When considering the best e-bike for a tall individual, particularly someone who is 6'8", there are several factors and recommendations to consider. The discussions provide insights into the challenges faced by taller riders and suggest potential solutions.
Frame Size and Fit
Finding an e-bike that fits well can be challenging for very tall individuals. Many standard bike shops do not stock frames larger than 61 cm, which may not be suitable for someone who is 6'8" [2:1]. It's important to try out different sizes if possible, but for those unable to find a suitable size in-store, custom options or brands that cater to taller riders might be necessary. Dirtysixer is one brand that specifically designs bikes for tall people, with sizes up to 7'5"
[2:7].
Recommended Brands and Models
Several brands and models have been recommended for tall riders. Santa Cruz offers XXL frames, which some users have found suitable [3:1],
[3:5]. Specialized's S6 size is also mentioned as a potential option, though it may not suit everyone with longer legs
[3:3]. Canyon bikes, particularly their XL and XXL sizes, are noted as being more accommodating for taller individuals
[2:5],
[2:11]. Additionally, the Frey HT1000 with 29” wheels and an XL frame has been recommended by a 6'8" rider
[5:2].
Customization and DIY Solutions
For those open to customization, modifying an existing XL frame may be an option, although it may not always result in an ideal fit [3:4]. Some users suggest consulting with bike builders who can find a suitable frame and build a bike tailored to your size, potentially incorporating larger wheels such as 32” or 36”
[5:7]. However, this approach can be costly and may require significant expertise if opting for a DIY route
[5:5].
Budget Considerations
While budget constraints can limit options, investing in a bike that fits well is often seen as worthwhile for long-term comfort and enjoyment [2:7]. It may be beneficial to explore second-hand markets or sales events to find more affordable options.
In conclusion, finding the right e-bike for a tall rider like someone who is 6'8" involves exploring brands that offer larger frames, considering custom builds, and being open to trying different configurations to achieve the best fit. Prioritizing comfort and fit over other features will likely enhance the overall biking experience.
I have a stormweaver archmage spark character. Today i bought a new ring and wanted to upgrade my build. However when i equipped the ring, my mana sustain as hold my spark button was cut in half. Here are the rings and other relevant values:
With my old ring, i have 264 mana cost, 4.69 cast speed, 767 mana regen and 4760 mana.
If i hold down my spark button, it takes like 10 seconds to fully deplete my mana (which checks out because i have 1238 mana spend/sec, and i have 767 regen so my net loss is 471 per sec, which would take 10 sec to fully deplete my mana)
With my new ring, i have 272 mana cost (archmage gives 5% of your mana as mana cost so as mana increases so does the mana cost), 4.74 cast speed (Because i get arcane surge effect per mana from stormweaver), 822 mana regen, and 5001 mana.
If i hold down my spark button it takes like 5 second to fully deplete my mana. (Which doesnt make any sense because my previous math would argue that i have 467 net mana loss per sec, and it should take about the same time)
Upon further investigation, i found out that if i take 3% increased cast speed on my tree, the bug actaully fixes itself, and i go back to my normal mana sustain.
The video showcase of the bug:
If you are playing archmage like me, you might have this bug at different breakpoints, please try to change your cast speed to test. (I divined a cast speed jewel to fix it)
I got same issues when I change new glove. The old one is cast 4.69, the new one is 4.74 and it drain mana af. I just fix it by increase cast speed in some passive. Thanks for the help!
My bug is similar, the gold spirit reservation lights up solid and my damage falls fro 33k down to 4500. I tried this trick once and it fixed itself, but I swapped in new gear again and it repeated itself. SMH.
Confirmed for me as well. 4.69 casts per sec is good. 1% additional cast speed means 4.72 casts per sec, which doubles the cost for some ungodly reason.
Rule would be: just avoid 4.7x casts per second :))
Upon further investigation, i found out that if i take 3% increased cast speed on my tree, the bug actaully fixes itself, and i go back to my normal mana sustain.
wtf is going on under the hood here lol
Dont ask me man, i think at some breakpoints, game tries to cast spark twice an consumes twice as mana or something, not sure.
Have you reported this officially? I highly recommend doing so so they can further investigate this. Despite your workaround, there might be other consequences we're unaware of for now
All I'm thinking is damn those are some nice rings
Hey sorry for a noob question, first league for POE.
