View Full Version : Hardcore Orb/TK Blind-Teleporting Budget MF Sorceress
Socialism
14-05-2007, 22:05
- Massively Updated November 26th, 2008 -
Featuring a BRAND NEW 'Rich jerk section' at the end of this post! Yowie! Zappo!
NOTE: Foundations of this guide also apply to CLASSIC players.
DISCLAIMER: Huge read. The Hardcore Orb/TELEPORT/(tk) Blind-Teleporting Budget MF Sorceress is formed from the collective knowledge of the good folks at the DII.net and AB Hardcore forums. I didn't invent it; I just put it together.
Introduction
This is for poor/new-ladder “legit” players wanting an efficient and durable MFer.
Assumptions: untwinked, no-trade, solo hardcore play (softcore too). Shako, COH/HOTO/CTA,
torches etc. are shiny but unnecessary. This text is laid out to help you understand the
delicate underpinnings of this super-efficient magic finder.
NOTE: Already an expert? Never die teleporting? Skip to the build in the next post.
Then again, if you’re already 1337, why are you reading a guide? Nooblet.
“Blind-Teleporting”
Correct teleporting means holding down teleport and watching the mini-map, ignoring all else.
Blind-Teleporting is the absolute fastest way to travel. With adequate faster cast rate (FCR),
faster hit recovery (FHR), faster block rate (FBR), and mana cost-to-regeneration ratio, it's also
the safest way.
Basic MF tenets
I hate MFing, so I maximized efficiency and minimized boredom, best expressed by my
super-aggressive playstyle. I blind-teleport exclusively in hardcore and have never lost an
MFer to it. Tenets:
1. Profit
2. Survival
3. Speed
Kill fast, live, and get drops worth the time invested.
1. Profit
Don't run Pits/Tunnels if you want volume finds. Great stuff drops, but very rarely. The Pits
may have the same arealvl as WSK, but Baal and minions drop exponentially better. I don't
recommend solo Baals unless you're an Enigma-din or Infinity user. If you have this stuff; stop
reading. Why do you still MF? Untwinked dual-element casters can Baal, but lack optimal safety.
…that said.
Hell Mephisto dies easily, doesn't need much MF for AWESOME drops, and has excellent
TC categories. Major deterrent? The journey from Durance 2 to Durance 3.
Note: "Glitching" bosses is very profitable. Make games with a character that's already
killed the boss for quest; kill the boss with a character that hasn't. This yields an enhanced
“quest drop” every time. Guaranteed.
2. Survival & 3. Speed (these go hand-in-hand)
a. Teleporting
*Barebones, a well-equipped teleporter has:
4-6 mana cost Teleport, 63% FCR, 30% FHR, 27% FBR, decent resistances, 75% block
*Ideally, a well-equipped teleporter has:
2-4 mana cost Teleport, 105% FCR, 60% FHR, 27% FBR, stacked resistances, 75% block
b. Mephisto
You only need cold/light resistance to run Hell Mephisto. Specialize. Don't fight every monster
in the game. Fire/Poison resists aren't useful for teleporting through Durance 2.
c. Why most die to (a), some to (b), and what to learn from their mistakes
Section c. Part 1
Most die teleporting due to lag or "teleport lock," i.e. when something stops you from teleporting.
You're swarmed by fanatic/extra strong/cursed dolls, RIP.
Teleport lock is caused by:
1. getting hit and going into recovery animation
2. blocking hits and going into recovery animation
3. getting hit and manaburned (stuck!)
4. running out of mana (see above)
5. teleporting on an item (corpse, well, chest, whatever)
Surviving/avoiding Teleport lock requires (in order of importance):
9-frame cast rate or faster
30%+ faster hit recovery
low (2-6 mana) Teleport cost (infinicast - keep reading)
good faster block recovery (27%+) and blocking (75%)
decent nerves
enough life to take 3-4 hits
16-slot belt (row setup: purple, purple, red, blue)
Rationale
Teleport lock causes #1: getting hit and #2: blocking hits
Faster Cast Rate
Frame.....13.....12.....11.....10.....9.....8..... 7
FCR.......0%.....9%.....20%....37%....63%...105%.. 200%At 63% (9-frame) or 105% (8-frame) casting, most enemies won't complete their attack animation
before you've teleported away. I hold down teleport, watch the mini map, and keep an eye on
life/mana. 99% of the time, nothing hits me because I don't stop to chat. If I do get hit,
fine. Tap '2' or '3' for life. Don't panic. If manaburned, tap '4' for mana and don’t break stride.
Faster Hit Recovery
Frame.....15.....14.....13.....12.....11.....10... ..9.....8.....7.....6
FHR.......0%.....5%.....9%.....14%....20%....30%.. ..42%...60%...86%...142%If hit, you'll need 30%+ FHR to avoid teleport lock (#1). Higher is better. This speeds up your hit
recovery animation when hit for a certain % of life. Match/beat your teleport cast rate to
prevent hiccups. Think Bloodfist and rare FHR boots/belts.
Faster Block Rate
Frame.....9.....8.....7.....6.....5.....4.....3
FBR.......0%....7%....15%...27%...48%...86%...200% With a slow block rate and multiple fast-hitting/high AR monsters, you're likely to get stuck in block
animation from all the hits, aka "block lock." To avoid this, you need a shield with FBR. Rhyme's
ok, but upgraded Moser’s Circle/Visceratuant or Whitstan's Guard are superior. In a bind, a bone
shield of deflection (30% FBR / 20% increased blocking) with resists will do.
Teleport lock causes #3: getting hit, manaburn and #4: running out of mana
Invest in teleport (points in teleport > warmth; invest at a 4 or 3:1 ratio only if you have to).
The Orb/TK build can do this without losing too much efficiency. With a 2-6 mana cost teleport,
decent (100%+ish) mana regen, and 4-600 mana from base energy (use charms if needed), you'll
regenerate fast enough to teleport indefinitely - even if manaburned. Still, chug blues just in case.
Teleport lock cause #5: clicking on an item
Hold spacebar ("show items" key) while teleporting. This disables the cursor from registering items.
Alternatively, type /nopickup in the chatbox (great for anyone killing Baal’s minions!).
Section c. Part 2
75% blocking is key. Moat trick is slow and a ninja council member might kill you. Teleport right up
to Mephisto, Orb once to chill, then jam out Static Fields. Ideally, your merc has 50/75% slow and
tanks - walk back so Orbs are “sweetspotting” (last Orb explodes inside Mephisto’s graphic). Repeat
until dead. Your A2 normal Defiance merc should use Kelpie Snare, Reaper’s Toll, or Woestave.
Running Debates
Max Block vs. Vita
Why get hit if you don't have to? Max block has 75% chance of deflecting all Mephisto's attacks
excluding lightning/poison - which he won't use in melee. Read: the 'Cold Ball' is blockable.
For a teleporter, max block > max vita because:
Faster Hit RecoveryFrame.....15.....14.....13.....12.....11.. ...10.....9.....8.....7.....6
FHR.......0%.....5%.....9%.....14%....20%....30%.. ..42%...60%...86%...142%Realistically, with starting gear, you'll have 10 or 9-frame hit recovery, max.
Faster Block RateFrame.....9.....8.....7.....6.....5.....4..... 3
FBR.......0%....7%....15%...27%...48%...86%...200% With an easily acquired Whitstan's Guard or Visceratuant, you hit 6-frame blocking.
What this means:
* Get hit while teleporting, teleport away in 10 or 9 frames.
* Block while teleporting, teleport away in 6 frames. That's a 75% chance to escape 50% faster.
Max vita: you can take ~10 hits, but are hit 80-85% of the time (factoring in mediocre
blocking from base dexterity). A stitch of lag and you're dead.
Max block: you can take ~7 hits, but are hit only 25% of the time. Argument's done for
me; max block over max vita on a Meph MF sorceress any day.
Frozen Armor vs. Shiver Armor
Shiver Armor apparently chills enemies when they begin their attack animation, while Frozen Armor
only kicks in after you take an unblocked hit. Go with Shiver Armor; it's nice to escape unscathed.
63 vs. 105 FCR
Orb is on a timer. FCR is only used for Static/Teleport. You can teleport fine at 9 frames, but faster
is better. Hit 105% if you can afford to, but don't stress if you only hit 63% FCR.
Insight vs. Kelpie Snare vs. Teleport vs. Energy Shield vs. Ice Bolt
First off, I don't like being dependent on a mercenary for survival. If you rely on Insight and don't
invest in Teleport, fast-hitting manaburn mobs will kill you. With 2-6 mana cost Teleports and decent
mana regen, manaburn is a joke, even without a mercenary.
Second, unless he's very well-dressed, Emilio will die vs. Andariel without a source of slow or
decrepify. With Kelpie Snare, he has a much better chance of survival, so tack on another boss you
can easily MF. Kelpie Snare + Blackhorn's Face = 95% slow. Wow.
Energy Shield, like blocking, is just a buffer between damage and life. 55% absorb coupled with fast
mana regen/cheap teleports is enough to save you from most teleport lock scenarios. Truth be told,
Energy Shield is unnecessary - but if you're untwinked... don't chance it. You'll end up whining.
>>> Let me be clear: I don't use Energy Shield on any sorceress I make (I only play hardcore). Its mechanics scream "kill me" for a small handful of scenarios. Not common, but prevalent. Thus.
The ONLY instance I will ever recommend the use of Energy Shield is for this sorceress. This penniless, built-to-get-gear-for-other-characters, "I wear what I found" sorceress. And only for teleporting through Durance 2. And only for less-than-regen-mana-cost-cast teleport. And only with maxxed Telekinesis. And perhaps if you have a less-than-broadband internet connection (~150++ ping).
Regarding Ice Bolt debates, here's an old (slightly modified) post of mine from long ago:
Hell Mephisto has 94,320 life in a 1 player game. Assume he has ~50,000 life after Static Fielding,
your merc tanks, and you’re usually ‘sweetspotting’ (orb explosion inside Mephisto's graphic).
1) 20 Frozen Orb/Cold Mastery minimum band: 267 dmg
-115% cold resist modifier vs. Mephisto’s 75% cold resist: 372 dmg
imperfect 12-shard ‘sweetspot’ hit: 4,469 dmg
50,000 / 4,469 = ~11.18 casts to kill
2) 20 Frozen Orb/Ice Bolt/Cold Mastery, minimum band: 366 dmg
-115% cold resist modifier vs. Mephisto’s 75% cold resist: 512 dmg
imperfect 12-shard ‘sweetspot’ hit: 6,149 dmg
50,000 / 6,149 = ~8.13 casts to kill
You waste 19 points in Ice Bolt to save yourself 3-4 casts of Frozen Orb to kill Mephisto.
Note that the analysis above is based on low-to-no +skill Frozen Orbs. I absolutely recommend putting points into Ice Bolt: but only when you're filthy stinking rich enough to make it worthwhile. Increasing 300 damage by 40% (+120 damage)isn't much to brag about; increasing 600 damage by 40% (+240! damage) is. Recap: points in Ice Bolt only "worth it" with a ton of +skills and +% cold damage gear. Read this (http://diablo.incgamers.com/forums/showthread.php?t=708647) to see what 40% damage can help you get to.
Points into Energy Shield and prereqs vs. Memory staff
Memory's great, but finding a nice 4 os staff with +eshield or +shiver is tedious and time consuming.
Also, stash-switch prebuffing is irritating. I'd rather invest the 4-5 points into energy shield so I can
use Gull + Rhyme (125% MF) or Ali Baba + Rhyme (~100% MF) on switch. More MF means more loot!
NEW! Rich jerk section!
Ok. For the irritating, deviant bastards out there who just
won't let up, here's the 'legendary' (ha) Socialism super-twink
massive-damage full-game-Baal-teleporter pure Orber setup.
20 Ice Bolt
01 Frost Nova, Ice Blast, Spike, Blizzard, Frozen Armor, Shiver Armor
20 Frozen Orb
20 Cold Mastery
20 Warmth
10 Teleport
01 Telekinesis
01 Static Field
98 Done at level 87.
Q: "¿Por que no tiene Energy Shield?"
A: I'm not poor and I have a decent broadband connection.
Q: Skills?
A: 14 or 17, depending on gear setup. 15 or 18 with Battle Command.
Q: Gieb gear piece by piece equipment plz? lol
A: No.
Hints!
-----
- 8-frame cast rate
- no dupewords
- lightning absorb
- around 1.1k-1.25k damage per shard
- meets or exceeds all breakpoints save for one glaring omission!Now that's all covered, finally, the build/setup.
Socialism
14-05-2007, 22:07
- Massively Updated November 26th, 2008 -
The Hardcore Orb/TELEPORT/(tk) Blind-Teleporting Budget MF Sorceress
Stat Setup
STR: 45 is safe, or enough for gear (perfectionism discouraged if untwinked)
DEX: enough for max (75%) block
VIT: everything else
ENE: 0
Skill Setup
1 Ice Bolt, Frost Nova, Ice Blast, Spike, Blizzard, Frozen Armor, Shiver Armor
20 Frozen Orb
20 Cold Mastery
20 Telekinesis
1-5 Static Field (untwinked, this knocks out levels 6-30 *fast*)
10-20 Teleport (enough for ~2-6 mana cost)
1 Charged Bolt, Lightning, Chain Lightning
1-5 Energy Shield (~55% after +skills)
1-5 Warmth
Skill Point Progression
- 1 all cold prerequisites ASAP
- 1 Warmth, Frozen Armor
- 1 Static Field (storebought +3 Static staff, Frost Nova, & merc gets to level 24 fast)
- 1 Telekinesis
- 10 Teleport
- 12 Frozen Orb and Cold Mastery simultaneously
- max Frozen Orb
- add to Teleport to balance with mana regen (close in on infinicast* manacost)
- max Cold Mastery
- 1-5 into Energy Shield (~50-60% with endgame +skills)
- max Telekinesis
- rest Warmth/whatever
Build done ~level 72 - 94, depending on the awesomeness of your end-game gear
*Note: Infinicast = able to cast ad infinitum without losing mana.
Early Untwinked Levels
This character does fine solo/untwinked without any external help. 12-24 takes
patience. Rely on Emilio, a sapphire/topaz Hunter's Bow, and static field - you'll get there in
2-3 hours, depending on drop luck. A storebought +3 static staff takes you to A4 easily.
Pick up and sell anything worth more than 400 gold (throwing weapons for the win) and
FILL YOUR INVENTORY WITH MANA POTIONS.
I cannot stress this enough. It'll make you a decent caster early on. Don't be lazy.
Random Dirt-Cheap Equipment Suggestions (superior | inferior)
Weapon:.... Wizardspike (huge FCR, huge res) | Spirit | Spectral Shard
Shield:*.... Upgraded Moser’s Circle/Visceratuant | Whitstan's Guard
Switch:.... Gull + "Rhyme" Shield (MF) | Ali Baba + Milabrega's Shield
Head:*.... Rockstopper (Shael it!) | Tarnhelm | 3 p-topaz mask | Rare**
Armor:*.... Vipermagi (skill, FCR, res - hands down best) | “Smoke” Armor | "Stealth" Armor
Hands:.... Magefist (FCR) | Bloodfist (FHR) | FHR/res rare
Belt:.... Bladebuckle (FHR) | Tal's belt | 16-slot FHR dual/tri-res Rare**
Amulet:.... +skill/fcr/res | Tancred Amulet/Boots combo | Nokozan Relic | MF/FCR/res Rare**
Rings 1/2:.... MF/mana/life/res Rare (get what you can; I used FCR/Mana)**
Feet:.... Hotspur | FHR/FRW/MF dual/tri-res Rare** | Tancred Amulet/Boots combo
* Perfect diamonds in shield, ruby/topaz elsewhere; resist jewel in Wizardspike
** FHR, resistances, life, mana - get what you can, really
Inventory:
Life/mana charms, FHR/resistances to reach breakpoints. Torch/annihilus are great
but unnecessary. Untwinked/no-trade folks shouldn’t plan around notoriously hard
to get itams since the build functions just fine without them anyway.
