TERA Sorcerer Guide by Mocha - Introduction
YOU MAY ASSUME THAT THIS IS A PVE GUIDE
and not exactly for beginners, recommended for at least a few weeks of playing with max level.
very lazy to clean up... QQ
Table of Contents
- Introduction to Sorc
- Rotations & Glyphs
- Glyphs Advanced
- Gear Stats
- All Skills Table with Real Damage
It is basically a database for (almost) everything I know about sorcs,
ANY BALANCE PATCH SINCE SEPT 2013 MIGHT NOT BE TAKEN INTO CONSIDERATION.
MOCHA IN HIBERNATION (sorta taking break, and just casual player now)
whisper "Mocha" of Tempest Reach if any questions or suggestions or just to say hi
SORC IS NOT BEST DPS CLASS
Sadly no, its not, if you are looking for #1 OP class then you might be in wrong game.
IF YOU ARE GOOD AT YOUR CLASS, THEN YOU WILL BE AWESOME, YOU WILL NOT BE HELD BACK FOR CHOOSING WRONG CLASS.
although it might be true that zerk do slightly better in PvE and archer slightly worse in PvE.
REQUIRES HIGHEST APM (ACTIONS PER MINUTE), NUMBER OF KEY CLICKS COMPARED TO ANY OTHER CLASS,
FOR LOW LEVELS, YOU WILL GET THE UNCONTROLLABLE POWER WHEN YOU GET BURST OF CELERITY.
SKILLS NEEDED TO BE GOOD AT SORC
#1 DONT DIE
#4 CRIT LUCK
#5 DONT BE AN ASS - if you are mean to everyone, you won't find yourself a party, it's a team game
#6 KEEP ATTACKING - dont walk around, only teleport for reposition, always be behind your target, dont run out of mp, only dodge when you must
extra. INSTINCTS - special case stuff like, knowing what to do when you pull aggro, when the run goes chaotic, etc.
IF YOU ARE NEW TO SORC, START WITH EASY ROTATION
note. attack speed noted here is not percentage but the one actually in your character stats.
EASY ROTATION (5% nostrum, +10 atkspd suggested)
OFF CELERITY - any of below
*note. Lightning Trap has no damage because you don't fully cast it, it is for the 20% fireblast damage buff glyph.
When you cast Lightning Trap with 20% fireblast combo glyph, and cancel it in the middle of cast with movement keys, you will get the 20% fireblast damage buff, but the lightning trap will not go cooldown, nor will it take away too much of your precious casting time.
EASY GLYPH BUILD - You will probably have no master glyphs if you are using this rotation, t is mostly mp reduction.
INTERMEDIATE ROTATION (5% nostrum, +20 atkspd suggested)
I gave some room in the glyph points in case you don't have all master glyphs.
take magma bomb mp reduction instead of arcane pulse crit buff if you don't have it yet.
HARD ROTATION - (15% nostrum, higher than +20 atkspd, priest's Energy Star suggested)
mana siphon usually full charged
as you will notice, I have two glyph sets for these, #1 has 2.3% more dps at the cost of 500 more MP, choose to your preference, that 500 MP is actually quite a lot of difference.
CHOOSE #2 IF YOU FEEL THAT YOU ARE TOO OUT OF MP AND IF YOU EVER HAVE A TIME THAT YOU ARE JUST STANDING THERE BECAUSE YOU REACHED 'INSUFFICIENT MANA!!'
- your PAINBLAST COOLDOWN is 25.5s (after 15% nostrum) and CELERITY COOLDOWN is 25s, if you notice your painblast being on cooldown on second round, you are doing it perfectly, you may skip it on second rotation or delay it, if never notice painblast being on cooldown on second round, then I suggest that you keep your eye on celerity cooldown and practise popping it back up right as cooldown is up.
(for people who are unsatisfied and willing to test out more glyph combinations)
note. sorc's job is to maximize dps, which means everything that increase damage and speed is good (assuming its a skill that you actually use)
we can only cast if we have the MP for it, you need to balance out how much mp potions you will take, and how much more damage you want to do.
you can do very slightly more dps by changing glyphs for all damage, but you will have to take both mana pots and divine infusions.
