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Sorcerer's Guide to Sorcerery (Under Construction)


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#1 Riakuta

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Posted 04 November 2012 - 08:29 PM

Sorcerer Class Guide
(Under Construction)
Table of Contents

1.1 Introduction
1.2 Skills
1.3 Status Builds
1.4 PvM
1.5 PvP/WoE
1.6 Leveling

1.7 PvP/WoE Videos

1.1 Introduction

Welcome! This is your guide to understanding the ins and outs of the exclusive class known as Sorcerer. We are a breed of inept scholars that have exceeded the bountiful knowledge of Ragnarok and have moved onto a plain of inexestance where we can fully control and master any of the four basic elements however we desire. Sorcerer is neither a warrior nor a priest of the arcane arts, but rather a compolation of the two. A Sorcerer should be considered the balancing class as they can either disable the enemy or support their allies in greater strifes than any other class.

1.2 Skills

Psychic Wave
A Sorcerer's main form of damage. At max level deals 7 hits over an 11x11 cell area.

Damage formula: MATK [{(Skill Level * 70) + (INT * 3)} * (Base Level / 100)] %
Posted Image

Notes:
  • If cast outside of Magnetic Earth damage will splash over the cells of Magnetic Earth that Psychic Wave overlaps onto.
  • You can change the element of Psychic Wave from Neutral to Fire, Water, Wind, or Earth by using Summon Level 2 with Spirit Control Level 1.
Spell Fist
Excellent for MVPing! Spell Fist takes the damage of your bolts and condenses it into a number of Physical Attack that will deal increased damage.

Damage formula: MATK ((100 * Bolt Level) + (50 * Skill Level)) %
Posted Image

Notes:
  • The damage is dealt in one singular total.
  • The damage of this skill is effected by Siroma Cards (Cold Bolt), and Imp Cards (Fire Bolt).
  • This skill is considered a melee attack. It is blocked by Safety Wall.
  • This skill procs with Double Attack.
  • You can still auto-cast Hindsight spells while enchanted with Spell Fist. (Not Recommended)
  • The level of Free Cast directly affects the reaction time of Spell Fist after casting a Bolt.
  • Rideword Hat & Hunter Fly Cards work with Spell Fist, so using Sidewinder Card, Chick Hat, or Snake Head will increase your damage and increase the heal from Rideword Hat & Hunter Fly Card. (Submitted by SonicRain)
Vacuum Extreme
Creates a vacuum at a target cell that pulls in all targets that get into range. Targets affected cannot move until the skill has ended.
Duration: [(2 + 2 * Skill Level) - (Target’s Base STR / 20)] seconds
Posted Image

Note:
  • This skill is currently disabled in Dungeons and Endless Tower.
Striking
Increase a target's equip ATK and Crit, but slowly drains their SP.
CRIT increase: + (1 * Skill Level) %
[{(Skill Level * 2) + 8} * Target's Weapon Level] + [Endows * 5]
Posted Image

Notes:
  • Only works on Party Members outside of PvP and WoE.
Diamond Dust
By far one of the most important Sorcerer Skills for PvP!
Blasts an area with freezing winds that cause Water element magic damage and cause a new status effect Crystallization, which stops the target from moving, attacking, using skills, and using items while draining 2% HP and 1% SP per second.
Crystallization chance: (5 + 5 * Skill Level) %
Crystallization duration: [(10 + (Diamond Dust Skill Level * 2)) - (Target’s Base VIT / 10)] seconds
Targets in Crystallization status will take 1.5 times more damage from Mace and Axe type weapons.
Targets in Crystallization status will take 50% less damage from Dagger, Sword and Arrow type weapons.
Targets in Crystallization status will take 1.5 times more damage from Wind element attacks.
MATK [{( Skill Level x INT ) + ( Endow Tsunami Skill Level x 200 )} x Caster’s Base Level / 100 ] %

Notes:
  • Boss Monsters cannot be Crystalized.
  • Monsters in PvP that are Crystalized will only stay in Crystallization status for 1 seconds upon which time based on the monster's code it will either cast Teleport or change targets.
Varetyr Spear
Not a viable skill unless you are attempting to stop the recall of a player using Golden Thief Bug Card.
Summons a gigantic spear of thunder from the sky, striking a target and all nearby targets with physical and magical Wind element damage at the same time. Those that are struck will have a chance to be stunned.
Stun chance: (5 * Skill Level) %
Stun duration: [(Skill Level * 0.2) + 2] seconds
ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster’s Base Level / 100 ] %
+ MATK [{( Endow Tornado skill level x 50 ) + ( Caster’s INT x Varetyr Spear Skill level )} x Caster’s Base Level / 100 ] %