Side note: I’ve soloed the Diablo Clone with this build at least 5 times – it’s a long test
of potions and patience. Half-hour kill, anyone? Spawn him in the Den of Evil to avoid
surprises. This character isn't built for clone-killing; avoid unless you're reckless like me.
Normal A2 Defiance (Defensive) Mercenary
My ultimate not-quite-budget Hell Meph merc setup:
Weapon:.... Kelpie Snare (Shael | Eth | Tal*)
Armor:.... Eth "Duress" glitched Armor ~1k base def (FHR, OW, CB, Res)
Helm:.... Eth Blackhorn's Face (Shael) | Eth Vampire Gaze** (Cham) (bahahaha)
Reasonable Alternative (armor/helm preferably ethereal):
Weapon:.... Kelpie Snare (Shael | Eth)
Armor:.... Treachery | Duriel's Shell
Helm:.... Blackhorn's Face | Rockstopper (Shael it!) | Tal Rasha's Mask**
*Poison negates enemy healing. Ignore if using Treachery [Venom cancels duration]
**Mercenaries can't lifesteal from Mephisto without Life Tap
Mercenary vs. damage vs. exploding dolls
Assumptions:
* Normal A2 Defiance merc, level 95, perfect hit, perfect %ed Kelpie Snare
and perfect 20%ed “Duress” Armor
* ‘Bone Fetish’ (exploder) types have 2789–6249 life in 1-player hell games
Kelpie Type........Max Damage*
-----------------------------
Upgraded Ethereal........2943 (4% chance of 1-hit kill)
Upgraded.................2037
Ethereal.................1319
Regular...................690*Obviously, significantly less for lower-level mercs using less-than-perfect equipment.
A 1-hit killed monster (~2900 life) exploding for 100% life vs. a 55% energy shield
75% fire-resist sorc does 1595 mana damage and 815 life damage. Moral: Don't use
Up'd Eth Perfect Kelpie Snare unless you have a ton of HP (1000++) to spare.
Note: Ironically, this build gets safer with more players in game. More players in
the game makes it impossible for your merc to 1-hit kill anything. If you have someone
to BO/split drops with or an extra set of CDkeys, congratulations. You’ve got it made.
Addendum: Mercenary Survival
There have been many inquiries about how to keep your mercenary alive vs.
Mephisto/Andariel/Act Bosses in general. Before we dip in to survival techniques,
there are three things to understand.
1) Mercenaries take increased damage from Act Bosses. From the Arreat Summit (http://www.battle.net/diablo2exp/):
Hirelings vs. Bosses
Hireling damage is 50% against Bosses in Normal, 35% in Nightmare, and 25% in Hell
difficulties. Additionally, Hirelings takes(sic) 10 times more damage from End Act Bosses. 2) There are four variables in the chance to hit of an attack. Attacker Level,
Attacker Attack Rating, Defender Level, and Defender Defense Rating. The formula
heavily weighs in attacker/defender level variation. Outside a certain range, if attacker
level is higher than defender level, the attacker's chance to hit (and conversely,
defender's chance to avoid being hit) skyrockets.
From diabloii.net's Facts & Formulae Archive (http://strategy.diabloii.net/news.php?id=551#Chance%20to%20hit):
Chance to Hit
100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense Rating3) The longer it takes you to kill Mephisto, the more likely your mercenary will die.
Mercenary Survival Tactics
A) Reduce attack damage and/or frequency
i. reduce damage of enemy attacks
Dumb. Through gear damage reduction %. Mephisto does 1000% (10x) damage to Emilio.
Shaftstop reduces received damage by 35%.
1000% - 35% = 965%. Whoop tee doo. Yes, that's the correct calculation.
Smart. Through curses; i.e. Decrepify from Reaper's Toll. This reduces dealt damage by 50%
so it's really 'only' 500% damage.
ii. diminish frequency of enemy attacks
Awesome. Blackhorn's Face + Kelpie Snare = 95% slow target
(I've found this safer than using Reaper's Toll for decrepify)
B) Dilute target pool by helping to tank
Only Emilio takes 10x damage from Mephisto, not you. Teleport directly onto Mephisto and
take some of the heat off while staticking.
C) Normalize attack/defense ratings by matching levels
The most significant way to simultaneously diminish your merc's number of landed hits and
increase his number of landed attacks is to raise his level closer to Mephisto's (mlvl 87).
D) Work on your aim
A direct sweet-spot Orb explosion will do significantly more damage than a
slightly off 'sweet spot' Orb. Kill Mephisto in 10 seconds vs. 16 seconds; each additional
second gets you closer to losing 50k gold.
Hotkey setup
Q W E R T
A S D F
Z _ C
Shift
Spacebar
Q: Shiver Armor – prep
W: Energy Shield – prep
E: Frozen Orb
R: Glacial Spike
T: Telekinesis – my favourite; speeds up potion fetching, chests, portals/wps, etc.
A: Teleport
S: Frost Nova
D: --
F: Static Field
Z: Tome of Town Portal – never TP from the inventory again!
C: Character Screen – I’m a sucker for compulsive checking
Shift: Stand Still
Spacebar: Show Items - easy thumb rest, prevents hitting the Windows key
Weapon switch on a third mouse button.
General Killing
Put Orb on the left mouse button (LMB) and leave it there. Use shift (stand still)
to stationary-cast. Hotkey everything else to the right mouse button (RMB).
When you can afford the mana cost, don’t walk or run – only teleport. It’s faster
and safer: it accurately indicates lag and maintains 75% block all the time.
Make this a habit.
Orb first, talk later. Cast Static Field between Orbs until it’s useless, then cast
Glacial Spikes to freeze enemies for increased safety while 'sweetspotting'.
A “safe” rudimentary hardcore MFer progression
1. Get to nightmare (NM) ~level 35, quickly get Den/Rhadament skill quests
2. Run normal Travincal/Mephisto/Shenk/Eldritch/Crystalline/Ancient's/Baal
until ~level 50 with 50%+ fire/cold/light resist in NM, 48% FCR, 50%+ block, maybe
some life/mana charms; move on to NM Mephisto
3. Run NM Mephisto until ~level 55 with 75% cold/light res in NM,
63% FCR, 75% block, and 30% FHR; add NM Andariel and Baal to the kill list
4. Run NM Andariel/Mephisto/Baal until ~level 75 with 50%+ fire
75% cold/light res in Hell, 27% FBR, Woestave (50% slow) or Kelpie Snare
(75% slow) for your mercenary; move on to Hell Mephisto
5. Tack on Hell Andariel to the kill list if you’re confidently running Hell Mephisto
Okay, that’s the lot. Thanks to the dii.net and AB crews for everything! Special mention goes to
temporary unemployment for driving me to write this.
Enjoy!
Now go get rich so you can tell me all about it.
- Socialism / Sunforge
squiggle
15-05-2007, 13:58
Nice guide! Going to make this on hc soon. With my crappy internet connection it will be putting it to the test :D
Not sure if any of the Build was pointed to classic. But i'll assume yes.
Just mentioning the use of twitch to hit max block. Dex doesnt affect in classic.
Also you say Hell andy would be harder then meph for this build? I've always had trouble with Meph and not andy with other sorcs. Guess I'll see how this guy turns out
Peace
Edit: Read it again (About 7th time overall :D) and am wondering on the Defiance merc. I'm thinking the sorc's defence will be low with the following gear? So is it for merc survivabilty? Would a holy freeze merc work well?
Cheers
Socialism
15-05-2007, 15:03
With my crappy internet connection it will be putting it to the test :D
Not sure if any of the Build was pointed to classic. But i'll assume yes.
Just mentioning the use of twitch to hit max block. Dex doesnt affect in classic.
Also you say Hell andy would be harder then meph for this build? I've always had trouble with Meph and not andy with other sorcs. Guess I'll see how this guy turns out
Edit: Read it again (About 7th time overall :D) and am wondering on the Defiance merc. I'm thinking the sorc's defence will be low with the following gear? So is it for merc survivabilty? Would a holy freeze merc work well?
Thanks!
I played this build from Malaysia with a ~350-800 ping on average, you'll be fine. This build works for classic. Twitch is a good inclusion, but I figured classic folks would be aware of that and dexterity issue for a caster. Good catch, though.
My problem with Andariel was the constant loss of Emilio(TM). 50k-a-run was an excessive loss. Both Andariel and Mephisto die fine without a merc; it's just that having one really sped up the process for me. The net result of chill + 75% slow is very impressive.
Holy freeze works fine - it's just unecessary. Frozen Orb does your chilling, and the extra defense (very noticeable with a high-def armor) works well, and adds a small layer of extra protection for you whilst teleporting.
Good luck!
squiggle
15-05-2007, 15:43
Ok cheers for that.
I guess i'll try both. I figured Holy freeze would just make teleing even that little bit more safer :D
I'll be shooting for 105 fcr bp to :D
I really like this guide, because the following three show that it's from someone who really played the game without using fully twinked items as if they cost nothing:
1) 63FCR is enough
2) Blindly maxing damage on merc means suicide to dolls
3) Max block > max vitality
From my personal experiences, these are so true yet so overlooked by most people.
Socialism
15-05-2007, 21:19
Ok cheers for that.
I guess i'll try both. I figured Holy freeze would just make teleing even that little bit more safer :D
I'll be shooting for 105 fcr bp to :D
I thought the same thing when I started this build too -- holy freeze should make me safer. Wrong. If you're teleporting correctly (as in, hold-teleport - not click-teleport), holy freeze, like all auras, won't lock on enemies until AFTER you've teleported away with (63% fcr). There's always a slight delay in monster-aura activation, if you've played many paladins. Theoretically (I can't test this, too busy atm), 105% fcr shouldn't have holy freeze activating on enemies at all.
Try it out, see which one you prefer. $5 says you'll go defiance after 15-20 very observant teleport runs.
I really like this guide, because the following three show that it's from someone who really played the game without using fully twinked items as if they cost nothing:
1) 63FCR is enough
2) Blindly maxing damage on merc means suicide to dolls
3) Max block > max vitality
From my personal experiences, these are so true yet so overlooked by most people.
Thanks! Great to know there are people who still play through out there. : )
Good read, but could you explain why Shako is unnecessary?
Edit: Nevermind, this is the budget guide, sorry!
Socialism
15-05-2007, 22:33
With this basic build, you can twink on the ubarleet dmg godly itAmz and ramp up somewhere around 1.2-1.4k Orb damage or something (what's 1.8k - 40% ice bolt?), but that'll only make you marginally more efficient. The difference in your MF runs will be under 5 seconds net - because the only variable is getting Mephisto from ~54%ish life (50k) to zero. This is already done quite well by base 20 Orb/CM. You still run, teleport, and static at roughly the same speeds.
McCain123
16-05-2007, 09:08
Good guide, I enjoyed reading it and could find a lot of things to be true for my HC MF-sorc. How about the not-so-budget section, as you will likely start to find useful gear with this sorc?
One thing you didn´t use at all was damage reduction. Was it not necessary or just not possible with budget gear? I´m still afraid of this high damage, fanatism, might, extra fast, extra strong and of course mana burn group waiting for me, after I took stairs down. :undecided:
PhatTrumpet
16-05-2007, 16:49
%DR is of little use in PvM when you've already got max block and ES. Straight PDR, however, could be effective in substantial amounts but can be difficult to get while maintaining max resists and decent FCR.
The main point I see in going to not-so-budget gear would be to hit 105% FCR, since what really reduces your run time is getting to Meph faster. There are a number of ways of getting this, probaby the easiest being Wizzy, Vipermagi, Magefist, and a FCR ring. After that you could always switch your helm to Shako and/or switch your shield to Stormshield (%DR) or Gerke's (PDR/MDR).
Headshott
18-05-2007, 05:42
Quick question. Whats the particular reason behind 20 skill points into telekinesis? I know it would speed up picking up potions/wp's and stuff, but wouldn't it be better to maybe stick those 20 into something like ice bolt or some sort, to increase orb damage? Just something I'd been thinking about considering i've never used telekinesis but when goofing off. Seeing if i'm missing some hidden use for this skill.
handofnaz
18-05-2007, 09:03
Quick question. Whats the particular reason behind 20 skill points into telekinesis? I know it would speed up picking up potions/wp's and stuff, but wouldn't it be better to maybe stick those 20 into something like ice bolt or some sort, to increase orb damage? Just something I'd been thinking about considering i've never used telekinesis but when goofing off. Seeing if i'm missing some hidden use for this skill.
If I recall correctly, TK factors in directly to improving the absorb rate of Energy Shield, or something like that. Oh, let's wait for Soc to explain it, all I know is high TK = better ES.
Socialism, great guide! I just restarted again on SP, and this looks far more interesting as a first character, as I'm really not looking forward to yet another standard Blizzard sorc. I was thinking of adapting this build for a Countess rune runner, though, and was wondering if you might be able to give any advice on the matter.
It seems that the majority of the Countess' resistances are to fire, cold, or both, and never to lightning, and I managed to build a pretty successful lightning sorc who concentrated specifically on killing her. I did fairly well without Energy Shield, having designed her more along the lines of a cookie-cutter lit sorc, and killed the Countess with Lightning blasts. So I want to rebuild her, but, you know, make her better.
That pretty much means that I'll be investing mostly in Charged Bolt, Lightning, Chain Lightning and Mastery, but this time with more focus on lowering Teleport's costs. My last runner (who died with my last reformat) led a pretty safe existence throughout the Tower (and I stupidly didn't even have max block or the tiniest bit of FHR). So here's the question: should I worry about dropping a synergy in favor of using ES for a Countess runner? I'm thinking it won't be as necessary since Act I is generally safer than the Durance, and I'm actually considering using a Holy Freeze merc, because the Countess' room gets pretty crowded at times. Thoughts?
Noite Escura
18-05-2007, 17:37
Telekinesis reduces the amount of Mana spend to absorb attack with Energy Shield. The guides thread stickied in this forum have a link to an 'Energy Shield explained' thread if you need more details.
As for Countess, I run her straight with my Meteorb, using merc to kill her. I don't remember exactly the immunities of the pals around her, but I'm sure there are much of cold immunes, and that makes a pure Orber not the best option...
Headshott
18-05-2007, 17:41
Ok, that makes sense. I read around, but wasn't catching anything.
Thanks.
kidsmokin
18-05-2007, 22:46
I'm pretty sure Countess can roll Immune to Cold (Cold Enchanted), so that would be a dire situation.
Socialism
19-05-2007, 18:41
It seems that the majority of the Countess' resistances are to fire, cold, or both, and never to lightning, and I managed to build a pretty successful lightning sorc who concentrated specifically on killing her. I did fairly well without Energy Shield, having designed her more along the lines of a cookie-cutter lit sorc, and killed the Countess with Lightning blasts. So I want to rebuild her, but, you know, make her better.
