Here we sort out the best Elden Ring 1.07 weapons and builds by going over the most important changes on weapons and ashes of war!
Elden Ring 1.07 New Weapon & Ash of War Changes
Welcome to Elden ring patch 1.07, the new batch just dropped brings big changes to incantation sorceries, weapon arts, huge balancing shifts in general, and many bug fixes, but finally, most importantly they're going to start balancing PVP and PVE separate from one another to make a proper good experience for both, that's a major turning point for the balance of the game and hopefully the future DLCs and Future Souls born games follow soon.
In this guide, what we're doing is taking a deeper look into specific aspects of this patch, looking at the winners and losers and talking about the weapon changes be it best combat changes or specific weapon stuff, as well as all the many different Elden Ring weapon arts and the most interesting ones.
Elden Ring 1.07 New Best Builds with Weapon Changes
Let's begin with the overarching weapon changes, the major ones of that:
Bleed Builds
Status build-up using dual weapons is simply Nerf, therefore the main way to build bleed has been majorly reduced, this affects both PVE and PVP though which where it's still very strong, it's no longer outrageously stupid and simply unfair. The hits would normally cause a pop and then nearly another cause one single pop or in some cases, not even a single pop which is incredible. You're seeing a build made from bleed procs here with double seppuku active and yet it's still not procking nearly as much as it once did, great for the matter of PVP and in general the variety of the game. In boss fights, you're still going to be procking plenty of bleed but it's not going to be within say one two, or maybe even three attacks, but it said maybe it's like five-six maybe seven and it's just going to be a lot less stupid and that is something that's a huge relief for the game.
Colossal Weapons Builds
Second, in importance to that, though is going to be the major improvements to colossal weapons and the gameplay not just swords, a huge issue with the big weapons is their lack of Staggering bigger enemies and the Poise associated with that. Against many enemies especially the bigger ones, you'd throw in an attack, and then you'd be stuck vulnerable, that would lead to a specific playstyle called the jump attack spam playstyle that many would just overly use since you could jump into a big hit and then that would lead to critical because it would actually do posture damage. Now colossal weapons as a whole as well as a few extra large weapons will also deal more Poise damage as a default, enemies are going to be staggering way more than they used to. With poise being changed in this patch in a major way, Armor's actually giving us lots of protection now instead of just the heaviest ones, most armor except for some specific ones is giving you a lot more Poise than before.
Finally on another hand the Colossal weapons, colossal swords are going to play a bit more like they used to in the Souls 1 Series in general, their moveset has been improved at the cost of recovery speed after an attack, so you'll throw a blowout it'll stagger the enemy great but if you miss, you left a bit more vulnerable for longer, you're exposed.
Most importantly though for colossal swords is the change that annoying Crouch pokes spam that's just a nightmare to deal with in PvP that is finally Nerf, their Nerf was by reducing the speed at which it comes out which is very noticeable especially after a roll more than a Crouch. The hit detection of it is worse as well, so it means you can have an easier time avoiding someone trying to hit you with it because it's got a small hitbox.
A very big very important change for the playstyle of this weapon type, pokes are still clearly handy but not the basis of all colossal swords gameplay which is great news, because it was silly strong and kind of forced you to do only that.
Fingerprint Stone Shield Builds
In reference to Shields, they've changed a bit too, making interesting changes to the guard boost buffs for example the various ones that raise your guard. Now effects on shields has a lower guard from the base, it'll benefit more from these buffs but a shield that has a higher base guard like a great Shield here that has a high guard so you receive less of a boost from those making them less worth using.
Specifically, the Fingerprint Stone Shield here that guard was made weaker, it was rather outrageous that build in general, they even targeted this weapon for the Ash of War Shield Crash, reducing the status build-up that it actually has. This looks a little bit broken and is still one of the strongest builds in the game, the difference here is that Madness proc isn't happening with the shield crash which is what it would do before, but you are still seeing a bleed pop and therefore loads of damage. It's nerfed and weaker but it's still very strong.
On the topic of Shields and guarding, weirdly various curved weapons have been improved in their unique aspect to pierce guard, so they've basically made it more effective than it was before. Sickles, chatels, scythe, some otherwise they'll now be able to penetrate blocks more noticeably, so you won't be bouncing as much, especially with heavy attacks. Another aspect of this was the two talismans, the Greatshield and Hammer which will be a bit better if the effects are improved. Greatshield gives you a better guard boost when using it, so potentially worth using with shields, and then the Hammer will increase the stamina damage you do even more against enemies blocking, it still probably not going to see much use.
Elden Ring 1.07 New Best Weapons & Builds with Ash of War Changes
Each individual buff to these Ashes of War has put them at more of a normal level to counter that overall damage Nerf more interestingly, many of them have actually had their animations made quicker which is going to be very nice in general. But with that in mind, we are going to talk about the most important ones rather than repeat the same sentence for nearly every Ash of War which is they improved its damage and they made the motion values a bit faster.
Corpse Piler on Rivers of Blood Weapon
The Ash of War of Rivers of Blood has had its attack power increased. Due to the changes in Poise of armor, you can now roll out of a Corpse Piler without any issue even after taking the first hit you can just roll out. The bleed build-up is less and the damage of Corpse Piler itself is not that high, it's only when you land with the sword and Corpse Piler at the same time, but it's basically not instant death to be hit by any part of this anymore.
