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.
Fire - Used mostly for its ability to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).
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.
Job Change Guide
A Scholar needs to be 99/70 in order to job change into a Sorcerer.
Psychic Wave is the most powerful spell in the Sorcerer's arsenal. The skill hits enemies in waves for a total number of (Skill Lv. + 2) times and if a weapon of type Staff or Book is equipped the skill will damage twice in each wave.
There are many equipment that can be used for this build and their prices vary depending on the demand which is always high considering this is one of the best damage dealers.
This is not a very good F2P starter build and needs some / considerable level of investment. But once built properly this build can be used to farm and hunt pretty much all of the content in game with ease.
Stat Points
Stat
Amount
Notes
STR
1
Not needed as such, only for weight capacity.
AGI
90 - 110
AGI needed for Flee and high ASPD, preferably 193.
AGI: 1-50 (ASPD animation delay for smoother, faster casts, status resists)
VIT: 95+ (stun immunity, HP pool)
INT: 100-125 (primary stat for damage, silence immunity, SP pool)
DEX: 100-125 (variable cast time, small amounts of MATK)
LUK: 1-30 (small amounts of MATK, p.dodge and other small bonuses)
The offensive AoE build strips itself of its former single target spell past and ascends to the utilization of magic that deals damage to multiple foes. INT is the primary attribute to increase this damage output. Since INT is directly in Sorcerers' spell formulae, each point in INT will increase damage more than an equivalent in MATK alone. High amounts are key, thus the MATK one can gain through LUK or gear is inferior to equal amounts of INT. However, MATK is still included in the skill formulae so getting a small amount of LUK is still recommended, and it also provides other bonuses like perfect dodge and status resists. Sorcerer AoE spells have a very short after cast delay, but very high reuse delay. A common practice of using AoE spells in combination is key to reach high damage output. Unlike its Warlock counterpart, Sorcerers gain very little from the global cast delay effect of Magic Strings, as individual skill reuse delays CANNOT be reduced. The variable cast time reduction effect of Magic Strings is definitely helpful however.
The Sorcerer's most powerful AoE spell is Psychic Wave, which is neutral element by default but can be changed into Fire, Water, Wind, or Earth property through Summons. The next tier spells are Diamond Dust, Earth Grave, and Varetyr Spear. Getting at least one other second tier AoE is essential for effective combos, but learning all three severely limits the other spells you can acquire. It is suggested to gain at least one Elemental Summon ally, as they can change the element of your Psychic Wave. Preferably, the Fire Spirit Agni is the best choice, due to the severe lack of fire spells. This will also increase the healing effects of Warmer, which, when used with Indulge to also recover SP, proves to be incredibly effective and can save you a ton of supplies. In addition, if you choose to use Fire Walk, that damage will also increase. Offensive Sorcerers are a good balance of offense and defense, and can achieve the 100 total VIT necessary to become immune to stun in PvP and WoE. Offensive built Sorcerers may find themselves also acting as support in many situations, including giving SP to party members and so on. It is definitely possible to build a full offensive magic DPS Sorcerer that can still provide most (if not all) of the support skills in many situations.
INT: 40-90 (INT is now necessary due to it being in the cast time formula and Soul Exhale only giving half your current SP.)
DEX: 100-120
LUK: 30-100
The Support type is going to differ from how the Scholar class was in pre-renewal. Soul Exhale now has a 3 second fixed cast time and only gives your target half of your current SP. Gone are the days that Champions (now Suras) can be filled instantly and quickly for fast leveling. Magnetic Earth has lost some of its usefulness as many 3rd class skills bypass it. Dispell has also been given a large fixed cast time. Due to this and the lack of many new support skills, the niche that Scholars used to have has been diminished. The role has not been lost! Due to the advent of status inflicting spells such as Diamond Dust and Arrullo, the AoE healing abilities of Warmer with no catalyst cost (especially with fire summon), and the supporting skill that can be achieved through Summon skills, the Sorcerer can be a very powerful support. Striking is a great buff to ATK classes (both physical and ranged ones). Note that a support oriented Sorcerer can still opt for the AoE Sorcerer skills to provide some damage when needed, at least in the leveling phase. Stats-wise, a support Sorcerer does not necessarily differ too much from an offensive caster Sorcerer. Some players may choose to go with a complete full support build for their Sorcerers who have reached 150/50 however.