Countess-wise, I wouldn't recommend running with an orb sorceress. I've never really
bothered doing many countess runs-- if I recall correctly, either she or her minions are
very often cold immune.
A rather popular HC build is Light/TK - basically this setup, replacing teleport/cm/orb for
Chain/Lightning/LM. If it's a pure countess runner, substitute TK with Teleport, since it
doesn't seem to be a very dangerous map to teleport through.
That said, with multiple CD keys, I always preferred hellforge rushing (way better payout
than countess for the time invested, in my opinion) instead. Since you're single player and
looking to make runewords, there are mods/patches available that let you run multiple
copies of D2 at once, as well as RWM/RRM (including my own little colour mod that
generated a TON of controversy in the SP forums). I'd look into those.
Noite Escura
21-05-2007, 18:01
I've checked again. She is alwais Cold/Fire immune. Her minions are Cold immune, but sometimes also can spawn there Fallens(Fire immune) and Dark Archers(Light immunes). So, a dual element is mandatory for safe farming her. (unless Infinnity)
Socialism
01-06-2007, 02:54
Love the guide. I'm a total HC noob and pretty much scared to death of Diablo in NM so I'm gonna run meph until I've got a Wizzy and some more life. I'm completely new untwinked (although I found a nice vipermagi and magefists so I can hit 63 fcr but I have no fbr and 12 fhr). How risky is Diablo in NM with his lightning of doom? Also how does an Orber run Anya. Is that a safe trip blinding to the quest spot and then letting merc take care of Frozenstein? Sorry if I sound so chicken. My HC experience before this character was rife with sudden unpredictable death.
Thanks! Nightmare Diablo should be a walk in the park, even without 75% fire/lightning
resistance. The trick is to recognize the animation where he gears up to fire/light attack,
and be ready to teleport. Death comes when you panic and mess up the hotkey-and-teleport
sequence, so relax. With 63% FCR, you can teleport far away before the first bolt comes close
to you.
You need to be VERY comfortable teleporting instantly; switching to your teleport hotkey and
right clicking should be second nature to you so you can take advantage of this build's great
dexterity (not the stat): constant mobility for relatively little or no mana.
FHR/FBR only apply when you're teleporting through packs of monsters. It doesn't affect your
fight vs. Diablo if you're staying far enough away that your orb explodes directly on him.
Anya: Minutely dangerous in hell, but yes, that's exactly what I did. A strong merc helps. If you're
not very very comfortable with doing this in nm/hell yet, I'd suggest getting a friend to help out if
you're not good at insta-porting (i.e. reflexes and hotkey-and-teleport sequence control).
Noite Escura
01-06-2007, 18:22
If you want to kill Diablo safely, just run around him throwing Orbs. He can't Lightning Blast you if you keep doing circles around him. Orbs will put him down easily.
themightypuck
07-06-2007, 00:35
One question (ok a bunch of questions)? How do you get 75% block? Without a lem and ko, my visc is stuck at 60%. Is there something out there easy to get that can up blocking? Is 60% too risky for hell (where my chances of finding a lem and ko might be better?) I'm 68 now and figured I'd do the den for the extra skill but my merc was raped by the CI in there. What is the best place to look for kelpies snare? NM Andy and Meph seem to go down nice but Baal can be a pain (either I'm too slow or he knows where I'm gonna be tping and he has that nasty mana-life curse).
billobob
07-06-2007, 01:48
just a note--I think dwarf would be a good second ring in this setup, because 27 MDR along with Viper + 75 res all is pretty good, and helps quite a bit with Meph's lightning attack and other things that aren't cold ball. not to mention the life and fire absorb (should you ever need it) don't hurt either
themightypuck
07-06-2007, 06:25
One question (ok a bunch of questions)? How do you get 75% block? Without a lem and ko, my visc is stuck at 60%.
Sorry, I'm an idiot. I found a tals belt and the 20 dex put my block up past 60. Why does it say 60 if i can beat that I wonder?
Socialism
09-06-2007, 06:50
Hi guys-
billobob: Tons of equipment would be great on this character; I've just put some bare minimums
which are, well, some of the most common items in the game for people to build from. If you have
a Dwarf Star, great. Bul-Kathos' Wedding Band? Better.
themightypuck: Blocking is calculated by a formula that involves dexterity. Look here (http://strategy.diabloii.net/news.php?id=551), search for
"blocking." Pretty sure it's still relevant.
Good luck!
Blocking calculator (http://www.baronsbazaar.invisionzone.com/ppr/) for us lazy people. :wink:
Is there a way to make it so my merc doesn't bite it vs. Mephisto?
Did my first Hell Meph run this morning at lvl 72.
Teleporting through the durance was so much fun. Nothing can land a hit!
Anyways, the merc is wearing darkglow, tal's mask, and is slingin a Kelpie.
I barely kill meph right after my merc bites the dust.
windstriker
12-06-2007, 21:04
In the short Progression guide, it says you should have 48% FCR when you move on to nm mephisto, but the breakpoints are 37% and 63%. On the other hand, FBR has a breakpoint on 48%. Do you mean FBR? :)
Socialism
13-06-2007, 00:41
Hi,
MYK: I guess I should have clarified this - Tal's mask does nothing for your mercenary
once you're running Hell Mephisto; he can't leech. It's what I used for general questing
and levelling until I got something useful, like Iratha's helm, Duskdeep, Rockstopper, or
3x perfect rubies in some random helm.
At such a low level (mercenaries are weak vs. Mephisto until much later, level 85+ due
to the crazy chance to hit from wide level gaps), you're better off using a Smoke armor
on your mercenary. Alternatively, any eth big-defense armor will do more than Darkglow.
You're using defiance, right?
windstriker: Curse your black heart for finding that flaw! No; I meant FCR. I was likely
typing in 37 without looking - thus ended up one key space to the right.
Ah. Yeah, I found out the leech part pretty quick!
I guess I'll have to put off my Mephisto hunting for a short while longer!
Defiance is being used. I guess I better keep hunting!
Thanks for the help!
~M
themightypuck
13-06-2007, 08:09
Is there a way to make it so my merc doesn't bite it vs. Mephisto?
Did my first Hell Meph run this morning at lvl 72.
Teleporting through the durance was so much fun. Nothing can land a hit!
Anyways, the merc is wearing darkglow, tal's mask, and is slingin a Kelpie.
I barely kill meph right after my merc bites the dust.
How did you get through Act2? The maggot lair and the snakes (they mess me up in NM wsk so I figure in Hell they must be really nasty) scare the hell out of me. Can you safely tp through ML the snake infested places? Also, the council: how did you get past them?
I did act 1 - 3(Hell) with help. I'm not sure I could stand taking a single element sorceress through Hell.
As long as something isn't immune I can usually tele-orb-tele-orb-potion-etc and It's just a matter of me avoiding their attacks. I also cast-move-cast quite a bit, and then teleport ahead then step back to get the dummy in front of me. All standard stuff, I assume. :-/
Try the Ancient Tunnels for leveling.
High mlvl + no cold immunes(except for bosses ofc) should get you there.
Hey guys I have never used max block, so around how many pts will i need in it with the gear posted here?, also i dont know how to use the max block calculators, this will help very much, thnx.
Socialism
29-06-2007, 18:01
Hey guys I have never used max block, so around how many pts will i need in it with the gear posted here?, also i dont know how to use the max block calculators, this will help very much, thnx.
Here you go (http://forums.diabloii.net/showthread.php?t=434952).
Shield blocking percentages can be found at the Arreat Summit (http://www.battle.net/diablo2exp/).
The formula takes level and shield type (and bonus) into account, so it's doubtful that anyone
can give you a solid answer right off the bat. Easy version: for the shields suggested here? You
probably need around +150-200 dex at ~level 90 ish. Ballpark, I'm too lazy to calculate it.
Noite Escura
29-06-2007, 21:16
Try the Ancient Tunnels for leveling.
High mlvl + no cold immunes(except for bosses ofc) should get you there.
Also the Mausouleum (the tomb Northeast where Blood Raven stays). Mlvl is the same(85), no cold or fire immunes and easier to find than Tunnels.
One question: Why 20 points in TK?
I can see that this has been asked before, but not answered...
Looks like a great guide - definitely going to try this one :cool:
red_beard_neo
01-07-2007, 22:51
One question: Why 20 points in TK?
I can see that this has been asked before, but not answered...
Actually, Noite Escura did answer it. More hard points in TK reduces the amount of mana consumed by your Energy Shield when you get hit.
One question: Why 20 points in TK?
I can see that this has been asked before, but not answered...
Looks like a great guide - definitely going to try this one :cool:
http://strategy.diabloii.net/news.php?id=564
:wink3:
Actually, Noite Escura did answer it. More hard points in TK reduces the amount of mana consumed by your Energy Shield when you get hit.
Okay - guess I didn't pay enough attention :-)
Thank you the answer.
MaStAViC
05-07-2007, 02:08
Great guide. I have been following it for about a week now, and my softcore sorceress is now level 83. What "Rhyme" shield should I be using? Grim shield? I haven't played D2 in a while and am trying to remember.
Thank you,
Victor Ly
Socialism
05-07-2007, 07:45
Shanks broseph.
Both Bone and Grim have 2 sockets max and run with 40% base blocking. Run with Bone until you find
a 2 socket Grim, then switch over. All information pertaining to shield / armor / etc specifics is readily
available from the Arreat Summit (http://battle.net/diablo2exp).
The only difference is a bit of strength (shouldn't matter anyway, playing untwinked) and ~100 ish defense.
This guide looks like a really good and fun one. Good read, I have to try it out :smiley:
/goes back to reading
MaStAViC
07-07-2007, 23:01
Socialism, you really have done a tremendous job with this guide, and with answering all of the questions that have been asked. I see plenty of guides around, both on Diabloii.net as well as other sites, and many are just overviews and such, but you get really in depth here, and I appreciate that.
I understand that this is a "budget" build, but there are times when I find better items and am not sure if I should use them to trade them away for the specific items you have pointed out. For example, if I can get ahold of say, Chains of Honor Armor, should I use that or stick with the Vipermagi? I think it would be helpful if you throw in the best gear this build can get in addition to the budget items so people can continue making their Sorceresses stronger.
Thank you very much,
Victor Ly
MaStAViC
08-07-2007, 03:45
I don't mean to double post, but can't seem to edit my thread above anymore because it has been several hours since I posted it.
Can someone enlighten me about what I should socket into my gear? For now, I am trying to figure out what to socket into my Visceraturant.
Thank you,
Victor Ly
MaStAViC
08-07-2007, 16:38
Here you go (http://forums.diabloii.net/showthread.php?t=434952).
Shield blocking percentages can be found at the Arreat Summit (http://www.battle.net/diablo2exp/).
The formula takes level and shield type (and bonus) into account, so it's doubtful that anyone
can give you a solid answer right off the bat. Easy version: for the shields suggested here? You
probably need around +150-200 dex at ~level 90 ish. Ballpark, I'm too lazy to calculate it.
I'm level 88 and it looks like I need 235 to get 75% blocking. I've never tried max blocking on a Sorceress without using a Stormshield or Whitstan's Guard before, so this seems very, very high.
To upgrade my Visceratuant, I would use the following formula, right?
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor
Thank you.
Socialism
09-07-2007, 18:53
I've already established my suggested baseline breakpoint minimums for effective survival and
murder (damage). Every well-engineered hardcore sorceress should have a decent balance of
+skills, life, FCR, FHR, etc. Re-read the "A “safe” rudimentary hardcore MFer progression" section
for a quick summary.
There are an enormous number of equipment combinations that can accomplish this, some better
than others - it's up to you to try to maintain a balance that works for you. You want to put on
Chains of Honor instead of Vipermagi? Great. Make sure you get your resists (50 max on an Um'd
Vipermagi) and FCR get replaced elsewhere. Besides, every other guide/"PLZHELPMEWITH
EQIUP SORK MAX ORB DMG" post has plenty of excellent suggestions equipment wise.
This is a budget guide for legit players. No Chains of Honor dupeword suggestions here.
I can't imagine anyone in their right mind socketing a Visceratuant (or any non-runeword shield,
really) with anything other than a perfect diamond/Um/15-allres jewel.
Blocking and upgrade formulas look about right.
PhatTrumpet
09-07-2007, 22:06
Besides, the main point of this build is to acquire wealth, not to tie it up in a build that can function just about as well with cheaper gear. If you get some really nice stuff you might as well trade it away or use it on one of your other characters.
ReservoirDog
10-07-2007, 08:16
Just wanted to say thanks for the guide. It is excellent. :thumbsup:
Is TK Telenekesis??
Regards Beltt
Noite Escura
19-07-2007, 19:13
Yes(The message you enteed is too short...)
Shanks broseph.
Both Bone and Grim have 2 sockets max and run with 40% base blocking. Run with Bone until you find
a 2 socket Grim, then switch over. All information pertaining to shield / armor / etc specifics is readily
available from the Arreat Summit.
The only difference is a bit of strength (shouldn't matter anyway, playing untwinked) and ~100 ish defense.
Actually a Heater is a bit better than those..
Regards Beltt
HeroXVII
06-08-2007, 14:05
Actually a Heater is a bit better than those..
Regards Beltt
:shocked: What's with these bumps on old threads? And just to say that...
Its never too late to correct a mistake.................
Regards Beltt
brokensvt
06-08-2007, 14:41
:shocked: What's with these bumps on old threads? And just to say that...
He actually contributed to the thread, not to mention the thread was only on the second page. He's also correct on the base blocking.
EDIT: I though no one was allowed to "act like a mod and seem important"?
HeroXVII
06-08-2007, 15:09
He actually contributed to the thread, not to mention the thread was only on the second page. He's also correct on the base blocking.
EDIT: I though no one was allowed to "act like a mod and seem important"?
1. I was asking a question
2. Think before you hit 'Submit' because you're doing exactly what you just said
3. Check the dates.
Barrynor
06-08-2007, 16:45
Heya Vic!
Yeah, well, the thing is, the difference between 180 DEX for Max block and 235 is some 70 HP when it comes to putting those stats in vitality. You can understand that its only a small difference. I used to run with a 1300 life/1400 mana sorc (no block), but she did not carry any MF gear. In hindsight, accepting a -200 penalty on the life (1100) would also have been very acceptable for a 75% blockrate instead of a 5% one.
Laters!
//Barry
I'm level 88 and it looks like I need 235 to get 75% blocking. I've never tried max blocking on a Sorceress without using a Stormshield or Whitstan's Guard before, so this seems very, very high.
To upgrade my Visceratuant, I would use the following formula, right?
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor
Thank you.
p.s. heroxvii... a thread that's two weeks old and contains usefull info and a good guide is far from obsolete, and comments are always appreciated in such a thread. Especially good ones ;)
HeroXVII
06-08-2007, 16:49
Ehh, oh well. But 180 vs 235, there's 55 points for Vitality or Energy. That's around what, 110 Life , and with BO, how much would that rack up?
Perceval
07-08-2007, 14:34
I'd advise getting max block in NM. In normal it's not reallly needed.
Besides, getting max block with a cheap shield like Whistan's would equal 153 Dex at lvl 80. That's 250 or so life like pointed the bear.
