Difference between revisions of "Sorcerer"
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{{Infobox Job | {{Infobox Job | ||
|jobType=3-2 | |jobType=3-2 | ||
|jobBase=Sage | |jobBase=Sage | ||
− | |jobBase2= | + | |jobBase2=Professor |
|changesAt=Geffen Tower | |changesAt=Geffen Tower | ||
|skills=26 | |skills=26 | ||
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|dex=7 | |dex=7 | ||
|luk=3}} | |luk=3}} | ||
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== Overview == | == Overview == | ||
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[[Image:Sorcerer.jpeg|thumb]] | [[Image:Sorcerer.jpeg|thumb]] | ||
==='''AoE Magic'''=== | ==='''AoE Magic'''=== | ||
− | Unlike their predecessors, sorcerers have the ability to do | + | Unlike their predecessors, sorcerers have the ability to do [[:Category:AoE Skills|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. | * 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). | * 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 affected by | + | * Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (damage is affected by [[ATK]] / [[MATK]] and requires a target unit). |
The three elemental spells are heavily based on the level of their corresponding endow. | The three elemental spells are heavily based on the level of their corresponding endow. | ||
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==='''Summons'''=== | ==='''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 | + | 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 / FKEE sorcerer will create a summon with high FLEE). A summon has the elemental resistance of that elemental type (agni is 100% fire). |
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. | 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 | + | On top of that, each element has a specialty. |
− | * Fire - Used mostly for its | + | * Fire - Used mostly for its ability to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%). |
− | * Water - Used mostly for its ability to boost the | + | * Water - Used mostly for its ability to boost the MATK of the sorcerer. |
− | * Wind - Used mostly for its | + | * Wind - Used mostly for its ability to boost ASPD, reduce total, cast time and create a defensive barrier. |
− | * Earth - Raises max HP and defense of the sorcerer, and can cause stun with its attacks. It is somewhat less | + | * Earth - Raises max HP and defense of the sorcerer, and can cause stun with its attacks. It is somewhat less desirable than other summons. |
==='''Insignias'''=== | ==='''Insignias'''=== | ||
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For example, if you are wearing fire armor, and a monster hits you while THEY are standing in a level 2 fire insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken). | For example, if you are wearing fire armor, and a monster hits you while THEY are standing in a level 2 fire 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. | 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 | + | * 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). |
* When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target. | * When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target. | ||
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For example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks. | For example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks. | ||
<br /> | <br /> | ||
− | * Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element. It will heal the same element and damage opposite element (see insignia links below for more info). This is VERY important to understand when dealing with | + | * Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element. It will heal the same element and damage opposite element (see insignia links below for more info). This is VERY important to understand when dealing with MVPs. |
− | For example, fire insignia level 2 might seem like a good idea on | + | For example, fire insignia level 2 might seem like a good idea on Ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec). This can be countered by also placing a water insignia (-1% hp every 5s). |
Additional Examples | Additional Examples | ||
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* A person, with 100% water resistance, tanking an MVP (ie drake). | * A person, with 100% water resistance, tanking an MVP (ie drake). | ||
− | Water insignia level 2 on the MVP will reduces its damage considerably and increase all | + | Water insignia level 2 on the MVP will reduces its damage considerably and increase all incoming wind attacks by +50%. |
* Summons will take 1 damage if you place the corresponding level 2 insignia. | * Summons will take 1 damage if you place the corresponding level 2 insignia. | ||
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== Job Change Guide == | == Job Change Guide == | ||
A Sage needs to be 99/50 in order to job change into a Sorcerer. | A Sage needs to be 99/50 in order to job change into a Sorcerer. | ||
− | A | + | A Professor needs to be at least 99/60 in order to job change into a Sorcerer. |
''See [[Sorcerer Job Change Guide]] for detailed information.'' | ''See [[Sorcerer Job Change Guide]] for detailed information.'' | ||
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== Equipment == | == Equipment == | ||
− | == | + | == Job Data == |
=== Skills === | === Skills === | ||
− | ''See [[Sage#Skills|Sage Skills]] or [[ | + | ''See [[Sage#Skills|Sage Skills]] or [[Professor#Skills|Professor Skills]] for Second Job Skills.'' |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Skill !! class="unsortable" | Description !! Levels !! Type | ! Skill !! class="unsortable" | Description !! Levels !! Type | ||
