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Need advice on Sorcerer build


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#1 NamzaKaren

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Posted 12 October 2017 - 03:05 PM

My five friends and I are going to play in idRO new renewal server. All my friends never played renewal before, and I'm not very familiar with 3rd class other than GX.
 
Our party will consist of Gene, RK, Sura, Maestro, AB, Sorcerer. We will focus on PvM contents only. We need advice on each class build and role. In this thread I will ask specifically about Sorcerer.
 
The Sorcerer role in party will be support/damage dealer. I also want him to be good at solo leveling, and able to solo some mvps and instances when he's higher level and properly geared.
 
Note
- Episode 14
- No HBP and FAW yet
- No stat/skill reset (very rare, only available during certain event)
 
Planned stat build
Lvl 175
str 1
agi 64
vit 95
int 120
dex 120
luk 64
 
1. Is str necessary? I'll be using Gym Pass.
 
Planned stat progression
Lvl 100
int 90
dex 90
vit 60
 
Lvl 101-175
vit 95 → 120 dex or int → 64 agi → 120 dex or int → 64 luk
 
Planned skill build
Mage
Stone Curse 1
Increase SP Recovery 4
Cold Bolt 1
Lightning Bolt 1
Napalm Beat 7
Soul Strike 5
Safety Wall 10
Fire Bolt 4
Fire Ball 5
Sight 1
Fire Wall 10
 
0 points left
 
Scholar
Study 5
Dragonology 0
Fiberlock 0
Endow Quake 1
Earth Spike 5
Heaven's Drive 5
Cast Cancel 0
Free Cast 0
Hindsight 0
Magic Rod 3
Spell Breaker 3
Dispell 5
Endow Tsunami 2
Deluge 3
Endow Tornado 2
Whirlwind 4
Endow Blaze 2
Volcano 3
Magnetic Earth 2
Foresight 0
Indulge 0
Soul Exhale 1
Blinding Mist 0
 
23 points left
 
2. I can't decide between getting Fiberlock or max Endow Tsunami/Tornado/Quake. What would you recommend?
3. Is it okay to drop Cast Cancel/Free Cast/Hindsight/Foresight? How important are those skills for Sorc?
4. Is it necessary to max Spell Breaker?
5. Is it necessary to max Magnetic Earth?
6. What is the minimum lvl for Indulge to still give decent sp recovery?
7. Is it necessary to get Blinding Mist? Does it work on boss?
 
Sorcerer
Vacuum Extreme 5
Psychic Wave 5
Striking 0
Analyze Element 1
Spirit Control 1
Spirit Sympathy 0
Spirit Cure 0
Elemental Shield 0
Diamond Dust 5
Call Aqua 3
Water Insignia 1
Varetyr Spear 5
Call Ventus 3
Wind Insignia 1
Cloud Kill 5
Warmer 3
Call Agni 3
Fire Insignia 1
Earth Grave 5
Call Tera 3
Earth Insignia 1
 
8 points left
 
8. Is it necessary to get Spirit Cure?
9. I'm really curious about Elemental Shield. How useful can it be for our party and in solo play? It seems to be a very good skill, is it not?
10. Is it okay to leave Spirit Control at lvl 1 if you decide to drop Spirit Cure & Elemental Shield?
11. How useful can lvl 2 Insignia be for our party and in solo play? Does it work on boss?
12. I can't decide between getting Striking/Spirit Cure/Elemental Shield/lvl 2 Insignia. What would you recommend?
13. How do you navigate your Spirit? Are they similar to Homun/Merc?
 
14. What do you think about my stat and skill build? Did I miss anything? Should I change anything?
15. Please help me complete and improve my build.
 
Thanks for reading.

Edited by NamzaKaren, 15 October 2017 - 04:01 PM.

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#2 kubikyuu

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Posted 13 October 2017 - 07:15 AM

First off I'm not really a Sorc expert, so you propably want some advice from others, too.

