- Thu Apr 21, 2016 12:05 am
#806297
There have been so many questions about how to play as a sorcerer or pyromancer, or how do hexes scale, or are miracles good, and so on, that I decided to just make one giant thread to answer all of these questions in one fell swoop, and if done correctly I'll never need to make another thread or even post about magic again. Mods, can this thread be stickied? (Edit: Thank You!)
Note: This thread is a "Living Document". It will change, evolve, and grow as new things are learned. For the most part, you can expect everything herein to be true; it's just that more, increasingly accurate true things will most likely be added later. Forum members and anonymous users, please feel free to add your own tales about magic-centric playthroughs or advice thereof, as that is the entire purpose of this thread. Also, feel free to post your own testing data or organize tests; I am but a single sleep-deprived human, and was unfortunately cursed with but a single set of hands and one lone head. Oh, and if I need correcting, you had better do that because it's pretty important. If this guide isn't accurate, then it isn't serving its purpose.
Disclaimer: All of this information is current and accurate to the best of my knowledge, but I'm not exactly omniscient and I'm spotty on a few details. I would welcome anyone who has further information that I may be missing, or even just corrections to erroneous information I've given.
Now that the formalities are out of the way, let's get down to business.
Index
Part One: Introduction to Magic (You Are Here)
Part Two: The Sorcerer's Scroll
Part Three: Printed Divine Tome
Part Four: Pyromancy Tome
Links for Frequently Used Terms
Classes
Sorcerer
Cleric
Pyromancer
Stats
Vigor
Endurance
Vitality
Attunement
Intelligence
Faith
Spells
Sorceries
Miracles
Pyromancies
Catalysts
Staves
Talismans
Chimes
Flames
Rings
Sage Ring
Magic Clutch Ring
Lightning Clutch Ring
Fire Clutch Ring
Dark Clutch Ring
Young Dragon Ring
Morne's Ring
Great Swamp Ring
Bellowing Dragoncrest Ring
Witch's Ring
Ring of the Sun's First Born
Lingering Dragoncrest Ring
Additional Gear
Crown of Dusk
Blindfold Mask
Scholar's Candlestick
Morion Blade
Red Tearstone Ring
Important NPCs
Orbeck of Vinheim
Irina of Carim
Corynx of the Great Swamp
Karla
General Information
"Caster" is a build archetype, and as such there are a number of core guidelines that apply to the many subtypes covered in this guide. The goal of any caster is, as you'd expect, to cast spells at enemies, and their stats and equipment are chosen to maximize this playstyle.
Your core stats as any type of caster will be Vigor (barring "glass cannon" builds), Attunement, and either Intelligence and/or Faith to varying degrees.
Vigor, Endurance, and Vitality investment follows the same general rule for casters as it does for other builds. Unfortunately, casters have a whole other stat to worry about in addition to their high offensive stat requirements, so one or more of these may end up on the cutting block to make room for Attunement. In the end, unless you're playing at SL150 or higher, you'll need to pick and choose what you want to keep and what you want to lose. The exact ratio of Vigor, Endurance, and Vitality is up to you, and depends entirely on your own playstyle.
Attunement is the stat that allows you to cast spells in the first place, and is the main thing separating casters from melee builds. If you're coming from Dark Souls 2, rest assured that you won't need quite as much as you're probably thinking. Due to the fact that spells now cost FP instead of having limited uses per spell (meaning you won't need to equip multiple copies), and the fact that only a small handful of spells require two Attunement slots and none at all need three, you can easily make due with the mere 5 slots you get from 30 Attunement. As far as FP goes, you don't want more Focus Points than you are able to refill with a single use of Ashen Estus, and a fully upgraded Ashen Estus flask gives 200 FP. You get slightly more than that at 27 Attunement (206FP), although you also get the fifth spell slot at 30 (233FP) so it's worth it to add the extra three levels. The next five levels after 30 give unusually high FP returns, capping at 280 FP with 35 Attunement, although since your flasks only give back 200 FP per use all those extra points will end up going unused unless you have a Simple infused weapon to regenerate them, or somehow managed to make room for the Ashen Estus Ring.
