Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Sunday, May 17, 2020

[Dark Souls 3] Top 10 Best Weapons

Pretty much all the Dark Souls games are known for two things, difficulty and a legion of red phantoms that have spent so long practicing they can wreck your life with nothing but a broken sword and a loin cloth. While there are many ways players go about making their lives easier, the main way being to ‘Get Good’ as stated in the first commandment of Dark Souls, one method is to optimize your gear. In this list, I’ll be going over ten of the best weapons in Dark Souls 3 and the builds they work best with.

10. Butcher Knife (Strength)


Many people spend their time in Dark Souls 3 trying to give their six pack its own six pack and thus need a weapon to complement how absolutely ripped they get. For these players, there’s the Butcher Knife. Though it has a relatively small base damage, it has one of the best strength scaling in the game, a scaling that improves even more when upgraded to +10. In addition to this, it grants a small amount of health back on every hit, a great bonus in builds that emphasize tanking hits rather than avoiding them. The biggest downside is that despite being the best strength weapon in pve, it is much weaker in pvp due to a fairly predictable move set.

This weapon drops from the Madwoman in the Road of Sacrifices area

Video Guide

9. Chaos Blade (Dexterity)


For players trying more to imitate the ninja aspects of a character, nothing fits this build better than a
katana. Thankfully, the Chaos Blade is one of the best weapons you can choose when boosting your
dexterity to the max. Having a very high base damage to start with, the exceptional dexterity scaling can bring this weapon up to one of the highest damaging dexterity weapons in the game. In addition, it also has the largest bleed effect in the game, making luck a worthwhile stat investment as well. The main downside to this weapon is that it also damages the user for 1% of your hp per strike, though this is countered fairly simply with any of the game’s regen items such as the Sun Princess Ring.

This weapon is found in the far left corner of the Untended Graves Firelink Shrine area.

Video Guide

8. Court Sorcerer’s Staff (Intelligence)


While non-physical builds are less common than their more ‘hit-things’ counterparts, intelligence builds have just as much capacity for destruction as any other. For raw, consistent magic damage, the Court Sorcerer’s Staff is always the go-to. While the Sage’s Crystal Staff can outperform with its weapon art active, the Court Sorcerer’s Staff does more damage without the extra cost to use it allowing for more spells to be cast overall. It has the highest spell buff of any staff at 50 intelligence and higher and has the max scaling possible at only a +4 upgrade. While it isn’t as powerful with dark sorceries, it irrefutably outperforms all other options in every other category.

This weapon drops from a mimic in the toxic swamp area of the Profaned Capitol.

Video Guide

7. Archdeacon’s Great Staff (Faith)


One of the main downsides of a faith-based build is that many miracles are focused on utility or healing, making progress more difficult. Thankfully, the Archdeacon’s Great Staff has a handy solution for this. The main draw of this staff is that all sorceries cast with it scale with faith rather than intelligence. What this means is that provided you meet the intelligence requirement of the spell; you can cast it just as powerfully as an intelligence build. The main downside of this staff is that it only becomes the most powerful spell casting staff at 90 intelligence, despite always being the best at casting miracles.

This weapon is obtained at rank 2 with the Deacons of the Deep covenant.

Video Guide

6. Anri’s Straight Sword (Luck/Hollow)


Sometimes the regular stats just don’t cut it and you’d rather go looking for something a bit more
unique. Scaling primarily with luck, Anri’s Straight Sword fits into just the unique build you’re looking for. Scaling massively with luck, despite poor scaling in strength and dexterity, this weapon boasts one of the higher attack ratings in the game at 40 luck, even with only the minimum physical requirements. The miscellaneous effects this sword possesses also make it very useful, dealing an extra 10% damage to hollows and undead, preventing skeletons from respawning, and granting a minor health regeneration effect.

This weapon is obtained by either killing Anri of Astora or completing their associated questline.

Video Guide

5. Vordt’s Great Hammer (Frost)


Moving on from builds based around a certain stat, some players like to make their builds around a
certain effect. Very few weapons cause frostbite, but Vordt’s Great Hammer is one of them. Being the
strongest frostbite weapon, able to trigger the effect in only two or three hits, it also has a very high
damage output, making it a deadly weapon for how early in the game it can be acquired. Skillful use of this weapon can decimate players and enemies alike incredibly quickly.

