Sorcerer PvE build: skills, stigmas, boards, arcana and gear priorities

Charge Hellfire by hand, let Firestorm, Blaze and Wish of Concentration bring it back, and keep your MP above half so your passives stay on.
The Sorcerer in PvE
You stand 20 metres back and the fight runs through one spell.
Hellfire charges in three steps and lands on up to four enemies around your target. Almost everything else on your bar is there to bring Hellfire back sooner, to put it on a target that takes more damage, or to keep your MP high enough that your passives stay on. Your armour is thin, so a good Sorcerer is mostly a Sorcerer who is not standing in the red.
Keys and macro
| Key | Skill | Why it sits there |
|---|---|---|
| Left click | Hold it all fight. Every hit gives MP back, and its third hit can reset Blaze | |
| Right click | Cheap filler that slows; slowed targets feed Cold Snap | |
| 1 |
A stack fires the lowest skill in it that is ready, so the order inside keys 1 and 2 is the order things come out.
- Key 1the stigma stack.
- Key 3Wish of Concentration.
- Left clickFlame Arrow for MP.
Set every step to 10 ms. The macro key has nothing bound to it out of the box, so give it one you can hold without thinking.
Skills
You can learn every active to 10. Each of the four early boards (
Nezekan (Sorcerer),
Zikel (Sorcerer),
Vaizel (Sorcerer),
Triniel (Sorcerer)) has one node for every active, so a fully walked set of boards takes a skill to 14. Arcana and ring lines carry it the rest of the way. That matters because specializations unlock by skill level: three options at 8, one at 12, one at 16, and you equip up to three. A skill at 16 has its full menu.
| Skill | Target | Picks | Why |
|---|---|---|---|
| 20 | +30% Skill Speed, Multi-Hit through Block and Evasion, -15s cooldown | Faster charge, a guaranteed big hit, and the cooldown cut is the whole point at 16 | |
| 20 | +10% additional Attack, +10% Combat Speed, -10s all skill cooldowns | The 16 pick takes 10 seconds off Hellfire too | |
| 20 | -50% MP Cost, -2s Hellfire per fireball, +15% per fireball | Five fireballs that land are 10 seconds off Hellfire | |
Firestorm and Flame Arrow have an MP pick in the list. Keep them while your mana dips in long fights. Once it stops dipping, swap Firestorm's for +20% Skill Speed and Flame Arrow's for +50% Multi-Hit.
Passives
| Passive | What it gives you |
|---|---|
| Accuracy, PvE Damage Boost and Double Chance, always on. First to 10 | |
| Fire hits mark the target, and Blaze only fires on a marked target. Second | |
| +20% PvE Damage Boost while MP is above a quarter | |
| Robe of Earth |
Two of these switch off when you run dry. That is why MP is a damage stat for you, and why Flame Arrow never leaves your hand.
Stigmas
| Stigma | Level | Picks | What it does for you |
|---|---|---|---|
| 10, then 20 | +200 Accuracy, Grace of Enhancement x1.5, and at 20 +10% Fire and Water Attack | +10% Fire and Water Attack for 10 seconds; it touches every spell you cast, so it goes first | |
| 5, then 10 | Enhanced Embers, +2m width, +2s duration | A burn under the boss that hurts more on anything moving through it | |
| 5, then 10 | 200 MP, -10s cooldown, AoE | The target takes 15% more from you for 4 seconds, then it blows up for 4000 | |
Put levels into Element Enhancement first. At 10 take Accuracy and the Robe of Earth MP pick, at 15 add the Grace of Enhancement pick, and at 20 swap the Robe of Earth one for the extra Fire and Water Attack.
Daevanion boards
| Board | Opens at | The nodes you want |
|---|---|---|
| 12 | Combat Speed and Cooldown Reduction, then every skill node | |
| 20 | Damage Boost and Accuracy, skill nodes for Grace of Enhancement and Vitality Evaporation | |
| 30 | The four Critical Damage Boost nodes | |
| 40 | Skill nodes; the Impact nodes are for PvP | |
Walk toward the skill nodes for Hellfire, Firestorm, Bittercold Wind, Blaze, Wish of Concentration, Winter's Shackles, Flame Arrow, Robe of Flame, Fire Mark, Robe of Earth and Grace of Enhancement. Fill the path with Attack, Critical Hit, Accuracy and MP.
Arcana
Run three Vigor cards and two Magic ones.
| Card | God stat | Skill lines to look for |
|---|---|---|
| Time (Combat Speed) | Wish of Concentration, Hellfire, Flame Arrow, Robe of Flame | |
| Life | Wish of Concentration, Hellfire, Blaze, Firestorm | |
| Freedom (Accuracy) | Bittercold Wind, Winter's Shackles | |
| Destruction (Attack) | Fire Mark | |
| Wisdom (double hits) | Robe of Flame | |
The skill lines are where your skill levels past 14 come from. Hellfire, Firestorm, Bittercold Wind and Blaze come first on any card that can roll them.