Spell slots are earned at these levels of Attunement:
Caster builds are highly dependent on rings compared to other classes, and there is one ring all casters will want to have: the Sage Ring, which reduces spellcasting time by a dramatic amount. This ring will stack with the natural casting speed boost you get from your Dexterity stat, but since both of them together count towards the softcap it is not advised to combine Dexterity investment and the ring on the same build. In fact, the ring alone gives such an enormous boost that having 15-20 Dexterity with it is enough to hit that softcap, and in subsequent NG+ cycles you'll eventually find an upgraded version of the ring that will put you at the softcap outright, by itself. Due to this, and because caster builds are already cripplingly dependent on heavy investment into several stats, it's recommended to forgo Dexterity investment entirely and just equip the ring alone. Other useful trinkets include the "Clutch" series of rings, which will boost the spell damage of their listed type by 15% (though note that their boost is halved in PvP, but not the defense penalty), the "master" rings that boost spell damage by something near 24.5% for their respective school, and the "novice" rings which boost spell damage of their matching school by 12.5% plus an additional 2.5% for each other clutch, master, and novice ring equipped. Taken all together, the correct arrangement of rings can boost your spell damage by over 70% thanks to the magic of multiplicative stacking.
Spell Scaling
This is a major topic right now, and is the main reason we get magic-related questions so often. Here is the truth of the matter: magic's strength is, and always has been, dependent on what spells you're using. Spell damage actually scales quite well, and this is the very reason why they deal so much damage at higher levels. However, the fact that a Sorcerer's only reliable damage spells in the early game are varying degrees of Soul Arrow, or that the only projectile spell a Cleric will have for most of the game is the extremely weak Lightning Spear, and how the truly powerful spells don't start cropping up until the mid or even end game, will all make that scaling very hard to see early on. For all casters, the first major, boss-killing spells can be found in the Demon Ruins, Irithyll Valley, and Profaned Capital areas, with Pyromancy being especially noteworthy since its strongest spells are all clustered in the Demon Ruins (and technically accessible a mere two bosses into the game if you don't mind the difficulty), whereas sorcery doesn't get their biggest spells until the last area of the game but find slightly weaker versions in the Profaned Capital, and miracles find their one good projectile as a spell made from the soul of the final boss, with the rest of their major offensive lightning spells being from two hidden bosses that resist their primary damage type. As such, while a caster may be devastatingly powerful when they have access to all their best equipment and spells, it's getting to that point that defines the experience of a caster playthrough.
Note:
Dark spells, or "hexes" as they were called in the previous game, have changed in use from their appearance in Dark Souls 2. They no longer count as their own distinct spell type, and as mentioned in the section about catalysts the way they scale is determined by what you're casting them with rather than your own stats. So to sum it up, only a specific three catalysts actually give your dark magic the combined Intelligence and Faith scaling you remember from Dark Souls 2: the Izaltih Staff, the Sunless Talisman, and the Caitha's Chime (and the Pyromancy Flame, but that goes without saying). But when casting dark magic with a normal catalyst that scales off only a single stat, a dark magic spell will scale only off that one stat, though its total scaling is only diminished by an insignificant amount.
The difference in damage between a pure sorcerer with 60 Intelligence casting Great Deep Soul with a Court Sorcerer's Staff and a dedicated Hexer casting the same spell at 45 Intelligence and 45 Faith with the Izalith Staff is less than 50. This is the case for any sorcery hex, and is true for miracle hexes as well when comparing to a 60 Faith character with the strongest miracle catalysts against a dedicated hexer with Caitha's Chime or the Sunless Talisman. As such, the advantage one gains from making a build dedicated to using hexes instead of any particular school is not the ability to use those spells at all (as in Dark Souls 2), but rather the ability to use all of those spells equally, and slightly better at that.
But even then, a dedicated Hexer's stat allotment will look nearly identical to a Pyromancer's, and the only real difference will be what catalysts they use and the spells they are casting. Of course, what was previously a Pyromancer could easily imitate a Hexer by acquiring the right gear and spells, and the Pyromancer is in fact the recommended starting class for a prospective Hexer. For a build that isn't dedicated to casting only hexes, the dark spells simply serve for their ability to circumvent annoying enemy resistances due to dealing a different damage type, although a few are worth noting for their unusual properties.
