How To Use All 14 Elden Ring DLC Sorceries…

    so uh just just a bit of an embarrassing story Into the uh the whole uh process I had the word intro written down below the title of the script for like 3 days before I actually finished up the rest of the script and now I’m just sitting here about to record not not about to record I’m literally recording right now and I just I just now realized I haven’t written an intro this isn’t a bit I I actually didn’t do this like I just forgot so uh uh Blades of stone traded in using the wild boore remembrance okay so the charged variant has a really unique feature that sets apart from its normal cast which is that it spawns three groupings of projectiles instead of just one I replaced all the invisible bullets with glint Stone Pebbles here so we can get a better view of its trajectory and behavior and it looks like unless the enemy is close enough for the initial bullet to actually connect it has a fixed distance that it will travel no matter what the initial bullet also has a decent amount of tracking to it but that tracking stops once all the secondary bullets are fired into the ground which then creates the blast zone of the actual spell the charged variant chains into three separate groupings that fire on a delay after the blast zone before it has already been defined and at a glance it seems to just travel in a straight line but each new bullet spawned after the cluster of stones before it has detonated also has its own tracking and velocity sadly the distance said bullets can actually travel isn’t anything more than like a couple feet meaning an enemy whose Full Tilt sprinting at you can easily outrun the tracking of the second and third cluster I feel like this gives the sorcery a very particular strength against hyper aggressive enemies like the Circ blade dancers With a Little Help from bull goat Talisman or bled and hard tier you can easily time a Charged cast to where it fires right as the enemy is pretty much in front of you leading to them hopefully getting hit with all three counts of damage if you’re against a boss that has to walk towards you for 10 seconds before actually doing anything remotely dangerous like MOG or ragon spamming charged casts at them is a great way to immediately break boys and hopefully deal several thousand damage in the process you can also hug the corners of walls and other map geometry like in the godkin duo fight to obscure projectile spam it’s got a learning curve to it but it hits way too hard to be ignored and it’s one of the game’s only worthwhile sorceries that actually take up multiple slots and feel worth it cherishing fingers complete count emir’s entire godamn quest line boss fight and all seriously that item description ain’t no joke you can deflect anything with this [ __ ] I wish they would have given us this a little earlier than completing an entire quest line we aren’t even expected to find until we knocked out Mesmer but I also understand why having this utility in your back pocket would have made rolana into such a pushover that any appearance of her in the story trailer would have had to have been trimmed out due to sheer embarrassment sorceries in the finger class tend to inflict magic damage pretty consistently so learning that this actually inflicted physical damage was a surprise the second surprise was seeing that the discrepancy between charged and uncharged was almost 100 points of damage the third surprise was a distinct absence of hyper armor I noticed while my brains became a Fresh coat of paint for mra’s living room wall specifically regarding its deflection utility I was able to consistently smack away whatever spam sandwich was being thrown my way so long as I started casting it the instant I saw a specific animation the window of deflection is usually long enough to muscle through a solid second of spam no matter what it is for damage purposes the spell is best used in tandem with other stagger heavy sorceries that hold the Target in place and keep it from being too aggressive gravity sorceries tend to be pretty good at this so fire off a grav missile and time a Charged cast with when the missile pulls in enemies use Poise boosting items like iron jar bul goat Talisman or Len hard tier can also make up for the hyper armor deficit fleeting microc purchased from County Mir after ringing the second finger Bell looking to aim this at an enemy aware of your presence that is currently marching towards you at any speed faster than a slinky somersaulting down the stairs don’t instead just point the camera straight down and fire your Cosmic load straight into the [ __ ] floor don’t even bother using this at range not when gravitational missile exists curiously enough fleeting microcosm actually outpaces the grav missile by around 30 points of damage with a regular cast and around 50 if charged provided