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Dark Souls Enisle Turtling

Jun 25th, 2013
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  1. Turtling 101:
  2.  
  3. A breakdown and analysis of the playstyle and setup of enisle2004.
  4.  
  5. https://www.youtube.com/user/enisle2004/videos
  6.  
  7.  
  8. Sections:
  9.  
  10. 1. The Build
  11. 1-1 Weapon Choices
  12. 1-2 Shield Choices
  13. 1-3 Ring Choices
  14. 1-4 Magic Choices
  15. 2. Tactics
  16. 2-1 Shield Poking
  17. 2-2 Hardswapping
  18. 2-3 Countering
  19.  
  20.  
  21. --- 1. The Build ---
  22.  
  23. http://mmdks.com/2vq8
  24.  
  25. - 56 poise
  26. Enough poise to tank a 2h GS running R1.
  27. Could potentially be upped to hit the 61 poise break of black flame/BKGA/two 30 poise hits.
  28.  
  29. - MoM + 50 vit
  30. Pretty self explanatory, turtles want a lot of HP.
  31.  
  32. - 40 END
  33. Also easily explained, turtles need stamina.
  34. Sun armor/Wanderer Manchette/Maiden Skirt provides excellent defense and elemental resists,
  35. and fits exactly under the weight limit.
  36.  
  37. -- 1-1 Weapon Choices --
  38.  
  39. Estoc:
  40.  
  41. Pros
  42. - Low Stamina Consumption
  43. - Fast Shield Pokes
  44. - Decent Damage
  45. - Decent Range
  46. - Buffable
  47. - High Criticals
  48. - Light
  49. - Running R1s for rush downs
  50.  
  51. Cons
  52. - Low poise Damage
  53. - Debatably bad R2s
  54.  
  55. Overview
  56. THE weapon for turtling, a great combination of damage, range, and criticals.
  57. The shieldpokes come out faster and uses less stamina than spears.
  58. With proper spacing, the very tip of the weapon cannot be parried.
  59. The high critical damage makes any attempt to BS or parry you subject to a likely more
  60. damaging counterstab.
  61. The running attack is a great finisher when you have whittled someone down to chip range.
  62. The R2s are decent, but are the slowest attacks the weapon has, and are not well suited
  63. to turtling.
  64. While enisle does not often buff, a pine resin can add a decent 30 extra damage per hit,
  65. which when shield poking, can add up.
  66. Any powerful buffs are ill suited to the playstyle, as they put your damage on a time limit.
  67.  
  68.  
  69. Silver Knight Spear:
  70.  
  71. Pros
  72. - Higher Base damage than Estoc
  73. - Better Poise damage
  74. - Better Range
  75.  
  76. Cons
  77. - Higher Stamina Usage
  78. - Terrible Critical Damage
  79. - Slower Shield Pokes
  80. - Cannot be buffed
  81. - Heavier
  82.  
  83. Overview
  84. With the better range, poise break, and damage, one would think this to be
  85. the superior option for a turtle.
  86. However, the larger stamina usage, slower shield pokes, and absolutely abyssmal BS damage
  87. do not well fit the playstyle of a turtle,
  88. e.g. placing all risk of being punished upon the opponent, and little on yourself
  89. With the spear, you are more open to being guard broken, more susceptible to being punished
  90. for a poorly spaced shieldpoke, and the lack of BS damage can easily be taken advantage of.
  91. That said, it does have some suitational usage, and while not often used by enisle,
  92. it is a decent counter to the short range that curved swords posses.
  93.  
  94.  
  95. -- 1-2 Shield Choices --
  96.  
  97. Eagle Shield:
  98.  
  99. Pros
  100. - Extremely High Stability
  101. - Extremely High Lightning Res
  102. - Lowest Weight and STR requirements for a greatshield
  103.  
  104. Cons
  105. - Low Fire and Magic Res
  106.  
  107. Overview
  108. 95 PHYS / 55 MAG / 45 FIR / 75 LIT | 84 STAB
  109. The bread and butter of his playstyle, used when the opponent is using physical attacks only.
  110. The 5% chip damage is entirely negligble when shieldpoking.
  111. While it possesses below average fire defense, and slightly above average magic defense,
  112. neither of these are particularly terrible and can suffice if needed for a short duration.
  113.  
  114.  
  115. Black Knight Shield:
  116.  
  117. Pros
  118. - High Stability
  119. - Extremely High Fire Res
  120. - Decent Lightning Res
  121.  
  122. Cons
  123. - Pitiful Magic Defense
  124.  
  125. Overview
  126. 100 PHYS / 25 MAG / 95 FIR / 65 LIT | 74 STAB
  127. The second most used shield, due to pyromancy fitting on almost every build.
  128. Still retains very good stability, the second highest of med shields.
  129.  
  130. Crest Shied:
  131.  
  132. Pros
  133. - High Mag Res
  134.  
  135. Cons
  136. - Below Average Stability
  137. - Below Average Fire/Lit Res
  138.  
  139. Overview
  140. 100 PHYS / 80 MAG / 55 FIR / 45 LIT | 66 STAB
  141. Not as often used, the lower stability makes turtling much more difficult,
  142. and most spells are easy to rollstab.
  143. It does however, have good usage against MLBH/MLGS and DMB/CMW users.
  144.  
  145.  
  146. -- 1-3 Ring Choices --
  147.  
  148. First Tier
  149.  
  150. RoFaP:
  151.  
  152. The single best ring for this build, an invaluable increase to stamina AND HP.
  153. This should be the first ring, no doubt about it.
  154.  
  155. Wolf:
  156.  
