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Old 09-26-2008   1 links from elsewhere to this Post. Click to view. #1 (permalink)
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Default [WAR] Sorcerer

This is a Sorcerer Guide and discussion thread, post your comments below.
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Last edited by Meir-SiN; 10-30-2008 at 04:35 PM.
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Old 10-26-2008   #2 (permalink)
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I edited this post with links, if you don't view the wardb link just refresh your page. I will remove this message at a later date.

Starting Off/Leveling:
Dark Magic is key for damage, the higher it is the more you crit, and the more damage you take. Certain abilities give you a specific amount of dark magic but you can just use Surging Pain and get 20 while running around, you don't have to attack anything. I always start out with max Dark Magic to kill shit fast. First off you gotta learn to not kill yourself, easy enough to do once you get the hang of things but just dump dark magic using Dhar Wind if you think that your going to die while killing mobs. Dhar Wind is useless for anything besides dumping dark magic, it has very shitty damage.

To level you have two choices, the AE spec line (destruction), and the DOT spec line (Calamity). It seems counterintuitive but the dd line (agony) slows you down a lot. Destruction is best if you know your going to group a lot with a healer, you can kill ten mobs at a time easily if needed. Destruction and Calamity spec both have their benefits but if you want to play it safer go Calamity. If you don't mind the danger aspect of pulling multiple mobs solo, and if you quick/good enough Destruction is faster.

As Calamity, once you get Hand of Ruin (9 mastery) you can nuke mobs down very quickly. Pulling a group of mobs with Gloom of Night (5 mastery), and following up with Hand of Ruin etc is fine, or pulling single mobs with Chillwind (career) which does a great deal of damage as the Calamity spec.

In the Destruction line, Disastrous Cascade (9 mastery) does a lot of damage very quickly, but drains a lot of AP. You can tweak around with various combinations of Pit of Shades (Career), Shadow Knives (13 mastery), and Disastrous Cascade. Generally whatever you do, ending with Disastrous Cascade is the best (when they are around half life). I generally just pull with a quick spell, cast Pit of Shades on myself, then follow with Disastrous Cascade to kill them.

Alright thats the end of the newbie tutorial, Sorc's are easy enough to figure out.

End Game Talenting:
All three lines have their benifits, and as a Sorc you will probably respec a lot. There are a lot of various spells that can be used and I wont get into them all. Things like Gloomburst, Obsessive Focus etc should be used at will.

First, Destruction: The Destruction line is great for defending keep lords, the best by far. A couple sorc's can hold off an entire army atm because AE is very overpowered when spec'ed into it. Your AE's will do in between 750 and 1100 damage per person depending on your gear/what spell you use. Pit Of Shades is generally your go to spell. Destruction is also amazing when your grouped with a Magus. If your lucky to have one a couple Sorc's with the Magus pull ability will wreak larger numbers of enemies. Without either of the mentioned about the Destruction line is pretty weak compared to the other two.

Second, Calamity: Calamity is an all around good spec. You can deal out massive damage over time, topping 250k in scenarios if your quick enough. Tab dotting everyone in range with Chillwind, using Gloom of Night on bunches, and Absorb Vital (13 mastery), and killing people with Hand of Ruin which will tick for around 1050 to 1250 on soft targets. Absorb Vital doesn't do a lot of damage but I keep it up all the time to get the minor health ticks. As Calamity spec you will take a shit ton of backlash damage from tab dotting everyone. In order to kill people quickly as this spec it requires a set up. Hand of Ruin will do a lot of damage quickly, but won't be enough to kill anyone because it hits tanks for dick (as most spells do), and casters like to run away and the spell stops working after they get out of range. Anyway, starting off with Chillwind, add Absorb Vital if you wish, then add 3 stacks of Word Of Pain (Career). This can be skipped as it will cause a good deal of backlash, but once 3 charges expire from someone they will take around 1k dmg. If you do all of that then hit Hand of Ruin, most non-tank types will drop pretty quick. If you don't use Word of Pain (I don't always) they can possibly get away but you don't kill yourself in the meantime. Overall, Calamity sucks more than the others without a healer (although playing as a Sorc without a healer sucks in general). It's not good in keep sieges, and in open battle without some sort of backup its not very good either. A Couple Sorc's as the same spec could just dish out more damage to a group than healers can heal (I've seen it happen), it can cause healers to get behind and have an entire team at half life. It's fun, but not dependable.