Notes:
  • Unlike the other Sorcerer spells; Varetyr Spear is a single target AoE instead of a ground targeted AoE.
  • The Atk portion of Varetyr Spear will deal damage to players wearing Golden Thief Bug Card.
Fire Walk
An advanced for of Fire Wall that can deal a greater damage output.
Generates fire under the feet of the caster, leaving a trail of Fire element damage zones when you walk.
Number of cells: (6 + 2 * Skill Level)
MATK [(60 x Skill Level) x Caster’s Base Level / 100] % damage.

Notes:
  • Casting another Walk skill while already having one active cancels the previous skill.
  • Still impossible to stack both on a single cell.
  • Duration indicates the duration of each cell, not the skill itself.
  • This skill does not work on an element enchanted area (Volcano, Whirlwind, Deluge).
Electric Walk
An advanced for of Fire Wall that can deal a greater damage output with Wind Property.
Generates thunder under the feet of the caster, leaving a trail of Wind element damage zones when you walk.
Number of cells: (6 + 2 * Skill Level)
MATK [(60 x Skill Level) x Caster’s Base Level / 100] % damage

Notes:
  • Casting another Walk skill while already having one active cancels the previous skill.
  • Still impossible to stack both on a single cell.
  • Duration indicates the duration of each cell, not the skill itself.
  • This skill does not work on an element enchanted area (Volcano, Whirlwind, Deluge).
Earth Grave
They have the audacity to try and hide for you and expect you to come them well then give them a tatse of Dirt!
Fires spears of solid earth from the ground below, which may cause Bleeding status. This spell hits hidden and cloaked targets.
Bleed chance: (5 * Skill Level) %
Bleed duration: (5 + (Skill Level * 3)) seconds
MATK [{ Skill Level x INT ) + ( Endow Quake Level x 200 )} x Caster’s Base Level / 100] %

Killing Cloud
Don't like your enemy casting or running towards you well then show them what the clouds look like in the color of red.
Summons a 7x7 radius poisonous cloud at a target location, which will continuously deal Poison element damage and cause Poison status. This attack hits about three times per second. Each cast requires 1 Red Gemstone.
Duration: (6 + 2 * Skill Level) seconds
MATK [( Skill Level x 40 ) x Caster’s Base Level / 100 ] %
Poison chance: 100%

Notes:
  • At max level this skill will deal 48 hits total over the duration of 16 seconds.
Poison Burst
Enemy Poisoned? Well them show them what it feels like to remove Poison forcefully!
The skill only works on poisonned target, when the skill is used the poison required will be cancelled and detonate as a Bomb of poison 3x3. Has no effect on Poison attribute monsters.
Posted Image

Notes:
  • Requires the target be poisoned.
Arrullo
Put your enemy to sleep with the power of magic!
Causes Deep Sleep status on a single target and all those around the target. Cannot be cast on friendly targets.
Success chance: [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
Duration: [(6 + 2 * Skill Level) - {( Target’s Base Level / 20 ) + ( Target’s Base INT / 40 )}]

Notes:
  • This skill is only usable on PvP and WoE maps.
  • Deep Sleep Status - Chat is Disabled, 2% of Maximum HP/SP is Recovered each second, & damage from the next attack is increased by 50%.
Warmer
Freezing, Frozen, or Crystalized? Hah! I think not. Not only will this skill heal you over time, but also it will remove Freezing, Frozen, and Crystalization status and provide protection from said statuses to players inside of its 7x7 AoE!

Posted Image

Notes:
  • All players and monsters, regardless of party or guild ties, will receive Warmer's effects.
  • If caster uses Summon Agni Level 2 with Spirit Control Level 1 Warmer heals an additional 10% Max HP every 5 seconds.
  • Warmer has a 60 second cooldown at all levels.
  • Magnetic Earth blocks Warmer, but the cooldown still applies.
  • Use Warmer inside of War of Emperium 2 to rapidly heal Barricades or Guardian Stones.
  • Caution when using Warmer to heal your party during MVPing as the MVP may use the Warmer to heal itself!
Elemental
Summoned Elemental’s STATs are affected by the Caster’s Base Level and STATs.
Posted Image

Analyze Element
Posted Image

Spirit Control
Switches your summoned spirit from Standby Mode to Passive Mode, Defensive Mode, Offensive mode, or Waiting Mode (Elementals in Wait Mode will regenerate 2% HP and SP every 3 seconds). Using the skill again returns the spirit to standby mode. While in standby, the spirit will recover HP and SP faster.

