Saturday, August 29, 2009

Aion: Cleric Changes and Patchnotes [26-08-2009]



  • Grace of Emprean Lord had its cooldown reduces from 5 minutes to 3 minutes - Spells do no cost mana for 12 seconds.
  • Wrath of Earth had its damage increased - Inflicts 233 Earth damage and causes 259 damage every 3 seconds for 9 seconds
  • Summon - "Divine Energy" had its damage increased from 900 to 1,620 - Summons a holy spirit. The spirit uses 900 fire damage spell. It loses life every time it casts the spell.
  • Mass Party Cleanse had range radius increases from 10 meters to 20 meters - Cleanses up to 3 effects from up to 6 party members and recovers 3,700 hp.
  • Word - "Pain" now includes a 400 magic resistance debuff - Inflicts 456 earth damage, and 507 damage every 12 seconds for 2 minutes.

Thursday, August 27, 2009

Aion Guides: Beginners PvP and PvPvE Guide



The Build

Now I know you want to get into all the juicy stuff such as strategy and what not, but before I discuss that you should first consider your character’s build. You can customize your characters strength and weakness threw the use of mana stones, enchanting, food, drinks, scrolls, etc. However to keep it basic for beginners; I will stick to manastone and enchanting discussion.

Now that being said you could build your character to be in a basic categories’: Offensive, Defensive, and hybrid. Each one adds valuable options to the group. In addition, each comes with there own strength and weakness.

Offensive builds is where you want to take your opponent out before it takes you out. In that sense you most be able to react faster and out maneuver your opponent to use this build to its full potential. If you fail to do so, you leave your self vulnerable to a counter attack to your opponent. That being said these type of builds excel in spike damage in groups, so they have the time to prepare a proper assault on an enemy player, while have the time to retreat to the safety of the group to avoid being counter attack. These builds are generally more vulnerable (not always) to taking more incoming damage then say if you built hybrid or defensive.

Defensive builds are the opposite in the sense you try to out last your opponent threw your increased survivability. In order to bring this build to its full potential you most have the patience to deal with longer fights and not lose focus. Your objective as a defensive build is to interrupt your opponent’s combo flow as much as possible forcing them to make a critical mistake, wasting their opportunity to spike you down. If you can play the fight longer and stay focused, you can force your opponent to trip up. This build is especially common for healers in group fights. For their success largely depends on their ability to hamper their enemies attempts to spike damage them.

Hybrid builds are mix offensive and defense nature. For example Crit has an offensive and defensive nature attached to it. When you land a Crit hit, you will do more damage. In addition, you also stun your opponent. Thanks to this nature, crt makes a perfect example of a build that be used offensively or defensively. In groups hybrid builds are useful in that they play an offensive and defensive role at the same time. For example a sin or ranger could crt lock a dps attempting to spike a healer. In this situation not only did you kill the enemy, In addition you stunned your opponent which saved your healer.

Manastone by categories:

  • Offensive mana stones: Attack, Magic Boosting Power,
  • Defensive mana stones: Shield defense, parry, evasion, magic defense
  • Hybrid: HP, MP, Critical, Max flight time, Acc, magic acc

Please note I would advise against using mp and max flight time normally, as both of these problems can be easily countered by a pot. In addition I would advise against using Acc or Magic acc, as the benefits normally do not counter the use of other mana stones available.

Builds I would advise for classes as follows in no particular order of importance.

  • Templar: Hybrid, Defensive
  • Gladiator: Hybrid, Offensive
  • Cleric: Hybrid, Defensive
  • Chanter: Hybrid, Defensive
  • Ranger: Hybrid, Offensive
  • Sin: Hybrid, Offensive
  • Sorcerer: Hybrid, Offensive
  • Spirit Master: Hybrid, Offensive

For enchanting offensively you will want to focus on increasing your weapon first as you level. Defensive will want to focus on a shield first (if you have one and are going for a shield defense spec), and then proceed to upgrade armor. While in the future you may be able to afford both, doing so while leveling will be difficult.

For example my chanter is currently defensive specked since I live to pvp in groups with my legion. I use shield defense manastones and put priority on my shield, and then the rest of my armor.



I fly Solo

For those of you like to solo, there is good news and bad news for you. While the abyss grants the opportunity to attack unsuspecting opponents in a 1v1 scenario; one most use caution. In the abyss it is common to find solo players or small groups to pick off, the problem you say? Well to put it simply they, lets just say that their friendly faction isn’t to far away normally when they call for back up.

When you PvP alone, you keep what you kill. In other words all the abyss pts you earn threw damaging the target, go straight to you upon your opponent’s death. This is a bonus if you are trying to level up your abyss rank quickly. This is due to that if you are in a group, the pts are split evenly. Although this comes at great risk as well, for traveling alone increases your chance of death. If you die to an opponent in PvP, you will lose abyss points (note there is no exp penalty for dying in PvP).

Birds of a Feather Stick Together

If soling isn’t your thing, give group PvP a go. Just like solo PvP there are advantages and disadvantages. The advantage of Group play is that you can rack up more kills quickly and not have to run as much if the enemy calls in for back up. Also it is always nice to have a team mate watch your back, in case some one tries to return you the favor. In the abyss, small groups pick normally off solo or other enemy small groups. While there are bigger groups in the abyss, they are fare less common and mostly seen at places such as fort sieges.

