Hastaga's guide for new players on (against) Sorc (3s)
Posted: Tue 06 Oct, 2015 7:34 am
Heya. Hastaga is my ign. I play sorc only nowadays. Please keep in mind that my opinions are for 3s games only.
I don't really care if you want the opinion on this guide to play AGAINST or AS a sorc. Better opponents = more satisfying games.
I'll share my general opinion regarding my t1 and t2 game. t3 is 80% phobos, 20% GUO and 100% nuke :0)
Also please be warned that micro game is VERY IMPORTANT. Avoid bleeding as hard as you can. Trades should happen only when you're sure that you will come out on top. You've gotta be patient and resilient, will lose to me for sure if you aren't hoho~
Thread will cover T1, T2 and a very important point in T3
War gear use and global will be covered in the LAST section
Also i'll briefly talk about raptors blood crusher, blood letter and GUO.
Remember your objective, sorc is all about FIELD CONTROL
Nature of Chaos: Like SM, they are well rounded; not distinctive at melee game/ranged shooting. Sorc's job is to create the environment for the troops to do their job.
Sorc 101: Use doombolt regularly until sorcerer staff
T1
t1 wise tics = sorc's food. Bleed them as soon as you see them, ALWAYS. I'd go so far to say that there are no other targets in t1 of sorc that is as important to kill as tics. Do not underestimate their importance. Any experienced player would know to restock them when the squad is wiped, even though they die really easily and awkward at fighting.
Sorc works extremely well with havoc squad. Coz of stealth worship and sorc's t2 wargears. They also provide the damage output that the commander himself lacks. You get them even when you are playing against another sorc with sigil, it's all about deception and skills. (though sometimes i don't get them because of intention to kill instead of zone control)
When havoc is in use, double CSM = standard. You need the fire power to kill things that are suppressed.
My opinion on Eternal War upgrade is that you get that after all the units. If you desperately need more firepower, get it before upgrade,otherwise during/after.
One more advantage about getting havoc is the 'purchase order'. After capping power point, if you want another CSM squad immediately, you'll have to wait for a lot of req to finally start buiding your power node. However, going for the havoc route will immediately allow you to node up your power point and drop 2 gens, it's definitely better for your team (and the suppression render your opponent useless, feel free to laugh when you see ur opp SM/Chaos went double tac against you).
Tic AC should be bought after havoc squad! Once AC is out, you can then safely put them to work to support your havoc.
Your t1 is pretty much set with sorc, tic, 2 csm and havoc.
T2
T2 game for sorc is the serious game. Mitigating losses in t1 or gaining a strong foothold in t1 will help you greatly here.
Thorn = perfect anti melee
Bubble = perfect anti range
t2 = rush dread if you're already winning, upgrade it to melee to protect your backline and CSM. CSM get blue upgrade asap, (then champion and eternal war)
For the aspiring new players, limit yourself to TWO SETUP SQUADS AT MOST Why? Micro. Let's be honest here. Most of you new ppl need to work on your micro game. MY principle here is that do what you can, and do what you can the best you can.
Upgrade your stuff accordingly if it's even game/losing. (t1 havoc also leads to easy las cannon in t2, will save you from armor if you're behind.)
Don't bother getting plague marine, that unit works poorly with sorc. Too slow. Yes, go ahead and use it with sigil if you insist. I like las cannon much better.
Last but not least, get armor 2 and armor 3 accordingly. Getting armor 2 for thorn is the safest i'd say and armor 3 is apparently used to save you from plasma tac/IG plasma blob/Eldar range blob when you don't have other means to effectively repel them. Your CSM will lose in a sustained shootout if you are not in control of the pace.
Word of advice on t3: DON'T FKING GET TERMINATORS! FFS! If you team lose it's because you got terminator in t3 instead of phobos/guo. FK YOU!. After your t3 buy, get 1 more pred if your dread's dead. Limit yourself to controling 7 squads at most. Spend all the remaining resources on shrines. that's 30% range dmg reduction with your heretics' worship.
Upgrades, specialty units and wargears
Grenade Launcher on heretics only when you're against blob in t1. Other times you'll find them more useful in anti melee.
Blood Crusher You get a dread when you can. When you need to use this guy the situation must be pretty desperate. You use it because of its mobility. Manticore hunting or disrupting blobs.
Blood Letter Get them when you;
1. Lost your raptors bought in t1
2. Need some serious damage to KILL, not DISRUPT/TANK
Yes, seriously, don't use them for ranged initiation. You'll have a hard time covering/supporting them. When you can't, they drop like flies, srsly. Do that only when you are capable.
