Sorcerer
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Job Base(s): |
Sage Scholar
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Job Type: |
3-2
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Job Level: |
60
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Race: |
Human
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Changes At: |
Geffen Tower
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Number of Skills: |
26
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Total Skill Points: |
101
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Total Quest Skills: |
0
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Job Bonuses
|
STR |
AGI |
VIT |
INT |
DEX |
LUK
|
+4 |
+4 |
+6 |
+11 |
+9 |
+3
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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 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.
Achieving Instacast
What sets sorcerer apart from their warlock counterpart is the ability to achieve instacast, this applies to some offensive skills (like Psychic Wave, Diamond Dust) and some support skills (like Soul Exhale)
There are 2 things that you need to have in order to achieve instacast :
Skills
The 2 main skills that you need to have are :
Skill |
Skill Level |
Usage
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1-3
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The Ventus summon allows the sorcerer to reduce their fixed cast time by 1 sec. This is a huge boost considering most of sorcerers skills has a 1 sec fixed cast time on them, so using ventus means you can get rid of the fixed cast time part on some of your skills. Note that level 1 to 3 Ventus gives the same amount of fixed cast time reduction
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1
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In order for the summon ventus to reduce your fixed cast time, it needs to be put in passive mode, and Spirit Control level 1 puts your summoned spirit in passive mode, so dont forget to cast it before you go into a fight
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Other skills that you can consider getting :
Skill |
Skill Level |
Usage
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1
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This skills allows you to cure your summoned spirit using your hp and sp. To achieve instacast you need Ventus alive and in passive mode, so making sure that Ventus last as long as possible is very helpful
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1
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This skill increases your summoned spirit max hp and sp. This skill helps in giving ventus a little bit more survivability, though not necessary
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Equipment
Another part of achieving instacast is the equipments you're using. Stacking variable cast time reductions is a must because your fixed cast time reductions has been taken care of by Ventus, which means you need to get some equipments enchanted, particularly with the spell enchants (please refer to the Malangdo Enchants, Fallen Angel Wing Enchants, RWC Accessory Enchants, and Temporal Boots Enchants page on how to get spell enchants). With the amount of equipments available, there are a lot of choices that you can use to reduce your variable cast time, it just amounts to whatever funds you may have and what situations you are using them for
Here are a list of equipments setups that you can use to reduce your variable cast time (note that these are just examples and not the only combinations available, you can mix and match them to suit your own needs) :
Variant 1
Variant 2
Variant 3
Variant 4
Class Data
Skills
See Sage Skills or Scholar Skills for 2nd class Skills.
Skill |
Description |
Levels |
Type
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Attempts to inflict Deep Sleep status to a target. (Only in PvP & WoE)
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5
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Active
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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.
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5
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Offensive
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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.
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5
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Offensive
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Creates lightning trail behind the user that deals Wind property damage in contact.
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5
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Offensive
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Creates a whirlwind that immobilizes all enemies in a 3x3~7x7 area.
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5
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Active
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Creates a blazing trail behind the user that deals Fire property damage in contact.
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5
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Offensive
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Fully restores HP when cast and increases movement speed increases for the skill's duration. All stats +20%.
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1
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Active
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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.
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5
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Offensive
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Detonates the poison of a target, dealing high Poison property damage in a 5x5 area around it.
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5
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Offensive
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Fires a wave of psychic energy that deals 3~7 strikes, dealing Neutral property damage to all enemies in a 7x7~11x11 area.
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5
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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.
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5
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Active
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Increases ATK by 10~18 × target's Weapon Level. Learned Endows increase the ATK boost.
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5
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Supportive
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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.
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5
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Offensive
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Heals all targets in a 7x7 area, cures and prevents them from Frozen, Freezing and Crystalization statuses.
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5
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Supportive
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Elemental Spirit Skills
Skill |
Description |
Levels |
Type
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Commands the elemental spirit to use its Offensive skill
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1
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Active
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Reassembles and disassembles elemental ores and stones in their counterparts.
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2
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Active
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Switches the elemental spirit to Passive / Defensive / Offensive mode or breaks the spirit.
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4
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Active
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Consumes 10% of the user's HP and SP to heal the elemental spirit's HP and SP for the same amount.
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1
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Supportive
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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%.
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5
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Passive
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Create a magical barrier on the cells the caster and party members are standing on.
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5
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Supportive
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Summons Agni, the Fire property elemental spirit.
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3
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Active
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Summons Aqua, the Water property elemental spirit.
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3
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Active
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Summons Tera, the Earth property elemental spirit.
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3
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Active
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Summons Ventus, the Wind property elemental spirit.
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3
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Active
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Creates a crest on the ground that boosts Fire property damage.
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3
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Supportive
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Creates a crest on the ground that boosts Earth property damage.
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3
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Supportive
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Creates a crest on the ground that boosts Wind property damage.
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3
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Supportive
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Creates a crest on the ground that boosts Water property damage.
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3
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Supportive
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Job Bonuses
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11
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STR
|
10 |
11 |
33 |
53 |
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AGI
|
20 |
21 |
41 |
55 |
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VIT
|
4 |
14 |
23 |
32 |
45 |
57 |
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INT
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1 |
2 |
5 |
12 |
13 |
22 |
30 |
39 |
46 |
50 |
60
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DEX
|
3 |
15 |
19 |
24 |
31 |
40 |
44 |
51 |
59 |
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LUK
|
47 |
48 |
49 |
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ASPD