Leveling progress
PvP: role and approach
Control creates your casting time. Separate an enemy with Polymorph, protect yourself with shields, then burst when their escape is unavailable. This defensive starter keeps four PvP tools instead of the PvE damage-only stigma package.
Starter recommendations based on Global client skill data, checked October 12, 2026. These are editorial choices, not a verified tournament meta. Adapt to your unlocked skills, opponents and party.
Overview
The Sorcerer is a ranged glass cannon that casts both fire and ice. Fire does the damage —
Fire Mark marks the target and
Blaze cashes it in — while ice slows, roots and freezes so nothing reaches you. Half of your damage bonuses depend on mana: above 50% MP you crit more, above 25% you deal 20% more damage.
The build in one sentence
Hold one macro that keeps
Element Enhancement and
Wish of Concentration running and alternates
Flame Arrow with your fire and ice lines so MP stays above half; cast
Hellfire by hand.
- Play in target mode. With a locked target the basic attack
Flame Arrow keeps firing by itself after every skill and restores MP. In action mode it stops after each skill and you have to click again. - Two stages. In the first days at 45 your skills sit at 8–10 with one specialization each — take the mana and speed picks named in the cards. The card levels and the two highlighted picks are the later target (16), from EUTOPIA's global setup and Korean guides.
The early setup and the macro follow aLuckyRO's Sorcerer beginner guide (video, September 15, Taiwan client) and his global update of October 2; the skill priority and the level-16 picks follow EUTOPIA's global build (level 45, item level 1,260, October 3), who tops the damage charts in his groups. Skill names and data are from the global client.
Patch Season 1. The build is checked against guides from the global servers: 4 stigmas, cap 20.
Global Season 1: what changes
- 4 stigma slots, capped at 20. Taiwan and Korea play six; the four kept here are the ones both sources level first.
- Skills at 16, not 20. Arcana and rings are what push skills past 16, and they come slowly.
- Mana is tight at the start. About 3,000 MP and no cooldown reduction: the early picks are about MP and Skill Speed, not damage.
- PvP: everyone starts on the same limited gear and no meta has formed yet.
PvP skills and specializations
Levels below are targets including gear and board bonuses. Highlighted specializations are starter picks: prioritize control, mobility and survival before chasing level 20 everywhere.
-
Frost Core12Player control is chance-based. Check whether it landed before committing the next skill.- 8-5s cooldown
- 12+25% PC target Frost Chance
All specializations
- 8Restores 200 MP
- 8-5s cooldown
- 8Reset [Frost Burst] cooldown on landing Frost
- 12+25% PC target Frost Chance
- 16+1s Frost duration
-
Bittercold Wind Core12Use the slow or root to gain distance or protect an ally, rather than only for damage.- 8Changes to mobile skill
- 12Ignores Block and Evasion and lands as a Critical Hit
All specializations
- 8+1s [Bittercold Wind] summon duration
- 8Changes to mobile skill
- 8Pull effect
- 12Ignores Block and Evasion and lands as a Critical Hit
- 16-1s [Frost] cooldown on hit
-
Hellfire Core16The mobile specialization helps with positioning; charge only while distance and enemy pressure allow it.- 8Changes to mobile skill
- 16-15s cooldown
All specializations
- 8+30% Skill Speed
- 8Fire Damage over Time for 10s on hit
- 8Changes to mobile skill
- 12Ignores Block and Evasion and lands as Multi-Hit
- 16-15s cooldown
-
Defiance Core16Keep this off the damage macro. The selected level-16 option adds PvP damage tolerance during Tenacity.- 12+2s Tenacity duration
- 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
All specializations
- 8Adds [Curse: Old Tree] Chain Skill
- 8Restores 1000 Stamina on using [Defiance]
- 8Restores 20% HP on using [Defiance]
- 12+2s Tenacity duration
- 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
Skills
Later seven skills go to 16 —
Hellfire first — and the rest stay at 12 or leave the bar. Each card says which single pick to take while the skill is still at 8–10.