Raptors - use when against blob. Don't get them EVER against FC and PC These guys are extremely fragile and expensive to replace. Not recommended for new players. Learn to use suppression well before looking at raptors if you want to win. Also, AC upgrade on raptor makes them extremely lethal in killing things. Esp the hotkey 'F' ability. It's tracking. Good execution move against retreating commanders.
GUO - AKA the great useless one. Get it only when you're having difficulty against CLOSE and MID-CLOSE range units. Otherwise, phobs is always better.
WARGEAR
t1 gear
Sword of flame - that makes your sorc one of the strongest duelist in t1. No joke. Yes you're still fragile, but your opponents die even faster. Use with tics = best anti melee in t1. More or less inferior to Sorcerer staff after t1
tp armor - use with sword of flame. You get sword of flame, you get tp armor. Get neither otherwise.
Sigil - extremely useful against setup. That's why you don't need raptor in most cases. Also, very long CD. Don't expect to recast it
t2 gear
staff - must get. The active ability is too useful to pass up. Ranged instant disruption = more safe shooting for your CSM/havoc. Why not?
thorn armor (armor 2) - i get it usually. Sorc's offence = buy time for stuff to shoot. This armor covers sorc's weak melee nature
bubble armor (armor 3) - get when you're getting out-shot.
mark of T - hard to get in range to cast it usually. Also doesn't particularly counter anything. I use it with TP armor when I am going offensive on blobs. Also, watch your energy use. You will only have the time and resources to cast 2 spells.
t3 gear
Mind control/Subjugation stuff - get it when you are done with phobos buy. More useful than sigil in most cases.
GLOBAL
1. Teleport: Use it to save ur armor or you friends' armor.
2. Dark flame: zone control against blob. How to use? By experience :0) srsly you lack experience if you need to ask this quesiton
Blood letterer summon (melee range): useful for immediately field reinforcement. Enough time for you to get 1 csm back for each squad and a lot of tics. Use when under pressure from melee
Blood letterer summon (range): use to tie up disruptions and ranged blobs. These guys also hurt very hard. Opp must move or they will die a lot of things
Sorc needs them for field control. Use them when needed, don't be cheap.
3. Terminator summon: is a trap
4. Nuke: Do damage only the centre of it. Use on blobs only.
I don't really care if you want the opinion on this guide to play AGAINST or AS a sorc. Better opponents = more satisfying games.
I'll share my general opinion regarding my t1 and t2 game. t3 is 80% phobos, 20% GUO and 100% nuke :0)
Also please be warned that micro game is VERY IMPORTANT. Avoid bleeding as hard as you can. Trades should happen only when you're sure that you will come out on top. You've gotta be patient and resilient, will lose to me for sure if you aren't hoho~
Thread will cover T1, T2 and a very important point in T3
War gear use and global will be covered in the LAST section
Also i'll briefly talk about raptors blood crusher, blood letter and GUO.
Remember your objective, sorc is all about FIELD CONTROL
Nature of Chaos: Like SM, they are well rounded; not distinctive at melee game/ranged shooting. Sorc's job is to create the environment for the troops to do their job.
Sorc 101: Use doombolt regularly until sorcerer staff
T1
t1 wise tics = sorc's food. Bleed them as soon as you see them, ALWAYS. I'd go so far to say that there are no other targets in t1 of sorc that is as important to kill as tics. Do not underestimate their importance. Any experienced player would know to restock them when the squad is wiped, even though they die really easily and awkward at fighting.
Sorc works extremely well with havoc squad. Coz of stealth worship and sorc's t2 wargears. They also provide the damage output that the commander himself lacks. You get them even when you are playing against another sorc with sigil, it's all about deception and skills. (though sometimes i don't get them because of intention to kill instead of zone control)
When havoc is in use, double CSM = standard. You need the fire power to kill things that are suppressed.
My opinion on Eternal War upgrade is that you get that after all the units. If you desperately need more firepower, get it before upgrade,otherwise during/after.
One more advantage about getting havoc is the 'purchase order'. After capping power point, if you want another CSM squad immediately, you'll have to wait for a lot of req to finally start buiding your power node. However, going for the havoc route will immediately allow you to node up your power point and drop 2 gens, it's definitely better for your team (and the suppression render your opponent useless, feel free to laugh when you see ur opp SM/Chaos went double tac against you).
Tic AC should be bought after havoc squad! Once AC is out, you can then safely put them to work to support your havoc.
