Dancers Enchanted Swords are underused

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Dancers Enchanted Swords are a crazy weapon I've been using Dancers for about a week now, Trying to find the balance between glass cannon and power house. Let me tell you though these weapon have both a faith and Int scaling, its not a pyro weapon not one bit. Its closes to unusable as a pyro weapon due to faith giving 1 point of damage per second level up. Moving on this weapon looks great, it feels great and it is great. Running this on a 45/60 Dex/int build I'd get between 670-706AR and if I was glass cannoning 800-956AR(not optimal) and that's from an unoptimized build 60/45 dex/int would give higher AR. Now you won't be doing 900 or even 600 damage with this weapon (1 handed) due to split damage and also because for some reason there's an extra 300AR but that doesn't matter to much here's why. This Weapon is a combo monster and god do the combos feel so rewarding. R1 L2 R2 (good but not optimal) L1 L2 R2 (disgustingly good) R2 L2 R2(for when you've got a parry god on your hands) and I forgot to mention you can press R2 twice for that extra bit of damage in your combos. Now here's my issues with From's changes to this weapon. Landing the WA on its own its unrewarding because you can't do the full thing anymore because people can roll out of it. Similarly because of the damage the WA used to do, they nerfed its scaling to a universal D scaling making both faith and strength feeling unrewarding but strength still does better than faith -because-miracle-builds-are-trash-. The two handed move set is a double edge sword it can be reaction parried quite easily if someone is used to its move set but its deceptively faster than you'd think and has a stupid amount of range and roll catching is quite easy. What this weapon excels at is mind games baiting your opponent into a 800 damage combo that can decide a mach just from your first attack. Did I mention this thing is FILTHY in trades because the l1 attack has massive amounts of hitstun if you roll catch someone and hit them with both swords that's a match ending combo right there.I need to test if rolling l1 combos into WA but this WA is great for trading with anything up to a great sword.This weapon also is great for countering whiffs because of the forward momentum of the initial l1. Additionally the running l1 has INSANE range and is great at roll catching. Earlier I said the split damage was bad, but not entirely against mages or pyros this weapon is disgusting (I've one shot my fair amount of mages) they don't have to be glass cannons either the magic clutch ring or dusk crown is a death sentence for them if you have this weapon. This weapon has a lot of pros but some hard hitting cons. 1 being it's high stat requirement to do good damage. 2 being its parryable l1 moveset (though this is what I like about this weapon.) 3 due to how it encourages a boring reactive play style 4 Spin to win doesn't let you fully spin. Show this weapon some love because you'll dance over your enemies.

Tldr: dancers enchanted swords are a good weapon and its downsides are a sort of buff to this weapon.

I have yet to try a one shot build with this yet but I've got the basics of a fight club ruiner which has magic and fire clutch ring, flyns ring,sacred oath (from sunlight straight sword) old wolf curved sword and dusk crown. With the L1 L2 R2 I could do upwards of 1200 and you can actually do L1 l2 R2 R2 or if your sure your opponent is out of stamina go for three r2s which adds a sure 300 more damage. Plus kick your opponent first to get a counter damage L1 for super high damage then the combo.

Posted Jul 21, 2017, 9:53 PM UTC · edited

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