AGI: 100 - 120 (120 agi only if you can't reach 193 aspd)
VIT: 90 - 100
INT: 120 - 125
DEX: 120 - 125
LUK: 1 - 60 (choose either str or luk)
Spell Fist Sorcerers is the evolution of the Hindisight/Bolt Scholar. By combining bolt damage into their auto attacks, they can increase their damage output. With the latest October 22 skill update, Spell Fist became a buff that lasts 3 minutes instead of powering a specific number of auto attacks. Thanks to this buff and the new Elemental Summons from Elemental Masters, there isn't a need for Hindisight to finish or complete your dps. However, Sorcerers can use this skill until they reach Elemental Masters to increase their damage further. This build is still single-target focused but very flexible as you can combine spell fist with other auto-cast skills and gears or be a battle sorcerer. Spell Fist Sorcerers can kill MVPs by combining the Insignias, Elemental Summons, and terrain skills(Whirlwind, Diluvio or Volcano); however, they struggle to kill Holy 4 and Dark 4 MVPs as they are immune to elemental damage.
A spell fist build is dedicated to boosting either Fire/Cold/Thunder bolt using gears such as Magical Rings, Magician's Night Cap and Juu cards, and other gear that improve magical damage. Leeching gear, cards and pets also help as Spell Fist is a melee magical skill, meaning that it takes advantage of effects that are triggered by doing auto attacks. However, physical damage modifiers do not increase the skill damage. It's recommended that Sorcerers choose a primary element to focus on, as gears tend to increase only one element type.
Since the Sorcerer class is more versatile than its predecessors, they can wear different sets of weapons and armors.
Weapons
Thorn Staff of Darkness - One of the most popular choice for weapon, because you can use the Malangdo Enchanter and get Spell enchants to reduce your variable cast time (most people opt to get at least spell 4/4) can also be used in combination with Skull Cap [1] to get more matk, and if the weapon is +10, it reduces variable cast time by 10%
Kronos - The most powerful two-handed staff a Sorcerer can wield, this weapon is a must-have for Caster Builds due to its INT and MATK bonuses. This weapon is most effective when refined up to +10, which would give a total of 8 INT.
Ledger of Death - The deadliest Book ever made, this can potentially give the highest bonus to ASPD, which is indispensable for Hindsight-based builds.
Laphine Staff - This staff is a viable weapon for those Support builds that rely on fast-cast skills. Combos with Laphine Shield [1] and Kardui Robe [1] for additional MATK per upgrade of the weapon when one/both of the armor items are at a certain upgrade level or higher.
Combat Knife - A great woe & pvp weapon to use. Can be enchanted at Malangdo.
Moonlight Dagger - A great weapon for support sorcs, because it increases their maximum sp, thus allowing them to give more sp when using Soul Exhale. Can be enchanted at malangdo.
Vicious Mind Rod [1] is usable at level 160+, and is randomly enchanted when dropped from monsters in the Sky Fortress instance. Gets extra MATK per upgrade level (up to 15)
Vicious Mind Staff [1] is usable at level 160+, is two-handed, and is randomly enchanted when dropped from monsters in the Sky Fortress instance. Gets extra MATK per upgrade level (up to 15)
Crimson Rod [2] is another weapon that gets additional MATK per upgrade level of the weapon (up to 15).
Survivor's Rod (Dex) [1] when combo'd with the OCP gear in the Survivor set. The combos are geared for Wizards, but will give decent amount of MATK, cast time reduction, and other bonuses
Crown of Deceit [1] - A useful headgear for decreasing variable cast time, best if upgraded to +9 or more
Skull Cap [1] - A must have headgear for increasing your matk, best if upgraded to +9 or more, use in combination with Thorn Staff of Darkness for more matk, and if the staff is upgraded to +10, reduces variable cast time by 10%
King of Spirit Circlet - Skill delay reduction and damage of Earth Grave and Diamond Dust increases at +0 and more at +7 and +9. Based on learned skills, it will reduce cooldown of skills, or increase damage, or reduce cast time. At +10, bypass all hard MDEF of enemies.
Survival Circlet [1] - Additional INT per upgrade, even more if level 130+. Combined with the Survivor's Set it can increase Earth and Wind damage, reduce cast time, reduce damage from Demi-Humans, and/or give additional MATK based on Survivor Rod's upgrade level.
