As a pure sorcery user (not using any hexes) I still eventually got 15 Faith so that I could use the Archdrake Staff that Felkin sells in Huntsman's Copse. It's heavier, apparently a little bit slower but 10 casting speed is so barely noticeable anyway, and it has better Mag and Dark scaling. Killing Felkin nets you another staff that's upgraded through Twinkling and is probably not all that useful unless you use hexes, I dunno, but the hag mechant in Mejula will sell you his armor and his hood gives you extra spell castings. I didn't get any Sin for killing him, and he's the only NPC I've killed so I'm not sure how that works.
There are a bunch of spells that seem cool, like one that fires a hail of small energy, or one that makes it rain some energy, or create a vortex of energy, there's also the Homing Soul Arrow variations. these are, sadly, at best situational at worst gimmicky and useless, regular variations of Soul Arrow are much more dependable, if a bit boring.
As for Soul Arrow, depending on how you split your reliance on magic and a physical weapon you may want a bunch of attunement slots (Oh and Attunement also gives you Agility, and though it gives it at a slower rate than Adaptability you can largely ignore that stat as a magic user). You don't want to run out of magic so in the beginning get as much of the regular Soul Arrow as you can, then start moving over to Great Soul Arrow and Heavy Great Soul Arrow. "Heavy Soul Arrow" seems a weird middle step between being slow and not having much damage so I wouldn't bother with it, just slot more regular Soul Arrow as you get more uses of that.
Visit the mage guy in No-Man's warf early, naturally, also there's a Soul Spear spell hidden in Huntsman's Copse, those are good for bosses.
Now as for playstyle, I use a shield, in that I have one but it's mostly for emergencies or tight situations as rolling away is the name of the game. It's nice to always have a range option and being able to pick off some otherwise out of reach guys that messes with you in the early game. Different lockon ranges in different areas has been my biggest problem, No-Man's warf would be so much easier if I didn't have to get so close to all the enemies, though shooting from the hip is sometimes an option as it's easier to shoot a straight shot in Dark Souls 2. Lastly, I found the Stone Ring to be useful as it would let my spells stagger some enemies with every attack instead of every other, letting me more easily take them down before they reached me (the knights in Iron Keep is one such example).
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