The disadvantage is that your pts will be split for kills you earn as a group. This will slow down your abyss pt gain. Although, if you are continuously killing with out dying, it may pay off then continuously getting killed solo in attempt to hog all the abyss pts to yourself. It really depends on your class and builds which style of play will fit your needs for abyss pts.

Solo tactics

As a solo player you want to catch your opponent off guard and finish him/her off before they have time to react. Due to this more offensive/hybrid builds are preferred here. While you could attempt a defensive build solo ganking spree, you give your opponent more time to react for a counter attack or escape.

Now I know what your thinking, “should I kill my opponent if there currently attacking a mob?” This is a common ethics question asked in any PvP game. Basically you have to go with your beliefs on this one. If you feel it is wrong then don’t do it. However, don’t expect your enemy to return you the favor. As this strategy does give an advantage that some will defiantly consider taking in solo play.

When camping a particular area, it is always a good idea to bring a kisk with you. A kisk is a bind on the go item that remains stationary on the ground. Hiding it in weal covered area, or a hard to reach spot is advised. Once you have your kisk in a safe area nearby, you can quickly return the favor of the unsuspecting prey that just killed you going, “omg wth I just killed you haxor”:

In addition it is always good to be mobile. Once you begin to kill the enemy, it will not be long before they shout out your location. It is best to stay on the move so the Zerg doesn’t find you and take back some of those abyss pts earned.

Group tactics

In a group you want all 3 builds to be present. This way you can cover a little bit of everything, making it easier to overwhelm opponent(s). In addition in group vs. group fights it is very important to stay in formation. If you thin out to much, you just make easy pickings for your opponent(s)

Now then the formation my legion has used in the past and has found to work, Is to bunch up and push as a group. I know this sounds very simple and stupid just asking to be AoE'd… but it works. There are several reasons why this is a valid tactic and essential for survival in group play.

The first reason is the limit on healing range. Unlike most games, Aion is not very forgiving in healing range. If you move out of heal range, the healing spell will interrupt, if it is not instant cast. In addition, the range of healing magic in this game is noticeably smaller compared to others. That being said if some one runs to far ahead of the group two things happen. They die to focus fire from the enemy team, or the healer has to run an expose themselves to hostile fire to heal them. Obviously that is suicidal in both situations.

The second reason is the limit of ranged damage in Aion. Just like healing, the range is quite limited. Meaning if your ranged dps move to far ahead of the group, they expose themselves to melee attackers. In addition the same can be said about your opponents range. If you move as a group, you force your opponent ranged dps to expose them self to counter attack if they try to spike some one important such as a healer.

The third reason is to for retreating. If you retreat in a scattered formation, you will be picked off one by one and make it all the easier for a complete wipe. However if you retreat as a group, some of your opponent may get cocky and charge ahead of their group (you have no idea how often this actually happens…). In addition, backing off from the enemy group forces them to advance toward your groups new position to reestablish range. If they are unorganized, they will spread out a bit advancing on your groups position, making it all the easier to pick them off. Even better is if you retreat around a corner… as you break line of sight of rangers and healers, leaving any melee dumb enough to charge ahead after your group with out support… Usually leading to a very painful death.

When moving as a group you ideally want your stronger melees up front, such as Templar and Gladiator. In the middle you want your healers(to prevent melee ambush, and in the back you want your ranged dps… and your sins.
Now the sin role is pretty important here as they have to pivot a lot in the flow of combat. If they notice some one trying to ambush there back lines, they can stealth and return the favor to them; all the while warning there team of the threat. If your back lines are clear of enemies, the sin should focus on hit and run tactics threw out enemy lines. Kill the squishiest target you can find (cough Sorceress) and proceed to run away your pansy mane away back to your group before you get focus fired.

The Templar and Gladiator job is to hold the front lines of your group, all the while pressing into the lines of your enemy group. They key is to not to press to far in, but enough to pressure your opponents group to spit up. If your front line succeeds in this, your enemy squishes and healers become easy targets for your dps to spike down. In addition though Templar should focus on cc any one trying to advance into there group, or pull away opponents trying to flee or hiding in the mass of another group. The Gladiator should spam his AoE is up to continue to put pressure on the other group’s healer.

The healer servers as a guide point for the group. Your group leader should make your own healers, so your group doesn’t get carried away and out run there heal distance. It is also a good way to keep tabs on what is happening on your healers. Not only that but they make great rally points for knowing when to stop the advance or retreating, since they are in the middle of the formation. The ranged dps know not to pass the healers, while the templar and gladiators know to stay in front of healers. Having healers knowing when to move and where to hold there ground is essential to moving as a group basics.

The ranged dps obviously wants to hold up the back of the line as far as possible to slow down the incoming of melee dps attempting to kill them. However if the lack of melee dps threat, it is safe to move a bit closer to the melee lines. However, staying at the front of the group for long periods of time should be avoided…. for obvious reasons.

Example video moving as group… will post a better when vepo learns how to fraps so you get a better perspective… and not have to /facepalm at that newbie Arc.

Game Options


In order to aid you in PvP, I would advise messing with the game options tab until you feel comfortable. However, I know that is a lot of options to play with, so let me suggest a few to you.

