Dark Souls 3 - Improved Sorcerer [v3] PVP Guide #82

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I have to be careful here, because this is a topic I could go on about for quite a while.

Last time I worked on my mage build, I was still learning about the DLC changes, and now I have a better understanding of them. I also recognized some weaknesses I wanted to cover, like not being able to punish healers.

So here are some changes made since last time:
1. Swapped Crystal Lothric Sword in for Longsword (cost some points in dex)
2. Added Gargoyle Spear for chasing (cost some points in strength)
3. Added Dragonhead Shield in offhand

Here's are some of my thoughts on the weapon:

1. The premise of the build is the same as last time, with a heavy focus on Crystal Soulmass. I've found that it may do pierce damage through shields, either way its output is so high that you wouldnt want to block it. I also have the regular soulmass, and use it when cast speed is important.

2. Crystal Soulmass is hitting for over 700 damage, letting me trade with just about everything, and win most of the time. Because it's become such a priority, I learn little tricks while using it, and I realize over time the skill ceiling on this move is very high. One thing I was practicing was dealing with strafers. These guys chill back and do nothing but strafe. The trick is to meet them at a point without letting the orbs go, this will force them to roll through you, or change strafing direction, the moment they change direction if you release the orbs, they'll land. Your opponent has to roll when changing directions.

3. There's a variety of other playstyles bundled into the other weapons I've brought. The most basic is spamming deep soul and using either the sword or the spear. But you can also combo the Dragonhead shield with the sword or the spear. With good timing you can cast Deep Soul, then swap to your shield and catch them in your WA.

4. The Gargoyle spear is actually pretty important. It's my finisher, but you can bring it out randomly and switch from being passive to being very aggressive. It only hits for around 200 damage, but that's enough to finish someone off, or to just deal 400 damage in an R1 combo. I've brought it on and dropped the Great Farron Dart. Mage's lack a way to chase and this fixes that, no more players running away to heal and then striking you down with a Straight sword R1, I can officially outplay them when they do that.

So there you go! I actually love all the ranged builds in this game, and especially think Pyros and Mages have the capacity to compete at a high level. I want to take a look at cleric's again soon.

Hope that helps, leave any tips, questions or comments you have below, and I will take a look, thanks.

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