First of all, I MAY not be the best person to write this guide. But before I begin, I thank people such as Sofielle, Drycona, splatter, Fujisaki, and any other arcanists I bugged before I wrote this guide. So, thanks guys, and if I gave away any of your secrets, I?m sorry.
I?m Primrah, and I?m an Elerd, so for you Rog Sorcs reading this, I?m sorry if the skill differs a little.
For those of you considering Arcanist/Sorcerer, I must let you know that many of your skills will fail, and have no effect/damage if the target is a much higher level than you, or your skill level is not on par to their level. This is different in other classes, where most of their skills still do damage. The skill failing formula, unless this is wrong, seems to be [(lvl/10 + skill lvl)/2]x10. Until I learn more about it, I?ll leave it at that? Thanks Drycona!
Pick any race you want, some make better mages than others apparently. My two favorite mage races are Elf (less monster aggro), and Pom (increased MP recovery!!). Others have different reasons behind their race.
Wizardry skills are mostly your damage dealing skills. When anyone thinks ?nuker?, this is the line the spells come from.
(long range attack spell, max power 90, Cool Down: None)
This is your starter spell. Unfortunately, its quite useless for the arcanist/sorcerer, in my opinion, because you get better damaging skills later on. The only benefit is that you can max it out to 10 at a low level, and it is a long ranged spam attack skill, so unless you are a garden pker don?t bother putting points into this (unless you are trying to be different). I don?t even use it for pulling mobs (envenom is much better imo at that). One of the few spells you will have that always damages higher level targets than you.
More points increase the damage this spell does, along with the mana cost.
(support skill, Cool Down: 40 Seconds)
Sacrifices hp to increase your mana.
This spell has saved me a TON of mana potions. I would at least keep this one or two levels below max, if anything. Other arcanists leave it at level 1, others max it. Its up to you, but think of it as drinking another mp potion.
More points increase the amount of mana returned, the mana cost to cast this spell, and the amount of health sacrificed.
Blaze Wall/Frost Vine:
(long range attack spell, max power 90, aoe, Cool Down: None)
Honestly, it depends what kind of build you are going for as an Arc/Sorc, if you should take this or not. If you want to focus on some AOE damage, I would max this. And honestly, its not too shabby because its longer range than Burning Hands/Chill Blade, so you can keep your enemies farther away, and stay out of harms way. With that said? One of the few spells you will have that always damages higher level targets, though it will not hit targets around a target if they are too high level.
More points increase the spells damage, along with the success rate of hitting other targets in the area, and mana cost.
Burning Hands/Chill Blade:
(Max Power 200, 1/2 Range, Cool Down: 1 second)
If you are focused on single target nuking only, and need a spam spell with a lot of power, then max this one. It does a lot of damage, and I?ve killed many of people with this spell. Unfortunately, the half range thing really makes it less effective than it could be. This spell is not interruptible. One of the few spells you will have that always damages higher level targets.
More points increases the spell damage, and mana cost to cast this spell.
Force of Will:
(support skill, Cool Down: 1 second)
Force of will increases your dodge rate, let you take a little bit less damage, and lets you be interrupted less. Max it. Your squishy anyway, why make yourself weaker than you can be?
More points increase duration, mana cost, damage reduction (Does not show up on the character sheet, but it is there), dodge rate, and reduces the amount you will be interrupted (I?ve noticed a small difference, so I believe this to be true).
Ruinous Zap/Ruinous Blast:
(long range attack spell, max power 240, Cool Down: 20 seconds)
If you are a focused damage dealer, you will definitely want to max this spell. Its an instant cast spell, that does a nice amount of damage. In PVE it roots mobs, and in PVP it can root those pesky pets/summons. It is one of the few spells you have that will always damage higher level targets, though root may not work on too high a level.
More points increase the damage of this spell, along with the success rate of root hitting mobs/summons/pets and mana cost.