Call Agni
Call forth the power of the Inferno to Scorch your enemy until nothing, but ashes are left.
Posted Image
Fire Elemental Agni will receive the following STAT bonus.
ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
Agni (Fire Elemental) Level 1 ~ 3, Caster’s Bonus ATK = (Summon Agni Skill Level x 60) ATK

Call Agni Level 1
Spoiler

Call Agni Level 2
Spoiler

Call Agni Level 3
Spoiler


Fire Insignia
Posted Image
Fire element players or monsters will regenerate 1% Max HP every 5 seconds.
Earth element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Fire Insignia skill range will take 1.5 times more damage from Water Element.

Call Aqua
Summon the fierce ocean to wipe your enemy away into the vast expanse of the endless sea.
Posted Image
Water Elemental Aqua will receive the following STAT bonus.
MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
Aqua (Water Elemental) Level 1 ~ 3, Caster’s Bonus MATK = (Summon Aqua Skill Level x 40) MATK

Call Aqua Level 1
Spoiler

Call Aqua Level 2
Spoiler

Call Aqua Level 3
Spoiler


Water Insignia
Posted Image
Water element players or monsters will regenerate 1% Max HP every 5 seconds.
Fire element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Water Insignia skill range will take 1.5 times more damage from Wind Element.

Call Ventus
Summon a mighty typhoon to blow the enemy away with the destructive force of a hurricane.
Posted Image
Wind Elemental Ventus will receive the following STAT bonus.
FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
Ventus (Wind Elemental) Level 1 ~ 3, Caster’s Bonus Stat: 5 ASPD increase and 1 second Fixed Cast time reduction


Call Ventus Level 1
Spoiler

Call Ventus Level 2
Spoiler

Call Ventus Level 3
Spoiler


Wind Insignia
Posted Image
Wind element players or monsters will regenerate 1% Max HP every 5 seconds.
Water element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Wind Insignia skill range will take 1.5 times more damage from Earth Element.

Call Tera
Summon a shattering earthquake to bury the enemy underneath with the destructive force of a continental shift.
Posted Image
Earth Elemental Tera will receive the following STAT bonus.
DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
Tera (Earth Elemental) Level 1 ~ 3, Caster’s Max HP bonus: (Summon Tera Skill Level x 5)%


Call Tera Level 1
Spoiler

Call Tera Level 2
Spoiler

Call Tera Level 3
Spoiler


Earth Insignia
Posted Image
Earth element players or monsters will regenerate 1% Max HP every 5 seconds.
Wind element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Earth Insignia skill range will take 1.5 times more damage from Fire Element.

Spirit Sympathy
Posted Image

Spirit Cure
Consumes 10% HP and SP to recover Elemental’s HP and SP for the same amount.

1.3 Status Builds

Spell Fist

STR: 1 ~ 50
AGI: 90 ~ 100
VIT: 95
INT: 100 ~ 110
DEX: 80 ~ 100
LUK: 1 ~ 30

Offensive

STR: 1
AGI: 1
VIT: 80 ~ 95
INT: 120
DEX: 100 ~ 110
LUK: 1 ~ 30

Hybrid

STR: 1 ~ 21
AGI: 1
VIT: 95 ~ 100
INT: 100 ~ 110
DEX: 100 ~ 110
LUK: 1 ~ 60

Defensive

STR: 1
AGI: 90 ~ 100
VIT: 95
INT: 90 ~ 100
DEX: 90 ~ 100
LUK: 1 ~ 60

Support

STR: 1~30
AGI: 30~50
VIT: 95
INT: 100~110
DEX: 110~120
LUK: 1 ~ 30

Edited by Riakuta, 26 November 2012 - 05:01 PM.

