View Full Version : Chant Sorc
razorman
21-08-2006, 04:08
I was wondering if there is a build guide for this. If there is can somebody please hook me up.
I mostly wanted a character that could help my little brothers characters level.
And!!!!
I was also wondering what skill i should level after enchant and warmth are maxed.
I was wondering if there is a build guide for this. If there is can somebody please hook me up.
I mostly wanted a character that could help my little brothers characters level.
And!!!!
I was also wondering what skill i should level after enchant and warmth are maxed.
I have this one saved, its a chant/dream sorc:
I've seen quite a bit of questions about them recently, so I'll post this thing I wrote up a couple weeks ago (Not completely finished, though).
Death[cE]'s PvP Enchantress Guide
Note: I can't say I'm the best Enchantress out there, because I'm not; however, there are very few of them (if any) you will encounter in the PvP world, so I'm expressing my opinion to you to try and make the use of a PvP Enchantress a more broad idea.
Note: I'm aware there are other, similar guides for Enchantresses out there, but I haven't seen many that are geared towards PvP. Feel free to point them out to me if there are, though.
cE-Fenix - Level 83 Sorceress
1603 Life
4833 Defense
12733 Attack Rating
75% Block
90/90/90/90 Resists (Hell)
86% FHR
20% FCR
Another Note: I am not yet finished with the character, but the PvP results are astounding regardless. I'll tell you future plans towards the end of the guide.
Skill Distribution
20 Warmth
20 Enchant
20 Fire Mastery
20 Lightning Mastery
5-10 Shiver Armor
1 Thunderstorm
1 Teleport
11 prerequisites
20 Enchant
Obviously needs to be maxed, since you are an Enchantress. Along with the benefit of 3,000 Fire Damage, doubled on melee striking, this makes your weapon pretty.
20 Warmth
The only synergy to Enchant. Without this maxed you might as well give up on your character, tickling isn't considered a style of dueling.
20 Fire Mastery
Hopefully it's comprehendable that the Fire Skill should be boosted with Fire Mastery. Another necessity to make Enchant useful in PvP.
20 Lightning Mastery
This is where a "Dream" Helmet/Shield turns into a Sorceress' "dream." A plain level 30 Holy Shock adds 1 - 1668 Lightning damage to your melee attacks. A level 30 (low) Lightning Mastery is almost 400% Lightning Damage, turning the Holy Shock into a beast, dishing out 4 - 8306 damage. This is the part that even boggles my mind, though. When I stick both Dreams on, the total max damage shown on the character screen is 35k. It can't be that Lightning Mastery stacks twice like Enchant with Fire Mastery (once on casting and again on striking), so I'm really not sure.
5-10 Shiver Armor
Your defense boost. Any melee character needs some sort of defense, even with max block.
1 Teleport
Do I really have to explain this?
1 Thunderstorm
Not really a necessity, I just find it useful for all the duelers that try to run to town before they die;
XxKiss-AkaraxX was slain by cE-Fenix
It's even better against the characters that have little to negative resistances, where you can win a duel by teleporting in circles.
Stat Distribution
Strength: Enough for gear
Really, the only +Stat gear you're wearing are Immortal King's Gauntlets (I'll explain later) and Hellfire Torch/Annihilus. This forces you to leave your precious base 10 strength builds, but trust me, it's worth it.
Dexterity: Enough for 75% Block
Another necessity for any melee character. This is what keeps you alive... well, 75% of the time. =) This is another big blow to your Vitality pool, but if you've played any other melee character you'll understand it's needed.
Vitality: Everything else
You can wear your gear, you already have max block, and you sure as hell don't need a large mana pool. All other stats go here.
Energy: None
See: Vitality
***This is a Vitality build, mainly because with your gear/stat placement you won't have enough Mana or extra skills to max Telekenesis or get a good Absorb. Also, Zeal costs mana, and if you're Mana is drained you can't attack, or teleport away (Unless you run until your maxed out Warmth kicks in).
Equipment Setup
This is where you have the most leway. I'm going to suggest what I use, and where applicable, give a suggestion for other good choices or ideas I've seen.
Weapon:
"Passion" Phase Blade
The fastest 1-hander in the game, fastest base weapon behind the Demon Crossbow. Passion grants the ever-so-useful Zeal skill to any character wielding it, and with Annihilus / Arachnid's / Battle Orders you can get Zeal to level 4, with it's maximum of 5 hits. Passion also offers 25% IAS, decent Enhanced Damage (Although it's unnecessary for an elemental-based melee character) and a very nice Attack Rating bonus.
