Comments posted to our Dark Souls 3 Wiki
By Anonymous
#16374996
Been using whips again lately, surprisingly good for PVP duels.

The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.
By Anonymous
#16370349
AR of a rapier or scimitar with the swing speed of a UGS, and outranges every physical weapon that isn't a bow. Sounds super awkward, but when you know how to use this weapon class and pair it with an off-hand weapon, it outclasses everything else. Best way to fight is to keep distance, attack/counter, and slowly whittle people down. You'll need to hit people more than usual, but with experience, that's gets easy to do.. If you're ace with rolling, you're near untouchable. If they roll into you, practice your parries with their roll attack if your off-hand is a caestus.
By Anonymous
#16363141
Be nice if you could 'parry' with a whip by upending a human sized opponent - like jerk their leg out from under them.
By Anonymous
#16367214
When you know how to use a whip, people will be tempted to roll into you for a roll attack, and those are ridiculously easy to parry. So, no need.
By Anonymous
#16361358
Dark souls 4 should have Urumi, Flails and Kusarigamas instead of whips!
By Anonymous
#16362828
Just buy nioh if cooler weapons are a big deal
By Anonymous
#16372277
WTF is a "nioh"? Is it a historic weapon that i don't know about?
By Anonymous
#16372705
Spotted the Weeb
By Anonymous
#16372869
I mean actual weapons like Urumi, Flails and Kusarigamas would make more sense than FCKN whips! The whole point of a whip is to inflict pain WITHOUT ACTUALLY DAMAGING your target (like for horses or slaves). The only reason you would ever use a whip instead of any of the above weapons would be sexual roleplaying (disghusting).
By Anonymous
#16372870
Also weebs use Katanas
By Anonymous
#16345529
Been using whips again lately, surprisingly good for PVP duels.

The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.
By Anonymous
#16325386
Been using whips again lately, surprisingly good for PVP duels.

The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.
By imaweebpleasehelp
Posts
#16320125
Been using whips again lately, surprisingly good for PVP duels.

The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

Overall, whips are great in spite of the flak it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.
By Anonymous
#16313181
Been using whips again lately, surprisingly good for PVP duels.

The R1 is still weird because it's slow, but great for luring people in. If you spam it at mid-range, they have 2 options back/roll away, or roll into you. The 1st is good because it maintains distance which you want when using a whip. If they come near you, you can retaliate with the weapon art. It's 1st 2 hits deal pathetic damage, but ensure stunlock on almost all people who don't use the heaviest armors.

If they come at you with a rolling attack, you can either do the weapon art during the start up animation fo their attack to cancel it, or counter with a rolling attack of your own. The damage is great for the reach of the attack. Since you don't see whips too often, most people shrug the damage off, which is about 110-160 damage, and they don't realize their health is already down 50% within half a minute.

The R2 has great range and damage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2-handed R2 if possible. Like the R1, you can use it to keep distance or bait people into rolling into you for the weapon art.

The running R1 is the weirdest but has a nice momentary stop before your attack actually hits. Meaning if your spacing is good, you can use it to outrange reactive R1 spams.

The running R2 is good for surprises, since it comes off fast and hits behind you. Getting good with the whip means being ace with your roll timings. If your health is still full, you can risk a running R2 to throw people off. If they get hit, that's an easy 200 damage. If they roll behind you to try and backstab, they still get hit anyway.

Overall, whips are great in spite of the **** it gets from people. It just works different and if you like the whip, you'll get good at it and it will surprise you. Weakness would be anything with poise/perseverance, and in-your-face aggression, though most builds are weak to that tactic too.
By Anonymous
#16313180
Been using whips again, they are pretty swell for duels.

The r1s aren't as useless as everyone thought. It has range obviously but if you spam the R1 while your opponent is at medium range, it will force them to back off/roll away, or roll into you. The 1st situation is a stalemate but good for you since you maintain distance. If they roll into you, then you can follow up with the weapon art. Even though its 1st 2 hits deal pathetic damage, they hit quick AF and are good for stun lock and chaining the 3rd hit.

If your opponent decides to do a running attack, you can counter with a rolling r1 which deals great damage for its reach.

R2 has great range and coverage, though the 1-handed 2nd R2 is shorter and not much use. Stick to the 2handed R2 if possible.

The running R2 is great for surprises, since it comes off fast and also hits behind you. Getting used to the whip means being ace with your roll timings as well. So if your health is still full, you can risk a bit by doing a running R2 to throw people off.

Overall a great weapon in spite of the **** it gets from people. It just works different and you need to learn to use it if you like the whip. Weakness to this would be poise and in-your-face aggression, which is the weakness to many things, really.