Seppuku on Sword & Polearm Weapon
Seppuku is very much nerfed, they've increased the damage you take when you use it when you stab yourself like two or maybe three times the amount of damage before, so just pop popping it twice. Also, they've reduced the bleed status build-up effect granted to weapons when they've got seppuku and that is very noticeable. It is still really strong in PvP or PvE, but there's a bit more of a cost to it and it's not as broken as it was.
Regal Roar on Axe of Godfrey Weapon
That's the Ash of War of Godfrey's weapon and its unique one, they've extended the effect duration and reduced the time between strong attacks while under the effect. They've also reduced the time between the skill activation and being able to do anything else, so if you use it, you don't get stuck as long. Another great detail is the Roar Medallion Talisman, they made it actually work for this Regal Roar Ash of War awesome and made it stronger. The downside is when you do the ash of war and then do the follow-up unique heavy attack that is way quicker and more noticeable, however when you've got the sort of war cry effect on, and then you're doing a unique heavy attack that's still slow as hell.
Blade of Death on Dagger Weapon
Destined death effects have been increased in various ways, take the Blade of Death Ash of War on the dagger specifically, that effect duration has been increased from seemingly 15 seconds to 60 seconds.
Destined Death on Colossal Sword
On the other hand, the Ash of War for the Colossal sword Destined Death gets the increased motion speed that whips at the beginning of the Ash of War comes out so much faster and this is going to be a really good faith weapon now because colossal swords have obviously been improved other than the Poke being nerfed. On top of that, you're still getting the extended duration UH 60 seconds of death and death, so this sword is really good now.
Bloodboon Ritual on Mohgwyn's Sacred Spear Weapon
Another top tier weapon has had some changes to it, Bloodboon Ritual is tied of course to Mohgwyn's Sacred Spear Weapon where we're shouting nihil and spamming this AOE, that damage is crazy and the blood build up the range of it obviously insane. They've reduced the range of that animation, so the circle that it affects is smaller, though the damage is still the same and unchanged.
Poison Moth Flight on Weapons and Shields
Poison Moth Flight is the sort of swipe where you do poison with the slash, it's honestly good and does good damage. The details of this though are that poison status build-up and its power against poison enemies has been increased, so if they're poisoned, this is better, you can cause poison faster. The duration of the poison
and how much damage it actually does has also been improved.
Viper Bite on Coil Shield
Viper Bite of Coil Shields that's been improved too, they've increased the attack power and poison status build up as well. They've extended the poison effect duration for this one and increased the damage caused by poison, so again it's like Scarlet raw, combining this poison and deadly poisoned Scarlet rot, damage over time builds are going to be nuts.
Ashes of War for All Weapons
Stormcaller
They've improved the motion speed of the whole animation, the attack power, the Poise damage on Stormcaller, and most interestingly they've increased the skill size of the Sasha wall so from a bird's eye view, the circle around you is bigger.
Lifesteal Fist
Its motion speed and attack power have been increased. The attack range is improved against player, so you're able to connect and catch people a lot easier, and then also the speed at which it comes out is so much faster. It's possible to suddenly swap to this and throw it out and catch someone especially if they're out of stamina, compared to it just being impossible before and more of a gimmick surprise attack and an invasion.
War Cry
War Cry is more of the universal one than the unique Regal Roar, improving your AR when you use it and then giving you a new sort of special heavy attack depending on what weapon you're using that was often awesome and we saw speedrunners making use of this in interesting ways. Now its effect duration is greater, so you get that buff for longer, and the delay after you use it is reduced so better recovery time, but that strong attack has been improved for all the weapons (straight swords, curve swords, Katana, axes, hammers, flails, spears, great spears, halberds, reapers, fists, claws).
Endure
Speaking of poise and all that they've extended the effect of this buff going from something like two and a half seconds to five seconds, basically doubling how long it lasts. Interestingly when you get a bleed proc, you'd normally have a stagger or a frost proc, when you've got Endure, you completely ignore that, so when you've got Endure you're a trading machine, Heavy builds are going to benefit from this.
Golden Tempering
Golden Tempering is the Ash of War on the straight swords and it buffs them up with this holy magic attack giving them a unique heavy attack where you stab loads of times just like the enemy itself. They have changed this in a bunch of ways - added a timing for you to interrupt that long channel attack so you can get out of it quicker rolling out of it much sooner, the motion speed is faster so the whole thing is quicker, better Poise damage at that and it's going to chunk through those that are blocking their stamina, also the buff itself lasts way longer and when you activate it you're not stuck in the animation nearly as long. So it's been buffed across the board and it could be very good. Consecutive strikes improving channeled attacks, this could be a Powerhouse in PVE.
Spectral Lance
The attack power of Spectral Lance got increased, but also the long-range damage falloff was reduced. It is now doing double the damage it was doing before, making it still not that relevant but useful against certain enemies such as these dragons that have critical weakness spots or trolls or any big enemy if you can hit him in the face or like weak spots.