"Grief" / "Last Wish" Phase Blade
Grief for the speed and +Damage, or Last Wish for the Crushing Blow. I never found either of them as good as a Passion since +Damage and CB are both Physical-based amplifiers, but I've heard others that did well with them. Honestly, though, I believe the only true choice is a Passion PB.
"Beast" / Shael'd Phase Blade switch
Use Beast to transform into a Bear, then switch weapons to a Shael'd Phase Blade to reach the last IAS breakpoint. Have I tried it? No. Have I seen it work? Yes; however, I've never dueled a Sorceress using this setup so I don't know if it's better. Frankly, I prefer my girl the way she is. =)
Armor:
Guardian Angel
There are two ways to go with this. You can either grab an Ethereal one and throw in a Zod for a nice defense armor, or you can use a Non-Eth one and stick in an IAS Jewel (Does this hit the next BP?) or an Um Rune. Regardless of what you choose, the 20% Increased Chance of Blocking and 15% to All MAX Resists are VERY nice attributes (Note that the 20% Block from this saves you about 110 Dexterity at level 83 if my calculations are right).
Shield:
"Dream" Trolls Nest/Blade Barrier/Dragon Shield
This is one of the base items to the build, there really is no choice. Look for 25%+ FHR and 15%+ All Resists. I use a Dragon Shield (mainly for personal preferance) which has a 38% block rate whereas the Trolls Nest and Blade Barrier have 40%. The difference is about 10 Dexterity, so you can choose. Other shields that can get 3 sockets either have a lower block rate or require much more strength than your other gear.
Helmet:
"Dream" Demonhead/Bone Visage/Winged Helm/Tiara/Etc
Another base item of the build, this cannot be changed out for anything else. Still look for 25%+ FHR to reach the 86% FHR breakpoint and 15%+ All Resist to fulfill the bonus from Guardian Angel (Try for 90% All Resist in Hell without Treachery). The only difference between Helms is personal preferance.
Amulet:
Metalgrid
400+ Attack Rating, 25+ All Resists, and 300+ Defense. What could be better for this build? I tried on 2x Angelic's Rings with Angelic's Amulet and I got a whopping 2k more Attack Rating than Metalgrid with 2x Raven Frosts. Not worth the benefits, in my opinion.
Highlord's
+1 Skills, 20% IAS, and Deadly Strike (Although DS doesn't work with elemental damage, making it kind of useless). Also has some Lightning Resistance and Lightning Damage (which is multiplied by Lightning Mastery).
Mara's Kaleidoscope
+2 Skills, +5 all Attributes, and 20+ All Resists. This is probably the melee character that would benefit most from +2 Skills giving you 24% more Lightning Damage and 14% more Fire Damage. The attribute bonus is pretty sweet, and the Resists are just as good.
Gloves:
Immortal King's Forge
Decent defense, +20 Strength/Dexterity, and when coupled with any other Immortal King piece they grant you an extra 25% IAS.
Bloodfists
Double-Ungraded preferred, but the IAS/FHR/Life are amazing for just about any character in the game, be it melee or caster.
Boots:
Immortal King's Pillar
The highest strength-requiring item in the build at 125, these boots provide 40% FRW, +110 Attack Rating, and +44 Life. Not only that, but they provide IK Gloves the 25% IAS from the 2-item set bonus.
Sandstorm Treks
If you choose not to be degraded in telling people your Sorceress uses IK set, these are a very nice second choice. Defense (Of course better if Ethereal because of the repair mod), +10-15 Strength/Vitality and 20% FHR are the main points to their use.
Belt:
Arachnid's Mesh
+1 Skills and 20% FCR. The Damage boost from +1 Skills (Also what brings your Zeal to 5 hits). 20% FCR to catch the little buggers that try to hit and run.
Verdungo's Hearty Cord
30-40 Vitality, 10% FHR, and 10-15% DR. You have 0% DR from your other gear, so if you find yourself lacking in fights with other melee's you might want to throw this on.
Rings:
2x Raven Frosts
I use 2x 20/200+ Raven Frosts which brings me to over 12k Attack Rating (With Metalgrid's 427 AR, Enchant's 350%+ Boost, and Passion's 50%+ Boost). The 40 Dexterity is an awesome addition to your journey to max block, and the Cannot Be Frozen mod just adds fuel to the proverbial fire.
