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chubbypuppy
10-04-2004, 06:06
I really like hydras, but they are underpowered in comparison to meteors, due to the following factors:

1) Hydra's 2 sec delay timer is very long.

2) Hydra's 10 sec lifespan is too short.

3) Hydras takes a look around before starting to spit after they arrive, adding to the delay.

4) Hydras are stupid. They like to spit at fire immunes (or at walls with a monster behind it). They are really determined to try the impossible.

5) Meteor's synergies are much better, gaining 5% of damage instead of 3%.

6) Fireball is synergized by meteor and not by hydras. This makes for a weaker support fireball when using hydra.

7) Meteor has a residual burn that is actually comparable to hydra's damage.

8) Some hydras actually ask for stock options and medical plans, while others chew on the carpet.

Having said all of that, hydras are just plain fun, and they excel when everyone runs from Gloams. Here's the best build I've been able to plan for Orb and Hydra is as follows. Total skill pts 97. I don't want to call it a guide, because this post pales in comparison to the excellent guides out there. Maybe it will help some people, since some people do ask for guides to seemingly obvious guides like pure blizzard or pure meteor.

With +10 skills you will have:

Orb 415-435, -115% cold resist
Hydra 1155-1323 per spit
Fireball 1051-1173

With +12 skills, you will have:

Orb 445-466, -125% cold resist
Hydra 1332-1517
Fireball 1226-1360

Fire:

Warmth 1
Firebolt 1
Fireball 15*
Enchant 1
Hydra 20
Firemastery 20*

Lightning:

Static 1
Telekinesis 1
Teleport 1

Ice:

Frozen Armor 1
Orb pre-reqs 5
Frozen orb 20
CM 10

* If you want more fireball damage so you can spam fireballs to help the hydras, put 20 in fireball and 15 in fire mastery instead. The hydra damage will hurt though.

If you actually like the build and go past level 86, then put the rest of the points into fireball or fire mastery, whichever one you did not max. To maximize hydra damage, pick fire mastery over fireball.

Stats:

Ever since I discovered the changes in Energy Shield and toughness of monsters, I've changed my builds. I used to always go for high mana, no block, ES builds. No more. Now I go for max block, high life, no mana. Orb and Hydra both do not need mana, being timered spells.

Str: Whatever your eq requires. In general, 80 natural points is enough, with annihilus and all that pushing you past 100 for Skullders.

Dex: What you need for max block. In general I put 2 pts per level into here when I level.

Vit: The rest.

Ene: None. Blue coolade tastes good and Orb/Hydras are cheap manawise.

So in general, when I level I put in 1 str/2 dex/2 vit. Just a rule of thumb though. Actually the first few levels I put it all into str so I can wear my Hsarus boots and belt (super nice newbie eq).

Levelling:

Recently I've been playing the game more and rushing less because it's more fun, and also I read someone's post who made a statement that stuck in my mind. He (I think it was a he) said "What's the rush? More endless Baal runs?". When you play in a party, the levels come reallly fast. You don't even notice it and you are level 24 already, then you can go on your baal runs :)

I really like to do tomb runs once I am able to. They are very fun, not narrow like Arcane, and very good exp. I like it over act 3 because act 3 maps are just crazy, and I keep getting lost.

To help my new sorcs, I always keep the following items on my mules.

+3 ice blast staff, level req 6
+3 fireball staff, level req 12
Leaf (Tir Ral) runeword made out of a +fireball staff. This will take you easily into level 30s or to whatever you will use at the end.

To find these staves are not that hard. Make normal games with a higher level guy until you get an act 2 town map where Drognan is next to the town exit. Run in and out until you find these staves. The hard one of course will be to find a +3 fireball staff with 2 sockets (remember, only white or gray staves, no blue staves). If you get a +2 fireball one, it's good enough.

I've read you can also use things like completed Killiam's Will (act 3 mace with the parts, which supposedly can do crazy newbie damage), Hellforge hammer, the completed act 2 quest staff, etc. All are good.

Level 2: Warmth
Level 3: Fire bolt
Den of evil: Frozen armor
Level 4: Ice bolt
Level 5: Save
Level 6: Static, ice blast. (equip ice blast staff)
Level 7: Telekinesis
Level 8: Frost Nova
Level 9-11: Save
Level 12: Fireball (equip fireball staff). You will use this spell until you get the orb.
Level 13-17: Fireball
Level 18: Teleport, glacial spike, Enchant.
Level 19-23: Fireball
Level 24 and on: Here it gets a little fuzzier. You can do the blizzard prereq, or more into fireball. I suggest that your fireball should be strong enough to be useful until level 30, so do the blizzard prereq, then save up the points until level 30, when you will get all of your major skills all at once.

Equipment-wise, no special recommendations. Obviously, since I pump dex for blocking, I use a shield. I like Lidless wall for the +1 skill and faster cast (which helps for fireball only), and even 40% block is better than nothing. You can also go for the other usual stuff like Mosers. If you want Stormshield, you need to adjust your str investment.