If you are short on gold, this might not be the best idea.
|NAME||# OF USES IN ROTATION||MP PER GLYPH POINT|
|chance glyph||75 with MP glyph||100 without MP glyph|
|MANA SIPHON||1||30 (approx)|
*note. these are for Master Glyph (green ones), but even if you dont have them, the order is almost the same
Fireblast - Cast Speed
Lightning Trap - Fireblast 20% damage on combo skill
FUN FACT: Fireblast will have increased damage of 50% if you cast both this glyph and overchannel.
1.20 x 1.25 = 1.50
overchannel increased dmg is applied after other increased damages. tested June 2013
Burst of Celerity - cannot question this. its +20% atkspd vs +70% atkspd !
Void Pulse Cooldown Reduction
- makes difference of casting one Void Pulse or two Void Pulse in the rotation
- to elaborate on this, sorc's rotation is 25sec, which is celerity's cooldown.
Void Pulse has 15sec cooldown, get this glyph and it becomes 12sec cooldown, which means you can use it twice
Arcane Pulse (master glyph)
Carving crit rate double for 4 seconds (+38 as our base crit rate is 38)
This one is veeery good but not a MUST have, because crit rate is too random in TERA.
PUMPED MANA BARRIER (power shield)
6 power = 3.6% more damage for 15seconds (90seconds cooldown)
pretty good but I don't use shield after every cooldown, the shield is more like an extra potion skill, so it's not exactly 1% more overall dps, but it can be useful.
ENERGETIC MANA BARRIER (cd reduction)
i feel that i don't use mana barrier every cd, and i don't feel that this is useful anymore.
BLAZING LIGHTNING TRAP (combo into flaming pillar)
pretty good for melee dps.
will have to change your rotation though, like before 2nd fireblast in celerity, lightning trap cancel -> flaming pillar -> flaming barrage -> fireblast. I hope you get the idea.
You have to cast flaming pillar in 5 seconds, and fireblast in 10 seconds from lightning trap cancel.
I can provide a bit more info on request, but it's very situational.
BLAZING MANA SIPHON (combo into flaming barrage)
this is good when you only got 2 points and don't know where to spend.
But this is very low priority.
POWERLINKED PAINBLAST (chain 25% flaming barrage damage)
- sorta useful when you got more than one sorc in party (tested) -
this glyph is applied on the target (mobs), and when they receive flaming barrage damage, damage increases, which means, if you cast this on a mob and another sorc also uses flaming barrage, that damage is increased too !!
also, this lasts 10 seconds (NOT INCREASED BY DURATION INCREASE GLYPH), so if you can put in several flaming barrage, then its several flaming barrage (usually two, three is possible) !
PAINBLAST CD REDUCTION glyph optional.
with 15% nostrum, this becomes 25.5 seconds cooldown. you will have 0.5 seconds break between each celerity, CD reduction glyph will fix but I don't know if it's worth the 0.5s / 25s
POWERLINKED BURNING BREATH(chain 35% flaming barrage damage)
Burning Breath has a long time after throwing the spell where you cant cast anything, so I stopped using burning breath, but it still isn't such a bad skill, so its optional.
Another fun fact.
35% increased flaming barrage from Burning Breath is casted on self.
Which means, 1.35 * 1.25 = 1.687 increased damage if both is casted!
this fact can be used to create another good rotation, but it is only 8% extra increase and burning breath's long idle time, I can't think of one but there might be hope!
ENERGETIC STONE SKIN (cd reduction)
might be viable, but never yet had a time where i needed that 1min off stoneskin cd (if it was like 2 min, i would go for it)
Hailstorm Cooldown Reduction glyph
I used to say DONT EVER GET THIS, becuase it is 26sec cooldown
CELERITY IS 25s cooldown, just take a Ranger's Nostrum I for 5% cooldown reduction or higher.
