Created by: RantFromRant
Soul Level: 120
Starting Class: Cleric

Pros
-ability to one hand any str weapons(except smough's hammer)
-if buff runs out you still have 50 str which will be more than enough to kill your enemy easily
-ability to switch from grant to any other str weapon and buff with slb or dmb which will make it one of the harder hitting builds in the game
-you can switch havel's ring for dwgr and play aroubd with diefferent armors so you can have some poise and the flip which will make it easier on you.

Cons
- grant is not as strong as the great club but hs magic which will go through shields
-Grant like all big weapons is slow so you have to be picky about when to attack ot you will get bs'd easily

Details

HP Stamina Equip Load Poise
1,590 192 145.8 52

 

Stats

Stat Starting Value Ending Value
Vitality 12 40
Attunement 8 14
Endurance 14 41
Strength 14 50
Dexterity 8 ...
Resistance 11 ...
Intelligence 8 ...
Faith 10 30

 

Weapons

 

Weapon Total Damage ( Physical / Magic / Fire / Lightning )
Grant 674 ( 338 / 336 / 0 / 0 )
Great Club 649 ( 649 / 0 / 0 / 0 )
Name... 000 ( 0 / 0 / 0 / 0 )
Name... 000 ( 0 / 0 / 0 / 0 )

 

Armor

Item Description
Head Paladin Helm
Chest Paladin Armor
Hands Paladin Gauntlets
Legs Paladin Leggings
Ring 1 Ring of favor and protection
Ring 2 Havel's ring

 

Magic, Miracles and Pyromancies

 

Name Type (Magic, Miracle or Pyromancy)
WotGGreat Heal Mircles



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    • Anonymous

      50 Strength is a waste of 16 points - Grant has B rank STR scaling, 2-handing it at that much STR doesn't really provide much more benefit than getting 34 STR and 2Hing it (You're rarely if ever gonna want to 1-hand Grant anyway.) And as far as the Great Club is concerned, 2Hing with 34 STR does 649 damage and 2Hing with 50 STR does 671. Is that 22 point increase really worth 16 soul levels? You should put 10 of those points into Faith, which provides nearly 50 more points of magic damage while also increasing the power of your miracles. The remaining 4 can be dumped anywhere else, Vitality if you need it, Attunement if you want more spells, or maybe Dexterity if you want a side arm that complements Grant by compensating for its shortcomings while not stepping on its toes, like the Claymore/Bastard Sword, Halberd/Lucerne, or Longsword/Broadsword.

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