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 | |||||||||||||
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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).
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.
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.
- Precasting magic while standing in level 3 insignias.
- A tank, with 100% fire resistance, tanking an MVP.
INT/AGI Hindsight/Fist Spell
- STR: 1
- AGI: 100-120
- VIT: 20-80
- INT: 110-120
- DEX: 1-50
- LUK: 1-40
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INT/DEX Offensive AoE
- STR: 1-50
- AGI: 1-50
- VIT: 1-100
- INT: 110-120
- DEX: 100-120
- LUK: 1-30
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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
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Skills
Skill | Description | Levels | Type | ||
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| Increase the atk of target based on your learned endow levels. | 5 | Supportive | ||
| Stops ice based status ailments and heals allies within the area of effect. | 5 | Supportive | ||
| Causes a unit to go into a deep sleep | 5 | Active | ||
| Creates a tornado of air, immobilizing all units in an area | 5 | Active | ||
| Transfers bolt damage to the sorcerer's hands for the next X attacks. | 5 | Active | ||
| 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. | 5 | Offensive | ||
| Deals ice property damage in an area. Has a chance of causing the Freezing effect. | 5 | Offensive | ||
| Calls a lightning spear down on target unit, damaging and stunning those nearby. | 5 | Offensive | ||
| 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. | 5 | Offensive | ||
| Create a deadly poison cloud that poisons and damamges units. | 5 | Offensive | ||
| Deal high damage to a unit that is poisoned. | 5 | Offensive | ||
| Create a trail of lightning behind the sorcerer. | 5 | Offensive | ||
| Create a trail of fire behind the sorcerer. | 5 | Offensive |
Summon Skills
Skill | Description | Levels | Type | ||
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| Forces your summoned spirit to use an offensive skill | 1 | Active | ||
| Reassemble and Disassemble elemental stones in their counterparts | 2 | Active | ||
| Changes your summoned spirit to Passive / Defensive / Offensive mode | 4 | Active | ||
| Consumes 10% of your own HP/SP to heal 10% of the HP/SP of the summoned spirit. | 1 | Supportive | ||
| Increases the Attack of all elemental summons by 25*SkillLV | 5 | Passive | ||
| Summon one of three fire elementals | 3 | Active | ||
| Summon one of three water elementals | 3 | Active | ||
| Summon one of three earth elementals | 3 | Active | ||
| Summon one of three wind elementals | 3 | Active | ||
| Creates an insignia on the ground that boosts fire damage | 3 | Supportive | ||
| Creates an insignia on the ground that boosts earth damage | 3 | Supportive | ||
| Creates an insignia on the ground that boosts wind damage | 3 | Supportive | ||
| Creates an insignia on the ground that boosts water damage | 3 | Supportive |
Equipment
Since the Sorcerer class is more versatile than its predecessors, they can wear different sets of weapons and armors.
Weapons
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.
The deadliest Book ever made, this can potentially give the highest bonus to ASPD, which is indispensable for Hindsight-based builds.
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
Shields
Garments
Compounded with the right card, this garment can provide great damage reduction, which is of utmost importance to any Magician class.
Footgear
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
Accessories
Job Bonuses
Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
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STR | 10 | 11 | 33 | |||||||
AGI | 20 | 21 | 41 | |||||||
VIT | 4 | 14 | 23 | 32 | 45 | |||||
INT | 1 | 2 | 5 | 12 | 13 | 22 | 30 | 39 | 46 | 50 |
DEX | 3 | 15 | 19 | 24 | 31 | 40 | 44 | |||
LUK | 47 | 48 | 49 |
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