Hello fellow wizzies.
As we know Circle 1 Sorcerer is kinda crappy since it depends on AI to deal damage and we know the AI in this game is literally one of the worst AIs ever programmed in a video game so much so that Tails had probably better AI back in Sonic 2.
Now without changing the AI we could have a little brainstorm session here about what could be change in Sorcerer’s kit to make it more friendly towards matching with other classes both in damage and SP consumption.
People will usually minimize SP pool for Sorc characters because by doing so you increase the effectiveness of SP potions thus allowing you to maintain your summon for a longer period of time, problem is, other classes also use your SP pool to do stuff and having very low SP when you’re bursting skills that use a fixed SP value makes the Sorcerer a horrible class to match with other classes. Specially for Pyromancer which drains a lot of mana.
I could say that Pyromancer is overall a bad DPS class. It can be deadly to bosses but when moving around a dungeon or field, flying mobs… enemies that move too much… Melee classes knocking your Fire Balls away from the monster will simply destroy your DPS and if you match it with Sorcerer you are pretty much doomed to deal very inconsistent DPS, sometimes dealing a lot of damage and sometimes not being able to do anything. That and the fact that Pyromancer’s range for casting Fire Ball and Hell Breath is terribad. (IMC MAKE ENCHANT FIRE PARTY WIDE ALREADY! god damn it. That skills has horrible range it’s annoying. Rofl)
Disclaimer: This thread is not supposed to be a Sorc meta thread. I’m suggesting a discussion around how to improve the class for it to work in any class combo without rendering the Wizzie useless or too dependent of AI.
Also remember that this is a place free of judgement. Let the ideas loose as long as they make sense within the topic and aren’t completely breaking the class making it ridiculously OP.
Anyways, back to topic, what I think it would be cool for Sorcerers to be better as a support DPS class:
- Better INT/SPR Scaling for the “Summon” skill (As many have suggested around);
- A. “Summon” no longer consumes a fixed SP percentage, it consumes a base SP value that increases a bit based on skill level;
[or]
B. “Summon” no longer deactivates passive SP regen;
The reason why I suggest this change to the skill is basically to bring SPR back into the mix. Meaning the more SP/SP regen you have, the longer you can keep your summon out while also increasing your SP pool for the other classes you have to use. It’d give you the opportunity to use SP regen hats to increase your summon time and allow classes like a Pyromancer C3 to cast Hell Breath without completely destroying your SP pool.
The change in the SP consumption would also reward people for spending points in SPR or in having a larger SP pool instead of the current punishment for doing so.
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“Summon” has a larger aggro range, if you can see the monster on your screen, your summon will aggro and attack it.
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“Summon” if you engage an enemy your summon will automatically engage that enemy independently of where the summon is it should move to where you are and attack your target. (I think this is kinda MMO Summoner Class Programming 101 but IMC skipped it)
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C1 Sorcerers also have 3 other skills that allow him/her to change the Summon’s stance between Passive/Aggressive and Defensive. Passive: The summon will not attack any target and follow it’s master. Aggressive: The summon will attack anything around it’s master. Defensive: The summon will only attack enemies that are hostile towards it’s master.
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“Summon Salamion” and “Summon” should be Toggle skills. Tap it once to activate and summonm, tap it again to dismiss your pet.
Since “Summon Salamion” has the same CD and duration from Skill Level 1, I think having to recast the skill feels like lazy programming to me and having a handy way to dismiss your Devil when using “Summon” is also in order since your “Summon Servant” will probably fill up your entire support buff bar and you won’t be able to dismiss your summon by clicking on the debuff icon.
This change would also make the Sorcerer a more dynamic class, being able to adjust during combat in a more efficient way, allowing for better SP management.
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“Summon Familiar” applies a DOT that stacks up to the number of Bats that hit the target, each stack will increase the damage dealt by the DOT in a small amount. Nothing absurd just something to increase the usefulness of the skill.
[or] -
“Summon Familiar” no longer summons self-destructing Bats. Instead they’ll seek and attack the target dealing minor damage for a set time duration. Maybe applying a week bleeding stack.
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“Summon Servant” no longer casts 5 different buffs, it will cast one buff with all the benefits depending on the skill level and apply a HOT aura that scales with SPR and Skill Level.
This could give the Sorcerer a bit more usefulness during combat and helping the party with a bit of heals if the Cleric is on CD or something. For end-game this could be game changer and it would open the doors for more supportive Sorcerer builds.
So yeah, this is what I thought for C1 Sorcerers. I think it’d really help in making it more useful as an off-class.
I know that at C2 Sorcerers become a bit more useful with big AoEs from it’s summon and so on, but still they are quite underwhelming when compared to the rest of the classes at end-game.
Cause right now if you don’t pick a Linker circle or Elementalist or Chrono or Cryo3 you are bound to solo for the rest of your life if you pick Sorcerer. lol (At least that’s how I felt).
Let the brainstorming begin!