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Sorcerer Spells Review (Level 46-49)

Author: inwowgold Source: http://www.inwowgold.com

Level 46
Elemental Mantle IV: Increases fire and ice resistances by 100 for your defensive target's party.
Natural Sanctuary: Forms a magical sanctuary around your defensive target, granting physical spell immunity to all allies within 5m of your defensive target for 15 seconds.
Sleep III: Puts an opponent to sleep for 50 sec. The slumber will only last until hit, and you may only have 1 target asleep at a time. After 4 sec, a sleeping target will begin to regenerate life.
Cold Wave III: Annihilates all opponents in a 15m cone with a violent burst of ice. The wave's blast deals 1064 to 1125 damage with additional 839 to 887 damage inside 10m and 324 to 345 more in the front.
Icequake IV: Causes the ground to freeze and fracture around your target, dealing 887 to 936 damage to all opponents within 10m and reducing movement by 70% for 12 sec.
Char VI: Flames engulf your opponent that deal 919 to 970 damage and burn for an additional 563 to 597 damage over 4 sec.
Flame Spear IV: A fiery spear grows as it reaches its target to deal 1929 to 2032 damage at maximum range and burning for 417 to 443 damage over 4 sec.
Level 48
Fire Barrier III: Generates 20% spell haste, increases energy regeneration and a 20% chance to heal 260 energy when you cast a spell.
Force Barrier VII: Creates a barrier around you for 60 min. The barrier increases armor class by 864. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
Inner Sanctuary: Forms a magical sanctuary around your defensive target, granting mental spell immunity to all allies within 5m of your defensive target for 15 seconds.
Energy Rift VI: Creates a rift to unleash raw energy that deals 1183 to 1248 damage to all opponents within 10m. This spell generates feedback restoring 38 to 70 energy over 10 seconds.
Freeze IV: Encases the target with ice, dealing 820 to 867 damage and making them immobile for 6 sec
Taqmir's Barrage IV: Let's loose a barrage of bolts that deal 1522 to 1603 damage to an opponent. This spell generates feedback restoring 32 to 64 energy over 10 seconds.
Types of spells
Damage Spells
Sorcerers have the best burst damage of any of the arcane casters. They can do an amazing amount of damage every quickly. A Sorcerer's nukes come in 3 elements: arcane, fire and ice.
Arcane spells are sustained nukes--ones the sorcerer can cast repeatedly to maintain a good level of damage. Most arcane spells provide feedback, an effect that generally returns some of the energy (mana) used to cast the spell back to the sorcerer over a few seconds.
Fire spells are blast nukes--ones the sorcerer can cast to cause big damage in a short time. Fire spells also cause a burning damage over time (DoT) effect to remain on the target for a few seconds. Be aware that the DoT effect will break roots, stuns, and mesmerization.
Ice spells typically do small damage and impair the movement of the target.

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