But since noone answered yet, I'll just go ahead. .v

 

 

 

 
Planned stat build
 
Lvl 175
str 1
agi 64
vit 95
int 120
dex 120
luk 64
 
1. Is str necessary? I'll be using Gym Pass.

 

 

Looks ok to me, you can can also get less Luk and more Agi + some Str if you want and Gym Passes turn out to be not enough for you.

 

 

 

Planned stat progression
 
Lvl 100
int 90
dex 90
vit 60
 
Lvl 101-175
vit 95 → 120 dex or int → 64 agi → 120 dex or int → 64 luk
 
**********
 
Planned skill build
 
Mage
Stone Curse 1
Increase SP Recovery 4
Cold Bolt 1
Lightning Bolt 1
Napalm Beat 7
Soul Strike 5
Safety Wall 10
Fire Bolt 4
Fire Ball 5
Sight 1
Fire Wall 10
 
0 points left
 

 

Stats at 100 look good to me.

Would get 120 Int/Dex before Agi though, since you don't want to do any type of Hindsight or Spell Fist build and will be partying most of the time anyways.

Flee does help your Spirits live, but you won't get enough Flee from stats alone and will have to use Flee gears to help (see below).

The Mage skillbuild is standard.

 

 

 


Scholar
Study 5
Dragonology 0
Fiberlock 0
Endow Quake 1
Earth Spike 5
Heaven's Drive 5
Cast Cancel 0
Free Cast 0
Hindsight 0
Magic Rod 3
Spell Breaker 3
Dispell 5
Endow Tsunami 2
Deluge 3
Endow Tornado 2
Whirlwind 4
Endow Blaze 2
Volcano 3
Magnetic Earh 2
Foresight 0
Indulge 0
Soul Exhale 1
Blinding Mist 0
 
23 points left
 
2. I can't decide between getting Fiberlock or max Endow Tsunami/Tornado/Quake. What would you recommend?
3. Is it okay to drop Cast Cancel/Free Cast/Hindsight/Foresight? How important are those skills for Sorc?
4. Is it necessary to max Spell Breaker?
5. Is it necessary to max Magnetic Earth?
6. What is the minimum lvl for Indulge to still give decent sp recovery?
7. Is it necessary to get Blinding Mist? Does it work on boss?

 

 

2. Fiberlock is nice to teleport mobs you don't want away.

Vacuum Extreme can do the same job though. And once your server gets Horror Toy Factory you can use an Evil Spirit Glove to cast Fiberlock with any character.

So no need to waste 8 skillpoints to get it.

 

3. Totally ok. Foresight is useless at high levels.

Hindsight needs maxed bolts, good aspd and a Soullinker slave to be good.

Freecast is nice to have at low levels, but will become more and more useless the faster your casttime becomes, same goes for Cast Cancel.

 

4. Level 5 Spell Breaker deals damage when you successfully interrupt a cast. This can be very useful. If youb however don't have the points for level 5 stick to whatever the lowest level you can have is.

 

5. No, but level 5 provides the biggest Area covered. I'd pick either 3 or 5.

 

6. With good HP Indulge starts being ok at level 3, more is always better if you have the points for it though.

 

7. Blinding Mist is very awesome. Read up on what it does on irowiki. :)

 

 

 

 

Sorcerer
Vacuum Extreme 5
Psychic Wave 5
Striking 0
Analyze Element 1
Spirit Control 1
Spirit Sympathy 0
Spirit Cure 0
Elemental Shield 0
Diamond Dust 5
Call Aqua 3
Water Insignia 1
Varetyr Spear 5
Call Ventus 3
Wind Insignia 1
Cloud Kill 5
Warmer 3
Call Agni 3
Fire Insignia 1
Earth Grave 5
Call Tera 3
Earth Insignia 1
 
8 points left
 
8. Is it necessary to get Spirit Cure?
9. I'm really curious about Elemental Shield. How useful can it be for our party and in solo play? It seems to be a very good skill, is it not?
10. Is it okay to leave Spirit Control at lvl 1 if you decide to drop Spirit Cure & Elemental Shield?
11. How useful can lvl 2 Insignia be for our party and in solo play? Does it work on boss?
12. I can't decide between getting Striking/Spirit Cure/Elemental Shield/lvl 2 Insignia. What would you recommend?
13. How do you navigate your Spirit? Are they similar to Homun/Merc?