both hits connect I think what lends the grav missile sorcery to so widely preferred is the difference in its hit radius 4.5 Miyazaki is the largest radius microcosm will ever become while the grav missile not only detonates with a radius of six but also contains an effect that draws enemies into its Center leading to the final hit connecting much more frequently the microcosm demands 26 FP versus the grav missiles 18 but also has a noticeably shorter fuse and can deal its full damage quicker in a pinch another advantage of the microcosm can be found in its predetonation phase where the initial burst of damage has a stagger value of three versus the grav missiles 2 this is something you tend to notice on flinching animations of medium-sized enemies but the Stagger value being what it is on the microcosm sorcery means it can true combo small to mediumsized enemies that get staggered by the first hit I still think the grav missile is overall the better option for things like utility and FP efficiency but the choice between the two in certain situations may not be as clear as people think glint blade Trio from the castle Inus checkpoint Grace head straight ahead like it’s your first time here and just play through the area like normal when you get to the Iron Gate go through it and then immediately turn left off the ledge climb up some ladders and then drop down from the North End of the roof and it’ll be waiting for you right there glint blade Trio is the poor misunderstood bastard father of its forever preferred son the magic glint blade when comparing the charge casts Trio can barely achieve just a sliver of damage more than its single projectile counterpart and the Damage gets even worse when comparing the regular cast where Trio usually Falls a little more than 10% below the single glint blade and I think most of us know by now that the simple big peee damage number means bigger worth and small PP number means less efficiency and therefore trash logic is sometimes a disingenuous comparison that can get pretty rickety once you start looking at multi-hit spells each blade of the trio when charged inflicts six Poise damage that is 18 if all three connect versus the 10 you get out of the single glint Blade the total amount becomes 12 when casting normally the Poise munching potential of the trio sorcery versus the single sorcery should be pretty obvious from there but multi-hit sorceries are also wonderful for activating other effects like the wing sword Buffs or the HP regen from godkin swaddling cloth the stamina damage on the trio surges pretty far ahead of magic glint blade as well dealing 111 total stamina damage with a Charge cast if all three connect making it an ideal Choice against black steel Knights and other cowards Who hide behind big shields something I also found out was the trio variant along with the two nail sorceries we’re about to look at here in a second can track enemies regardless of whether or not you’re locked on to something which I think is really convenient glint Stone nail purchased from count toir after bringing the first finger Bell the damage per nail is 196 uncharged and 239 charged placing it comfortably between glint ststone Pebble and ggs while also having significantly higher range and better tracking than either maternal staff or not this is your new go-to straightforward single-use magic Glock the tracking on this at point blank is obviously nuts but its ability to split five separate times before ending means casting this at Point Blank Range while locked on allows it the potential to hit the target from behind if you miss it it can loot back around successfully and If Miyazaki substituted said targets brains with weak old mashed potatoes at 10 FP it’s really really hard to find a sorcery that could ever replace it I guess my only worthwhile tip here is to just not rely only on the maternal staff’s finger sorcery boost with 80 intelligence and Arcane the maternal staff climbs into the 400s breaking even with loat staff provided all your stats are 80 but it’s still much more high maintenance than most other staffs because it needs a solid investment into both intelligence and Arcane this is ultimately why the maternal staff still might lose to another option you’re more properly built for like the CRS even with the 15% boost Glenstone Nails purchased from County Mir after ringing the first finger Bell 71 magic damage per bullet is actually on the stronger end of the scale when it comes to multi- hitters like this especially considering your spawning six the multi-hit variant may seem unappealing due to its lacking FP efficiency it can hit for around 40% more damage than the single nail charged or not but the asking price of 23 FP raises a bit of concern regarding how it Compares with the 10fp single shot version well feel free to jettison that concern out the nearest garbage