I’m looking to craft a mana ring like this one but the PoB didn’t explain how.
Or even a budget version that just has tons of mana and some resists or something, I’m not rich so not sure if leaving out the Crit helps or anything.
Appreciate any help in advance
Recomb over delve %mana. Fracture it. Essence of scorn spam
Scorn spam sounds risky but fun, gl! :D
That is the only way to get crit multi on a ring sadly.
Increased max mana is a drop only mod from delve, so you'll need to buy a ring with that prefix and then recombinate to transfer it to a cerulean ring base. I suggest you watch This video to get an idea of how to do that.
Then you need to fracture the mod, which is a 1 in 4. If you miss the fracture, you can still salvage the delve mod by transferring it to another base with recombs.
Once you hit the fracture, you use deafening essence of scorn (crit multi) until you hit all ele res (uncommon mod) + open suffix. If you don't have an open suffix, use orb of annulment. if you miss, back to essence spam.
Now that you have crit multi+ all res+open suffix, you bench craft suffixes cannot be changed and harvest reforge chaos (augment is safer but way more expensive) and pray you hit a high tier because if you don't, you try to annul and go again. If you miss, back to essence spam.
If you hit high tier chaos res (honestly T3 is acceptable), you have to exalt slam and pray. if you want it to be exactly like the ring in the image. Basically, you block flat phys and exalt slam, if it hits a bad mod or bad roll, you'll have to use a wild bristle matron to lock suffixes and scour to clean the mod. It can get pretty expensive since a matron is like 1 div in bulk now (still cheaper than bench meta mod).
Alternatively, you can bristle matron to lock suffixes and use a veiled chaos orb. Before you unveil, block one of the hybrid flat ele dmg mods then unveil. Pretty high chance to hit one of the mana veiled mods which are all decent tbh. If you don't hit a mana mod, then lock suffixes and veil chaos again till you get one. Then bench craft life to finish prefixes, then use fertile catalyst and watch number go up :)
Crafting in this game is wild lol poe2 is basically omen/exalt slam and pray.
Bruh, you ain't seen nothing yet. We haven't even talked about temple mods, heist jewelry bases or influenced/elevated modding. You're in for quite a journey.
Yep, crafting in PoE2 is non-existent from what I've seen as of 0.2. I feel even fracturing orbs are not as good as in poe since you don't really have ways to reroll after. That's part of why I'm not a big fan of PoE2 in its current state.
Its the reason why Poe2 is worse than PoE1 for any player that enjoys crafting gear
PoE2 crafting isn't crafting, it's gambling.
Put all the stats in too chatgpt and it will tell you.
Half the time i ask an AI to answer something about poe, i check on the wiki or somewhere else and he is wrong. They will tell you stuff that worked couple league ago but dont work anymore. Not really that reliable.
Scour
Its kinda ironic that after all this effort to reduce flask spamming I end up spamming my flasks more than in POE1.
Mana costs are simply to high for spells. I have a bit under 900 mana, my essence drain costs 227, my dark effigy 524 and despair 744. You can't scale mana enough from tree and gear with reasonable investment to compensate for that.
So the best options is hitting your mana flask after every second cast. I seriously doubt that was intended.
I just got my seventh character to maps and have three at 90+. None of them spam flasks. Idk what to tell you, but it sounds like you're not willing to prioritize mana costs in your build and just want it solved for you by default.
As others have pointed out, there's a ton of mana options on gear, passives (notables and keystones), ascendancies, etc. Flask is far from the only or best solution atm.
Undoubtedly, they're going to iterate on the passive tree and probably skill costs, but I hope mana remains interesting.
I’ve had to solve mana issues on almost every character I’ve made in poe1 though?
Using mana flask is not solving your mana issue, and there isn’t much to do besides stacking mana / mana regen which is a pain to do. I currently have almost 1k mana and 180% regen on a non mage class and it’s still not really good enough, and I also can’t really get more than that
Great! Cause he never said that flasks is the only solution! Flat Mana? Percentage mana? Mana regen? Mana on kill? Mana leech? Downgrading gems (e. g. curses cause they scale badly) an OP mentioned Despair? life as mana? I'm sure there are other options available to different builds.