  • Camera: I would advise setting the camera to Max (this allows you to zoom out all the way with the camera, note you can still zoom in if you need to with this feature enabled.
  • Show distance to target: Allows you to see how far away your current target is. This works on friendly and enemy targets.
  • Fix Compass to North: This option helps keep a sense of direction. It is important to yell out incoming attacks; also this feature helps to call points to retreat or rally too.
  • Disable click to move: Really depends on your class and preference here. Just note the click to move is defaulted off. If you prefer moving with keys I advise turning this feature on.
  • View target’s target: Simple enough and very useful. If you click and enemy or ally you see who they currently have target. This helps with assisting if you picked an ally, or you can call out who is about to be attacked if your enemy is looking at an ally. Also pro tip here if a healer has them selves targeted it more then likely means they are about to or in the process of a heal/buff themselves (if non aoe). So if they change to them selves quickly, be ready to stun ASAP. This can interrupt instant heals if you get good at it (stunning them before they hit the instant heal).

Key Bindings



Key bindings help save a ton of time when it comes to pvp. Not only that but there is a bunch of features you can enable with key binding as well that would normally take much longer to do manually. However fear not clickers, as you can still be effective in PvP clicking. Although if you want my honest opinion as a healer in PvP; I find that using a combination of using clicking and key binding to be the most effective. Just play around with it until you feel comfortable, but keep in mind speed is very important in PvP. That being said here is a few key bindings you should consider.

Combat Key Bindings

  • Select Nearest ally: This works like tab but instead of picking the nearest enemy, this feature will select the nearest friendly target. This is useful for healing or assisting those that are not in your group/force.
  • Select Nearest Enemy: Used to cycle threw enemy targets. Useful for picking out hard to find enemies, or those hiding in a big group.
  • Assist Target: This will change your target to the target’s target. Very useful for assisting for dps.
  • Change Weapon: for those that change weapons this is extremely important. I find the starting change weapon feature to be a bit lagish (could just be me though). I personally prefer setting the key to a key bind for quick switches.
  • Toggle Power shard: Good for physical dps users as this allow you to quickly turn off or on your power shards.

Group Key Bindings

  • Select Yourself: Very important feature as a healer. Changing from a friend target to heal your self takes time, and you don’t have much of that to waste in PvP.
  • Select Group Members: Very important for healers and melees. For healers this lets you heal your group members quickly by targeting them. For melees you can use this to target who ever your suppose to be assisting. Once you have selected the member, you can then hit the assist button to attack their target.

Sign Key Bindings

This is very important feature of Aion, as you can mark targets to make team work easier. The signs in Aion work on allies and opponents. What I would recommend is to mark your healers, your enemies’ healers, and your enemies’ glass cannons. You want to mark your healers as rally point as mentioned earlier in the guide, so your group stays in formation. You want to mark you opponents glass cannons (heavy dps, light defense) and kill them before they destroy your group. After the glass cannons are out of the way move on to enemy healers. In addition, you may want to assign some of your group members to cc/harass healers while you kill the glass cannons.

Conclusion

This is the end of the guide. Keep in mind this guide is made from my experience and what has worked. There are multiple ways to PvP, some of which that are not discussed in this guide simply because it would take to long to cover all of them. I hope you have found this guide useful and enjoy your PvP experience in Aion.

Aion Guides: Spiritmaster PvP Guide



This guide explains how to fight against other classes using tips for General situations composed of suggestions from many high level and experienced Korean players.

Foreword

Some of the terms will be explained before the actual guide, so remember them as they will be referred quite often in the guide.

Important Note: AionArmory's Database is from 1.0 so skills from it has lower damage/heal values on skills than the 1.2's actual values (Korean Powerbook values are much higher)

PvP Chat Tab Radar


Make sure you drag it out to an easily visible location.
This radar will let you know if any opposing faction members are within just outside of your visible range.

Also, the Wing Restraint Combo: Instant Cast Fear Skill > Restraint > Fear > Wing Root > Disenchantment Burst, Dispel Magic > Fear Shriek > Various DOT > If they come out of the Fear state and attack, use Body Root I - Skills - Aion
Yup, an instant kill combo, you will get The Joker laugh from this.

Fifth, The Spiritmaster


They possess various conditions and Damage-Over-Time skills, as well as pets that guard them.

But they still have low health and armor, considering they have to wear robe. Its a basic for them to use their skills at distance and survive until their opponent gives in.

On a side note, at ground battles you can use your Spirit to fight in different ways, but at flight, it is hard to use them properly. But they can fight Aerial Battles with skills like Wing Root I - Skills – Aion

Useful Skills in PvP

The basic and foremost strategy for Spiritmasters is keeping distance. Since they have many DOT skills that inflict conditions, its best to keep running away until their opponent dies.

Tornado of Wrath (Level 45 Stigma) 2s Cast 12s Recharge: Inflicts 357 Wind magical damage to a target within 25m, and inflicts 311 for 8 seconds in 2 second intervals.
Command: Substitution (Level 48) 0s cast 10m Recharge: Your spirit receives all damage you receive.