This weapon is acquired through transposing the Soul of Boreal Valley Vordt.

Video Guide

4. Manikin Claws (Blood/Poison)


Those looking to create a build around bleed or poison effects are among the most sadistic players in
Dark Souls. The manikin claws excel at both these effects and are therefore a perfect choice for torturing those you intend to defeat. This weapon already comes with the ability to cause bleed damage but can be infused further to cause even greater bleed, making it one of the most powerful bleed weapons in the game, or infused with poison as most experience players will try to combine these effects that are usually weak on their own. Though they have a low physical damage output, their speed will allow you to build the effects up quickly enough to counteract this downside.

This weapon is dropped by both the Londor Pale Shade and the Dark Spirit of Londor.

Video Guide

3. Mendicant’s Staff (Soul Gain)


Though there are many items that can increase the souls gained from all sources, this is the only
weapon with the effect. The Mendicant’s staff is therefore the go-to weapon for any soul farming build. Though fairly weak as a combat weapon, it nevertheless boosts all souls gained by 20%, a very decent amount and made even better when combined with items such as the Silver Serpent Ring as all these bonuses stack. Unfortunately, this weapon is very rare, so it is recommended to boost your item
discovery before attempting to get it.

This weapon drops from the Man-Serpent Summoner’s in Archdragon Peak.

Video Guide

2. Crystal Sage’s Rapier (Item Discovery)


While certainly not the best damaging weapon in the game, scaling quite well with intelligence, the
Crystal Sage’s Rapier is instead sought after for its other effect. This weapon grants its wielder a boost of 50 to their item discovery, making it significantly easier to get items to drop from enemies, including rare items that would otherwise be difficult to acquire. This effect stacks with other items, such as the Gold Serpent Ring, even stacking with its own effect if a second one is wielded at the same time.

This weapon can be transposed from the Soul of a Crystal Sage.

Video Guide

1. Millwood Greatbow (Ranged)


Finally, we come to ranged weapons, and thus the greatest among them, the Millwood Greatbow.
Ironically, this bow has the shortest range of any bow making it the least ranged range weapon in the
game. This is more than made up for in its damage output, however. Even just meeting the stat
requirements to wield this bow gives a greater damage output than its closest contender, the
Dragonslayer Greatbow.

This weapon can be found in the Snowfield.

Video Guide

[Top Ten] Team Fortress 2 Best Weapons

Over the years, Team Fortress 2 has undergone so many changes, rebalances, and additions that it can
be hard to keep track of everything without feeling like you need the CliffsNotes. So many of these
changes in earlier updates, and seeing a resurgence more recently, are game changing weapons. Like
introducing a swarm of bees to a game of tag, the following items change the game in, what I would say,
are the most interesting ways.

10. Mad Milk



A small glass jar of, concerningly, a ‘non-milk substance’, the Mad Milk is a secondary item for the scout.
Rather than add additional damage mechanics that many scout additions have, the Mad Milk instead
provides a utility mechanic revolving around healing. By throwing this item at an enemy, any targets
within range of the Mad Milk will grant health when dealt damage.
The frontlines of any battle are often hectic and harsh, leaving low priority allies to fend for themselves
without healing. In such chaos, every little bit counts. As one of the best front-line classes, the scout is
easily able to adapt the Mad Milk into gameplay, using his hit and run tactics to quickly launch his ‘non-
milk substance’ into a crowd where his allies can reap the benefits. This also allows the scout to be more
independent despite his smaller health pool, forgoing the need to run back to a medic.

Summary:

  • Allows the scout to assist in medic duties
  • Gives the scout more independence and survivability on the front lines
  • Functions as a form of AoE spy check when necessary


9. Buff Banner


A rather innocent looking backpack, the Buff Banner is also a secondary item, this time for the jingoistic
soldier. Replacing the soldier’s shotgun, the buff banner instead moves that damage to a short burst of
minicrits that affects all targets in a radius. By dealing damage in any way, including telefragging, the
soldier can fill up a rage meter that, when full, can be used to gain an aura that grants minicrits to all
allies within 450 units.
While there are many ways to play soldier, this item is the holy grail for anyone who sticks close to their
team. While you do sacrifice the ability to fall back on your shotgun when your rocket launcher isn’t a
good idea, the banner becomes your own personal Drano, allowing you and your team to clear any
tough blockages on your route. The downside as mentioned is that this requires a good team. The
damage potential of the banner is much greater than the shotgun, but only if your team can capitalize
on it so maybe be careful using it in pugs.
Summary:

  • Allows the soldier to increase their team’s damage output
  • Gives the soldier a way to push through enemy blockages
  • Makes the soldier a juggling expert


8. Thermal Thruster


One of the more recent additions to the game, the Thermal Thruster is a secondary weapon for the
pyro. This item is one of only two items for the pyro whose sole purpose is not directly dealing damage
and instead provides an interesting new ability; flight. Along with a bunch of minor changes, the Thermal
Thruster will launch the player upwards and then in the direction they are facing. This item also
extinguishes nearby allies, knocks back nearby enemies, and can deal damage to enemies you land on.
Pyro can be a terrifying class to come up against in the right players hands, but like adding wings to a
spider, this turns terror into a nightmare. The pyro is often limited by the short range of the
flamethrower but with the Thermal Thruster, the pyro can now cross distances quickly and through the
air, limiting the effectiveness of countering with projectiles. The pyro can also take routes usually
restricted to scouts, soldiers, and demomen, sneaking up on enemies from unpredictable paths.
Summary:

  • Gives the pyro incredible versatility of travel
  • Compensates for the pyros lack of effective ranged options
  • Paired with the backburner makes you an unholy abomination


7. Iron Bomber


For any projectile class, one of the greatest frustrations is when your projectile doesn’t go where you
want it because physics insists on existing. For the demo, the solution is the Iron Bomber. A replacement
to the primary grenade launcher, the Iron Bomber makes one important change, grenades that stay put.
All grenades fired by this launcher will follow an arc that is much more consistent than the regular
launcher and the grenades don’t move much at all after landing. Though the explosive radius is only 85%
of the normal radius, the fuse time is 30% quicker, making it very rewarding for those with better aim.
Demomen, especially those newer to the class, can fall into a bad habit of relying too much on the
splash range of their bombs and forgo careful aim. Not only does this weapon provide benefits for taking
the time to carefully aim, it serves as an excellent weapon for one of the demoman’s main tasks, helping
to deal with sentry nests. Since the grenades don’t roll, even missing the engineer’s buildings by small
amount won’t waste your attack.
Summary:

  • Encourages and rewards good projectile aim
  • Makes taking out sentry nests easier
  • Teach bounce physics whose boss


6. Second Banana


A pity reward from the Meet your Match competition between heavy and pyro, the Second Banana is a
secondary item for the heavy, replacing his shotgun and often used sandvich. This item heals for 200
health over 4 seconds and recharges in 11 seconds. Though the item description states it recharges 50%
quicker than the sandvich, this is 63.3% quicker. The Second Banana can also be thrown for other
players to pick up as a small med-kit.
Many players see the Second Banana as useless as it heals less than the sandvich however this is the
perfect weapon to take when you want to be a bit more independent as a heavy. Having a significantly
reduced recharge, it can be used more often and though it heals 33% less, 200 health is still a significant
portion of the heavy’s total health pool. While it is less useful to your teammates, if you’re lacking a
healer or need to push forward without one, the Second Banana should always be your go-to.
Summary:

  • Gives heals more frequently than the sandvich
  • Great for when you don’t have reliable access to a medic
  • Allows you to play more independently riskily


5. Rescue Ranger


Although the Rescue Ranger is classified as a shotgun, its function seems nowhere close to what you’d
expect from one. Rather than firing buckshot or shells, this shotgun fires darts of mechanical magic,
each one able to repair up to 60 health of a friendly building at a cost of 1 metal for every 4 health
restored. The engineer wielding this weapon is also able to pick up building from a distance, so long as
they are in line of sight, though this comes at the cost of 100 metal.
The Rescue Ranger is the go-to weapon of many skilled engineers and for good reason. Your sentry can
always output more damage more consistently than you can so being able to keep it alive at a distance
is a major bonus. It allows you to main riskier placements of your buildings without having to risk
yourself and always allows you to keep a rapid exit ready. Though the downside means that you are a lot
more vulnerable without your sentry, especially as it is commonly paired with the wrangler, a clever
engineer who keeps his nest on the move will hardly ever be without some heavy firepower.
Summary:

  • Excellent for unpredictable placements
  • Lowers the risk of maintaining buildings
  • Can turn skilled engineers into a mobile madman with a machinegun


4. Quick Fix


An often underrated weapon, the medic’s Quick Fix is an exceptional toll in the right hands and of great
value in pugs. The Quick Fix heals 40% faster than the regular medigun however it can only overheal half
as much, though it can maintain a higher overheal from a different medic. In addition, while all medi-
guns allow the medic to move at the same speed as a heal target, the Quick Fix will also allow the medic
to match rocket jumps, sticky jumps, and shield charges, keeping you at the side of even the most
mobile of classes.
Despite its lack of overheal, the Quick Fix is much more effective at keeping large numbers of allies
healed at the same time. The reason it is overlooked is that new players tend towards pocket healing
and this medi-gun is awful at that. By using the quick fix to juggle healing between many people at the
same time, you’ll be able to help more with large pushes against the enemy without anyone dying
regardless of overheal. It also excels at getting you to the front lines when you have a soldier or
demoman to latch on to.
Summary:

  • Allows you to keep more people alive at once
  • Great for large pushes
  • Vicariously fulfills your insane dreams of flying with explosions


3. Bazaar Bargain


Though you would expect those playing sniper to be amongst the most skilled players in the game, there
remains no shortage of players body-shotting their way through matches. The Bazaar Bargain is the
weapon of those who have mastered headshots, granting a shorter charge time for consecutively
relocating portions of your enemy’s brain matter. Though the Bazaar Bargain starts with a 50% slower
charge time, after 2 headshots, the charge time is the same as the default rifle, and after 6 shots or
more, the charge time is twice as fast.
The Bazaar Bargain is best used when you have a team to provide some covering fire. With a slower
charge time initially, it can be a bit harder for you to get those few initial kills, especially if the enemy
team spots you. With a team helping distract your enemies however, all you need is a few good shots in
a row, and you can pick off targets with ease. With a decent stack of headshots under your belt, you also
become a lot more mobile since a quicker charge means less time stood still. It is not uncommon to see
a skill Bazaar Bargain sniper easily able to retreat from an approaching team while still taking out several
of them in the process.
Summary:

  • Rewards the thing your supposed to be best at as a sniper
  • Grants you more mobility
  • Attracts a lot more angry shouting about hacking


2. Diamondback


The spy is an interesting class to say the least, with a strange range of jobs that don’t always overlap
nicely. The Diamond Back acts as the glue that ties engineer harassment, battlefield spinal surgery, and
general back line harassment together. For every building destroyed while sapped and every enemy
backstabbed, the Diamond Back stores one guaranteed critical hit up to 35 total. The weapon itself deals
15% less damage than stock and cannot get random crits.
The more skilled the players your up against, the harder it is to succeed as spy. Though this is true of all
classes, it affects spy to a much more significant degree since you rely on stealth and deception, both of
which are exponentially trickier to achieve with knowledgeable opponents. By rewarding you for
succeeding, the Diamondback helps to negate some of the missteps that you’ll inevitably make against
high level opponents by giving you some much needed crits to fight your way out of a tough spot.
Summary:

  • Rewards you for performing the tasks you excel at
  • Helps compensate for mistakes and missteps
  • The closest you’ll get to a High Noon is when you pull three crit shots out of nowhere


1. Stock weapons


Though many weapons have been added over the years, nothing will ever come close to stock weapons.
They may lack any special boosts or situational bonuses, but this also means they lack any of the
drawbacks that come with those upgrades. Stock weapons are always the most versatile and reliable of
any weapons in the game, providing an equal balance of use and function without leaving you out of
luck when the tables turn.
Situational benefits are exceedingly powerful but, as the name suggests, only in certain situations.
Whenever that situation doesn’t come up, you wind up somewhat weaker than you would normally be.
Forgoing the situational benefits does sound like becoming less powerful but lacking a downside means
that overall, you can come out on top by picking situations with enemies that leaves them dealing with
their own downsides. Overall, you’ll find yourself a much better player focusing less on weapon benefits,
and more on your situational awareness and teamwork.
Summary:

  • If in doubt, go stock
  • Unparalleled versatility
  • Might get underestimated by fools who see stock as scrub