Also, it's EA and they will change it many times before the release and then some after. Cause curses' manacost is indeed silly.
I’m playing mage, I invested quite a lot into mana regen and flat mana. I’m only using +5, and even need inspiration support just for clearing. I need at least 4 casts to kill white, and each cast cost me 200 mana, and I only have 900 mana in total. I try to solve for it but the mean to solve it is insufficient, if I lower 1 lvl I need to cast more.
I’m trying to get damage to compensate but the reality is hard to balance them out
Well, that's kind of true, mana scaling is crazy, but on the other hand, why max out the curse for a tiny couple of % instead of keeping it at the minimum possible level?
I mean, you can! I played a Spellcaster in 0.1 and had mana issues, fixed those by getting more mana mods and putting inspiration on my highest cost skill, as well as trading a bit of mana cost for health cost.
This league though I don't think I've used my manager flask since A3 as a companion + bleed build.
Hmm. I play Ed/c and really only need my mana potion when I need to use sigil/effigy/despair on tough rares and boses. General mapping and what not I almost never have to press it
Mana on kill being an S-tier jewel mod just goes to show how big an issue mana is in its current state. I run mana on kill as well but when I play with my brother its back to chug a lug
couldn't you set the flasks to go off automatically. it's been awhile since I did it but I vaguely remember charges on kill and auto cast on max charge for all my flasks when running RF
Sure, on a spellcaster. If I'm a huntress, I don't want to have to solve for that, not to mention it's probably not even feasibly possible to solve it for single target @gem level 20+ with any respectbale amount of attack speed. Mana leech on rings/gloves simply isn't enough. It feels bad.
I’m running an ED/C build that does some mana/int investment that I’ve found to be a lot more powerful than any other versions I’ve tried. I know the intent here is to circlejerk, but I can post the pob if you want.
Binding both flasks on 1 mouse side button and clicking it every 5 seconds is the best way to play this game. Its like when you play pathfinder in poe1 but with two flasks instead of one. Probably not what was intended but solving mana sustain require so much investment in poe2, i’d rather invest into dmg and defense and just rely on a semi automated flask for mana
You've capped out a pure strength build, shave a few points off strength for more faith. Being able to cast flame grant me strength and golden vow would be a way of getting additional damage. Also open up some of the good strength weapons that have faith requirements, Magma Wyrm sword, Woe Spear, Ordovis greatsword
Maybe you're right, but I just HAVE to round out to 90 just a nice whole number then I'll focus on Faith
Go for 80. 90 strength will net you llprobs less then 10 AR. So how many millions of runes is that for a 0.1% increase in power. Previous guys comment was bang on.
The soft cap is at 80, the extra 10 stats don't give you much
It is a perfect build. You can branch out and try new stuff in faith and intelligence ( I recommend faith stuff).
I beat the game using a Faith Strength.
Fire Art Great sword +25 and Godskin Incantations.
You basically maxed all stats you needed, at RL 188 is hardly a build anymore, but the AR looks nice
How is that “hardly a build anymore”? Yeah he’s a bit above the “Meta” level but it’s still clearly a Strength build. High Health, Endurance, and Strength but he can only use very basic Faith spells, can’t use any sorceries whatsoever, can’t use any Dexterity weapons effectively and he isn’t getting any added status build-up or scaling from that Arcane stat. Pretty textbook build even if it’s a bit high level.
Let´s say the meta is 150 and not 125, you are still 38 levels above. No hard feelings, it´s just an opinion, but 38 levels is a lot, it makes a whole difference. Having 88 Str + 54 End + 60 Vig makes you basically maxed out in all stats you need without having to sacrifice anything. This is why it´s not a build, you didn´t make any compromise to make it work, and saying you can´t use magic or miracles it´s not a minus because your "build" does not require such stats. Again, it´s not a critique, as I said the AR is impressive and it´s cool bonking everything around, but it does not require any thinking, any compromise, this is why i am not a fan of such "builds" and don´t call them that way.
You have 12 faith, fit in bestial vitality, each elemental fortification buff, use fire pots as your lightning pots scale best with dex and not strength.
wait you can stack weapon buffs? dont they get replaced?
Go for light rolls, 99 endurance : ^ )
This build is not perfected, but here's what I have so far
Hello everyone, I love this game and have found a rather interesting sword that I thought I'd make my own.