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#2 Riakuta

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Posted 04 November 2012 - 08:34 PM

1.4 PvM

Skill Builds

Spell Fist
http://irowiki.org/~...QrakDkAeBhcjhcY
http://irowiki.org/~...qsrAkDaNeB1cHcY (Submitted by NeoNilox)

Offensive

Defensive

Equipment

Headgear: +7 Skull Cap [1] ,Crown of Deceit [1], Rudolf Hairband
Middle Headgear: Black Devil's Mask, Black Framed Glasses [1], Mini Glasses [1]
Lower Headgear: Ninja Scroll, Well Chewed Pencil, 4 Leaf Clover
-Cards: Kathryne Keyron Card, Dark Illusion Card. Isilla Card, Nightmare Card (MvPing Beezlebub)

Armor: Diabolus Robe [1], Valkyrian Armor [1], Orlean's Gown [1]
-Cards: Cornutus Card, Elemental Card (Pasana Card, Angeling Card, etc.), Marc Card

Weapon: Thorn Staff of Darkness, Evil Bone Wand, Kronos, La'cryma Stick [2]
-Cards: Hunter Fly Card, Magic Racial Cards (Pinguicula Card, Zakudam Card, ect.)

Shield: Valkyrja's Shield [1], Orlean's Server [1], Round Buckler [1]
-Cards: Racial Card (Thara Frog, Teddy Bear, etc.).

Garment: Nidhoggur's Shadow Garb [1], +9 Heroic Backpack [1], Diabolus Manteau [1], Wool Scarf [1]
-Cards: Raydric Card, Noxious Card, Deviling Card

Shoes: Variant Shoes, Diabolus Boots [1], Valkyrian Shoes [1], Tidal Shoes [1]
-Cards: Green Ferus Card, Firelock Soldier Card, Matyr Card, Verit Card

Accessories: Orlean's Glove [1], Medal of Honor (Mage), Clip [1], Telekinetic Orb
-Cards: Phen Card, Creamy Card

MVP Cards to Consider (Only Consider if already Obtained or Accessible): Dark Lord Card, Mistress Card

Strategies

#1: Kaahi - Consume a certain amount of SP to restore HP each time an enemy uses a normal attack. Kaahi heals regardless of whether or not the attack hits.

Either create & Marry a Soul Linker on a separate account or create two soul linkers to link each other so you may receive Kaahi.

How it works: Kaahi will drain your SP in order to regain HP for a Sorcerer using Indulge as well will make you immortal in PvM as long as the monsters regular auto-attack damage does not exceed a maximum of 1400 Damage.

#2: Insignia Level 2 - Weapon Element Changed to Summon Element (Submitted by michaeleeli)

When used with Summon Level 2 and Spirit Control Level 2 it creates an interesting combination that is sure to blow away one's perceptions of a Sorcerer.

How it works: Using Insignia Level 2 will convert all respective players & monsters Weapon Element inside of the AoE to the Summons Element.
Call Summon Level 2 Spirit Control Level 2:
  • Reduces damage received from Summon Element Damage by 100%.
  • Increases damage received from Opposing Element Damage by 100%.
This means that while Spirit Control is active you cannot receive damage from Weapon Attacks of the same property as the Summon (Insignia Level 2 Converts the Targets Weapon Element into the Summon's Element) hence it can be used to tank MVPs as well as be used as a strategic advantage in PvP if used properly. Spirit Control cannot be Dispelled so the only way for removal of this effect would be Magnetic Earth or simply death of the Summon.


1.5 PvP/WoE

Equipment

Headgear: +9~12 Red Pom Band [1]
Middle Headgear: Black Devil's Mask, Black Framed Glasses [1], Mini Glasses [1]
Lower Headgear: Ninja Scroll, Well Chewed Pencil, 4 Leaf Clover, Handkerchief In Mouth
-Cards: Kathryne Keyron Card, Dark Illusion Card, Isilla Card

Armor: +7~9 Diabolus Robe [1] INT +3/DEX +3, +7~9 Valkyrian Armor [1] INT +3/DEX +3, +9 WoE Robe [1]
-Cards: Pasana Card, Marc Card, Ghostring Card

Weapon: +9~14 Glorious Arc Wand, +9~14 Glorious Destruction Staff, +9~14 Vellum Arc Wand, +4 Combat Knife

Shield: +7~9 Valkyrja's Shield [1], +7~9 Orlean's Server [1], +9~12 Immune Shield [1]
-Cards: Thara Frog Card, Flame Skull Card

Garment: +7~9 Nidhoggur's Shadow Garb [1], +9 Heroic Backpack [1], +7~9 WoE Muffler
-Cards: Raydric Card, Noxious Card, Deviling Card

Shoes: Variant Shoes, +7~9 Diabolus Boots [1], +7~9 WoE Shoes [1]
-Cards: Green Ferus Card, Firelock Soldier Card

Accessories: Orlean's Glove [1], Medal of Honor (Mage), Black Rosary [1], Glorious Ring
-Cards: Kafra Blossom Card, Smokie Card, Errende Ebecee Card

MVP Cards to Consider (Only Consider if already Obtained or Accessible): Dark Lord Card, Mistress Card, High Wizard Card, Fallen Bishop Card

Note: All except WoE Robe, WoE Muffler, WoE Shoes may be used for PvM against Demi-Human Monsters.

