.  You can also see this effect in the Wharf, where those horn-helmed guys throw seemingly harmless bottles of liquid at you.  That stuff is flammable, but wading in the water washes it off.

The Chariot however is very cool.  I've beaten him a few times as a summon and I'm about to go try him solo.

I'm baffled by opinions which state that Souls combat is bad while, say, button mashy combat such as Darksiders is oh so great.  You are most assuredly excused: punch away.

Ahm-pass.  Yeah, that one blew my mind as well.

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Steerpike
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March 22, 2014 - 12:59 pm
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See Xtal, rants like the one earlier are why I tend to pay you no heed when you claim on the staff board that you have little but anger to add to the conversation. Your anger is like cheesecake. Yes, eventually it kills. But it's delicious right up until that moment.

I have been inundated with emails asking why the Dark Souls 2 Diaries haven't already started, and no one seems terribly sympathetic when I point out that that project caused me to literally forget how to write and is not something I necessarily wish or intend to take up once more. Let's just say the jury remains "out" on whether I'm going to put myself through that again, given that it induced a two year block last time. Besides, I think the popularity and expectations are such that the magic would be gone on the second go-round. Heck, I'm not sure why it was so well received the first time.

One the tangential subject of Femshep, I tend to agree. Bioware did a really nice job with that character design and it's disappointing that they waited three games to do so. Being a David Bowie fan, and perennially stuck in the early nineties on account of my advanced age, something about heavy eye makeup always has an impact on me.

I'm in a sort of progress limbo right now. Bell Gargoyles and whatever's through the fog door in the Wharf both await. The former is a problem because I can't set foot in that tower without getting invaded and every summon sign I try fails (it is, I might add, utterly retarded that members of the Covenant are invaded by other members of the Covenant). The latter is because by the time I make it to the ship, my broadsword is at risk and switching to my morningstar hits the damage I do pretty hard. Because someone made the equally imbecilic decision to limit equipment upgrade paths to such a degree that you're essentially locked into the weapon you start the game with.

My god, I'm turning into Xtal. So much anger!

Life is the misery we endure between disappointments.

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Synonamess Botch
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March 22, 2014 - 6:40 pm
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Count me in too.  Way too few Xtal rants around here.  Heck, rants in general.  Moar rants!

Yeah that mad dash to the Gargoyle fog gate is insane.  I quickly click on some summon signs and run my butt up the stairs, ignoring the dwarfs.  There is a shortcut to the ghost ship, but it's kind of a lousy one.  That's one of the places where repair powder is justified.

 

 

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xtal
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March 22, 2014 - 9:09 pm
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The one time I used repair powder was in the Wharf. I now have a backup weapon, which is essential.

To what you said about weapon upgrades, Steerpike, it seems to me that there are a good deal more upgrade options this time around, and they are simpler. Having said that, I am indeed still using my starting weapon. Mace +10 is quite the thing for a strength cleric. I didn't play with the Mace or Morning Star much at all in DKS1 but the Mace has grabbed me this time for some reason. The Greatsword (Tarkus') was my favourite weapon in the first game; its moveset is not as enjoyable here to me, but I recently discovered that the Zweihander now has almost the exact moveset the Greatsword had in DKS1, so I might try that with another character that has some more dexterity.

I feel very close to the Lordvessel moment. NPCs keep mentioning the four old ones. I have three great boss souls. I believe I've found the boss who owns the fourth. She is ... evil. Let's just say that Toger wouldn't care much for this one (and neither do I!).

I have some advice for you all, except Botch who already knows this, and it is: don't waste any of your Pharros' Lockstones when you reach the Grave of Saints, nor when you reach the Doors of Pharros areas. These areas are primarily in the game for Rat King covenant PvP. Using the lockstones activates traps in your world. Don't do this unless you'll be active in the covenant. Use at your own risk. Though to be fair if you join this covenant you can obtain many lockstones.