Third, Agony: Agony spec in PvP is taking the argument of effective dps to an extreme. You won't normally top the dps meters but the burst potential to kill someone is by far the best in this spec. I start off with Doombolt, following it up with Gloomburst (Career), Impending Doom (9 mastery), then Hand of Ruin (Yeah thats right, Hand of Ruin). I found the best thing to do is to cross spec to get the most burst damage. Some argue that Shades of Death (13 Agony) is better than Impending Doom, but I disagree. Overall its similar damage but Impending Doom happens instantly. You can't have both until you get renown rank 40. Until I get 2 more renown levels, this will be my spec. Anyhow, using this spec effectively can push out 4k damage in less than two seconds, but be ware because it also has the potential of dealing upwards of 2250 damage to yourself in the same time frame. I end 15 min scenarios usually with around 125-150k damage (as opposed to 250k from Calamity), but also end with roughly 25 killing blows and of those killing blows nearly all of the damage to those players are from me alone.


Tactics:
1.) Endless Knowledge: This + intel tactic is a must use for anything, never leave it out. Everyone wants more damage.
2.) Umbral Fury: Hitting your target 75% of the time for an extra 125 ish damage is great, and it applies to your entire group. I always use this.
3.) Infernal Gift: I use this talent about half the time depending on my group makeup. If more than one Sorc is in the group you can have one do Umbral Fury and one do Infernal Gift freeing up an extra tactic slot, although the one doing Infernal Gift won't get that buff (group only not self).
4.) Devour Energy: If you don't use this you will always run out of AP quickly and have to use Reckless Gathering (Career) every 30 seconds. If you use the tactic, you will need to use Reckless Gathering much less. It's an arguement between using a tactic slot and taking 3 seconds every 30 seconds to regen AP, personal choice but I use it more often than not in PvP.
5.) Sleight of Hand: Always use it in PvE, less aggro is good. Nuff said.
6.) Close Quarters: I always use this for PvE. In PvP is rarely usefull because well, Sorc's die quickly if they get to close. If your Magus grouping use it... If your within the keep lords room use it, otherwise don't.
7.) Glorious Carnage: This is a personal choice, I use moral 1 or 2 95% of the time so I generally don't use this talent. If you want to use rank 3 or 4 a lot its a must.
8.) Mastery, Swell of Gloom: If speced Agony, I always use this for more burst damage.
9.) Mastery, Chilling Gusts: If specced Calamity I generally use it, the extra damage its very nice, and it applies to tick's not just the initial cast.

Morale Abilities:
1.) Mage Bolt: Static 1200 damage, great for finishing off.
2.) Dire Blast: Low initial damage, dot added. More overall damage than Mage Bolt. If your using Calamity this is useful to cast after Chilldwind while your setting up a kill, otherwise not to great.
3.) Focused Mind: I use this a lot, just the 50% faster casting times can inflict a ton of damage when using Doombolt on a person.
4.) Wind-Woven shell: This comes in handy, but I prefer more damage in PvP so I use the above.
5.) Scintillating Energy: The stun doesn't work atm, but I still equip it. The only other rank 3 morale is Darkstar Cloak, and I don't find it to be of any use. You don't regen AP when thats used so its a wash.
6.) Unleash the Winds: This is the only non-talented rank 4 moral. I rarely use rank 4 at all because the lower ranks are much better overall. Also, talenting into the other rank 4 morale's just use of a mastery point you could use elsewere.

Last edited by Meir-SiN; 10-31-2008 at 11:21 AM.
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Old 10-30-2008   #3 (permalink)
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My 2c:

When leveling things are slow until you get either: Hand of Ruin (@ 9 mastery points... skip everything until that); or Pit of shades.

Why does HoR own? It does about as much damage as gloomburst; but with no casting time and it hits 3x for 1 chance of feedback. I kid you not 75% of the damage I've ever taken PvE I've done to myself... HoR is a godsend for doing dmg without killing ourselves.

Meir mentioned the AE spec... that is best for farming but I found the calamity HoR spec best for questing and general running around. Usually for quests you need to kill either 1 mob or 5; so it's little slower to pull 5 solo than figure out where's the best spot to AE.