Hailstorm does quite a lot of damage.
This could be a viable choice if you sacrifice few overchannel in fireblast for extra hailstorm.
you can do 3 hailstorm per 2 rotation IF you have around a second between rotation, but if you use celerity right after each other, it will be 4 hailstorm per 3 rotation, so I dont like it.
shield duration // shield blocked amount
not recommended because shield only exists for you to face-tank one hit kill moves that leathers survive through.
SHIELD BLOCKED AMOUNT MIGHT BE USEFUL FOR PVP SKYRING, but well, I don't think really, but might be open for testing, dont' forget you lose mp when you block with mana shield.
mana infusion // mana siphon amount
too low mp / glyph point ratio
== Weapon ==
NORMAL MOBS (high hp normal mob, usually mid-boss)
Backbiting / Savage / Carving / Focused+ Powerful Zyrk
Hunters x4 + Powerful Zyrk
Acrimonious / Savage / Carving / Focused + Powerful Zyrk
Acrimonious / Savage / Forceful / Focused + Powerful Zyrk (with enough crit gears)
replace Focused with Forceful on mobs that you know doesn't rage often enough
(sorry, forgot to change boss mob crystals for the longest time... carving -> forceful)
== Armor ==
full Anarchic (boss) / full Stalwart (normal)
Relentless(HP) / Warding / Inspiring / Poised sometimes useful, situational
YOU SHOULD SWITCH NORMAL // BOSS MOB CRYSTALS BEFORE EVERY FIGHT, GET HABIT OF SWITCHING THIS OUT.
TO KNOW FOR SURE IF THE TARGET YOU ARE HITTING IS NORMAL OR BOSS, CHECK RADAR (some mini bosses are sometimes normal)
THE RED DOTS ON THE LEFT ARE NORMALS, TINY RED DOTS ON RIGHT ARE MINIONS, BIG RED DOT ON RIGHT IS BOSS
IF THE COLOR IS ORANGE/YELLOW KIND OF THING, THE MOB IS PASSIVE AND WILL NOT ATTACK YOU BEFORE YOU ATTACK THEM.
With high crit rate // damage on weapon and accessories, it is much better to go back crit build. Also pay attention to your position, try to hit from behind always.
---BELOW IS OLD INFO, BEFORE WHHM---
1mil crit fireblast, 100k base fireblast (behind+rage)
400k crit fireblast, 130k base fireblast
(note. 1mil = 1,000,000 ; 100k = 100,000)
which is better?
the line is when you crit 5% (6.5% after real calculation), of the time. (consider non-rage non-behind time)
LOOK AT YOUR COMBAT LOG, DO YOU HAVE MORE THAN ONE CRIT EVERY 15 LINE?
(could be less after considering non-rage, non-behind)
if you crit MORE than 6.5%, well, maybe BACK CRIT IT
if you crit LESS than 6.5%, well, maybe MUTINOUS IT
ALSO consider how many times you cast your fireblast behind the boss, and how often the boss rages, and how long the down time is from taking back aggro.
NOTE. 80% crit bonus from normal when you hit from back
CURRENTLY I USE BACK CRIT FOR ONLY MC HM AND KN RAIDS.
i still use mutinous sometimes in MC HM when i have to tank
(tank MC HM is situational, no tank class, all other dps are regent or lower // not OP skilled)
I also go BACKCRIT for MC HM with priest because the bosses barely move // my tanks are really good at holding aggro, Aura holds up to 2.5mil+ burst in few seconds (3-5s), well, more after the priest buff patch.
With the new tier patches, each crit rate against people was approximately 0.5% in the test done in following link (korean)
---BELOW IS OLD INFO, BEFORE WHHM---
think of each crit rate stat you have as 0.1%
So, something like (Crit Rate - Crit Resist) * (1 + 0.8 if behind) / 1000
HOWEVER this varies a lot on your target's crit resistance and level.
from the test done by neraid of KTera,
approx crit rate per crit rate stat from hitting front was 0.0856%
approx crit rate per crit rate stat from hitting behind was 0.154%
it was tested on a mob around 5000 hits for each class different settings, he hit the laser trap mob, lvl 59 mob in ET HM with lvl 58 characters, was done 2011 Nov.