This build's main feature is the Spectral Sword, it's main effect is increasing physical damage by 1% per missing mana point; coupled with the druid's bane armor, I use the boots, to fully inhibit mana regeneration.
I put my stat points into the bare minimum to equip and wield all parts of the build, then dumped the rest into spirituality to increase max mana.
Equip whatever rings, amulet, gems, and back piece you want idk man.
Also I have a spell I use to just drain all my mana after a rest.
I have upgraded the sword and all the armor a bit and will include the + values in the rundown below:
Spectral Sword +10
Increases physical damage by 1% per missing mana point
2 Starborn Eggs attached for 20% weapon damage
Abandoned Helmet +5
Increases physical damage by 30%
2 Sapphire Weaves attached for 20% increased max mana
Duel Knight Gloves +8
Critical hits restore 10 stamina
Increases melee damage by 36%
Duel Knight Cape
Increases stamina regeneration by 25
Increases crit chance by 10%
Revenant's Ribcage
Weak spot damage 20%
Melee damage 20%
Gem of Dodge 10% dash cooldown reduction
Gem of Stamina x1.2 stamina recharge rate
Rogue's Step +7
Increases Dash speed by 30%
2 Gem of Dodge for 20% faster dash cooldown
Druid's Bane Boots THESE MAKE THE BUILD WORK
Receiving magical damage refills all dashes
THE IMPORTANT PART: Fully inhibits mana regeneration.
Reduced armor weight until I hit medium armor for a bit nicer quality of life and dashes.
In summary I use dashes and heavy attacks to do hit and run nonsense with a greatsword. Important note with greatsword heavy attacks: you can hold them as long as your stamina allows before swinging.
The total increased damage is this.
Including missing mana: Physical Damage 345%
Weapon Damage 20%
Melee Damage 56%
So in theory without resistances calculated a total of 421% increased damage done. This is without the two handed or any other skill trees calculated, no sneak damage calculated, no heavy attack damage calculated, and no other nonsense involved.
I hope you get the idea and are inspired to find unique items to make fun builds with!!
This is the kind of sideways build I love to see. The fact that it gives bonus damage for putting into spirit, a stat that usually isn't touched by melee characters much, makes it all the more sideways and beautiful.
Right?! I love finding weird builds in games like these.
This build had been talked about since the game came out. I like your version of it though of dumping a ton into spirituality
Yeah and I enjoy the emphasis on dash too. Being able to hold heavy attacks and release when you want to, combined with Rogue's Step has been a lot of fun.
I will say I attempted to couple it with the Umbral Helmet, but it doesn't seem to be functioning as intended at the moment... and the Abandoned Helmet is a bit too juicy to pass up.
Haven't seen this yet so I thought I'd share it.
Divide your max FP by cost of your spells to get a rough estimate on how many times you can cast it without drinking from flask. Always round down.
Obviously this gets difficult if you use multiple spells but I still find it useful for keeping my eyes on the enemy without looking at mana bar.
Example: You have 93 FP and Glintstone pebble costs 7 FP to cast. 97÷7=13.28. You get 13 casts before needing to "reload". Rocksling costs 18, so you do 93÷18=5.16, giving you 5 casts.
Hope this helps, more useful for more expensive spells as its easier to keep track of smaller numbers.
Rise, Tarnished.
I'm slowly starting to realize why people are stuck for hundreds of tries on several bosses everytime a Souls game releases.
This kind of thinking does cause issues when people run spell builds. I find myself changing my flask distribution on bosses to find just the right amount of spells needed for a kill so it gets safer and safer
I normally just use the spell and when my bar is empty I know how many times I can use the spell before the bar goes empty. No need for extra math. Just count how many times you can press the button before the button doesn’t work.
You mean I can use MATH?!
No way! That’s an OP strat OP. Thanks!
I mean I'm sure it's obvious to a lot of people and I'd be willing to bet many do it without even noticing for a while like me, but it could give some the edge in a tough boss fight. Similar to when a guns out of ammo and you hear a click two or three times. Always count your shots lol.
I just cast until the icon greys out with the little slash through it.
It's worth adding that leveling focus around this is very much worth. A point of mind which gives you an extra cast per flask is giving you more than a single point in intelligence.