Bul-Katho's Wedding Band
+1 Skills and +Life are really the useful things here, but I don't see how they could beat the mods of a Raven Frost
Rare AR/Stat/Resist Ring
Although impossibly rare, you can get rings with +120 Attack Rating, 20 Strength, 15 Dexterity, and 11% All Resist. Almost the same benefits as Raven Frost with some additional "godly" bonuses. If you can find something like this, I'd suggest swapping out a Raven Frost for it.
Inventory:
I currently use a 20/17 Sorceress Hellfire Torch, a 17/20/6 Annihilus, 3 Fire Skill GCs with 25-31 Life, one Fire/Light Skill GC with 12% FHR, a 128 AR/1-30 Light Damage GC, and 3x 15% All Resist GCs. The Small Charm spots range from Lifers to Resist to FHR. Pretty much, get FHR charms if you still haven't hit the 86% breakpoint, get All Resist GCs/SCs if you haven't achieved 90% All Resists in Hell, or get Life GCs/SCs if you have hit 90% All Resist and 86% FHR. You also might want to aim for more Light GCs than Fire, but I used what I had.
Pre-Buff Gear
Without getting overly expensive, I try to use the following in pre-buffing (Battle Orders + Enchant)
31% HotO
Lidless Wall
Vipermagi
Shako
Tal's Amulet
Magefists
2x 3% BK Rings
Arachnid's
With these and Battle Command you get a total of +11 All Skills, +13 Sorceress Skills, and +14 Fire Skills (Add 4 to all for Torch/Annihilus, and add accordingly with your Skill GCs). That's enough to almost double your Fire Damage and give you 65%+ Life/Mana. The Pre-Buff isn't even necessary, though. You can do upwards of 40K max damage without it, but it does help with extra life and about 8K more damage if you feel you don't already do enough.
Dream
Io + Jah + Pul
Character Level: ?? Helms, Shields
3 sockets 10% chance to cast level 15 Confuse when struck
Level 15 Holy Shock aura when equipped
+20-30% Faster Hit Recovery
+30% Enhanced Defense
+150-220 Defense
+10 to Vitality
5% increased maximum Life
+0.625 per character level to Mana
+5-20 to All Resistances
15-25% better chance of getting Magic Items
and this one, pure chant:
EVERYTHING YOU NEED TO KNOW ABOUT ENCHANT
2A) How enchant damage is calculated
When you cast enchant, look at the skill tab where it says skill level is xx and enchant adds xxxx ~xxxx damage, let's refer to the xxxx ~ xxxx damage as the Cast Time Damage. When you perform melee attack, enchant adds the Cast Time Damage multiplied by current Fire Mastery bonus (the fire mastery level at the time of attacking). When you perform ranged attack using a bow, enchant only adds the Cast Time Damage itself to your attack.
Example: If your skill tab says enchant grants 4000 damage and your fire mastery gives + 300%. Then when you melee, you deal out 4000 x (100% + 300%) fire damage which is 16000. Where as when you attack with bow, only 4000 fire damage is dealt. Then, you decide to remove a fire skill charm. So fire mastery level now drops by 1, bonus drops by 7%. You new melee fire damage becomes 4000 x (100% + 293%) = 15720, and new ranged fire damage stays the same at 4000.
Note: The character information screen gives you the correct melee damage. But it gives you faulty ranged attack damage. Don't be fooled by the number.
2B) Enchant is a prebuffable skill.
Knowing how enchant damage works, we should try to get the Cast Time enchange Damage as high as possible when you cast it. And the easiest/ most effective way is to raise skill level. It is important to note that, enchant has increasing gain at high level, which can be observed using a skill planner. You can see the damage difference between a level 45 and level 46 enchant is bigger than that between a level 5 and level 10 enchant.
So what's good prebuff gear? (the equipment you should wear when you cast enchant)
Here's a list that everyone should try to aim for
10 Fire skill Charms
1 Annihilus small charm
Helm: + 3 fire skill circlet (socket it with 2 x + 5 % fire facets)
Ammy: + 3 fire skill ammy
Armor: +3 enchant Omus' Robe with +15% fire damage (socket it with + 5 % fire facet)
Belt: Aranchid Mesh (+ 1 all skill)
Rings: + 1 skill rings (SOJ, bul katho..)
Gloves: Magefist
Boots: Doesn't matter
Now Best weapon / Shield combination
+ 3 fire skill sorc orb with + 3 enchant, + 3 fire mastery socketed with 2 fire facetes, + 1 skill shield with fire facet.
