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Ed C
10-10-2005, 22:09
Hi all,

This is my first time over on this side of the fence (usually do barbs). So doing a sorc' is a real big change of pace for me. I looked at all the guides and I could not find a canned build that I feel comfortable with, so I am trying this.

I want to build a fire/lightning sorc'

I was thinking of the following skill distrubution

1-each (2) in teleknisis and teleport
5-each (10) in charged bolt and lightning bolt
20-chain lightning
5-static field
20-energyshield

5-warmth
1-each (3) in inferno, blaze and fire wall
5-each (10) in fire bolt and fire ball
20-in meteor

That is something like 90 sp.

atributes I was thinking..........

100 str or enough to get into a good set of elite armor
? dex enough to get max blocking on a good shield. Suggestions welcome
split vit & Mana even

I was thinking of using an act I rogue good ai and if equiped with some type of cold attack bow, she really compliment the sorc' nice.

The gear I am not sure of, but this will be a poor mans build and I want to be able to solo Hell by lvl 95+/-.

I would appreciate any suggestions you all might have. Thank you.

kyodiekaoru
11-10-2005, 01:28
only put 1 on static field. max fire and light masteries. that leaves you 6 more skills to max. max lightning and meteor. then max charged bolt (or any other synergy for light) and another synergy for meteor..

iono where this is going...

meteor/light sorc... hrm... they dont really do that much damage unless you devote yourself to their respective trees... =T

its worth a try tho. ive rarely seen a fire/light immune... =T

hrm.

i wonder now... maybe i should make a light sorc. they look so sexy.

Epsilon Eyez
11-10-2005, 03:43
You don't need 5 in Static or Warmth, that shouldn't be in a skill list as even a last priority.

With that skill setup, Meteor is too weak. I think a good Lightning skill, without devoting astronomical amounts of points, is Charged Bolt. The main thing is it has loads of potential damage. Max Charged Bolt and Lightning and put a few points in Lightning Mastery.

As for the fire skills, I can't say for sure. Firewall is the most affordable damage for 40 points, but doesn't have much tactical synergy with Charged Bolt. I'd say that Hydra or Meteor are the best choices. Hydra can guard you while you lay down bolts, or Meteor can dish out tons of damage while Charged Bolt takes out the leftovers.

Strength should be kept as low as possible, but I personally go up to around 100 as well. If you want to equip Stormshield, one of the best blocking shields, get 156 STR.

Dexterity depends on shield, most dex-efficient is Whistans, and Stormshield is good with more effects.

Vitality, more is good.

Mana shouldn't be too high. Some people don't put any with the advent Insight on mercs, but I still recommend putting at least 50. I go old fashioned with 100 energy for good measure.

Ed C
11-10-2005, 05:06
Mana shouldn't be too high. Some people don't put any with the advent Insight on mercs, but I still recommend putting at least 50. I go old fashioned with 100 energy for good measure.


If you only put in 50-100 for mana, you have to make up for it with leech and regenerate what items are the best? I have manald rings and an eye of eltich. What else would be good? Lidless eye?......

FinalDay
11-10-2005, 05:48
going fire/light sorc seems to be too point expensive to reach really high dmg, as you would want to max both masteries and several (too many) synergies...

the sorcs i find best for splayer are fire/cold or light/cold, using cold (often orb) as backup is the less point expensive to reach decent backup dmg, leaves room to actually hurt with your main skills, and chills (which is more usefull than many may think)...i never tried blizzard as backup, i wonder if its so good investing only a relatively small amuont of skill points (as it is orb, it goes well with 15+ and few in cold mastery, despite the numbers, it kills)...

unless you wanna have fun and try, i wouldnt recommend fire/light

i wonder what happened to tri-elementalists...with all the synergies stuff they gotta be really obsolete by now

Ed C
11-10-2005, 07:00
i wonder what happened to tri-elementalists...with all the synergies stuff they gotta be really obsolete by now


I think 1.10 hell level pretty much did them in, now you have to have astronomical damage to make it in hell.

I will have to see how my build holds up over time. I may have to make a couple of sorc's to get it just right.

I have already gotten some good ideas here. I will see.......

Epsilon Eyez
11-10-2005, 07:04
If you only put in 50-100 for mana, you have to make up for it with leech and regenerate what items are the best? I have manald rings and an eye of eltich. What else would be good? Lidless eye?......

Hmm...maybe I didn't make it clear enough (I also made a typo). If you get an Act 2 merc, you can make it an Insight runeword weapon. High-end and end-game is probably Colossus Voulge. The Insight runeword gives Level 12-17 Meditation Aura to you and the merc, which ranges from 575%-700% mana regeneration.