This also works vice versa if you're a point of intelligence away from 1-shotting enemies in a zone, that's an FP save compared to that mind level
It's now impossible to build mana as a life source. With the change to eldritch battery occuring before ES % it makes trying to build mana incredibly frustrating, continuously so when several mana stacking nodes like + int% and +4% mana are locked into also being ES nodes. not to mention added mana costs and Regen issues from MoM and EB.
Mana is a prefix, so it fights for ES no matter what, it also fights with attacks and DMG % which most builds need. The mana affix isn't big enough to compete with ES except on boots and gloves and even then ES does outpace it. On chest and helm it's not even close. A morior with 5 2% mana gems will add half of what a 1000 ES chest would
Keep all the other changes, I'm fine with that. But please let EB add ES bonuses or give us back 4% gems and more ways to stack mana without needing ES nodes too.
Other game problems for mana builds that just decimate it
Mana remnants doesn't stay over capped, making this stay or at least drain much much slower would make this better. Pretty sure it drains relative to your Regen rate
Siphon affix appears to be % based of max mana, this includes odd affixes like the chilled ground frozen flume, fix this by making it a % of current mana instead.
Sapphires besides time lost have no way of adding mana without corrupting for intelligence
Please please revisit the quadruple nerfs that have happened to manastacking and consider reverting a change or two or finding a new solution.
Maybe I'm wrong, maybe someone will tell me how to do it right but to also get any build functional with any unique as well it seems practically impossible
3 socket cloak of defiance will give you close to 600 mana and 60% Mom.
But the state of mana stacking is very poor, hybrid ES is way better, I switched to to weave shaper atziri disdain and have now 8k Es, 15% bypass to life, 2k life, 2k mana with 20 mom that translate to 5k ish recharge for 2 secondes, big hits will let you know, you saw your life move a bit and with 2% mana recoup, you now have "infinite mana for 8 seconds)
By the way except for Chronomancer or Acolyte of chayula mom build without mom can be frustrating.
Chronomancer right now with a rare chest and like 800 mana regen Mom is so far my favourite (4.9 to 6k mana, if you use scepters)
Outside of it, I am still looking for solution, the two other innate mana classes seems to be Infernalist and Acolyte. And lich as an outsider.
With enough mana lich becomes a contender. Atziris is always a good call, and necessary on lich manastacking for the 30 more spell DMG node.
If you run the shield with 100% more benefit from sockets with 3 sockets, and a mana heavy wand you can reach 6k. It was actually hilariously strong to run this with impending doom which deals 15% DMG of mana as chaos DMG( note this is current, and doesn't consume it. It benefits from being over capped) and just sub in trampletoe for mapping to clear large screens, but I only got mine to 4500 and the bossing was terrible, the build falls apart when you lose mana. It can be sustained with midnight braid and the 20 % node and as such the idea of cloak of defiance becomes interesting. The 3 socket can provide 60% from mana without the loss of Regen you are correct, but to truly benefit from mana we need those 3 sockets for 6% more mana.
If we can get 7500 mana, that means impending doom which triggers at least twice if not 3 or 4 times using spell cascade, unleash, echo etc. then it can do 1125 DMG as a base, but we double dip and gain 4% magnitude of chaos DMG gained for every 100 mana. So that's 30% + 300% magnitude so 120% of DMG gained as chaos. ( This also triggers on every trampletoe) And we have the spell DMG 3% per 100 mana, so an additional 225% comes freely. As a lich, you consume 3% of your ES( we want this to stay small but stay full with atziris so we can run EB) we gain 30% more DMG with spells. That more DMG is a multiplier. All of this spells mana lich works, except once you put on atziris, and really anything else.... It falls apart and caps around 5k.
Wow I am triggered!
I avoided Licht and ritualist (I love to explore explore non meta) but now the time will come.
I struggled a lot with mana flare, neglected impeding doom because it is mostly 3 sockets (cursed ground is almost mandatory if not using the boots)
I Realy love your insights, I avoided Mahuxotl because of it low stats, but I wl reconsider.
Are you sur we can slot in the mana rune innit because I thought they were only working in body armour?
I should also investigate Morrior more, because that increase in mana that is very rare could make a big difference for remnants (Chauyla) currently 1 remnant give me 50% of my max mana, but the one from the aura could overflow quit a lot and reaching and maintaining 8 to 10k that way could be great
Run a 5 slot Morior with the new "Take 10% of damage from Mana before health" runes.