-
Hellfire Core16Your biggest hit and the center of the build — EUTOPIA's number one priority. Charge it fully and cast it by hand. Before 16: +30% Skill Speed and the fire damage over time (aLuckyRO); at 16 swap the damage over time for −15s cooldown. The third slot at 20: Multi-Hit through Block and Evasion.- 8+30% Skill Speed
- 16-15s cooldown
All specializations
- 8+30% Skill Speed
- 8Fire Damage over Time for 10s on hit
- 8Changes to mobile skill
- 12Ignores Block and Evasion and lands as Multi-Hit
- 16-15s cooldown
-
Firestorm Core165-second cooldown and a big mana drain — take −50% MP Cost first. At 12 every fireball takes 2s off Hellfire, so the two work as a pair. At 20 add +15% damage per fireball.- 8-50% MP Cost
- 12-2s [Hellfire] cooldown per fireball
All specializations
- 8-50% MP Cost
- 8+20% Skill Speed
- 8-60% Incoming Heal for 5s on hit
- 12-2s [Hellfire] cooldown per fireball
- 16+15% damage per fireball, up to +75%
-
Bittercold Wind Core16Root field: +1s duration, and at 12 a guaranteed crit through Block and Evasion (EUTOPIA). Its level-16 pick only shortens Frost — skip it once Frost is off your bar.- 8+1s [Bittercold Wind] summon duration
- 12Ignores Block and Evasion and lands as a Critical Hit
All specializations
- 8+1s [Bittercold Wind] summon duration
- 8Changes to mobile skill
- 8Pull effect
- 12Ignores Block and Evasion and lands as a Critical Hit
- 16-1s [Frost] cooldown on hit
-
Blaze Core16Main damage on a Fire-Marked target; restores MP. Delayed damage and Multi-Hit in a group; solo on a hard boss swap the delay for the HP absorb (aLuckyRO). At 20 add the Wish of Concentration cooldown pick.- 8Delayed Damage after 3s
- 12Multi-Hit on hit
All specializations
- 8Absorbs 3% HP
- 8+50% MP restored
- 8Delayed Damage after 3s
- 12Multi-Hit on hit
- 16-3s [Wish of Concentration] cooldown on hit
-
Wish of Concentration Core16+10% additional Attack and +10% Combat Speed — both sources take these two. At 20 add −10s to all cooldowns.- 8+10% additional Attack
- 12+10% Combat Speed
All specializations
- 8Reduces MP Cost by 10%
- 8+10% additional Attack
- 8+500 Max MP
- 12+10% Combat Speed
- 16-10s all skill cooldowns
-
Winter's Shackles Core16+20% PvE Damage Boost for 5s on landing — the reason to level it. With −15s cooldown at 16; EUTOPIA takes the chain skill instead.- 8+20% PvE Damage Boost and +10% PvP Damage Boost for 5s on landing [Winter's Shackles]
- 16-15s [Winter's Shackles] cooldown
All specializations
- 8Changes to mobile skill
- 830% chance to inflict Frost for 3s on landing [Winter's Shackles]
- 8+20% PvE Damage Boost and +10% PvP Damage Boost for 5s on landing [Winter's Shackles]
- 12Adds [Winter's Illusion] Chain Skill
- 16-15s [Winter's Shackles] cooldown
-
Flame Arrow Core16Basic attack and your mana engine. First days: +20% MP restored; +50% Multi-Hit once mana holds. At 12: +5% elemental damage for 10s whenever Pyroclasm triggers; at 16 it resets Blaze.- 12+5% Fire Damage Boost for 10s on activating [Pyroclasm]
- 16Reset [Blaze] cooldown on landing [Pyroclasm]
All specializations
- 8+20% MP restored
- 8Absorbs 1% HP
- 8+50% Multi-Hit on hit
- 12+5% Fire Damage Boost for 10s on activating [Pyroclasm]
- 16Reset [Blaze] cooldown on landing [Pyroclasm]
-
Ice Chain Optional12EUTOPIA takes Ice Chain, Frost and Frost Burst off the bar: they are slow to weave in and add little damage. aLuckyRO keeps Ice Chain at 12 — every hit takes 1s off Winter's Shackles. +20% Skill Speed, or −20% MP if mana runs short.- 8+20% Skill Speed
- 12-1s [Winter's Shackles] cooldown on hit
All specializations
- 8-20% MP Cost
- 8+20% Skill Speed
- 8Deals up to 12% more damage when less targets are hit
- 12-1s [Winter's Shackles] cooldown on hit
- 165% chance to inflict Frost for 2s on landing [Cold Wave]
-
Flame Scattershot Optional12Only on Staggered targets, so it can sit in the macro. Take the mobile pick, and Multi-Hit at 12.- 8Changes to mobile skill
- 12Multi-Hit on hit
All specializations
- 8Absorbs 5% HP
- 8Restores 120 MP
- 8Changes to mobile skill
- 12Multi-Hit on hit
- 16-1s all skill cooldowns on hit
