The Sorcerer
The Sorcerer class follows a very natural path of progression from
the
Mage archetype. Rather than
being saddled with the same old spells and
a spiffy new pet like the Spiritmaster, you can now focus all of your
efforts into bending the weave of the universe to your will. The
destruction you were able to wreak as a mere mortal mage
doesn’t remotely compare to the hell you’ll learn
to unleash upon your foes as an immortal Sorcerer.
Strengths
Extremely high DPS (ranged)
Multiple "Get out of jail free" abilities
Less gear dependent than other archetypes
Weaknesses
Very slow auto attack
Hobos have better armor
Slow mana regeneration
Words
to still live by
"Kill or be killed... quickly."
Yay! I’m a
Sorcerer… now gimmee.
The first thing you’ll receive is your choice of a new
weapon. Up until now, you’ve been forced to flip open a
spellbook, waggle your fingers, and zap some enemies. Now you can
choose between another spellbook and a new weapon type: an orb.
Given all the information available to you in the description of both,
it looks as though you would be a fool not to choose the Orb of Karma.
The Orb does more damage, has better stats (minus the Magical
Accuracy), and let’s face facts; everyone likes to play with
something new.
Sounds great, right? Guess what though. You should take the Spellbook
of Karma instead. On paper, this looks like a boneheaded idea of the
first order. There’s just one disturbing little fact the
description of both items fails to mention. The Orb is a close range
(as in melee distance) weapon. This works perfectly for a Spiritmaster,
but for the Sorcerer, it’s a near-suicidal mistake. The
Spellbook is a ranged weapon, just like you’ve been using all
along, so grab it and be happy.
Where Are My New Spells?
Once the thrill and excitement of your recent ascension wears off,
you’ll quickly begin to realize you’re little more
than a glorified Mage at this stage of your development. While you may
not get a lot of new spells, you have grown in power so don’t
get too depressed. The treasures of the future are just around the
corner.
At level 10, your method of hunting should not vary at all from your
days as a Mage. Even though you’re using the same techniques,
you do have a couple of new abilities (Herb and Mana Treatments) to do
it with. Flame Bolt II is an upgraded version of Flame Bolt I (duh!)
and packs a meaner punch. It works exactly the same way and will also
trigger your Blaze chain attack.
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