All in all, this isn't quite a distinct caster type so much as it is a variant of pyromancer. Details for building hex-specific characters can be found in the Pyromancy section under the appropriate catalysts, and information for individual hexes can be found in their relevant sections.
Pyromancy as a Backup Option
This really only applies in PvE, and only early to mid game at that, but technically speaking nothing says an otherwise pure sorcerer or cleric can't use pyromancy spells if they have the stats to cast them. Sorcerers can have a bit of a problem against the Deacons of the Deep and Aldrich since their magic and dark defense are so high, but both are also very weak to fire and most of the really good pyromancy spells have high Intelligence requirements but low Faith ones. Clerics, due to their lack of reliable offensive spells in all but the very end game, might opt to use Great Chaos Fire Orb for a while instead.
Later on though, your sorceries or miracles on a pure Intelligence or Faith caster will start to outperform the damage of your pyromancies, especially if you never invest in the opposite stat. Pyromancy spells will gain very little damage after 40 in either stat, whereas sorcery will continue to get good gains up to 60 Intelligence and miracles will continue to get good gains up to 60 Faith. They will still be usable against magic/lightning/dark resistant enemies and bosses, but in all other cases your real heavy hitters will always be your Crystal Soul Spears or Sunlight Spears.
The Man-Grub Staff
This guide is primarily concerned with the use of catalysts, which includes spells, casting spells, the Intelligence and/or Faith scaling of catalysts, what spells scale with what stats, secondary stats involved in the act of casting spells, weapons that are also catalysts, and builds designed to do all of the above. While the Man-Grub Staff does have the ability to cast spells, it falls outside the scope of this guide since it doesn't have Intelligence and/or Faith scaling. It's also terribly inefficient as a catalyst; while it does outdamage every other staff in the game at an equal amount of Luck vs Intelligence up to 50, the fact that you still need Intelligence to cast spells in the first place means that your spells would be way stronger if you'd put the points from Luck into Intelligence and other stats instead and used a more normal staff. As such, the Man-Grub Staff is only relevant on builds that prioritize Luck over Intelligence, such as those using Anri's Straight Sword, and is far less useful for a build meant primarily for casting. Though, if you intend to use the Man-Grub Staff, keep in mind that Crystal Magic Weapon and similar buffs do not gain any scaling from it. They are always cast as though the spell buff were a flat 100 and gain nothing whatsoever from its Luck scaling.
Weapon Catalysts
Some weapons have the ability to cast spells, those being the Cleric's Candlestick, Heysel Pick, Immolation Tinder, Golden Ritual Spear, the Rose of Ariandel, and the Demon's Scar. These "weapon catalysts" are often a bit weaker than a typical catalyst when it comes to spells and a bit subpar compared to other weapons, but the fact that they count as both at once can allow you to free up your other hand and equip a shield, parry tool, or maybe even another catalyst with different properties.
In all cases, these weapons lack the ability to use heavy attacks besides the jump attack, and instead use the R2 button to cast spells. They keep their normal R1 attacks and still have their weapon arts. Their spell buff will also scale as per a normal catalyst of their type. For example, the Heysel Pick's sorceries will gain a steady amount of damage all the way up to 60, just like any other staff. For weapon catalysts with non-physical damage such as magic or fire, this damage will scale very well beyond 40 and all the way up to 60, gaining anywhere from +2 to +4 damage per level until that point, though note that this never puts them above a normal weapon since the damage starts out so low. The Rose of Ariandel does not have non-physical damage, so it doesn't benefit from this and levels in Faith will give physical damage up to 40, at which point the returns diminish to less than one damage per level.
If you use a weapon catalyst in your left hand, the moveset is mostly unchanged from the right hand. It keeps the standard standing attacks with L1 and casts spells with L2, but the running and rolling attacks just become normal standing attacks.
=== End of Part One ===
= Additional Chapters =
Part Two: The Sorcerer's Scroll
Part Three: Printed Divine Tome
Part Four: Pyromancy Tome
Note: This thread is a "Living Document". It will change, evolve, and grow as new things are learned. For the most part, you can expect everything herein to be true; it's just that more, increasingly accurate true things will most likely be added later. Forum members and anonymous users, please feel free to add your own tales about magic-centric playthroughs or advice thereof, as that is the entire purpose of this thread. Also, feel free to post your own testing data or organize tests; I am but a single sleep-deprived human, and was unfortunately cursed with but a single set of hands and one lone head. Oh, and if I need correcting, you had better do that because it's pretty important. If this guide isn't accurate, then it isn't serving its purpose.
