Starter Class Guerilla Warfare (SCGW) SL 50
What is SCGW?
Starter Class Guerilla Warfare is a game mode. The matches will be the host and a white phantom against 2 red phantoms. A 2v2 match with rules and a carefully designed and balanced cast of characters. Players will pick one of the 10 starter classes and should follow the links below for the weapons, stats and armor for the characters. The fights will work the best in Catacombs and Depths but you can do it wherever you want. No NG+ recommended.
1. Players have to follow the build instructions exactly. (Note that the weapons are Raw +5, not Normal +15. Also Pyromancy flame is +15, not ascended +5.)
2. Host is allowed to use 10 estus flasks (non-upgraded estus) and both red phantoms are allowed to use 1 humanity per fight. The white phantom is not allowed to heal (besides with heal miracles as the Cleric).
3. No item usage unless class-specifically allowed. So no resins, blossoms, moss clumps, firebombs, Lloyd's talismans, poison/regular throwing knives, divine blessings or mushrooms.
4. The maximum amount of soft humanities (the humanity counter beside your health bar) is 20. Humanities increase defence and would thus make phantoms have an advantage over the host, because the host will most likely lose their humanities. Retrieving souls is a waste of time for anyone but the Thief class.
The Warrior: The damage dealer. The Warrior has the highest damage of all the builds with regular attacks, but lacks in the defence department. The Warrior is the deadliest when on the brink of death. Link to the build: http://mmdks.com/123e
The Knight: The tank. The Knight is the slowest class and has low damage, extremely high HP. The Knight is also the only character who has poise. Link to the build: http://mmdks.com/123g
The Wanderer: The rusher. The Wanderer has a super fast roll, an extremely fast weapon and a lot of stamina to spare. Decent damage with the scimitar. He also boasts great Flame defence, so he's a great counterpick against a Pyromancer team. Link to the build: http://mmdks.com/123h
The Cleric: The support class. Has many miracles that will aid in both defensive and offensive situations. The Cleric is the only the class that is able to heal as a white phantom. Low poise and a slow weapon will be his downfall if caught alone from his partner. Link to the build: http://mmdks.com/123n
The Thief: The sneaky-sneaky class. The Thief has both of the stealth rings and is also the only class able to use items other than estus or humanities. Lloyd's talismans to prevent the host from healing and poison throwing knives to force opponents to approach or waste heals. (Note the +15 bandit's knife) Link to the build: http://mmdks.com/123p
The Hunter. The ranger. The Hunter has hawk ring and feather arrows for sniping and cloranthy ring and a short sword for close quarters. A jack of all trades and a master of none. (Note +15 bow) Link to the build: http://mmdks.com/123v
The Bandit: The hybrid. The Bandit has the second highest HP and the second highest dmg while also being near immune to poison. Weak point: lack of diversity. He just has his axe, nothing more, nothing less. Link to the build: http://mmdks.com/123z
The Pyromancer: the glass cannon. Has 6 attunement slots filled with poison and fire. Very low HP but high reward for hitting enemies. Also fire kicks. Link to the build: http://mmdks.com/1249
The Sorcerer. The Plucky. The Sorcerer has great burst damage with HSM and the buff with the aid of support sorceries as well. Link to the build: http://mmdks.com/124c
The Deprived. The naked guy. Link to the build: http://mmdks.com/124l
How to play:
1. The host will summon the white phantom and the red phantom while waiting for the 4th player to invade.
2. Once all players are ready by the bonfire, the host will point forward as a sign for the invaders to run. The red phantoms will have around 10 seconds to run away and set up whatever trickery they have planned.
3. Have fun with Starter Class Guerilla Warfare.
Estus flasks need to be upgraded twice to Estus +2. The host of the match can now only use 5 estus flasks per match, instead of the previous 10.
If you're interested in doing this, follow the link below for the official chatroom:
Too much info. How about just fight each other?
Mission: The destruction of any and all Chinese Communists.
The reason I didn't reply yesterday is that I do not have any characters under SL 100 anymore. I don't enjoy pvp under 80 or where you are limited to certain weapons and sorceries.
Thanks man. Pie was talking to me about this the other day. I was considering trying it.
GT: Centipede Demon
Zweihander master race
Starter Class Guerilla Warfare was designed with strong balance in mind. If you don't like restricting your playstyle in order to achieve fair and balanced matches, then this thing is not for you.
Thank you for checking this out in any case! :)
Too many rules. I don't see a problem with just regular upgrade path weapons and no hornets, no buffs. Simple and sweet.
Mission: The destruction of any and all Chinese Communists.
LOCATIONS FOR SCGW:
Catacombs: One of the most interesting areas to fight in because of the turnable bridges, elevation and shortcuts. Sorcerer's Fall Control can be used to it's maximum potential here. Cleric's Force can also finish duels on bridges in an instant.
Depths: Maze-like tunnels with many routes. The best area for ambushes. Cleric's Tranquil Walk of Peace could turn the tides of a match when used in the right place, the right time.
Painted World: This area will provide a great challenge to the hosting team. Intoxicating and flying enemies can be tough for a full-on melee fighter team. Hunter's bow, Sorcerer's souls arrows and Pyromancer's fire orbs will make this area notably easier as you can avoid getting intoxicated and take on one enemy at a time. NOTE: Do not open the wooden gate near the bonfire! The upper parts of Painted world are too good to not go to.
Undead Burg: An area that makes the invaders do the biggest portion of eliminating the opposing team by planning ambushes and sniping from afar, because the hollows don't help much. A team of Warriors ambushing the unsuspecting opponents can end matches before the opponents know what hit them. Thief's well-placed Lloyd's combined with the element of surprise should make for a quick victory as well.
[This message was deleted at the request of the original poster]