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In terms of damage there isn't a huge difference. For FTH the Giantsflame can easily get to 2000-2500 dmg depending on the target. You can even get +50% to that if you chuck an oil pot first.
The issue is mainly that you will need to charge and then free aim fireballs to get the most out of it, which becomes increasingly difficult the farther away the target is or how fast it moves.
It's very difficult to hit maliketh with giantsflame unless you're point blank.
The mage on the other hand can just pew-pew Comets for similar damage very rapidly. Comet has some tracking in it too so you will usually hit unless the ai has auto-dodge like malenia. For that just use Ancient Death Rancor/Stars of Ruin, or one of the Night spells.
The mage also has Comet Azur, so that's tens of thousands of damage if you can get ai rng to cooperate.
The main difference I have found is that Giantsflame can knock down Malenia like the Blasphemous Blade L2. I think it can do this even uncharged, but not sure. It doesn't knock her out of waterfowl though, from what I've seen. (Maybe the mage frost spells might?)
Also, the Godskin Black Flame Ritual does well vs Elden Beast. And Radagon is very weak to fire so...
The differences, at least in pve, mainly boil down to the boss resistances and movement patterns. If they are fast then sorcery is usually better at hitting them, otherwise I find pyro spells more fun cos they require more thought/reflexes to get the most out of them.
I don't really have experience with the other FTH spells.
The spells have more variety, design-wise and damage type-wise. Sorcery is just some flavor blue projectile x100. I also much prefer having a glowing seal in my hand over a staff, just looks-wise.
Though I did find sorceries to be a bit more powerful.
Its amusing if you even could be bothered for anything other than dmg min max you could spice down Unleash magic from 58 to 10 int requirement to use in a faith build. :V
int is for edgers
Int is mostly for damage, but usually degenerates into Pebble carrying you all the way to the nukes. I'm a fan of Magic Glintblade, absolutely fell in love with it on my first caster build (started Prisoner instead of Astrologer). Enemy AI still can't dodge or block it, and it's killer on horseback. You can charge it to increase damage, iirc it edges out Pebble on the FP to damage ratio that way, but main thing is even on invasions you use it to throw curveball timings and catch rolls.
My main gripe about pure Int builds is they can't heal, so I have to have red pots when I'm roaming around, or invest enough faith to hit 10 (minimum to use a seal and Urgent Heal) or 12 (unlocks a few more utility options) and thus take out of Endurance or something.
Running both, you have a few interesting options. Discus from the Golden Order incants is extremely, extremely good FP-to-damage on things like Stonediggers, even on a single tap, for fairly reasonable investment. Rancourcall and Rykard's Rancour were awesome on my "necromancer" character, you also have the Blood spells that need more love, imo.
15 Faith and 12 Arcane so I could heal and pop Rotten Breath on Radahn was pretty fun. I miss that file lol
Then , there are a lot of cool sorceries out there , people are just stuck on glintstone ones as the most powerful.
And of course, Azur is great fun. A couple of times.