Difference between revisions of "Category:Sorcerers"

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[[Category: Remort Classes]]
 
[[Category: Remort Classes]]
 
Sorcerers are a [[remort]] class, so there is no "next" class to remort to. However, there are several options for remort races that work well for a sorcerer. [[Sprites]], [[Demonseeds| demonseeds]], [[Dragons| dragons]], [[Tuataurs| tuataurs]], and [[High_Elves|high elves]] are well-suited to be a sorcerer. Other remort races such as [[Golems| golems]], [[Minotaurs| minotaurs]], and [[Trolls| trolls]] are ill-suited to be a sorcerer. If you are concerned about the time it takes to double remort, think carefully and do the math, analyzing whether it is more efficient to remort the race first or the class. For example, it takes less total lord xp to run an elf to 200, and then remort from elf sor to hie sor, even though it's more total lord levels.
 
Sorcerers are a [[remort]] class, so there is no "next" class to remort to. However, there are several options for remort races that work well for a sorcerer. [[Sprites]], [[Demonseeds| demonseeds]], [[Dragons| dragons]], [[Tuataurs| tuataurs]], and [[High_Elves|high elves]] are well-suited to be a sorcerer. Other remort races such as [[Golems| golems]], [[Minotaurs| minotaurs]], and [[Trolls| trolls]] are ill-suited to be a sorcerer. If you are concerned about the time it takes to double remort, think carefully and do the math, analyzing whether it is more efficient to remort the race first or the class. For example, it takes less total lord xp to run an elf to 200, and then remort from elf sor to hie sor, even though it's more total lord levels.
 +
 +
as an alternative, which perhaps someone can correct, my little math experiment regarding double remort for drw/hie sor:
 +
 +
assumptions:
 +
drw tnl 1176
 +
hie tnl 2000
 +
50 mortal levels + 800 hero levels to reach lord
 +
levels from all 3 tiers treated equally
 +
 +
drw mag > hie mag > hie sor
 +
850 + 25 + 200 = 1075
 +
(875 * 1176) + (200 * 2000) = 1,429,000
 +
 +
drw mag > drw sor > hie sor
 +
850 + 200 + 125 = 1175
 +
(1050 * 1176) + (125 * 2000) = 1,484,800
 +
 +
conclusion: going hie and then sor saves 56k xp. however, it is arguably easier to lord a sor than a mag, so it might be worth the 56k extra xp...

Revision as of 09:30, 13 January 2009

Think of power. Think of domination. Think of accomplishing these things with blood, pain, and consorting with demons. Like to dabble in the undead? Sorcery is for you, then. Only the most greedy and black hearted souls walk down the Path of Sorcery, but that's just how they like it. Their Prime Statistic is Intelligence, giving them an advantage in regards to knowledge and magic. Sorcery is a highly specialized field, however, so they will never be said to be good at wielding a sword.

Abbreviation: Sor.

Prime Requisite: Intelligence.

Sorcerers in General

While Sorcerers lack in area spelling, they have single target damage, and a few spells like Tainted Genius and Death Shroud to help them out. It can be a struggle to get to 101 and gain Torment but with Vampire Touch Sorcerers can tank surprisingly well.

See Mages for an example.

Sorcerer Creation

Only Mages, Psionicists and Mindbenders can become a Sorcerer. It is a remort class that is only available at Lord level 100 (to become a Human Sorcerer) or Lord level 200 to maintain the current race for Mages and Mindbenders, and levels 150/300 for Psionicists.

Occasionally, Sorcerers may be available as a special gift, prize for a special quest, or offered as part of an Ubercon contest. This has been offered in the past, but there are no guarantees that it will be offered in the future.

Sorcerers at Lowmort Tier

Training

Similar to a mage, a new sorcerer's first priority should be to train wisdom, either as much as is possible or enough that it may be maximized using level gear, so as to gain as many practice-points per level as possible.

Sorcerers should next train both their intelligence, which will (1) give them larger average mana gains and (2) increase their spell damage and (3) allow them to become adept at skills using fewer practice points, and their constitution, which will increase their average hit-point gains per level. Sorcerers generally have fewer hit points than mages of a similar race and level, so every hit point is crucial.