This will result in level 51 enchant, level 48 fire mastery, with 6 fire facets
The Cast Time Damage will be about 4840~5575
Melee fire damage is about 24400~ 28070, where as ranged fire damage is same as Cast Time Damage.
2nd Best weapon/ shield combo
"Leaf" runeword staff with + 3 enchant, + 3 fire mastery
Cast Time Damage is about 4500~5190
3rd Best weaopn/ shield combo
Eschuta;s Templer with + 3 sorc + 20% fire socketed with 1 fire facet, 1 skill shield with fire facet.
Cast Time Damage is about 4370~5050
4th place
Mang Song's Lesson with 1 fire facet
Cast Time Damage is about 4355~5025
You get the idea..
2C) Who / When to cast enchant on
You can enchant on yourself anytime, but you can only enchant your party member if at least one person ( you or the party member) is outside of town. You can enchant on minions, (necro's , druid's , assisents', zon's...), you can enchant on Mercenary. Unless you enchant on a sorc with fire mastery, otherwise, what they'll get is the AR bonus and the Cast Time Damage when they do melee/ ranged attack. You should enchant on every non caster character in your party if possible.
2D) Chracters take the higest level Enchant
That is, when you enchant someone with a level 30 enchant first, then enchant with level 35, the level 35 will replaces old one. If you cast same level enchant, it reset the timer. If you cast lower level enchant, it doesn't do anything. =]
2E) How does enchant works with Explosive Arrow?
When you fire out an explosive arrow against someone, there's this possibility to hit the target twice. First is the arrow itself. If it passes the defense and block, it will hit. And the damage is the physical damage + enchant damage + any other sources of damage it carries. The second hit is the explosion. If target is in range, it will always hit ignoring target defense ( zons can dodge though, I think). The explosion damage is the fire damage you have, usually about the same as Cast Time Damage. Since there are two hitting checks, it is possible to put target opponent in block / fhr lock.
2F) The concept about fire mastery "Double Boosting"
Some people say it's a feature, some say it's a bug.. I think it's just normal and makes total sense.
Firstly, we know that Mastery (fire, lightening) boost elemental damage when sorcs melee. That is, fire (lightening) mastery will multiply any added fire (lightening) damage from charms, equipments when sorc melee.
Now, since enchant is a fire skill, it gets multiplied by fire mastery. And what does enchant do? It adds fire damage to the weapon. You can consider enchant as having an invisible charm that adds fire damage. Then when you melee, that fire damage from the invisible charm (enchant) is multiplied again just like any other fire damage charms would. So it makes total sense to me. And it explains why enchant is not multiplied when you go ranged. (because mastery doesn't boost the added elemental damage when ranged)
3) SKILL DESCRIPTION:
Enchant, Warmth, and Fire Mastery:
In short, enchant has increasing gain at higher level. Warmth is the synergy for enchant. Fire mastery multiplies enchant damage. So... MAX THEM ALL! (besiding boosting enchant damage, fire mastery also boosts any potenail fire spell you might use, and warmth increases mana recovery rate, which works great with energy shield build)
Frozen , Shiver armor:
Depends on your playing style. If you want high defense, max one of the armor. ( I suggest shiver in this case, for higher defense bonus. Some pvm players might want the freeze by frozen armor). If you dont want to spend much on these two skills, put 1 point into one of the armor, works great with the + skills you have. Note, the cold armors are prebuffable skills. The bonus is calculated using the cast time skill level and it stays unchanged until it wears out or you cast it again.
Teleport:
I guess all sorc should have the skill. However, if you KNOW that you'll wear Enigma (or you are a dedicated bear enchantress) you can choose not to put points in it..
Static Field:
Great skill pvm, useless pvp. I think it works great with 1 point in it (helps take out tough targets, fire immunes, bosses). But if you pvp and somehow needs every skill point available, dont put point in it.
Energy Shield, Telekinesis
Energy shield absorbs any physical, magical damage that hits the sorc. Instead of lowering your life, certain percentage of the damage now goes to mana pool depends on the skill level. It doesn't do anything to Poison however.
As Energy shield's synergy,telekinesis lowers the mana cosumption rate for each damage absorbed by energy shield. Without it, for each damage that's redirected to mana pool, 2 mana will be consumed. When telekinesis is maxed, only 0.75 mana will be consumed instead of 2. Therefore, if you want to have a long lasting energy shield, you would want to invest pts into telekinesis.