-
Frost OptionallevelingRestores 200 MP — handy while leveling and short on mana; it leaves the bar in the global endgame setup.- 8Restores 200 MP
- 8Reset [Frost Burst] cooldown on landing Frost
All specializations
- 8Restores 200 MP
- 8-5s cooldown
- 8Reset [Frost Burst] cooldown on landing Frost
- 12+25% PC target Frost Chance
- 16+1s Frost duration
-
Defiance Optional12CC break; 20% HP back when you break free.- 8Restores 20% HP on using [Defiance]
- 12+2s Tenacity duration
All specializations
- 8Adds [Curse: Old Tree] Chain Skill
- 8Restores 1000 Stamina on using [Defiance]
- 8Restores 20% HP on using [Defiance]
- 12+2s Tenacity duration
- 16+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
-
Frost Burst SkipskipOnly on Frozen targets. Not part of the global setup.All specializations
- 8Absorbs 7% HP
- 8Changes to mobile skill
- 875% chance to Knock Back 2m
- 12Ignores Block and Evasion and lands as a Critical Hit
- 1650% chance to reset cooldown
PvP passive priorities
Robe of Flame
Robe of Cold
Grace of Resistance
Revitalization Contract
Start with these damage, control and defensive passives. If you die during the first enemy burst, invest in survival before more damage; inspect each tooltip rather than copying the PvE order.
Passives
| Passive | Why |
|---|---|
| Accuracy, PvE Damage Boost and Double Chance — the first passive to max. | |
| Applies Fire Mark, which Blaze needs, and burns the target. Max it. | |
| Max MP and Critical Hit while MP is 50% or more. Max it. | |
| +20% PvE Damage Boost while MP is 25% or more, and extra hits. | |
| Extra damage while the target is above 70% HP — strong early, when fights are short. | |
| Extra damage on slowed targets — Ice Chain keeps them slowed. | |
| Defense and a slow on attackers — raids. |
Robe of Earth and Grace of Enhancement switch off when your mana runs low — never play at 10–20% MP.
PvP gear decisions
Use your existing gear to start. Check Accuracy against your opponents, then balance HP, PvP damage tolerance and status resistance with damage. There is no universal Accuracy cap here. PvE-only bonuses do not become PvP bonuses; keep a separate skill preset and use the PvP board route below.
Gear
- Manastones: Attack, Critical Hit, Accuracy.
- Watch Max MP and MP regen until your rotation stops running dry.
How gear gets stronger
1 · Enhance
- Gold gear succeeds 100% up to +10; after that the chance drops (+13 → +14 is about 25%, +5% after each fail).
- A fail never breaks the item — only the materials and kina are spent.
- Above +15 you also need
Amplify Stone (Unique), made in Substance Morph from
Amplify Stone Fragment (Unique) and
Enhance Stone. Each step past +15 on offensive items adds Attack %. - Cost grows with item level.
Transfer Stone: Weapon (Unique) /
Transfer Stone: Armor (Unique) move the enhancement level and rolled lines to another item (not accessories) — so you can enhance a cheap piece and move it later.
2 · Soul binding (rerolling lines)
- Adds random lines to a piece: stats, or +1 level to a skill (actives on weapons and rings, passives on armor, necklaces and earrings; bracelets roll Daeva stats). The slot decides what can roll.
- Tab 1 raises the quality of the lines, tab 2 rerolls them — with unneeded gold gear or reroll items — tab 3 uses books.
Sync Stone (Unique) comes from the battle pass, hard dungeons and dungeons from 2,800. - Roll only on pieces you will keep (crafted or top-tier dungeon gear), and only when the piece already has one of the top lines from the table below.
3 · Manastones (rerolling their stats)
- The number of slots depends on rarity (white 1, green 2, and so on; top pieces have 4). There are two kinds — for weapons and armor, and for accessories — each in a normal and a PvP version (
Superior Manastone). - A manastone's stats can be fine-tuned (rerolled) towards offensive ones; this class's picks are in the last card of “Soul-bind priority by slot” below.
- Don't chase perfect rolls in Season 1 — a reroll costs roughly 200–300k kina on Taiwan, and one good Attack line is enough for now.
