Tuesday, November 8, 2011

Sorcerer (Guide)

Sorcerer (Guide)
 Overview

 AoE Magic

 Unlike their predecessors, sorcerers have the ability to do area of effect damage. Psychic Wave will be your most used area spell due to its major damage, large AoE, and and neutral element (you can "endow" your psychic wave via summons).

 Diamond Dust (Ice element) has an average AoE, damage, and cast time.
 Earth Grave (Earth element) has an average AoE, lower damage, and a quick cast time (has the ability to knock units out of hide/cloak).
 Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (damage is effected by atk / matk and requires a target unit).

 The 3 elemental spells are heavly based on the level of their corresponding endow.

 Killing Cloud (Poison element) has an average AoE, damage, and cast time (requires 2x red gemstones and hits multiple times).

 Summons

 Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. There are 3 levels for each element, each having a different summoning requirement (catalyst). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). Summons each have the ability to change the element of Physic Wave, change the Sorcerers Elemental Resistance (100% resist of that element), and boost certain elemental spell's damage. On top of that, each element has a speciality.

 Fire - Used mostly for its abilty to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).
 Water - Used mostly for its ability to boost the Matk of the sorcerer.
 Wind - Used mostly for its abilty to boost ASPD and create a very strong defensive barrier.
 Earth - No decent speciality.

 Insignias

 At first, insignias can be a little confusing and hard to use, but they can be extremely powerful. Insignias require a bit of setup and coordination and also have high skill requirements.

 Insignias can be created of the 4 basic elements.
 Only one of each insignia can be placed at a time (insignias do not share the same cooldown).
 Insignias are 3x3 ground enchants.
 Each cast cost 1/2/3 Scarlet Point, which can be bought in geffen tower (200z ea).
 Each insignia has the ability to boost the counter element no matter which level you use.



 For example, if you use Fire Insignia Level 1/2/3, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks.

 Each insignia has 3 levels.

 Level 1 - Boosts the ability of that corresponding elemental summon.
 Level 2 - Changes weapons element to the insignias element.

 Any unit, friend, or monster that stands INSIDE the insignias 3x3 AoE attack will change. For example, if you are wearing fire armor, and a monster hits you while THEY are standing in the insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken). If you have 100% immunity to that element, you will take 1 damage.

 Level 3 - Increases that players elements magic damage when THEY are standing inside the insignia and additional bonuses to that element (faster cast time, more matk, etc).

 Additional Examples

 Your tank comes back with a few more monsters than he is able to handle.

 If you know what armor they are using, placing a level 2 insignia on top of the monsters will reduce the damage they take by 1/4.

 Precasting magic while standing in level 3 insignias.

 A tank, with 100% fire resistance, tanking a mvp.

 Fire insignia level 2 on the MVP will reduces its damage considerably and increase all incomming water attacks by +50%. Put a Water Insignia 3 on your casters to give them a boost to their water magic damage.



 Builds

 INT/AGI Hindsight/Fist Spell (bufs are not included)

 STR: 1
 AGI: 100-120
 VIT: 20-80
 INT: 110-120
 DEX: 1-50
 LUK: 1-40

 This is similar to the Hindsight Sage/Scholar build. However a Sorcerer has a new spell available to them, Fist Spell. Since this skill is the first hit and only hit, int and matk become more important for the initial burst damage than aspd, hindsight is then used to finish the opponent off.



 Primary Skills Used

 Fist Spell, Hindsight,Fire Bolt, Cold Bolt, Lightning Bolt, Double Bolt



 INT/DEX Offensive AoE

 STR: 1-50
 AGI: 1-50
 VIT: 1-100
 INT: 110-120
 DEX: 100-120
 LUK: 1-30

 The offensive AoE strips itself of it's former single target spell past and ascends to the utilization of magics that damage multiple foes. They use their intelligence to increase the amount of destruction they do. Since INT is directly in their spell formuli, each point in INT will increase damage more than an equivalent in an MATK increase alone. High amounts are key, thus the MATK one can gain through LUK or gear is inferior to equal amounts of INT. Sorcerer AoE spells have a very short after cast delay, but I high reuse delay. A common practice of comboing the AoE spells to reach high damage output is key. Unlike it's Warlock counterpart, Sorcerers gain very little for the support of Magic Strings, as reuse delays cannot be reduced. The strongest AoE is Psychic Wave, and is neutral element. The next tier are the spells Diamond Dust, Earth Grave, and Varetyr Spear. Getting at least one other second tier AoE is essential for effective combos, but learning all three severely limits the other spells you can aquire. It is suggest to gain at least one Elemental Summon ally, as they can change the element of your Psychic Wave. Preferably, the Fire Spirit Agni is the best choice. Due to the severe lack of fire spells. This will also increase the healing effects of Warmer. Which, when stacked with using Indulge to also recover SP; proves to be incredibly effective and will save you a ton of supplies. Not to mention, if you choose to use Fire Walk, that damage will also increase. Offensive Sorcerers are a good balance of defense and offense, and can achieve the 100 total VIT necessary to become immune to stun in PvP and WoE.



 Primary Skills Used

 Psychic Wave, Diamond Dust, Earth Grave, Varetyr Spear, Killing Cloud



 VIT/DEX Support/Summoner

 STR: 1-100
 AGI: 1-100
 VIT: 90-120
 INT: 40-80 (INT is now necessary due to it being in the cast time formula and Soul Exhale only giving half your current sp.)
 DEX: 100-120
 LUK: 30-100

 The Support type is going to be very rare due to the nerfs Renewal gave to the Scholar class. Soul Exhale now has a 5 second fixed cast time and only gives half of your current sp. Gone are the days that Champions can be filled instantly and quickly for fast leveling. Magnetic Earth has also lost it's usefulness as most 3rd class skills bypass it. Dispell has also been given a large fixed cast time. Due to this and the lack of new support skills, the niche that Scholars used to have has been diminished. The role has not been lost! Due to the advent of status inflicting spells such as Diamond Dust and Arullo, the AoE healing abilities of warmer with no catalyst cost (especially with fire summon), and the supporting skill that can be achieved through Summon skills, the Sorcerer can be a very powerful support.



 Primary Skills Used

 Fiber Lock, Blinding Mist, Safety Wall, Soul Exhale, Soul Siphon, Dispell, Indulge, Arrullo, Warmer, Striking Extreme Vacuum and Diamond Dust

1 comment:

  1. Hi! I was wondering...can the psychic wave be changed to a holy element? like casting aspersio or any holy weapon spell on a sorcerer?

    ReplyDelete