Soulum Sword - A Comprehensive Haru Guide

  • While the Legendary Combo King is very easy to get, just a few minutes in District 6 and you're done. I'd have to say Godlike Control Freak is actually "the best" attack speed title, just take a lot more effort.

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    Also, Untilted The buff will not extend at 3 stacks so it'll reset.

    Sweet, I didn't even know that title existed. Definitely the best title by far, plus getting the crit damage boost is even better.


    Untitled Dark Gauntilus' attack speed buff does not have a chance to refresh once its procced, since it goes on cooldown immediately after. Hence, you wanna get the upgraded version that lasts 5 seconds, since those two seconds feel really important once you're tried the two.


    I don't air attack a lot, most of the time I'm in the air to use Slash n' Dash. I usually jump, Slash n'Dash, air dash to reset state, then either do 3 basic attacks and air Soulstrike to get back on ground. I don't know if its mathematically the best dps over time, but it looks cool. :U


    Also Yamato is just a name I really like, but its totally a great sword in DMC!

  • This one looks great. How do you get it?

    1000 S+ runs

    Yeah, takes quite a long time and a lot of energy. You can do it easily (easier at least) if you do R Square EP 1 repeatedly, but it'll still take at least 16hrs assuming you start at 0/1000

    Tried to do that but I keep getting an A, even though I oneshot everything and finish it in around 40/45 seconds. I think you can't do it that way after a certain level.


    Sorry for OT.


    Edit:

    Even tried with no gear or brooches on, except for a lv1 weapon, the best rank I got was a S. I guess combos are the problem.

    Edited once, last by Aerondight ().


  • Didn't think of removing titles and cards! Thanks, worked great! Now only about 700 runs to go! :D

  • Didn't think of removing titles and cards! Thanks, worked great! Now only about 700 runs to go! :D

    Yeah, it isn't even really about time. Most important is to get at least 68-69 combo in the second room.

  • Since afaik there's no thing such as a training dummy or a dps calculator, I'm gonna ask here: do you believe it's worth it to use a fully charged Wind Rupture in the dps rotation during a boss fight?


    The damage is great and all, but apart from phases when you can't actually use your close range skills due to aoe or whatever, I'm starting to think that the time Wind Rupture requires to charge may result in a dps loss.

  • Since afaik there's no thing such as a training dummy or a dps calculator, I'm gonna ask here: do you believe it's worth it to use a fully charged Wind Rupture in the dps rotation during a boss fight?


    The damage is great and all, but apart from phases when you can't actually use your close range skills due to aoe or whatever, I'm starting to think that the time Wind Rupture requires to charge may result in a dps loss.

    I, personally, use the full charged wind rupture on bosses only whenever i can aprroache the boss for x reason (naran's spin2win, suzie's buble) or when a boss have multiple hitboxes / need to clean the boss room (ex machine, hyenas)

    Most of the times i releaes at 2

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  • Since afaik there's no thing such as a training dummy or a dps calculator, I'm gonna ask here: do you believe it's worth it to use a fully charged Wind Rupture in the dps rotation during a boss fight?


    The damage is great and all, but apart from phases when you can't actually use your close range skills due to aoe or whatever, I'm starting to think that the time Wind Rupture requires to charge may result in a dps loss.

    Charging up just so you can get 2 slashes in can give you a higher dps than using 1 or 3 slashes. I've also noticed this too, so I tried doing various things with it and found that this is the effective way if you're in a string of chain combos.


    I only use 3 if:

    - Scattered mobs are spread too much for Bladewall to group them

    - Bosses have weird hit boxes (Giant Arms Robot specifically)

    - AoE Danger zone centered on bosses

    - All my skills are on CD

  • Hello!

    What are the recommended attributes for weapon and armor?

    When can we expect class expansion?

    If you mean stat rolls, I believe the best is attack speed -> penetration -> crit rate -> flat attack -> crit damage -> everything else. As for defensive stats, max HP and boss damage reduction are the only things that are worth it, imo.


    I don't know when we'll get class advancements, but I'd be prepared to wait for a few months at least. There's still more content that we have to get that was designed to be experienced without advancement.

  • Am I the only one having hard time with hitting the "ground pound" after "storm rider"? Usually I'm just striking behind the enemy.

    Is it possible to land directly under me, instead of jumping forward?

    Edited once, last by VanMetal ().

  • Am I the only one having hard time with hitting the "ground pound" after "storm rider"? Usually I'm just striking behind the enemy.

    Is it possible to land directly under me, instead of jumping forward?

    They're both gap-closing skills but you can hold down Ground Pound to make the range longer. I'd say it's Storm Strider with a more melee-based attack like Armor Smash

  • Am I the only one having hard time with hitting the "ground pound" after "storm rider"? Usually I'm just striking behind the enemy.

    Is it possible to land directly under me, instead of jumping forward?

    If you use Ground Pound without the attack range extension after a point-blank Storm Strider, you can leap too far away from your target for your AOE slam dunk to hit them. This is especially noticeable against small bosses.


    Getting the range extension means you can usually catch the boss with the very edge of your AOE attack if you do a point blank Storm Strider into Ground Pound.


    However, If you desire more damage over increased AOE. You could make adjustments in your positioning to make the other Ground Pound extension work as well.

  • Am I the only one having hard time with hitting the "ground pound" after "storm rider"? Usually I'm just striking behind the enemy.

    Is it possible to land directly under me, instead of jumping forward?

    Unfortunately there's a minimum distance you'll travel when you use Ground Pound, with certain exception to large minions, bosses, and groups. However I find this to be quite buggy. Sometimes you'll stop right in front of the monster you're pounding on and deal damage, but other times you'll move through them, making you miss.


    A more consistent and reliable use for Ground Pound to deal damage would be to use Bladequake, Bladewall, or Bolt Waltz prior to using it.

  • I just reversed the order since Storm Strider doesn't have that problem. Missing Ground Pound is something I really don't want because I took the damage extension + it has an animation lock, so using it as the first attack of a combo makes it easier to time so you won't get hit

  • Am I the only one having hard time with hitting the "ground pound" after "storm rider"? Usually I'm just striking behind the enemy.

    Is it possible to land directly under me, instead of jumping forward?

    Tbh I don’t think you should combo Storm Strider into Ground Pound in the first piace. They both work well as gap closers, so I believe it’s always better to keep one off cd, ready to be used if needed.

    Storm Strider’s damage is also meh, I use it in my dps rotation only if I see the team is having a hard time taking the super armor down, since its extention makes it better in that way.

    Anyway, if you want to land Ground Pound in meele range, just roll back before using it, it works perfectly.

  • Thanks for all your answers guys.

    What do you think about this combo ( skitp to 26 second):

    It seems that he is fully charging his jump, yet he remains in his postion and doesn't jump forward. Why? Because he is attacking a group of monsters? Is he somehow blocking himself on them?