I chase speed so my approach is almost surgical: identify Ornstein as the priority and kill him first. He’s the fast, elusive one; if he drops, Smough becomes the giant and, while harder-hitting, is far easier to bait and dodge solo. In a two-player run I have one person be the lure for Ornstein—constantly dodging, using short runs, and baiting his spear combos—while the other unloads pure DPS on Ornstein whenever there’s an opening. Timing matters: chain your heavy attacks into his recovery frames and use hyper armor or poise to trade when necessary.
Utility choices matter for speed: bring fast-apply resins or a buffing spell that lasts, and avoid long cast animations unless your partner is absolutely controlling aggro. Ranged damage and traps are great for softening an enemy before you engage directly. When Ornstein dies, there’s a momentary adjustment—don’t overcommit to a risky stun-lock on the powered-up survivor. Fast runs win on execution and minimal mistakes; when that clicks, the fight becomes a clean, exhilarating sprint. I love that rush afterward.
I tend to slow things down and think like a tactician: first, make sure both of us have at least +10 weapons and decent poise or mobility. In co-op I prefer a stable rhythm—one of us keeps Ornstein’s attention because he’s the mobile threat; the other times hits on Smough when openings appear. We use the pillars not as permanent cover but as micro-shelters to heal or reposition. Timing estus between boss attacks is key: if one person needs a sip, the other needs to be ready to draw aggro instantly.
Buffs like resonant magic weapon, Gold Pine Resin, or a quick pyromancy can shave off a surprising amount of time, especially if both players stack damage. Avoid crowding the same attack window; if you both swing at once you get staggered. When one boss dies, pause briefly to re-evaluate loadouts—lightning resist or higher poise can make the transformed enemy much easier to handle. It’s slow and methodical, but that steadiness often beats frantic brawling, and I always walk away feeling accomplished.
I like to keep things breezy and checklist-style when I team up: pick clear roles, one person bait/aggro Ornstein, the other pummels Smough. Keep moving—Ornstein punishes standing still—so use the pillars for quick cover and reposition rather than hiding behind them forever. Buff both weapons before you enter, and bring some ranged or chip damage for when the bosses are split.
Estus economy is underrated: alternate healing so only one of you is vulnerable at a time. If one boss dies, don’t panic—remember their powered-up form is strong but predictable; kite, dodge, and punish the long recovery. We once beat them in under five minutes by staying calm and sticking to these small rules. It’s fun and efficient, and I always feel like celebrating afterwards.
Pairing up with a buddy in 'Dark Souls' turns Ornstein and Smough into this chaotic duet where timing and roles matter more than raw stats. I like to split duties right away: one player commits to being the lightning magnet—constantly moving, baiting Ornstein's quick thrusts and using the pillars to break line of sight—while the other circles Smough and punishes his slow recovery frames. Communication is everything; tell each other when you're healing or out of stamina so you don't both get greedy at the same time.
Gear and buffs speed the run more than you'd think. I usually bring a fast, upgraded weapon with resins or buffs so the Smough-target can chew through armor while the Ornstein-bait wears him down. If someone has ranged spells or pyromancy, use them from behind cover to chip damage when the bosses are separated. When one falls, adapt immediately: the powered-up survivor changes attack patterns, so the bait switches to kite-and-dodge while the damage dealer goes all-in. It’s chaotic but coordinated, and pulling it off with a friend feels awesome — much more satisfying than a solo slog.
2025-11-30 15:11:50
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TWIN TORMENTORS BOOK 2 is out: *BEAUTIFULLY RUINED*
It was outlawed to excuse oneself in the presence of either of the twins, let alone when they were two. But the clattering of the spoons against the plates made my head spin in circles. I wanted out of this place and I didn't care whether I would rub the obsessed psychopaths the wrong way, because they’ve been breathing down my neck since they brought me here. I can’t eat, shower, sleep, even sit alone without them going alpha on me. My twins: My tormentors!
This is a story of how a dying god decided to entrust his power to humanity instead of choosing an heir, hoping that they will learn to govern the world on their own.
The chosen were called divine alchemists—people gifted with abilities to convert nature elements into specific power . War was inevitable as clans clash against clans with no sign to stop until the enemy is annihilated.