Insight runes are cheap, Ral + Tir + Tal + Sol, you could probably make two or three Insights from cheap regular Voulges and Bills before finding a Colossus and getting high level enough to equip it on merc.

EDIT: Also, there are some tri-elementalist guides, and the main philosophy is that they use all and any skills available and focus more on tactics, traps, and safety. I'm interested in making a tri-elementalist or archmage soon.

Raistlin_Majere
11-10-2005, 13:53
If you only put in 50-100 for mana, you have to make up for it with leech and regenerate what items are the best? I have manald rings and an eye of eltich. What else would be good? Lidless eye?......


The only time I've ever put ANY points into energy (for any char - not just sorcs) was for sorcs which relied on energy shield. Its a bit of a pain in the lower levels but in higher levels I rarely have mana problems.

You can only leech with physical attacks - not spells - so leech is pretty useless for a sorc.

I'd agree with FinalDay that Fire/lightning is not the best combination (actually it's probably the worst) but I guess it could work (at least it's different).

Tillya
11-10-2005, 16:13
It's also better to put 9 in Fire Ball then to put 5 in Ball and 5 in bolt.
I know about the 14% thingy, but unless you have an insanely high +to skills, you want get past the turn-point where fire bolt becomes more beneficiary then fire ball with 5 base points in each.

Ed C
11-10-2005, 20:30
Hmm...maybe I didn't make it clear enough (I also made a typo). If you get an Act 2 merc, you can make it an Insight runeword weapon. High-end and end-game is probably Colossus Voulge. The Insight runeword gives Level 12-17 Meditation Aura to you and the merc, which ranges from 575%-700% mana regeneration.

Insight runes are cheap, Ral + Tir + Tal + Sol, you could probably make two or three Insights from cheap regular Voulges and Bills before finding a Colossus and getting high level enough to equip it on merc.

EDIT: Also, there are some tri-elementalist guides, and the main philosophy is that they use all and any skills available and focus more on tactics, traps, and safety. I'm interested in making a tri-elementalist or archmage soon.

Thanks for the explianation. Insight sounds awesome, I was avoiding an Act 2 merc because I get tried of them dying in the first ten seconds into the Chaos santuary, but one with an insight weapon would be worth having inspite of that. If I pick one up in normal which do you recommend offensive, defensive or combat?

Good luck on the archmage, I would be interested in seeing your build for one.

Ed C
11-10-2005, 20:39
The only time I've ever put ANY points into energy (for any char - not just sorcs) was for sorcs which relied on energy shield. Its a bit of a pain in the lower levels but in higher levels I rarely have mana problems.

You can only leech with physical attacks - not spells - so leech is pretty useless for a sorc.

I'd agree with FinalDay that Fire/lightning is not the best combination (actually it's probably the worst) but I guess it could work (at least it's different).

If you don't use energy shield what do you use to counter all that damage you take in Hell? Do you kick up the strength and use better armor?

Thanks for the tip on LL, all I have only played melee characters, I didn't know that LL didn't work.

I know the build is unusual, but what the heck it has been fun so far. I am looking forward to roasting monsters with meteor and hitting them with chain lightning. The sorc's is only lvl 21 now. I would like to hit 45 by the end of this weekend. Once I am in nightmare I will be able gauge if it will work or not.

Raistlin_Majere
11-10-2005, 23:01
If you don't use energy shield what do you use to counter all that damage you take in Hell? Do you kick up the strength and use better armor?


The point is to NOT take all that damage :thumbsup:

As a sorc you don't have to be too close to the monsters and teleport is a great "defence" as well. For teleporting somewhere (baal, mephisto or whatever) you'll want at least 63 fcr as well (105 preferred).

"Better" armor (as in - higher defense) is not a good idea - you will probably get hit anyway so it wont help. What DO matter is resistance - its a very good idea to get ~75 % resistance in hell - especially lightning (souls hit hard :( ).

AnimeCraze
12-10-2005, 00:42
If you don't use energy shield what do you use to counter all that damage you take in Hell? Do you kick up the strength and use better armor?3 methods:
1) 75% block to block most of the damage. (block sorc)
2) Avoid getting hit by running/teleing/letting merc tank. (all)
3) Just take the damage and bite your lips. (vita sorc)

Epsilon Eyez
12-10-2005, 00:46
If you equip an Act 2 merc with some heavy defense armor, damage reduction %, and life leech, they should survive. Plus, there is always teleport and let them drink down a rejuv.

I personally use Defense, for Defiance, as it lowers the chance of getting hit by a lot, and my sorc wears all caster gear (for me, it lowers by 10%).

However, I've heard many good things about Combat (which is Prayer aura) because Prayer heals life and since it is a synergy to Meditation, the effects will double the life healing. I haven't experimented with this yet, however.

