Sorcerer

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Sorcerer
caption
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
STR AGI VIT INT DEX LUK
+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 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 / flee 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 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 - Raises max HP and defense of the sorcerer, and can cause stun with its attacks. It is somewhat less desireable 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 incomming 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 Scholar needs to be at least 99/60 in order to job change into a Sorcerer.

See Sorcerer Job Change Guide for detailed information.

Builds

Offensive Caster AoE

  • STR: 1-50 (weight limit, masq resist)
  • AGI: 1-50 (ASPD animation delay for smoother, faster casts, status resists)
  • VIT: 95+ (stun immunity, HP pool)
  • INT: 100-120 (primary stat for damage, silence immunity, SP pool)
  • DEX: 100-120 (variable cast time, small amounts of MATK)
  • LUK: 1-30 (small amounts of MATK, p.dodge and other small bonuses)

The offensive AoE build 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 Sorcerers' spell formulae, 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. However, MATK is still included in the skill formulae so getting a small amount of LUK is still recommended, and it also provides other bonuses like perfect dodge and status resists. 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 to reach high damage output. Unlike its Warlock counterpart, Sorcerers gain very little from the global cast delay effect of Magic Strings, as individual skill reuse delays CANNOT be reduced. The variable cast time reduction effect of Magic Strings is definitely helpful however.

The Sorcerer's most powerful AoE spell is Psychic Wave, which is neutral element by default but 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 acquire. 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. Offensive built Sorcerers may find themselves also acting as support in many situations, including giving SP to party members and so on. It is definitely possible to build a full offensive magic DPS Sorcerer that can still provide most (if not all) of the support skills in many situations.

Primary Skills Used
Psychic Wave-icon.png Psychic Wave
Diamond Dust-icon.png Diamond Dust
Earth Grave-icon.png Earth Grave
Varetyr Spear-icon.png Varetyr Spear
Killing Cloud-icon.png Killing Cloud

Support/Summoner

  • STR: 1-100
  • AGI: 1-100
  • VIT: 95-120
  • INT: 40-90 (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 differ from how the Scholar class was in pre-renewal. Soul Exhale now has a 3 second fixed cast time and only gives your target half of your current SP. Gone are the days that Champions (now Suras) can be filled instantly and quickly for fast leveling. Magnetic Earth has lost some of its usefulness as many 3rd class skills bypass it. Dispell has also been given a large fixed cast time. Due to this and the lack of many 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 Arrullo, 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. Striking is a great buff to ATK classes (both physical and ranged ones). Note that a support oriented Sorcerer can still opt for the AoE Sorcerer skills to provide some damage when needed, at least in the leveling phase. Stats-wise, a support Sorcerer does not necessarily differ too much from an offensive caster Sorcerer. Some players may choose to go with a complete full support build for their Sorcerers who have reached 150/50 however.

Primary Skills Used
File:Fiber Lock-icon.png Fiber Lock
File:Blinding Mist-icon.png Blinding Mist
Safety Wall-icon.png Safety Wall
File:Soul Exhale-icon.png Soul Exhale
File:Soul Siphon-icon.png Soul Siphon
File:Dispell-icon.png Dispell
Indulge-icon.png Indulge
Arrullo-icon.png Arrullo
Warmer-icon.png Warmer
Striking-icon.png Striking
Extreme Vacuum-icon.png Extreme Vacuum
Diamond Dust-icon.png Diamond Dust

Hindsight/Spell Fist

  • STR: 1
  • AGI: 100-120
  • VIT: 50-95
  • 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: Spell Fist. 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. This build is single target oriented and so is more of a "for fun" type of build, as leveling really requires AOE. It is definitely possible to kill lower tier MVPs with this build however.

Primary Skills Used
Spell Fist-icon.png Spell Fist
File:Hindsight-icon.png Hindsight
Fire Bolt-icon.png Fire Bolt
Cold Bolt-icon.png Cold Bolt
Lightning Bolt-icon.png Lightning Bolt
File:Double Bolt-icon.png Double Bolt

Equipment

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


Weapons

2004.png 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.