You can "easyly" make up for lost life via charms and equipement, for block, there aren't many options.
Noite Escura
07-08-2007, 16:07
Block is not needed in normal if you have people to help you quest. When I'm leveling by myself I like to have at least 50% block, specially with a build like this which will only have its main attack at level 30...
Perceval
07-08-2007, 17:56
Indeed it's quite slow till level 24 and blizzard at least, then it get's a little easier.
When i made this build, from level 12 to 24 my merc did most of the killing, i just used cold nova and static.
TheBryMan
10-08-2007, 08:34
Is this a very viable for an ultra poor Single player game? I have a 58 Zon who i do Andy runs with but she cant do much else.
Socialism
10-08-2007, 11:14
p.s. heroxvii... a thread that's two weeks old and contains usefull info and a good guide is far from obsolete, and comments are always appreciated in such a thread. Especially good ones ;)Appreciate. What sort of gear does one use to reach a whopping 1300/1400 life/mana on a sorceress? Pre or post Battle Orders / Oak Sage? Incredible.
Block is not needed in normal if you have people to help you quest. When I'm leveling by myself I like to have at least 50% block, specially with a build like this which will only have its main attack at level 30...Couldn't have said it better!
Indeed it's quite slow till level 24 and blizzard at least, then it get's a little easier.
When i made this build, from level 12 to 24 my merc did most of the killing, i just used cold nova and static.If playing on battle.net, I don't see a good reason for not hooking up with friends and questing together. Soloing in a multiplayer environment just seems terribly counterintuitive for some reason...
Is this a very viable for an ultra poor Single player game? I have a 58 Zon who i do Andy runs with but she cant do much else.No sir; to play this build effectively, you must buy items online. :> Try reading the intro.
Perceval
10-08-2007, 12:02
If playing on battle.net, I don't see a good reason for not hooking up with friends and questing together. Soloing in a multiplayer environment just seems terribly counterintuitive for some reason...
Try reading the intro.
Sure i'd like to have friends to play with, but my friends on europe aren't always online when i'm playing, and not necesarly at this level.
And playing in pubs, i don't always find games with people leveling where i'am, being at this points in season4. So i just did what i could to lvl up :)
Jaquiezz
11-08-2007, 05:50
Awesome guide, I'm coming back to D2 just to run this on the new ladder season. Also very glad you continue to answer peoples question even though this is an oldish guide.
A personal favorite non-twink combo of mine is spirit sword/stealth. Almost gets your FHR/FCR down right there. Not to mention massive mana, life, frw (making town trips faster), poison res, dex, mana regen etc. Practically made for this build.
Socialism
13-08-2007, 08:35
Awesome guide, I'm coming back to D2 just to run this on the new ladder season. Also very glad you continue to answer peoples question even though this is an oldish guide.
A personal favorite non-twink combo of mine is spirit sword/stealth. Almost gets your FHR/FCR down right there. Not to mention massive mana, life, frw (making town trips faster), poison res, dex, mana regen etc. Practically made for this build.
Thank! Spirit/Stealth is my dream come true. Every caster I make (untwinked and otherwise) eventually ends up with 'em.
Protip: To kill Mephisto in Hell, shoot at him until he dies.
Poor humor aside, I ditched the MF on switch for a Lower Resist want on switch. It now takes about 3 statics to get Meph's lifebar half down, then 3-5 Orbs depending on how good my aim is. Pretty killer for Having only +3 skills, and not even a maxed out cold mastery yet. As far as efficiency, I'm easily beating my friend who's running with a meteorb build as far as quickness and safeness.
Socialism
23-08-2007, 00:40
Protip: To kill Mephisto in Hell, shoot at him until he dies.
Poor humor aside, I ditched the MF on switch for a Lower Resist want on switch. It now takes about 3 statics to get Meph's lifebar half down, then 3-5 Orbs depending on how good my aim is. Pretty killer for Having only +3 skills, and not even a maxed out cold mastery yet. As far as efficiency, I'm easily beating my friend who's running with a meteorb build as far as quickness and safeness.
My take: loot gains accrued from ~100 MF (Ali Baba, Gull, Ist runes, etc) on switch outweigh time saved from casting 2-3 extra Orbs to kill Mephisto (~+2-3 seconds avg). Ditch the LR wand!
My take: loot gains accrued from ~100 MF (Ali Baba, Gull, Ist runes, etc) on switch outweigh time saved from casting 2-3 extra Orbs to kill Mephisto (~+2-3 seconds avg). Ditch the LR wand!
It's moot if I aint got the baba, gull or 6 ist sword yet, mang. I'm thinking of ditching it anyways. Getting way too many temp bans now.
Socialism
27-08-2007, 14:37
Addendum: Mercenary Survival
There have been many inquiries about how to keep your mercenary alive vs.
Mephisto/Andariel/Act Bosses in general. Before we dip in to survival techniques,
there are three things to understand.
1) Mercenaries take increased damage from Act Bosses. From the Arreat Summit (http://www.battle.net/diablo2exp/):
Hirelings vs. Bosses
Hireling damage is 50% against Bosses in Normal, 35% in Nightmare, and 25% in Hell
difficulties. Additionally, Hirelings takes(sic) 10 times more damage from End Act Bosses.
Isn't that just a loving spoonful of Hate?
2) There are four variables in the chance to hit of an attack. Attacker Level,
Attacker Attack Rating, Defender Level, and Defender Defense Rating. The formula
heavily weighs in attacker/defender level variation. Outside a certain range, if attacker
level is higher than defender level, the attacker's chance to hit (and conversely,
defender's chance to avoid being hit) skyrockets.
From diabloii.net's Facts & Formulae Archive (http://strategy.diabloii.net/news.php?id=551#Chance%20to%20hit):
Chance to Hit
100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense Rating
3) The longer you take to kill Mephisto, the more likely your mercenary will die.
Mercenary Survival Techniques
Veterans: please feel free to add relevant information here.
#1) Gear up your mercenary to try to minimize the damage taken. You can do this
through two primary methods. One is to equip damage reduction gear, the other is to
diminish the frequency of your enemy's attack.
Blackhorn's Face + Kelpie Snare = 95% slow target
Ethereal Shaftstop = 35% damage reduction
Help your mercenary tank. You don't take 10x damage from Mephisto, only Emilio does.
So why not teleport directly on Mephisto to static and take some of the heat off? You're
very sturdy - and you could stand to save the 50k gold mercenary resurrection fee.
#2) Equipping the Reaper's Toll (20% CtC Decrepify) on your mercenary (who, incidentally,
has 5% chance to hit Mephisto) and expecting results early on is silly.
Even out the chance to hit by getting your mercenary closer to Mephisto's level (mlvl 87).
The most significant way to keep mercenaries alive is to diminish the frequency that they
get hit. This is easiest done by slowing down the target, raising mercenary level, and raising
defense rating (in that order). I'm not sure DR% equipment does too much. Correct me if I'm
wrong, but the calculation goes something like this:
Mephisto does 1000% (10x) damage to Emilio. Shaftstop reduces damage by 35%.
1000% - 35% = 965%. Whoop tee doo.
#3) Work on your aim. A direct sweet-spot Orb explosion will do significantly more damage
than a slightly off 'sweet spot' Orb. This could mean the difference between killing Mephisto
in 10 seconds vs 16 seconds.
Each second your underdeveloped mercenary is up against Mephisto is another second you're
closer to losing 50k gold. Think!
Anyhow, hope this clarifies some stuff for people. Good luck!
TheBryMan
28-08-2007, 11:11
Im going pretty well now after some headaches. I lose my mana like noones business. This is single player rrm and rwm. I bought me a +2 lightning and + 3 blaze staff which made Andy a CAKEWALK. Just now starting act 2. Im a bit hazy on a few points though. I found an ethereal Spectral shard so once i hit 28 right i should aim for the following
Spectral Shard + Viscertuant
switch
some sort of Mf weapon + Rhyme shield
armor: Ringmail "Stealth"
I have a ring that adds 10% to fcr as well.
also is there a reason for the lvl 35 to NM? just curious.
Also any low gear for the merc? I have a 4 os Partizan.
sweetcracker
22-09-2007, 10:42
great guide sir. i'll be trying this out. thanks for this. :D
Socialism
28-09-2007, 20:10
Addendum/Update: Early Untwinked Levels | Skill Point Progression | Gear
Early Untwinked Levels
This character does just fine solo/untwinked WITHOUT any external help. 1-18 takes a bit of patience,
but reliance on Emilio, a chipped sapphire and 2 chipped topazes, and liberal use of static field will take
you there in 1-2 hours, depending on the luck of your drops. A storebought +3 static staff took me to A3
easily (and I always have 3 mules in game for more xp).
Pick up and sell anything worth more than 400 gold (you learn this quickly; throwing knives for the win)
and FILL YOUR INVENTORY WITH MANA POTIONS. I cannot stress this enough. Buy mana potions for every
slot of your inventory and be a good caster early on.
Skill Point Progression (redux)
- 1 all cold prerequisites ASAP
- 1 Warmth, Frozen Armor
- 1 Static Field (storebought +3 Static staff, Frost Nova, & merc gets to level 24 fast)
- 1 Telekinesis
- 10 Teleport
- 12 Frozen Orb and Cold Mastery simultaneously
- max Frozen Orb
- max Cold Mastery
- if playing through, you'll be in late NM; slowly add to teleport to balance with mana regen
- 1-5 into Energy Shield (~50-60% with endgame +skills)
- max Telekinesis last
[b]Random Dirt-cheap Equipment Suggestions (superior | inferior)
Weapon:.... Wizardspike (best value) | Spirit | Spectral Shard
Shield*:.... Up'd Visceratuant (+skill, block/FBR) | Whitstan's Guard | Moser’s Circle |
............... Prismatic Bone/Grim Shield of Deflection (30FBR/20IBR 20+allres)
Switch:.... Gull + "Rhyme" Shield (MF) | Ali Baba + Milabrega's Shield
Head*:.... Rockstopper (Shael it!) | Tarnhelm | 3 ptopaz mask | Rare**
Armor*:.... Vipermagi (+skill, FCR, res - hands down best) | “Smoke” Armor | "Stealth" Armor | Rare**
Hands:.... Bloodfist (FHR, life) | Magefist | FHR/res rare
Belt:.... Tal's belt (MF, dex) | Bladebuckle (FHR) | 16-slot FHR dual/tri-res Rare**
Amulet:.... +skill/res/mf | Tancred Amulet/Boots combo | Nokozan Relic | FCR/res/MF Rare**
Rings 1/2:.... FCR/mana/life/res Rare (get what you can; I used fcr/mana magic rings)**
Feet:.... Hotspur | Tancred Amulet/Boots combo | FHR/FRW/MF dual/tri-res Rare* *
* Perfect diamonds in shield, ruby/topaz elsewhere; resist jewel in Wizardspike
** FCR, FHR, resistances, life, mana - get whatever you can, really
Normal A2 Defiance (Defensive) Mercenary
My ultimate not-quite-budget Hell Meph merc setup:
Weapon:.... Kelpie Snare with a Pul (Demon Killer mod is nifty)
Armor:.... Eth "Duress" glitched Armor ~1k base def (FHR, open wounds, res)
Helm:.... Eth 8/8/20 Vampire Gaze with Cham (hahaha), Ptopaz, or Shael
Reasonable Alternative (armor/helm preferably ethereal):
Weapon:.... Kelpie Snare (socketed with anything, really)
Armor:.... Treachery | Duriel's Shell
Helm:.... Rockstopper (Shael it!) | Tal Rasha's Mask
Delreich
28-09-2007, 22:11
Shield*:.... Up'd Visceratuant (+skill, block/FBR) | Whitstan's Guard | Moser’s Circle |
............... Prismatic Bone/Grim Shield of Deflection (30FBR/20IBR 20+allres)
Wouldn't a Rhyme be better than that magic one? A Sheal should be easy enough to come by.
Also, wouldn't you be at or above lvl 18 already by the time you get Emilio? Debi can do pretty well too though.
Socialism
29-09-2007, 08:45
Wouldn't a Rhyme be better than that magic one? A Sheal should be easy enough to come by.
Also, wouldn't you be at or above lvl 18 already by the time you get Emilio? Debi can do pretty well too though.
Touché; I just use Emilio as the default anymerc name because it's awesome.
Last Starfighter is Dead
10-11-2007, 18:32
Just found my 1st Shako with this build from NM Meph - thanks Socialism!
Other nice recent finds include Shaftstop, Snowclash, and Peasant.
Prior to starting out, I had only runes for stealth and spirit, and would've had a hard time even putting 40 pgems together.
I've also found that before build is done, using Insight to tele and taking a few secs to swap to Kelpie, etc. for Meph/Baal helps a lot. Helps keep the bulb full as I play HC.
Hello,
I just hit Hell with a full frost sorc... needless to say, I'm stuck. How do I advance my character any further? This is for solo play.
-delslow
I recently came back to D2 and followed this guide on the HCLeast. Fist I must say that I love it. Had tons of fun playing her.
I’m currently 79 in Hell and have all the quests done up until Meph. I’ve run NM meph/andy over and over but still haven’t done hell yet. I am very untwinked and having trouble hitting the 63 FCR breakpoint while keeping any semblance of resists in hell (I hit the other two bps with bloodfists and visi).
I’m using Tal’s orb and Vipermagi so that gives me 50% (if I find a wizzardspike all my troubles are over). I can fit in another 10% ring if it has some resists, but it’s pointless unless I can find another. I think the hardest part about this build is hitting the “bare bones” breakpoints while having decent resists (my highest is 64 lit resist as it is, 34 cold will probably hurt vs meph). I’m sure ill get a lucky ring/ammy gamble one of these times.
Another thing is was wondering is where are some good places to level with cold in hell? I’ve found the lost city has no CI and the Arachnid layer in spider forest. Most others I’ve found are all undead and that doesn’t go well for Emilio!
Edit: I should mention im looking for places to level in ActIII and below. I want to FD meph so I can't get to Act 4-5 but I want to get to around level 85 at least as that is where this build completes for me.
One last question as well. I currently have 10 in tele but cannot perm tele without insight. I have an insight Partazan and then I keep Kelpie in my inv to switch for bosses. Would it be possible to 1shot a hell doll with an insight Partisan? The reason I’m worried is insight gives +critical strike to the merc and im not sure exactly how that works. If he gets a max damage hit and cirt makes that double and a doll pops I’m pretty much toast.
I recently came back to D2 and followed this guide on the HCLeast. Fist I must say that I love it. Had tons of fun playing her.
I’m currently 79 in Hell and have all the quests done up until Meph. I’ve run NM meph/andy over and over but still haven’t done hell yet. I am very untwinked and having trouble hitting the 63 FCR breakpoint while keeping any semblance of resists in hell (I hit the other two bps with bloodfists and visi).
I’m using Tal’s orb and Vipermagi so that gives me 50% (if I find a wizzardspike all my troubles are over). I can fit in another 10% ring if it has some resists, but it’s pointless unless I can find another. I think the hardest part about this build is hitting the “bare bones” breakpoints while having decent resists (my highest is 64 lit resist as it is, 34 cold will probably hurt vs meph). I’m sure ill get a lucky ring/ammy gamble one of these times.
Another thing is was wondering is where are some good places to level with cold in hell? I’ve found the lost city has no CI and the Arachnid layer in spider forest. Most others I’ve found are all undead and that doesn’t go well for Emilio!