Mercwise, my personal favorite is the act 2 holy freeze. This sorc is dual type, so you don't need a might merc to do the physical damage. Hydras also work slowly, so having the monsters gather around the merc is good for the hydras. Good (and reasonable) equipment for the merc is rockstopper/duriel shell/reaper's toll socketed with Amn.

That's it. I hope this is useful to someone. Typed this up to promote hydras (they are getting fat sitting on the sofa at home). Remember, this is a fun build, although I believe viable. Just not as brutal as other sorc builds, and requiring patiences for the hydras to work. I usually end up using the orb because it's so efficient.

prion
10-04-2004, 06:44
I am going to try 20 LM and a lightning bow on switch for immues and jut screwin around, what do you think of that idea? my basic idea is to eventually invest about 70 pts in hydra so I'll have a decent synergized fireball backup also. total 90 skill pts, build "done" @ 90+1-12 = lvl 79

Because the synergies or hydra are the same with bolt or ball, I've got 7 or 8 firebolt and around 10 fireball (keeps mana cost low), and currently saving up points for hydra/FM (I'm level 21 now)

I'm using partial Catahn's set with an eye toward getting full set before I proceed, and upgrading to leaf staff before I enter Nightmare.

chubbypuppy
10-04-2004, 07:31
I am going to try 20 LM and a lightning bow on switch for immues and jut screwin around, what do you think of that idea?

Well, that's unique idea at least, but I'm doubtful it will work. Your AR will probably be poor due to no +AR skills. With level 30 LM, you will have +398% lightning damage. I'm not sure what kind of bow you have though, but even with 200 pts -> 1000 pts of lightning damage (per shot), I think that will be tough. Faster to just telekinesis the monsters to stun them and let your merc handle it.

Soepgroente
10-04-2004, 11:02
Yes i was going to try this build for PvP since it requires great skill to play. Which i love. Ever since that duel where i was running for hydra's and ran straight into an orb i've been wanting to make one like this :teeth: this would be my idea:

20 orb
1 cold mastery (yea it's easy to stack against this and you badly need the points)
~10 teleport
20 hydra
20 fm
20 fire ball
rest into fire bolt

How'bout that? :) Focus on hydra dmg and use orb to drain opponents slowly......

melianor
10-04-2004, 12:24
Looks good chubbypuppy. Skill distribution just fine, though i would only put 8 points in CM, but that depends on the +skills available anyways. So i save 2 more points with +12skills for lvl18 CM. Maximising Fireball last sounds good and then you can even add +2 in Firebolt since one saved 2 points with +12 skills at lvl90
Also i would put Shiver/Frozen Armor on switch and not put 1 pt.

chubbypuppy
10-04-2004, 18:07
melianor: My distribution of cold mastery shows my bias for the orb :) Yeah, people can play with moving CM points into fire points and what not. I agree with the cold armor switch, that would save a point.

Soepgroente: I don't play PvP so any comments from me are just random musings. Why ~10 teleport though? I'm not sure if hydra spits are fast enough in PvP, and its damage is probably not high enough to overcome resists and absorbs.

Soepgroente
10-04-2004, 19:11
Soepgroente: I don't play PvP so any comments from me are just random musings. Why ~10 teleport though? I'm not sure if hydra spits are fast enough in PvP, and its damage is probably not high enough to overcome resists and absorbs.
Teleport is critical for any PvP sorceress because you'll want to be able to teleport infidently (sp?) without using mana potions. At least i do. It's in my opinion one of the biggest advantages of any sorceress. 3500 dmg a bolt is fine for PvP. Orb is merely a distraction actually, or to slowly wear down the opponent. Hydra probably isn't the best, but you've also got fire ball and fire bolt (though not as strong as with a pure build) at your disposal. It's a versatile build and I like that.

prion
10-04-2004, 20:55
... Your AR will probably be poor due to no +AR skills.
I'll have a little bit of AR bonus from Enchant.
That's only a peice of the puzzle..
I haven't figured out gear yet. It'll be weird for sure.

Trisk3lion
11-04-2004, 18:14
Thanks for an great build chubbypuppy!
I also going to build one of these but I have a problem. Idon't want my build to depend on fire ball as an attack spell. I want my hydras stand their and shooting while a kill whit my orb! In your build it more look like orb is fore slowing and fireball for killing?

Any suggestion (spelling?) to me?

melianor
11-04-2004, 18:51
Thanks for an great build chubbypuppy!
I also going to build one of these but I have a problem. Idon't want my build to depend on fire ball as an attack spell. I want my hydras stand their and shooting while a kill whit my orb! In your build it more look like orb is fore slowing and fireball for killing?

Any suggestion (spelling?) to me?

Trisk3lion, the Fireball is there as a synergy to Hydra, so that Hydra will do more damage. You can completly ignore to use Fireball and just go along with Hydra, Orb. Since chubbypuppy puts more points into Frozen Orb he will probably be using Hydra as a supplement.

