Retrived From: http://daocinfo.awardspace.com/guides/class/mages/sorc/sorc.htm
There will be more information here as I go along, for now, these are the two things that most people are looking for ;)
Charm Spell Information- From the Camelot Herald w/some additions from me
creature to fight and die for the caster. The level of the creature
charmed is up to 100% of the caster's level. Depending on the level of
the spell, only certain types of creatures may be charmed.
Spec Level Charms To* Spell Information
1 10 Persuade Will Enemy 4.0s/*/0s Rng: 1000 Charm Any Creature ^ 25% power
7 15 Coerce Will Enemy 4.0s/*/0s Rng: 1000 Charm Any Creature ^ 25% power
12 26 Compel Will Enemy 4.0s/*/0s Rng: 1000 Charm Any Creature ^ 25% power
20 40 Control Will Enemy 4.0s/*/0s Rng: 1000 Charm any creature 25% power
32 50 Wrest Will Enemy 4.0s/*/0s Rng: 1000 Charm any creature 25% power
The high-range for the charms is HEAVILY affected by your Mind spec,
early on. For the level 1 charm only a level 8 creature might be
effectively charmable if you don't have near-full Mind spec. Later,
after the level 20 charm there's few resists even if you keep your Mind
spec as low as possible.
^ The Camelot Herald
(www.camelotherald.com) lists these spells differently, saying
Humanoid, Animal, and Insect; but they can charm all.
How to Spec for Yellow Pets - but still have damage!
by Quix76 (somewhat dated commentary)
Level Body Mind Notes:
5 5 1
6 6 1
7 7 1
8 8 1 New Body dd spell
9 8 4 New AE mez spell
10 8 5
11 8 7 New charm spell
12 9 7
13 10 7
14 10 9
15 10 11
16 10 12
17 11 12
18 13 12
19 14 12
20 15 12
21 16 12 New Body dd spell
22 16 14 New AE mez spell
23 16 16
24 16 17
25 16 19
26 16 20 New charm spell; New Body single target root spell
27 17 20
28 19 20
29 20 20
30 22 20 New Body dd spell
31 23 20
32 24 20
33 24 20
34 25 20
35 28 20
36 28 22
37 28 23
30 23 My advice is to get 30 here to get the AE root and start
doing Tanglers/Tree gobs. AE root will make you're crowd controlling
39 30 24 New AE mez spell
40 30 26
41 30 28
42 30 30
30 32 New charm spell; you don't get your last charm spell
till 43, but since you will probably be doing tanger/tree gobs, most
groups won't want a pet here and my opinion is that AE root will help
out way more than a pet will. Even if you wanted a telamon pet, you
can't get one till lvl44 anyways, so it puts you within 1 lvl of them.
44 30 34 New AE mez spell
45 32 34
46 34 34
46.5 35 34 New Body dd spell
47 35 34 53 points left over to increase Body or Matter (when it becomes a viable line)
48 35 34 124 points left over to increase Body or Matter (when it becomes a viable line)
49 35 34 197 points left over to increase Body or Matter (when it becomes a viable line)
50 35 34 271 points left over to increase Body or Matter (when it becomes a viable line)
I have been asked by many people...In our guild, alliance and others on
how to really play a Sorcerer effectively in RvR and survive.
I will give some ideas on my game play and what is important for the job of the Sorc in RvR.
with any caster, a Sorcerer has a difficult time with surviving a tank
and usually will be targeted first in a battle because of the way we
pop up in another players window after mezzing.
Some pointers are :
When your group is engaging enemies, always try and stop way behind the
group. Remember a Sorc has excellent range now for CC and Mids and Hibs
do not. if need be, let them get their first instant mezz off....you
can then mezz them and unmezz your group which makes for a definite win.
Make sure your self mezz reduction buff is up...Your time with the Bard
and Healers instant mezz is virtually only 1-5 seconds if
anything...You will without a doubt come out of mezz before anyone in
your group does to do your CC job.
3) While enemies are mezzed, a Sorcerer can debuff them and not break your own mezz. EXCELLENT TOOL !
The following spells DO NOT break mezz:
The following spells DO break mezz:
Heat, cold, matter debuff
4) If a tank resists your mezz and is charging you, cast Root! If numerous tanks are charging you, cast AoE root.
Always keep on the move and do not stand still in a battle...
Stealthers love that and consider a standing caster instant RPs.
6) Always keep an eye on your clerics, if someone is on them....ROOT them or mezz them.
Doing damage is nice, but a Sorcerer's job is Crowd Control. Your group
will gain you your realm points and keeping yourself alive and your
group is your number one priority.
If the enemies are at bay and you feel the coast is clear, dot and nuke away. Try and DOT healers whenever possible.
Pets - For the most part any con pet in RvR is extremely helpful. Grey
pets are incredible because no one realizes its yours. Sick that pet on
a Healer, Bard, caster and it will make their lives a living hell. They
will not be able to heal or cast.
Yellow con pets, of course, are always the best
Pets with ranged attacks. Best for defending you against Hunters and
Rangers. A pet with a ranged attack will attack that archer and most
likely get me killed.
In Keeps, Mile forts...keep your pet on aggressive. They will auto attack any stealthers than come out of hiding.
Sorcerer stats - A Sorcerer's spells are not know for it's casting
speed. So make sure your dexterity is high, the faster you can cast
your CC spells and the faster you can Lifetap, the better you are.
points are next for importance....If you can get between 1300-1400 hp
with buffs that should keep you alive for at least a while.
Clerics - having good clerics is always the key to a Sorcerer's
survival. Also, if the cleric can buff you with everything they have it
really helps the group out. Most cleric's I run with will buff me
before they buff tanks.
12) Amnesia - A very underrated AOE
spell. Has a 2300 range and interrupts people....if you can get this
off at the beginning of a fight and follow it with a mezz, enemies will
not be able to do anything. Bards use this a lot because there spell is
13) Charges, potions - Makes sure you have on you at
all times healing, power and endurance potions. You'd be surprised at
how often you will use them.
Charges on staffs - Most Sorc
staffs have cold or heat damage. Now, a sorcerer can debuff cold and
heat. If I am going to use a charge that is of that damage, I will
debuff the player first and then use my charge. I can usually hit
players anywhere from 500-1000 points of damage with this tactic.
14) Realm abilities - We have a lot of good RAs offered to us. I would concentrate on the following RAs first :
MCL - With Power regen and Serenity you power will replenish extremelly fast.
Serenity - mentioned above
of Concentration - For a Sorcerer, this is a lifesaver. If a tank or
stealther is on you. do /face...click MOC and lifetap away while
debuffing your instants at the same time to slow their dexterity and
lower their HP and STR.
Avoidance of Magic - Always important to boost up your resists to magic.
Mastery of the Art - Extremelly important to get this, as it will increase your casting speed.
Augmented Dexterity - Very important as well, mentioned above.
Arcana - Since we are a debuffing and dot class, this is a wise choice
for a RA to help you crit with your debuffs and dots.....This also
effects Corporeal Disintegration.
Corporeal Disintegration - I
wouldn't really get this right away. It is a fun spell and gains you
RPs...but it really defeats our purpose as CC because it is an AoE dot.
But I enjoy it and use it in certain situations...especially zerg
Purge - I do not have purge and don't really need it.
Depends on the situation, sometimes I think "wow if I only had purge".
But overall mezz is the prime CC and we have our reduction and 9 out of
10 times another enemy breaks your mezz/root on you anyway.
For a Sorc, DD RAs are least important - Wild Arcana and Mastery of Magery.
I hope this info helps some people out there in playing their Sorcerer's