Witcher/Mage Guide:
The Sorcerer/Mage is quite an intense support class, depending on how you play.
Bufffood:
Grassland
Hero potion
Vegetable Sandwich (Higher damage means more damage reduction from Fixed Mind Shield and Saces’ Embrace)
Clear thought
Everything else is optional
Buffs:
Increased weaving curse
No further custom buffs required. Fire protection does nothing as a supporter.
Equip:
MDD, the rest theoretically doesn’t matter. Only some LP is an advantage or full on Int/Matk for strong beast roar to clean up properly.
Skill:
In case of TP deficiency, it is best to work as follows:
Twisted load
Whispers from beyond
Increased weaving curse
Defense network
Consciousness surge
Firm mind shield/Saces’ embrace
Then the rest.
In total, the witcher/mage supports the party on the attack with 7 skills:
Twisted load
Soul torment, perceptual deprivation, heart gathering blow (same effect)
Consciousness surge
Whispers from beyond
Saces’ cracking magic
Silence
Weakening Weave Curse (Primary Hex/Champ Support)
And with another 5 skills in defense:
Defense network (SingleTarget)
Thought barrier
Fixed thought tag (SingleTarget)
Reassuring paradox
Saces’ embrace
How does the Rota work with the boss?
Bossrota:
At the boss, the sorcerer should have 6 psi. To keep the psi permanently, you have to put the fixed mind shield on your pet to stay in the fight.
Tank counts on/countdown starts, then:
15 sec: Thought overload
14 sec: Willpower construct
12 sec: Afterlife whisper (cast time 8 seconds)
3 sec: Spirit power of the ant queen (Even in the construct you get the psi in addition (75 setskill))
2 sec: Consciousness surge **
1 sec: Afterlife whisper (he has to buff once more to get the time back to 10)
Tank/group runs off, then onto the boss:
Saces’ cracking magic
Twisted load
3x soul torment (or 2x soul torment, 1x perceptual deprivation)
Heart collecting blow
Weakening Weave Curse (If suitable DD class like Hex/Champ is present)
*
Silence
This way you have the most important debuffs at the top. Then immediately collect psi again (please do NOT use it during the willpower construct).
For this:
Flame heart attack
Confusing puzzle
Psychic arrows
Now you have 6 psi. So cast Saces’Crack Spell on the boss, place it in the party and cast Otherworldly Whispers
From here on, just make sure that the boss keeps the debuffs.
Pay attention to the cd’s here of course, as Flame Heart Attack and Confusing Puzzle have increased cd’s.
*If you want, you can also cast Unipot again, then Jenseitsgeflüster – but I don’t think that should matter now and is very tight in terms of time or possibly 1-2 points before that
As a rule, you don’t have to worry about defense. However, if you notice that there is a lot of dmg on the tank (e.g. tombs last boss both bosses 1 tank at the same time), you can do this,
then you are welcome to work with a fixed thought shield, thought barrier or Saces’ embrace.
Or if other players have to play music and permanent damage occurs, then the hug also helps enormously.
** Macro, if you want it to go faster:
/script CastSpellByName(“Wave of consciousness”)
/wait 0.1
/script SpellTargetUnit(“Player”)
The skill is then placed where the mouse is.
KittyCombo:
Since the debuff Soulburn does not differ in ID between 1-4, KittyCombo cannot map this.
However, you can also achieve a lot with Kitty. Here is my Kitty:
1) Increased web curse -> PlayerNonEffect; name; Increased web curse; 0
2) Silence -> TargetEffect; name; Commanding Deterrence; 0
3) Weakening weave curse -> TargetNonEffect; id; 501577; 2
-> isCombat; true
4) Twisted load -> isCombat; true
-> playerNonEffect; Twisted charge 6 /// (if you didn’t get it, don’t wait forever
5) Perception deprivation -> isCombat; true
-> targetNonEffect; name; perceptual deprivation; 0
6) Soul torment -> isCombat; true
-> targetNonEffect; soul torment; 0
7.) Heart collecting blow -> isCombat; true
8.) Willpower construct -> PlayerSoulpoint; 6/6
-> isCombat; true
-> playerNonEffect; name; willpower construct; 0
9.) Saces’ Cracking Spell -> targetNonEffect; name; Saces’ Cracking Spell; 0
-> playerSoulPoint; 2/6
-> isCombat; true
-> PlayerEffect; name; willpower construct; 0
10) Flame Heart Attack -> playerNonEffect; name; willpower construct; 0
-> isCombat; true
11.) Confusing puzzle -> isCombat; true
12.) Psychic arrows -> isCombat; true
If you cast 1x Seelenpein at the beginning, you have to fire another Seelenpein afterwards, because as I said, you can’t build on different IDs.