(long range aoe attack spell, max power 300, Cool Down: 20 seconds)
If you are a focused damage dealer, or focused aoe build, you?ll want to max this spell. Its also useful in pvp, because it does quite a bit of damage to players. If your target is higher level than you, or your skill is not on the same level range as the target, it will fail and no damage will be dealt. Has a benefit of being an AoE slow in pve, and an AoE slow in pvp against summons/pets.
More points increase the damage of this spell, along with success rate of casting it and mana cost.
Astral Flare/Glacier Storm:
(long range attack spell, max power proportionate to enemy strength, Cool Down: 50 seconds)
Wanna know why Arcs/Sorcs are usually targeted first? Its this spell. If it doesn?t kill in one hit, the next spell usually will. It does a ton of damage, and if your focus is on damage dealing, you will definitely want this maxed. Besides, dealing a ton of damage per spell will make you feel powerful. Oh yea. If target is way higher than you, or this spell is not on par with enemy level, it?ll fail, doing no damage.
More points increase the damage of this spell, along with success rate of casting it, and mana cost.
Most of your debuffs that can be cast on both players and mobs will fall under this category. Debuffs, while they don?t do enormous damage, can change the tide of a battle.
(its usually good to have debuff skills maxed if your going to take them, because they will most likely fail otherwise)
(long range debuff skill, works vs. immune, Cool Down: 10 Seconds)
This is a spell many arcanists that I know use heavily. Since you can?t really ?wand? someone to death (though I have finished people off with a wand attack, lol), think of this spell as doing a normal attack every few seconds. This spell is great for killing runners, preventing that spirit screen buff from blocking attacks, killing mobs that you are kiting, stopping other mages from using their invisibility spell, etc. It can even interrupt enemy casters, too. Only downside to it, is if you had cast it, it will also knock you out of invisibility when the damage triggers. Fails on targets way higher level than you, or if your skill is not on par to theirs. Debuff builds should max this, along with anyone else thinking it would be useful.
More points increase success rate for casting this spell, and I think it ups the damage of your poison. Also increases mana cost
(long range debuff skill, works vs. immune, Cool Down: 1o Seconds)
If an enemy uses charge, this spell will still work. Great for kiting enemies, no matter what they are. Also makes it so those pesky warriors can?t run at you and stun you quite as easily. If you are a debuff build, you should probably max this one too. Great to slow runners. It will fail on targets way higher level than you, or if your skill is not on par to theirs.
More points increase success rate of casting this spell.
(long range aoe debuff skill, works vs. immune, Cool Down: 10 Seconds)
At first, this spell may not look useful, but it lowers both magic defense and attack speed (-50% attack speed). Think of it as having a tiny bit extra defense, because those mobs or enemy warriors can?t hit you as fast. Oh, and the lowered magic defense helps. You do more damage. Debuff builds should max this, and AOE builds should consider taking this, along with anyone else thinking it may be useful. If the opponent?s level is way higher than yours, or your skill is not on par to theirs, this skill will fail.
More points increase success rate of casting this spell, and mdef lowered (I think). Apparently, MDEF debuff does not stack with corruption?
(long range debuff skill, Cool Down: 10 Seconds)
Puts your enemy to sleep, and on taking damage, they?ll wake up. Its a shutdown skill, useful for seperating enemies, shutting someone down so you can get in an attack, etc. Debuff builds might want to consider maxing this, along with anyone who wants the extra shut down. If the opponent?s level is way higher than yours, or your skill is not on par to theirs, this skill will fail.
More points increase success rate of casting this spell.
(long range debuff skill, Cool Down: 10 Seconds)
Stuns your enemy. Another shutdown skill, useful for seperating enemies, stopping opponents from hitting you, etc. Causes debuff immunity, and does not work vs. immune (otherwise you would be almost godlike?). Debuff builds might want to consider maxing this, along with anyone else who wants the extra shut down. If the opponent?s level is way higher than yours, or your skill is not on par to theirs, this skill will fail.