Getting Started:

End Game:

Strategies

#1: Basic - Use Diamond Dust, Psychic Wave, Earth Grave in the order provided. Repeat if necessary.

How it works: Diamond Dust has a (5 x Skill Level)% chance to Crystalize the Opponent. While in Crystalization state the target cannot move or use Items leaving them completely defenseless. Psychic Wave interrupts enemy cast and deals the major portion of a Sorcerers damage over a period of (0.5 x Number of Hits) seconds. Earth Grave reveals hidden enemies used to bypass hide and deal the final damage in the combination.

#2: Dispel - Removes Buffs and De-Buffs from friend or foe!

How it works: Use Dispel offensively or defensively as you see fit.
To use it offensively top priority classes to Dispel include:
*Rune Knight - Removes ASPD Buffs from Rune Knights obviously using Vellum Katzbalger.
*Royal Guard - Removes Inspiration & Piety!.
*Ranger - Removes Dances With Wargs & Gypsy Kiss from Rangers using Warg Bite.
*Shadow Chaser - Removes Preserve!
  • Note 1: Use a First or Second Class skill on Shadow Chaser to Remove Flying Kick after they are Dispeled / Do not use Transcendant or 3rd Class Skills as these will not replace Flying Kick from Shadow Chaser's Intimidate.
  • Note 2: Does not work on Soul Linked Shadow Chasers (Light Blue),
To use it defensively top priority targets include:
*Guild Members / Alliance Members in Crystalize Status - Removes Crystalization Status!

1.7 PvP/WoE Videos
Spoiler


Special Thanks:
SonicRain
Wizard
miliardo
NeoNilox
michaeleeli


Sources
http://irowiki.org/wiki/Main_Page
https://docs.google....1JP16iwYLc9vhDE

Edited by Riakuta, 10 December 2012 - 11:20 AM.

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#3 IsisThump

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Posted 04 November 2012 - 08:37 PM

I like how this is turning out so far ^_^. +1 for you~!
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#4 SonicRain

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Posted 04 November 2012 - 10:32 PM

You can also note that Rideword & Hunter Fly Cards work with spell fist, so you could sidewinder/chick hat/snake head and increase your damage pretty high for some huge heals.
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#5 Wizard

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Posted 05 November 2012 - 05:21 AM

A video of WoE Sorcerer:


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#6 miliardo

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Posted 06 November 2012 - 06:54 PM

Here is my woe video in it I show what gears to use in woe and also show my style of play although it is heavy based on int and dex food enjoy. Also if anyone has any questions that they have can get a hold of me I play in valk server Ign is Vierma or pm me here.

http://m.youtube.com...d&v=iCoYTZdlyVM

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#7 Riakuta

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Posted 09 November 2012 - 10:22 PM

Currently requesting PvM Skill Builds for Spell Fist, Offensive, & Defensive. Need at least 3 Skill Builds for each one.
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#8 michaeleeli

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Posted 10 November 2012 - 02:11 AM

I'll give you some examples of MVP'ing with different ways.
Also, do note that Arullo works on enemies during their 5 sec portal immunity, so it is good against portal-poking people. Sleep them, wait 5 sec, then DD and kill them.

Edited by michaeleeli, 10 November 2012 - 02:12 AM.

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#9 NeoNilox

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Posted 10 November 2012 - 07:44 AM

For Spell Fist, I don't think you should discard Free Cast 10, any lower level will affect the reaction time between casting a bolt skill and converging it with Spell Fist (namely, the ASPD is the reaction time). Also (in my opinion), it's better to discard Hindsight (possibly along with Double Bolt) once you switch to Spell Fist because they don't have very good synergy: every hindseen skill causes a sizeable degree of Cast Delay, hindering the spell fisting.