If being wrong's a crime I'm serving forever

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xtal
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March 23, 2014 - 11:58 pm
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Well, I reached that "Lordvessel" moment; where the state of the game isn't the same as it was in the beginning. But it seems much closer to the end than I expected. Which makes sense, really, because I was thinking there was still an enormous way to go. Sort of the reverse of DKS1. I'm hurtling down some path ... who knows where. I defeated the Looking Glass Knight on my first attempt, with the help of Benhart of Jugo. I didn't end up fighting any other players, just an AI summon; I guess no one was available. I'm not sure how this works yet, but this boss is clearly a bit similar to the Old Monk; nice to see them attempting something of that sort again. I could see a lot of great scenarios for that fight.

When I reached Drangleic Castle (the spire you see in the distance from Majula and other places) my travel map suddenly had all unvisited locations revealed. This included two past bonfires I'd missed, as well as, seemingly, all future bonfires. I'm not sure why this was revealed; perhaps to give you a sense of how much you've got left. I'm fine with that; I wouldn't like an unexpected ending, given the ramifications of going into NG+ unprepared.

I've discovered a new covenant called the Pilgrims of Dark. Seems to open up some optional areas, probably to reap some Dark/Hex-based rewards. I might check that out, provided it's not too terrifying.

If being wrong's a crime I'm serving forever

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Synonamess Botch
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March 24, 2014 - 9:37 am
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If you use a bonfire ascetic, it resets the boss for that area and turns it into NG+ (one + for every ascetic you burn).  There are some places and ways you can use this to troll invaders.

 

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Dix
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March 24, 2014 - 10:04 am
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Steerpike said
I have been inundated with emails asking why the Dark Souls 2 Diaries haven't already started

It's cool, Steerpike.  IGN's got you covered.

"Home is not a place.  It is wherever your passion takes you."

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xtal
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March 24, 2014 - 1:29 pm
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That diary isn't too bad actually; it's being written by someone other than their resident Dark Souls "expert" who doesn't comprehend an alarming amount of the basics.

 

I know everyone was worried, but rest easy: Havel's armor (and shield) has stood the test of time and can be acquired in the recesses of The Gutter, provided you find a certain key. I am now using his shield (which requires 45 STR). His armor is one of the first pieces I've noticed which requires an amount of strength to don (20). This is a great improvement over DKS1. There won't be level 1 players wearing Havel's set anymore. Only level 136 players such as myself (yes, I'm still leveling a ridiculous amount). His shield almost blocks 100% of all damage types, no kidding. I think the worst defense on it is bleed or curse resistance, and they're still above 80%. I am a damage absorbing machine. To give an idea of how bonkers Havel's shield is: it does more damage than my +10 Mace's strong attack.

It's so nice to be able to consume your souls in bunches. I munched on something like 60 souls I'd collected in less than one minute. This would previously have taken eons.

I've left Castle Drangleic and am in a very neat area with deadly casters. It made me think: none of the Souls games have enough sorcery- or miracle-using enemies. Combine them with some pesky melee distractions, knee-deep water, and dangerously distracting (i.e. lovely) scenery and this makes for a satisfyingly challenging area.

 

Botch: I'm nervous to use any bonfire ascetics because I think when I go to NG+ they will increase once more; I'm not willing to do it just yet to respawn any items. For a Rat covenant member, however, using ascetics is essential (and quite evil). I think once you reach it you'll prefer the Doors of Pharros killing grounds above the Grave of Saints; it's more wide open and there are harder hitting enemies. There are also what seems like a gazillion Pharros Lockstone traps.

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Synonamess Botch
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March 24, 2014 - 1:48 pm
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In using the ascetic, I inadvertently shut myself off from the Gutter, since I hadn't found any bonfires there yet and now have to go through the (now NG+) boss to reach it again.  Oh well.  I'll just work through some other areas first and see how it goes.  I'm guessing that currently blocked doorway in the hole (I call it a cistern but whatever) leads to that area you mentioned?

Oh, and speaking of the way to the Gutter, did you find that Disc Charm (I think it's called) in that hard to jump to spot?