Note: Mana reduction from Energy Shield is calculated after the pvp penality but before resistance is applied. Because of that, a high damage elemental attack such as fire ball will drain your mana pool. It is also imiportant to know, that energy shield disappears once your mana is drained completely.
Hope they help...
Duel-Dream/Ehchant Guide
I've seen quite a bit of questions about them recently, so I'll post this thing I wrote up a couple weeks ago (Not completely finished, though).
Death[cE]'s PvP Enchantress Guide
Note: I can't say I'm the best Enchantress out there, because I'm not; however, there are very few of them (if any) you will encounter in the PvP world, so I'm expressing my opinion to you to try and make the use of a PvP Enchantress a more broad idea.
Note: I'm aware there are other, similar guides for Enchantresses out there, but I haven't seen many that are geared towards PvP. Feel free to point them out to me if there are, though.
cE-Fenix - Level 83 Sorceress
1603 Life
4833 Defense
12733 Attack Rating
75% Block
90/90/90/90 Resists (Hell)
86% FHR
20% FCR
Another Note: I am not yet finished with the character, but the PvP results are astounding regardless. I'll tell you future plans towards the end of the guide.
Skill Distribution
20 Warmth
20 Enchant
20 Fire Mastery
20 Lightning Mastery
5-10 Shiver Armor
1 Thunderstorm
1 Teleport
11 prerequisites
20 Enchant
Obviously needs to be maxed, since you are an Enchantress. Along with the benefit of 3,000 Fire Damage, doubled on melee striking, this makes your weapon pretty.
20 Warmth
The only synergy to Enchant. Without this maxed you might as well give up on your character, tickling isn't considered a style of dueling.
20 Fire Mastery
Hopefully it's comprehendable that the Fire Skill should be boosted with Fire Mastery. Another necessity to make Enchant useful in PvP.
20 Lightning Mastery
This is where a "Dream" Helmet/Shield turns into a Sorceress' "dream." A plain level 30 Holy Shock adds 1 - 1668 Lightning damage to your melee attacks. A level 30 (low) Lightning Mastery is almost 400% Lightning Damage, turning the Holy Shock into a beast, dishing out 4 - 8306 damage. This is the part that even boggles my mind, though. When I stick both Dreams on, the total max damage shown on the character screen is 35k. It can't be that Lightning Mastery stacks twice like Enchant with Fire Mastery (once on casting and again on striking), so I'm really not sure.
5-10 Shiver Armor
Your defense boost. Any melee character needs some sort of defense, even with max block.
1 Teleport
Do I really have to explain this?
1 Thunderstorm
Not really a necessity, I just find it useful for all the duelers that try to run to town before they die;
XxKiss-AkaraxX was slain by cE-Fenix
It's even better against the characters that have little to negative resistances, where you can win a duel by teleporting in circles.
Stat Distribution
Strength: Enough for gear
Really, the only +Stat gear you're wearing are Immortal King's Gauntlets (I'll explain later) and Hellfire Torch/Annihilus. This forces you to leave your precious base 10 strength builds, but trust me, it's worth it.
Dexterity: Enough for 75% Block
Another necessity for any melee character. This is what keeps you alive... well, 75% of the time. =) This is another big blow to your Vitality pool, but if you've played any other melee character you'll understand it's needed.
Vitality: Everything else
You can wear your gear, you already have max block, and you sure as hell don't need a large mana pool. All other stats go here.
Energy: None
See: Vitality
***This is a Vitality build, mainly because with your gear/stat placement you won't have enough Mana or extra skills to max Telekenesis or get a good Absorb. Also, Zeal costs mana, and if you're Mana is drained you can't attack, or teleport away (Unless you run until your maxed out Warmth kicks in).
Equipment Setup
This is where you have the most leway. I'm going to suggest what I use, and where applicable, give a suggestion for other good choices or ideas I've seen.
Weapon:
"Passion" Phase Blade
The fastest 1-hander in the game, fastest base weapon behind the Demon Crossbow. Passion grants the ever-so-useful Zeal skill to any character wielding it, and with Annihilus / Arachnid's / Battle Orders you can get Zeal to level 4, with it's maximum of 5 hits. Passion also offers 25% IAS, decent Enhanced Damage (Although it's unnecessary for an elemental-based melee character) and a very nice Attack Rating bonus.