This is just me, but I use a La'cryma Stick for the slots (it's the best slotted rod a sorc can use), cards I could use can be 2 Hunter Fly cards (6% to regain 30% damage as HP, 3%/15% each, they DO work with Spell Fist) or magic racial cards like Pinguicula cards (insect).

I'm not totally sure how suitable my planned skill build is, I'm not sure how many variations it can has either. A possible alternative to my build is to discard Striking (and leaving Endow skills to Lv2, greatly weakening the elemental AoE skills like DD) to include Dragonology 5, Fiber Lock and 3 Insignias in exchange.

A last thing I want to add: for me, ASPD is everything, as much as Matk, and its difference between 1h rods and 2h rods are very, very sizeable (1h = 179, 2h = 172; in my case). I do have a kronos but I rather to use my la'cryma stick (+-30% dmg var) than a kronos (+-40% dmg var) not just for preventing the ASPD drop, but the vessel-sized damage difference the kronos makes, due to it I hardly notice damage improvement over the la'cryma stick, and vs. foes like scarabas, a la'cryma stick with 2 Pinguicula cards is much better than a kronos. Granted, both of my rods are +5, I don't know how much the fact would change of both rods were +12.
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#10 Riakuta

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Posted 10 November 2012 - 08:01 AM

Hmmm I heard that Double Bolt actually works with Spell Fist and actually doubles the damage per hit.
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#11 NeoNilox

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Posted 10 November 2012 - 08:19 AM

I have no idea if the latest balance patch has changed it, but so far Double Bolt never affected Spell Fist, only the hindseen bolts and the bolt skills themselves.
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#12 miliardo

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Posted 10 November 2012 - 11:32 AM

I would say that Def La croma is best one handed slotted wep out there but has anyone tested a gsod wep for it I know I tested a lot of wep and gsod does way more dmg pvm wise.
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#13 NeoNilox

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Posted 10 November 2012 - 01:43 PM

But KvM SoD doesn't have slot afaik. Infact, there's no slotted 2h staff a Sorc can use.
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#14 michaeleeli

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Posted 10 November 2012 - 02:59 PM

Summon/Insignia Combos for MvPs:

Summons can be used two ways for MvP's: Defensive and Offensive. Offensive type is not Spirit Action Lv3, instead it is its Passive mode which gives special properties to your skills. Here I will only explain the specific use and combos of Summons and Insignias to counter a few exampls of MvP's.
First recall that all level 2 Summons have a defensive skill that changes your armor property to the Summon's "property" (as in only havnig 100% resist to that element, and -100% resist to the opposite element), and that level 2 Insignias force changes all weapon properties of whoever who stands inside it to its element. This is important to remember when tanking MvP's who uses less elemental and more neutral skills.

Solo MvP:
Example: Maya | Element: Earth 4
There are always 2-3 Summon/Insignia combo for every MvP. For the easy, introductory course, a sorcerer should always be using the same​ Summon elemental and Insignia that is the opposite of the MvP's element to receive 1% of the MvP's damage. Because Maya is Earth element, you will want to use a counter Insignia to reduce its HP by 1%/5sec, which is Wind. Therefore, you will first summon Call Ventus Level 2, Spirit Control Level 2. This is a defensive mode that will change your armor property to give you 100% wind resistance. After encountering Maya, immediatly place down a Wind Insignia Level 2, and remember to stand on the side of the Insignia, as you need to give space for the MvP and its minions to stand inside it. This will force Maya and any monster inside it to attack you with Wind Property - but since you have 100% resist, you will only receive 1% of the damage (1% is default minimum for player vs MvP's, you cannot be entirely immune). Also, since Wind Insignia counters Earth Element, Maya will reduce its max HP by 1%/5sec. Furthermore - since you are also standing inside the Insignia, your attacks have become wind also - which hits Maya even more. Note that Insignias changes the weapon property, not the armor. Going even further more, you can wear a wind armor to reduce Maya's earth elemental attacks (forced through skills) and heal yourself 1%hp/5sec.

