Turtletaur

Description

A hard hitting tank that shouldn't be messed with. Moves like a slug, since his equip load can well exceed 200%. But that's part of the point. People act differently when you can't move. Wields the best shields, since rolling isn't an option.

Stats

Starting Class Deprived
Level 200
Vigor 99
Endurance 64
Vitality 6
Attunement 6
Strength 50
Dexterity 10
Adaptability 6
Intelligence 6
Faith 6

Weapons

Greatsword, Parrying Dagger, Gyrm Greatshield, Magic Havel's Greatshield, Lightning Mastodon's Greatshield, and Dark Rebel's Greatshield, Poison/bleed Pate's Shield.

A crossbow. I go with a shield crossbow, but you can use what you like.

Equipment

Minotaur Helm, Ironclad Armor, Havel's Gauntlets, Havel's Leggings.

Giant's ring, Chloranthy ring, ring of blades, ring of steel protection.

Spells

If you want, an Iron flesh has no negative aspects if you use the ritual band, then swap later.

Tips

Don't underestimate this build. It may move slowly, but it's entirely feasible that you mess people up. You remove one type of complexity on your end, because you're not really going to be able to maneuver. However, you can block all attacks if you predict them correctly, and you can retaliate because you have almost the best poise you can have. That Greatsword wrecks a lot of people thinking they can just circle-stab.

Trade, trade, trade. You have the poise, go use it. Swing that weapon at the same time as your opponent, you will not often be interrupted, then you can get another swing in. After that, a jump attack often works, because they think you can't move.

Use a parrying dagger to parry. Also, use the parrying dagger if you need to chase someone. You won't keep up, but you'll move faster than walking.

I won't reveal any more, I like this build, it's no fun if everyone figures it out…

One tip though: rolling and backsteps may not work, but their attacks still do.

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