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Created by: reim0027
Soul Level: 120
Starting Class: Bandit (Warrior works too)

Pros
1. Can use almost every weapon (+15, crystal +5, or special upgrades) in the game at their maximum power. Many weapons have both strength and dex bonuses. So, having 40 strength and 40 dex will allow both bonuses to take effect. Why 40? Because of severe diminishing returns kick in after 40. You get very little damage increase by going above 40.
2. Versatility. Again, you can use almost any weapon in the game. You can select weapons based on your preference.
3. You aren't locked into a second ring. If you want to use heavier weapons, you can use Havel's. If you want to use the Lifehunt Scythe, you can equip the Bloodbite. If you want extra stamina buff, you can use Cloranthy, if you want a damage or defense boost, you can equip Red or Blue Tearstone, If you want insane parry damage, use the Hornet's, extra poise for ultra greatsword opponent's - use Wolf's, and so on.
4. Your +15 weapons will be stronger than virtually every elemental path upgrades.

Cons
1. No strong buffs
2. No magic/miracles/pyros.
3. You can't use weapons with Faith or Intelligence bonuses, well, not effectively.

Alternates
I stick with the Rapier for my main weapon. I change my secondary weapon based on what I want and my opponent's weapon/defense. I like the Great Club or Large Club (especially with Rotten Pine Resin) as an alternate - equip Havel's Ring. It is great for people who are trying to parry you, as the 2H Roll R1 is very difficult to parry, and a parry miss will really really hurt your opponent. The LIfehunt Scythe is another good option (equip the Bloodbite Ring). It is slightly weaker than the Great Scythe, but it's bleed is insane. Change your shield when you see your opponent's setup. Magic/miracles = Crest. Bleed weapons = Bloodbite. Pyro opponents = Dragon Crest. Fast moving opponents = Grass.

Notes
The first two cons listed above aren't a big deal for me. If this build is designed for the 120 FC, most people don't buff anyway. You can use Charcoal Pine, Gold Pine, or , my favorite, Rotten Pine Resins. I personally don't play with magic/miracles/pyros, either. 45 Vitality is plenty for me. You could drop it down a little more if you want some pyros - 40 Vitality is fine. The armor I chose is designed to maximize both physical and poise stats. It has almost exact 50% equip weight for the endurance, so, heavier weapons will require changes. I prefer using Havel's Ring to allow for this. The armor has 56 poise, which is a cutoff from being stunned by great swords on down. So, I don't like going below this. I like to parry when I fight, and the Rapier has the highest parry damage of any weapon with these stats (even higher than the Bandit's Knife). The Great Scythe has surprisingly high damage, and is great for dead angling.

Details

HP
Stamina
Equip Load
Poise
1,637
160
38.6
56

Stats

Stat
Starting Value
Ending Value
Vitality
12
45
Attunement
8
8
Endurance
14
40
Strength
14
40
Dexterity
9
40
Resistance
11
11
Intelligence
8
8
Faith
10
10

Weapons


Weapon
Total Damage ( Physical / Magic / Fire / Lightning )
Rapier +15
352 ( 352 / 0 / 0 / 0 ), 110 Crit
Great Scythe +15

499 ( 499 / 0 / 0 / 0 ), 300 Bleed
Target Shield +15 or Shield with a weight of 3.0 or less (Grass +15, Blood +15, or Crest +5 are my favorites)
N/A - Longer parry window, Stamina regeneration, Bleed resistance, and Magic damage reduction, respectively
None
N/A

Armor

Item
Description
Mask of the Mother
Increases HP by 15%
Giant Armor +5
Great Poise and damage reduction
Cleric Gauntlets +10
Good poise and damage reduction
Iron Leggings +10
Good poise and damage reduction
Dark Wood Grain Ring
Roll animation = Flip. Can flip with 50% or less equipment load.
Select second ring
Many rings to choose from. Base this on your weapons/preferences.

Magic, Miracles and Pyromancies


Name
Type (Magic, Miracle or Pyromancy)
None
N/A



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