  157. Provides poise, easy enough to explain. However, unlike havels it can be swapped out
  158. for other rings and still maintain fast roll, this is useful for...
  159.  
  160. Red Tearstone:
  161.  
  162. This should be the ring in the second slot when you are low on hp.
  163. "Berserker Turtling" as he calls it, can easily turn a match around.
  164.  
  165. Second Tier
  166.  
  167. Hornet:
  168.  
  169. If you can hit a reasonable poise breakpoint without wolf, this should be the second ring.
  170. People are going to be trying to BS a turtle, and counterstabbing will happen.
  171.  
  172. Leo:
  173.  
  174. While shield poking lets you easily get counters, the low AR of the estoc means this
  175. will not be of much use. It has some benefit, just not as much as the above rings.
  176.  
  177.  
  178. -- 1-4 Magic Choices --
  179.  
  180. Black Flame:
  181. Really the only spell enisle uses. Compliments the estoc well as it has low poise damage.
  182. When used in the offhand, the stun it produces can easily combo into a R1 from the estoc,
  183. or a BS if their back is towards you.
  184.  
  185. --- 2. Tactics ---
  186.  
  187. -- 2-1 Shieldpoking --
  188.  
  189. The main tactic for a turtle, is obviously the shieldpoke.
  190. The entire playstyle is based around forcing your opponent to attempt to bypass your shield,
  191. then capitalizing on their attempt.
  192. Should your opponent fail to try countering it, they are simply getting poked to death.
  193. Knowing when not to shield poke is just as important as knowing when to shied poke,
  194. watching a few videos can easily give a feel for this.
  195. Stamina management is paramount, if you get low on stamina, you roll away and let it regen.
  196.  
  197. -- 2-2 Hardswapping --
  198.  
  199. Absolutely neccessary to the overall playstyle.
  200. Starting with the eagle shield for physical attacks.
  201. If they use Pyromancies, swap to the Black Knight Shield.
  202. If they use MLBH/MLGS or CMW/DMB, switch to Crest Shield.
  203.  
  204. Swapping to RTS while low on HP is another such use.
  205.  
  206. -- 2-3 Countering --
  207.  
  208. The real meat of effectively using the build comes here, knowing how and when to counter tactics
  209. other players use to bypass that brick wall in front of you and them.
  210. Basically, if they arent displaying the intent to use these, you should be shieldpoking,
  211. otherwise counter them and continue on.
  212.  
  213. Backstabs and Rollstabs:
  214.  
  215. One of the most common strategy used when people see repeated shieldpokes:
  216. Circle around and wait for you to shieldpoke in order to poise BS you.
  217. While it is by far the most common tactic, it is also the easiest to counter,
  218. Instead of shield poking, you counterstab them.
  219.  
  220. A subset of this is rollstabs, which involves people repeatedly rolling towards you,
  221. the counter being to simply circle around while they roll towards you and BS them.
  222.  
  223. Parrying:
  224.  
  225. Self explanatory, they try to parry your shieldpokes, multiple counters to such a tactic exist.
  226. - Poking at the very edge of the estoc's range, meaning they can only get a partial parry.
  227. - Circling them to punish their parry recovery with a BS.
  228. - Black Flame
  229.  
  230. Mashing:
  231.  
  232. A somewhat common tactic, though not often used by anyone half decent.
  233. The opponent stands still and mashes attacks in an attempt to guard break you.
  234. The answer is obviously to shield poke them into oblivion, then roll away before
  235. running out of stamina.
  236. However, be careful...as this is sometimes used to bait the shield pokes in order to BS or parry you.
  237.  
  238. Bleed:
  239.  
  240. Similar to mashing, but still worth a mention.
  241. - You can use red moss to remove your bleed build up if given enough room.
  242. - By timing a roll at the instant your bleed meter becomes full, you can cancel the damage
  243. received, effectively zeroing out the bar.
  244.  
  245. Dead Angles:
  246.  
  247. Facing away from you in an attempt to abuse the blocking mechanic to score a hit through your shield.
  248. - Most dead angles have terrible range, so backpedaling out of range
  249. followed by a shieldpoke is a decent way to handle them.
  250. - By facing away, they basically give you their back, and a free BS should you have
  251. the poise to tank their hit, the trade is always favorable.
  252. - In the case of dead angle WoG, instead of poise BSing, simply roll BS it.
  253.  
  254. Shotel:
  255.  
  256. Also similar to dead angling, the shotel's R2 attacks bypass shields.
  257. - The R2 is slow, and is easily poise BSed.
  258. - The shotel has poor range, and whipping out a spear and kiting is a reliable counter.
  259. - Black Flame can easily shut down this should they not have the poise to tank it,
  260. they will not win the trade with it.
  261.  
  262. Black Flame:
  263.  
  264. Although swapping to Black Knight Shield can virtually nullify the damage,
  265. the stamina damage is still high.
  266. - The first BF can be shield poked completely safely, but afterwards
  267. you should roll away to regen stamina.
  268.  
  269. Spear:
  270.  
  271. Some players will get tired of your turtling and whip out a spear to kite you and poke from a
  272. distance, or try to turtle themselves.
  273. - Kiting you accomplishes very little for them besides delaying the fight,
  274. spears have terrible guard break so you are completely safe behind it.
  275. - In the case of a turtle, spears have awful BS damage, and it is very likely they
  276. are not used to the playstyle.
  277.  
  278. Feel free to BS their shieldpokes into oblivion, you have the advantage.
  279. Trying the other tactics above is also valid.
  280.  
  281. Kicks and Poison:
  282.  
  283. Laughably useless against a turtle.
  284. The kick does terrible stamina damage, and poison does very little damage and can be mossed away.
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