Sunday, November 13, 2011

Sorcerer Build


Job Base(s):Sage
Scholar
Job Type:3-2
Changes At:Geffen Tower
Number of Skills:26
Total Skill Points:101
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+3+3+5+10+7+3

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, reduce total, cast time and create a 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 Point (depending on level used), which can be bought in geffen tower (200z ea).
  • Points are Etc item, each having a different element corresponding to that insignia (Scarlet Point/Indigo Point/Lime Green Point/Yellow Wish Point).
  • 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 an 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.




INT/AGI Hindsight/Fist Spell
  • 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 affects only the first number of hits, INT and MATK become more important for the initial burst damage than ASPD. The Hindsight-Bolt (Most effective with Soul Link) is then used to finish the opponent off.
Primary Skills Used
Fist Spell.pngFist Spell
Hindsight.pngHindsight
Fire Bolt.pngFire Bolt
Cold Bolt.pngCold Bolt
Lightning Bolt.pngLightning Bolt
Double Bolt.pngDouble 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 its former single target spell past and ascends to the utilization of magic that deals damage to multiple foes. INT is the primary attribute to increase this damage output. Since INT is directly in their spell formuli, each point in INT will increase damage more than an equivalent in MATK 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 very high reuse delay. A common practice of using AoE spells in combination is key so as to reach high damage output. Unlike it's Warlock counterpart, Sorcerers gain very little from the effects of Magic Strings, as reuse delays CANNOT be reduced. The Sorcerer's most powerful AoE spell is Psychic Wave, basically neutral element and can be changed into Fire, Water, Wind, or Earth property through Summons. The next tier spells are 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 suggested 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 used with Indulge to also recover SP, proves to be incredibly effective and can save you a ton of supplies. In addition, if you choose to use Fire Walk, that damage will also increase. Offensive Sorcerers are a good balance of offense and defense, and can achieve the 100 total VIT necessary to become immune to stun in PvP and WoE.
Primary Skills Used
Psychic Wave.pngPsychic Wave
Diamond Dust.pngDiamond Dust
Earth Grave.pngEarth Grave
Varetyr Spear.pngVaretyr Spear
Killing Cloud.pngKilling 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.pngFiber Lock
Blinding Mist.pngBlinding Mist
Safety Wall.pngSafety Wall
Soul Exhale.pngSoul Exhale
Soul Siphon.pngSoul Siphon
Dispell.pngDispell
Indulge.pngIndulge
Arrullo.pngArrullo
Warmer.pngWarmer
Striking.pngStriking
Extreme Vacuum.pngExtreme Vacuum
Diamond Dust.pngDiamond Dust
Skills
Skill ↓Description ↓Levels↓Type ↓
Striking.pngStriking
Increase the atk of target based on your learned endow levels.5Supportive
Warmer.pngWarmer
Stops ice based status ailments and heals allies within the area of effect.5Supportive
Arrullo.pngArrullo
Causes a unit to go into a deep sleep5Active
Extreme Vacuum.pngExtreme Vacuum
Creates a tornado of air, immobilizing all units in an area5Active
Fist Spell.pngFist Spell
Transfers bolt damage to the sorcerer's hands for the next X attacks.5Active
Psychic Wave.pngPsychic Wave
Deals neutral property damage 3~7 times in the target 7x7~11x11 area. MATK Multiplier: (0.7~3.5 + 3 * Int / 100) * Base lvl / 100.5Offensive
Diamond Dust.pngDiamond Dust
Deals ice property damage in an area. Has a chance of causing the Freezing effect.5Offensive
Varetyr Spear.pngVaretyr Spear
Calls a lightning spear down on target unit, damaging and stunning those nearby.5Offensive
Earth Grave.pngEarth Grave
Deals earth property damage in an area. Has a chance of causing the Bleeding effect. MATK Multiplier: (Endow Quake lvl * 2 + 1~5 * Int / 100) * Base lvl / 100.5Offensive
Killing Cloud.pngKilling Cloud
Create a deadly poison cloud that poisons and damamges units.5Offensive
Poison Burst.pngPoison Burst
Deal high damage to a unit that is poisoned.5Offensive
Electric Walk.pngElectric Walk
Create a trail of lightning behind the sorcerer.5Offensive
Fire Walk.pngFire Walk
Create a trail of fire behind the sorcerer.5Offensive
Summon Skills
Skill ↓Description ↓Levels ↓Type ↓
Elemental Action.pngElemental Action
Forces your summoned spirit to use an offensive skill1Active
Element Analyze.pngElement Analyze
Reassemble and Disassemble elemental stones in their counterparts2Active
Spirit Control.pngSpirit Control
Changes your summoned spirit to Passive / Defensive / Offensive mode4Active
Spirit Cure.pngSpirit Cure
Consumes 10% of your own HP/SP to heal 10% of the HP/SP of the summoned spirit.1Supportive
Spirit Sympathy.pngSpirit Sympathy
Increases the Attack of all elemental summons by 25*SkillLV5Passive
Call Agni.pngCall Agni
Summon one of three fire elementals3Active
Call Aqua.pngCall Aqua
Summon one of three water elementals3Active
Call Tera.pngCall Tera
Summon one of three earth elementals3Active
Call Ventus.pngCall Ventus
Summon one of three wind elementals3Active
Fire Insignia.pngFire Insignia
Creates an insignia on the ground that boosts fire damage3Supportive
Earth Insignia.pngEarth Insignia
Creates an insignia on the ground that boosts earth damage3Supportive
Wind Insignia.pngWind Insignia
Creates an insignia on the ground that boosts wind damage3Supportive
Water Insignia.pngWater Insignia
Creates an insignia on the ground that boosts water damage3Supportive

Equipment
Since the Sorcerer class is more versatile than its predecessors, they can wear different sets of weapons and armors.


Weapons
Kronos
The most powerful two-handed staff a Sorcerer can wield, this weapon is a must-have for Caster Builds due to its INT and MATK bonuses. This weapon is most effective when refined up to +10, which would give a total of 8 INT.
Ledger of Death
The deadliest Book ever made, this can potentially give the highest bonus to ASPD, which is indispensable for Hindsight-based builds.

Laphine Staff

This staff is a viable weapon for those Support builds that rely on fast-cast skills.
Note: It is suggested that these weapons are upgraded to +10 in order to attain their greatest effects.


Armors
Orleans's Gown



Shields
Thorny Buckler
Orleans's Server


Garments
Nydhorgg's Shadow Garb
Compounded with the right card, this garment can provide great damage reduction, which is of utmost importance to any Magician class.


Footgear
Variant Shoes
The HP and SP bonuses can ensure a more resolute presence in WoE and PVP situations. Do NOT upgrade the item to get the most HP and SP bonus.


Accessories
Orleans's Glove
Bison Horn


Job Bonuses

Stat\Amount+1+2+3+4+5+6+7+8+9+10
STR101133
AGI202141
VIT414233245
INT12512132230394650
DEX3151924314044
LUK474849

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