shoot along with the last two weeks of Wendy’s you’ve let rotten the corner of your apartment because the true discrepancy between the single and multin nail lies not in its upfront damage but in its Poise damage especially when charged the single nail inflicts five Poise damage when fully charged which isn’t a big deal it’s barely worth getting out of bet for an omen could sneeze on you and make a bigger difference the multi-hit sorcery however when charged hits for four Poise damage per projectile multiplied by six projectiles you can be busted kneecaps almost five times faster than you would with the single nail sorcery take into account how exhausting it is to keep up with dragons in the DLC and that multi-hit Poise damage at range starts to look pretty effective if you’re a brainlet mage that wants to get good DPS out of an FP bar so small you could sew clothes with it go for the single shot if you yearn to exercise dominion over colossal foes by shattering their ankles with a Pneumatic Hammer go for the multi-shot gravitational missile defeat the falling star Beast just left of the Hinterlands bridge is that fuse too long for your hamster sized detention span playing too much weing waves and feel lost and alone without a big number proudly presenting itself in bold text in front of your [ __ ] face just throw it into a wall throw it into the floor throw it up somebody ass any tangible physical object doesn’t matter it’ll explode immediately and give you the full damage against anything within six Miyazaki of your ugly Nexus preset face this is a rare instance where we’ve been given a sorcery that can either function as a straightforward damage bullet or a lingering AOE with some crowd control utility depending on how you cast it they actually managed to make a forward firing projectile sorcery that didn’t bore my ass into alt f foring everything after I was done capturing footage the Poise damage is actually the same both charged and uncharged so if you’re running a Poise break build with the sorcery just don’t ever bother charging it it’s that simple it’s three points for the pulse burst and then 10 points for the final detonation no matter what it does Flinch enemies pretty reliably so you can fling this out to keep something from being too aggressive and then rush in with a close quarter sorcery like shatter Earth or gavl of H just think of it as a nice convenient curtain of protection that allows you to pull off some riskier casts you normally wouldn’t go for 18 FP is honestly underpriced for the utility it gives you it combos wonderfully into other gravity sorceries like Blades of stone and collapsing stars and after using them interchangeably for more than a few minutes it starts to feel pretty obvious which sorcery subass got thrown the most favors in the DLC impenetrable Thorns from the dark chamber entrance Grace right before you fight Mesmer head back out the entryway until you see some stairs on your right drop down where the bat enemy is and it’ll be right behind you deals magic damage and bleed status wow [ __ ] what a combo so okay so so let’s go into why this mulches everything the way it does because I found some [ __ ] going on in the parameters that I think needs to be addressed I tried really hard to convince myself that the mechanics of the sorcery itself were just bugged and maybe an intern just added an extra zero where there shouldn’t have been like just a harmless mistake but everything looks way too intentional for that to be the case the magic damage looks normal enough sure but the hit duration being 1/10th of a second is where the concern started to build a little and upon examining the bleed effect tied to the two bullets at the end of the chain and seeing the number 72 I just started getting mad I don’t want to bore people too much with the math of how everything works I think we’ve had enough of that lately but the hit bullet has a lifespan of. 3 seconds giving it three separate opportunities to apply 72 bleed buildup during its lifespan this allows it to connect up to nine separate times on a single Target provided you’re practically right next to said Target this results in 648 bleed buildup instantly being inflicted per cast and 1125 magic damage before defense calculation and it gets boosted for 18% by the alberic set if it doesn’t bleed the magic damage will kill it if it’s strong versus magic the bleed proc will take care of it I’m I’m sorry what tips do you need for this again just face a direction and start blasting you’ll be fine I promise I two- shotted redon’s first phase by complete accident I was just trying to demo the spell I wasn’t even building around it not one person in the office saw this damage number and decided to speak out and say hey guys how about uh how about we calm the [ __ ] down a little bit it’s getting late let’s all just go home and revisit