Weak Point Detection
Skill Points Progression
- At 256 Skill Points level up
Infernoto level 4 and add Inferno, Rift Acceleration
- At 284 Skill Points level up
Rime Arrowto level 10 and add Rime Arrow, Ice Pick.
- At 312 Skill Points level up
Seraphic Hailto level 10 and add Seraphic Hail, Weak Point Detection.
- At 328 Skill Points level up
Infernoto level 7 and add Inferno, Charge Flame.
- At 356 Skill Points level up
Blazeto level 10 and add Blaze, Weak Point Detection.
- At 384 Skill Points level up
Infernoto level 7 and add Inferno, Firepower Supplement.
- You can use
Esoteric Reactionwith Esoteric Reaction, Quick Prep Esoteric Reaction, Enhanced Strike Esoteric Reaction, Stabilized Crystalinstead of Seraphic Hailfor a ranged option with similar damage but less gauge and higher cooldown.
- For counter replace
Infernofor Squallwith Squall, Quick Prepor Ice Showerwith Ice Shower, Enlightenment Ice Shower, Tenacityas a alternative counter with gauge generation and Push Immunity.
BlazeYour main debuff skill with quick cast time. Seraphic HailLow cooldown good identity gauge generation ability. Frost's CallGenerates a lot of identity gauge with long range and decent damage. Rime ArrowMain Identity Gauge Damage Ability. Does high damage. Used to animation cancel Punishing Strike, Doomsdayor Explosion. ExplosionThis is your 2nd hardest hitting ability. Slow cast and travel time, small AoE and Weak Point level 2. After casting has a big recoil animation that can be canceled with either spacebar, Punishing Strike, Doomsdayor Rime Arrow DoomsdayThis is your hardest hitting ability. It has a delayed landing time after the long cast with a reasonable sized AoE and Weak Point level 2. You can animation cancel after casting it with either your spacebar, Punishing Strikeor Rime Arrow. Punishing StrikeThis is your 3rd hardest hitting ability. It does great stagger and is easy to land, but has long cast time. The animation after casting can be canceled with either spacebar, Doomsdayor Rime Arrow. InfernoDamage filler and Part breaker (Weak Point). Can be enhanced to Weak point lv.2 with tripods if necessary. Enviska's MightAwakening Ability with Super Armor.
- Note: If the fight requires a significant amount of Weak Point damage use
Infernowith Inferno, Weak Point Enhancement.
Gameplay & Skill Rotation
- Try to maintain your debuff on the boss with
Blazewhenever it's available. The Lingering burn on the ground allows the debuff to last 10-11 seconds before it needs to be reapplied.
- Build up your identity gauge with your normal rotation. In particular with,
Seraphic Hail, Rime Arrowand Frost's Callto give you the most gauge per skill. Blaze, Inferno, Squalland auto-attacks also give some gauge, so you should weave this into your rotation when everything else is on cooldown. When fighting a Counterable boss, try not to use Squallwhen a boss hasn't been countered recently. However Counter has a 30 seconds internal cooldown, so if a boss has been Countered recently, you can freely use your Squallas a filler. Doomsdayshould always be your last big skill to use in a rotation while building up identity gauge. If you've used everything and Arcane Ruptureis available, then you can use your Doomsdayinto Arcane Ruptureinto everything else if they're on cooldown.
Explosionand Punishing Strikeare also not on cooldown, then you could save them for after the Arcane RuptureThey do not have to be on cooldown first.
- You can optimize your
Arcane Ruptureby using it right before the Doomsdayimpact instead of the moment you finish the channel. This is a minor optimization/adjustment and benefits you mainly in Tier 2/Tier3 gameplay.
- Try to allign your big burst combo with the support's major synergies. Supports have two main buffs that can stack together, ideally your burst is whilst you have both of these buffs available. This would greatly increase your damage.
