Difference between revisions of "Category:Sorcerers"

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'''Soloing:''' Sorcerers solo well, and are possibly the only class than can continue to do so at the Lord tier.
 
'''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. It can be a struggle to get to 101 and gain [[Torment]] but with [[Vampire Touch]] Sorcerers can tank surprisingly well.
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'''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. Unlike Wizards they do learn dodge however. It can be a struggle to get to 101 and gain [[Torment]] but with [[Vampire Touch]] Sorcerers can tank surprisingly well, although they don't learn rescue (or trip).
  
 
'''Hitting:''' Sorcerers, like Wizards, are bereft of the hitting skills mages receive. Therefore, they do not make good hitters.
 
'''Hitting:''' Sorcerers, like Wizards, are bereft of the hitting skills mages receive. Therefore, they do not make good hitters.

Revision as of 10:18, 12 December 2011

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

Sorcerers gain much more mana than mages (and a bit more mana than wizards). They receive much less (around half) the hp of a mage. They specialize in single-target spells and don't gain many area-damage spells. They receive very little of the melee-related skills that mages have, so they rely purely on spell damage. They also lose out on some protective spells, the most important of which is sanctuary.

They receive various utility spells to help them out. Flash, Tainted Genius and Death Shroud are the most important of them. However, for learning many of their spells, they have to practice demonic intent, which makes their alignment irrevocably evil. Thus one may need to get a new set of gear for them.

Overall, they are usually less useful than mages and wizards at hero but are very powerful at lord, where they typically have twice the mana of a mage and much better spell damage.

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. Unlike Wizards they do learn dodge however. It can be a struggle to get to 101 and gain Torment but with Vampire Touch Sorcerers can tank surprisingly well, although they don't learn rescue (or trip).

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.

For a double-remort sorcerer, like a hie or tua sor, it's better to remort sor first, then remort race. For a spr sor, either way is fine.

Subcategories

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