Even though it was a long time ago, i highly doubt they changed how crit works.
Sadly enrage was not tested, however I still have a guess that it crit more in enraged phase,
One of long living rumour in KTera is that the mob lose part of crit resist when it is raged. (rumour cuz it was never tested)
WHAT IS CONFIRMED
if you DPS from behind, you will crit 80% more than when you DPS from front
crit rate increase is safe to say that it is linear with no crit at 0 crit rate
note. IT IS NOT COMPLETELY LINEAR, FROM LOOKING AT SURYATI'S PEAK LAST BOSS MECHANICS
note. exact point for backcrit set vs mutinous set is 6.5% crit rate
SO WHATS REAL CRIT RATE
sadly you will just have to hit each mob thousands of times and look at your combat logs, but I'm sure most of you guys reading this run stuff every day and already have a feel of what your crit rate is,
2 crit rate, 0.2~0.4% crit rate or 4% crit damage?
math says crit dmg is SLIGHTLY better in both pve/pvp situation (assuming 0.2~0.4% crit rate increase)
however, in pvp situation, your target (people) will have much lower crit resist than pve mobs.
note. pve you will have savage scroll and back crit crystal set, whereas pvp you will only have savage crux
to test this, i hit 500 times on a person with base crit rate and then +4, but, well, +4 crit rate ended up doing less crit QQ, so you will have to hit thousands of times or more to actually test crit rate to reduce random-ness
I currently use crit rate for PVP and crit dmg for PVE for the moment, but it doesn't make any notice-able difference.
use savage scroll
1.34 multiplier vs 25 crit rate
|SETTING||EXTRA DMG MULTIPLIER ON CRIT||WITH SAVAGE SCROLL||NEED INCREASE OF|
Basically, since we dont know how much exactly crit rate increases, will put savage crit multiplier as base and how much crit rate needs to be increased.
For the BASE example, your crit multiplier is x2, which means you do extra 100% damage when you crit. With Savage Scroll, your crit multiplier is x3.34, which means you do extra 235% damage when you crit.
Therefore, to do same amount of damage output, you have to crit x2.34 more often with x2 crit multiplier compared to x3.34 crit multiplier.
That means, if you have no crit crux on (BASE), you must crit more than twice as often with carving scroll compared to savage scroll for the carving scroll to be as effective or more. However, your base crit rate already 38, increasing crit rate by 25 wont double it.
It isn't good enough for crit build either, for crit rate must also increase 25% from the Carving Crux effect too, which would be asking too much from a 25 crit rate stat, not to mention keeping up rage and behind for crux effect.
Carving Crux is safe to say that it raise crit rate 3% flat.
spin spin ~
NEW DISC: ALLDMG // CRIT DMG // BEHIND // CRIT RATE (in that order of priority, so drop crit rate if only 3 roll disc.)
NEW ROBE : max hp // reduce all dmg // i dunno
NEW EARRING : MAX HP // STUN REDUCTION
NEW NECKLACE : crit rate or crit dmg?
NEW RING : CRIT RATE 4 // CRIT DMG 0.04
new accessory = zenith stuff, full zenith should be good cuz of them good stats, Ring of Pain might be only one to be considerable
PvE: dun rly matter, endurance?
PvP: DECREASE DURATION OF SLOWING EFFECTS
decrease duration of slowing effects will make all the difference when you are fighting people that slows you down, if you have both 31.5% and 33%, slow will be reduced slight more than half duration, you will notice against lancers mostly.
PvE: POWER POWER
PvP: PvP DMG and then // or POWER
REASONING FOR DISC...
+MONSTER DMG 6% - also works for people
+BEHIND DMG 7% - tis very good?