Explosionshould cancel into Punishing Strikewhich should cancel into Rime ArrowThis rotation is the same with or without Arcane Ruptureavailable. Your Doomsdayhas a very long cooldown, and you don't want to be waiting on your opening skill when Arcane Ruptureis available. If you almost filled up your Arcane Rupture, refrain from using Doomsday. Because of the buff that Ignitergives to Arcane Rupture, the other abilities can be on cooldown since they'll come off of cooldown within the 15 seconds of Arcane Rupturefor you to cast them.
Burst window combo goes as follows.
- If at full gauge
Arcane Rupture Explosion Punishing Strike Rime Arrow Seraphic Hail(if not using Seraphic Hailuse Esoteric Reaction) Frost's Call Doomsday
If you do not have a
The highest damage setup is is Specialization with Crit in a 70/30 balance format.
If you find yourself struggling you could go Swiftness for a more consistent burst window to easier fit in the extra
Jewelry should be the following for a optimized stat spread.
- Necklace Specialization + Critical/Swiftness
- Rest Specialization.
- For starter engravings you want to focus on
Igniterlevel 1 and All-Out Attack3.
Hit Masteris a strong engraving for your overall damage. It has the same benefits as Cursed Dollwith no drawbacks. Precise Daggeris used for added crit chance. Since all of your damage is focused into a small burst window scoring critical hits will be essential. The -12% Critical Damage is easily mitigated by the build. [Precise Dagger is used due to the high cooldowns of the Igniterbuild.
Once you get more familiar with the game the following engravings will outweigh their drawbacks and are easily the Best in Slot in most setups for Tier 3 content. They are typically chosen later on in the build after you have your core 2-3 Level 3 Engravings.
These engravings are not to be used unless at Engraving Level 3.
Grudgeis difficult to fit into the build since a lot of the engravings are for comfort to fit the build. However it still gives the most efficient damage once you can overcome its drawback. Cursed Dollis often chosen as the last engraving. It increases your damage, but reduces healing received. This can be partially counter-acted with the Forest of Giants 3 Set card set that boosts your healing from potions by 15%, however once you outgrow this set replacing it you will notice a vast difference in healing received.
The following setups are in order of importance.
Standard Setup Crit
IgniterLevel 3 All-Out AttackLevel 3 Hit MasterLevel 3 Cursed DollLevel 3 GrudgeLevel 3
Alternative Swiftness #1
IgniterLevel 3 All-Out AttackLevel 3 Precise DaggerLevel 3 GrudgeLevel 3 Cursed DollLevel 3
Alternative Swiftness #2
IgniterLevel 3 All-Out AttackLevel 3 Precise DaggerLevel 3 Hit MasterLevel 3 GrudgeLevel 3
Alternative #1 and Standard are easy to change over from where as Alternative #2 is hard to transition from to the Standard setup which is deemed the most optimal once you get used to things such as boss mechanics enough. As not to be suffering from the drawbacks as much.
Gems grant bonus damage and cooldown reduction to specific skills. You can only equip 11 of these Gems at a time so it is recommended that you prioritize the Gems for your most important skills.
Doomsday Explosion Punishing Strike Frost's Call Seraphic Hail Rime Arrow
Doomsday Rime Arrow Frost's Call Seraphic Hail Blaze
Runes enhance Skills with extra bonuses. All rune obtained runes are account bound and have limited availability, so placement of Runes on the correct Skills is very important. Below are the recommended pairings.
Blaze Quick Recharge,3 Frost's Call Wealth,3 Esoteric Reaction Wealth,3 Seraphic Hail Bleed,4or Wealth,3 Rime Arrow Wealth,4 Doomsday Galewind,3 Explosion Galewind,3 Punishing Strike Overwhelm,4or Galewind,3 Squall/ Inferno Rage,4
For encounters where extra stagger is very important you can opt to use
Gear Skill Tree and Tripods
Once you enter Tier 3 there will be gear that starts dropping to enhance your abilities through the tripods. Tripods levels go up to a maximum of 5 (+4 on gear) and each level can enhance the effect of the tripod for example, damage, cooldown, buff intensity and mana cost.