 

 

 

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xtal
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March 24, 2014 - 9:59 pm
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The hole in Majula is a bit confusing; I've gone down a few times now but I still don't have a clear picture of it. The Grave of Saints is, I believe, a dead end, meant primarily for the Rat covenant. The Gutter on the other hand must be traversed, as far as I know, because I think it's the only way into Black Gulch, a mandatory area. I forget what doors go where; I actually don't remember the explicit path to The Gutter. Chalk that up to the ability to warp everywhere.

I did find the Disc Chime. Rather useless, to be honest. At least to me. I don't see the advantage in a catalyst that doubles as a shield. It could be useful for a jack of all trades maybe. No chime has surpassed the second one I obtained (Priest's Chime) in terms of miracle power. My AR is quite significant. I also infused it with lightning, which is something neat you can do with McDuff once you bring him his ember. My stuff doles out the following damage:

Lightning Priest's Chime+10 - 510 AR

Mace+10 - 383 AR

Havel's Shield+4 - 422 AR (For smash damage)

Pyromancy Flame+10 - 378 AR

 

The pyromancy flame can be upgraded only to +10 this time around. No ascending as far as I know. Simpler, which I like. But who knows what will happen in NG+.

Titanite Slabs seem to be flowing freely. I've used 2 of them already and I have 4 leftover in my inventory. I can honestly see a situation where players in the first 50% of the game would want to trade away one of their Slabs for some Large Shards, which once again are the rarest variety until McDuff sells them unlimited, which takes quite a while.

Some more tips that come to mind for those of you still early on, or yet to join the fray:

- Throwing Knives are your friend in the early game. Hell, they're still my friend now. I've had them equipped constantly. Not only are they invaluable tools for pulling some enemies, they deal significant damage. Early in the game a throwing knife will do more damage than most weapons(!)

- Most of you should already know this but exhaust all dialogue with every NPC you meet. Almost every NPC in DKS2 gives you something just for hearing everything they have to say. It ranges from minor items to incredible ones.

- For those of you with Mimic Paranoia (reasonable to expect, particularly after DKS1) hit every wooden chest once before you open it. Don't hit it more than that. If you break a chest whatever item was in there will turn to Rubbish. I did this accidentally once early on and later realized I destroyed a useful ring. Also: when opening ANY chest, be fully prepared to either dodge out of the way (to avoid poison gas) or raise your shield, or some combination of both (there are a few dastardly crossbow-shooting chests).

- I've said it before but once you find the Ring of Life Protection use it wisely and often. I don't recommend wearing it all the time as with no active effects it's a bit of a waste of a ring slot; however, if you're about to pass through what you think is a boss fog and are not confident, or if you've been invaded and are in human form and really don't want to go hollow to waste an Effigy (or time) those are some excellent moments to quickly throw the Ring of Life Protection on.

- Don't underestimate the various status protection rings (poisonbite, cursebite, spell quartz, flame quartz, thunder quartz, dark quartz, ash knuckle); they are not as useless as they were in DKS1. Especially the Ash Knuckle ring, for situations where petrification is a risk.

- If you spend, I believe 1,000 souls at Maughlin the Armorer (guy in the leftmost shack/house in Majula if your back is to the sea), he will bring in new stock the next time you load the area. This includes the Elite Knight armor set and a few other things.

- Botch and I grumbled about this earlier but I've since obtained new information: at first glance it may appear that upgrading shields no longer increases their Stability (basically the most important stat on a shield, IMHO); this is not true. It's just that the first upgrade to +1 usually does not increase Stability. This is a mean trick by FromSoft.

- If you feel you need to farm an area for items and want to maximize your chances don't be afraid to use a Rusted Coin (increases item find). Also: an inconspicuous early game item increases item find as well; the Travelling Merchant's cap. You can buy it from Melentia (the first merchant in the Forest of Fallen Giants).

- Keep a few Firebombs in your inventory at all times. They have special uses here and there.

- Save Repair Powder for special occasions.