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|- | |- | ||
! {{Skill List |skill=Diamond Dust}} | ! {{Skill List |skill=Diamond Dust}} | ||
− | | Blasts freezing winds to deal [[Water]] property magic damage to all enemies in a {{gr|7x7|9x9}} [[ | + | | Blasts freezing winds to deal [[Water]] property magic damage to all enemies in a {{gr|7x7|9x9}} [[:Category:AoE Skills|area]] and has a {{gr|10|30}}% chance to [[Status Effects#Crystallization|crystallize]] them. |
| 5 | | 5 | ||
| style="background:#ffcccc" | Offensive | | style="background:#ffcccc" | Offensive | ||
|- | |- | ||
! {{Skill List |skill=Earth Grave}} | ! {{Skill List |skill=Earth Grave}} | ||
− | | Fires land spikes from underneath to deal [[Earth]] property magic damage to all enemies in a {{gr|7x7|9x9}} [[ | + | | Fires land spikes from underneath to deal [[Earth]] property magic damage to all enemies in a {{gr|7x7|9x9}} [[:Category:AoE Skills|area]] and has a {{gr|5|25}}% chance to leave them [[Status Effects#Bleeding|bleeding]]. |
| 5 | | 5 | ||
| style="background:#ffcccc" | Offensive | | style="background:#ffcccc" | Offensive | ||
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|- | |- | ||
! {{Skill List |skill=Extreme Vacuum}} | ! {{Skill List |skill=Extreme Vacuum}} | ||
− | | Creates a whirlwind that immobilizes all enemies in a {{gr|3x3|7x7}} [[ | + | | Creates a whirlwind that immobilizes all enemies in a {{gr|3x3|7x7}} [[:Category:AoE Skills|area]]. |
| 5 | | 5 | ||
| style="background:#ccffcc" | Active | | style="background:#ccffcc" | Active | ||
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|- | |- | ||
! {{Skill List |skill=Killing Cloud}} | ! {{Skill List |skill=Killing Cloud}} | ||
− | | Creates a deadly poisonous cloud to continually deal [[Poison]] property damage to all enemies in a 7x7 [[ | + | | Creates a deadly poisonous cloud to continually deal [[Poison]] property damage to all enemies in a 7x7 [[:Category:AoE Skills|area]] and [[Status Effects#Poison|poisoning]] them. |
| 5 | | 5 | ||
| style="background:#ffcccc" | Offensive | | style="background:#ffcccc" | Offensive | ||
|- | |- | ||
! {{Skill List |skill=Poison Burst}} | ! {{Skill List |skill=Poison Burst}} | ||
− | | Detonates the [[Status Effects#Poison|poison]] of a target, dealing high [[Poison]] property damage in a 5x5 [[ | + | | Detonates the [[Status Effects#Poison|poison]] of a target, dealing high [[Poison]] property damage in a 5x5 [[:Category:AoE Skills|area]] around it. |
| 5 | | 5 | ||
| style="background:#ffcccc" | Offensive | | style="background:#ffcccc" | Offensive | ||
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|- | |- | ||
! {{Skill List |skill=Spell Fist}} | ! {{Skill List |skill=Spell Fist}} | ||
− | | Converges Bolt damage into the user's hands for the next {{gr|2|6}} [[Melee]] attacks, dealing [[MATK]] +{{gr|50|250}}% extra damage. | + | | Converges Bolt damage into the user's hands for the next {{gr|2|6}} [[:Category:Melee Skills|Melee]] attacks, dealing [[MATK]] +{{gr|50|250}}% extra damage. |
| 5 | | 5 | ||
| style="background:#ccffcc" | Active | | style="background:#ccffcc" | Active | ||
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|- | |- | ||
! {{Skill List |skill=Warmer}} | ! {{Skill List |skill=Warmer}} | ||
− | | Heals all targets in a 7x7 [[ | + | | Heals all targets in a 7x7 [[:Category:AoE Skills|area]], cures and prevents them from [[Status Effects#Frozen|Frozen]], [[Status Effects#Freezing|Freezing]] and [[Status Effects#Crystallization|Crystallization]] statuses. |
| 5 | | 5 | ||
| style="background:#ccffff" | Supportive | | style="background:#ccffff" | Supportive | ||
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{{Navbox Sage}} | {{Navbox Sage}} | ||
− | {{Navbox | + | {{Navbox Jobs}} |
Latest revision as of 17:26, 8 April 2016
Sorcerer | |||||||||||||
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Job Base(s): | Sage Professor | ||||||||||||
Job Type: | 3-2 | ||||||||||||
Changes At: | Geffen Tower | ||||||||||||
Number of Skills: | 26 | ||||||||||||
Total Skill Points: | 101 | ||||||||||||
Total Quest Skills: | 0 | ||||||||||||
Job Bonuses | |||||||||||||
|
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 affected by ATK / MATK and requires a target unit).
The three elemental spells are heavily based on the level of their corresponding endow.
- Killing Cloud (Poison element) has an average AoE, damage, and cast time (requires two 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 / FKEE sorcerer will create a summon with high FLEE). A summon has the elemental resistance of that elemental type (agni is 100% fire). 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 specialty.
- Fire - Used mostly for its ability 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 ability to boost ASPD, reduce total, cast time and create a defensive barrier.
- Earth - Raises max HP and defense of the sorcerer, and can cause stun with its attacks. It is somewhat less desirable than other summons.
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 elemental 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 3 levels.
- Level 1 - Boosts the ability / hp and sp regen of that corresponding elemental summon.
- Level 2 - Changes weapons element to the insignia element (this excludes monster skills).
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 a level 2 fire 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).
- When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target.
- Each insignia has the ability to boost the counter element no matter which level you use.
For example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks.
- Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element. It will heal the same element and damage opposite element (see insignia links below for more info). This is VERY important to understand when dealing with MVPs.
For example, fire insignia level 2 might seem like a good idea on Ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec). This can be countered by also placing a water insignia (-1% hp every 5s).
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 person, with 100% water resistance, tanking an MVP (ie drake).
Water insignia level 2 on the MVP will reduces its damage considerably and increase all incoming wind attacks by +50%.
- Summons will take 1 damage if you place the corresponding level 2 insignia.
Job Change Guide
A Sage needs to be 99/50 in order to job change into a Sorcerer. A Professor needs to be at least 99/60 in order to job change into a Sorcerer.
See Sorcerer Job Change Guide for detailed information.
Builds
Equipment
Job Data
Skills
See Sage Skills or Professor Skills for Second Job Skills.
Skill | Description | Levels | Type | ||
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|
Attempts to inflict Deep Sleep status to a target. (Only in PvP & WoE) | 5 | Active | ||
|
Blasts freezing winds to deal Water property magic damage to all enemies in a 7x7~9x9 area and has a 10~30% chance to crystallize them. | 5 | Offensive | ||
|
Fires land spikes from underneath to deal Earth property magic damage to all enemies in a 7x7~9x9 area and has a 5~25% chance to leave them bleeding. | 5 | Offensive | ||
|
Creates lightning trail behind the user that deals Wind property damage in contact. | 5 | Offensive | ||
|
Creates a whirlwind that immobilizes all enemies in a 3x3~7x7 area. | 5 | Active | ||
|
Creates a blazing trail behind the user that deals Fire property damage in contact. | 5 | Offensive | ||
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Creates a deadly poisonous cloud to continually deal Poison property damage to all enemies in a 7x7 area and poisoning them. | 5 | Offensive | ||
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Detonates the poison of a target, dealing high Poison property damage in a 5x5 area around it. | 5 | Offensive | ||
|
Fires a wave of psychic energy that deals 3~7 strikes, dealing Neutral property damage to all enemies in a 7x7~11x11 area. | 5 | Offensive | ||
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Converges Bolt damage into the user's hands for the next 2~6 Melee attacks, dealing MATK +50~250% extra damage. | 5 | Active | ||
|
Increases ATK by 10~18 × target's Weapon Level. Learned Endows increase the ATK boost. | 5 | Supportive | ||
|
Calls forth a lightning spear to deal Wind property physical and magic damage to all enemies in a 3x3~7x7 area around the target and has a 5~25% chance to stunning them. | 5 | Offensive | ||
|
Heals all targets in a 7x7 area, cures and prevents them from Frozen, Freezing and Crystallization statuses. | 5 | Supportive |
Elemental Spirit Skills
Skill | Description | Levels | Type | ||
---|---|---|---|---|---|
|
Commands the elemental spirit to use its Offensive skill | 1 | Active | ||
|
Reassembles and disassembles elemental ores and stones in their counterparts. | 2 | Active | ||
|
Switches the elemental spirit to Passive / Defensive / Offensive mode or breaks the spirit. | 4 | Active | ||
|
Consumes 10% of the user's HP and SP to heal the elemental spirit's HP and SP for the same amount. | 1 | Supportive | ||
|
Increases the elemental spirit's Max HP and Max SP by 5~25%, ATK and MATK by 25~125 and decreases the SP Cost of summoning by 10~30%. | 5 | Passive | ||
|
Summons Agni, the Fire property elemental spirit. | 3 | Active | ||
|
Summons Aqua, the Water property elemental spirit. | 3 | Active | ||
|
Summons Tera, the Earth property elemental spirit. | 3 | Active | ||
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Summons Ventus, the Wind property elemental spirit. | 3 | Active | ||
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Creates a crest on the ground that boosts Fire property damage. | 3 | Supportive | ||
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Creates a crest on the ground that boosts Earth property damage. | 3 | Supportive | ||
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Creates a crest on the ground that boosts Wind property damage. | 3 | Supportive | ||
|
Creates a crest on the ground that boosts Water property damage. | 3 | Supportive |
Job Bonuses
Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|---|---|---|
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 |
External Links
Jobs of Ragnarok Online | |
---|---|
Novice Jobs | Novice • High Novice • Super Novice |
First Jobs / High First Jobs |
Swordsman • Thief • Archer • Mage • Merchant • Acolyte |
Second Jobs | Knight • Crusader • Assassin • Rogue • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Priest • Monk |
Transcendent Second Jobs | Lord Knight • Paladin • Assassin Cross • Stalker • Sniper • Clown • Gypsy • High Wizard • Professor • Whitesmith • Creator • High Priest • Champion |
Third Jobs | Rune Knight • Royal Guard • Guillotine Cross • Shadow Chaser • Ranger • Minstrel • Wanderer • Warlock • Sorcerer • Mechanic • Geneticist • Arch Bishop • Sura |
Expanded Jobs | TaeKwon Kid • Ninja • Gunslinger |
Expanded Second Jobs | Star Gladiator • Soul Linker • Kagerou • Oboro • Rebel |