Sorcerers should then consider training both their dexterity, which may help them avoid combat damage, and their strength, which will increase both their carrying capacity and their melee damage, although training these two statistics is less urgent and may be postponed if desired.

See Statistics for more detail about each of these five statistics and their effects.

Practicing

Some of the skills and spells of the sorcerer are useless or less important, such as infravision, container lore and weaken. Others are needed only because they are prerequesites for other, more important spells. Lore, detect evil and corruption, for example.

Other skills are critical for a sorcerer, especially if the player plans on soloing or tanking. Vampire touch, flash, tainted genius and leech fall among these.

A player will have to analyze the number of practice points available, costs and need to train stats before selecting spells and skills.

Worshipping

Sorcerers often find the rigors of worship to be too demanding, taking away from their dedication to the dark arts. However, other sorcerers find benefit in worshiping one of the gods of the realm.

Many sorcerers worship and eventually devote to Bhyss, enjoying the bonuses to casting damage, while others find comfort in the benefits of Shizaga. Players should also consider that sorcerers are known to die more frequently than others, and consider the costs of experience point losses during death.

Kra, Tul-Sith, and Roixa offer few advantages to sorcerers and do not reward them for their dedication to the dark arts like other gods do.

Fighting

Soloing:

Tanking:

Hitting:

Sorcerer Prestige Options

none

Sorcerers at Hero Tier

Training

Practicing

Devoting

Lowmort and Hero-level Sorcerers generally worship Shizaga or Quixoltan. The benefits of the former are lower spellcost, less spell lag, a slight xp bonus and better gains than atheist; the latter offers a noticeable hp bonus and slightly higher average mana gains, but also engenders many negatives (higher spellcost/spell-lag, high death xp loss, no xp bonus, etc.). Lord Sorcerers virtually always devote to Bhyss for the spell damage bonus.

Fighting

Soloing: Sorcerers solo well, and are possibly the only class than can continue to do so at the Lord tier.

Tanking: Sorcerers with good AC gear and hp make acceptable tanks, but the lack of shield block and parry can affect their ability to last without a healer.

Hitting: Sorcerers, like Wizards, are bereft of the hitting skills mages receive. Therefore, they do not make good hitters.

Sorcerers at Lord Tier

Sorcerers are a welcome addition to any Lord group due to their significant advantage in terms of mana in comparison with mages, psionicists, mindbenders and even wizards. Their spell damage is also the highest of any spellcasting class on AVATAR, particularly while immolated. Moreover, they are arguably the only class capable of soloing or duoing (with a larger partner, or another sorcerer) at the Lord tier and actually gaining meaningful experience.

Sorcerer Remort Options

Sorcerers are a remort class, so there is no "next" class to remort to. However, there are several options for remort races that work well for a sorcerer. Sprites, demonseeds, dragons, tuataurs, and high elves are well-suited to be a sorcerer. Other remort races such as golems, minotaurs, and trolls are ill-suited to be a sorcerer. If you are concerned about the time it takes to double remort, think carefully and do the math, analyzing whether it is more efficient to remort the race first or the class. For example, it takes less total lord xp to run an elf to 200, and then remort from elf sor to hie sor, even though it's more total lord levels.

as an alternative, which perhaps someone can correct, my little math experiment regarding double remort for drw/hie sor:

assumptions: drw tnl 1176 hie tnl 2000 50 mortal levels + 800 hero levels to reach lord levels from all 3 tiers treated equally

drw mag > hie mag > hie sor 850 + 25 + 200 = 1075 (875 * 1176) + (200 * 2000) = 1,429,000

drw mag > drw sor > hie sor 850 + 200 + 125 = 1175 (1050 * 1176) + (125 * 2000) = 1,484,800

conclusion: going hie and then sor saves 56k xp. however, it is arguably easier to lord a sor than a mag, so it might be worth the 56k extra xp...

Subcategories

This category has the following 2 subcategories, out of 2 total.