- If you want to annoy people who invade you or annoy those you invade stock up on some Corrosive Urns. They're expensive as hell in bunches and can only be purchased from the Rat King (as far as I know), but their acid destroys armor and rings. If you can land a few hits (I'm not sure how many are necessary) your opponent could go from fully armed to nekkid in a matter of seconds. It's basically the Scraping Spear of DKS2.

- Don't consume Smooth & Silky Stones as HP regen items; leave that to Lifegems. Trade all Smooth & Silky Stones (and the Small ones too) to the crows in Things Betwixt. You'll get a variety of items, from all the types of infusion stones to Petrified Dragon Bones (which upgrade boss weapons/armor) and Titanite Slabs.

- Do not take the following starting gifts: Life Ring, Healing wares, Homeward bone. You'll get enough of those throughout your travels, including the Life Ring which you obtain quite early in the game. Consider the following. Take a Human Effigy if...well, you want one extra Effigy. If you use them a lot this is just one more to have. If you want an interesting online play item that is a one-time use (so make it count!) to turn the enemies in your world against an invader(!) pick the Seed of a Tree of Giants. If you want an item that can be traded to the crows for a potentially excellent return (Slab, Dragon Bone, Channeller's Trident, and others) select the Petrified Something. This is sort of the Pendant of DKS2. Nobody knows yet if it has another use. Lastly, if you want an item that could very well become the most sought after currency in the game and has the potential to Change Everything© pick the Bonfire Ascetic. While it doesn't open any doors, this gift is most likely going to become the Master Key of DKS2 (in that everyone picks it as their starting gift every single time).

 

That's all I've got for today. Eat your shredded wheat!

If being wrong's a crime I'm serving forever

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Steerpike
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March 25, 2014 - 12:18 pm
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Progress Update.

  • Flexile Guardian: flexed.
  • Lost Sinner: located, absolved (violently).
  • Stone Lady In Front Of Lever By Scottish Man: unstoned, clothed, accidentally hit with my sword (forgiven).
  • Shady Woods: suck.
  • Foggy Part Of Shady Woods: invisibility only protects you so far, bitches. 
  • Hole in Majula: disliked. Having a Silvercat Ring doesn't ensure a splatter-free descent.
  • Gender: bended. Took me a while to realize this (I used Random for my face and my character wound up looking remarkably like Alcide from True Blood. Only when I realized that my scruffy man-stubble was gone did I realize something was different with my chromosomes. Since reversed).
  • Broadsword: +10'd.
  • Armor: switched from Drangleic Plate (77% load) to Hard Leather (43% load)

Where do I go now?

Life is the misery we endure between disappointments.

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Synonamess Botch
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March 25, 2014 - 1:39 pm
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Huntsman's Copse?

I'm exploring the Earthen Peak.  I was pretty meh as well on Harvest Valley (it's hardly even large enough to deserve being called "area"), but the Peak is kind of interesting.  The first boss was a pushover (no pun intended).  It does remind one of Sen's Fortress a bit as I think Xtal mentioned.  Are the enemies here...headless?  I can't even tell.  Every area seems to have its mix of super easy and moderately hard foes.

 

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Steerpike
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March 25, 2014 - 2:01 pm
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If I were the Huntsman's Copse, where would I be?

Life is the misery we endure between disappointments.

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xtal
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March 25, 2014 - 2:27 pm
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You have access to the Shaded Woods; that's good. I wouldn't progress along that path yet; it's harder than some others. What you can do is run around and grab a few things. If you run in the foggy part it seems huge but actually isn't that big. Here's what to do: run along the right wall until you go up a slope to a chest; this will net you the Chloranthy Ring+1. It's better than the regular ring which seems to do nothing. If you keep running along the right wall you'll exit the area and come to a bonfire. Go ahead and activate it, but I'd turn back after that point for now.

