Sorcerer Creation Guide

June 29th, 2007 by rosehebe

The Sorcerer is Vanguard?s heavy damage dealing caster. The Sorcerer has little to offer the group in the way of utility spells and buffs.Damage and counterspells are the sorcerer?s role, and he does it with efficiency.

Intelligence, wisdom, and vitality are the Sorcerer?s primary attributes because a Sorcerer lives or dies by his spells. Intelligence increases the potency of his spells while wisdom increases his mana pool. Vitality helps the Sorcerer regenerate energy faster in battle. Because a Sorcerer has so many finishers based on scoring a critical hit with spells, it could be worth favoring WIS over INT. Those who like to play it safe will concentrate on INT and make every hit deal more damage on average.

Building a good Sorcerer takes some careful planning at the character creation screen and requires you to learn a handful of tactics in the lower levels.

Selecting the Right Race

Sorcerers of all races start with the same attributes, but the choice of race can affect how many points the Sorcerer automatically gets placed into its prime attributes.

Starting attributes:

STR CON DEX VIT INT WIS
30 25 20 35 50 50

Each character gets 20 attribute points (AP) per level, starting at level 10. 6 of your AP are placed for you automatically–one per attribute (STR, CON, DEX, VIT, INT, WIS). 4 points are assigned to attributes based on your race if you are not a human (humans are kojani, mordebi, qaliathari, and thestran). You can place 10 (14 for humans) wherever you want to within soft caps of 5 per level.

Additionally, characters get racial bonuses to their soft caps. These are called preferred stats and allow characters of a race to flesh out in a way that reflects the traits of the race. Non-human races get 4 bonus points to soft caps (usually two or three attributes only) while human races get 6, 1 for each attribute. Thus, a human can be more balanced, while a non-human becomes more specialized.

The table below shows the attribute scores at level 50 before gear and buffs for the Sorcerer based on the race selected. We?ve highlighted the best results for each of the primary attributes for you. It is possible to reach the soft cap for three attributes as a human, but those soft caps may be lower than those attainable by other races.

Racial Abilities

The other important factor to consider when picking the race for your Sorcerer is racial abilities. With their short durations and long recasts, racial abilities are less important than attributes in the selection process, but they can be used to pick between races that are otherwise equal. The racial abilities are listed below.

Thestran: Inspirational Commands
You will have 3 inspirational commands at your disposal: Inspirational Presence, Inspirational Wisdom, and Inspirational Tactics. Each command is a group buff that will add either 2% to mitigation, a 3% reduction to mana cost of all spells, or a 2% increase in damage. You may only maintain one command at a time, however you may have all 3 effects active at the same time. Recast is instant.

Human Ingenuity: + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Dwarf: Earthen Embrace
For 60 seconds, this ability will turn your body to stone. Along with removing all poison effects, you will mitigate 25% damage and become immune to movement impairing spells such as knock back, stun, and snare. Recast is 30 minutes.

Small Race: 2% bonus to evasion
Crafting: +10 Finesse
Harvesting: +5 Mining


High Elf: Arcane Balance
This ability will take the cumulative amount of mana in a group, add 25% to that number, and evenly redistribute it to all members. Recast is 15 minutes.

Elven Wisdom: 2% reduction in mana cost
Crafting: +10 Reasoning
Harvesting: +5 Reaping


Kojani: Spirit of Jin
This ability will immediately restore 45% of energy and hit points to the target. This ability has a diminishing effect on any target that has benefitted from this ability (used by another player) in the last 10 minutes. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Goblin: Hex of Ghalnn
Whoever is afflicted by this hex will return 3% of the mana and hit points for every hit that is made on them. The effect lasts for 60 seconds. Recast is 15 minutes.

Small Race: 2% bonus to evasion
Crafting: +10 Reasoning
Harvesting: +5 Mining


Half Elf: Symbol of Jin
This ability will apply a rune to every member of the group for 60 seconds, which will mitigate damage by 15%. Recast is 30 minutes.

Human Ingenuity: + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Finesse
Harvesting: +5 Skinning


Raki: Planar Shift
While this ability is active, you will gain a 50% mitigation to all spell damage. Recast is 30 minutes.

Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Reaping


Qaliathari: Swiftness of the Sands
For this next 10 seconds, you will evade all melee attacks and spells. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Dark Elf: Spawn of Haelufir
This ability allows you to summon forth a small drake for a short duration. The type of drake you summon will be based on class and level. Each type of drake will have a variety of effects at their disposal, ranging from group auras, to breath attacks. The higher level drakes will also learn spells that are sympathetic with their associated class. Recast is 30 minutes.

Elven Wisdom: 2% reduction in mana cost
Crafting: +10 Finesse
Harvesting: +5 Skinning


Gnome: Forge Crystal
This ability allows you to operate a variety of devices, only available to gnomes, which are able to materialize a energy crystals. Crystals will have several common effects, ranging from percentage based mana, health, and endurance heals to several uncommon, rare, and even ultra rare effects such as prismatic group resist buffs, rune and damage shields, minion summons, and more.

Small Race: 2% bonus to evasion
Crafting: +10 Problem Solving
Harvesting: +5 Mining


Kurashasa: Symbiotic Armor
When this armor is active you will be protected by a proc (a process that fires under certain conditions). In addition to a rune that mitigates 25% of all types of damage, you have a chance to apply an effect to all enemies within a 20 meter point-blank radius when you attack, cast a spell, or receive damage. Anyone affected by this debuff will become snared and slowed. Recast is 30 minutes.

Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Skinning


Mordebi: Curse of the Ancients
This ability stuns the target for 8 seconds, and reduces the aggro range to 0. The target will not assist/aggro while stunned, and the effect does not generate any aggro. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Finesse
Harvesting: +5 Reaping


Level 1-10 Tactics

Levels 1-10 can go by really fast for a Sorcerer. Soloing is your main source of XP and soloing is something we do very very well. The only problem you may have is if you get aggro from multiple mobs at once. Sorcerers are generally pretty light on HP and armor, so we can take damage quick, and that is never a good thing. But as a Sorcerer, anything in your newbie zone is pretty much fair game; as long as you keep yourself away from it, you can blow it away with ease. However, there are still some essentials that will make your lowbie experience much more enjoyable and much easier.

Buff before Killing
All Sorcerers get a self-buff at level 1 (Force Barrier I). One major thing you need to remember is to always keep your self-buff on. Later on you get different versions of these spells, but all you have right now is Force Barrier (which is still extremely helpful). Additionally at level 4 you get your first of the Sorcerer¡¯s line of free rings, which add INT and WIS as a buff and also do a passive effect (See Invisibility for example). You should make sure that you are always self-buffed, and you always have this ring equipped.

You¡¯re Ready to Start Killing
Keep in mind as a Sorcerer you want to stay away from your target for the most part. This isn¡¯t really a big deal at the early levels, as you can still take some hits and do enough damage to kill off your target. However, it is a good idea to get used to putting space between you and the mob you are soloing because trying to gung-ho it all the time will start to get you killed much more later on.

Frostbite is your friend with its instant cast and moderate energy cost. You get it at level 2, and it does a decent amount of damage for that level and puts a 70% movement speed reduction on the mob you hit it with. It can help you to put some distance between you and your target very quickly.

The Sorcerer also has a few ways to deal with mobs that do manage to get a bit to close to him. For starters, at level 4 and level 6 we get some high damage instant attack spells. Shocking Grasp (level 4) is a point blank high damage spell that can finish off that mob that is almost dead but is charging towards you. Additionally, we get Char (level 6), a high damage, fire-based, instant cast spell. Char has a very high range and a damage over time (DoT) effect that will still do damage in case the mob isn¡¯t killed by the initial blast. Another spell we get is called Color Spray (level 4), a frontal cone 6 second stun that will give you time to move back and either cast that killing blow or snare the mob in order to keep it off you as you kite it.

Maximize Your Damage
Most of your damage will be done by spamming Taqmir¡¯s Bolts, which can pretty much kill anything around your level fine and easy just spam casting that. However, if you want to kill things much faster and maximize your damage, I suggest taking advantage of your instant cast spells, casting them as soon as your Taqmir¡¯s Bolts spell goes off to hit your target with damage from Taqmir¡¯s and the instant cast spell at the same time. This means you will be doing a good bit of damage all at once, which can decimate your target very quickly.

Counterspells
At level 10, Sorcerers learn the first in a line of counterspells. These skills will be crucial later, but few mobs that you will fight at this level will wield deadly magic. If you are really concerned about your Counterspelling skill, you can find some low-level casters to fight for practice. Expect a more in-depth look at this important role in a future guide.

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