Half of Mind over Matter with none of the drawbacks. One stop Mana as a defense layer.
It's what I do on my Amazon with Azmeri brew so that my health flask works on both my HP and Mana. Because it doesn't have the drawback of Mind over Matter's 50% reduction to all sources of Mana regain that isn't instant you become very tanky even without armor/es/evasion.
This stops mana stacking as the chest slot is the most valuable way to get 1000+ mana from a high ES. Regen isn't that much of an issue for the one shots albeit it isn't welcome either I'll agree. I'll grab one and try again with it
I don't bother much with energy shield outside of what is on my Morior.
I'd have to double check her stats as I haven't played in about a month but she has around 2k health and 1.9k mana with like 50% evasion and only like 500 es max.
For the most part unless I get too trigger happy and deplete my mana using abilities I can face tank a ton of things. The only ability t4 Xesht has that can one shot me from full is the swat for example.
On the Amazon I don't bother with ES because you have to have less than max health to pop a health flask.
I also have some gem and passive tree support on her so she's actually taking 62% from Mana before health.
It's a stat stacking lightning bowazon btw, Mind of the Council, HoWA, Morior, Astramentis. The Mana acts as both an offensive engine ( ~180 max lightning damage from Mana) and the defensive layer.
Was taking down t15s/16 maps and t4 bosses without needing to use a real quiver.
As you can see from the pic I'm stuck at 2k mana but all my spells cost around 7k to max out, is there a way to get my max mana closer to being able to just activate all my spells without stalling or using perks?
Limit break skill points
Mana capacity clan scrolls
Honestly, just go for longer spell uptime or more mana regen
Atm all my spells go for a minimum of 2:30, how could I increase that without using hundreds of skill points?
You're... you're not really going to able to do that...
Easiest way of extending them is to either put points into the ones that make that particular spell stronger+longer, or Dimensional shift, which is an all-round strength+time boost (so long as shadow clone is active)
There's a mana refund equipment set and a spell duration equipment set. Even the mana boost (with HS damage) set is very good for mana. The sprout spell duration set gives you a free 80 second spell duration with a maxed sprout skill, which is enough for a full prestige.
Since it only matters if you climb during tournaments, you can always use the mana boost perk to beef up your pool.
I didn't realise that mana boost set existed! I'm definitely going to aim for that, and I totally forgot about sprout lol. Thank you 💜
Leveling your crafting level makes all mana related sets stronger as well
What are the names of the sets you’re talking about?
Some rare/legendaries sets give mana and mana regen
This build is set up almost entirely to my preferences as an alternative to a DEX/FTH build . The goals were to:
A few things people sleep often sleep on that are included in the build:
Weapons used with the build:
This versus DEX/FTH and optimal Dragon Communion Seal scaling
DEX/FTH offers weapon buffs and good scaling for unique DEX/FTH weapons (such as Bolt of Gransax), but lags far behind for standard weapons and actual spellcasting. Dragon Communion Seal at these stats offers 340 incantation scaling, which is only matched by the Erdtree Seal at 77 FTH, a number that leaves barely any levels for DEX, especially if you want some ARC for spell requirements. Compared to an optimal Dragon Communion Seal (with 13 points moved from ARC to FTH), this only loses 8 (~2.3%) incant scaling while gaining ~4.3% more AR for ARC-scaling weapons. This makes this "distribution" (pumping arcane doesn't really require a ton of brainpower) insanely efficient for both melee damage and incantation scaling.
Poise/Weight
Poise in Elden Ring is absolute aids to get if you don't want to wear a heavy (and pronbably ugly) helm, a bulky chestplate (which kinda takes away from the agile vibes) or fuckugly greaves (scaled, bullgoat, prelate, the 6 variations of duckfeet sabatons on Veteran's/Banished Knight sets) because those are far more weight-efficient than most lighter variants. In the end Eccentric Chestplate + Blaidd Greaves + Fire Prelate Gauntlets (not super thrilled with the choice but it matches in most lighting conditions) does the trick with any 3 poise or higher headwear. However, just to paint a picture of how inefficient this is (and why this build has 27 END that could otherwise go to MND/ARC), switching to something like Banished Knight Chestplate (still really pretty, just not my style for this build) + some lightweight gaunts/legs could save 2 points of END while offering 1-1.5% higher physical negations, while completely abandoning any sense of style and going for poise efficient armour like Veteran's could likely save 3-4.