this tomorrow mantle of thorns kill the uh the the [ __ ] the tree spirit in the sunken Chapel figure it out I’m not telling you where it is it it’s pointless don’t look for it [ __ ] stupid 87 base physical damage and doesn’t inflict any bleed buildup unlike its impenetrable bigger brother if I were the Joker who had the bright idea of relegating the already underwhelming utility of the Brier armor to a sorcery slot and somehow making it functionally worse I would be paying someone blackmail money for that information to just never go public you couldn’t braz and bull that [ __ ] out of me there’s not a single Redemptive Quirk or quality I can find anywhere remotely close to this sorcery the very concept of redemption doesn’t even want to be seen within the same zip code AS whatever this is the only friend this sorcery will ever be capable of making is the Brier armor set just just two antisocial dudes chilling out underneath a bridge at 3:00 a.m. cuz no one else wants to talk to him I don’t even care if they technically stack okay so what [ __ ] use something else that’s the tip mass of putrescence starting from the Fisher depths Grace head Northwest until you reach this drop off point here then continue onward until you see the sorcery chilling out to your left I feel a bit mean trying to offer a tip for this one cuz I’ve had very little positive experiences with this sorcery and not even for a valid reason I’m not exactly sure how to prove this but something about this spell just does not function as intended it shares an animation with with Cannon of HMA but in practice resembles the roing magma sorcery a bit more since the ghost flame spread isn’t triggered upon hitting an enemy with the main projectile except sometimes it is but even then it still doesn’t feel like it spreads the way it should the spread is obviously larger when charged up but it feels really dodgy and just inconsistent the initial bullet literally goes through enemies which throws off the entire location of the spread anyways the short delay probably has some roll catch potential to it if you’re looking for a PVP tip but 41 FP is still way too big of an ask for a sorcery I’m pretty sure is going to get changed in the next patch or two anyways Miriam’s Vanishing purchase this from count toir I think most people will gravitate towards this being a PVP utility but I actually think this sorcery has some equally strong if not stronger single player benefits you can mess around with you can use this to easily avoid meteor attacks from the likes of aell and redon gas’s charge attack becomes extremely easy to space out and it has wonderful Synergy with so many different point blank Close Quarter sorceries like grav missile shatter Earth gav any of the Kian sword sorceries or the glint blade sorceries you can cast a failing spell and have it ready and then abruptly close distance using Miriam’s Vanishing the glint blades will give you a short window of cover to start casting something else rigan’s icon squeezes even more performance out of this sorcery to the point where it it might as well just be blood hound step on a staff it’s more than just another Dodge once you get past its deceptively boring concept but I also feel like being boring is the whole point of the spell like you don’t reappear with fireworks blowing out your ass cheeks or anything spectacle is pretty obviously not the focus here it’s a simple relocation spell designed to make casting other spells easier and less risky and honestly it’s really good at doing that so I I have no complaints here just get creative with your combos rana’s twin moons traded in using rana’s remembrance I like this one for NPC enemies and Invaders just because getting knocked out of it doesn’t completely prevent the sorcery from casting the third shock wave unfortunately the most punishing part of the spell won’t trigger but your balls still drop on the fragile heads of your enemies usually dealing around a couple thousand magic damage yet another spell that combos exceedingly well with a grav missile due to its ability to keep enemies in place and prevent something from shoving its sword too far up your ass in a critical moment but if you’re looking to go in dry without the help of any curtains of protection whatever you’re planning to drop this on had better be facing the exact opposite direction with a blindfold and airpods at max volume otherwise something will knock you out of it guaranteed the vertical displacement of the sorcery hangs you in the air for a couple seconds so any tip you’ve heard me say over the years involving Moon spells being a great way to counter ground crawling attacks will also apply here being a full moon spell also means it gets boosted by the CRS so don’t forget that rings of spectral light from the Charro’s Hidden Grave Grace head directly east until you cross the pond