Gear
| Slot | Lines, best first |
|---|---|
| Spellbook | Weapon Damage Boost, Combat Speed, Damage Boost, Might, Precision |
| Guard | Weapon Damage Boost, Combat Speed, Damage Boost, Might |
| Helm | Attack increase, Double Chance, Attack, Robe of Flame |
| Pauldrons | Critical Damage Boost, Double Chance, Critical Hit, Grace of Enhancement |
| Chest | Damage Boost, Attack, Critical Hit, Robe of Flame |
| Legs | Attack increase, Perfect Chance, Attack, Robe of Flame |
| Gloves | Combat Speed, Attack, Critical Hit, Vitality Evaporation |
| Boots | Move Speed, Attack, Critical Hit, Robe of Earth |
| Cloak | Double Chance, Attack increase, Attack, Robe of Flame |
The early target is a
Spiritforged Spellbook at +10. The Season 1 ceiling is an
Aulamus Spellbook at +15 with a
Vakron Guard and Vakron robes at +10. When you enhance, push Double Chance lines first, then Weapon Damage Boost, Damage Boost, Attack, and Accuracy or Critical Hit last.
Accessories
| Piece | Lines, best first |
|---|---|
| Earrings | Might, Attack, Critical Hit, Fire Mark or Grace of Enhancement |
| Necklace | Combat Speed, Might, Attack, Fire Mark |
| Rings · | Might, Attack, Hellfire, then Wish of Concentration or Blaze |
| Bracelets · | God stats: Wisdom, Destruction, Time, Illusion, Death, then the rest |
| Brooch | Might, Precision, Accuracy, Critical Hit |
| Seal | Attack, Boss Attack, Max Attack, Critical Attack, PvE Attack |
The ring skill lines are worth more than a raw stat once Hellfire is short of 16.
Manastones and theostones
Weapons and armour take Attack, Critical Hit and Accuracy Bonus, and every robe carries one MP stone. A sanggeup-maseok can roll Weapon Damage Boost, Critical Damage Boost or Damage Boost once in a while. Keep those whenever they land; they beat any flat roll.
Put
Theostone: Tassin's Command on the spellbook and
Theostone: Aultross's Promise on the guard. Both are single-target procs, and a class that hits this often sets them off all fight. Two identical theostones only count once.
Genus Insight
Every genus wants the same base: Max Attack, then Attack Bonus, then HP %, then Critical Hit and Accuracy. Power Shard Damage Bonus only comes in once your Critical Hit and Accuracy are where you want them. The damage line is what changes from genus to genus.
| Genus | Damage line |
|---|---|
| Cogni | Critical Damage Boost, then Damage Boost |
| Natura | Multi-Hit or Perfect Chance |
| Fera | Weapon Damage Boost, then Damage Boost |
| Varian | Front and Back Damage Boost |
| Special | Double Chance |
On the tolerance line, take Damage Tolerance or PvE Damage Tolerance over Endurance. Mastering Genus Insight gives you
Unbound by Genus.
Wings, titles and Pantheon
Wings you own count even when you are not wearing them, so level the ones with the best held effects: pureun-jeongwangui-nalgae, ilkkaeun-geungjiui-nalgae, pureun-padoui-nalgae, tusaui-nalgae, deuramata-dungjiui-nalgae, jamsikdoen-geumbit-nalgae, sup-jeongryeongui-nalgae, heosangui-meari-nalgae, akmongui-nalgae, guwonbateun-tarakui-nalgae, gongheoui-talriseura-nalgae and debaui-choesanggeup-nalgae. Wear debaui-choesanggeup-nalgae while you build up; switch to gongheoui-talriseura-nalgae once you have them.
| Slot | Title | Why |
|---|---|---|
| Attack | 3.7% PvE Damage Boost from a monolith, easy to reach | |
| Attack, later | 5.5% PvE Damage Boost plus Critical Hit; take it when Genus Insight is done | |
| Defense |
For the Pantheon, put
Colossus: Zikel's Apparition (Bound) or
Colossus: Kromede's Desire (Bound) in the colossus slot first, and
Colossus: Kaisinel's Illusion (Bound) when Season 2 brings it. Statues go to Freedom, Death and Space; paintings to Illusion, Wisdom and Life.
Rotation
- Element Enhancementfirst, every time. Everything after it hits harder.
- Delayed Explosionright before the charge. The target now takes 15% more from you for 4 seconds.
- Hellfire, fully chargedlet go on the third step, inside that window.
The stack on key 1 fires Delayed Explosion on its own when it comes up. When you see it about to come back, have Hellfire ready to charge so the two line up. Winter's Shackles comes out of the fire line; on a fresh pull you can press it before Element Enhancement so its 20% boost covers the opener.
When the stagger gauge breaks, hit Flame Scattershot. When Frost is up, press Frost and then Frost Burst straight after: Frost lands for sure on monsters, and Frost Burst only hits a frozen target.
Mistakes
- Charging Hellfire from the macro. It comes out at the first step every time.
- Running at low MP. Under half you lose Robe of Earth's Critical Hit, under a quarter Grace of Enhancement's 20%. Let go of the macro for a few Flame Arrows.
- Dropping Fire Wall on a boss about to jump. A wall in the wrong place is a minute of cooldown spent on nothing.
- Leaving Flame Arrow under 16. Without the Blaze reset, Wish turns slower and so does Hellfire.
- Standing in front of the boss. A Sorcerer has the thinnest armour in the party; 20 metres is your range, so use it.




