I don't even use the shackle for the fight.
Nowadays I must use the shackle for getting rid of illusions and disabling traps :/
I didn't use it either; the Margit's Shackle I only acquired well after having fought Margit, and when facing Morgott I didn't know it could be used again, nor did it even occur to me. And by the time I fought Mohg I'd completely forgotten about having bought Mohg's Shackle, even after making a mental note when I picked it up in the field to make sure I equip it before heading into battle. But then I got there and the whole sequence was so overwhelming as I was trying to encompass visually every aspect of the environment in an effort to deepen my knowledge of the lore that I once again simply forgot it was even an option.
In my current new play through I'm going to try to remember this time, just to see what its like. I made a new character last night, and taken inspiration from
Bloodeyes I am determined to actually roleplay this time around, but I'm going to dedicate my time to studying the environment and dialogue and any other source of potential lore information. This is remarkably careless of me, but on my first character I went for the Ranni ending because I enjoyed her questline more than any other that I completed, with only the sewers beneath the Capital surpassing it in terms of dungeon crawling and exploration, and yet I didn't even notice until this brand new play through begun only last night that she literally has two faces. When I went back to the Church of Elleh in order to get the gesture for Blaidd and grab the Spirit Calling Bell and Lone Wolf Ashes, as I was talking to Ranni I looked up and was stunned to realize that she had a second, more ethereal face merged at the right eye, and it completely blew my mind. I already knew from my previous play through that she was openly duplicitous at the outset and that even our interacting with her is only furthered by an act of deception which she immediately calls us out on, but this took my mind in multiple different directions as to the possible implications. I assumed that her appearance is not genuine, and is based on the doll that we can find, given the broken cables coming out of her wrists &c and that this doll itself may have been fashioned in the image of her former mentor the Snow Witch, while her actual empyrean body with the mark appears to have had red hair and is several feet taller than our characters like her siblings. Upon closer inspection it seems that her ethereal face is unique, unless I'm blind (quite likely) it appears that her nose is broader and her eye is wider; perhaps this is her actual face? I just can't get over that I missed this for an entire play through devoted to her, I haven't felt so stupid in a long time!
But anyway my new character is based on a roleplaying idea I had to make one based on the games lore, so I pretended that she is ambiguously related to Malenia and Miquella the way Millicent is, not a full sibling necessarily but a bastard child or even a descendent of such. I based her physical appearance and concept on an Irish girl and named her accordingly, and made her eyes green and her hair color in between the shades of red and blonde between Malenia and Miquella, or Radagon/Marika. I was going to start another Wretch but I instead opted for a Prophet, and am going to play as a character extremely sympathetic to the ideas of Brother Corhyn and what he thinks of Gold Mask, and use incantations with intention rather than haphazardly and based solely on maximal damage or buffs. Definitely going for zero summons, and will continue to play offline, and plan to never change the basic Prophet Robe with the penitent block of wood around the neck as an ascetic reminder of suffering. I suppose given that the Prophet starts out with a Short Spear that I ought to use spears or great spears, although Brother Corhyn wields a basic Flail so maybe I'll expand my useable armaments to include those deemed acceptable under 2nd edition AD&D rules for Clerics? I'd forgotten what it felt like to die lol, one of the first things I did was fight the Mad Pumpkinhead outside of Sellen's Limgrave location, and since I started with the Crimson Amber Medallion this time after learning of the over abundance of Golden Seeds and the like, I only had the 3 basic flasks and faced this field boss at the starting level 7. That thing absolutely smashed me with two hits, and I died several times before taking him out wielding only the Short Spear and the Prophet set, but my God was it rewarding.
I'm actually thinking to only level my Vigor to 30 this time around, and only start doing so once I'm beyond Raya Lucaria just so that I don't die to single hits wearing the robe. Having 113 Poise, 60 Vigor, an endless Morgott's Great Rune and smashing things with a maxed out Claymore and Sacred Relic was getting boring because I almost couldn't die unless I chose to, even without summons. I figure the only way to keep that edge of your seat sensation alive was to not focus so many resources on Vigor, Poise and the various defenses so that bosses are actually a threat again. God, I love this game so much. Even knowing where most things are with it being so fresh from my first journey, I love discovering the subtle details and hidden aspects of lore so much that it alone is encouraging another play through. I understand why people feel like the game falls off after the Capital but I don't feel discouraged by it; granted it isn't as engrossing to romp around Mountaintop of the Giants and Consecrated Snowfields as it is Limgrave, Liurnia, Mount Gelmir &c because it is sparse tundra under near constant blizzard conditions, filled with enemies that are ridiculously powerful, but I am still intrigued by the history there with the war with the giants, and the sheer desolate despair and violence of the realm necessary to cross at approaching the foot of the Haligtree. It reminds me of when Marco Polo crossed the Gobi desert before entering into China proper, which is one of the highlights of his book, especially when he talks about how it is believed that the voices of ghosts are what is heard in the night and why the caravans close in tightly as many people are lost to the call of the voices that wander beyond reach of the light of the campfires. I look forward to facing Malenia without summons this time, and going through the Haligtree is one of the most enjoyable parts of the game for me, so I don't lament the condition of the latter areas and bosses, to me it is what the first half was preparing you for, a profound struggle to the top against living gods.