and then pivot North and follow the upward slope all the way to a statue with some grave Birds surrounding it the spell will be on that statue it’s not bad I’m not exactly thrilled to say it exists either I had some pretty good results throwing this around with ADR and other ghost flame themed tools and weapons and even though the frostbite buildup by itself is almost never going to be enough for a competent status build using it alongside other sorceries like Ronnie’s dark moon or weapons like death’s poker or the Dark Moon great sword can help it out pretty tremendously this sorcery never feels like the Lynch pin in any build but rather an extra means of keeping whoever you’re aiming at busy while you charge up something a bit more significant 15 frostbite per bullet is far from impressive and honestly neither is 50 magic damage especially when it’s only would be saving grace the damage Boost from the prince of death staff doesn’t even get applied if you’re facing a bom like cxs or other large bosses that don’t really move around with any sense of noticeable urgency you can basically get away with just firing multiple full Salos into its face with very little consequence enemies with a tendency to dodge will attempt to evade the windup of the sorcery lining them up perfectly to eat most of the actual barrage it’s really great when it comes to actually connecting with targets but you should never run this sorcery as a main source of damage or status it’s a pressure spell that keeps targets busy and prevents frostbite status from decaying by any significant amount if something is out of your effective range Vortex of putri Vortex of put Vortex of put God [ __ ] damn it putrid Vortex that that’s it that’s its new name putrid Vortex dread it in using the putrescent night remembrance man I’m pissed I wrote two whole paragraphs about how this sorcery could technically hit twice on bigger enemies if you properly spaced out the initial ring of bullets or something I don’t I have no idea what extenuating Cosmic Force planted that idea in my head but I tried to replicate this multiple times in various clips of footage and it just never happened again so that was either a complete lie or it doesn’t happen nearly as consistently enough for it to be a valid piece of advice firstly most people unfortunately acquire the sorcery very late into the DLC which leaves very limited opportunities for the spell to actually stand out in a fresh run instead just break mola’s great Rune by standing in front of Shadow keep and then leg it straight to the Fisher I also don’t want to complain too much about the Hefty int Faith requirements because this being a postgame environment that’s so far into the game already takes care of most of those issues anyways but demanding two spell slots makes the 29 FP cost seem incredibly low for some reason and it’s absolutely not 29 FP to cast anything is a moderately difficult cell already but it does have some small advantages that I think feel really comfortable on a spell swword build the cast animation is surprisingly quick the delay on the subsequent ghost flame can Flinch smaller enemies allowing it to be comboed up pretty efficiently with a melee range sorcery 100 frostbite is also no small amount and I think you’ll get the most utility out of this if you use it in conjunction with other Frost sorceries like moonblade and ice storm if you stack the sorceries properly you can proc and effect pretty damn quick even on big enemies with higher Frost resistance is it worth two spell slots and 29 FP uh jury’s still kind of out on that one honestly I’m kind of just hoping some weird Tech gets found out months down the road where someone figures out how to get this sorcery to double hit so I can prove to everyone I wasn’t succumbing to my weekly lunacy [Music]

    📜 – – – DESCRIPTION – – – 📜
    An unrefined tutorial on how to use all of the Sorceries that you can get in the Shadow of the Erdtree DLC. You don’t need a tutorial for at least half of these, but here I am nonetheless.

    Subscribe to my editor: @AuramAlexander

    ⚙️ – – – MODS – – – ⚙️
    → TES IV Iron Maiden Set by tchjay92: https://www.nexusmods.com/eldenring/mods/3703

    ⌚ – – – TIMESTAMPS – – – ⌚
    00:00 Intro
    00:23 Blades of Stone
    02:08 Cherishing Fingers
    03:28 Fleeting Microcosm
    04:53 Glintblade Trio
    06:26 Glintstone Nail
    07:37 Glintstone Nails
    08:57 Gravitational Missile
    10:24 Impenetrable Thorns
    12:13 Mantle of Thorns
    13:07 Mass of Putrescence
    14:03 Miriam’s Vanishing
    15:11 Rellana’s Twin Moons
    16:06 Rings of Spectral Light
    17:30 Vortex of Putrescence

    📝 – – – RESOURCES – – – 📝
    → Smithbox 1.0.15.1: https://github.com/vawser/Smithbox/releases/tag/1.0.15.1

    #eldenring #shadowoftheerdtree #eldenringdlc

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