"Grief" / "Last Wish" Phase Blade
Grief for the speed and +Damage, or Last Wish for the Crushing Blow. I never found either of them as good as a Passion since +Damage and CB are both Physical-based amplifiers, but I've heard others that did well with them. Honestly, though, I believe the only true choice is a Passion PB.
"Beast" / Shael'd Phase Blade switch
Use Beast to transform into a Bear, then switch weapons to a Shael'd Phase Blade to reach the last IAS breakpoint. Have I tried it? No. Have I seen it work? Yes; however, I've never dueled a Sorceress using this setup so I don't know if it's better. Frankly, I prefer my girl the way she is. =)
Armor:
Guardian Angel
There are two ways to go with this. You can either grab an Ethereal one and throw in a Zod for a nice defense armor, or you can use a Non-Eth one and stick in an IAS Jewel (Does this hit the next BP?) or an Um Rune. Regardless of what you choose, the 20% Increased Chance of Blocking and 15% to All MAX Resists are VERY nice attributes (Note that the 20% Block from this saves you about 110 Dexterity at level 83 if my calculations are right).
Shield:
"Dream" Trolls Nest/Blade Barrier/Dragon Shield
This is one of the base items to the build, there really is no choice. Look for 25%+ FHR and 15%+ All Resists. I use a Dragon Shield (mainly for personal preferance) which has a 38% block rate whereas the Trolls Nest and Blade Barrier have 40%. The difference is about 10 Dexterity, so you can choose. Other shields that can get 3 sockets either have a lower block rate or require much more strength than your other gear.
Helmet:
"Dream" Demonhead/Bone Visage/Winged Helm/Tiara/Etc
Another base item of the build, this cannot be changed out for anything else. Still look for 25%+ FHR to reach the 86% FHR breakpoint and 15%+ All Resist to fulfill the bonus from Guardian Angel (Try for 90% All Resist in Hell without Treachery). The only difference between Helms is personal preferance.
Amulet:
Metalgrid
400+ Attack Rating, 25+ All Resists, and 300+ Defense. What could be better for this build? I tried on 2x Angelic's Rings with Angelic's Amulet and I got a whopping 2k more Attack Rating than Metalgrid with 2x Raven Frosts. Not worth the benefits, in my opinion.
Highlord's
+1 Skills, 20% IAS, and Deadly Strike (Although DS doesn't work with elemental damage, making it kind of useless). Also has some Lightning Resistance and Lightning Damage (which is multiplied by Lightning Mastery).
Mara's Kaleidoscope
+2 Skills, +5 all Attributes, and 20+ All Resists. This is probably the melee character that would benefit most from +2 Skills giving you 24% more Lightning Damage and 14% more Fire Damage. The attribute bonus is pretty sweet, and the Resists are just as good.
Gloves:
Immortal King's Forge
Decent defense, +20 Strength/Dexterity, and when coupled with any other Immortal King piece they grant you an extra 25% IAS.
Bloodfists
Double-Ungraded preferred, but the IAS/FHR/Life are amazing for just about any character in the game, be it melee or caster.
Boots:
Immortal King's Pillar
The highest strength-requiring item in the build at 125, these boots provide 40% FRW, +110 Attack Rating, and +44 Life. Not only that, but they provide IK Gloves the 25% IAS from the 2-item set bonus.
Sandstorm Treks
If you choose not to be degraded in telling people your Sorceress uses IK set, these are a very nice second choice. Defense (Of course better if Ethereal because of the repair mod), +10-15 Strength/Vitality and 20% FHR are the main points to their use.
Belt:
Arachnid's Mesh
+1 Skills and 20% FCR. The Damage boost from +1 Skills (Also what brings your Zeal to 5 hits). 20% FCR to catch the little buggers that try to hit and run.
Verdungo's Hearty Cord
30-40 Vitality, 10% FHR, and 10-15% DR. You have 0% DR from your other gear, so if you find yourself lacking in fights with other melee's you might want to throw this on.
Rings:
2x Raven Frosts
I use 2x 20/200+ Raven Frosts which brings me to over 12k Attack Rating (With Metalgrid's 427 AR, Enchant's 350%+ Boost, and Passion's 50%+ Boost). The 40 Dexterity is an awesome addition to your journey to max block, and the Cannot Be Frozen mod just adds fuel to the proverbial fire.
Bul-Katho's Wedding Band
+1 Skills and +Life are really the useful things here, but I don't see how they could beat the mods of a Raven Frost
Rare AR/Stat/Resist Ring
Although impossibly rare, you can get rings with +120 Attack Rating, 20 Strength, 15 Dexterity, and 11% All Resist. Almost the same benefits as Raven Frost with some additional "godly" bonuses. If you can find something like this, I'd suggest swapping out a Raven Frost for it.