The weak were being pushed aside. Some were sold to slavery, while others became a machine used for war. Greed had taken over the planet, and civilizations were starting to crumble.
The road to Surmwale features the story of a young boy, named Ivar who witnessed the death of Croven, his god, and was given the latter's remaining power to ensure that god's plan would succeed.
After reclaiming the throne that is rightfully hers, Morrigan's name went down in the history books of Hymir as the youngest and the queen who spilled blood the day of her coronation. Everyone knows about her ruthless act when she finally reclaimed the throne causing fear all over the kingdom towards her.
But the facade of a ruthless and fearsome queen is a defense mechanism she built for no one to use and abuse her again. After all the traumatic experiences she had behind the tall walls of the castle, she will never let people use her again and the only person she trusts in her life is her loyal aide, Colfre.
On the verge of a great war between the realms of humans and of dragons, Larice Whitewind, a female dragon hunter who has an extreme fear of fire, journeys out to find the dragon who burned her village and her parents alive; but when she realizes who the real enemy is, she must learn to face her greatest fear before she loses all the people she cares about ... including the "dragon" she loves.
***
Meanwhile, Raeherys Alagor, the last Hyborn of the Dragon Realm who's afraid of making his own decisions, travels out to the human realm to find the Orb of Phlareus, the only heart of magic that can save them from the humans trying to annihilate their realm; but when he realizes that not all humans are bad, he has to learn how to make his own decisions to lead his brethren before he loses the entire dragon race for good.
The rivalry between the werewolves and vampires has raged since time memorial. Yet two brothers proved it otherwise. Brothers bonded by blood, but different in nature.
Returning to their town, founded by their father of which they absconded from nearly 300 years ago, sought to stay and rid of opposing forced that loomed in the dark. Along the line, Julian the werewolf fell in love with a girl, Emma. A white witch who had her powers locked away from ignorance of possession. And William the vampire and eldest, most ruthless stays neutral, however loyal only to his brother.
The brothers stand up against the greatest evil of all, but with help from other Supernaturals like them.
Will evil prevail? Is Evil Vehement?
The city had always belonged to the rich and cruel. They knew this.
But Elio had been naive, thinking he could do things by the book, believing in the power of the law. Until he was locked away for a crime he didn't commit and forsaken to rot.
While Morrin, taken as a child, never had the luxury of naivety. And now, having fled from those who forged him into a weapon, he wants nothing to do with it all.
When these two collide, both damaged, baring teeth, it doesn't go well. But they are forced together by plans of their revenge and escape respectively when it turns out that the same man stands in both their way.
In the merciless wake of their shared enemy, they are confronted with harsh truths. They realise that Morrin may lose his freedom, and Elio’s pain-filled years may have truly been wasted.
At a crossroads, they each realise that getting their goal comes with a devastating sacrifice and a heart-wrenching choice to give up the other.
Who will do it? Will the destruction be mutual?
Or will one be left loyal, damned, with a gaping hole in his chest?
I love talking about the 'Ornstein and Smough' fight because it’s one of those encounters that completely reshapes how you approach a boss fight in 'Dark Souls'. On the surface it’s a classic two-on-one: one speedy, lightning-spearing foe and one lumbering, hammer-wielding behemoth. That dynamic forces you to decide whether to play hit-and-run against the fast one or turtle up against the slow, hard-hitting one. I tend to bait the slow swings from the hammer guy and punish the spear wielder’s recovery — it feels musical once you get the timings.
When one of them dies the whole rhythm changes. The survivor absorbs the other’s power, becomes larger and gains new, often more punishing moves with greater area-of-effect and poise. That means a strategy that worked in the two-boss phase can fail spectacularly afterward. If I plan to split my attention, I’ll usually commit to taking one down super-fast so I don’t have to deal with the powered-up solo later. Alternatively, I’ll clear room for pokes and use summons or ranged attacks to finish one quickly.
I also adapt my kit: swap to faster weaponry and mobility if I’m going to kite Ornstein, or go heavier armor and poise build if I want to tank Smough’s charges. Spells and arrows can thin the herd early; co-op partners change everything because you can force target priority. All told, the mechanics reward flexible planning and reading your moment-to-moment openings — it’s messy and thrilling and I wouldn’t have it any other way.