Edit: I should mention im looking for places to level in ActIII and below. I want to FD meph so I can't get to Act 4-5 but I want to get to around level 85 at least as that is where this build completes for me.
One last question as well. I currently have 10 in tele but cannot perm tele without insight. I have an insight Partazan and then I keep Kelpie in my inv to switch for bosses. Would it be possible to 1shot a hell doll with an insight Partisan? The reason I’m worried is insight gives +critical strike to the merc and im not sure exactly how that works. If he gets a max damage hit and cirt makes that double and a doll pops I’m pretty much toast.
Hey Ztruk,
Check out the stony field, and the two places near Blood Raven. The only cold immune guys in SF are the goat dudes and you can teleport past those pretty easily. Everything in those two crypts near blood raven are zombies and lightning immune.
Your next chunk of points should go into teleport. The "Goal" is to get the teleport cost low enough that if you get hit you'll still have the mana baal filling up. This allows Energy Shield to act as a buffer or %damage reduction that doesn't cripple your teleport if you're manaburned or hit by a high elemental attack.
I'll see ya around,
Myk
P.S. Consider not FDing Mephisto; it's time consuming to setup the runs, and the drop differences aren't that much better. Consider time spend leveling up Vs. getting her in act 5 where you can baal and hit 85 pretty easily.
************************************************** *
I know it's not that important and there's a zillion of these out there, but I'd like to post my setup anyways1
Tarnhelm(PTopaz) 65%MF
Vipermagi(P) 25%MF, +26 res all
Amulet of 15 res, 20 MF
Wizardspike!, "Rhyme" tower shield! (Oh yeah! Runeword style!)// Switch is// Ali Baba + The Ward+PDiamond
Magefist
"Loath Winding" Heavy belt (24% FHR, 29 Cold Res, 20 Light Res)
"Bramble Slippers" Heavy Boots ( +5 Dex, 31 Cold res, 35 Light res)
Boring FCR ring, and Dwarf Star(Nothing better to put there yet)
Inventory is filled with Gheed's, life small charms, resist charms and leaves a 4x4 space for drops.
In Hell my resists are 68/75/75/75, on switch 35,75,75,57. Got a little over 200% MF which is plenty for me, 30 FHR, 105% FCR, 75% block, and about 600 Life!
Thanks again to Socialism for creating this. Without it, I wouldn't have as hard of a time killing my MF sorcs.
Tor Land
07-02-2008, 07:34
Would a damage to mana item make the manaburn problem go away ?
Vizjerei
07-02-2008, 20:36
Run this build on HCL, and it works great.
Eqi wise, it's with some smallers twists
Sorczilla level 87 @ Euhcl.
- Shako "Ptopaz"
- Viper "Ptopaz"
- Gerkes "Shael" (Straight DR, Resist, Block%, and Shael for FBR)
- Wiz "Coldfacet"
- Bloodfists (FHR/Life)
- Tgods (Light Absorb)
- Tancreds Boots (Set MF bonus)
- Tancreds Amu (Set MF bonus)
- Rare Mana/Resist Ring
- 30% Nagel Ring
Merc.
- Upd Eth Kelpie Snare
- Upd Eth Shaft
- Tals Helm
She runs Countress, Summoner, Andy, Tunnels and Meph with ease, just wanna say ty for the insperation.
Keep up the good work.
BilboTeabaggins
11-02-2008, 09:29
I've got a couple questions...
How exactly does maxed tk without maxed energy shield help since it says with 1 energy shield that it only absorbs like 20%?
Also wouldn't it be better to use insight for max safety?
Nice to see I'm not the only crazy sorc with ~232 Dex (Max Block), base Eng, and 1 warmth!! I think base str is 96 (+10 war trav) to equip 106 str trolls nest (Ryhme)
My first sorc had 20 SF -- it was funny to do cow runs and see every mob on screen getting hit ;-)
Also wouldn't it be better to use insight for max safety?
Sure, if you're teleporting and playing where your mercenary can leech and manage to tank.
But Mephisto gets in Super Pissed Off Mode against mercenaries and he can't be leeched. So, Insight merc = dead Insight merc. Maybe if you spend some serious wealth giving your mercenary some ethereal eglitched fortitude armor so he never gets hit anyways, then you could do it.
But if you've got the runes for Fort why are you MFing mephisto? :wink3:
If you really wanted to you could switch kelpie/insight from you on character cube, I guess, but that takes up space for drops. And seeing as how your inventory should be packed full of res/mf/life charms you'll have no room for drops. So that won't work :p
If you're porting Baal runs then I'd go with an Insight stick. Gloams that continually pelt your Energy Shield can make you stuck in one place and mana-less.
Hey guys I have never used max block, so around how many pts will i need in it with the gear posted here?, also i dont know how to use the max block calculators, this will help very much, thnx.
Effective Block% = (ShieldBlock% * (Dex-15)) / (Lev*2)
Using Rhyme in a Troll's Nest or Grim Shield = 40%+20%= 60%
75 = (60 * (Dex-15) / (99*2)
14850 = 60 * (Dex-15)
247.5 = Dex - 15
Dex = 262.5 (after all gear) @ Level 99
Note: To maintain your effective block % as you level up, you need to dump 2 pts into dex every level!
I'm doing this build in softcore and I'm really pleased with the survivability
Not dying infront of hell diablo in an 8 player game when all the other sorcs died like flies :D
I have a question though:
Since I'm not playing HC dying from tele-lock isn't that big of a deal, even though it's annoying. I haven't invested more than one point in tele yet and I have about 1100 mana (base energy) which isn't enough to tele continously. Using pots isn't that much of a problem really, but I'm lvl 82 now and I've got 16 points to spare and I'll probably lvl to 90 so that's 24 points I have left.
I'm not sure what to do with those points. I can max tele and dump a few into static, but I'm thinking it might be possible to get similar results by maxing warmth which would also give me increased survivability! Finding the the right combination of warmth and tele would be perfect but I don't know how to do that. Is it possible to calculate how much my mana would regen per second with mana and mana regen so and so an how much I would burn per second while teleing?
I remember reading something written up by Zharous(sp?) that only if you manage around +2k-2.5k mana that Warmth starts becoming more powerful than points in Teleport.
But for a Mephisto runner; Teleport all the way.
Socialism
19-05-2008, 20:08
Hey kids - no idea if anyone still plays this (game and/or build), but..
HI!
Hey Shon, just happened to see you were online.
We should grab a beer or something, I'll facebook ya
Socialism
19-05-2008, 21:49
CLEARLY a requirement for now. Booze + patio.
allbienhoa
01-06-2008, 22:46
Tried it out, it is quite the MF'er.
I differentiated on the merc's ideal equipment.
The reason?
It doesn't seem logical to mass up half a dozen MR just to get the ideal merc. set up. As you can get the same set up with half the MR required. The hook? Socketing rare jewels into unique armor with open sockets available.
Below you is my merc's set up.
ETH Kelpie Snare (acquired around Lv56 NM mephisto)
Turns to...
Up'ed ETH Kelpie Snare (Up'ed around Lv72)
Turns to...
Up'ed ETH Kelpie Snare + Ber (20% CB + 75% Slow) (Socketed around 84,trading 3 MR for the Ber)
ETH Black Hades Armor (9oo+ Def + 248AR/60DMG%+ to Demons + 3OS) (acquired in Normal Baal Lv 47) + Rare Jewel(49AR/40DMG% to Demons + 7% FHR) (acquired around 67 NM Baal) + Rare Jewel(15Res to all + 7%FHR) (acquired around 65 NM Baal) + Shael (acquired through NM countess) Didn't upgraded armor*
Possibly turns to...
Up'ed ETH Black Hades Armor (17oo+ Def + 248AR/60DMG%+ to Demons + 3 OS) + Rare Jewel(44AR/40DMG%+ to Demons +7%+ -15%Req) + Rare Jewel(15Res to all + -15%Req ) + Shael
Black Horn (acquired around level 55 NM Mephisto)
Swaped with...
ETH Vampire Gaze (acquired around level 73 NM Baal)
Turns to...
UP'ed ETH Vampire Gaze + PDiamond (Uped and socketed around level 78)
Why Ber the Kelpie? CB gets useless pretty fast at 20% when you've already used static to get Mephisto to below 50% HP. Your idea was not not spend mid runes, and you throw a high rune into the weapon =/
I don't think I would have burned a 15 res/7 fhr on a black hades, but that's free will, right?
I personally rock a non-eth non-upped Kelpie, Rockstopper and and non-eth Black HAdes socketed with plain IAS jewels.
allbienhoa
01-06-2008, 23:54
Well, this was my first character ladder and seeing as I wanted to deck out my character... I didn't mind it all that much. Jewels drops a fair amount. I just want my merc to be equally decked out as myself. But the Ber rune does help, don't underestimate the godly effects of CB especially if you run into lightning immune monsters. I mean... I don't JUST MF mephisto... I MF countess and the bunch too.
PS: 3 mid runes for a Ber doesn't account for that much after a month of MF'ing. I mean... count in 2o MF runs a day. But if you would have to think about it... The beginning steps of my ideal merc equipment isn't costly at all... it only gets costly when you get to the Ber.
Socialism
02-06-2008, 18:15
Tried it out, it is quite the MF'er.
I differentiated on the merc's ideal equipment.
The reason?
It doesn't seem logical to mass up half a dozen MR just to get the ideal merc. set up. As you can get the same set up with half the MR required. The hook? Socketing rare jewels into unique armor with open sockets available.
Below you is my merc's set up.
ETH Kelpie Snare (acquired around Lv56 NM mephisto)
Turns to...
Up'ed ETH Kelpie Snare (Up'ed around Lv72)
Turns to...
Up'ed ETH Kelpie Snare + Ber (20% CB + 75% Slow) (Socketed around 84,trading 3 MR for the Ber)
ETH Black Hades Armor (9oo+ Def + 248AR/60DMG%+ to Demons + 3OS) (acquired in Normal Baal Lv 47) + Rare Jewel(49AR/40DMG% to Demons + 7% FHR) (acquired around 67 NM Baal) + Rare Jewel(15Res to all + 7%FHR) (acquired around 65 NM Baal) + Shael (acquired through NM countess) Didn't upgraded armor*
Possibly turns to...
Up'ed ETH Black Hades Armor (17oo+ Def + 248AR/60DMG%+ to Demons + 3 OS) + Rare Jewel(44AR/40DMG%+ to Demons +7%+ -15%Req) + Rare Jewel(15Res to all + -15%Req ) + Shael
Black Horn (acquired around level 55 NM Mephisto)
Swaped with...
ETH Vampire Gaze (acquired around level 73 NM Baal)
Turns to...
UP'ed ETH Vampire Gaze + PDiamond (Uped and socketed around level 78)
...what the flying monkey are MR?
Edit: Oh. Haha. You must mean mid runes or something.
Regarding your commentary; read the first sentence after the big letters that spell out "Introduction". I think it's hilarious that you complain about "MR" going into merc equipment then talk about socketing Ber runes into Kelpie Snares. Brilliant.
Jaquiezz
02-06-2008, 19:10
I built this, very good for you hardcore players, doesn't die very often and I was pretty reckless with it. Sort of unnecessary for SC, I wouldn't recommend going max block in that case, you're better off just getting a splendor/rhyme/lidless. Nice work!
allbienhoa
03-06-2008, 02:35
...what the flying monkey are MR?
Edit: Oh. Haha. You must mean mid runes or something.
Regarding your commentary; read the first sentence after the big letters that spell out "Introduction". I think it's hilarious that you complain about "MR" going into merc equipment then talk about socketing Ber runes into Kelpie Snares. Brilliant.
It's okay, MR early on is hard to come by- but once the items keeps rolling...it's little problem. :jig:
Oh by the way, if you are willing to please offer your best twinkiest(proper grammar?) item build for this build... Both for the main and the merc.
Thanks.
nponoBegHuk
09-06-2008, 00:31
Thanks for the great guide.
I started a MF sorc after reading the guide, now I have 105 FCR, 86 FHR and 6 frame blocking, 542 HP and 340 Mana at level 56. I'm killing NM Mephisto with great ease and barely ever getting hit while teleporting.
The gear I use is
- Suicide Branch (not listed in the guide but I think it's quite good, at least for nigthmare - FCR, life, mana, resistances, +1 skills)
- Rhyme shield
- Smoke breastplate
- 1 sorc skills, 10FCR, 20FHR, 11 all res rare circlet (ptopazed)
- 1 sorc skills, 10FCR amulet
- manald heal and rare 10FCR+ res rings
- 24 FCR rare belt
- magefists
also plenty of FHR and HP charms in the inventory
(I BO myself from another account before going to durance 2, so I get more than 1200 hp and 700 mana overall)
Few questions:
I have bloodfists, and more of stuff listed like "preferrable" in the guide, but I'm not sure is it worth losing 8 frame casting (and maybe 7 frame hit recovery) to get a bit more health?
Also my teleport is at 10 mana cost at the moment, mana is not an issue when under BO effect, but I haven't met manaburn mobs yet. Would you suggest keep investing points into teleport or spend them in telekinesis instead?
Socialism
10-06-2008, 03:18
Notes
I kept the gear listings to a sweet-assed bare-minimum for a few reasons, namely:
* to keep folks on their toes
* to allow you to mix-and-match using a core of breakpoint minimums rather than someone's narrow-minded equipment list (romg gg +nigma pwns bramble ftw keke)
* to encourage discussion and speculation as to what my incredi-leet way-awesome superpowered cracked-out-Durable* cheap-assed-twinkout gear setup was (long, long expired)
That said. "Preferable" referred to seriously bottom-of-the-barrel stuff that would go a long way to making you nigh-invincible. For a complete list, go to: www.battle.net/diablo2exp/items.
My personal preference has always been FCR/blocking above all else. Stick to the Magefists. IIRC, pretty much every undead monster in hell is a manaburner -- if you're still in nightmare, you've little to fear. I'm reckless and have always played rather aggressively: I'll take mobility and speed over safety almost anyday. Until you reach hell. Then it's all about the turtle shell.
Self-BO is cool but unnecessary. I think I put a skill progression in there somewhere. That'll outline how I like to progress.
biasedlife
15-06-2008, 13:04
erm can i ask a qn? how are you guys exactly mf-ing meph with this build?
cause i wanna start this on the new ladder. are u guys teleing around meph and shooting orbs at him?
can i use this gear instead?
Helm: Harlequin Crest w/ Ptopaz
Armor: Tal-Rasha's Armor w/ Ptopaz
Gloves: Chance Guards
Belt: Tal-Rasha's Belt
Boots: War Travelers
Weapon: The Oculus w/ Ist
Shield: Rhyme
Rings: Sojs
Amulet: Tal-Rasha's Amulet
Uhmmm... there's a whole section dedicated to mercenary equipment and why to use that equipment. So, no, it's not just teleporting around Mephisto and shooting odd orbs at him.
Check out: Section c. Part 2
Type that into the word find thing on your browser and read the text .
Can you use that equipment? Seriously... This build doesn't need SoJs, and I'm guessing you're not even sure why you have them there.
Since I'm crazy about this game and numbers, I'll hold your hand this time.