Inventory:
I currently use a 20/17 Sorceress Hellfire Torch, a 17/20/6 Annihilus, 3 Fire Skill GCs with 25-31 Life, one Fire/Light Skill GC with 12% FHR, a 128 AR/1-30 Light Damage GC, and 3x 15% All Resist GCs. The Small Charm spots range from Lifers to Resist to FHR. Pretty much, get FHR charms if you still haven't hit the 86% breakpoint, get All Resist GCs/SCs if you haven't achieved 90% All Resists in Hell, or get Life GCs/SCs if you have hit 90% All Resist and 86% FHR. You also might want to aim for more Light GCs than Fire, but I used what I had.
Pre-Buff Gear
Without getting overly expensive, I try to use the following in pre-buffing (Battle Orders + Enchant)
31% HotO
Lidless Wall
Vipermagi
Shako
Tal's Amulet
Magefists
2x 3% BK Rings
Arachnid's
With these and Battle Command you get a total of +11 All Skills, +13 Sorceress Skills, and +14 Fire Skills (Add 4 to all for Torch/Annihilus, and add accordingly with your Skill GCs). That's enough to almost double your Fire Damage and give you 65%+ Life/Mana. The Pre-Buff isn't even necessary, though. You can do upwards of 40K max damage without it, but it does help with extra life and about 8K more damage if you feel you don't already do enough.
Dream
Io + Jah + Pul
Character Level: ?? Helms, Shields
3 sockets 10% chance to cast level 15 Confuse when struck
Level 15 Holy Shock aura when equipped
+20-30% Faster Hit Recovery
+30% Enhanced Defense
+150-220 Defense
+10 to Vitality
5% increased maximum Life
+0.625 per character level to Mana
+5-20 to All Resistances
15-25% better chance of getting Magic Items
Pure Enchantress Build
EVERYTHING YOU NEED TO KNOW ABOUT ENCHANT
2A) How enchant damage is calculated
When you cast enchant, look at the skill tab where it says skill level is xx and enchant adds xxxx ~xxxx damage, let's refer to the xxxx ~ xxxx damage as the Cast Time Damage. When you perform melee attack, enchant adds the Cast Time Damage multiplied by current Fire Mastery bonus (the fire mastery level at the time of attacking). When you perform ranged attack using a bow, enchant only adds the Cast Time Damage itself to your attack.
Example: If your skill tab says enchant grants 4000 damage and your fire mastery gives + 300%. Then when you melee, you deal out 4000 x (100% + 300%) fire damage which is 16000. Where as when you attack with bow, only 4000 fire damage is dealt. Then, you decide to remove a fire skill charm. So fire mastery level now drops by 1, bonus drops by 7%. You new melee fire damage becomes 4000 x (100% + 293%) = 15720, and new ranged fire damage stays the same at 4000.
Note: The character information screen gives you the correct melee damage. But it gives you faulty ranged attack damage. Don't be fooled by the number.
2B) Enchant is a prebuffable skill.
Knowing how enchant damage works, we should try to get the Cast Time enchange Damage as high as possible when you cast it. And the easiest/ most effective way is to raise skill level. It is important to note that, enchant has increasing gain at high level, which can be observed using a skill planner. You can see the damage difference between a level 45 and level 46 enchant is bigger than that between a level 5 and level 10 enchant.
So what's good prebuff gear? (the equipment you should wear when you cast enchant)
Here's a list that everyone should try to aim for
10 Fire skill Charms
1 Annihilus small charm
Helm: + 3 fire skill circlet (socket it with 2 x + 5 % fire facets)
Ammy: + 3 fire skill ammy
Armor: +3 enchant Omus' Robe with +15% fire damage (socket it with + 5 % fire facet)
Belt: Aranchid Mesh (+ 1 all skill)
Rings: + 1 skill rings (SOJ, bul katho..)
Gloves: Magefist
Boots: Doesn't matter
Now Best weapon / Shield combination
+ 3 fire skill sorc orb with + 3 enchant, + 3 fire mastery socketed with 2 fire facetes, + 1 skill shield with fire facet.
This will result in level 51 enchant, level 48 fire mastery, with 6 fire facets
The Cast Time Damage will be about 4840~5575
Melee fire damage is about 24400~ 28070, where as ranged fire damage is same as Cast Time Damage.
