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Ranged DPS / Crowd Control / Support
Magical scholars commanding powerful spells. They possess immense knowledge of magical powers and can employ tactical abilities like vanishing and freezing opponents mid combat.

Just when you think you've caught them, they'll vanish before your eyes and you might find yourself frozen on the spot literally. They specialise in magical attacks and crowd control.
Mana is the same as the Paladin's: full on start, regenerates over time. Big spells cost big mana, so you're managing a budget.
The Sorcerer is the spellcaster class, and unusually for an MMO it covers all three of the classic caster roles depending on which weapon you're holding. One weapon is the "burn everything to the ground" nuker, one is the "lock down the enemy" controller, and one is the "keep the party alive" healer. The class identity is flexibility you're playing a different role depending on your main weapon.
Common to all three: you're squishy, you want distance, and your damage comes from landing your big spells, not from raw auto attacks.
the elemental nuker weapon
Fire and ice damage, big AoE spells, heavy hits. This is the glass cannon weapon the special move is literally called "Glass Cannon". Fireballs, meteors, ice shards, area freezes. If you want to see huge damage numbers and don’t mind being made of paper, this is the pick.
the arcane control weapon
More about debuffs, gravity wells, darkness circles, and breaking up enemy positioning than raw damage. You're not the one deleting the boss you're the one making sure the boss can't move, can't hit straight, and gets punished for existing. Great in group content where a controller is more valuable than another DPS.
the support/healer weapon
Healing waves, blessings, protective barriers, sanctuaries. This is the closest thing to a traditional healer in the game. You can still deal damage, but the core fantasy is buffing and patching up your group. Pairs naturally with a Paladin tank.
Per the developers’ post beta notes, each weapon will get four progression paths in the upcoming Matrix system twelve builds per class in total. Final paths aren’t published yet; these are the rough shapes players are likely to settle into.
Staff main, max damage, ignore support tools.
Magic Orb main, stack CC and debuffs, play to enable your team.
Spellbook main, stack healing and barrier passives, babysit the party.
Split between Staff and Magic Orb, do damage with control mixed in, Spellbook as emergency heal.
Seven cross weapon abilities that belong to the class itself rather than any single weapon. Three actives (unlocked at Lv 15) and four passives (Lv 10 and Lv 20). These remain available regardless of which weapon you have equipped.