Disclaimer: All of this information is current and accurate to the best of my knowledge, but I'm not exactly omniscient and I'm spotty on a few details. I would welcome anyone who has further information that I may be missing, or even just corrections to erroneous information I've given.
Now that the formalities are out of the way, let's get down to business.
Index
Part One: Introduction to Magic (You Are Here)
Part Two: The Sorcerer's Scroll
Part Three: Printed Divine Tome
Part Four: Pyromancy Tome
Links for Frequently Used Terms
Classes
Sorcerer
Cleric
Pyromancer
Stats
Vigor
Endurance
Vitality
Attunement
Intelligence
Faith
Spells
Sorceries
Miracles
Pyromancies
Catalysts
Staves
Talismans
Chimes
Flames
Rings
Sage Ring
Magic Clutch Ring
Lightning Clutch Ring
Fire Clutch Ring
Dark Clutch Ring
Young Dragon Ring
Morne's Ring
Great Swamp Ring
Bellowing Dragoncrest Ring
Witch's Ring
Ring of the Sun's First Born
Lingering Dragoncrest Ring
Additional Gear
Crown of Dusk
Blindfold Mask
Scholar's Candlestick
Morion Blade
Red Tearstone Ring
Important NPCs
Orbeck of Vinheim
Irina of Carim
Corynx of the Great Swamp
Karla
General Information
"Caster" is a build archetype, and as such there are a number of core guidelines that apply to the many subtypes covered in this guide. The goal of any caster is, as you'd expect, to cast spells at enemies, and their stats and equipment are chosen to maximize this playstyle.
Your core stats as any type of caster will be Vigor (barring "glass cannon" builds), Attunement, and either Intelligence and/or Faith to varying degrees.
Vigor, Endurance, and Vitality investment follows the same general rule for casters as it does for other builds. Unfortunately, casters have a whole other stat to worry about in addition to their high offensive stat requirements, so one or more of these may end up on the cutting block to make room for Attunement. In the end, unless you're playing at SL150 or higher, you'll need to pick and choose what you want to keep and what you want to lose. The exact ratio of Vigor, Endurance, and Vitality is up to you, and depends entirely on your own playstyle.
Attunement is the stat that allows you to cast spells in the first place, and is the main thing separating casters from melee builds. If you're coming from Dark Souls 2, rest assured that you won't need quite as much as you're probably thinking. Due to the fact that spells now cost FP instead of having limited uses per spell (meaning you won't need to equip multiple copies), and the fact that only a small handful of spells require two Attunement slots and none at all need three, you can easily make due with the mere 5 slots you get from 30 Attunement. As far as FP goes, you don't want more Focus Points than you are able to refill with a single use of Ashen Estus, and a fully upgraded Ashen Estus flask gives 200 FP. You get slightly more than that at 27 Attunement (206FP), although you also get the fifth spell slot at 30 (233FP) so it's worth it to add the extra three levels. The next five levels after 30 give unusually high FP returns, capping at 280 FP with 35 Attunement, although since your flasks only give back 200 FP per use all those extra points will end up going unused unless you have a Simple infused weapon to regenerate them, or somehow managed to make room for the Ashen Estus Ring.