Also, I haven't figured out what type of archmage to build, nor do I have the time since school has started.

Ed C
13-10-2005, 03:46
The point is to NOT take all that damage :thumbsup:

As a sorc you don't have to be too close to the monsters and teleport is a great "defence" as well. For teleporting somewhere (baal, mephisto or whatever) you'll want at least 63 fcr as well (105 preferred).

"Better" armor (as in - higher defense) is not a good idea - you will probably get hit anyway so it wont help. What DO matter is resistance - its a very good idea to get ~75 % resistance in hell - especially lightning (souls hit hard :( ).


You have a good point, I am still tending to think like a barb with this character and that is just foolish. I will kick up the FCR and see how that works. Thanks.

Ed C
13-10-2005, 03:50
3 methods:
1) 75% block to block most of the damage. (block sorc)
2) Avoid getting hit by running/teleing/letting merc tank. (all)
3) Just take the damage and bite your lips. (vita sorc)

Well, I like one and two. But I would like to have enough life for number 3. I think the trick is how to best place my stats and you all have already given me some good advice on that, thanks.

Ed C
13-10-2005, 03:52
If you equip an Act 2 merc with some heavy defense armor, damage reduction %, and life leech, they should survive. Plus, there is always teleport and let them drink down a rejuv.

I personally use Defense, for Defiance, as it lowers the chance of getting hit by a lot, and my sorc wears all caster gear (for me, it lowers by 10%).

However, I've heard many good things about Combat (which is Prayer aura) because Prayer heals life and since it is a synergy to Meditation, the effects will double the life healing. I haven't experimented with this yet, however.

Also, I haven't figured out what type of archmage to build, nor do I have the time since school has started.

Are the Defiance mercs the are Act 2 nightmare? I think they are that would be fine.

What do you think about the act 2 normal mercs? I don't know there aura's off hand.

EpicFrozt
13-10-2005, 03:55
[QUOTE=Ed C]Thanks for the explianation. Insight sounds awesome, I was avoiding an Act 2 merc because I get tried of them dying in the first ten seconds into the Chaos santuary, but one with an insight weapon would be worth having inspite of that. If I pick one up in normal which do you recommend offensive, defensive or combat?

DEF in nm gives holy freeze which is good for a sorc.... I wouldn't make a hydrid..they are usually weak.

Epsilon Eyez
13-10-2005, 04:06
Combat (Normal): Prayer
Combat (Nightmare): Thorns
Combat (Hell): Prayer
Defense (Normal): Defiance
Defense (Nightmare): Holy Freeze
Defense (Hell): Defiance
Offense (Normal): Blessed Aim
Offense (Nightmare): Might
Offense (Hell): Blessed Aim

As for hybrids being weak, it depends on what you choose. Fire and Lightning is pretty inconvenient as both trees depend on more skills as opposed to the easier hybrids like Meteor/Frozen Orb or Frozen Orb/Chain Lightning.

I supposed Firewall/Charged Bolt would be the least points, but I don't think that would work in terms of tactical synergy between the skills.

birdfoot
13-10-2005, 05:17
How about this way of skill allocation:

Fire Skills -
01 Warmth
02 Pre-requisites
20 Fire Wall
20 Fire Mastery

Lightning Skills -
01 Static Field
20 Lightning
20 Chain Lightning
20 Lightning Mastery
01~05 Charged Bolt (rest of the points in here)

Cold Skills -
01 Frozen Armor

Equipment:
+3 Sorc orb/staff [Cheap: Warpspear/Memory | Best: Eschuta's Temper (and you can equip a shield too)]
Warpspear on switch*
+2 Sorc circlet
+2 Sorc magic/rare ammy [Best: Mara's/Tal's Ammy]
+1/2 skills armor [Cheap: Vipermagi/Que Haegen's | Best: Vipermagi/Tal's Armor (for resistances, hi def and MF)/CoH/Enigma]

Total: +8/9 skills at least

[B]Merc:
Act2 Nm Defensive (Holy Freeze aura)

- Cheap: Bonehew (Shael+Amn)/Insight | Best: Reaper's Toll (Shael)/Infinity
- Cheap: Shaftstop/Duriel's | Best: Upp'ed Shaftstop/Stone
- Cheap: Rockstopper/Crown of thieves/Stealskull/Tal's Mask | Best: Guillemane's Face/Vamp gaze

With the above allocation, I reckon you should be able to reach an acceptable amount of damage depending on how much +skills gear you can acquire. However, like Meteor, I don't find Fire Wall a great skill to use due to the fact that it's not spammable like Fireball. You prolly need to depend alot on your merc to tank and cast Fire Wall on the mobs around him.