+CRITRATE // CRIT DMG - as our crit rate and crit dmg get higher, they get their multipliers rly high especially with new rings, and also consider them getting curve down if you choose to just get one stat as high as possible.
ATTACKSPEED 4.5% - sacrifice attackspeed, and as covered in other parts of this guide, think of each atkspd as same amount of dps increase (9% atkspd as 9% dps increase) viable for PVP though
COOLDOWN 7% - it doesn't increase our DPS directly, we always have stuff to cast, and it still won't allow us to cast 3 FB in celerity, 3 FB in rotation is possible but its not that good. HOWEVER you can do 3 hailstorm per 2 rotation with this, which would actually increase your dps
Prone monster stat applies to knocked down enemies, and it works for people, its a pvp stat.
Also, please get 3% MW on your disc... (that is, if you have the $$)
to calculate % on your weapon, since 3% increase per +, it will be +36% on +12
simply do (+ damage) / (base damage) and it will be 36.9... or 37.9... or 38.9...
if you get 38.9... then its at 3%
for example, my orbicular with 4352 + 1696 can do this by 1696 / 4352 = 0.389... which is 3%
These disc stats are suggested...
double atkspd or double pvp stat or double behind or double prone
(I got double atkspd for my PvP disc)
double atkspd // pvp // behind // bam
double bam or double atkspd // behind // enraged
POWER = 0.6% DMG INCREASE
PVP DAMAGE = 0.4% DMG INCREASE
I heard they seem to vary between target's pvp defense, but let’s keep it simple
Backstep 10% cooldown reduction
Mana Shield 15% cooldown reduction
Teleport 10% cooldown reduction
Glacial Retreat 10% cooldown reduction
Flaming Barrage 15% damage increase
Hailstorm 10% damage increase
Void Pulse 10% damage increase
Mana Siphon 17% more mana
Mana Infusion 12% more mana
PvE: FIREBLAST 10% or FLAMING BARRAGE 15% (if you cast 4 times or more per rotation)
WHY NO HAILSTORM 10%?
because you cast fireblast twice in rotation vs hailstorm once
7131 x 10% = 713 vs (6466 x 2) x 10% - 1293
WHY FLAMING BARRAGE 15%?
assume you cast flaming barrage 4 times in rotation vs fireblast 2 times with respective buffs maximized
(2550x2 + 2040x2) x 15% = 1377 vs (6466 x 2) x 10% = 1293
flaming barrage is pretty good, EVEN BETTER if you cast it 5 times !!
PvP: VOIDPULSE 10% PVPREDUCTION X2 REFLECT KNOCKDOWN HPRESTO
void pulse is ball of death, shoot and kill
you use it much more than any other skill
if you don't know what these are, you should look into it.
THIS COLOR means its a MUST
THIS COLOR means its optional / situational, but highly recommended
Mana Elixir // Mana Restorative
Health Potion // Health Draught
bandage // arunic panacea // battle panacea
Noruk Jerky // Fresh Banana // Vintage Wine
NOTE. consuming Noctenium to empower skills that improve damage, the mysterious alliance guide that says below, means it increases damage by random amount from 3% to 8%, the random is rolled on hit (firepillar's 6 hits, random rolled for each)
|Fireblast||Increases damage by 3–8%|
|CONSUMABLE COOOLDOWN SHARE GROUPS|
RESURRECTION SCROLL (all kinds)
SAVAGE / CARVING / SWIFT SCROLL
NOSTRUM OF ENERGY I to V (melee)
RANGER'S NOSTRUM I to V (range)
PANACEIC BOLSTER (all levels)
All in same box shares cooldown, in different box means different cooldown set,
HAVING POTION AND DRAUGHT TO HELP, YOU CAN USE BOTH AT SAME TIME.
having Noruk Jerky AND Banana will not help you a great deal for they will both be on cooldown when you take one of them.
HOWEVER YOU DO NEED DIVINE INFUSION and VALKYON HEALTH POTION just because sometimes survival comes before mp.