Spell slots are earned at these levels of Attunement:
- 10 Attunement: 1 slot
- 14 Attunement: 2 slots
- 18 Attunement: 3 slots
- 24 Attunement: 4 slots
- 30 Attunement: 5 slots
- 40 Attunement: 6 slots
- 50 Attunement: 7 slots
- 60 Attunement: 8 slots
- 80 Attunement: 9 slots
- 99 Attunement: 10 slots
Caster builds are highly dependent on rings compared to other classes, and there is one ring all casters will want to have: the Sage Ring, which reduces spellcasting time by a dramatic amount. This ring will stack with the natural casting speed boost you get from your Dexterity stat, but since both of them together count towards the softcap it is not advised to combine Dexterity investment and the ring on the same build. In fact, the ring alone gives such an enormous boost that having 15-20 Dexterity with it is enough to hit that softcap, and in subsequent NG+ cycles you'll eventually find an upgraded version of the ring that will put you at the softcap outright, by itself. Due to this, and because caster builds are already cripplingly dependent on heavy investment into several stats, it's recommended to forgo Dexterity investment entirely and just equip the ring alone. Other useful trinkets include the "Clutch" series of rings, which will boost the spell damage of their listed type by 15% (though note that their boost is halved in PvP, but not the defense penalty), the "master" rings that boost spell damage by something near 24.5% for their respective school, and the "novice" rings which boost spell damage of their matching school by 12.5% plus an additional 2.5% for each other clutch, master, and novice ring equipped. Taken all together, the correct arrangement of rings can boost your spell damage by over 70% thanks to the magic of multiplicative stacking.
Spell Scaling
This is a major topic right now, and is the main reason we get magic-related questions so often. Here is the truth of the matter: magic's strength is, and always has been, dependent on what spells you're using. Spell damage actually scales quite well, and this is the very reason why they deal so much damage at higher levels. However, the fact that a Sorcerer's only reliable damage spells in the early game are varying degrees of Soul Arrow, or that the only projectile spell a Cleric will have for most of the game is the extremely weak Lightning Spear, and how the truly powerful spells don't start cropping up until the mid or even end game, will all make that scaling very hard to see early on. For all casters, the first major, boss-killing spells can be found in the Demon Ruins, Irithyll Valley, and Profaned Capital areas, with Pyromancy being especially noteworthy since its strongest spells are all clustered in the Demon Ruins (and technically accessible a mere two bosses into the game if you don't mind the difficulty), whereas sorcery doesn't get their biggest spells until the last area of the game but find slightly weaker versions in the Profaned Capital, and miracles find their one good projectile as a spell made from the soul of the final boss, with the rest of their major offensive lightning spells being from two hidden bosses that resist their primary damage type. As such, while a caster may be devastatingly powerful when they have access to all their best equipment and spells, it's getting to that point that defines the experience of a caster playthrough.
Note:
- Sorcery caster builds hit their peak spell damage returns at 60 Intelligence
- Faith caster builds hit their peak spell damage returns at 60 Faith
- Pyromancy caster builds hit their peak spell damage returns at 40 Intelligence and 40 Faith
- Catalysts that affect Dark spells hit their peak returns at 45 Intelligence and 45 Faith
Dark spells, or "hexes" as they were called in the previous game, have changed in use from their appearance in Dark Souls 2. They no longer count as their own distinct spell type, and as mentioned in the section about catalysts the way they scale is determined by what you're casting them with rather than your own stats. So to sum it up, only a specific three catalysts actually give your dark magic the combined Intelligence and Faith scaling you remember from Dark Souls 2: the Izaltih Staff, the Sunless Talisman, and the Caitha's Chime (and the Pyromancy Flame, but that goes without saying). But when casting dark magic with a normal catalyst that scales off only a single stat, a dark magic spell will scale only off that one stat, though its total scaling is only diminished by an insignificant amount.
The difference in damage between a pure sorcerer with 60 Intelligence casting Great Deep Soul with a Court Sorcerer's Staff and a dedicated Hexer casting the same spell at 45 Intelligence and 45 Faith with the Izalith Staff is less than 50. This is the case for any sorcery hex, and is true for miracle hexes as well when comparing to a 60 Faith character with the strongest miracle catalysts against a dedicated hexer with Caitha's Chime or the Sunless Talisman. As such, the advantage one gains from making a build dedicated to using hexes instead of any particular school is not the ability to use those spells at all (as in Dark Souls 2), but rather the ability to use all of those spells equally, and slightly better at that.
But even then, a dedicated Hexer's stat allotment will look nearly identical to a Pyromancer's, and the only real difference will be what catalysts they use and the spells they are casting. Of course, what was previously a Pyromancer could easily imitate a Hexer by acquiring the right gear and spells, and the Pyromancer is in fact the recommended starting class for a prospective Hexer. For a build that isn't dedicated to casting only hexes, the dark spells simply serve for their ability to circumvent annoying enemy resistances due to dealing a different damage type, although a few are worth noting for their unusual properties.
