
Mohg's Great Rune
0
| Location |
| Divine Tower of East AltusGrace |
| Dynasty Mausoleum MidpointGrace |
| Mohgwyn Dynasty MausoleumLandmark |
Dropped by |
| Mohg, Lord of Blood |
| Description |
A Great Rune of the shardbearer Mohg.
Its blessing grants a
blessing of blood to summoned phantoms, and imparts a Phantom
Great Rune upon successful invasion.
Mohg and Morgott are twin brothers, and their Great Runes are
naturally similar.
But Mohg's rune is soaked in accursed blood, from his devout love
for the wretched mire that he was born into far below the
earth.
Inflicted |
| Notes |
Dropped as a reward for defeating
Mohg, Lord of Blood at the
Mohgwyn Dynasty MausoleumLandmark.
Since the effect only applies to allied Non-Player-Characters
(summoned as Host, or native to the world as Invader), if none are
present, the effect of the rune is wasted.
If the player himself wishes to have effects similar to the ones
granted by the Blessing of Blood, the talisman Lord of Blood's
Exultation gives the same damage boost every time blood-loss is
applied in the vicinity and the talisman Taker's Cameo heals when
enemies are defeated in the vicinity.
If the player were to summon a
Mimic Tear spirit (which copies the current equipment of the
player who summoned it), those effects would stack with the Blessing
of Blood effects powering the Mimic Tear even more.
Since the duration of the Blessing of Blood buff is infinite, when
the player is invading another player's world it's a good idea to
buff monsters/bosses the player expects the invaded players to
encounter either to set up ambushes or weaken the invaded player.
Confirmation is required of whether or not blessed monsters retain
their blessing even if the invader (the user of the Phantom Great
Rune) dies and leaves the world.
In short, the afore-mentioned effects leads to a few possible uses
for this Great Rune:.
If the player is the Host, it is useful to increase the damage
of summoned spirits, assuming either the spirit or the Host has
the means of applying blood-loss.
But even if no blood-loss is
present, it can be very useful for giving summons the ability of
healing the Host for every enemy they kill, aiding the
survivability of the Host.
This is a strong buff given the
player has the chance to defeat many monsters in-between bosses, and most of the time Spirits are available for summon is to
fight big groups of enemies.
If the fight were to be against
only a boss though, the healing effect would be far less useful
(since once the boss dies the fight is over and a 10 HP heal
becomes irrelevant).
If the player is Invading another player's world, it is useful
only to boost the damage of monsters and bosses if blood-loss is
triggered in their vicinity.
The main problem with this is
players move a lot and it is not rare for a blood-loss to
trigger when the enemies are too far to benefit from it;
specially since NPCs are not good at inflicting blood-loss to
experienced players.
Either way, the life-steal effect does
apply to the monsters too, but since the monsters are only
hostile to the rival player, they'd have to sucessfully defeat a
player which, again, is a hard feat to pull off for a monster, specially since the monster has to be the one that lands the
killing blow for the heal effect to activate.
As such, and maybe
ironically, it seems this rune is far more useful for when the
player is the Host, rather than invading. |