4 · Theostones (main hand and off-hand)
- Theostones (
Theostone: Jumentis's Dexterity) go only into the weapon and the guard (off-hand) — weapons have one theostone slot. - Each one adds an effect: damage, damage over time or control.
- It triggers with a chance on attack, so the higher your Combat Speed, the more often it fires — another reason Combat Speed tops most weapon lists.
From the “After 45” guide and the class guides on this site. After 45 →
Soul-bind priority by slot
Highest priority first. Only lines the slot can actually roll are listed.
Weapon
- Combat Speed
- Weapon Damage Boost
- Damage Boost
- Might
- Critical Hit
Helmet
- Double Chance
- Attack
Robe of Flame
Fire Mark- Critical Hit
- Accuracy
Shoulders
- Critical Damage Boost
- Double Chance
Robe of Flame
Fire Mark- Attack
- Critical Hit
Chest
- Damage Boost
- Attack
Robe of Flame
Fire Mark- Critical Hit
- Accuracy
Gloves
- Combat Speed
- Perfect Chance
Robe of Flame
Fire Mark- Attack
- Critical Hit
Legs
- Attack
- Damage Tolerance
Robe of Flame
Fire Mark- Perfect Chance
- Critical Hit
Boots
- Move Speed
- Perfect Chance
Robe of Flame
Fire Mark- Attack
- Critical Hit
Necklace
- Combat Speed
- Might
Robe of Flame
Fire Mark- Precision
- Max MP
Earring
- Move Speed
- Might
Robe of Flame
Fire Mark- Precision
- MP Regen
Ring
Hellfire
Firestorm
Bittercold Wind
Blaze- Might
- Attack
- Critical Hit
Bracelet
- Destruction
- Wisdom
- Time
- Death
Manastones
- Attack
- Critical Hit
- Accuracy
PvE. Compiled from this guide's sources; stat names other than the Daevanion ones follow the game's terms. Earrings and rings use the same list for both pieces. Fill these lines in the build planner →
Arcana
Arcana give the last levels that take your key skills from 16 to 20. Run three Primal Vigor cards and two Magic Armor cards — two 2-piece bonuses. Early on, the stats on each card are worth more than any set bonus.
| Card | Stat | Set | Roll for |
|---|---|---|---|
| Time | Primal Vigor | ||
| Life | Primal Vigor | ||
| Death | Magic Armor | ||
| Destruction | Magic Armor | ||
| Illusion | Primal Vigor |
Set bonuses
Primal Vigor
- 2× +60 PvE Attack when HP is 70% or more
- 4× +150 PvE Attack when HP is 70% or more
Magic Armor
- 2× Restores 1,500 MP when MP is 20% or less [30s cooldown]
- 4× +1,000 PvE Defense when MP is 50% or more
- Chalice: the only card that can roll any active or passive skill. Craft it last and point it at whatever skill is still short of 20.
- Compass of Magic over Compass of Vigor: a Sorcerer is short on Critical Hit far more than on Accuracy. Don't chase Critical Hit forever — the rate tops out at 50%.
- Mirror of Vigor for Cooldown Reduction, which you lack early on. Once you pass about 35% Cooldown Reduction without it, swap to the Mirror of Magic for Double Chance.
- Bell: barely matters in PvE — it's there for its Attack.
Cards and lines follow metaroad.gg's Sorcerer PvE build (global client, October 5, 2026). Game8's Hellfire build runs all five Vigor cards for the 4-piece bonus instead.
Pets (Genus Insight)
A Sorcerer is short on Critical Hit far more than on Accuracy, so Critical Hit comes first on slots 3, 6 and 9 — until the 50% cap.
- Five wheels, one per genus: Cogni, Fera, Natura, Varian and Special. Each has nine slots, and slot N opens at Insight level N. Leveling pets of a genus and every Analyze give that wheel Insight EXP.
- Analyze (Soul Crystals + Kinah) rerolls every unlocked line. Don't lock before the wheel is level 9–10: locked lines give no Insight EXP and each lock raises the cost. After that, lock only lines close to their maximum.
- Slot 4 matters most — it is the wheel's own damage line, and Double Chance on the Special wheel is the best line of the whole system. Then slot 7.
- The Special wheel only takes Special Soul Crystals — or the rainbow Soul Crystals that work on every wheel — so it levels the slowest. Save rainbow crystals for it.