Shoutout to Blaidd for coming in clutch with decent poise greaves that don't look ugly. It wouldn't be possible without him. His chest (both altered and unaltered) also looks really good but I like Eccentric for the splash of colour.
Talisman/Weapon weight
16 units enables wielding a Fire Knight Greatsword/Zweihander. Alternatively, it can accomodate a set of lighter weapons. For most of the game I ran Flamberge + buckler + Composite Bow. By the end I had enough END to also throw a Misericorde in there. The difference between the heaviest talismans (that are actually usable) and lightest talismans (that are actually usable) leavs room for like 0.5-1 units of weight, which isn't worth optimizing for because of all the swapping it entails.
Bows?
Crossbows make more sense damage-wise on the build as it lacks physical stats. However, light bows have a much more fluid moveset that slots into the gameplay better. They are mostly used for status/pulling individual enemies/killing trash that's weak to elemental arrows without wasting FP.
Black Bow (in the base game) has the highest damage output with light bow jumping/rolling/sprinting attacks. However, something that isn't mentioned on the wiki is that Black Bow still retains the regular bow class draw speed when fired from a standstill. An actual Light Bow (like Composite) shoots faster outside of Barrage. Moreover, a light bow with Mighty Shot is versatile in that it can one shot weak mobs (for only 6 FP) while retaining the light bow moveset. Black Bow cannot do that and is also a whole 1 unit heavier than Composite and 1.5 units heavier than Red Branch.
For the Cross-Naginata, have you considered using Spinning Weapon? example: https://www.youtube.com/watch?v=OMCRmd4NHH0&t=3865s
It's fantastic for applying status effects, even tho you can't use it with Blood/Poison/Occult affinities.
I'd also point you towards the Spectral Lance AoW, which scales very well with Arcane. It's also buffed by the Arrow's Reach talismans! I'm not sure you need another high-poise-damage ranged attack, but it's quite good.
Excellent built and write-up, thank you for posting it! I'm gonna hold onto this for a future run, I think.
For the Cross-Naginata, have you considered using Spinning Weapon? example:
Can't and wouldn't if I could for two reasons:
I'd also point you towards the Spectral Lance AoW, which scales very well with Arcane.
I haven't tested it out thoroughly, because I just looked at the damage numbers it produced and was underwhelmed, but now that I see it deals 500% poise damage I'm intrigued. I'll check it out once I'm done gushing over DLC weapons, thanks for the recommendation.
Excellent built and write-up, thank you for posting it! I'm gonna hold onto this for a future run, I think.
Appreciated!
One thing you should mention since you’re using Impaling Thrust: you can chain combo your L2 into an almost immediate R2. Normally there’s a delay between the end of the L2 animation and the start of your follow up R1/R2 animation, but for whatever reason the R2 follow up after Impaling Thrust is a few frames faster than the R1. This means you can rapidly spam L2 -> R2 and repeat until you’re out of stamina or FP or the enemy stance breaks quickly (which is easy to do with this combo). Throw in a charged R2 every now and then, too.
Good work, I ran something similar for the synergy early game but stopped leveling Arc at 45 and instead pumped strength for bigger weapons. I liked Storm Blade on my Occult Flamberge for the speed, range, damage, and double bullet/weapon hitbox in close range. Used a pocket Claymore for the Impaling Thrust combo because of its thrust R2 to play nice with a Spear Talisman.
I didn't know, I'll make sure to check that out when I'm back to flamberge, currently running Milady in the DLC.
I love everything about milady except the terrible stance damage even in heavyss
Won't the AR go up alot if you put some of the arc in faith and switch to flame art infusions, or do you value the extra bit of bleed more?
Flame Art/Sacred weapons have more total AR, but they have to go through defenses twice, which generally makes them deal less damage.
