Sorcerer
A quick guide for Sorcerer job classes
Overview
AoE Magic
Unlike their predecessors, Sorcerers have the ability to do area of effect damage. Psychic Wave will be your most used area spell due to its major damage, large AoE, and Neutral element (you can "endow" your Psychic Wave via summons).
Diamond Dust (Water element) has an average AoE, damage, and cast time.
Earth Grave (Earth element) has an average AoE, lower damage, and a quick cast time (has the ability to knock units out of hide/cloak).
Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (requires a target unit).
The three elemental spells are heavily based on the level of their corresponding endow.
Killing Cloud (Poison element) has an average AoE, damage, and cast time (hits multiple times).
Summons
Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. There are 3 levels for each element, each having a different summoning requirement (catalyst). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). A summon has the elemental resistance of that elemental type (Agni is 100% fire). Summons each have the ability to change the element of Psychic Wave, change the Sorcerers elemental resistance (100% resistance to that element), and boost certain elemental spell's damage. On top of that, each element has a specialty.
Water - Used mostly for its ability to boost the Matk of the Sorcerer.
Wind - Used mostly for its ability to boost ASPD, reduce total cast time, and create a defensive barrier.
Earth - Raises max HP and defense of the Sorcerer, and can cause stun with its attacks. It is somewhat less desirable than other summons.
Insignias
At first, Insignias can be a little confusing and hard to use, but they can be extremely powerful. Insignias require a bit of setup and coordination and also have high skill requirements.
Insignias can be created of the 4 basic elements.
Only one of each elemental insignia can be placed at a time (insignias do not share the same cooldown).
Insignias are 3x3 ground enchants.
Each cast cost 1/2/3 Point (depending on level used), which can be bought in Geffen tower (200z ea).
Points are Etc item, each having a different element corresponding to that insignia (Scarlet Point/Indigo Point/Lime Green Point/Yellow Wish Point).
Each insignia has 3 levels.
Level 1 - Boosts the ability / HP and SP regen of that corresponding elemental summon.
Level 2 - Changes weapons element to the insignia element (this excludes monster skills).
Any unit, friend, or monster that stands INSIDE the insignias 3x3 AoE attack will change. For example, if you are wearing fire armor, and a monster hits you while THEY are standing in a level 2 fire insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken). If you have 100% immunity to that element, you will take 1 damage.When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target.
Level 3 - Increases that players elements magic damage when THEY are standing inside the insignia and additional bonuses to that element (faster cast time, more matk, etc).
Each insignia has the ability to boost the counter element no matter which level you use. For example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks. Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element. It will heal the same element and damage opposite element (see insignia links below for more info). This is VERY important to understand when dealing with mvps. For example, fire insignia level 2 might seem like a good idea on Ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec). This can be countered by also placing a water insignia (-1% hp every 5s).
Additional examples
Your tank comes back with a few more monsters than he is able to handle. If you know what armor they are using, placing a level 2 insignia on top of the monsters will reduce the damage they take by 1/4.
Precasting magic while standing in level 3 insignias.
A person, with 100% water resistance, tanking an MVP (ie Drake). Water insignia level 2 on the MVP will reduces its damage considerably and increase all incoming wind attacks by +50%.
Summons will take 1 damage if you place the corresponding level 2 insignia.
Related Link to Sorcerer Build List
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