++++
Helm: Harlequin Crest w/ Ptopaz || //
Armor: Tal-Rasha's Armor w/ Ptopaz || 10%FCR(3 pc. set bonus)
Gloves: Chance Guards || //
Belt: Tal-Rasha's Belt || 10%FCR
Boots: War Travelers || //
Weapon: The Oculus w/ Ist || 30%FCR
Shield: Rhyme ||//
Rings: Sojs ||//
Amulet: Tal-Rasha's Amulet ||//
++++
Totals:
FCR: 50%
FHR: 0%
MF: A lot.
I wouldn't recommend your setup for Hardcore use, or even softcore.
==============
I recommend Bloodfist gloves over Chance Guards. There's our minumum of 30%FHR.
Switch out the SoJs for FCR rings. Lots of +skills aren't needed, and you need more FCR anyways. That brings us up to 70%FCR which hits the 63%FCR breakpoint.
So, at most you'd drop 40%MF, and a few +skills for a sorceress that's not "Crippled by MF."
I'm not going to run the resists, because I'm lazy. You really only need Light/Cold res as stated in the first post in this thread. The others can sit around 30-50% and be fine.
Full tal's + Bloodfist + Natalya's boots also works awesome for this build.
Hope that helps a little~
biasedlife
16-06-2008, 05:03
Uhmmm... there's a whole section dedicated to mercenary equipment and why to use that equipment. So, no, it's not just teleporting around Mephisto and shooting odd orbs at him.
Check out: Section c. Part 2
Type that into the word find thing on your browser and read the text .
Can you use that equipment? Seriously... This build doesn't need SoJs, and I'm guessing you're not even sure why you have them there.
Since I'm crazy about this game and numbers, I'll hold your hand this time.
++++
Helm: Harlequin Crest w/ Ptopaz || //
Armor: Tal-Rasha's Armor w/ Ptopaz || 10%FCR(3 pc. set bonus)
Gloves: Chance Guards || //
Belt: Tal-Rasha's Belt || 10%FCR
Boots: War Travelers || //
Weapon: The Oculus w/ Ist || 30%FCR
Shield: Rhyme ||//
Rings: Sojs ||//
Amulet: Tal-Rasha's Amulet ||//
++++
Totals:
FCR: 50%
FHR: 0%
MF: A lot.
I wouldn't recommend your setup for Hardcore use, or even softcore.
==============
I recommend Bloodfist gloves over Chance Guards. There's our minumum of 30%FHR.
Switch out the SoJs for FCR rings. Lots of +skills aren't needed, and you need more FCR anyways. That brings us up to 70%FCR which hits the 63%FCR breakpoint.
So, at most you'd drop 40%MF, and a few +skills for a sorceress that's not "Crippled by MF."
I'm not going to run the resists, because I'm lazy. You really only need Light/Cold res as stated in the first post in this thread. The others can sit around 30-50% and be fine.
Full tal's + Bloodfist + Natalya's boots also works awesome for this build.
Hope that helps a little~
erm, can i ask a lil qn? i'm still quite blur
can i don't max teleport but put the points into ice bolt instead?
it'll be smth like this
20 Orb
20 Ice Bolt
1 Cold Mastery(remaining pts i'll put here)
20 Energy Shield
20 Telekinesis
1 Shiver Armour
1 Warmth
Prerequisites
stats:
str:enough for gear
dex:enough for 75% block
vit:none
energy:all of it(energy = my life right?)
btw if i change my shield to spirit shield is it worth it?
erm, can i ask a lil qn? i'm still quite blur
can i don't max teleport but put the points into ice bolt instead?
it'll be smth like this
20 Orb
20 Ice Bolt
1 Cold Mastery(remaining pts i'll put here)
20 Energy Shield
20 Telekinesis
1 Shiver Armour
1 Warmth
Prerequisites
stats:
str:enough for gear
dex:enough for 75% block
vit:none
energy:all of it(energy = my life right?)
btw if i change my shield to spirit shield is it worth it?
There you go. Max the useless synergy and go with max block with Spirit shield. The guide wouldn't have told you to go with high-block shields if it really meant it, right?
:yes::yes::yes::yes:
biasedlife
16-06-2008, 05:28
There you go. Max the useless synergy and go with max block with Spirit shield. The guide wouldn't have told you to go with high-block shields if it really meant it, right?
:yes::yes::yes::yes:
so my build works huh? =)
btw do u recommend if i use it for the ladder reset?
mind listing ur build too? =)
biasedlife you have to put obscene amounts of dex in order to get max block with spirit sheild. it simply is not a blocking sheild. if you want to use spirit then you need NO dex and put those points in vitality and energy instead.
however.....that will not work for the reset
why? monarch sheilds don't drop until hell mode. so you won't have any kind of useful sheild until you're already in hell by some other means. It is more reliable in this particular case to work on your block% as you level and find better sheilds. Temporary sheilds can in many cases be shopped/runeworded/gambled.
the reason for pumping teleport is because if you get hit with mana burn you need to GO, but it wont work if you need 24 mana.
Ed from Russia
16-06-2008, 12:10
Use an upped Visceratuant - it will give you +1 to sorc skills and 60% CTB to start with. Alternatively, Moser's Blessed Circle inserted with PDiamonds of Shaels (check your block rate), or Whistan's Guard for ultra-high chance to block.
Socialism
16-06-2008, 21:36
so my build works huh? =)
btw do u recommend if i use it for the ladder reset?
mind listing ur build too? =)
Pretty sure he's trolling, I'd ignore if I were you. Everything asked is already covered in the guide.
Just because he's from Singapore doesn't mean he's LD. I'm from Malaysia, for example, Singapore's alleged bastard stepfather, and I can both:
a) read
and
b) perform my own FCR calculations without positing softcore gear setups from 1.09
Lol. Im retarded.. Nice guide though
Had one of these sorceress at the start of this ladder before I quit. Probably got the build idea from this guide, can't remember. Thanks for a good guide.
Needed help with a question. Is there any breakpoint of some kind that is achieved with a maxed telekinesis. Would it make a noticeable differance being a few points short when starting to do bossruns?
Reason I ask is that I'm thinking of getting static up to 5 in the start to help with the lvling. Will come in handy later also since I probably will run maosoleum and tunnels from time to time.
Build im thinking of is at lvl81: 5static/4manashield/19teleport, 15telekinesis. At this point I have probably just killed Izual and started running Andy/Meph runs(I tend to try and be pretty high lvl before I go beyond act1 hell since I play alone solo). All skillpoints gained at this point goes into telekinesis to finish build but many many runs will be made without maxed. Viable?
You can have a max block Spirit character if you're willing to use Twitch/GA for the 20 ICB and a crafted safety (10 ICB) ammy. This should bring a Spirit Monarch up to 72% CtB
Socialism
17-06-2008, 09:22
Needed help with a question. Is there any breakpoint of some kind that is achieved with a maxed telekinesis. Would it make a noticeable differance being a few points short when starting to do bossruns?
Reason I ask is that I'm thinking of getting static up to 5 in the start to help with the lvling. Will come in handy later also since I probably will run maosoleum and tunnels from time to time.
Build im thinking of is at lvl81: 5static/4manashield/19teleport, 15telekinesis. At this point I have probably just killed Izual and started running Andy/Meph runs(I tend to try and be pretty high lvl before I go beyond act1 hell since I play alone solo). All skillpoints gained at this point goes into telekinesis to finish build but many many runs will be made without maxed. Viable?
This (http://strategy.diabloii.net/news.php?id=564) outlines the ratio of telekinesis damage drain to mana.
It won't matter too-too much if you're a few points short- the difference between 15 and 20 in Telekinesis won't matter for a few hundred Meph runs. It governs the protective value of Energy Shield as a buffer between damage and your life bulb.
You will be fine maxing out Telekinesis last; you can start doing runs anytime you want -- even without Energy Shield (I always did, always will) -- the development of that ES buffer is just what will keep you alive in the long run.
First priority should be teleport. I wouldn't attempt any hell runs without infinicast teleport. You might be fine with just 15 in Teleport; that's one of the things I always leave until later to put points in. I'd go to 15 maximum in teleport, assuming I'll get decent +skills gear along the way which will put me at an infinite-cast mana cost. Tada, problem solved?
You can have a max block Spirit character if you're willing to use Twitch/GA for the 20 ICB and a crafted safety (10 ICB) ammy. This should bring a Spirit Monarch up to 72% CtB
Sure, you can, but why build towards it when you don't need to? The basis of this build is to make do with what you've got on the fast, cheap, and dirty. A spirit monarch (selffound, untwinked) is neither fast or cheap (156 strength to wield? and contingent on finding a 4 socket monarch / socketing one)
Why have 100+ points in strength when 40 will serve just fine? If you want to make a twinker character later on and happen to assemble all those nifty pieces of gear to put together "just the right MFer" -- then you probably don't really 'need' an MFer.
And Prion's almost right: you'll lack FBR with the Twitchthroe, but not with the Guardian Angel. That's viable, just... ...not untwinked. If you luck out, by all means, do it.
This (http://strategy.diabloii.net/news.php?id=564) outlines the ratio of telekinesis damage drain to mana.
It won't matter too-too much if you're a few points short- the difference between 15 and 20 in Telekinesis won't matter for a few hundred Meph runs. It governs the protective value of Energy Shield as a buffer between damage and your life bulb.
You will be fine maxing out Telekinesis last; you can start doing runs anytime you want -- even without Energy Shield (I always did, always will) -- the development of that ES buffer is just what will keep you alive in the long run.
First priority should be teleport. I wouldn't attempt any hell runs without infinicast teleport. You might be fine with just 15 in Teleport; that's one of the things I always leave until later to put points in. I'd go to 15 maximum in teleport, assuming I'll get decent +skills gear along the way which will put me at an infinite-cast mana cost. Tada, problem solved?
Thanks for the help, cleared everything up perfectly. Nice to have the skillpoint investment order sorted.
KellKheraptis
28-06-2008, 01:11
It might have been asked before Socialism, but how would this sorc fare later in the season with a gear overhaul, say...full Tal Rasha set? With a Viscer. shield, Magefists/Trangs, and FCR jewelry, you'd be hitting the needed BP's (105% FCR is a must for me...63 is just too bloody slow!), especially with Treks on. Lemme know what you think,
~Kell
Socialism
28-06-2008, 03:33
It might have been asked before Socialism, but how would this sorc fare later in the season with a gear overhaul, say...full Tal Rasha set? With a Viscer. shield, Magefists/Trangs, and FCR jewelry, you'd be hitting the needed BP's (105% FCR is a must for me...63 is just too bloody slow!), especially with Treks on. Lemme know what you think,
~Kell
You're right: questions like this have been asked, repeatedly - and responded to, repeatedly. Wow. Right in this thread, too. In fact, the Tal Rasha thing was just a few posts above yours.
Quick/sardonic:
Orly? 105% FCR with full Tal-Rasha's set while keeping with the tenets of this treatise: FAST 75% block, decent FHR, etc., and maintaining a goodly amount of life? Incredible.
Blunt:
Please do the (simple, additive) math first.
Why should I (or anyone else) critique gear setups if posters don't bother to do so themselves? I've no compassion for the lazy. ...Or the fat.
Cheerio
KellKheraptis
28-06-2008, 05:45
You're right: questions like this have been asked, repeatedly - and responded to, repeatedly. Wow. Right in this thread, too. In fact, the Tal Rasha thing was just a few posts above yours.
Quick/sardonic:
Orly? 105% FCR with full Tal-Rasha's set while keeping with the tenets of this treatise: FAST 75% block, decent FHR, etc., and maintaining a goodly amount of life? Incredible.
Blunt:
Please do the (simple, additive) math first.
Why should I (or anyone else) critique gear setups if posters don't bother to do so themselves? I've no compassion for the lazy. ...Or the fat.
Cheerio
Merely sleep deprived (I'll be more than happy to disprove the final parameter, though I can't say I'm not lazy at times). After seeing nothing in about the first four pages of novels on the thread, I figured it hadn't come up a whole lot. Stupid question? Probably. But oh well...I kinda figured I'd ask, since sorcs aren't my area of expertise, WOLVES are, as if the avatar/tag didn't make it obvious enough. Sorry to waste your time, Socialism.
Anyone able to tell me what Str/Dex I would need if I had the Optimal Gear set for this? Assuming 0 Charms.
I want to start by saying, thanks very much for this guide! As I'm sure many are doing, with the announcement of D3 I decided to come back until D3 is released. Unless, of course, that takes 2 years!
I was trying to decide what sorc to start with as all of my old accounts are gone, and this guide has been perfect. As of right now I have (AFAIK, I'm posting from work!)
or_b USEast [L]
CLVL 49
Skills:
15 Frozen Orb
12 CM
5 Static
5 Teleport
2 Warmth
Something like this, give or take. I am not using energy shield yet but plan on skilling it as soon as orb is maxed. The reason I am posting this is to show this builds viability from what I've seen.
Items:
Helm: Some crappy rare with 10% FCR
Amulet: 10% FCR or 16% MF
Weapons: Spectral Shard / Sigons Shield
Armor: Skin of the Vipermagi
Gloves: Chance Guards 39%
Belt: Goldwrap
Boots: Rare FCR/MF boots or Vidala's
Rings: FCR and resist stuff
No good charms yet :( Merc (Norm A2 defense) has craptastic gear, best item being The Impaler. Still though I feel really lucky with what I have had drop in 2 days of playing. It's like the game wants me to reroll a paladin with all the gear I've been getting. I've gotten some decent runes, have gem storage started .. and that's about it.
Overall this build is great. Mana is a slight problem, but when isn't it? I got very lucky and got an insight gnarled staff in a free items game early on, which was a lifesaver. (Cast orb > watch mana bubble fill while cast timer resets) I am running A1/A2 in nightmare without any problems whatsoever. Occasionally I die to LE and CE mobs if I'm not paying attention, but I plan on pumping ES soon which should stop that.
I think I'm going to do NM Throne runs to keep leveling and run Quest NM Meph in full games for a while before I move on to hell. I'm currently trying to trade for a mosers or whitstans, but since I have no pgems people are being pretty stingy about trading so far. I don't know what rune they're worth having just started playing again. Maybe I'll make a rhyme shield for now.
Thanks Socialism. Love the sorc, the guide, and I've gotten a great start thanks to it and the posts in this thread! I may make a meteorb for my main MF'er later, but that remains to be seen. I'm curious to see how or_b will do in hell if I can get some gear for my merc. Makes me wonder if I should use a might or holy freeze merc instead of defense.
Edit: My account on USEast is haps, if anyone wants to do baal runs, help me, rush each others chars, whatever. I haven't made any friends yet! :P
I've been meaning to write up my use of this build for a while. Basically, it's awesome. Thanks for the great guide.
I'm currently running Hell Meph with 477%MF. I'm playing in hardcore mode. I can do about 45 runs an hour. (Although I admit that my pace is a little slow and lazy. :P) I'm trying to get my MF above 500%, which shouldn't be too hard. I'll discuss my gear/stats below.
My Orb/TP/TK MFer went through three stages, and what I especially like about this build is that it easily grows into itself without any outside help. Below is a discussion of my sorc's progression.
Stage 1: Crap Gear and Low/Mediocre resists in Hell Mode.
I NM Baal'd my way to lvl 75 but unfortunately I didn't find any good stuff. My solution was to do NM Meph runs until I had gear sufficient to meet some of the break points specified in this build and max (or nearly max) resists.