Example: Stormy Knight | Element: Wind 4
Continuing for introductory ways. You will learn that you do not always use the opposite element of the MvP. Stormy knight is wind property, yet it can use both Storm Gust and Wind Attack at the same time - by choosing Water element, you are able to ignore Storm Gust, but is susceptible and probably one-shotted by Wind Attack. If you choose Wind element, you are susceptible to Storm Gust (which hits you outside of Insignia) and heals the MvP 1%hp/5sec. Using earth, you will also be Storm gust-ed outside of your insignia, and you will be attacked by both elements. Therefore, this kind of MvP is gear dependent - you will need a Bryn/RSX to anti-knockback, or lure the MvP into a small area so you will be knocked into a wall instead. Therefore, the best element to use is actually Wind Summon/Insignia, as it gives you immune to everything but Storm Gust, which will hit you anyways. Good thing is that Stormy Knight has a low base HP, making the heal non-existent.

Example: Dark Lord | Element: Undead 4
Now, this is very easy to think of what to use. Before reading this, think what Summon/Insignia combo you would use...
Obviously because of Dark Lord's Meteor Storm, you would use Fire Summon/Insignia Combo. Not only will you be immune to his Meteor Storm, you also do way more damage since he is weak to Fire - using Fire Spellfist will do more than 20k/hit with the right gears. The only way you will die to is Coma, which is one-shot skill, and for this you cannot escape and just use a token.

Conclusion: For most low-tier MvP soloing, you usually use the opposite element of an MvP. However, there are some cases where the opposite doesn't work - and you need to find an "neutral" element to use, so that you are reducing damage from skills/magic (such as Stormy Knight or White Lady). For MvP's who have holy/shadow element, you use the combo to whichever skill it uses (e.g. Wind against Valk Rand against his LoV). For higher tier MvP's, unless you have many tokens, you will die to earthquake/coma nevertheless, so it is recommended to go with a party instead.

Party MvP:
Example: Valkyrie Randgris | Element: Holy 4
If you are an experienced Sorcerer - you can tank even better than a Sura! Valkyrie Randgris is a strong MvP whos minions also hurt alot - and they are immune to the four elements since they are Holy Level 4. Therefore, you are aiming to just tank and not attack. Valkyrie Randgris can dispell, which might be a problem for Sura. However, it does not dispell your Spirit Control lv2! Since Valk Rand uses LoV and Thunder Storm, it is absolutely important to use Wind Summon/Wind Insignia against it. With them standing inside your insignia, you will laugh as they tickle you.

Example: Ifrit | Element: Fire 4
There is a more complicated way to tank an MvP. For ifrit, you think you will need Fire Summon/Insignia to be immune to his Meteor Storm. However, his high base HP is a huge bum as it heals him 1%max hp/5sec. Unless you have a good damage output team, it is not recommended to use it. So, what do you do? Yup, you use Water Summon/Insignia! The biggest reason to this is that you reduce its HP by 1%/5sec, and that rangers/melee could actually stand inside the Insignia, doing nightmare-ish damage to the MvP. Do not worry about Meteor Storm, since you are in a team, most likely you should be putting down Magnetic Earth and having AB's ressurecting you. If you have a warlock, it is best to Ganbentenn Ifrit's ME first before you put yours down. With enough time and tokens, you are even able to solo ifrit (lols).
But there is another huge problem with ifrit - it loves stripping you down and play with you naked. Remember how players vs MvP there is a 1% damage limit? With you being stripped, 1% is enough to kill you with many things. If you have FCP, then it is perfect. But what if you don't have FCP? Well, the 1% damage limit only applies to players vs MvP. However, your summon isn't a player, it is a Summon. Therefore, if you can let your summon sit inside the Insignia and let Ifrit hit it first, it only hits the Summon 1HP/attack. Your summon can't be stripped, therefore being superiorly immune against Ifrit ^^.

Example: Edgga | Element: Fire 1
If you don't want to tank as a sorcerer but do damage, you are still able to help any of your teammates, including your priest to tank for you! Since Edgga uses alot of hard fire attacks, you can let your priest wear fire armor, then place Fire Insignia Level 2 on top of them - they will only receive 25% of the damage. Then, since you want to do more damage to Edgga, you will be summoning Water Level 2, Passive Mode to deal tons of damage with your DD/Physic Wave. Therefore if you are only a 2-3 people party, you can help your teammates tank while summoning a different element to deal more damage.


Will type in more examples for more MvP's and different situations, now I gotta go eat dinner ^^ Hope this helps (from da sorc mvp master hohoho)

Edited by michaeleeli, 12 November 2012 - 04:53 PM.

