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Ringed Knight Paired Greatswords

icon-wp_physicalAttack.png
185 physical_defense-shield-icon.jpg 50
icon-magicbonus.png
0
magic_defense-shield-icon.jpg
40
icon-firebonus.png
11
fire_defense-shield-icon.jpg
35
icon-lightningbonus.png
0 lightning_defense-shield-icon.jpg 35
icon-darkbonus.png
0
icon_weight.png
40
critical.png
100 icon-wp_stability.png 40
icon_weight.png 22.5
icon-durabilitiy.png
90
Requirements & Bonus
icon-strength_22.png
icon-dexterity_22.png
icon-intelligence_22.png
icon-faith_22.png
C E E E
40 15 0 0
weapon_type-icon.jpg Ultra Greatswords (Paired) damage_type-icon.jpg Slash/Thrust
skill-icon.jpg Ember (Skill) icon_fp_cost.png 15 (12/12)

Ringed Knight Paired Greatswords is a Weapon in Dark Souls 3. It is part of The Ringed City.



Paired black greatswords wielded by the Ringed Knights.
The arms of early men were forged in the Abyss, and betray a smidgen of life. For this the gods cast a seal of fire upon such weapons, and those who possessed them.

Skill: Ember
Cross the twin timeworn greatswords to reignite a short-lived flame. A lightning-quick upward heave slices the very air, and transitions into normal or strong attacks.

 

Notes and Tips:

  • Reinforced using Twinkling Titanite to +5.
  • Cannot be buffed or infused.
  • This weapon is extremely powerful if you successfully combo the L1 attacks.
  • The weapon skill starts off with a diagonal strike which then unleashes a short fiery projectile and can transition into an overhead leap R2 or a powerful thrusting attack with R1.
  • Acts much like the Farron Greatsword in which you can activate the L1 attacks anytime during a R1/R2 combo and vice versa.
  • This weapon is the only Paired Ultra Greatsword of the game.



Location/Where to Find




Moveset and Videos:

(If your name is not on THIS list, please do not post videos here. If you wish to post videos, please click the link and apply in the thread)

 

 

Ringed Knight Paired Greatswords Upgrade Table

Regular

 

Requires special reinforcement, totalling ?? souls, 15 Twinkling Titanites and 1 titanite slab

  Attack ValuesBonus Parameter Bonus Auxiliary Effects Damage Reduction (%)
Name
icon-wp_physicalAttack.png
icon-magicbonus.png
icon-firebonus.png
icon-lightningbonus.png
icon-darkbonus.png
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Faith Bonus
icon-wp_poisonbld.png
frost.png
icon-wp_bleed.png
icon-wp_physicaldef.png
icon-wp_magicdef.png
icon-wp_firedef.png
icon-wp_lightningdef.png
icon-wp_darkdef.png
Stability
Regular 185 - 11 - - C E E E - - - 50 40 35 35 40 40
Regular +1 206 - 12 - - C D E E - - - 50 40 35 35 40 40
Regular +2 220 - 13 - - C D E E - - - 50 40 35 35 40 40
Regular +3 257 - 16 - - C D E E - - - 50 40 35 35 40 40
Regular +4 289 - 18 - - C D E E - - - 50 40 35 35 40 40
Regular +5 322 - 20 - - C D E E - - - 50 40 35 35 40 40

 


Table Key

 

Requirement Parameter Bonus Attack Values Damage Reduction % Auxiliary Effects Others
icon-strength_22.png Strength
icon-strength_22.png Strength
icon-wp_physicalAttack.png Physical  Physical icon-wp_bleed.png Bleeding  Durability
icon-dexterity_22.png Dexterity
icon-dexterity_22.png Dexterity
icon-magicbonus.png Magic  Magic icon-wp_poisonbld.png Poison

 Weight

icon-intelligence_22.png Intelligence
icon-intelligence_22.png Intelligence
icon-firebonus.png Fire  Fire Frost Frost  
icon-faith_22.png Faith
icon-faith_22.png Faith
icon-lightningbonus.png Lightning  Lightning  Curse  
    icon-darkbonus.png Dark  Dark    
    Critical Critical
 Stability
   
    Spell Buff Spell Buff
     
     Range      

Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the [Attack: stat]. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's [Str, Dex, Mag, Fire, Light] stat, the higher the [Attack Bonus: Stat] is (found on the player status screen). The higher the scaling letter, the higher the percent multiplier applied to the [Attack: Stat].This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X". 
Durability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best.
Weight: How much the item weights when equipped. 
Stability: How well the player keeps stance after being hit
Attack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St)






    • 24 Apr 2017 07:54  

      At least a quarter of my duels have been with this thing and they use it for a last resort it's so annoying people seem to always have extra stamina after attacks too and only play level 90. The strength requirements should be 50 just look at; should use more stamina than any UGS, keep the scaling if you want form but this weapon is so cheap

      • 23 Apr 2017 12:43  

        In a one in one with these, you really see who the scrubs are and who knows how to use them. So many people expect the L1 that they forget there's a standard R1 and a rolling poke. Those two alone win fights, not the pitiful and avoidable stun lock so many noobs complain about.

