Aion Sorcerer Class Guide - Levels 10-19

Article by TJSonntag (2,190 pts ) , published Oct 28, 2009

For those who prefer a powerful class that deals direct, elemental damage, the Sorcerer is just what you're looking for. Spells to crowd-control and then quickly demolish your targets with the powers of Earth, Wind, Water, and Fire are the bread and butter of Aion's Sorcerer class.

What's different about being a Daeva?

DPReaching level 9 automatically queues up the Ascension quest for your chosen faction. This huge step in your leveling brings about a ton of changes, primarily the gift of your wings. Your Sorcerer, while still confined to cloth armor, will now be able to choose between carrying a Spellbook or an Orb as her weapon of choice. Like the books, Orbs are carried mainly for their boosting stats but they are also capable of dealing a small amount of short range physical damage. Orbs generally offer slightly more Magic Boost and less Magical Accuracy than Spellbooks, while providing an additional bonus to maximum MP.

You will still be looking for the same stats as in your early levels, with Knowledge and Will leading the pack. Now that you have gained your wings and the flight ability, manastones and other gear-enhancing items that extend your maximum flight time are good for all classes.

You may have also noticed the green bar below your HP and MP bars - this is your DP, or Divine Power. DP accumulates while you are fighting either the Balaur or monsters, and is lost upon death and logging out of the game. Certain abilities require DP, including your new Morph Substance ability and either Celestial Word (Elyos) or Pandaemonium Focus (Asmodian). Deciding when to unleash your accumulated DP is an important strategical component to the game.

Spell Rotation, Levels 10-12

WingsYour new combat ability during these levels is Sleep, which makes 2-pulls or the occasional unplanned add much less stressful for your Sorcerer. Use the 20-second period to quickly dispatch your primary target, and avoid using Ice Chain after the initial pull. You want to make sure that you have it available to break your Sleep, in order to get the jump on the second mob, as well. Other than that, your rotation will not change during these levels.

You may have the opportunity to group with other players. If you find yourself grouped with a melee character, make sure to stand back at range from the target. You will be less likely to draw the mob's focus and will also have a better perspective on your surroundings. You can conserve some MP by skipping Ice Chain and beginning your rotation with Erosion, then Flame Bolt and Blaze when available.

Spell Rotation, Levels 13-15

BlazeLife just got a lot easier for your Sorcerer! Three new spells at level 13 give you the ability to Blind Leap backwards away from your target when necessary, magical resistance and better MP regen with Robe of Earth, and a heavy-hitting nuke in Flame Harpoon. Unlike Stone Skin, which you should pop when incoming damage is imminent, Robe of Earth should always be active.

On single targets when soloing, pull with Ice Chain and Frozen Shock. Begin winding up a Flame Bolt, trigger Blaze when available, and Flame Harpoon. If your target is miraculously still on its feet, Blind Leap backwards to gain some distance, hit Erosion if its at more than 50% health, and try another Flame Bolt or two. This strategy requires you to be aware of what's behind you (practice with the default binding of mouse button #3) at all times, and allows you to maintain space between yourself and the mob.

Showing page 1 of 2
Subscribe to MMO
RSS
Get free weekly updates, directly to your inbox.
Browse MMO & MMORPG Gaming