PS: I'd say its not just that, there's these two that are very useful in PvP (only useful in PvP really)

Tips from Player ? 상실, Server Jikel, Level 50, Asmodian

I wont tell you the order of skills to use in battle. Every SM has a different style, and the situations vary as well, so the list would be endless. Though the most important skills are as follows:

  • Chain of Earth
    This skill slows enemys movement, and is recharged when the chain is released.
  • Erosion
    A Must skill. For 15 seconds it does continuous damage, pressuring the enemy.
  • Tornado of Warth
    Another must have skill. Even though I think the cast time is a bit too long, the effect is great. It is a DOT skill exclusive to SMs. Depending on the situation, use it after you've used Restraint I - Skills - Aion on the enemy.
  • Restraint
    Putting this on the enemy will earn you time. They can ofc use a CC pot and come back right away, but you force them to use it and earns you 1-2 seconds, which can be very precious.
    From here, it will depend on how you use this time. I for one use Restraint > Disenchantment Burst > Chain of Earth > Erosion > and after getting some distance, Tornado of Wrath. But if he doesn't use CC pot and keeps himself chained, then I turn him/her into a Spirit. (Fear I - Skills - Aion is the first of these transformation skills, its actually 8-15 duration with 2.5s cast)
    If he uses a CC pot when you are casting this, I quickly cancel it and go with the chain above. Since he used the CC Pot, he cannot defend against the incoming debuffs.
  • Command: Substitution
    Must have at ground battles. This skill puts all the damage you receive onto your summon, and this effect really makes the fight against melee classes a whole lot easier. But note that if you go farther than 10m from your spirit this buff will disappear, and lasts for 2 minutes.
    The recharge might seem long since it is 10minutes, but its that good.
  • Stone Skin
    Sorcerers and Spiritmasters have this skill. It blocks out damage (upto a certain point) for 4m minutes, but when you meet a class like the Assassin this skill melts away. This is why keeping distance is important regardless. It lasts for 4 minutes, and has a recharge of 2 minutes.
    It is important to keep this up, but minus the recharge this can last for 2 minute more, so dont use it on recharge and keep it on until it has 10-20s of duration left. Or else you will not be able to use it again once it breaks.

Tips from Player ? 류드, Server Kidorun, Level 50, Elyos

Here are the stigmas that SMs use frequently:

But of course, depending on your setting Badge of Stealth and Command: Wall of Protection I - Skills - Aion are useful as well.
You will need to change stigmas depending on where you are going to fight.

If you are going to be in the Abyss for a while, take out the Command: Substitution. You'll need to fly, and dragging around a spirit that cant fly while using this skill which has a 10m range limit will see very limited uses. So you would end up with Disenchantment Burst, Magic Block, Fear Shriek, Weaken Spirit, and Tornado of Wrath.
Many people look down on the stigma Weaken Spirit, but it is one of the few skills that shoot a single high-damage packet in our skill line.

At Rift PvP, use Command: Substitution, Fear Shriek, Tornado of Wrath, Magic Block, and Disenchantment Burst. Command: Substitution is what makes SM stand out among other classes at ground battles IMO.

PS: Not in AA yet, Badge of Stealth (LvL 40 Stigma) .5s Cast 10m Recharge: Puts you and your party members within 20m range into basic Hide mode. You cannot move or use this in combat.
Also, I'd throw in this skill in the available Stigmas: Body Root I - Skills – Aion.

He listed some weirdo skill that I havent not even seen before most likely a typo to the Wall of Prot, but Im interested in this skill . No comment or description of what class or level can use this skill, most likely an all class usable skill like the Abyss Skills.

Tactics against Gladiators


They charge then unload high damaging attacks. Therefore, it is best to snare and keep distance while putting DOT on them. They do not have as much HP and defense as a Templar, but they are still high.

In the Abyss where they cant use the spirits properly while flying, it is best to keep them on the ground or just pop them out of the sky with Wing Root.

Tips from Player ? 기노모토사쿠라, Server 우르툼, Level 50, Elyos

If you fight them at ground, using these 3 skills well will make it easy

Erase their buffs using Disenchantment Burst and Dispel Magic, use Chain of Earth and Erosion too. If you use a spirit and the Command: Substitution skill, there is a very high chance of winning.
In aerial battles, it will be harder due to the fact that you cant use your spirit there, even with the 3 transformation curses. Use Wing Root to force them on ground or make them crash land, and keep removing their buffs to keep a faster flight speed. Without your spirit, it is not easy to fight a class with high damage and health.

PS: For those of you not familiar with high level Gladiator skills, they have a buff skill called Strengthen Wings that increases flight speed by 50%. He means erase this skill with your buff dispelling magic to keep a distance.
Also note that they can quickly run up to you and instantly inflict Aerial Thrust (only if you are on ground), so watch out for that.

Tactics against Templers


Many suggest how you deal with their Stunning Strike and armor skills will decide the victor.

If you solve this problem, you can just use Chain of Earth and various DOT to slowly pressure them down. The most important thing is how you deal with their Armor of Balance and Iron Skin.

Tips from Player ? 히밤, Server 파시메데스, Level 48, Elyos

They possess various Armor spells and nowadays the magical resistance buff skill, so they resist magic (for the duration of Armor of Interception).
First off, use your Stone Skin and a Shock Scroll (Resists that Stunning Strike). Using Disenchantment Burst and Dispel Magic will most likely leave just Armor of Balance and Iron Skin intact.
If any other buffs are remaining, check if the Armor of Interception is on him, and if it is, then run around while removing his buffs. If not, just use Chain of Earth and various DOT skills.
If you get dragged in by Stunning Strike, use Fear Shriek immediately to get away from the danger. From my experience, if you can take off their buffs, you won't have to use Fear and just deal with them with Chain and DOT.

