Consume 1 Yellow Gemstone to create an area that increases Flee and Wind Property damage of all units standing in the area. Lower: Magical Rosary in Mouth, Rosary in Mouth Being Undead makes you immune to Frozen, Stone Curse, and take less damage from Undead and Poison! You can get the account-bound version. :(. If you have less than 5 SP, you can't cast Health Conversion due to its SP cost. Reduce damage taken at the cost of losing SP every time you are hit. Use if you're on some kind of wind or water-only build and your boots are under +7, otherwise Nightmare Veris is better. Lower: Magical Rosary in Mouth, Rosary in Mouth In addition to the effects listed that every Fire Insignia has, each level of Fire Insignia will do something different. At 174/127, talk to Devon Aire and ask to join the Arc Wand Clan for the extra stats. Use this card if you're mainly doing Earth damage. Your next couple melee attacks will do magic melee damage depending on bolt damage. Hello, I don't play tank Sorcerer in MH2 but here's my theorycraft + input from people that actually play this for how it should go. 20% neutral resist, a cheap garment card to increase defenses vs neutral element attacks. A mix of INT and DEX will help you with your cast time. Useful in instances like Horror Toy Factory, Last Room, or dungeons like Bio5 because of the monsters that will Stone Curse. Increases Wind Magic Damage, reduces Aftercast Delay of Wind Magic by 10%, Increases Wind Damage taken for all units inside Insignia, Increases Fire Physical Damage, increases ATK, endows units' weapons with Fire, Increases Fire Magical Damage, increases MATK, Increases Fire Damage taken for all units inside Insignia, Increases ATK and Crit Chance (max Endows for best effect), Endows Weapon with Wind, Increases Wind Magic Damage, Increases Wind Physical Damage, endows units' weapons with Wind. For example, use Wind Endow on a Chain Lightning Warlock to increase all their Wind Magic by 5%. Adjust based on what you're trying to survive. Example of an already currently laid out skill build, OR listing essential skills for the build with comments. Exactly what the skill name is: Increases SP Recovery. Place a Earth Insignia on the floor. Although Scholars do not boast the sheer power of their counterpart, the High Wizard, their inventive applications of magic are their keys to victory. I pretty much only have this because it's a prereq for Safety Wall. MDEF scaling is really hard on magic classes. Keep in mind that player Dorams are 'NOT' considered Brute. Half of both player's are consumed in this exchange. builds. Gives some nice defensive stats, and if your AB isn't healing you you'll recover.... eventually. Same as Fire Walk, but harder to get damage for since there's no wind-equivalent of Nightmare Ancient Mummy card without going into MVP card territory (Gioia). Few job classes are able to level solo easily after reaching Lv 100, and players may have difficulty adjusting from solo leveling to party leveling. As long as you keep a sorc healed up (and they have at least 5 SP), your party should never be running out of SP. This means it has more damage, but you can't equip a shield. Cancels a bolt skill mid-cast, and channels the damage into your next autoattacks. :). Maximize your Soul Change SP with 1 easy dagger. They're also a nice source of Vitamin CSP, with Health Conversion and Soul Change. NovaRO is a 25/25/10 Renewal Ragnarok Online private server dedicated to bringing players together in an active, friendly community ), Giant Snake Skin Your standard MATK card. Boosts more when your boots are at +7 and +9. Same thing as Soul Fragment, but for large. You use it after Soul Change to restore your SP. Out of the 3 weapons, Boltijin kind of got shafted, but it's still the best weapon for, Monster Drop (Elite Buffalo Bandit M/Machete Buffalo Bandit), Are you a Death Note fan? This skill gets a lot of boots from stuff like Old Wind Whisper (from bio5) and Celia Alde Card (also from bio5). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). Monster Drop (Pom Spider/Sage in Biolabs), This used to be the best weapon for Psychic Wave, but now, 160 MATK, 3 INT, and 3 DEX. Armor: Int Soutane, Illusion Armor B-Type, Flattery Robe Keep in mind that these 3 skills do not work on top of other ground-based skills. Shield: Purified Knight's Shield, Cursed Knight's Shield, Mad Bunny You just use the skill and it consumes your HP and gives you SP back. Units inside any Earth Insignia will take 50% more damage from Fire Element damage. The +1 Allstat and MATK% is nice to have, though Maelstrom procs can possibly mess you up since it puts you onto Aftercast Delay. Garment: Dragon Scale Hood (Dragon or Fish resist enchants), Dragon's Breath (for Garro) [Raydric Card, Marse Card for Nysori Cage swap] I've been told that this skill's decent for. Standing in the barrier will block melee hits until the duration runs out, you take a certain amount of hits, or a hit exceeds the Safety Wall's HP. Weapon: Psychic Spear Rod, Shadow Staff, Illusion Staff of Bordeux, Mental Stick That is, Cold Bolt, Fire Bolt, or Lightning Bolt. You can only Spider Web up to 2 targets at a time, and the limit lasts until the visual effect disappears. Whether you want this or Raydric on your garment will depend on what you're doing/tanking. Nova Shop (Slotted via Spiritual Auger, also from Nova Shop), Has a slot, gives INT. Higher levels give a larger pool of possible skills. Level 1 changes Flame Heart, Mystic Frozen, Rough Wind, or Great Nature into Red Blood, Crystal Blue, Wind of Verdue, or Green Lives. If you plan on using Illusion Leg B-Type [1] AND plan on reaching fast casting via stacking VCT% on your gears, you may take 1 base DEX. Creates a deadly poisonous cloud to continually deal, Fires a wave of psychic energy that deals, Converges Bolt damage into the user's hands for the next, Commands the elemental spirit to use its Offensive skill. Makes you take less damage form Neutral attacks, and also monster autos. Increases an ally's Wind Property Magic damage. But it's really good for leveling, keeps stuff away from you, and does a lot of damage to Undead stuff since they don't get knocked back, they just take all the damage head-on like a champ. The best all-around defense card. If this isn't your first character, you can go to Izlude using @go Izlude, and walk up to 127/255 to enter the Izlude Academy. IRO - EP.03 Sorcerer นักเวทย์สุดป่วนและวิญญาณรับใช้ที่น่ารัก - Duration: 25:52. If you fail, you drain all your SP instead, so be careful and carry SP potions if you use this. Max this to increase Striking Effectiveness and Earth Grave damage. Cheaper though. Calls forth a gigantic spear of lightning from the skies to skewer a single target, which will inflict Wind property hybrid damage to all enemies around the target. Use this card if you're mainly doing Fire damage. Boots: Elemental boots, Int/AGI/DEX boots (ASPD/Spell + RM)(Note: +9 Illusion Leg B-Type with FCT can possibly mess up your Spellfist cast, recommend not using) (Nightmare Verit) Mainly use this if you're an AB player who wanted to see if their gear could be recycled to Sorcerer while leveling, I guess. The Professor (4th character) is me. You might want to keep a shield with this card on it as a swap. Normanswere just not inherently powerful enough to fully wield the elements. It's nice because you can choose what type of bolts you want to autospell. Other common spells that block these ground spells are Neutral Barrier, Wall of Fog, and Pneuma. I'd say this is mostly a beginner card. Useful for lower levels, but at max level, you should have near instacast. Summons each have the ability to change the element of Physic Wave, change the Sorcerers Elemental Resistance (100% resist of that element), and boost certain elemental spell's damage. If you are using. It's not stellar, but it helps with cast and gives a little bit of MATK. Consume 3 Green Live/6 Green Live/1 Great Nature to Summon Tera, the Elemental Spirit of Earth. Also reduces damage by 15% from Demon monsters. A Scholar needs to be at least 99/60 in order to job change into a Sorcerer. Inflicts Earth Property damage to a target. Enemies that walk on the affected areas will take Fire Property damage. Takes a terrible amount of time to craft though. This card gives the most HP for this slot. If you're using this to heal or something during a boss fight, take care to not let the boss stay in the Warmer. Spellfist has a completely different build from normal sorcerer, so make sure you don't end up insta-casting bolts or else you're not going to be able to use this at all. Otherwise, I wouldn't spend too much zeny trying to make one for your sorcerer (although I did) because it's outclassed by many cheaper hats. I believe this only works in PvP, but gives a chance to drain all of your target's SP. I have 2433 Max SP (not shown). If you don't know how to change your job, use @go 50 and talk to the Job Changer at 183/186. Important in instances/dungeons that cast Sleep and/or Stone Curse, such as Horror Toy Factory and Bio5. Medium also includes all players (including Baby Classes, excluding Dorams, but INCLUDING Baby Dorams) in PvP modes, and a good amount of monsters as well. A summon has the elemental resistance of that elemental type (agni is 100% fire). Your tank comes back with a few more monsters than he is able to handle. This skill is extremely random. Your main damage skill. Quenching their lifelong thirst for learning, Scholars have accumulated a greater body of knowledge than ever before! This is since the aspd drop is so big that you go down to like 80~ ASPD, and you get super stuck in animation. This means I need to have double 656 SP (1312 current SP) when I cast Soul Change to give the RK full SP. Also for all-around builds where you're too poor or cheap to decard between builds. Can be enchanted with up to double 3% MATK, meaning up to 6% MATK on enchants which brings this entire accessory's MATK% up to 11. Units inside any Water Insignia will take 50% more damage from Wind Element damage. Removes Poison status effect on enemy. Exchange your SP with an ally. Crystallized targets take more damage from Wind Property damage. Very nice for the Neutral Resist. Please ignore that, I think it's just because that's how we joined the party.). Subsequent casts will remove the current land effect. Consume 1 Cobweb to snare an enemy. Also, this is a Platinum Skill so it doesn't cost you points. The 100% MDEF pierce is really good vs both high and low MDEF enemies, and 5% proc is actually really easy since it's a chance per tic of damage per enemy.That's to say, if you cast a level 5 Psychic Wave that hits 10 enemies for 7 hits each, that's 70 chances for the 5% proc. Max this to increase Striking Effectiveness and Diamond Dust damage. When you're at max level, it gives 380 MATK and 4 INT before calculating in the other refine bonuses. This is a huge boost considering most of sorcerers skills has a 1 sec fixed cast time on them, so using ventus means you can get rid of the fixed cast time part on some of your skills. Builds Offensive Caster AoE. The ATK is negligible. Talk to the Receptionist and ask to Register for the Academy. List of the key pieces of equipment recommended for said build. For Support Sorc, you can consider putting a. For those who actually just wanted to play Pokemon, but didn't want to raise a Homunculus on a Genetic. All these cards will give you 30% resistance from a specific element. Cast the same level twice to return it to Idle mode (not the same as Passive) where it doesn't do anything. Cold Bolt is a good choice to use with Spellfist, because Aqua's bonus MATK is more useful than Agni's bonus ATK when summoned. Use one of these in your headgear slot if you need more resists for the respective elements. Very important, as it blocks spells like Comet, Storm Gust, Meteor Storm, etc. Level 6 is used to tame monsters. Consume 2 Yellow Gemstones to cast a random skill. Good if you want to be a bit tankier, though the HP from GSS/Temp boots combo might be better depending on the situation. If you cast Warmer on a unit with one of those 3 cold looking debuffs, it will get rid of it. This is the one from the normal mob in Bio3, just to clear up any confusion with the bio5/boss cards. For example, fire insignia level 2 might seem like a good idea on ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec). Level range to join the third bracket of Gramps quests. An AoE root. Also nifty if you want to hit 100 MDEF without using. Dozens of classes, hundreds of weapons and armors, tons of different skill load outs to customize your character to your play-style and truly you are in control of your game destiny Raises max HP, max SP +10 % if the shoes is upgraded up to 1 each. Possibility of transforming monsters into MVPs target and surrounding enemies Agni, the Sorcerer and... The 4 basic elements beat this shield will be rooted for a short period of time to craft though support... 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