- Korean-server guides number the slots differently — compare them by stat, not by slot number.
| Slot | Take, best first |
|---|---|
| 1 · 5 | Max AttackAttack Bonus |
| 2 · 8 | HP Increase |
| 3 · 6 · 9 | Critical HitAccuracyPower Shard Bonus |
| 4 | CogniCritical Damage BoostDamage Boost FeraWeapon Damage BoostDamage Boost NaturaMulti-Hit ChancePerfect Chance VarianBack Attack Damage BoostFront Attack Damage Boost SpecialDouble Chance |
| 7 | Cogni · FeraDamage TolerancePvE Damage ToleranceEndurance Natura · VarianPvE Damage ToleranceEndurance SpecialDamage ToleranceEndurance |
Slot pools come from the global client data; the picks start from gameplay.tips' global list and are adjusted for the class. gameplay.tips · questlog.gg
Daevanion boards
Daevanion takes your skills from 10 to 14 and adds stats. Each blue node gives +1 level to its skill.
- Priority: orange Combat Speed and Cooldown Reduction, then Attack and Damage Boost, then Critical Damage Boost; after that the blue nodes of
Hellfire,
Firestorm,
Bittercold Wind,
Blaze,
Wish of Concentration and the green
Robe of Earth. - Skip Multi-Hit and the defensive orange nodes — a Sorcerer wants flat damage; pick up Accuracy later.
- Priority: blue nodes for
Frost,
Winter's Shackles,
Firestorm. - No Ariel on global: there are five boards, and the level-45 one, Azphel, gives only PvP Damage Boost and Tolerance — in PvE finish the first four.
- Azphel (level 45) is all PvP Damage Boost and Tolerance — take it.
| Board | Unlock | Orange nodes |
|---|---|---|
| Nezekan | Lv 12 | Combat Speed, Cooldown Reduction |
| Zikel | Lv 20 | Damage Boost, Damage Tolerance |
| Vaizel | Lv 30 | Critical Damage Boost and Tolerance |
| Triniel | Lv 40 | Multi-Hit Chance and Resist |
| Azphel | Lv 45 | PvP Damage Boost and Tolerance — no skill nodes |
The route on the boards
The real global boards from the game data. Gold marks the cheapest path from Start to the nodes this guide takes — the blue nodes of the priority skills and the offensive orange nodes (no Multi-Hit, no tolerance); hover any node to see what it gives.
206 points in total skill levels
Robe of Earth +4Wish of Concentration +4Blaze +4Firestorm +4Bittercold Wind +4Hellfire +4
on the way:Cold Snap +2Flame Arrow +1Grace of Enhancement +1Vitality Evaporation +1Frost Burst +1Winter's Shackles +1
stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route
373 points in total skill levels
Firestorm +4Winter's Shackles +4Frost +4
on the way:Revitalization Contract +4Vitality Evaporation +3Cold Snap +2Flame Arrow +2Grace of Enhancement +2Blaze +1Robe of Cold +1Frost Burst +1Bittercold Wind +1Grace of Resistance +1Ice Chain +1
stat · 1 passive · 2 skill · 3 special · 4 stat · 2–3 route
Boards and costs come from the global client data (questlog.gg); the path is calculated, not taken from a video. Values can change with patches — check the in-game board before committing a full route.
Four-slot PvP starter setup
A balanced four-slot starting point. Each swap replaces a slot; do not equip every listed option together. The planner equips these stigmas at level 1; aim for the key unlock levels noted below as resources allow.
Curse: Tree
Soul Freeze
Steel Barrier
Hibernation
Hibernation →
Arctic Armor: a defensive alternative under sustained pressure
Soul Freeze →
Delayed Explosion: more burst pressure when survival is already covered
Attacks break Curse: Tree; stigma 5 increases the hits needed, not unconditional immunity to breaking. Hibernation protects the caster, not enemy sleep; activation during Impact control needs stigma 20. Soul Freeze has base 75% Seal chance against players, not 100%.
Stigmas
Leveling order: Element Enhancement → Cold Storm → Fire Wall → Delayed Explosion. On a fresh character they start at about 5 / 5 / 5 / 1.
