April 24, 2010
Class Guide – Sorcerer
(DISCLAIMER: The developers at En Masse Entertainment have enabled TERA Fans to share this information from the FGT with our community. Keep in mind that any of the information found here is subject to change as the game continues to develop.)

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Sorcerers are the “masters of the world's secret truths and mysterious forces”, representing the raw power of the magical classes. Despite their weak defense due to cloth armor, they possess the ability to cast incredibly powerful magical attacks. Their ability to stun and knock-back enemies makes sorcerers lethal and difficult to kill.

Class Skills

Fireball
Fireballis a basic attack and starting skill is assigned to the left mouse button by default. This skill must be aimed in the direction of the enemy. A valuable skill to quickly finish enemies left with low health. Due to its low mana consumption, a Sorcerer may find this skill very useful, especially if low on mana. Fireball II, learned at level four, and Fireball III learned at level eight, are very important as they improve the damage of the skill.

Ice Needle
This piercing needle is one of the most useful skills a Sorcerer learns. Having a chance to knock-back a group of enemies can give the sorcerer a great advantage, allowing it to reposition and make distance between the enemy and the caster. To maximize its effect it is useful to position yourself and wait for the enemies to form a line. The skill is highly effective against an enemy's weaker minions. Unfortunately, if the player casts this skill while enemies are moving, the skill will not follow the enemy and it will miss. Ice Needle is assigned to the “C” key by default.

Mana Boost is one of the sorcerers core skills. This skill allows an overtime mana recovery. The effect will cancel upon taking damage or using another skill. Due to its long casting time the sorcerer will be exposed to danger, so it is highly recommended to only use this skill when safe from enemies.

This early acquired charge skill reflects the sorcerer’s true power. The sorcerer concentrates a massive amount of energy into a huge ball, resulting in a powerful bolt that moves forward and has a chance to knock down enemies. This skill could be perfect to initiate combat with enemies who didn't initially spot the caster, surprising them with a heavy blow. Blastball is a charged skill and its assigned button must be held down in order for it to gain full charge. Similar to Ice Needle this skill won't change its trajectory upon enemy movement and has a chance to miss.

Flame Column was added between the Korean CBT2 and CBT3. This close combat skill unleashes columns of flames right in front of the caster dealing a decent amount of damage, although not as much damage as an initial damage skill would do. This skill attempts to cover the weakness of the sorcerer: close combat.

The sorcerer accumulates a certain amount of power and transfers it to its disk, granting the sorcerer additional power for its next attack. It's highly recommended to this skill in combination with a powerful skill.

This skill can be a life saver for the sorcerer. This skill has many utilities, such as dodging an attack or giving the sorcerer a way to leave melee range.

High Level Skills and Gameplay
The classes gameplay slightly changes due to the very useful trap skill Seal of Thunderbolt. This skill has a chance to stun the enemy upon trap activation, rendering the enemy immobile for a short period. This grants more time for the sorcerer to plan another wave of attacks. This skill can also be used as a helping tool to stun enemies attacking your group member(s). The main role of the sorcerer remains the same, this class also receives a whole arsenal of powerful damage dealing skills.
The sorcerers will often initiate their attack with the Blastball in combination with Contract of Wreck. It is harder to cast a fully charged Blastball during on-going battle, as the skill requires a certain safe distance between the enemy and the caster in order to gain full power. Contract of Wreck amplifies the damage giving this first blow a great deal of power. Most of the time this brings small minions close to death and the caster can either use Fireball and finish each mob single handily or cast Ice Needle to create a piercing damage killing most of the enemies.
A sorcerer must keep his distance from the enemy at all costs. Flame Column might be a very useful tool but only recommended to use on enemies with a very low health, it’s a perfect skill to finish off an enemy who remains alive after the sorcerer's main attack wave. Backstep will play a major role in the sorcerer's survivability, it would be very wise to shortcut this skill on a key with quick accessibility.
As many of us know, the sorcerer is nothing without its mana, luckily Mana Boost grants the sorcerer a brilliant ability to restore its mana during and/or after a fight. Most sorcerers will cast this skill on a tactical moment in order to keep their mana pool in top shape.
Filed by TERA Fans News at 11:09 pm under Uncategorized Tagged C Key, Caster, Cloth Armor, Core Skills, Enemies, Fireball, Flanks, Foes, Good Evening, Left Mouse Button, Low Health, Magical Attacks, Mana, Minions, Mysterious Forces, Potency, Raw Power, Secret Truths, Team Member, Unseen Energies
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