 

8. You don't have to, but Spirits die pretty easily. :/

Their stats depend on the stats you have when you summon them though and Flee is very powerful to keep them alive from dodgeable things - you can see this here.

 

9. Not useful. You can Pneuma/Safety Wall single targets as needed really fast and I cannot think of a situation where you really need both to be active on the same targets at once.

Not to mention your Spirit dies, so the cost is higher than if you manually keep up the skills.

Also if one happens to run out before the other you will be unable to recast it as Pneuma and Safety Wall usually don't stack.

 

10. If you plan to only ever use the Spirit's Passive Mode it is.

 

11. Level 2 Insignias work on everything and can be extremely helpful when thanking things.

Ex.: The monster stands inside a lvl 2 Fire Insignia and thus gets it's attack turned to fire property while you stand there tanking it with a Pasana Armor.

 

12. You don't have to descide. Striking doesn't need to be maxed to be useful. :P

 

13. You don't. They just follow you. Yes, this is stupid. :/

 

 

 


14. What do you think about my stat and skill build? Did I miss anything? Should I change anything?
 
15. Please help me complete and improve my build.

 

 

14. + 15. When I last talked about Sorc builds in TS with my guildmates I recall a build base like this being discussed as pretty good.


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#3 NamzaKaren

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Posted 13 October 2017 - 04:48 PM

@kubikyuu Thanks.
 
Stat build update
Lvl 175
str 30
agi 90
vit 90
int 120
dex 120
luk 1
 
26 points left
 
Stat progression update
Lvl 100
int 90
dex 90
vit 60
 
Lvl 101-175
120 dex/int → 90 vit → 90 agi → 30 str
 
Skill build update
Scholar
Endow Quake 5
Endow Tsunami 5
Deluge 4
Endow Tornado 5
Volcano 4
Magnetic Earth 5
Indulge 5
Blinding Mist 1
 
0 points left
 
Sorcerer
Extreme Vacuum 5
Striking 0
Spirit Control 3
Spirit Sympathy 1
Spirit Cure 1
Water Insignia 1
Wind Insignia 1
Fire Insignia 1
Earth Insignia 1

 

4 points left

 

Options

- Drop Striking and increase all Insignias to lvl 2.

- Get lvl 1 Striking and leave one Insignia at lvl 1. Which Insignia?

- Lower Extreme Vacuum to lvl 3/4, get lvl 1/2 Striking, and increase all Insignias to lvl 2.

 

Which will you choose?


Edited by NamzaKaren, 15 October 2017 - 04:02 PM.

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#4 Ashuckel

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Posted 13 October 2017 - 04:56 PM

Vaccum isnt used basically anywhere else other than woe or pvp.

By having the endows lvled up for damage on the skills, you already have a decent striking. Each lvl on Striking will give 4~8 atk depending on the target's weapon lvl, it isnt a big deal to not max.


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#5 fuyukikun

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Posted 13 October 2017 - 07:20 PM

why dont your friends make a forum account and ask by themselves? rather than asking you to ask the forum.


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#6 NamzaKaren

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Posted 13 October 2017 - 07:21 PM

Vaccum isnt used basically anywhere else other than woe or pvp.

By having the endows lvled up for damage on the skills, you already have a decent striking. Each lvl on Striking will give 4~8 atk depending on the target's weapon lvl, it isnt a big deal to not max.

Thanks.

