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Post by khal on Jan 8, 2012 4:43:15 GMT -5
As the title says, anyone has suggestions what would be good for Soma (Souls & weapons) on chapter 10 or Charlotte on chapter 11?
For Soma I usually start with a Buer soul to get past the first corridor and Medusa Heads' corridors since I don't use Valmanway on that chapter, coupled with a Minotaur soul to kill things faster. Then, when it comes time to face the boss, I swap those two for Final Guard to block bullets and Treant (+chaos ring) to speed up MP regeneration. As far as bullet souls go:
- Puppet Master - R. Skeleton - Almaric Sniper - R. Black Leopard
On a side note: I think Succubus is USELESS in that chapter simply because enemies do so much damage that you can't heal just with Succubus since they usually don't have that much health (maybe aside from the retro bone pillars).
For Charlotte I have these spells: - R. Deathschythe - Heal (can heal for 50 HP) - R. Fireball (kills the flying masks quickly) - R. Summon Skeleton
I also equip her with a bishamon raiment, a chaos ring, and an apollonian/artemisian ring. My doubt is on the shoes/boots: now that I can heal for 50 HP (with sonic boots), after all the bosses are killed, should I stick with sonic to run faster or should I switch to Artemis Shoes to make my spells more powerful? (To kill Ryu faster/heal more)
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Post by lolchicken on Jan 8, 2012 12:06:16 GMT -5
I would say stick with the Sonic Boots. You're going to miss out on a lot of the action.
Am usually always debating on this too. It's really cool to do 54 heal, but then again being completely left out isn't.
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HWKN
That's the way
If Castlevania HD becomes Backwards compabilty on XB1. You betcha this Belmont is gonna stream it. :
Posts: 52
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Post by HWKN on Jan 12, 2012 11:42:22 GMT -5
For Soma chapter 10 i recommend:
2 handed weapons - Death scythe or Claimh solais (+1) they can tons of damage to R. the count using their down+forward X or Y ability but will leave you open to his fireball unless your timing is right.
1 handed weapon - Muramasa (+1) & Nebula - Some soma players i seen use 2 during the entire run. As for nebula it great since it aim for R. the count head and has holy damage.
RB Ability: Final guard souls - recommend it if your having problems dodging his fireball attacks and great to prevent damage from his dash, in case if someone outside of the boss room triggered his aoe pinwheel of death it can block it also.
Support soul: (R.) The Creature - both normal & R. version can recover your hp but the retro version wins because it can heal much better.
B Button souls: Amalaric Sniper - for attacking ahead and in case R. the count is using his 2nd form pinwheel attack.
Dracula - can do alot of damage if you have this maxed.
R. Black Leopard - great to clear the retro zombies in the start and also to remove the skeletons in the clock tower once you use the shortcut.
Sub Souls (which mean other souls could work) - Nova Skeleton, Beelzebub, puppet master.
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Post by Iron Blue Arremer on Jan 12, 2012 11:58:49 GMT -5
Vals for the stage, Muramasa(+1) or Claimh(+1) for the boss. Amalaric Sniper is pretty good for both. Puppet Master pretty much required for doing the glitch. Decapiclops is pretty amazing when the Count is in a corner, and Chimyriad is pretty useful as well. Everything else is up to your own liking.
I remember someone saying a magic build for Soma can work much better than a STR-build with weapons, and I can see why. If you can backdashcancel Muramasa properly, STR-build is better tho.
As for Charlotte... R. Fireball is a must. Everything else is mostly fluff.
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Post by khal on Jan 12, 2012 15:01:55 GMT -5
Yeah, since I've finally gotten a Claimh Solais I always keep it equipped on 10 and I find it 100 times better than the Valmanway (mostly because enemies in that stage have WAY too many health).
I actually didn't know that the Nebula does holy damage, might try it someday...as for the souls, I found that the Almalaric Sniper is a bit slow for the 1st form of the boss (that or my timing is off).
I don't know...I found them kinda weak (maybe because I have only 1 of either), since I usually run 11 with Charlotte until I get a second chaos ring. However I realized that R. Black Leopard works wonders on the 2nd form.
Now my greatest doubt is choosing between Minotaur (more damage) or Treant (faster MP regeneration for Final Guard/R. Black Leopard) for the boss, because I don't think healing for 1 or 2 hp can help much against his 3-digit damage.
Also: for Charlotte I found it better to swap R. Deathschythe for Dark Inferno.
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Post by Iron Blue Arremer on Jan 12, 2012 16:10:58 GMT -5
I never have problems hitting Count's first (or second) form with Amalaric Sniper. You gotta send em out while he warps in. And yes, on level 1 the souls are terrible, but that's the case for EVERY soul. On a strength build I can hit the Count's either forms at least 3-4 times with ~60 damage by simply shooting out a Decapiclops fireball. Hooray for pillars.
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redfoxxie
That's the way
You like Rats ?
Posts: 62
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Post by redfoxxie on Jan 12, 2012 16:28:14 GMT -5
Soma on Chapter 10 I tend to go with Claimth Solais +1 and INT-based build. I rather equip myself with Imp than Minotaur for added INT rather than STR, though Treant is a good all-around. Another choice would be to use Valmanways during the stage and spam the minibosses with souls. Up to your own taste, but for the bosses INT-base is in my opinion far more effective even if you can backdash cancel well.
Buer is awesome for the stage itself and will let you through the first corridor with ease. If you are good at R.Count, using Buer even during the boss can be good extra damage for little MP usage. Final Guard is far more safe though and will make the whole boss a cakewalk if you have Final Guard at LV9 since it eliminates the start up cost. One exotic choice also is using R.Medusa for blue soul. It lets you dodge very easily the "chicken rush" R.Count second form loves to do especially after the "fireballs of death" pattern. Overall Final Guard is better though if you have it at LV9.
Bullet souls.. There's alot of them you can use effectively here. Fish Head works good for everything if you can aim it to make multiple hits, Ukoback devastates R.Count for very little mana cost since he likes to hang around immobile often, Warg does good damage to everything and you can spam Phantom Bat and Queen Medusa with it dead before they even get to act, Pejora's Masks can cover you easy enough to get through the corridors in the stage if you don't like to use Buer or wish to be extra sure, Puppet Master you need for glitching and it makes it easier to get through the spiked pressers before Medusa Queen.. Overall anything which hits one strong damage rather than multiple weak hits will do good in the stage.
My usual setup:
Yellow: Imp Blue: Buer Bullets: Puppet Master (Switch to Ukoback later), Pejora's Mask, Fish Head, Warg
For Charlotte I'd likely go with the good ol' R.Fireball and R.Skeleton. Energy Flow and Piercing Beam are OK due to their holy elemental which does good in the stage, Heal is up to whether you want it or not. Overall as long as you have at the very least R.Fireball, you can take whatever you are good with for the stage itself.
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Post by lolchicken on Jan 17, 2012 19:09:07 GMT -5
From my old post, my Charlotte spells are the following:
R. Fireball: Up + B R. Summon Skeleton: Down + B Heal: Left/Right + B Energy Flow: B
I honestly don't think that Deathscythe/R. Deathscythe are worth it.
R. Summon Skeleton is better at doing multiple damage of around 108 - 112 per bone at only 12mp. And if you need to protect yourself from projectiles or a lot of enemies coming at you, R. Fireball covers that.
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