PS: Armor of Balance: +1000 resistance to Spin, Stumble, Stun, and Knockback for 1 min 30 seconds
Armor of Interception: +800 Magical Resistance for 30 seconds
Iron Skin: Remove all debuff and 50% less damage received for 30 seconds
Stunning Strike: Pulls target 15m in range and slows movement for 10 seconds, recharge 30s.

Tactics against Rangers


The hardest class to deal with is the Ranger. Since they have ranged attacks, it would be meaningless to keep distance. They can also kill you in an explosive burst damage chain, so to a low HP and defense class, they are very hard to defeat.

But really, it will depend on who finds and attacks whom first (lulz grammar winner wtb cookie please Cynic). It is important to keep an eye on your surroundings.

Tips from Player ? Nobel, Server Triniel, Level 50,

They can use the Spiritmasters weakness to its max potential. Keeping distance is useless, and if you get hit by their Stun chain, you will die without even being able to resist. They are the arch nemesis of Spiritmasters.
If you found them first, then you can take them. Using Disenchantment Burst on their Eye skills will severely weaken their burst ability, and therefore you will be able to resist their burst.
After that, you can use various DOTs and the Chain of Earth chain to put pressure. Of course, if you use the instant cast Fear skill (Curse: Fire Spirit I assume), you can win the fight easier, but save that incase you are stuck in a 2 to 1 battle.

But if they found you first, and you've survived their burst chain, then there's many ways you can deal with them. (if you didn't survive their burst chain, then GG)
You can use the instant cast fear skill to get away, or you can use the Wing Restraint Combo to instant kill them.

PS: Even if you've erased their Eye skills, more experienced rangers will still have one eye skill left: Eye of Swiftness, which will let them spike if they can get close. The reason why you use that precious instant cast transformation is because they can silence/sleep you, then come back or just kill you.

Tactics against Assassins


Using Hide ability, Assassins hitting your back has been dangerous to every class in existence.

Especially to SMs with Robe Armors, they can be dangerous enough that you can die without being able to do anything. But if you survive, you can counterattack.

Just live! If you survive, you can win.

Tips from Player ? INRI, Server 프레기온, Level 50, Elyos

This class is all about ambushing the enemy. To withstand it, you need good gears (or you can raise your Magical Resistance to resist their Ambush) If you do get ambushed, its good to look in your RvR Radar Tab, because of the Contract of Evasion.
This skill blocks magic attacks twice, so restraint or instant fear all goes off without taking effect. If you have a good gear and survived or resisted the Ambush, you will get a chance to use one or two instant cast spells. From here, there are 3 ways.

  • If you have a Spirit, use Substitution (but note that the damage transfer effect does not occur immediately on use, it has some delay before it takes effect)
  • Use instant cast spells (Erosion, Chain of Earth) to erase the Contract, then Instant Cast Transformation.
  • If you are about to die, the instant cast transformation (only if you don't see the Contract)

If he was transformed, use Restraint, then Fear, Summon, Weaken Spirit, Fear Shriek, Tornado of Wrath. That will take care of most of them.
If you met each other head-on, the second method is best. But if you were ambushed, you'd go with the third? but the second method can avoid the Contract of Evasion. The best thing about a head-on fight is that you use Substitution before entering range. After you've dealt some damage with Chain of Earth and Erosion, turn him into a spirit, restraint then damage.

Tactics against Sorcerers


Clash with the same Mage School. Here, it is obviously important who disrupts who first.

If you found the Sorcerer first, you can use Magic Blocking and Fear, etc to deal with them easily, but if they found you first, you will 100% receive Soul Freeze, so its best to run.

Tips from Player ? 류드, Server Kidorun, Level 50, Elyos

Though you can catch the caster types Sorcerers with Magic Blocking and Fear, if you get hit by their skill Soul Freeze, you will get silenced for a longer duration (of course, if you packed a CC Pot then it goes away, but if DOTs are stacked on top of it, many times it will not go away even if you use CC Pot. If this happens, don't even look back and run).

If the Sorcerer has his Stone Skin on (After you remove buffs), even if you use the Chain of Earth stun chain, it will be hard to damage them through their protection (if they have it on, they do not get pushed back). Therefore using your buff dispelling magic to erase Stone Skin and other buffs is something you must do.

Tactics against Spiritmasters


The victor will go to whoever attacks first and/or has better gear.

The side that finds the other first can use fear skills then use various damage skills, but if the opponent has high magical resistance, he can avoid getting caught and return fire with the same attack pattern.

Tips from Player ? Nobel, Server Triniel, Level 50, Elyos

In a fight against the same class, finding out the other first and equipment will contribute a lot to winning. You can say the side with high magical resistance will definitely win, and if its regarding skill, whoever hits who with the Wing Restraint Combo has the advantage.
My tip a head-on fight, is that first fill your flight time gauge with consumables, and use Disenchantment Burst. Take their incoming Wing Restraint Combo. Since you've filled your flight time gauge to the max, you wont drop dead. Use your own Wing Restraint Combo then, many times they'll not pay attention to their own flight gauge and would get instant killed from this combo, and since you used your Disenchantment burst earlier, you can damage them directly.

Tactics against Clerics


There isn't an annoying opponent like the Cleric who can keep him/herself clean of our damage DOTs. Even if you send your summon, he can heal and be done with it. Therefore, just ignore them and pass by, or drag the battle and hope you meet a friend of yours. The only way is to use control disruption with fear skills, then dealing damage as fast as possible. But if they resist this, it becomes real hard.