As you may have noticed, I've not included Energy Shield. As the build is very skill pts intensive, you'd prolly wanna save as many pts as you can and dump them all into the synergies of the important skills. To use Energy Shield, either buy/find a +3 Energy Shield staff/orb from vendors or you can use Warpspear on switch. I recommend the latter as it as a total of +6 to Energy shield.

I think in order for this build to suceed, you'll prolly need to get an Eschuta's Temper. A good one has +3 to Sorc skills as well as up to 20% increase in the damage of both Fire and Lightning skills. For shield-wise, you could use a Spirit monarch for the additional +2 skills but I would recommend using a Stormshield when you have access to one. Also, I think you'll need to try to aim > 65~75 FCR. If you can reach 4k+ Chain Lightning, soloing shouldn't be a big problem. I'm just not very sure about party games though as I've not tried that with my own sorc. :P

Anyway, sorry if I'm not extensive on the equipment list, there's just too many possible combinations. Enjoy. :)

Ed C
14-10-2005, 07:44
How about this way of skill allocation:

Fire Skills -
01 Warmth
02 Pre-requisites
20 Fire Wall
20 Fire Mastery

Lightning Skills -
01 Static Field
20 Lightning
20 Chain Lightning
20 Lightning Mastery
01~05 Charged Bolt (rest of the points in here)

Cold Skills -
01 Frozen Armor

Equipment:
+3 Sorc orb/staff [Cheap: Warpspear/Memory | Best: Eschuta's Temper (and you can equip a shield too)]
Warpspear on switch*
+2 Sorc circlet
+2 Sorc magic/rare ammy [Best: Mara's/Tal's Ammy]
+1/2 skills armor [Cheap: Vipermagi/Que Haegen's | Best: Vipermagi/Tal's Armor (for resistances, hi def and MF)/CoH/Enigma]

Total: +8/9 skills at least

[B]Merc:
Act2 Nm Defensive (Holy Freeze aura)

- Cheap: Bonehew (Shael+Amn)/Insight | Best: Reaper's Toll (Shael)/Infinity
- Cheap: Shaftstop/Duriel's | Best: Upp'ed Shaftstop/Stone
- Cheap: Rockstopper/Crown of thieves/Stealskull/Tal's Mask | Best: Guillemane's Face/Vamp gaze

With the above allocation, I reckon you should be able to reach an acceptable amount of damage depending on how much +skills gear you can acquire. However, like Meteor, I don't find Fire Wall a great skill to use due to the fact that it's not spammable like Fireball. You prolly need to depend alot on your merc to tank and cast Fire Wall on the mobs around him.

As you may have noticed, I've not included Energy Shield. As the build is very skill pts intensive, you'd prolly wanna save as many pts as you can and dump them all into the synergies of the important skills. To use Energy Shield, either buy/find a +3 Energy Shield staff/orb from vendors or you can use Warpspear on switch. I recommend the latter as it as a total of +6 to Energy shield.

I think in order for this build to suceed, you'll prolly need to get an Eschuta's Temper. A good one has +3 to Sorc skills as well as up to 20% increase in the damage of both Fire and Lightning skills. For shield-wise, you could use a Spirit monarch for the additional +2 skills but I would recommend using a Stormshield when you have access to one. Also, I think you'll need to try to aim > 65~75 FCR. If you can reach 4k+ Chain Lightning, soloing shouldn't be a big problem. I'm just not very sure about party games though as I've not tried that with my own sorc. :P

Anyway, sorry if I'm not extensive on the equipment list, there's just too many possible combinations. Enjoy. :)

Thank you, I appreciate your thoroughness. This looks playable, my problem is I am still learning how to use a sorc. I am finding out that a sorc, especially this type requires alot of finnese. But that is why I like this game so much it offers alot of different challanges. Thanks again.

birdfoot
20-10-2005, 14:35
No problem mate, take it easy and good luck! :)

AnimeCraze
20-10-2005, 18:53
Thank you, I appreciate your thoroughness. This looks playable, my problem is I am still learning how to use a sorc. I am finding out that a sorc, especially this type requires alot of finnese. But that is why I like this game so much it offers alot of different challanges. Thanks again.There might be a few things you really wish to learn with a sorc.
First, when you tele, your merc moves to your position. If you run, he doesn't. You can reposition him so that he doesn't kill himself in Chaos.
Second, how to tele through thick areas. Meph runs immediately comes to mind.
Third, how to avoid taking damage via dodging by moving/teleing.

Lastly, hybrids ain't weak. They can easily do 1P hell, and okish even with a few extra players. 5k fireballs are nothing to be laughed at, expecially if they come out fast.