An Occult Flamberge at 80 ARC has a cool 666 AR when two-handed, which is fairly standard Greatsword AR. That damage is first sliced by percentage physical negation of the enemy (which a lot of enemies have 10-20% of) and is then compared to a "defense" value (which is scaled mostly by area rather than per individual enemy, unlike negations). I don't have a link to an Elden Ring-specific formula, but it works pretty much like DS3 defense (only with different numbers because the scaling of weapons and areas is completely different), which is explained here. The long and short of it is that enemies have "flat" defense values, these values get higher the higher level the area you are in at and the defense calculation (often called "flat defense" despite not actually being flat) means that you really want to exceed enemy defense by as much as possible, both because that gives you more damage within a defense tier (i.e DEF>0.125x ATK, DEF>0.4x ATK) and more AR lets you jump to a more favourable calculation tier.
A flame art/sacred Flamberge at 80 FTH all other things being equal has 731 AR, which is higher. But this AR is split into 285 physical + 446 fire. Now each of these individual components has to go against their individual negation and then the individual defense value. 285 physical is the damage you would get on a physical dagger... a +15 dagger. So with negation + flat defense in mind (assuming endgame areas) you will be dealing very low physical damage because the physical component is in a very unfavourable damage calculation tier. The Fire (or Sacred) AR is a lot more respectable and is somewhere between a dagger and a curved sword in terms of damage, but due to all of the above calculations the total damage you deal won't be particularly impressive despite what AR may tell you. Naturally, you can increase it with Flame Scorpion charm but that sacrifices negations and takes up a talisman slot. Depending on the enemy you are fighting, you may deal more damage, but will often deal less than a pure physical weapon. It depends on a lot of factors: like how much higher the AR total is (the above example is fairly unfavourable for Flame Art Flamberge as that's just 9.7% more AR at the cost of becoming a split damage weapon, where one of the damage components will surely get dumpstered by defense), specific enemy defenses, how the damage is actually split (something like 300 physical + 300 fire will often deal more damage against average mobs than something like 400 physical + 200 fire).
On top of this, a lot of enemies have higher elemental negations than physical negations. Draconic Tree Sentinel, for example, has 40% vs Fire/Lightning, 20% vs Holy/Magic, 35% vs Slash and 10% versus all other physical types.
On top of that, weapons with pierce/thrust attacks (whether through ashes of war or their natural moveset) really want you to remain physical because of the game's counterhit system. When you (or an enemy) are in the middle of an action, your pierce negation is reduced significantly. This means that any and all pierce damage dealt mid-animation is greatly amplified. Split scaling weapons transform part of the damage into an elemental type, which cannot benefit from this mechanic.
I recommend giving Chrightt's video a watch, it explains all of this a lot better than I do.
I didn't realize split damage sucked so much ass. What would you say are the right situations for infusing a weapon with sacred/flame art instead of quality for example and buffing with an elemental incantation?
Also, should my high level strength/faith build go mostly heavy infused? I was using mostly flame art or sacred infused weapons.
Interesting, thanks for sharing! Have you put any consideration into great katana or power stance bloodfiend fork
I have a prophet, and am trying to figure a min max build for 150, seems it's optimal played as a build with dragon Communion, or keep arcane at 10 and use as a bloodflame build
glad to see some love for Scouring Black Flame, people sleep on that one but it's my favorite one for big bosses. This is a really solid build guide, i wanted to do an ARC run next time around and this is a great jumping off point
Really good write-up, and an amazing idea that double-dips Arcane via Dragon Communion Seal and Occult affinities.
Being able to go hybrid like that on both fronts without losing as much damage as traditional two-stat hybrids is a boon, bonus points as the melee weapons are not split-damage either.
When you go to put an increase on a stat it will show the improvement on the right of the screen before you proceed
FP raises with the Mind stat
What dose intelligence do then ?
the more you level that, you get access to higher level spells. also the higher it is, the more damage you do with INT scaling spells/weapons
Thank you 🙏
I believe it’s Mind.
Mind
how to increase mana efficiency in Elden Ring
Key Considerations for Increasing Mana Efficiency in Elden Ring
Optimize Your Build:
Equip the Right Gear:
Use Efficient Spells:
Upgrade Your Staff or Seal:
Manage Your Resources:
Utilize Buffs and Consumables:
Recommendation: Focus on building a balanced character that can handle both melee and magic effectively. This way, you can conserve mana by switching to melee combat when necessary, allowing you to save spells for critical moments.
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