I only had about 200-250% MF (from topaz'd Gplate, crown, rhyme, low chancies), but after a few Meph runs and a little time trading, I got my hands on a Smoke, Spirit (sword), Insight, and some other decent gear. I had been splitting my points between dex and vit, and my %block with Rhyme was about 60%
This got me through Hell mode and allowed me to begin Hell Meph.
Stage 2: Mediocre Gear and Low MF but comfortably able to do Hell Meph.
So I beat Hell mode but had hardly improved the gear I started it with. My resists were max, however, and I had obtained a Vipermagi and a good resist rare belt/boots.
At level 82 I decided to try some Hell Meph runs with only an Insight Merc since I wasn't able to get my hands on a Kelpie. It was pretty risky and I almost died a few times. Full Rejuvs ftw. My merc died often.
I had enough MF because I did a body armor switch when I got to Meph. Yes, this is clownish, but it worked wonders. Even without my Vipermagi on, my resists were maxed (rings, boots, ammy, belt all had great resists. I don't remember whether I had Moser's at this point, but I think not). So I wore the Magi to meet the absolutely necessary 63% FCR breakpoint (for hell TPing) and then switched into a topaz'd Gplate when I got to Meph.
This strategy worked well enough for me to run Meph without about 250% MF. I had no Gull Dagger or Tancred's yet, so the armor switch was key.
I started finding some sweet stuff. Including two Shakos. So began stage 3.
Stage 3: Solid Gear and Carefully Maximized MFer, easily able to do Hell Meph and Andy.
With the wealth I generated during stage 2, I started twinking my sorc to maximize MF (while still meeting all of the build's breakpoints and keeping my resists maxed.) With this gear setup my resists are not maxed when I switch into my MF armor. So I wait to switch until Meph is one orb from dead.
Gear:
Head: Shako w/ Ptopaz
Body: Um'd 30 Vipermagi, Gplate with topaz's on "switch."
Weapon1: 33% Spirit sword. It has to be 33% or better so I can meet the 63%FC breakpoint with only Spirit and Vipermagi. This allows me to wear MF rings and Tancred's boots/ammy
Shield1: Moser's with 2x Pdiamonds. Perhaps a shael in here would have been worthwhile.
Weapon2: Gull Dagger
Shield2: Rhyme
Belt: Excellent Rare with light/fire resists, health, 24% FHR
Boots/Ammy: Tancreds! 78%MF ftw.
Gloves: 40% Chancies
Ring1: 26% Nagel
Ring2: 22% cold resist, 13%MF
Charms: 28% Gheed's, lots of resist and health charms. I only have 2 slots of empty space in my inv. I cube my Magi when I switch in my MF armor (thus I have 8 slots to actually pick stuff up when I kill Meph/Andy).
Total MF w/ armor switch: 477
FCR: 63%
FHR: Plenty.
FBR: 30%
Obvious upgrades:
"Wealth" rune word for armor switch.
38%+ Gheed's
Anni/Torch so I could make some damn room in my inventory (perhaps for MF small charms).
My Merc uses a normal Kelpie, Blackhorn's, and the Unique Chaos Armor socketed w/ Tal, Thul, Ort to max his resists.
I maxed TK, Orb, CM, and put about 15 points into TP.
Final Thoughts
The MF armor switch is goofy, and I'm not even sure that it's worth it. Still, it hardly adds any time to my runs (perhaps 10-15 secs/run), and my MF is really nice with it. I haven't even come close to dieing since I got solid gear and Kelpie for my merc. With a little more work, I could get my MF up to around 550%.
It would be especially nice to get 105% FCR with this build. Accordingly, I've been thinking about using Wizspike and Lidless Wall (perhaps w/ shael) in place of Spirit and Moser's. Perhaps I'll try it but I don't think I'd be willing to sacrifice the ICB or FBR. I don't think I could get enough FCR with Viscerataunt unless I sacrificed significant MF.
Anyway, I've found LOTS of great stuff with my sorc so far. 2x Shako, Arach's, 2x Drac's, 20 (sadface) Mara's to name a few of my better finds. I prefer to do only Meph since he takes less time to find/kill and seems to yield better drops than Andy.
Great guide. Thanks Socialism.
ScozZers
13-07-2008, 10:41
Darwings experiences/views are very similar to mine on this build/guide.
The guide itself is easy to follow while being nicely succinct and the build is well, .. just elegant :)
People looking to write a guide could learn a lot here.
I built this (in softcore - I know,...pussy) as it seemed like the ideal char to start the new ladder with. Started out with tarnhelm/spirit sword/stealth/crafted caster stuff and moved on to tarn/smoke/wizzy/pdiamond whistans/tals belt/waterwalks/2 fcr rings/bloodfists (gave me 80/75/75/75 res in hell and 63fcr/50fhr) with gull and rhyme on switch. I think the most expensive items were gull and whistans since at start of ladder everyone seemed to want them. Still only talking about 30 pgems tho. Anyway, I zoomed through to hell meph with that set-up and she's gone from strength to strength since. Meph was kind enough to drop me a shako and 39mf chancies. Obviously the shako went straight on :). Various other drops have enabled me to get a 35 res viper, gheeds, 7mfscs. So, current set up at 91 is:
wizzy
viper
topaz'd shako
bloodfists (for tele'ing)
chancies (for meph)
crafted caster ring with 100ish mana and some mf & cold res
10 fcr ring with mana & mf
waterwalks for the dex
tals belt (for meph)
arachs (for tele'ing) - courtesy of meph also
Pdiamond Whistans
+1 light res sorc ammy (next to be replaced)
Gull/Rhyme
This gives max cold/light res, 110fcr/30fhr when tele'ing and substantial mf for meph.
The reason I switch to tals belt for meph isn't so much for the mf (nor do I need the dex) but the 37% damage to mana is actually really useful if you're like me and prefer to just get stuck into him.
Merc is similar to darwings - normal kelpie and blackhorns but with glad bane as armour. I like to stick around afterwards and pop the chests and get the gold. Glad bane's 50% poison reduction is good after mephs poison clouds. Kelpie and blackhorns is awesome with those lords. I just tele at them, he hits 'em and voila - 90% slowed, harmless lords. I think the light absorb on blackhorns helps him with meph too since sometimes meph puts some distance between us and out comes the lightning.
A quick note on the durance lvl 2: easy peasy. There.
A note on the gear too; while shako/arachs etc are nice luxuries to have, she was running meph just fine with the smoke/tarn/tals belt/wizzy/whistans set-up.. and that's the point eh, that's how I got those "luxuries".
Stats are 50 base str (I get +3 from gear for the whistans), 150 dex and 310 vita at 91 which gives me max block with whistans/waterwalks + 7 dex on ammy and just over 1k life with chancies on. Mana is around 800.
(Btw ~ I tell you something, I don't think I've ever had a char with so much free inventory space :))
Base skills are:
Max orb/mastery with pre-reqs and shiver armour.
4 static, max telek, 16 teleport, 6 e-shield (may've put too much here - 61% absorb with + skills).
6 into warmth.
My gear gives me +4 to skills at the mo (+5 when tele'ing) and getting another +1 won't be too much hassle. I find this to be plenty for solo mf.
I dunno whether I would've persevered with this build in HC at the start of a new ladder since I did die once or twice (..or three or four :P) during levelling.. but right now I'm really happy with her.
She's like one of those reasonably priced consumer sports cars that you see on "Top Gear" giving the new Ferrari a run for it's money :D.
So, Socialism, whether you take credit for a lot of the info in it or not, it's a great little guide and a great little build. Thanks.
im so far doing gd with NM meph. my question is. will he give me gd enuff items to go to Hell merph.?. cause rite now my resistance in NM is not even great. like around the 20s
my FCR is only at 20%. i have 50% FBR and 59% FHR
Socialism
21-07-2008, 22:00
haps, Darwing, ScozZers, thank you kindly for your comments: I'm glad things are working out swimmingly for you! The writeups you've done are excellent examples of the build's solid progression through Nightmare MFing.
behling, in my opinion, FCR > FHR / FBR. Glitched NM Baal tends to pay off way better than NM Mephisto, in my experience. Why not run both? Nobody can answer whether or not 'good enough' items will drop from any monster; it's all up to probability and chance. Well, technically, an infinite number of runs will net you an infinite number of goodies, so yeah, NM bosses will get you to Hell Mephisto.
Generally: Can't stress enough that Telekinesis/Energy Shield should be the VERY LAST THINGS you put points into, i.e. pretty much just before you start doing endless Hell Mephisto runs (when you've amassed enough gear to run through Hell safely-esque). Order of importance: Teleport > Orb > Cold Mastery > Telekinesis > Energy Shield.
haps, Darwing, ScozZers, thank you kindly for your comments: I'm glad things are working out swimmingly for you! The writeups you've done are excellent examples of the build's solid progression through Nightmare MFing.
behling, in my opinion, FCR > FHR / FBR. Glitched NM Baal tends to pay off way better than NM Mephisto, in my experience. Why not run both? Nobody can answer whether or not 'good enough' items will drop from any monster; it's all up to probability and chance. Well, technically, an infinite number of runs will net you an infinite number of goodies, so yeah, NM bosses will get you to Hell Mephisto.
Generally: Can't stress enough that Telekinesis/Energy Shield should be the VERY LAST THINGS you put points into, i.e. pretty much just before you start doing endless Hell Mephisto runs (when you've amassed enough gear to run through Hell safely-esque). Order of importance: Teleport > Orb > Cold Mastery > Telekinesis > Energy Shield.
thx socialism. this built has really made me rich. after item trading and all.
rite now i've got occy, magefist, silkweave boots, raven frost, 2x nagel rings, tal's belt, viper magi 34res, +2 cold ammy, rockstopper helm, mosers circle and spirte shield 34FCR
now im planning to built a whole new sorc while retaining the ability to farm meph and also progress to be a full time CL/FO sorc in the future. my question is. with my gear im able to get like 124FCR 42FHR tats if i use sprite shield but if i use moses shield i can get 90FCR 42FHR 30FBR. with eitehr sheild i can get about 60sish resistance.
now my questions are
1) with my new gear shld i make my sorc still go max block with sprite shield? i did some calculations and i can do that stil. at levl 75 i will get max block with about 560HP but i will ahve 0 FBR will it still be viable? or shld i go max vit instead? honestly i wanna keep max block while using sprite shield. just unsure which is better
2) i can go moses sheild instead and get max block. if i free up some gloves to use chancegloves/goldwrap/MF boots and ammy i can double my MF to about 230MF. shld i den socket 2 pdiamonds into moses shield to get max resist? or forget the MF, wear max killign speed gear and socket the moses with 2x ELD to up the chance the block from 57% to 71% and save the dex points to go to vit
thx.
i could really use some help with this build. i just started playing diablo 2 again after about a 5 year break. i'm up to level 78 and i cannot stay alive in hell chaos sanctuary. also, i can only cast about 10 frozen orbs or teleport 20-30 times before my mana completely runs out. my mana is at 267 (not the skill number, the amount of mana available).
i still have a bunch of unused stat points and skill points and i really don't know where to put them. this build says not to put a single point into energy, but i just don't understand how you can make this build without running out of mana. having energy shield definitely doesn't help with mana either.
if anyone needs to know my equipment/current build, let me know and thanks for any advice.
Your equipment and skill allocation would be nice to see.
Please share those and I'll give you some help.
~M
Your equipment and skill allocation would be nice to see.
Please share those and I'll give you some help.
~M
thanks a bunch. here goes:
i'm currently level 78.
gear
----------
helmet: bone visor (def 108, +30 AR, lightning res +12%, poison res +13%)
weapon: eschuta's temper (+3 skills, 40% FCR, +28 energy)
armor: skin of the vipermagi (def 279, +1 skills, 30% FCR, +35 all res, magic damage reduced by 13)
shield: moser's blessed circle (def 175, 30% FBR, +25 all res, no sockets filled)
gloves: chance guards (def 27, +25 AR, 39% better mf)
boots: hailstone shank (def 67, fire res +7%, half freeze dur, 15% better mf)
belt: m'avina's tenet (def 83, 5% mana stolen per hit)
belt: arachnid mesh (def 122, +1 skills, 20% FCR, +5% max mana, i can't equip this until lvl 80)
amulet: +15 energy
ring1: +32% better mf
ring2: order touch (10% FCR, +25 AR, +1 strength, cold res +8%, 6% better mf)
stats
----------
strength: 71
dexterity: 200
vitality: 25
energy: 78
140 stat points remaining
skills (these are not base, they are with my items equipped)
----------
warmth: 5
telekinesis: 5
teleport: 14
energy shield: 7
static field: 9
frozen orb: 24
cold mastery: 24
all other prereqs are at 5 (base 1 with +4 skills from items)
15 skill points remaining
ScozZers
23-07-2008, 13:42
@ CowGod -
That belt has to go - get Tal's or something. Hell, craft one - ith, P'ammy, blue Sharkskin/Vampirefang belt and a junk jewel.
The helm could be replaced too - Tarnhelm, Peasant crown or "Lore (http://www.battle.net/diablo2exp/items/runewords-original.shtml)" (ort & sol in a 2 socket plain helm) would all give +1 skills and lots of other much more useful mods.
You're vita is astoundingly low - I'd do something about that.
It looks like you're quite low on res too - personally I'd ditch the eschuta's for a Wizspike for now (75 all res / huge mana boost + 50%fcr) - 2 P diamonds in that Moser's will help a lot too.
You've got enough dex for max block there so, please, please put some of those points in vita :p cos if your mana's low and it runs out or if you get mana burned/drained (which let's face it, happens a lot in chaos) - you're dead.
Why are you running chaos anyway? For quest? - Get some help, I would. There's quite a few cold immunes in there.
Also, I don't see any fhr - use bloodfists instead of the chancies. I only put chancies on for Ancient tunnels and for when I'm actually face to face with Meph.
Oh, and do you have a mercenary? They can take the heat off you quite a bit.
Anyway, GL.
On a side note - turns out this build is rather magnificent at running summoner for hate keys - tack it on to each meph run :)
TimmyMallet
23-07-2008, 17:00
Hi folks i am returning after a long time in the D2 wilderness so im back and starting from scratch, just a quick question to ask if this is still a valid build all these new patches has me a little lost (its been around 4 year).
Also how is this build on the rush front, im thinking its np through norm n Nm. I like to do rushes for peeps gives me summit extra to do. Yet what is all this talk of needing level 25 (lost again).
Thanks for any input
Rob
@ CowGod -
That belt has to go - get Tal's or something. Hell, craft one - ith, P'ammy, blue Sharkskin/Vampirefang belt and a junk jewel.
The helm could be replaced too - Tarnhelm, Peasant crown or "Lore (http://www.battle.net/diablo2exp/items/runewords-original.shtml)" (ort & sol in a 2 socket plain helm) would all give +1 skills and lots of other much more useful mods.
You're vita is astoundingly low - I'd do something about that.
It looks like you're quite low on res too - personally I'd ditch the eschuta's for a Wizspike for now (75 all res / huge mana boost + 50%fcr) - 2 P diamonds in that Moser's will help a lot too.
You've got enough dex for max block there so, please, please put some of those points in vita :p cos if your mana's low and it runs out or if you get mana burned/drained (which let's face it, happens a lot in chaos) - you're dead.
Why are you running chaos anyway? For quest? - Get some help, I would. There's quite a few cold immunes in there.