Next, if you go along the left wall you will meet a disembodied head. Vengarl of Forossa. Speak with him. Tip: I recommend not running along the left wall, this will get you backstabbed and OHKO'd. Instead, run forward straight to the back wall of the area, then go left. You'll find it easily enough. That's all there is to the foggy area; except the enemies and creepy trees.

You can also explore the left and forward paths from the Shaded Woods bonfire, you won't be able to progress completely through either yet but you can get a few items (Red Tearstone Ring among others).

 

As for where to actually proceed next, have you been to Huntsman's Copse? That would be the next logical progression for you, since with the Lost Sinner dead you've basically completed the Bastille.

Either that or you venture down the pit in Majula; down into a world of filth.

Those two and the Shaded Woods are the 3 main paths you have to progress down.

If being wrong's a crime I'm serving forever

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Steerpike
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March 25, 2014 - 3:00 pm
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I've done all I can of the Shaded Woods except the bonfire and talking head in the foggy area. I got the Chloranthy +1 and other goodies, but must have missed the paths leading elsewhere.

A world of filth sounds unappealing.

I haven't been to the Huntsman's Copse yet. I'm not sure where it is. Tonight's a night of exploration and falling off of stuff!

Life is the misery we endure between disappointments.

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xtal
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March 25, 2014 - 8:09 pm
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Did you meet the woman after the Dragonrider boss in Heide's Tower of Flame? Licia of Lindelt. She should have relocated to Majula. You'll need to speak with her (and pay her a few souls) to access the Copse, but it's the only way.

The Copse is ... delightful.

"Bad copse, bad copse," one might say.

 

(I am sorry.)

If being wrong's a crime I'm serving forever

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Synonamess Botch
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March 25, 2014 - 11:20 pm
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And pay close attention when she works her "miracle" on that contraption.

I think I've explored all of Earthen Peak before the second boss.  There are at least two references to Sen's Fortress there that I recall, but I won't spoil them.

 

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xtal
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March 26, 2014 - 10:06 am
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A tip for Earthen Peak: it's in your best interest to make that giant windmill cease.

I have made a new discovery; I went to both the wikis to verify that it's a thing. If you thought the Soldier's Rest bonfire (third in Forest of Fallen Giants) seemed pointless you're not alone. I think I've discovered why it's there though. In the next room over there is one of those giant trees you can examine. This is the one which says "a giant rests in peace." If you were keen on your first visit you noticed his...arm for lack of a better tree analogue, had something in it which you could loot: the Seed of a Tree of Giants.

This is the item which turns enemies against invaders in your world (while still hostile to you as well). It is incredibly useful if you don't want to die during a given invasion and the area still has enough powerful enemies to distract/weaken/kill the invader.

Very far into the game I had acquired just 3 of these items and so was hesitant to use them. Do not hesitate! In fact, use one every time you're invaded, if there are enemies worth turning on your opponent.

The reason why: every time you're invaded this seed at Soldier's Rest will respawn on the giant tree. Apparently it is not 100%, and there is only a chance, but since I learned this I've checked every time since being invaded and a new seed appears. This is incredibly useful so I recommend paying a visit to this tree every time you're invaded.

As far as I know a seed will only generate on this tree.

 

I also have a feeling, as I near the end of things, that there is more to these trees than meets the eye. Hmmmmmmm!

If being wrong's a crime I'm serving forever

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Dix
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March 26, 2014 - 10:14 am
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xtal said

I also have a feeling, as I near the end of things, that there is more to these trees than meets the eye. Hmmmmmmm!

Treeformers?

Cybertreenians?

Entcepticons?

I could go on.

"Home is not a place.  It is wherever your passion takes you."

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Synonamess Botch
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March 26, 2014 - 10:37 am
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Huh, stop the windmill.  OK, I hadn't even thought of doing that.  Reminds me of the advantage of lighting those fires outside the Last Sinner's lair.  Did you purchase that little ladder from Gilligan?

I found that tree you mentioned a while back and have one of those seeds.  I had completely forgotten about the door that leads to that area.  So it took me a while to actually find the seemingly pointless bonfire.

 

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