        • 23 Apr 2017 00:58  

          I'm sad cause as soon as I saw these in the trailer they became my favorite weapon, but (classic) Fromsoft ****ed up balancing and now they're considered cancer :(

          • 22 Apr 2017 10:00  

            Key to nerfing these is remove it's L1 combo ability (From, you'll nerf EVERY other heavy weapon combo but not this? REALLY?) and increase the requirements. Two dual ultras, these things should weight more than Ledo's, I'd say around 30.0-35.0 units and that'll negate people able to use these with heavy armor unless it's a vit build. Also increase the wielding requirements, it should honestly require 50-60 strength, I say 50. This would negate all the quality builds (lets be honest there's a*****load of them) from using them, and they wouldn't be able to cheese the requirement with Knights Ring. Doing this will nullify the amount of scrubs (lets be honest, it's a scrub weapon, a one trick pony weapon) using it.

            Fixing Phantom Range would mean completely revamping the game and the way latency should work. That's never going to happen. But these changes are reasonable. Remove the combo ability and increase the requirements, easy.

            • 22 Apr 2017 09:54  

              Perseverance is all you really need to be honest.

              What I do is dual wield caestus, use the weapon art then unlock and run behind them while they're doing the L1. Or just use the Mace, Black Knight Sword or Vordts. I understand not every build can use them, but the Mace doesn't have a lot of requirements. If you're STR go Heavy, Quality go Refined. If you're a caster infuse it with Crystal/Lightning/Dark/Chaos and you're set (Mace has good elemental scaling, as well). Pop the weapon art and two swings will break their hyper armor on a heavy armor user, guaranteed. If not it'll take one hit as the Mace has giant poise breaking, or, hyper armor breaking. Never had an issue until I did all of this. The backstab strategy is the best imo but with phantom range and the way these things track? It's hard to get behind them without getting hit.

              Just use this every time you encounter them, or launch their ass to infinity and beyond with Stomp. But Perseverance is key to countering them.

              • 21 Apr 2017 00:44  

                I never use these weapons, but personally I like it. It puts the git gud back in dark souls. If you can't handle a scrub using these then you can't handle a pro using an average weapon. If you hate dark souls 3 PvP so bad go back to dark souls 2.

                • 20 Apr 2017 17:08  

                  The ONLY bull*****thing about these is the damned hitbox. The WA charge... It's a thrusting attack. I shouldn't be getting hit by it AT ALL if I roll through it and am standing at the wielder's 5 o'clock.

                  • 20 Apr 2017 15:17  

                    An Absolute Bull*****Weapon. Wtf did FromSoft think ? something like "hey gank squads are way to weak lets give them some more Power!" ?. So you had fun invading at Pontiff and trying to beat regual gank Squads? Cool! how about these 3 pll RKPG Squad?! You liked Pontiff fight Clubs ? Well i'll tell you smth there are no Pontiff Fight Clubs anymore now there is a special PVP/Bossfight/Coop event where one pll is standing in the middle and slaughters the challengers with his cool RKPGs one by one until finally someone comes and kills this bastard. Thx From for making DarkSouls3 pvp even worse! (didnt think that was possible tbh)

                    • 17 Apr 2017 18:23  

                      There's a few counters to it,like stomp or perseverence when they l1. You could also use a fast weapon and stay up close.most of the users don't know what r1 is so they'll just l1 or wa.For the l1 just hit with your fast weapon because the P O I S E is slow to kick in so they'll just stagger and if they use the weapon art just backstab them.Also,on an extra note,the first l1 catches panic rolls so if they get a running l1 don't roll like a retard

                      • 16 Apr 2017 12:26  

                        I know that story. Bunch of nobodies here tells me this weapon is awesome and when I try it out I will fall flat on the nose. Because parry or whatever. Can only say I never had problems so far against this. Moveset is too predicable and it's easy to dodge. It's another story if fighting groups when you cant read the opponent but in one on ones I will always win against this. Even with a toothstick. So what is op exactly about it? Same goes for Gaels sword oder frayed blade. Besides the WA they have nothing. It would be another story if we could mix some r1 or r2 in the WAs...make it more unpredictable. But DS3 mechanic doesn't allow that. So you always know what can come next and waht not. boring...

                        • 15 Apr 2017 20:19  

                          So.. yeah. Are these weapons godtier ? Yes, yes they are. And it's not about skill or watnot. The moveset is just superior to most weapons (maybe all of them), paired with an UGS AR and HyperArmor ("Poise", whatever).

                          Yes you can counter it. I've killed a LOT of players using these. How ? Well, mostly by countering the first L1 with a weapon art that has infinite poise, because the opponent can't cancel his attack. (Quakestone Hammer, Greatsword, Firelink Greatsword, etc). Something with perseverance will probably do the trick too.

                          But even with that, if your opponent has an above average IQ, it can be hard.
                          You are not allowed any mistake. Hit by the first L1 ? There goes 50% of your HP. Rolled wrong when the 3rd part of the combo starts ? You're dead, or almost dead.
                          Even the least skilled player can kill anyone if they have one or two lapse of jugement. And I can't think of any actual weapon that equals it in that matter.

                          Yes it can be countered, but overall it most often come back on top.

                          How to fixe them IMO ? Remove one of this weapon strengths.
                          1) Fix the phantom range (obviously)
                          2) Either reduce (or remove) the hyperarmor on the first L1 of make its L1 attackes parryable. One of the two.

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