More points increase the success rate of casting this spell.
(long range aoe debuff skill, Cool Down: 10 Seconds)
Reduces defense/Magic Defense of all enemies in an area. How could this not be useful? It?ll make you do more damage per spell. Debuff builds should consider maxing this, along with AOE builds, and anyone else who wants to reduce MDEF and DEF. If the opponent?s level is way higher than yours, or your skill is not on par to theirs, this skill will fail.
More points in this skill increases the MDEF and DEF reduction amounts, and the success rate of casting it.
Curse of the Flesh:
(long range debuff skill, Cool Down: 60 Seconds)
Causes any target you cast this on to take up to 10% damage from skills and attacks. This skill would be way more useful if it were AoE, and since enemies generally drop fast, it might not be terribly useful except in boss fights/maestro hunts. If you are a debuff build, you might want to max this, as well as anyone else who thinks they can make use of it. If the opponent?s level is way higher than yours, or your skill is not on par to theirs, this skill will fail.
More points in this skill will increase its duration, the amount of damage the opponent takes, and also your success rate of casting it.
Support skills that can help you travel to areas faster, heal you or an ally, or make you invisible.
(support skill, max power 400, Cool Down: 8 Seconds)
Its a heal. Saves you money on pots, saves lives, etc. It depends on your kind of build, but you might want to put some points on this. Some arcanists max this, some leave it low level.
More points into this skill increases the mana cost and the amount healed.
(support skill, Cool Down: 60 Seconds)
You can warp somewhere. If you are a pve build, you might want to put a point or two in this, but its generally not useful. More points into this skill means more saved locations; Might be more useful if you could use it to warp to places like Rogwel, etc.
(support skill, Cool Down: 2 minutes)
This is a great skill to have a point in because you can cast it the moment an enemy charges you, if you pull too many mobs, etc.
More points into this skill will give it a longer duration.
1] Never stay in one spot. Your already the squishiest class, why make yourself a super easy target as well?
2] Take out whatever you can ? Then there is less left alive to damage you or other allies.
3] Its really easy for you to control aggro in a party, so keep aggro off your healers and weaker members, and let your tanks pick up some aggro before nuking.
4] Evokers make you lazy. Don?t group with them until you learn your class ? your parties will love you all the more for it, and so will the evokers.
1] Try to level on monsters that are about your level, maybe a few above you, that way you don?t have to worry about spell fails.
2] If you are in a party and you find most of your nukes are failing, focus on using ones that you know work, and help evokers heal party.
3] Force of Will does make a difference, try to buff some members in your party with it. Especially healers.
4] Riall is the best place to level, and when you can get to it, so is Rope.
1] Mystic Viel is a great spell to cast when you plan to astral flare/Glacial Storm someone. But they can always detect you/run away.
2] Poisoning those with spirit screen will make it so your higher damaging spells will hit, since the envenom will knock off their screen.
3] AoE?s do more damage to animators/evokers than single target nukes, for the most part.
4] Debuffs help tons in PVP.
5] Try to kill a target before they attack you. You?ll die very very quickly.
6] Mystic Viel is your friend. <3
7] Slumber is underrated.
1] AoE builds will mostly focus on using the 4 aoe spells in your repertoire, Corruption, Blaze Wall, Flame Tornado, and Enfeeble (Optional). Aside from that, they have much freedom in which other spells to use.
2] Nuke builds probably should focus on maxing most of their wizardry spells, such as Astral Flare/Glacial Storm, Flame Tornado, Ruinous Zap/Ruinous Blast, and probably Burning Hands/Chill Blade.
3] Any skill that has a chance of failure should be maxed, if taken; It will fail if the spell is too low a level compared to the targets level, or your level is too low a level to the targets level.
If I missed anything, I apologize. This is my effort of helping those who wish to know what the class is about. Arcanist/Sorcerer is a very flexible class, as there are so many things you can do as one.
If there are any suggestions to be added, let me know and I will add them.