1565.png Ledger of Death

The deadliest Book ever made, this can potentially give the highest bonus to ASPD, which is indispensable for Hindsight-based builds.

1649.png 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

2365.png Orleans's Gown


Shields

2124.png Thorny Buckler
2123.png Orleans's Server


Garments

2554.png 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

2423.png 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

2853.png Telekinetic Orb
2701.png Orleans's Glove
2702.png Bison Horn

Class Data

Skills

See Sage Skills or Scholar Skills for 2nd class Skills.

Skill Description Levels Type
Arrullo-icon.png Arrullo
Attempts to inflict Deep Sleep status to a target. (Only in PvP & WoE) 5 Active
Diamond Dust-icon.png Diamond Dust
Blasts freezing winds to deal Water property magic damage to all enemies in a 7x7~9x9 area and has a 10~30% chance to crystalize them. 5 Offensive
Earth Grave-icon.png Earth Grave
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
Electric Walk-icon.png Electric Walk
Creates lightning trail behind the user that deals Wind property damage in contact. 5 Offensive
Extreme Vacuum-icon.png Extreme Vacuum
Creates a whirlwind that immobilizes all enemies in a 3x3~7x7 area. 5 Active
Fire Walk-icon.png Fire Walk
Creates a blazing trail behind the user that deals Fire property damage in contact. 5 Offensive
Killing Cloud-icon.png Killing Cloud
Creates a deadly poisonous cloud to continually deal Poison property damage to all enemies in a 7x7 area and poisoning them. 5 Offensive
Poison Burst-icon.png Poison Burst
Detonates the poison of a target, dealing high Poison property damage in a 5x5 area around it. 5 Offensive
Psychic Wave-icon.png Psychic Wave
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
Spell Fist-icon.png Spell Fist
Converges Bolt damage into the user's hands for the next 2~6 Melee attacks, dealing MATK +50~250% extra damage. 5 Active
Striking-icon.png Striking
Increases ATK by 10~18 × target's Weapon Level. Learned Endows increase the ATK boost. 5 Supportive
Varetyr Spear-icon.png Varetyr Spear
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
Warmer-icon.png Warmer
Heals all targets in a 7x7 area, cures and prevents them from Frozen, Freezing and Crystalization statuses. 5 Supportive

Elemental Spirit Skills

Skill Description Levels Type
Elemental Action-icon.png Elemental Action
Commands the elemental spirit to use its Offensive skill 1 Active
Element Analyze-icon.png Element Analyze
Reassembles and disassembles elemental ores and stones in their counterparts. 2 Active
Spirit Control-icon.png Spirit Control
Switches the elemental spirit to Passive / Defensive / Offensive mode or breaks the spirit. 4 Active
Spirit Cure-icon.png Spirit Cure
Consumes 10% of the user's HP and SP to heal the elemental spirit's HP and SP for the same amount. 1 Supportive
Spirit Sympathy-icon.png Spirit Sympathy
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
Call Agni-icon.png Call Agni
Summons Agni, the Fire property elemental spirit. 3 Active
Call Aqua-icon.png Call Aqua
Summons Aqua, the Water property elemental spirit. 3 Active
Call Tera-icon.png Call Tera
Summons Tera, the Earth property elemental spirit. 3 Active
Call Ventus-icon.png Call Ventus
Summons Ventus, the Wind property elemental spirit. 3 Active
Fire Insignia-icon.png Fire Insignia
Creates a crest on the ground that boosts Fire property damage. 3 Supportive
Earth Insignia-icon.png Earth Insignia
Creates a crest on the ground that boosts Earth property damage. 3 Supportive
Wind Insignia-icon.png Wind Insignia
Creates a crest on the ground that boosts Wind property damage. 3 Supportive
Water Insignia-icon.png Water Insignia
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

Template:Navbox Classes