Recommended tripods to focus on for the Sorceress are the following:
Punishing Strike Punishing Strike ,Mind Enhancement Punishing Strike, Electric Discharge Punishing Strike, Magick Amplification Frost's Call Frost's Call, Enlightenment Frost's Call, Unstable Rule Frost's Call, Enhanced Strike Seraphic Hail Seraphic Hail, Enlightenment Seraphic Hail, Additional Explosion Seraphic Hail, Weak Point Detection Explosion Explosion, Ignite Explosion, Weak Point Detection Explosion, Magick Amplification Rime Arrow Rime Arrow, Enlightenment Rime Arrow, Piercing Strike Rime Arrow, Ice Pick Doomsday Doomsday, Mind Enhancement Doomsday, Asteroid Doomsday, Magick Amplification
Cards are an endgame system to maximize your characters potential. Below are some of the recommended sets/setups for this class. You have a total of 6 card slots available and can create several combinations until you start working on Awakening piece sets and reach their minimum requirements.
- Beginner Card Sets
Field Boss II4 Set. This will give you +8.00% Max Health. Romanticist2 Set. Lowers your Movement Skill Cooldown by -10%.
Forest of Giants3 Set. This increases the Effectiveness of your recovery items by +15%. (Best Value non-awakening card set). We'll Meet Again3 Set. This will give you -12% Damage taken while below 50% max Health. And at 9-Awakening an additional -18% Damage taken while below 50%.
You can also combine the Forest of Giants 3 Set with a Field Boss 2 Set for the +4.00% Max Health boost instead or Romanticist 2 Set for Cooldown reduction on your dodge.
These sets are obtainable early on in the game and give you a slightly better time playing as you learn and get better and until something better becomes available as the ones mentioned below.
- Budget Card Set
Lostwind Cliff6 set (12-piece Awakening) This will give you Crit rate +7.00%.
The Lostwind Cliff card set gives you a nice Crit bonus at a more acceptable rate of awakening, leveling this up beyond 12-piece Awakening doesn't have enough investment value. It might take you a while to get it however the Seria and Solas cards are to a degree farm-able instead of being purely luck dependent. (Note: Requires full 6 piece set to be equipped).
- Optimal Damage Card Set
Light of Salvation6 Set(12-piece Awakening) Converts your damage type to Holy. -Light of Salvation 6 Set(18-piece Awakening) Holy Damage +7.00% -Light of Salvation 6 Set(30-piece Awakening) Holy Damage +8.00%
This card set will increase your raw damage output by a total of 15.00%, a added bonus to that is the +30.00% Dark Damage Reduction it gives. The Light of Salvation card set is the best damaging card set for all DPS characters in the game but will take very long to complete to a 30-piece Awakening stage. This is a super-long-term goal. (Note: Requires full 6 piece set to be equipped).
IgniterSorceress deals heavy burst damage by building up her identity gauge.
- Her Identity skill
Arcane Ruptureis an extremely powerful buff that scales off of Specialization. This buff grants additional damage, increased Crit Rate, increased Crit Damage, and reduces Active Cooldowns by 50% upon activation. It also increases cast speed, part break (weak point for Fire abilities), and stagger damage (for Lightning Abilities).
- You have to build your identity gauge up, align it with your support's buffs, and then position yourself carefully with a boss opening to cast all of your main damage skills and hope that the boss doesn't move.
- However good you get, there is always randomness involved when unleashing your burst, you will miss it, it will happen, its fine.
- Your rotation is largely the same when you're building up gauge, but don't cast
Doomsdayif you almost have 100% Arcane Rupture] ready to go, or you will be waiting for it to come off cooldown before you can commit to activating your buff. Blinkis good mobility from your identity. However, since it consumes a portion of your identity gauge which is your main damage source in this build, you should only use it in life-or-death situations such as wipe mechanics that have to be followed.