-
Element Enhancement CoreLv 20+20% Fire and Water Attack (+10% more at 20) — your main buff, used every time it is ready. Max it first.- 5+200 Accuracy
- 10x1.5 [Robe of Flame] effect
- 15x1.5 [Grace of Enhancement] effect
- 20+10% additional Fire and Water Attack
All specializations
- 5+200 Accuracy
- 10x1.5 [Robe of Flame] effect
- 15x1.5 [Grace of Enhancement] effect
- 20+10% additional Fire and Water Attack
-
Cold Storm CoreLv 10Water DoT field with Frostbite: extra damage on every hit you land inside it.- 5Enhanced Frostbite - Grants extra damage when landing an attack
- 1030% chance to inflict Root for 2s
All specializations
- 5Enhanced Frostbite - Grants extra damage when landing an attack
- 1030% chance to inflict Root for 2s
- 15+3s [Cold Storm] summoning duration
- 20+10s Frostbite duration
-
Fire Wall CoreLv 10Fire DoT field; Embers adds extra damage on each hit. Best when the boss stands still or the pack walks through it.- 5Enhanced Embers - Grants extra damage when landing an attack
- 10+2m wall width
All specializations
- 5Enhanced Embers - Grants extra damage when landing an attack
- 10+2m wall width
- 15+2s [Fire Wall] summoning duration
- 20+10s Embers duration
-
Delayed Explosion CoreLv 10The target takes +15% damage from you for 4s; level 10 cuts its cooldown. One point is enough at first.- 5Restores 200 MP
- 10-10s [Delayed Explosion] cooldown
All specializations
- 5Restores 200 MP
- 10-10s [Delayed Explosion] cooldown
- 15Changes to AoE Skill
- 20+10% additional Damage Taken
-
Glacial Smite Optionalalt.Big instant AoE hit, stronger on packs; the swap for Cold Storm on short fights and farming.- 5Up to +20% damage when more targets hit
- 10-30s cooldown
All specializations
- 5Up to +20% damage when more targets hit
- 10-30s cooldown
- 1550% chance to inflict Frost for 3s
- 20Ignores Block and Evasion and lands as Multi-Hit
-
Divine Burst Optionalalt.Hit that throws you back from the target, with an HP absorb at 10 — a safety tool once you have spare shards.- 5+20% Skill Speed
- 10Absorbs 10% HP
All specializations
- 5+20% Skill Speed
- 10Absorbs 10% HP
- 1575% chance to inflict Knock Back
- 20Inflict Stun for 3s after Knock Back
-
Steel Barrier Optionalalt.Shield worth 16% of Max HP — keep it while leveling solo, and swap it in for Cold Storm on a boss that keeps killing you (EUTOPIA).- 5+10% Move Speed
- 10HP Regen at fixed intervals
All specializations
- 5+10% Move Speed
- 10HP Regen at fixed intervals
- 15+10% PvE Damage Tolerance increase and +5% PvP Damage Tolerance increase
- 20-15s cooldown
aLuckyRO's Taiwan setup runs six stigmas: these four plus Glacial Smite and Divine Burst. EUTOPIA runs exactly these four on global; Divine Burst is his swap when the group misses stagger checks.
PvP combat and decisions
Duels and small fights
Avoid placing damage-over-time on a target you need to keep transformed. Use the pause to reposition or buff, then time Hellfire to end it. Keep Frost or a defensive stigma for the return attack rather than spending every control at once.
This is a conditional sequence, not an automatic macro. Continue only if control lands and range permits; change plans when the target breaks free or becomes immune.
Abyss and group fights
Control an enemy who is not being focused, and tell teammates to leave the transformed target alone. Protect the approach with Bittercold Wind, cast from an angle near cover, and keep shields ready before divers reach you.
What to keep manual
Keep crowd control, escapes, cleanses and defensive cooldowns on separate keys. Do not hold the PvE macro through an enemy immunity window. Save one escape, watch the enemy CC break, and reconnect with your team before re-engaging.
Verified client mechanics: Curse: Tree · Hibernation · Soul Freeze
Macro & rotation
AION 2 has two separate tools:
- Hotbar line — several skills stacked on one hotbar button. Pressing it casts the highest-priority skill that's ready, and in AION 2 the bottom slot has the highest priority. The cards show each line top to bottom as in the game.
- In-game macro — while you hold its key, it presses your hotbar buttons in order and cancels animation tails. Skills on cooldown are skipped.
1. Hotbar lines
-
3
Delayed Explosion
-
2
Bittercold Wind
-
1
Element Enhancement
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Element Enhancement goes off whenever it is ready; then the root field and the +15% damage debuff.
-
3
Fire Wall
-
2
Cold Storm
-
1
Wish of Concentration
In-game order, top to bottom. 1 = highest priority — the bottom slot.
The second buff first, then both fields under the target.
