|
|
 |
 |
| Vanguard:Saga
of Heroes>>Classes & Skills>>Adventuring
Classes |
|
|
 |
|
|
|
|
*These classes are unavailable at launch. |
 |
Class overview |
 |
|
| Sorcerer - Master of the elements |
The sorcerer is a caster well versed in the use of elemental magic.
They are a powerful class capable of harnessing the elements to create magical effects, generally offensive in nature. The mechanics of the sorcerer's casting system is not completely known, but they will probably focus around first mastering the four prime elements and then combining them. Currently, the four known para-elements are:
- Earth and Fire
- Earth and Water
- Water and Air
- Fire and Air
More combinations are rumored to exist. In addition, very advanced sorcerers may discover ways to combine three or even four elements to create powerful quasi-elements.
|
|
|
|
 |
Relative detail |
 |
|
| Abbreviation: SOR |
| Sphere: Adventuring |
| Archetype: Arcane Caster
|
|
Allowed Races: Thestran/
Dwarf/
High Elf/
Mordebi/
Qaliathari/
Gnome/
Dark Elf/
Kurashasa/
Goblin/
Kojani/
Half Elf/
Raki |
| Gear: Staff, Dagger, Light armor, Focus items |
| Talents: Fire, Ice, Arcane magic, Counterspell, burst DPS |
|
|
|
|
 |
Sorcerer Spells and Skills |
 |
|
| Check here for full details. |
|
|
|
 |
Other info |
 |
|
Sorcerers are limited to light armor and can use daggers and two-handed staffs.
A Sorcerer's nukes come in 3 elements: arcane, fire and ice.
Arcane spells are sustained nukes--ones the sorcerer can cast repeatedly to maintain a good temp of damage. Most arcane spells provide feedback, an effect that generally returns 20% of the original cost of the spell back to the sorcerer over a few seconds.
Fire spells are blast nukes--ones the sorcerer can cast to cause big damage in a short time. Fire spells also cause a burning damage over time (DoT) effect to remain on the target for a few seconds. The DoT effect will break roots, stuns, and mesmerization.
Ice spells typically do small damage and impair the movement of the target.
The Sorcerer gets a handful of buffs, most of them self-only. These include:
- Mantles--buffs that protect the target(s) from arcane, fire & ice, or all energy types at once
- Barriers--buffs that either raise the armor class (AC) or energy regeneration rate of the sorcerer
- Amplifications--buffs that change the damage, cast time, or energy cost of the next spell the sorcerer casts
- Wards--buffs that protect the target(s) from spell damage
- Invisibility--buffs that make the target invisible for a short duration
Debuffs for a Sorcerer consist of the movement impairment wrought by the ice spells, a short-term root that also has a chance to blind the target, and the ability to remove on eof the target's buffs. At this time, it is unclear if multiple castings will remove more than one buff.
The Sorcerer has a small collection of spells that allows her to conjure magical items for her use only. The sorcerer can conjure rings that add to INT and WIS and provide other special abilities. She can also summon an Energy Shard that can be used in combat to regain a massive amount of energy. The recast on Energy Shard is long.
Like other arcane casters, a Sorcerer has a chance to identify a spell being used by an enemy and counterspell it. The counterspell could either completely nullify the spell or change the enemy spell into something beneficial to his group. For example, a Sorcerer's counterspell may turn a damage spell into energy or health for himself or his group. When using counterspells you must do three things:
1. Identify that an enemy spell is being cast. Identification is dependent on your wisdom and intelligence attributes. You should see an icon along with a timer indicating the amount of time remaining before the enemy spell is cast.
2. Identify the particular spell. You not only see that a spell is being cast but you are able to identify the spell. In addition to seeing the spell icon you will receive an audible signal that you can use your counterspell abilities. If you are unable to identify the spell you can still attempt to interrupt it by using another spell like Color Spray.
3. Use your Counter Spell. Once you hear the auduble signal you should be able to use your counterspell. Counterspells can be resisted.
|
|
|
|
|
|
|
 |
|
|