If you use Hydra more you can then aswell use Fireball, where your Sorc plays the part as the 5th Hydra (you can place 4 together with the timer) ;)

chubbypuppy
12-04-2004, 08:04
What melianor said is right. The fireball is just there as a synergy for hydra. You can use firebolt if you really want, but the fireball can be useful to spam to help the hydras also, and it's very handy for levelling from 12-30.

The orb is not there for slowing. 30 orb and 18 mastery (with eq) can kill very well, which I guess does slow the monsters since they are dead :)

Ulric
12-04-2004, 18:01
I guess I'm still old school. I like mana shield, and I still swear by it. It is annoying when I get hit with something and I have no Mana left, but it fills back u0p real fast. As for orb and hydra, I totally agree, they are fun. They don't have the pure killing power of few other builds, but they make up for it in other ways. Orb lets you aim easier, and Hydra lets you shoot further and around corners. Only problem I have is that both are timer dependent. For example, if you shoot out a hydra, you cannot orb or hydra for 2 seconds. Sometimes I forget and get caught moving towards the monsters because of it. any way that is my 2 cents.


Ulric

masakerr
12-04-2004, 20:00
Ya know this just sucks! Not your guide, my build! LOL. I created my Hydra/Orb Sorcess in 1.09 and everything was fine, real fine. I've made mistakes along the way, I have like 4 points in Thunder Storm (please don't ask me why) and I have a few points in other silly things too. Obvioulsy, the synergies meant nothing to me and therefore I have none exploited.

I also have a bunch of points in mana and energy shield, dex is low. What the heck, so are my resistances (low that is). So now I'm gonna start thinking about making a new Sorceress and it's your fault ChubbyPuppy!

But at 89 my current has Hydra and Orb at level 31 and she does work. She just doesn't work in a hurry and that's ok. I play hard core and I'm NEVER in a hurry.

Good job, good effort and good advise

Masa

Papasmurf90
22-05-2004, 14:17
Nice guide Chubbypuppy but I still have a couple of questions. I play in D2 (No LoD) Hardcore Ladder. Do you think this build would still be viable? We still have synergies and what not, but not many decent uniques so I would no way have +10 to skills.

Anyway, with that out of the way, why do you have orb? Is it just to slow enemies or is it your secondary skill? Instead of orb, do you think I could just max fire ball and fire bolt for the synergy and then just use fire ball instead? Would fire ball be doing any decent dmg? I remember with the meteorb sorc I saw a couple guys w/ some nice dmg fire balls. I didn't really want to use orb since theres the delay so would be waiting like 4-5 seconds while waiting for hydra and orb since they both have a casting delay. What do you think of this build:

20 Hydra
20 FM
20 Fire Ball
20 Fire Bolt
1-20 Warmth

Now, this would probably suck later on in hell since all of the fire immunes but since I play D2 (No LoD) Hardcore Ladder there's only like 2-4 servers up at a time so everyone is always playing together. So, what do you think of this build and how do you think it would fair? Oh yeah, I don't really care if I'm slow since it's HC. Thanks a ton!

chubbypuppy
22-05-2004, 18:16
>> Do you think this build would still be viable?

I don't see why it would not be. That's with the caveat that I've only played HC until I stepped out of town in act 1, then I got scared and ran home :D

I'm not sure if a non-maxed hydra is strong enough in HC, although I guess if you are patient enough it's ok.

>> why do you have orb?

Basically the same reason why meteorb has orb - for a relatively small number of skill points you get a very viable secondary skill. It's not there to slow enemies, since it can kill anything that's not actually immune.

>>> [maximize fireball]

The problem with maxing all of hydra is like you said, only 1 type, which isn't a problem if you plan to party. That said if you do max hydra you will get a much nicer fireball.

> What do you think of this build:

There's no need for 20 warmth, ever, unless you are doing inferno or maybe energy shield. I always only put 1 in. I would put it in static or even some energy shield for HC.

Superhal
22-05-2004, 23:44
i'd criticize you but then i would have to give up my "Sam and Max" fan club membership card. :)

Someone14
23-05-2004, 00:08
I play singleplayer HC untwinked. Im about to make a sorc, and I wonder if this build would be good for that purpose? Since I am untwinked, I don't have a lot of +skill points. Hydra is safe to use, but is it effective enough to make it trough the hell?

Advices are appreciated.

Papasmurf90
23-05-2004, 01:52
Thanks for the extensive reply Chubbypuppy! So, as long as I'm partied with other people, the build that I said would look ok if I only put 1 in warmth and energy shield and put my other skills in other things? What other things would you recommend that I put it in? Also, would you recommend TS or would it be to hard to get good dmg? Also, since I'm not going to have many +skills, should I put more in warmth? Also, should I put any into teleport? If so, how many? Finally, since this is going to be untwinked I won't have very many mana items so should I put in some stats for energy? Thanks a ton!

Papasmurf90
23-05-2004, 19:53
No one? Come on people I need some love!