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#15 Wizard

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Posted 10 November 2012 - 07:45 PM

For PvP Purposes:

GSoD > Vellum Arcwand > Glorious Arcwand > TSoD (combo) > Kronos > La'crima

The type of pet/gears/spells/stats to use depends on the type of sorcerer you are... offensive (usually hybrid) or full support.
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#16 NeoNilox

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Posted 10 November 2012 - 11:05 PM

You said it, for PvP purposes. What about pure PvM wise?
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#17 Wizard

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Posted 11 November 2012 - 05:38 AM

You said it, for PvP purposes. What about pure PvM wise?


TSoD (combo) > Kronos > La'crima

GSoD, G Arcwand are optional since it works only against demihuman.
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#18 NeoNilox

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Posted 11 November 2012 - 07:54 AM

I gotta agree you with the TSoD combo since it gives a vessel-sized chunk of Matk when... one of them is highly refined (I forgot which one exactly) and it's one-handed, which means I won't lose a lot of ASPD, but I rather not to agree you with the kronos because I already got experience with it. Granted, I've got just a +5 Kronos, but the ASPD crush and the immeasurable damage variance the over/hyper upgrade would cause is not worth the pain for me. Pain because of my budget.

Gotta remind you my build is AGI Spellfighter, so Matk & ASPD means everything. Anyway thanks Haseo-san.
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#19 Wizard

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Posted 11 November 2012 - 11:00 AM

np.
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#20 Magefist

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Posted 11 November 2012 - 02:09 PM

Hmm I wonder what everyone's stat builds are.
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#21 Riakuta

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Posted 11 November 2012 - 02:12 PM

Hmm I wonder what everyone's stat builds are.


Mine :P

Offensive

STR: 1 ~ 21
AGI: 1
VIT: 95 ~ 100
INT: 100 ~ 110
DEX: 100 ~ 110
LUK: 1 ~ 60
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#22 Wizard

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Posted 11 November 2012 - 02:18 PM

Mine :P

Offensive

STR: 1 ~ 21
AGI: 1
VIT: 95 ~ 100
INT: 100 ~ 110
DEX: 100 ~ 110
LUK: 1 ~ 60


too much VIT/LUK imo.

Sorcerer's spells are mostly INT based... also, weapon MATK is useful as well.
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#23 miliardo

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Posted 12 November 2012 - 10:53 PM

TSoD (combo) > Kronos > La'crima

GSoD, G Arcwand are optional since it works only against demihuman.


I don't know if I should say this but my gsod does way more dmg in pvm then any other wep and slaughter effect activates still idk if this is a bug or what but when I did 100k cr on scaraba was pretty crazy and that was with tele orb acc

Edited by miliardo, 12 November 2012 - 10:54 PM.

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#24 cloudblue

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Posted 26 November 2012 - 04:21 PM

Ill share mine so far:

Battle (solider) Sorcerer
lvl 109:
str: 47 +2
agi:75
vit:50 +2
Int:80 +7
Dex:65 +3
luk:24

lvl 150 (rough sketch; i think there is more stat points):
str: 50
agi: 80 ~ 100
vit: 50~ 70
Int: 90 ~ 100
Dex: 70 ~ 100
luk: 30

Skill build:
Now:http://irowiki.org/~...qnaNabandn1cHcY
At job 50: http://irowiki.org/~...rAbnabaAdn1cHcY
Am close to coming up with a viable stat build and skill build after lots of experience playing around... I posted my progress on the irowiki forum a long while back (maybe i already have it =O); now am concentrating on my super novice..

Edited by cloudblue, 26 November 2012 - 04:39 PM.

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#25 Riakuta

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Posted 26 November 2012 - 04:49 PM

Ill share mine so far:

Battle (solider) Sorcerer
lvl 109:
str: 47 +2
agi:75
vit:50 +2
Int:80 +7
Dex:65 +3
luk:24

lvl 150 (rough sketch; i think there is more stat points):
str: 50
agi: 80 ~ 100
vit: 50~ 70
Int: 90 ~ 100
Dex: 70 ~ 100
luk: 30

Skill build:
Now:http://irowiki.org/~...qnaNabandn1cHcY
At job 50: http://irowiki.org/~...rAbnabaAdn1cHcY
Am close to coming up with a viable stat build and skill build after lots of experience playing around... I posted my progress on the irowiki forum a long while back (maybe i already have it =O); now am concentrating on my super novice..


I do not see this build as being viable, but I will accept it if you can give me a video of it being used in action. I think you would be better off using the Spell Fist build I provided as Spell Fist is probably the best battle build for Sorcerer that I can think of.
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