-
2
Firestorm
-
1
Blaze
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Blaze whenever the target carries a Fire Mark, Firestorm on its 5-second cooldown.
-
2
Ice Chain
-
1
Winter's Shackles
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Winter's Shackles for the damage buff; Ice Chain fills the rest if you kept it — without it the line is Winter's Shackles alone.
Flame Arrow sits alone on R,
Hellfire on 2,
Flame Scattershot on 3.
2. In-game macro
Bind a macro key in Settings → Key settings → Gameplay → Macro. Every step with the same delay:
- 1Buff line4
- 2Concentration line5
- 3Flame ArrowR
- 4Fire line1
- 5Flame ArrowR
- 6Ice lineT
- 7Flame Scattershot3
- Delay: 10 ms with a ping under 50; 40–50 ms with a ping of 80–100 and more.
- How to check it: watch your character while the macro runs. Afterimages ("shadows") behind it mean animations are being cancelled and the delay is fine.
- Why two Flame Arrows: they refill mana between the expensive skills, so MP stays above 50% and both mana passives stay on.
The steps come from aLuckyRO's macro window (September 15, Taiwan client); Frost and Frost Burst were taken out after EUTOPIA's global setup. Flame Scattershot as the last step follows what aLuckyRO says (it fires by itself on a staggered boss).
3. What you actually press
- HoldThe macro key — nothing else.
- By hand
Hellfire: stop, charge it fully, go back to the macro. - Low manaIf MP still drops, let go of the macro, fire a few
Flame Arrows and continue.
4. Later: burst by hand
Once your gear carries cooldown reduction, Korean players take the buffs out of the macro and open a burst window by hand:
Delayed Explosion just before the tank pulls.
Element Enhancement and
Wish of Concentration.
Fire Wall +
Cold Storm under the boss.
Bittercold Wind, then
Winter's Shackles for the +20% damage boost.
Hellfire charged to 3, then the macro.
Recap
- First days: skills at 8–10 with the mana and speed picks; one macro with the buffs inside; target mode.
- Later: Hellfire, Firestorm, Bittercold Wind, Blaze, Wish of Concentration, Winter's Shackles, Flame Arrow 16; Ice Chain 12 or off the bar.
- Stigmas: Element Enhancement 20, Cold Storm 10, Fire Wall 10, Delayed Explosion 10.
- Mana: keep it above 50% — that is damage, not comfort.
How to fight while leveling
- Packs:
Bittercold Wind (root + pull) →
Hellfire →
Ice Chain until they drop. - Elites:
Fire Mark →
Blaze →
Firestorm, kiting with
Ice Chain slows. - Mana: use target mode so the basic attack keeps running, and weave Flame Arrow.
- Low HP:
Steel Barrier and distance — the Sorcerer has no heal.
Leveling macro
Early on, two lines are enough: the Fire line on MB5 and the Ice line on RMB. Add the in-game macro once Bittercold Wind and your stigmas are in.
-
3
Flame Arrow
-
2
Firestorm
-
1
Blaze
In-game order, top to bottom. 1 = highest priority — the bottom slot.
-
2
Ice Chain
-
1
Frost
In-game order, top to bottom. 1 = highest priority — the bottom slot.
Sources
- aLuckyRO — AION 2 Sorcerer Guide For Skills & Stigmas | Macros & Daevanion Setup — the early setup at 45: first specializations, hotbar lines and the macro, mana management, targeting mode, Daevanion order
- EUTOPIA — AION 2 Sorcerer Build Guide - Best PvE Skills, Macro & Rotation — global level-45 setup: skill priority (Hellfire first), specializations, stigmas and their swaps, Daevanion order
- aLuckyRO — AION 2 Latest Sorcerer PVE Build for Global — early specializations, the Firestorm → Hellfire and Ice Chain → Winter's Shackles combos, stigma order
- Vortex Gaming — Sorcerer PvE guide after the balance patch — skill levels, specializations, stigmas, opener and macro (Korean servers)
- MMO Codex — Aion 2 Sorcerer guide — stigma priority, macro order, leveling in target mode
- metaroad.gg — Sorcerer PvE DPS Build — arcana: which card from which set and the skill lines on each card (global client)
- Game8 — Hellfire Sorcerer Build — arcana: the all-Vigor alternative
- questlog.gg — skill data and names from the global client
- Grobs — AION 2 Macro Guide — how hotbar lines and the in-game macro work