Magician Knit Hat [1] - Increases damage to and received from Undead race. At +9, it adds +25% damage.
Turkey on Your head [1] - A great headgear you can use to increase your max sp, so you can maximize the amount of sp you can give with Soul Exhale, best if upgraded to +9 or more
Magician's Night Cap [1] - A must have headgear for sorcerer going down the Spell Fist route, best if upgraded to +9
Mob Scarf - Must combo with Sunglasses [1] or Glasses [1] (unslotted versions too). Add your base INT and DEX together and aim for 80, 160, or 240. This will give MATK +120 and reduce variable cast time by 3% per totaled sum of the stats.
Tree Sprout - PVP gear. Combo'd with Tendrillion Card it will give 2% per upgrade magical damage if card is attached to a Book or One-Handed Staff.
Nidhoggur's Shadow Garb [1] - A great defensive gear, and the max sp increase it gives is beneficial for support sorcs when giving sp via Soul Exhale, best if upgraded to +9 or more
Heroic Backpack [1] - A great all around purpose garment, good for all situation , best if upgraded to +9 (just remember to have your intended stats at 90 for it to take effect)
Fallen Angel Wing [1] - A must have for sorcerer wishing to maximize their potential at their chosen fields (offensive, support, or Spell Fist), can be enchanted at eden kitchen (offensive sorcs can go with spell enchants, support sorcs can go with either spell enchants or max sp enchants, and Spell Fist sorc can go with aspd enchants), best if upgraded to +9
Variant Shoes - The HP and SP bonuses can ensure a more resolute presence in WoE and PVP situations. Do NOT upgrade the item to get the most HP and SP bonus.
Enhanced Variant Shoes [1] - The slotted version of variant shoes. Does not give as much hp/sp as variant shoes, but it gives extra def/mdef upon upgrade, and the slot gives it a little more versatility. Can be gotten by doing Reno's Crystal Quest on Eden 2nd Floor
Temporal Int Boots - Great for offensive and support sorcs, as it increases matk and sp, best if enchanted with spell enchants to reduce variable cast time (offensive sorcs can opt to get Runaway Magic enchant on the boots 3rd slot)
Temporal Dex Boots - Great for offensive and support sorcs, as it gives the opportunity of reducing fixed cast time, but the downside is you have to get 120 dex for it
What sets sorcerer apart from their warlock counterpart is the ability to achieve instacast, this applies to some offensive skills (like Psychic Wave, Diamond Dust) and some support skills (like Soul Exhale)
There are 2 things that you need to have in order to achieve instacast :
The Ventus summon allows the sorcerer to reduce their fixed cast time by 1 sec. This is a huge boost considering most of sorcerers skills has a 1 sec fixed cast time on them, so using ventus means you can get rid of the fixed cast time part on some of your skills. Note that level 1 to 3 Ventus gives the same amount of fixed cast time reduction
In order for the summon ventus to reduce your fixed cast time, it needs to be put in passive mode, and Spirit Control level 1 puts your summoned spirit in passive mode, so dont forget to cast it before you go into a fight
This skills allows you to cure your summoned spirit using your hp and sp. To achieve instacast you need Ventus alive and in passive mode, so making sure that Ventus last as long as possible is very helpful
This skill increases your summoned spirit max hp and sp. This skill helps in giving ventus a little bit more survivability, though not necessary
Equipment
Another part of achieving instacast is the equipments you're using. Stacking variable cast time reductions is a must because your fixed cast time reductions has been taken care of by Ventus, which means you need to get some equipments enchanted, particularly with the spell enchants (please refer to the Malangdo Enchants, Fallen Angel Wing Enchants, RWC Accessory Enchants, and Temporal Boots Enchants page on how to get spell enchants). With the amount of equipments available, there are a lot of choices that you can use to reduce your variable cast time, it just amounts to whatever funds you may have and what situations you are using them for
Here are a list of equipments setups that you can use to reduce your variable cast time (note that these are just examples and not the only combinations available, you can mix and match them to suit your own needs) :
Calls forth a lightning spear to deal Wind property magical damage to all enemies in a 3x3~9x9 area around the target and has a 5~25% chance to stunning them.