GREATER POWER CHARM AT 120% STAM
GREATER KEEN CHARM AT 120% STAM
11.8 CRIT RATE
SO USE POWER CHARM
NOTE. charm effects will scale with your stam, you will gain higher effect if your stam is at 135% (eating Iteris at tree or gathering buff), and the effect will be weaker if your stam decrease from combat
FOR OTHERS, CAN’T REALLY QUESTION,
*random info* Attack stat formula
sum of all Attack modifier from gears * (3 + (0.03 * Power)) + Base attack
Elin / Castanic female / Highelf male / Popori / Baraka
Elin seems to have fast attack speed, can do the difficult rotation. (although slow painful trap)
Baraka, Castanic, Popori, Highelf seems to be slower, I always get 1~2 less in the rotation.
This might be because I am used to elin too much, but I used both races for few days (around half a dozen mc hm runs at least) so it led me to believe that elin has fastest attack speed. Several others that did the same test had same opinion.
Castanic's Racial skill, extra critical chance,
tbh, it's pretty good, but it is only 1%, I prefer attacking faster so I went with Elin, but Castanic would be a good choice too.
Their running skill also good for various situations.
Popori seems to have fast stoneskin cast time.
Highelf's Racial skill, mana replenish
seems to be useful but with that cooldown, well, I didn't like it.
AND BARAKA JUST LOOKS OP U KNO
from these tests, I have come to believe that the cast times for each races is sometimes simply different, and the average cast time for elins for the rotation I use is slightly lower compared to other races. Few skills felt faster in other races.
NOT SAYING OTHER RACES ARE HORRIBAD, GO WITH RACE YOU LIKE, BUT JUST KNOW THAT ELINS STATS ARE MADE SO THAT ITS LIKE HIDDEN RACIAL TRAIT TO ATTACK VERY SLIIIGHTLY FASTER IN AVERAGE AND CONTRIBUTES TO COMBAT JUST LIKE CASTANIC'S CRIT RATE AND OTHER RACIAL STATS.
THIS GUIDE HAS USED THE DAMAGE WRITTEN ON TOOLTIPS, IS IT OKAY TO TRUST THIS?!
the answer is, ya sort of...
SO I HAVE DONE TESTS, HIT THE MOBS AND PEOPLE TO MAKE SURE
HOWEVER hidden abilities with bloodlust have reduced base damage for the extra damage it does
AND NO DISTANCE PENTALTIES (tested void pulse // ice needle // arcane pulse)
TEST RESULTS (only pve tested, pvp stopped in middle as it seemed correct)
|SKILL NAME||SKILL BASE DAMAGE||SKILL PVP DAMAGE||BLOODLUST?||damage (kalash brute)||
real dmg / tooltip dmg
|Arcane Pulse||3216 (1/4 per charge)||110%||V||4941 (1/4)||6.1455||projectile|
|Flaming Pillar||925 (6 ticks)||110%||2091 x 6||13.5632||ground aoe|
|Fireblast||4311||110%||V||34115||7.9134||ground aoe + roar|
|Glacial Retreat||806||110%||8259||10.2468||ground aoe|
|Hailstorm||7131 (26 ticks)||110%||3074 x 26||11.2079||ground aoe|
|Magma Bomb||1268||120%||13004||10.2555||ground aoe|
|Mindblast||ground aoe + roar|
Projectile type*: just to give you info on animation traps.
For Magma bomb, you don't actually throw bomb, the ground explodes after animation. This means that if you get staggered before ground explode, ground won't explode because you didn't really throw the projectile.
+roar means that at start of cast, it will increase certain amount of aggro to all mobs your party is in combat with, at range of about 40-50? The amount is low but it will make difference when it is spammed like for mc hm or when aggro to mobs are 0, as in, no one touched mobs yet but mob aggroed you cuz you got too close.
(if you click movement speed fast enough, fireblast/mindblast could be canceled with only roar effect, tip: click fireblast key + left move key + right move key at the same time)
crosshair lock, means that you just have to have target in your crosshair and it will be chased, its not actually a projectile.