Tips from Player ? Nobel, Server Triniel, Level 50, Elyos

Their anti-condition skill Dispel will keep themselves clean of most of our ability to damage, so there aren't a lot of things to do.
Lets unload a few magical attacks. If it is not resisted, then there is hope!
Keep them on as much DOT as possible, and they would counter with their Dispel skill. Keep this up, and drag their flight time down. And by checking your own flight gauge, you'd know if you use your Wing Restraint Combo, they'd fall and die.
On the other hand, if they resist your first few magical attacks, then their setting is Magical Resistance, and it will be hard to get the instant kill combo started.
Since many Clerics are flocking to the Magical Resistance manastone setting, if you met one like this then immediately flee or meet up with someone from your faction and fight him.
However, the Disenchantment burst does not take the Magical Resistance factor into count, so it will be useful against fleeing M-Resistance Clerics.
If you are highly Magical Resistant yourself, then there is a very little chance you will die against Clerics, so drag the fight on and hope that your faction comes to your aid first.

Tactics against Chanters


Chanters are hard to beat as well, since they possess powerful heals and damage.

When they get in range, they run their ranged missile-skill Penetrating Lock I - Skills - Aion on recharge and stun you. Do whatever to get some distance. Its best to keep dispelling their buffs here and there.

Tips from Player ? Nobel, Server Triniel, Lvl 50, Elyos

They can keep their health up against your DOT damage with their own DOT heals and disrupt your ability to keep a distance using Penetrating Lock.
Against these guys, instead of trying to DOT them down you must try to drop them dead using the Wing Restraint Combo.
Keep your distance, use Disenchantment Burst and Body Root on recharge, and use Magic Blocking to pressure them, and using Wing Restraint Combo will drop their flight gauge rapidly.
Since they do not have the Dispel skill that their Priest counterpart has, they have no choice but to receive debuffs from our spells. Maintain a 25m distance and dry their flight gauge flat.

Spiritmaster PvP Video

Aion Guides: Sorcerer/Sorceress PvP Guide



This is a list of how-to-fight different classes for the version 1.2. There are articles for each of the classes. As of right now (June 28, 2009) there are guides for Templar, Gladiator, Sorcerer, and Cleric, others are still in process.

The Sorcerer/Sorceress is a master over the elements of the world of Aion. They are a evolution of the Mage archetype and a wide arsenal of spells that will allow them bind and damage their enemies.

  • PC means members of Opposing Factions (Elyos, Asmodians, Balaur)

Important Note: AionArmory's Database is from 1.0 so skills from it has lower damage value than the 1.2's actual values (Korean Powerbook values are higher)

PvP Chat Tab Radar


Make sure you drag it out to an easily visible location.
This radar will let you know if any opposing faction members are within just outside of your visible range.

Second, Aion’s Utility Damage Class, Sorcerer

Sorcerer's PvP



They possess the most diverse skill line out of all the classes in Aion.

They have many skills that shut down enemies as well as ones that deliver tremendous damage.

However, their HP is very low, and their robes provide little defense, will often get killed by attackers.

Despite this weakness, players have brought out secret abilities hidden within the Sorcerer profession, and those players have become the some of the best at PvP.

They have understood their own skills well, seen what their opponents do when confronted with these skills, and have witnessed their reactions as well. They were gracious enough to put these experiences into this manual.

Tips from Player 베베, Server Kidorun, Used to have 쭉빵그녀 as main

Most important thing to have is a complete understanding of the skills you currently possess.
Also, in air battles, use Flame Cage I - Skills - Aion often. Stacks quite often if you consider the Major Flight time scroll's duration.
Also, don't forget Summon Cold Air I - Skills - Aion and Grace of Protection, VERY useful.

PS: Cannot find Grace of Prot in AionArmory, (best I got, AionArmory doesn't have and its complicated to translate) skill lvl 28 minimum 352 mana, 10 min recharge, for 5 seconds, you block all melee attacks and your Stun, Knock back, Stumble, Rotation, and Aerial Thrust resistance values increases by 1000.

PvP Sorcerer's keyboard setting


For a class that has very low HP, many times a Sorcerer's PvP will be decided within a very short time.

To recover and counter attack requires fast reaction and decisions! For this you need a good keyboard setting and skill placement.

Tips from Player 민영공주, Server Kidorun, Lvl 50, Asmodian

Best to place skills that can be used while moving in keys Q,E,T,G whereas spells that needs casing time can be put on F1-F10 and the number keys. The DP should be placed at CTRL + 1. Consumables you should use your mouse to activate.

Its very hard to have every skill put into the number keys and F1-F10. Because while you are moving, if you want to use an instant cast skill, you need to use your mouse or put your fingers away from your Movement keys. So its best to put those instant cast into Q E T G Middle Mouse Click CAPSLOCK and Shift+.

Summon Cold Air I - Spell - Aion Q or E, most often used skill! You need to keep moving after you cast this spell. In the abyss, when you meet a pro gosu, you have to run like hell. And when you lose direction because of it, use this spell to find where he is!
Severe Cold I - Spell - Aion Q or E, or very close to it.
Blind Leap I - Spell - Aion Scrollwheel mouse click (middle mouse click)
Winter Binding I - Spell - Aion T or G rather than number keys! Its more comfortable that way.
DP skill: You don't use it often? and you need to be able to use it quick? so CTRL + 1 or 2 would do.