 

So It's okay to drop it then? I will only be doing pvm with this char. Now I can have max Striking and lvl 2 on all Insignias.

 

I might as well lower Magnetic Earth to 3 and Indulge to 4 so I can get Endow Blaze 5 and get max effect from Striking. ME 3 should be enough for our small party right?

 


Edited by NamzaKaren, 15 October 2017 - 04:06 PM.

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#7 NamzaKaren

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Posted 13 October 2017 - 07:37 PM

why dont your friends make a forum account and ask by themselves? rather than asking you to ask the forum.

We're Sproutlings. They are me as I am them. We have singular conciouness.

 

http://mana.wikia.com/wiki/Sproutlings


Edited by NamzaKaren, 13 October 2017 - 07:41 PM.

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#8 kubikyuu

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Posted 13 October 2017 - 08:10 PM

Vaccum isnt used basically anywhere else other than woe or pvp.

By having the endows lvled up for damage on the skills, you already have a decent striking. Each lvl on Striking will give 4~8 atk depending on the target's weapon lvl, it isnt a big deal to not max.

 

Isn't that because of an iRO change to Vacuumn tho?

I recall it working everywhere on euRO, as for kRO: video 1, video 2, video 3

(Can't find the one where it's used in central lab atm. D: )


Edited by kubikyuu, 13 October 2017 - 11:18 PM.

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#9 Ashuckel

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Posted 13 October 2017 - 11:42 PM

most movement disabling skills are disabled in instance maps here. And using it in open fields will make the monsters teleport when damaged.


ME should be 5, period.
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#10 NamzaKaren

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Posted 14 October 2017 - 02:44 AM

Isn't that because of an iRO change to Vacuumn tho?

I recall it working everywhere on euRO, as for kRO: video 1, video 2, video 3

(Can't find the one where it's used in central lab atm. D: )

most movement disabling skills are disabled in instance maps here. And using it in open fields will make the monsters teleport when damaged.

Regarding EV I guess I will have to try it out myself. If it turns out it isn't disabled in instance maps in idRO, I think I'm gonna get lvl 5. Which means I'm gonna have to choose between these options.

 

- Keep all Insignias at lvl 2 but forget Striking.

- Lower one Insignia to lvl 1 and get lvl 1 Striking. Which Insignia though?

- Lower all Insignia to lvl 1 and get lvl 4 Striking.

 

Which will you choose?

 

ME should be 5, period.

ME 5 it is. And since the difference between Endow Blaze 2 and 5 is only 15 atk, I'll leave it at lvl 2 and keep Indulge 5.

 

Thanks Ashuckel & kubikyuu.


Edited by NamzaKaren, 15 October 2017 - 04:06 PM.

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#11 Ashuckel

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Posted 14 October 2017 - 02:56 AM

earth insignia is in general the less usefull one when it comes to it's lv2. Grab striking 1 with that point
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#12 Schizzler

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Posted 14 October 2017 - 03:28 PM

Some good stuff going on in this thread, guys!
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#13 asperatus

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Posted 16 October 2017 - 07:29 AM

First of all, focus on the things that are important 
-Indulge and soul exhale are extremely important and very powerful not only for partying but also for leveling or, later on, keeping mana high when you are under effect of runaway magic 

-magnetic earth max. no discussion here 

-endow quake, tsunami, tornado max because they increase the damage of sorcerer's spells 

-insiginias are better at lvl 2 because changing boss' attack property is very useful

 

now things that are arguably useless 

-spellbreaker 5 comes from an item which is very cheap, no need to max it 

-vacuum is only useful for pvp, drop

 

http://irowiki.org/~...lakDkAdBhcgAIn1

This is my own setup. I go for instant cast via stats, so if you want to get instacast via %variable cast gears (faw, etc) you can easily drop dragonology to free some more points or redirect points from spirit cure (which is nothing but a convenience, you can simply resummon the spirit if you dont mind the costs)


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