Updated Fri, Jan 02, 2009 by Shayalyn
![]() Originally written by Ralsu, Updated by Zinn |
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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 |
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Sorcerer at a GlanceRaces:Dwarf, Thestran, High Elf, Qaliathari, Gnome, Dark Elf, Kurashasa, Mordebi, Goblin, Kojani, Half Elf and Raki Armor: Light Weapons: Daggers and two-handed staffs. Quick Links |
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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:
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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. For more information on weaknesses please take a look at Ten Ton Hammer’s Weakness FAQ and chart. |
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. 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:
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, Kiting 101. |
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