PvP Gear Setting


Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

Defensive Gear: To become the top notch 1% player, you must have Abyss gear with HP or Magical Resistance bonus set + Magical Boosting Power bonus set. Using a macro, when you are fighting Glads or Temps you switch to the Magical Boosting set, then when you are done back to the HP set. You should have 8k HP, 1350 Magical Resistance, 1200 Magical Accuracy, 1250 Magical Boosting Power would be good.
Godstones: Out of 1% and 2% damage stones, I think 1% is better.

Tips from Player 중독된 보이, Server 페렌토, Lvl 50, Asmodian

Defensive Gear: HP, Mboost, Concentration and even 1 more socketable gear (Abyss Gear would be good) Speed 22%+ Boots/ ASPD gloves are needed as well.
Weapons: HP, Mboost, MAcc, and/or ASPD+ books. I trust that everyone knows why Sorcs need ASPD + (It gives casters faster spell motion, meaning lower aftercast delay).
Manastones: Magical Resistance seemed best to me.
To avoid being killed by Assassins, you need to avoid their stunning ability. Magical Resistance is helpful against them. I used buffs to get my hp upto 7k, but after experimenting, Magical Resistance was better against Assassins than HP.
GodStones: I'd like to recommend 1% or 2% damage stones. Blind/silence/paralysis ones are too expensive, and compared to dual wielders you cant wait for the godstone effect to kick in. And with the exception of Paralysis, if you Blind/Silence assassins, they can just run and wait for the effect to expire, and too fast to catch them as well.

PvP Stigma

PS: Its not in the guide, I had to find one on the list of comments because this section was somehow excluded? but the comment comes from one of the commenter's on most of the sections though. Also, couldn't find any list for Asmodian.

Tips from Player 프리샤 and Mebby Lvl 50s

The absolutely needed stigmas for Elyos are

Rest can be any of these, depending on your preference

PvP in the Field

Many opinions stated that in ground battles, Assassin's Ambush I - Skills - Aion was the most annoying of them all.
It has come to a point where ground battles = battle against assassins for Sorcerers.


Tips from Player 마리, Server Jikel, Lvl 50, Elyos

When you fight ground battles, the most fearful class is Assassin. Ambush + Aerial Thrust = wings folded.
Use Robe of Cold I - Skills - Aion when you are up against one. Makes running and fighting easier.
When an assassin uses Ambush on you, just bash on that Dimension Backdoor key!
Well, if it finishes before that, nothing to say? But if the door triggers, he'll have lost target. Use your snare on him. Once this happens, most assassins will use Contract of Evasion or Focused Evasion (both skills evade magical attacks) once that happens, don't panic! Use a cheap DOT skill, + another instant cast if he used contract, then use shutdown condition, followed by Aerial Thrust and most sins are done.
If AT fails? then use the usual technique, shutdown condition then burst damage.

PvP in the Abyss

 
Sorcs disable the enemy with conditions, then puts large amount of burst firepower to kill. When flight controls are added to this class, they become something like Gunships.

But to become like a gunship, you must get a few things straight.

First is the flight speed and items that give bonuses to flight time.
Flight speed can be increased by gears that give bonus flight speed and Major Flight Speed Increase scrolls.
If you got these, then you already are a Gunship.

Sorcerer vs Templar


One of the most annoying opponents to deal with, the Templers.

Not only do they have lots of HP, they have a skill that can raise magical resistance way up (Armor of Interception, look in Templar PvP translation) So its not an opponent you can defeat within a short time.

Time your condition skills with the time that their Armor of Interception would end, then plan your strategy from there.

Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

Watch when that Armor of Interception comes down, then run down snare. The thing that makes Templars different than Glads in this aspect is that they have a skill that can release snare other than using a Greater CC Pot. Its Iron Skin and a skill that prevents anti-Flight magic (referring to Shield of Speed, look into Templar PvP thread). Snare, then use a shutdown condition, then deal damage. After this, you have go unload your instant cast skills then use a shutdown condition again, and repeat.

Tips from Player 프리샤, Server Kasaka, Lvl 50, Elyos

Use Stone Skin's 4 min duration 2 min recharge time carefully, and Grace of Prot well. When the Templar throws a stunning strike, immediately use Greater CC Pot then get some distance while using Flame Cage I - Skills - Aion and Erosion I - Skills - Aion. You stop running when the Templar's Armor of Interception runs out, then snare him with Winter Binding I - Skills - Aion or normal snare. Then turn on Vaizel's Wisdom I - Skills - Aion, and unload Flame of Hell I - Skills - Aion and Volcanic Eruption I - Skills - Aion (note, actual Kor version damage is more than 4 times than this). These do a lot of damage, and if they eat it, it breaks down about half their hp. Then unload your quick and instant cast skills in any order. While they are running, if their Iron Skin has cooled off, turn on your Shock absorption scroll so you don't get Stunning Striked.
For me, once I got 7k hp I could deal with a templar. Before I used to get burned? anyway, using this method I usually win 1 on 1.

Sorcerer vs Gladiator


You get the feeling that they are a little easier than Templers, but you should watch out for their Aerial Thrust! Just keep your distance.

As usual, use shutdown condition, then unload some burst damage onto them.

Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

Once the opponent gets out of snare with a Greater CC pot, make him a tree. Then go upto him and hit him with WinterRestraint. Reason being, if you attack him under tree state, the Tree stigma's enemy magical defense buff will kick in, doing less dmg. Once you've hit him with winter restraint, under this state he cant do much other than throw ranged chain. These attacks shoudn't hurt unless your Stone Skin is down.
Use boon + Baizel's Wisdom, Then use Delayed Blast I - Skills - Aion > Lava Tsunami I - Skills - Aion > Flame of Hell I - Skills - Aion > Soul Freeze I - Skills - Aion > Frost I - Skills - Aion > Summon Cold Air I - Skills - Aion. If you even unload your DP skill, it's a damage amount impossible for Gladiators to survive
.

Tips from Player 프리샤, Server Kasaka, Lvl 50, Elyos

Once you've used either Winter Restraint or Restraint and force him to use a CC pot, then restraint him with one of the two that you havent used, turn on Baizel's then unload Flames of Hell and Volcanic Explosion, unless he doesn?t have Armor of Balance. If he doesn't, turn him into a tree then put him to Aerial Thrust, and go from there.
Their Aerial Thrust is instant, so you should kill them from a distance. You can remove their Ankle Snare I - Items - Aion with Blind Leap I - Skills - Aion, but in Aerial Thrust not really. If you've been Ankle snared and cant DDoor, use tree/sleep/Grace of Prot/Barrier of Severance, and go from there.

Sorcerer vs Ranger


Scouts can use Hide, so to Sorcerers they are sworn enemies.

Not only that, Rangers have longer range, so many times rangers gets the first attack opportunity.

To fight rangers who can hide and fire devastating burst damage, using the Chat to your advantage will help a lot.

Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

Using Silence, sleep, and hide ability, Rangers can pour explosive damage onto Sorcerers, leaving them wondering why they died. While you are fighting, if you receive criticals it will leave you speechless. If you don't receive criticals and your invincibility spell(s) (he means Barrier of Severance, Sorcs have 2 invincibility skills tho) are recharged, you can fight them fine.
But top notch 1% Rangers use sleep to prevent the invincibility spell, making it mind-boggling to fight them.
If you saw him first, unload your Frost (Severe Cold if you are Asmo) and other skills of same kind. If he saw you first, don't even look back and press that invincibility spell, or Dimension Door to make him lose target, then deal from there.

Sorcerer vs Assassin

They are called sworn enemies of Sorcerers: Assassins.

Even though Sorcerers skill line lets them defend against them, they are still very dangerous to the low HP class. If you've been hit with Ambush I - Skills - Aion and died in one chain, too bad. But if you see room, you must use Dimension Door, put him on shutdown condition then kill him with strong burst.

Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

To Sorcerers they are a scary existence. They can use Throw Dagger I - Skills - Aion followed by one-kill chain. Also, the most of the top notch 1% assassins are now acquiring Paralysis Godstones. To avoid getting caught by this skill, two things you can do are raising Magical Resistance or using HP manastones. Once you've been stunned in air, you must get away quickly using restraints then go from there.
Use Flame Cage DOT's to take down their evasion skills, Once they released their restraint with a Greater CC pot, if you can unload a Soul Freeze onto them, it makes the fight easier. While you are fighting during flight, get away using DOT's and Cold summonings.

Tips from Player 중독된 보이, Server 페렌토, Lvl 50, Asmodian

Using the Chat If you look in the chat tabs theres a tab named Combat. Take that out to another place in ur UI, go into options, click on Combat ? Third, uncheck everything else, make the font colored Red, then click Change
Flight If you are in flight, they cannot use Ambush.

Sorcerer vs Cleric


Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

Just make him a tree. If you are out of range, snare him then make the room. Once they are a tree, you do the combo. The combo that everyone knows that I listed in .vs Gladiator.

Sorcerer vs Chanter


The reason may be that its so easy for Sorcerers to kill Chanters, but there wasn't any good suggestion on how to fight this class. The little amount of suggestion was really generic.

However, to beat them, sorcerers should follow the same tactics to beat Clerics.

Sorcerer vs Sorcerer


Same class. It will depend on whose shutdown conditions succeed.

Knowing your class, it will be much easier to spot weaknesses. First sighted will put shutdown first, and deal damage first!

Tips from Player Mebby, Server Spatalos, Lvl 50, Asmodian

If you are fight the same Sorc class, the side who turns the other into a tree will be advantageous. If you can Freeze then Curse Tree, then owned he will be.
If you've been caught with no Stone Skin available or low hp, restrain him then run. He will eat Greater CC then come after you. Once you've got some def and cooltimes down, fly once he comes close, then DDoor then use Soul Freeze. Or you can just suddenly stop running, use DDoor Freeze then Restraint of winter. Since he used Greater CC on Restraint earlier, he'd be unable to use magic. Then you know what to do.

Sorcerer vs Spiritmaster


Same Mage school, but one of the most annoying opponents.

Especially you must avoid the Flight disabling skill and control disruption skills they possess. Try to hit them unnoticed.

Tips from Player 쏘스, Server Asphel, Lvl 33, 4th Sorcerer character

If you think the opponent is lower lvl, less-experienced, or worse-equipped, then fight.
Freeze (Spiritmaster's first skill to avoid against Sorcs) > Treee > Restraint > Soul Freeze > Burst damage.
If you think it's a fair match or better, don't do it. Very hard to win.

Sorcerer PvP Movie