Your t1 is pretty much set with sorc, tic, 2 csm and havoc.
T2
T2 game for sorc is the serious game. Mitigating losses in t1 or gaining a strong foothold in t1 will help you greatly here.
Thorn = perfect anti melee
Bubble = perfect anti range
t2 = rush dread if you're already winning, upgrade it to melee to protect your backline and CSM. CSM get blue upgrade asap, (then champion and eternal war)
For the aspiring new players, limit yourself to TWO SETUP SQUADS AT MOST Why? Micro. Let's be honest here. Most of you new ppl need to work on your micro game. MY principle here is that do what you can, and do what you can the best you can.
Upgrade your stuff accordingly if it's even game/losing. (t1 havoc also leads to easy las cannon in t2, will save you from armor if you're behind.)
Don't bother getting plague marine, that unit works poorly with sorc. Too slow. Yes, go ahead and use it with sigil if you insist. I like las cannon much better.
Last but not least, get armor 2 and armor 3 accordingly. Getting armor 2 for thorn is the safest i'd say and armor 3 is apparently used to save you from plasma tac/IG plasma blob/Eldar range blob when you don't have other means to effectively repel them. Your CSM will lose in a sustained shootout if you are not in control of the pace.
Word of advice on t3: DON'T FKING GET TERMINATORS! FFS! If you team lose it's because you got terminator in t3 instead of phobos/guo. FK YOU!. After your t3 buy, get 1 more pred if your dread's dead. Limit yourself to controling 7 squads at most. Spend all the remaining resources on shrines. that's 30% range dmg reduction with your heretics' worship.
Upgrades, specialty units and wargears
Grenade Launcher on heretics only when you're against blob in t1. Other times you'll find them more useful in anti melee.
Blood Crusher You get a dread when you can. When you need to use this guy the situation must be pretty desperate. You use it because of its mobility. Manticore hunting or disrupting blobs.
Blood Letter Get them when you;
1. Lost your raptors bought in t1
2. Need some serious damage to KILL, not DISRUPT/TANK
Yes, seriously, don't use them for ranged initiation. You'll have a hard time covering/supporting them. When you can't, they drop like flies, srsly. Do that only when you are capable.
Raptors - use when against blob. Don't get them EVER against FC and PC These guys are extremely fragile and expensive to replace. Not recommended for new players. Learn to use suppression well before looking at raptors if you want to win. Also, AC upgrade on raptor makes them extremely lethal in killing things. Esp the hotkey 'F' ability. It's tracking. Good execution move against retreating commanders.
GUO - AKA the great useless one. Get it only when you're having difficulty against CLOSE and MID-CLOSE range units. Otherwise, phobs is always better.
WARGEAR
t1 gear
Sword of flame - that makes your sorc one of the strongest duelist in t1. No joke. Yes you're still fragile, but your opponents die even faster. Use with tics = best anti melee in t1. More or less inferior to Sorcerer staff after t1
tp armor - use with sword of flame. You get sword of flame, you get tp armor. Get neither otherwise.
Sigil - extremely useful against setup. That's why you don't need raptor in most cases. Also, very long CD. Don't expect to recast it
t2 gear
staff - must get. The active ability is too useful to pass up. Ranged instant disruption = more safe shooting for your CSM/havoc. Why not?
thorn armor (armor 2) - i get it usually. Sorc's offence = buy time for stuff to shoot. This armor covers sorc's weak melee nature
bubble armor (armor 3) - get when you're getting out-shot.
mark of T - hard to get in range to cast it usually. Also doesn't particularly counter anything. I use it with TP armor when I am going offensive on blobs. Also, watch your energy use. You will only have the time and resources to cast 2 spells.
t3 gear
Mind control/Subjugation stuff - get it when you are done with phobos buy. More useful than sigil in most cases.
GLOBAL
1. Teleport: Use it to save ur armor or you friends' armor.
2. Dark flame: zone control against blob. How to use? By experience :0) srsly you lack experience if you need to ask this quesiton
Blood letterer summon (melee range): useful for immediately field reinforcement. Enough time for you to get 1 csm back for each squad and a lot of tics. Use when under pressure from melee
Blood letterer summon (range): use to tie up disruptions and ranged blobs. These guys also hurt very hard. Opp must move or they will die a lot of things
Sorc needs them for field control. Use them when needed, don't be cheap.
3. Terminator summon: is a trap
4. Nuke: Do damage only the centre of it. Use on blobs only.