These projectile type exist for other classes too, some that may look like projectiles but not really projectiles...
Since Fireblast always gets aggro first and etc, offset up to 10% should be fine however...
Fireblast -20% approx
Voidpulse -30% approx
Arcanepulse -35% approx
Flamepillar +30% approx
however, these spells have increased damage for bloodlust (well firepillar seems to be a weird one)
BLOODLUST: increased damage for every 10% of enemy health, up to approx 80%
so consider base damage to be average damage for skills that have bloodlust.
bonus damages below are taken into account, was aware, taken out
(highest aggro damage, rage, frontal/behind, knockdown, all glyphs, target hp, stamina/charms, multi target damage split)
NOTE. i call the hidden effect bloodlust just cuz i like saying bloodlust, and read somewhere in forums of someone calling it bloodlust, I have don't know if the Tera client even calls it bloodlust anywhere, well, it IS hidden effect.
IN CONCLUSION, THE TOOLTIP DAMAGE IS RELATIVELY TRUSTWORTHY,
HOWEVER, FLAME PILLAR STILL DOES 30% MORE DAMAGE FOR SOME UNKNOWN REASON
source for PvP increase percentages
IF YOU DONT BELIEVE ANY DATA//INFO HERE, YOU ARE WELCOME TO TRY IT FOR YOURSELF, KNOW THAT THIS IS ONLY A GUIDELINE AND I DO EXPECT YOU TO CHANGE STUFF FROM WHAT I HAVE NOTED DEPENDING ON YOUR STYLE AND PREFERENCE, and please tell me if anything in here is totally wrong or find anything interesting to be noted.
MUST CLEAN UP MORE
and I'm sorta lazy so cant promise much on new info and its tests, I dun think that many ppl still plays anyways !!
I DONT LIKE THAT MAIN PICTURE, and i got no pictures
DISAPPOINTED IN MYSELF IN MY PVP SKILLS, might never do pvp
- felt like checking and well, how do i even clean it up, this place cant do scripts and tooltip attribute gets eaten up and etc....
still, added projectile type and forceful crystal's good
- mayb simple cleanups
- noted first Nightforge PvE and Wonderholme Crit discs test
- noted soloing in comments? and omg wonderholme (magician fortress) patch came out
- alliance notes
- added radar for minion/normal/bam in crystals
- updated gears, real damage, consumable cooldown share, carving scroll vs savage scroll table
- VERSION 3.0 !! MOVING TO TERATODAY, WILL READ-OVER EVERYTHING AGAIN AND CLEAN UP
- will stop updating believe forum posthttp://tinyurl.com/mocha014 after I get tinyurl link to here
- continue-ing patched updates, hits max thread length
- wow I’m actually organizing this…
- trying to update? LOL
- mayb updating here and there, adding few stuff tested recently
- updated pvp glyph
- some enlightenment on crit rate
- slight update on pvp part
- added mp cost to rotations
- reordered a bit
- different races in progress !
- added solo vids for LoT and ET NM
- put glyphs under each rotation
- added cof info, realized ktera sorc use instance matching buff
- added pvp stuff
- added glyph suggestions
- added consumables
- finished migrating from loli brigades forum
- yes its lots of useless information, and updated rotation a bit
jan26th moved to believe forums
old version, I will stop updating loli brigades post.
wow, i started this guide in JUNE 2012, its more than 1 year old !!
PVP RE-WORK PATCH NOTES:http://tera.enmasse.com/news/patch-notes/tera-rising-patch-190402
Yosha's guide is good too, if you are too crazy about sorcs, you might want to check that too.
THANKS TO PERSON THAT ASKED NAME NOT TO BE NOTED FOR THE DRAWINGS D:< why you not let me mention your name, hmph!!
THANKS TO EMPERITH ALWAYS HELP ME WITH SORC TESTS
AND ANIME GUILDIES~
and old guildies Loli Brigade and Believe !
even though they all died by now...