Now there are still times When you need to AE while leveling (or at least... it would help). I find the best combo for this is pit of shades + gloom of night (also calamity spec); since you don't have to lose HoR to get gloom of night. Here's the howto:
Get a little toughness / wounds gear (you're going to get hit some, don't be a baby). Find the 3-5 mobs you want to kill that are close together (I don't recommend going more that 5 at once). Equip close quarters for 25% more dmg; get close enough that you'll get the dmg bonus but not yet aggro; cast pit of shades on one of the mobs in the middle; run right up and aggro your 3-5 mobs so they all hit on you; drop pit of shades right on top of yourself.
This stacks gloom and pit dmg, both doing 25% extra... Try it and it will seriously make sorcs seem OP (these 5 mobs will drop before pit ends). For the creative and overachievers you can also try this with ice spikes or infernal wave for a little more dmg... since pit of shades has the cast time it's generally best to pull with that and only then try to throw in one or two instants before starting pit. I find ice spikes nice so that if one runs away low hp but you can't stop channeling PoS since the other mobs still have HP the runner will have the dot to finish them off. Just remember you're still a cloth caster so when there's more than 5 mobs they may die fast... but 5 mobs hitting you will take you down pretty quick as well. Also be careful of ranged mobs that won't be in the area of effects for the two spells, usually if you run up to them they start to melee and then will start following you around instead of shooting ranged attacks.
Beware of any mob that stuns: stunties and lizards often seem to do this Do NOT try this if the mob can stun and interrupt your PoS. You'll look like a fool with 4 mobs beating on you while stunned.

Everything meir said about dark magic is key... keep that up around 100% before you're going to pull. HP heals fast between fights; also bathing in blood tactic helps reduce downtime (also a good safety netto have in case there's an add). Just remember what you get back from BiB is usually less than 1 feedback hit at 100 DM.

Just one note: before you hit mid 20s (PoS and HoR) sorcs get pretty slow (when you're still forced to single target things with doombolt... god I hate that spell). Make it over the hump and things will speed up I promise.

The golden rule for PvP: you don't do ANYTHING without a healer. Seriously... sorcs kill themsleves as fast as they kill opponents... if you don't know 100% you're going to get a heal, run away. Remember feedback @ 100 DM is ~15% of your total HP at base (wounds gear will help some). I've never really broken the curve of 100 DM causing 10% of my HP on a feedback though... since PvP involves so many instant casts (especially for the burst dmg spec) you'll drop yourself to 50% in the process of dropping your opponent to 25%. Not a fair trade since then you'll have recasts up and no way to do real dmg for ~5 seconds (during which you will die).
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Old 11-10-2008   #4 (permalink)
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One additional note... disasterous cascade is VERY disapointing. Even with close quarters the damage output is pathetic and you just make yourself a tempting target. The long standing law of MMOs still stands: if the tooltip is broken, so is the spell.

Actual damage that should read on the tooltip is ~ 180-200 / tick (pre-crit); close quarters makes it ~ 240 / tick. Crits can get up to ~700 @ 100 DM (so avg damage is ~550 with ~60% crit chance). 550 dmg * 4 ticks = not enough dmg. I was really hoping I could use this as a better augmentation to Magus pulls... but I recommend everyone stick to PoS & either agony or calamity. Feel free to waste 10 gold yourself respeccing to find out.

Also note scintillating energy (T3 Moral) is now fixed (that's right; our class finally has a working stun). Recommended use: when some BW is casting AEs defending a keep; build up moral on the keep door; then get LoS on him and lead with scintillating energy (so he doesn't realize he's targeted yet). After the dmg appears (there's travel time on the spell, just like doombolt) he's stuck for 7 sec (and hopefully still in LoS). Light him up with the standard single target dmg spells and you're likely to get a kill if he doesn't get heals. It will be delicious.

Last edited by Scape; 11-10-2008 at 04:34 PM.
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Old 03-04-2009   #5 (permalink)
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Edit:
The above guide was posted several months ago... After trying out 1.2 I feel the best way to play a Sorc is to quit the game.

Seriously...

Destruction line was buffed a bit; all our single target (read: controllable) damage was nerfed (or enough Order have figured out how to counter us that it might as well have been). I'm not going to give Mythic another chance; they have gutted my main class in two different games now... they are dead to me.
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