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Originally written by Ralsu, Updated by Zinn



The Sorcerer is Vanguard's
heavy damage dealing caster. The Sorcerer can function well solo or as
part of a group. The
sorcerer is one of
the fastest solo classes in Vanguard: Saga of Heroes. She
excels in short term burst damage and area effect
damage. Sorcerers can also bring this damage to a group, but the
Sorcerer has
little to offer the group in the way of utility spells and buffs.

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Sigil's Official
Description




Masters of arcane force, callers of fire and ice, Sorcerers can channel
these energies producing powerful spells that both harm and protect.
Destruction is the primary job of the Sorcerer, but he is also adept at
protecting himself and his allies from incoming spells






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Sorcerer at a Glance 

class="pn-content-page-body">Races: 




Dwarf, Thestran, High Elf,
Qaliathari, Gnome, Dark Elf, Kurashasa, Mordebi, Goblin, Kojani, Half
Elf and
Raki

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Armor: Light



class="pn-content-page-body"> style="font-weight: bold;">Weapons: Daggers
and two-handed staffs.


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Quick Links


style="font-weight: bold;">
    class="pn-content-page-body">
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=530">Sorcerer
    Creation
    Guide
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=735">Sorcerer
    11-20 Progression Guide
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=569">Kiting
    101.
  • class="pn-content-page-body">
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=505">Spells/Abilities
    Level 1-25
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=506">Spells/Abilities
    Level 26-50
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=644">May
    2007 Bug List


  • Class News
    & Information:


  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=190">Arcane
    Caster Archetype Overview
  • href="http://vanguard.tentonhammer.com/modules.php?op=modload&name=News&file=index&catid=18&topic=">Arcane
    Casters in the News
  • href="http://forums.tentonhammer.com/forumdisplay.php?f=107">Sorcerer
    Discussion Forum

 

 

 

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COUNTERSPELLS



Like other arcane casters, a sorcerer has a chance to
identify and counter spells cast by an enemy. The
counterspell has a chance to either completely nullify the spell or
change the
enemy spell into something beneficial to the sorcerer and his group.
For example, a
Sorcerer's counterspell may reflect a damage spell back at the caster.



When using counterspells you must do three things:
  1. Identify that an enemy spell is being
    cast. Identification is dependent on your wisdom and
    intelligence attributes. You should
    see an icon along with a timer indicating the amount of time remaining
    before the enemy spell is cast.
  2. Identify the particular spell. You not only
    see that a spell is being cast but you are able to identify the
    spell. In addition to seeing the spell icon you will
    receive an audible signal that you can use your counterspell
    abilities.  If you are unable to identify the spell you can
    still attempt to
    interrupt it by using another spell like Color Spray.
  3. Use your Counter Spell. Once you hear the auduble
    signal you should be able to use your counterspell.
    Counterspells can be resisted.  
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WEAKNESSES



A weakness is a player created
vulnerability in your enemy
that remains for a short period of time. Some weaknesses can
be exploited
by using certain skills. When
one
exploits a weakness the attack used becomes more powerful and may add
more than
additional damage but may debuff the enemy or buff you or your party. style="">  For more information on
weaknesses please
take a look at Ten Ton Hammer’s href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=568">Weakness
FAQ and chart.


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DUNGEONS & GROUP PLAY



The
sorcerer's job in a group is simply to do damage and not draw aggro,
sincesorcerers are unable to
withstand direct enemy attacks for long.Keeping
a sorcerer who has drawn aggro alive quickly drains the mana
of your group's healer and endangers the group. You
should do your best never to draw aggro. But,
If you do
get aggro you should never run. There
is nothing more annoying to a tank and
to your group then watching mobs chase a sorcerer around a dungeon. style="">  If you get aggro simply
freeze or slow the
mob while taking a few steps backward.



SOLO PLAY



Sorcerers
make excellent solo players. Soloing
requires smart play and knowledge of the MOBs you are
fighting. Fortunately the
sorcerer has many spells
that allow her
to keep distance between herself and her enemy.  Sorcerers
are also quite effective using area of
effect damage
against 2 dot MOBs.



TYPES OF
SPELLS



Damage Spells


Sorcerers
have the best burst damage of any of the arcane casters. They
can do an amazing
amount of damage
every quickly. A Sorcerer's nukes come in 3
elements: arcane, fire and ice.



Arcane spells are sustained nukes--ones the sorcerer can cast
repeatedly to
maintain a good level of damage. Most arcane spells provide feedback,
an effect that
generally returns some of the energy (mana) used to cast the spell back
to the
sorcerer over a few seconds.



Fire spells are blast nukes--ones the sorcerer can cast to cause big
damage in
a short time. Fire spells also cause a burning damage over time (DoT)
effect to
remain on the target for a few seconds. Be aware that the DoT effect
will break roots, stuns,
and mesmerization.



Ice spells typically do small damage and impair the movement of the
target.



Buffs




The Sorcerer gets a handful of buffs, most of them self-only.
These include:
  • Mantles
    - Buffs
    that protect the target(s) from arcane, fire and ice, or all energy
    types at once.  Examples
    are Arcane mantle and elemental mantle.
  • Barriers
    - Buffs
    that either raise the armor class (AC) or energy regeneration rate of
    the sorcerer. Examples
    are Force Barrier and Conjure Energy Shard.
  • Amplifications
    -
    Buffs that change the damage, cast time, or energy cost of the next
    spell the sorcerer casts. The
    Mimic spell line is a good example.
  • Wards style="">  -
    Buffs that protect the target(s) from spell
    damage.  Mirror Ward
    reflects incoming spell damage.
  • Invisibility style=""> 
    - A buff that makes the Sorcerer or her defensive target
    invisible for a short duration.

Debuffs



Debuffs
for a Sorcerer consist of movement
impairment wrought by the ice spells, a short-term root that also has a
chance
to blind the target, and the ability to strip your target's buffs



Kiting

While not known for their kiting, a Sorcerer
should always keep his foe at a distance.  Sorcerer's can kite
and should at least learn some kiting skills.
 To learn a bit more about kiting see Ten Ton
Hammer’s kiting guide, href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=569">Kiting
101.

RELATED LINKS

  • Vanguard
    Realm
  • href="http://forums.tentonhammer.com/forumdisplay.php?f=107">Ten
    Ton Hammer Sorcerer
    Discussion Forum







To read the latest guides, news, and features you can visit our Vanguard: Saga of Heroes Game Page.

Last Updated: Mar 13, 2016

About The Author

Karen 1
Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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