And: As soon as you are in the construct, you must cast Afterlife Whispers manually. If you install it in the kitty, you may interrupt yourself while casting the otherworldly whisper. That’s why I left it out.
Notes:
Why isCombat? Because then you immediately realize, oops no fight and/or oops, I’m faster than the tank.
Before the know-it-alls come: Yes, I know that Kitty should generally work in such a way that available skills are triggered. But it doesn’t always do it properly, at least I got less “skill not ready” displayed due to certain adjustments although the skill was ready in the sequence.
Yes, everyone plays their own way and/or in a more relaxed/active way. Therefore: Here you have a direction. What you make of it, I hope you have fun finding your own class.
A few very small remarks
The equipment:
Ideally 1h staff and talisman with a curse X each. Together with clear thought, soul torment is then always a whole corner faster and the GBC on perception deprivation.
As additional buffood: Arcane potion in the burst. It stacks with Clear Thought. Available from the memo dealer outside HDÜ
Equipment: heal gear also works. Sorcerer is often a budget char. So take something that gives you a bit of lp. As long as you hit the boss you can support perfectly. MDD gear is only a real advantage on mage/hexer.
If you are running with a knight/warrior be sure to put the sorcerer silence in his deterrent. (It’s in the kitty anyway, but I’ll be honest, the class is more manual)
Rota Notes:
In the Rota, especially at the very beginning of the fight, I would put the Twisted Charge before the Crack Spell, since both are done while running to the boss anyway, so you can switch to the second group for the Twisted Charge a little earlier.
You can of course use the arcane potion, but honestly I don’t feel it’s particularly important, since on the one hand the cast speed is very high at the beginning anyway (Pet, Clear Thought, BK Title, Thought Overload, Curse Rune etc) and basically only 2 casts benefit from it (2x Soul Agony when the debuff is stacked up).
For the same reason, I consider a 2-hour bar to be absolutely sufficient.
Since almost nothing has been written about the set skills yet, I’ll list my favorites here, although it has to be said that most of them are rarely used.
- Spirit Power of the Ant Queen (if not available then get Dark Aura for Mementos and farm the setkill)
- Room division
- Protection from the spirits of the dead (10% shield and then 4s Fear)
- Protective shield of the Otherworld
- Traces of emptiness
If you play the class with MDD-Equip and want to do a bit more damage, you can also use the run of soul agony and chaos steer. I don’t think it makes sense, but if you want to, you have a free choice here.
Finally, for the cabinet of curiosities, you have the option of relieving the healer in MA with the class by playing all bosses with only the weapon equipped, since all damage is percentage-based
There was no mention of switching to the second group for twisted cargo in the initial post. I think it would be interesting for everyone reading here to see how this could be sensibly organized.
I wouldn’t do the crack spell before afterlife whisper in the 2nd rotation either. Instead, I would first cast Afterlife Whisper + Consciousness Surge and then Crack Spell, so that the DDs go back to the debuff from Crack Spell when buffed. This also avoids the problem of accidentally casting Crack Spell twice and running out of psi.
Further tips:
- Sace’s embrace, like using Awareness Surge with Macro for Quickcast.
- Play the class by hand and practise on the harpies. Until the 3rd Rota, you always do the same thing and can internalize it perfectly.
- Buff a cosmetic pet with a fixed mind shield, then you can use the actual pet as a support pet.
- Teach your DDs where to stand so that you can buff everyone and not just half of them.
I would also definitely add a champion as a 3rd class and then actively farm TP as a hexxer/champion with MDD gear (if available). It’s pure luxury when your shields are well-skilled and you can negate almost all damage.
- Graves B1 Explosion from the boss
- Graves B3 Debuff from the Green Add
- Graves B4 Shard star during fire phase
- MA B1/B6 AOE damage after phase change contraction
- MA B2 Ice bomb –> Music can be played
- MA B3 Fire mg because too close to the boss –> Music can be played
- MA B4 Debuff does not stack while blocking with Saces
- MA B5 Trap endmg is negated, also a Morkus beast can be stood with less life (Caution! Thought shield interrupts the cast with poison!)
I also think that the traps in MA B5 have fixed damage. You shouldn’t get away with “staff-only” here.