All in all, this isn't quite a distinct caster type so much as it is a variant of pyromancer. Details for building hex-specific characters can be found in the Pyromancy section under the appropriate catalysts, and information for individual hexes can be found in their relevant sections.
Pyromancy as a Backup Option
This really only applies in PvE, and only early to mid game at that, but technically speaking nothing says an otherwise pure sorcerer or cleric can't use pyromancy spells if they have the stats to cast them. Sorcerers can have a bit of a problem against the Deacons of the Deep and Aldrich since their magic and dark defense are so high, but both are also very weak to fire and most of the really good pyromancy spells have high Intelligence requirements but low Faith ones. Clerics, due to their lack of reliable offensive spells in all but the very end game, might opt to use Great Chaos Fire Orb for a while instead.
Later on though, your sorceries or miracles on a pure Intelligence or Faith caster will start to outperform the damage of your pyromancies, especially if you never invest in the opposite stat. Pyromancy spells will gain very little damage after 40 in either stat, whereas sorcery will continue to get good gains up to 60 Intelligence and miracles will continue to get good gains up to 60 Faith. They will still be usable against magic/lightning/dark resistant enemies and bosses, but in all other cases your real heavy hitters will always be your Crystal Soul Spears or Sunlight Spears.
The Man-Grub Staff
This guide is primarily concerned with the use of catalysts, which includes spells, casting spells, the Intelligence and/or Faith scaling of catalysts, what spells scale with what stats, secondary stats involved in the act of casting spells, weapons that are also catalysts, and builds designed to do all of the above. While the Man-Grub Staff does have the ability to cast spells, it falls outside the scope of this guide since it doesn't have Intelligence and/or Faith scaling. It's also terribly inefficient as a catalyst; while it does outdamage every other staff in the game at an equal amount of Luck vs Intelligence up to 50, the fact that you still need Intelligence to cast spells in the first place means that your spells would be way stronger if you'd put the points from Luck into Intelligence and other stats instead and used a more normal staff. As such, the Man-Grub Staff is only relevant on builds that prioritize Luck over Intelligence, such as those using Anri's Straight Sword, and is far less useful for a build meant primarily for casting. Though, if you intend to use the Man-Grub Staff, keep in mind that Crystal Magic Weapon and similar buffs do not gain any scaling from it. They are always cast as though the spell buff were a flat 100 and gain nothing whatsoever from its Luck scaling.
Weapon Catalysts
Some weapons have the ability to cast spells, those being the Cleric's Candlestick, Heysel Pick, Immolation Tinder, Golden Ritual Spear, the Rose of Ariandel, and the Demon's Scar. These "weapon catalysts" are often a bit weaker than a typical catalyst when it comes to spells and a bit subpar compared to other weapons, but the fact that they count as both at once can allow you to free up your other hand and equip a shield, parry tool, or maybe even another catalyst with different properties.
In all cases, these weapons lack the ability to use heavy attacks besides the jump attack, and instead use the R2 button to cast spells. They keep their normal R1 attacks and still have their weapon arts. Their spell buff will also scale as per a normal catalyst of their type. For example, the Heysel Pick's sorceries will gain a steady amount of damage all the way up to 60, just like any other staff. For weapon catalysts with non-physical damage such as magic or fire, this damage will scale very well beyond 40 and all the way up to 60, gaining anywhere from +2 to +4 damage per level until that point, though note that this never puts them above a normal weapon since the damage starts out so low. The Rose of Ariandel does not have non-physical damage, so it doesn't benefit from this and levels in Faith will give physical damage up to 40, at which point the returns diminish to less than one damage per level.
If you use a weapon catalyst in your left hand, the moveset is mostly unchanged from the right hand. It keeps the standard standing attacks with L1 and casts spells with L2, but the running and rolling attacks just become normal standing attacks.
=== End of Part One ===
= Additional Chapters =
Part Two: The Sorcerer's Scroll
Part Three: Printed Divine Tome
Part Four: Pyromancy Tome
Last edited by TSMP on Fri Mar 31, 2017 9:56 am, edited 46 times in total.