The sorcerer is a master of natural elements including: earth, fire, water and wind. The class is a caster, relying on nuking power and not much else. Primarily relying on casting spells with no protection from gear and no backup from weapons, the sorcerer cannot take damage like melee classes.
A sorcerer gets robe mastery, which gives little in terms of a physical defense, but this typical and expected with any casting class. Built wonderfully for ranged spells, a sorcerer is a typical class for PVP and can be very destructive. With skills such as paralyses, chains of ice and meteorite impact makes this class very effective in PVP as they are area of effect spells.
Goal in PVP (player versus player) scenario is to slow or stop the opponent, the objective is to keep the opponent out of range of attacks towards you and 'crowd control' many of the opposing team for manageability. Effective PVP teams include a sorcerer, a healer and an assassin. This grouping is effective offer the separation needed to confuse the enemy, but offers range to assist each other.
This classes primary destructive skills are explosion, winter's embrace, burn and mist of soul which provide this casting class with instant damage with the added effect of damage over time spells, helpful when a target runs.
As with any destructive casting class, the sorcerer (mage) is well known as being a complicated class to maintain. Not an easy class, often this class can be complicated to maneuver and requires nearly constant movement to avoid enemies. Playing this class is destructive, however take into account how much keyboard and mouse movements are needed to elude targets.
In Aion, the Sorcerer gets a choice of a new weapon. Until now the archetypes have been forced to use only a spellbook, but now a new option has opened, an orb. The orb is new and who doesn't like new things to try out. The Orb of Karma does more damage and has higher stats. But, one key flaw failed to be mentioned with the Orb of Karma is that this is a melee close ranged weapon. This is a death wish for the Sorcerer and the Spellbook of Karma is a better option. All power and no protection is not always the smartest option with a ranged class. You are better sticking with the ranged items which you are accustomed to and better suit the class. The orb is better built for the Spiritmaster class, which deals more with close range combat. Know what is best for the Sorcerer and not mix the two classes.
Level 10 is a pivotal time for the sorcerer; this is the time in which you begin to graduate for the well known mage to something more powerful. This is when you begin getting skills to help aid you in herb and mana treatments. Let's face it. A sorcerer is only as good as his/her ability with herbs and mana regeneration skills will allow, without these you are out of mana, which is worthless to you and your party and puts you at the mercy of your attackers and enemies. This makes the level 10 range, important to sorcerer growth.
Also, this is the level that you are graciously rewarded with Sleep. This is the first effective crowd control spell, vital to your class. Sleep with a relatively low cooldown time of only 15 seconds is helpful for PVE and splitting up those tricky mobs of two or more. Lasting in duration of about 20 seconds, damage does not wake them up. You can cast away on the target, but keep in mind that Sleep has its weakness. Greatly increasing your targets elemental defenses, this is better for crowd control while you pick off another target. If you decide to damage this target, remember that your mana is a vital resource you should not take lightly. Always keep an eye on your mana and always use regenerations when possible. This is good practice for later in the game, when your practice now will pay off greatly.
Your actual power begins to come into play around level 13, with spells too that are helpful for evading mobs. Flame Harpoon is a interesting looking spell which is a harpoon made of flames dealing 430 damage, a 2 second cast with a 6 second cooldown. Also, at level 13 you gain a Blind Leap spell, helping you evade mobs in case you have taken on too many enemies at once. However, this spell is a little different from normal 'Blink' spells. Blind Leap actually propels you backwards, 15 meters instead of forwards. You need to always be aware of your surroundings being a caster class; this spell requires you knowing where you are and where you will be going. Into another mob, whenever you are trying to escape a first mob is not helpful to your escape.
At level 16, you get further help with your destructiveness in the form of fire DOTS (damage over time spells), water type AOE (area of effect) and a delayed fire blast fireball with an added bonus, Delayed Blast I.
From this point out, it is only more carnage and destruction for the Aion Sorcerer class. Who needs the Spiritmaster class when you can just rely on the destruction behind your spells?
Aion Sorcerers are also known as glass canons and if this overview has not convinced you, perhaps you need some more information.
Strengths:
Extremely high DPS (ranged)
Ability to evade mobs easily
Less gear dependant
Weaknesses:
Slow auto attacks
Slow mana regeneration
Inability to take direct damage
Our website is not responsible for the information contained by this article. Webworldarticles.com is a free articles resource thus practically any visitor can submit an article. However if you notice any copyrighted material, please contact us and we will remove the article(s) in discussion right away.
This article was sent to us by:
Textbroker at
07162010
1. Chess
All articles in this directory are property of their respective authors. Additionally, read our Privacy Policy
© 2010 WebWorldarticles.com - All Rights Reserved. Partners: Gunblade Saga