2nd Best weapon/ shield combo
"Leaf" runeword staff with + 3 enchant, + 3 fire mastery
Cast Time Damage is about 4500~5190
3rd Best weaopn/ shield combo
Eschuta;s Templer with + 3 sorc + 20% fire socketed with 1 fire facet, 1 skill shield with fire facet.
Cast Time Damage is about 4370~5050
4th place
Mang Song's Lesson with 1 fire facet
Cast Time Damage is about 4355~5025
You get the idea..
2C) Who / When to cast enchant on
You can enchant on yourself anytime, but you can only enchant your party member if at least one person ( you or the party member) is outside of town. You can enchant on minions, (necro's , druid's , assisents', zon's...), you can enchant on Mercenary. Unless you enchant on a sorc with fire mastery, otherwise, what they'll get is the AR bonus and the Cast Time Damage when they do melee/ ranged attack. You should enchant on every non caster character in your party if possible.
2D) Chracters take the higest level Enchant
That is, when you enchant someone with a level 30 enchant first, then enchant with level 35, the level 35 will replaces old one. If you cast same level enchant, it reset the timer. If you cast lower level enchant, it doesn't do anything. =]
2E) How does enchant works with Explosive Arrow?
When you fire out an explosive arrow against someone, there's this possibility to hit the target twice. First is the arrow itself. If it passes the defense and block, it will hit. And the damage is the physical damage + enchant damage + any other sources of damage it carries. The second hit is the explosion. If target is in range, it will always hit ignoring target defense ( zons can dodge though, I think). The explosion damage is the fire damage you have, usually about the same as Cast Time Damage. Since there are two hitting checks, it is possible to put target opponent in block / fhr lock.
2F) The concept about fire mastery "Double Boosting"
Some people say it's a feature, some say it's a bug.. I think it's just normal and makes total sense.
Firstly, we know that Mastery (fire, lightening) boost elemental damage when sorcs melee. That is, fire (lightening) mastery will multiply any added fire (lightening) damage from charms, equipments when sorc melee.
Now, since enchant is a fire skill, it gets multiplied by fire mastery. And what does enchant do? It adds fire damage to the weapon. You can consider enchant as having an invisible charm that adds fire damage. Then when you melee, that fire damage from the invisible charm (enchant) is multiplied again just like any other fire damage charms would. So it makes total sense to me. And it explains why enchant is not multiplied when you go ranged. (because mastery doesn't boost the added elemental damage when ranged)
3) SKILL DESCRIPTION:
Enchant, Warmth, and Fire Mastery:
In short, enchant has increasing gain at higher level. Warmth is the synergy for enchant. Fire mastery multiplies enchant damage. So... MAX THEM ALL! (besiding boosting enchant damage, fire mastery also boosts any potenail fire spell you might use, and warmth increases mana recovery rate, which works great with energy shield build)
Frozen , Shiver armor:
Depends on your playing style. If you want high defense, max one of the armor. ( I suggest shiver in this case, for higher defense bonus. Some pvm players might want the freeze by frozen armor). If you dont want to spend much on these two skills, put 1 point into one of the armor, works great with the + skills you have. Note, the cold armors are prebuffable skills. The bonus is calculated using the cast time skill level and it stays unchanged until it wears out or you cast it again.
Teleport:
I guess all sorc should have the skill. However, if you KNOW that you'll wear Enigma (or you are a dedicated bear enchantress) you can choose not to put points in it..
Static Field:
Great skill pvm, useless pvp. I think it works great with 1 point in it (helps take out tough targets, fire immunes, bosses). But if you pvp and somehow needs every skill point available, dont put point in it.
Energy Shield, Telekinesis
Energy shield absorbs any physical, magical damage that hits the sorc. Instead of lowering your life, certain percentage of the damage now goes to mana pool depends on the skill level. It doesn't do anything to Poison however.
As Energy shield's synergy,telekinesis lowers the mana cosumption rate for each damage absorbed by energy shield. Without it, for each damage that's redirected to mana pool, 2 mana will be consumed. When telekinesis is maxed, only 0.75 mana will be consumed instead of 2. Therefore, if you want to have a long lasting energy shield, you would want to invest pts into telekinesis.
Note: Mana reduction from Energy Shield is calculated after the pvp penality but before resistance is applied. Because of that, a high damage elemental attack such as fire ball will drain your mana pool. It is also imiportant to know, that energy shield disappears once your mana is drained completely.
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