Tactics: Sorcerer Skills Guide
A basic overview of practical usage of currently known sorcerer skills.
Movement / Recovery
Backstep
Sorcerer’s standard movement skill. While it says backstep, keep in mind that you can use it to travel in any direction by quickly facing in the direction opposite to which you intend to move. This move can frequently be used to pursue, escape or space yourself during combat. This skill is how a sorcerer “move cancels” to shave off animation and recovery time and, if timed correctly, can maintain skill activation effects. Has minor pass-through properties but does not provide immunity to Area-of-Effects.
Soaring Attack
A wakeup reversal universal among classes. Can be used at any point during your get up animation and it is possible to throw off baits and punishes by varying the timing. Has a small AoE and high rate of knockdown, but minimal damage. Has a cooldown of 12 seconds so you may not always want to use it immediately in the event of people backing off temporarily.
Utility / Situational
Seal of Thunderbolt
Sorcerer’s “trap,” archer style. Smaller in comparison but with a shorter cool-down time and provides 5 seconds of paralysis. Traps stay out on the field for some amount of time after laying them on the ground but disappear eventually. They are clearly visible and deal some damage. It is possible to jump over or avoid them with movement skills, but you may attempt to use them to control territory, use them as retreat points, or lay them on stationary or downed targets. While these normally have a long cast time of 1.8s, they can be canceled extremely early and still take effect, at half or less of the normal time.
Mana Boost
Staple MP recovery skill. With a long cast-time, you likely will only be able to use this when you are at least somewhat safe. Using it while under threat of pressure is quite a gamble. After the casting finishes, you channel a small amount of recovery... 12 MP/1 second over 20 seconds. Using a skill or item or being hit will interrupt the effect.
Contract of Wreck
A quick casting self-buff which increases the damage of your next attack by 30% within 20 seconds and with a cool-down of the same amount of time. Use it whenever you can most benefit from the additional burst, such as gaining more damage for exceeding the other team's healing output to gain more comparative health advantage or to finish off a target. Otherwise, just use it for plain more damage. Scariest with heavy hitting skills like Hellfire or Bomb of Annihilation.
Mana Shield
Provides temporary protection in a pinch. You probably cannot expect to use this more than once a fight, due to its massive 300 second cool-down time and only having a duration of 15 seconds. Since it eats up your MP per damage you take, it would be wise to save it for when a situation truly calls for it. Completing an extremely important setup which may change the flow of the fight, or saving yourself from what would otherwise be certain death seems like appropriate uses.
Page 1: Attacks
Page 2: Movement/Recovery, Utility/Situational
Page 3: Valaka's Commentary