Sub-Portal: SORCERER

Sorcerer Class Guide

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.

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

Sorcerer Paperdoll 

Sorcerer at a Glance 


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


Weapons: Daggers and two-handed staffs.

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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.  


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.  For more information on weaknesses please take a look at Ten Ton HammerÂ’s Weakness FAQ and chart.


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.  If you get aggro simply freeze or slow the mob while taking a few steps backward.


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.


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.


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  - Buffs that protect the target(s) from spell damage.  Mirror Ward reflects incoming spell damage.
  • Invisibility  - A buff that makes the Sorcerer or her defensive target invisible for a short duration.

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

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 HammerÂ’s kiting guide, Kiting 101.


About the Author

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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