Also, I don't see any fhr - use bloodfists instead of the chancies. I only put chancies on for Ancient tunnels and for when I'm actually face to face with Meph.
Oh, and do you have a mercenary? They can take the heat off you quite a bit.
Anyway, GL.
On a side note - turns out this build is rather magnificent at running summoner for hate keys - tack it on to each meph run :)
i'm running chaos sanctuary because it has been giving me good experience points. yes, i know the belt sucks, but i did list one that i have which can be equipped in a few more levels.
can you please tell me more about not putting any points into energy? as it stands now i can't even make it through nightmare levels because i run out of mana and have to just sit there until my mana fills up again (which is painfully slow, like 1-2 mana/sec). this obviously means i can't really do any mf runs until this gets fixed.
help!
ScozZers
24-07-2008, 16:19
i'm running chaos sanctuary because it has been giving me good experience points. yes, i know the belt sucks, but i did list one that i have which can be equipped in a few more levels.
can you please tell me more about not putting any points into energy? as it stands now i can't even make it through nightmare levels because i run out of mana and have to just sit there until my mana fills up again (which is painfully slow, like 1-2 mana/sec). this obviously means i can't really do any mf runs until this gets fixed.
help!
Use a wizspike. It'll pretty much double your mana pool and speed up mana regen greatly. More important than the skills from eschutas.
How much is teleport costing you? Perhaps put a couple more points in so it doesn't eat away at mana you need to orb.
Quaff potions if mana gets too low - don't just sit there.. - until your mana can fully support itself, potions will be a good friend. I reckon it's worth noting too, that this build is designed to teleport indefinitely not orb indefinitely. If you're trying to orb everything in chaos with your current gear, then expect to use mana,.. sry (personally, I would rush though the quests to get to public baal runs which will be much safer and more economical for you). Get a helm with +1 skill or lots of energy to help with warmth and teleport cost. Craft an amulet and maybe a ring with mana/mana regen. "Rhyme" shield, aside from mf, res and good block/blockrate also has mana regen. Remember too, that if you're getting hit, your mana's gonna be getting depleted - so, make sure your block is maxed and put a few more points in telekenesis for when you do get hit. Put any mana charms you find in your inventory. Lastly, but not leastly, read this whole guide again.
thanks for your help--it pretty much comes down to getting better items.
onto a new subject, i read the whole guide again and i am very confused about telekinesis. on the arreat summit it says:
* Knockback and Stun disabled when used against Super Unique Monsters and Bosses.
* Use Telekinesis to stun enemies and shove them away. At low levels you will find Telekinesis is useful for killing enemies but as you take on more powerful enemies you will find that you will have to cast it many times to finish off an enemy by yourself.
the damage, even completely maxed out with 20 points, is pathetic. i am assuming it is used only for knockback and stun? the guide doesn't really say anything about using telekinesis (unless i completely missed it).
what is the general play style with this build? telekinesis first, static field down to 1/2 health, then orb until dead?
ScozZers
25-07-2008, 02:46
thanks for your help--it pretty much comes down to getting better items.
onto a new subject, i read the whole guide again and i am very confused about telekinesis. on the arreat summit it says:
the damage, even completely maxed out with 20 points, is pathetic. i am assuming it is used only for knockback and stun? the guide doesn't really say anything about using telekinesis (unless i completely missed it).
what is the general play style with this build? telekinesis first, static field down to 1/2 health, then orb until dead?
More points in TK reduces the amount of mana you lose when hit with energy shield on - it's not used as a weapon. More important are max (75%) block (hover cursor over defense in character screen), low teleport cost and a decent life pool - if the dex and strength figures you posted were base, put all those spare stat points in vita now. As for general playstyle, it's designed to run Meph; playstyle = teleport, teleport, teleport, teleport, reach boss, static, orb 'til toast, pick up items, repeat until perfect CoA drops. Anywhere else you run (say, ancient tunnels), your orb/merc will be enough - you won't really need static unless it's to help your merc with the odd cold immune super unique.
bootyjuice
26-07-2008, 00:41
sorry, quick noob question. by "normal" defiance defensive merc, does that mean the hell mode one?
Socialism
26-07-2008, 06:36
sorry, quick noob question. by "normal" defiance defensive merc, does that mean the hell mode one?
No, that means the one from Normal.
Socialism
26-07-2008, 07:01
thanks for your help--it pretty much comes down to getting better items.
onto a new subject, i read the whole guide again and i am very confused about telekinesis. on the arreat summit it says:
the damage, even completely maxed out with 20 points, is pathetic. i am assuming it is used only for knockback and stun? the guide doesn't really say anything about using telekinesis (unless i completely missed it).
what is the general play style with this build? telekinesis first, static field down to 1/2 health, then orb until dead?
Telekinesis is used as a stunner only as your last-case-scenario, can't-do-nothing-else-spell, i.e. when you're trying to help keep your mercenary alive vs. a cold immune, and there's NOTHING around for you to orb/spike against.
Approaching any enemy means Orb / Glacial Spike / Orb / Orb / Orb / Glacial Spike. I recently built a sorceress named Glacial-Spike and actually maxxed out Glacial Spike. Was pretty cool; more effective as a killer than the Orb/TK base; I clipped out the ES/TK and it was pretty sweet. Teleport is all that's necessary.
ScozZers
26-07-2008, 15:17
I recently built a sorceress named Glacial-Spike and actually maxxed out Glacial Spike. Was pretty cool; more effective as a killer than the Orb/TK base; I clipped out the ES/TK and it was pretty sweet. Teleport is all that's necessary.
That sounds interesting. Which synergies (if any) did you pump?
got another question about this guide... you say to use a rhyme shield for the switch shield. what kind of shield do you recommend for this?
drtbaumann
01-08-2008, 06:02
got another question about this guide... you say to use a rhyme shield for the switch shield. what kind of shield do you recommend for this? can you put this rune word into a unique shield like moser's circle?
cowgod... refer to http://diablo2.diablowiki.net/Runewords - i only wish we could buddy
hah, you caught me before i edited my post. :crazyeyes: i read that right after i posted. bummer... so my original question still remains...
hah, you caught me before i edited my post. :crazyeyes: i read that right after i posted. bummer... so my original question still remains...
Any 2s shield with low requirements. Bone and Grim shields are optimal due to getting a decent blocking %, so they don't leave you completely uncovered when you're switched for the kill :)
ScozZers
01-08-2008, 20:03
@cowgod - since you have so much strength, you may as well put "Rhyme" in a Heater - 2% better block than Grim.
I think the best block is from a Tower Shield. The only real detrimental aspect is it's a "heavy" item and slows down your run/walk speeds a little. It's kinda nifty, too.
GlobalWeather
03-08-2008, 20:37
I made a hcl sorc roughly according to this guide after I heard about D3. She rocks!!! One of the best D2 characters I've ever made. Thanks a lot Socialism.
drtbaumann
04-08-2008, 02:28
Just picked up a rainbow facet jewel with the sorc off meph. I have yet to play a better mf build, its all about high resis and the fcr with her and youre solid. Anyway back to my question- its a +4coldskill dmg and -3 enemy cold res. Is it worth using on this build or better to sell off (not really sure how much these would go for anyway). furthermore, where would I socket it if i did keep it, on the wizspike or??
-thanks for the help
sevencreature
04-08-2008, 14:32
It's kinda nifty, too.
I would oppose that - it's quite ugly IMO :yes: Like if your Sorc is wearing wash-board or something (probably handy for laundering that sweaty Vipermagi though) :crazyeyes:
Robobaby
04-08-2008, 15:16
I think the best block is from a Tower Shield. The only real detrimental aspect is it's a "heavy" item and slows down your run/walk speeds a little. It's kinda nifty, too.
Tower shields have the best base chance to block for a Sorceress but they all have fairly high strength reqs which is bad if you plan on max blocking since either dex or vit has to give.
The best shields for max block have high base chance to block, big xx% increased chance to block and low strength reqs.
Here are some goodies:
1) Upgraded Visceratuant socketed with Eld (+1 to all skills, 79% shield blocking). Need 203 dex by lvl 99 to maintain max block and 77 str to use it.
2) Whitstan's Guard socketed with Eld (94% shield blocking). Needs 172 dex by lvl 99 to maintain max block and 53 str to use it.
3) Moser's Blessed Circle socketed with 2x Elds (+25% all res, 71% blocking). Needs 225 dex by lvl 99 to maintain max block and 53 str to use it.
If you just want to maintain max blocking at every level with the lowest investment in dex, Whitstan's is in a league of its own but it doesn't really give you anything else.
Since you get poor returns on all of your stat points barring energy (which you don't invest any points in) bear that in mind when you crunch the numbers. +1 skills is a big deal. +25 all res is likewise a big deal. Which shield you shoot for I guess depends on your playstyle and what you happen to need at the time. Or if you are completely untwinked, which one you happen to find first.
1) Upgraded Visceratuant socketed with Eld (+1 to all skills, 79% shield blocking). Need 203 dex by lvl 99 to maintain max block and 77 str to use it.
what do you mean by "upgraded?" as in you have larzuk add a socket to it and then put an eld in it? i have a visceratuant, but i don't know if you mean something else by "upgraded" and how i would know if mine is upgraded.
Tower shields have the best base chance to block for a Sorceress but they all have fairly high strength reqs which is bad if you plan on max blocking since either dex or vit has to give.
The best shields for max block have high base chance to block, big xx% increased chance to block and low strength reqs.
I've got no problems putting in around 75-90 strength. Upgraded Mosers, Stormshield, Thundergod's, Skullder's Ire. I like those items quite a bit, and it's generally hard for me to equip them with super low strength like you suggest. I've made a few sorks that have achieved a decent level and were quite capable with my high strength settings.
I've made about 5-6 of these Orb/TK sorks now. The little bit of strength needed for a Rhyme Tower hasn't ever kept them from surviving. My current build is level 82 and sporting the PDiamond Whitstan's and is going strong!
I would oppose that - it's quite ugly IMO :yes: Like if your Sorc is wearing wash-board or something (probably handy for laundering that sweaty Vipermagi though) :crazyeyes:
The only real attractive shield on a sorc is the grim/bone shield type, I think.
Heaters and variations of such are too much like mini trash lids. The towers are huge and look like they'd weigh a sork down. And I think spirit/stormshield have been truly worn out as far as usage. /mini rant on shields :scratchchin:
sevencreature
05-08-2008, 11:58
MYK: Hmm, I like Bone shield look on Sorc, but I don't diss Heater either - at least it is small and nearly invisible :-) Hyperion is not bad looking too... Still, Holy Shield look >> every other shield :-/
I am deciding between Visceratuant and Whitstan's (both with PDiamond) for my current Sorc - still not sure whether that +1 skill outweights investments in DEX (I guess STR for Heater will be neccessary anyway, because I too like the option of using Tal's Armor or Ire from time to time :) ). Well I am pretty sure the difference between those two options is basically none - who cares about 30 stat points, it doesn't make any major difference - but it still bugs me :)
Socialism
06-08-2008, 17:53
Once upon a time, I calculated every point with optimal equipment for every character I built. Why? To maximize life, to not be 'inefficient', to not 'waste' any points, etc., etc.
Realized it seriously detracted from the fun I'd have just playing/goofing off.
In any event, I'm partial to the Upgraded Moser's Blessed circle with perfect diamonds. You can add points to dexterity, but not resistances. Really opens up your gear choices.
sevencreature
07-08-2008, 11:32
Socialism: You really know how to make choices more complicated :yes:
I should probably stick with vanilla Visceratuant defender socketed with PDiamond and be happy :crazyeyes:
upped Visceratuant - +1 skill, 19 res all, ~230 DEF:
77 STR, 203 DEX @ 90
upped Moser's - 63 res all, ~345 DEF, you can wear Skullder's Ire, Tal's armor or War Traveler naked:
100 STR, 223 DEX @ 90
Whitstan's - 19 res all, 154 DEF:
53 STR, 171 DEX @ 90
Overall:
Whitstan's: 112 more hps than Visceratuant, 198 more hps than Moser's & 44 less resists than Mosers
Visceratuant: 112 less hps than Whitstan's, 86 more hps than Moser's & 44 les resists than Mosers
Moser's: 198 less hps than Whitstan's and 86 less hps than Visceratuant, 44 more resists
Results: Meh, all those shields are pretty good choice :crazyeyes:
i use moses. and i feel the +63 res to all is a gd trade of for the +1 skill from visceratuant
I've really enjoyed this guide. My Sorc is up to level 83 and can tackle Meph and Andy w/ no problems.
I was just wondering if this build was capable of running any of the keys.
Thanks.
TimmyMallet
07-08-2008, 19:21
I am still finding hell tough at 76 it is hit or miss if i kill meph :) My merc dies too fast hehe
I am still finding hell tough at 76 it is hit or miss if i kill meph :) My merc dies too fast hehe
Once you have decent enough gear, you won't even need a merc. I only die about 5% of the time and I don't even bother bringing him along.
ScozZers
09-08-2008, 17:10
I've really enjoyed this guide. My Sorc is up to level 83 and can tackle Meph and Andy w/ no problems.
I was just wondering if this build was capable of running any of the keys.
Thanks.
I run summoner and countess with mine. Summoner is easy, however you'll need a merc for the countess since he'll do all the killing once you reach her while you static and tk. Do'able tho and since it's so quick to reach her, I don't mind the trade off in kill speed once you're there (I don't do this regularly tho).
As for the debate on shields; for me whistans is still the prime choice if you're using a wizzy/viper since you don't really need that much in the way of +skills and your res is taken care of. However, you do need fast, max block - a la whistans. I just tele straight thru mobs in the durance and smile at the click clack of the whistans blocking everything. My set up atm leaves my inventory free for just mf charms. Even with gheeds, 6 x 7mf, 4 x 6mf, low anni, cube, keys, chancies, and an antidote I still have 16 spaces + the space in the cube for picking up drops. I think that set-up more than makes up for the little loss of mf from wartravs or the +1 from viscerataunt.
Current set up - max res/105fcr/432mf: -
Jewelers Tiara of Luck (3 topaz) - 98 mf
+ 2 sorc / 9fcr / 52 life / 76 mana / 5% mana regen / 14 cold res Crafted Ammy
Wizzy / Gull
Pdiamond Whistans / Rhyme Bone Shield
35 res Viper - Topaz
2 x 30 mf nagels
Bloodfists / 39 mf chanceguards
Arachnid mesh
Waterwalks - sexy dexy and lifey
148/20/15 gheeds
6 x 7mfsc
4 x 6mfsc
13/17 anni
Merc: Tals mask, Shaftstop and upped non-eth Kelpie.
I actually changed to the tiara from a shako - mainly cos I liked the fact that I didn't look like every single other mf sorc out there... and while the drop in mana/life (altho my life is still near the 1k mark) and skills was noticable it's not exactly life threatening - a testament to the build I reckon. I think the only thing I'd change at the moment would be, if eventually I get a torch on her, I'd change the boots to eth treks and pop 2 fhr scs in the inventory so I could just the wear chancies all the time and not have to pop them on when I reach mephs lair.
Once you have decent enough gear, you won't even need a merc. I only die about 5% of the time and I don't even bother bringing him along.
...and I never die ;) ..... er, anymore :P
Hi guys,
Absolutely fantastic guide. You certainly took your time writing this, as it is very clear and concise. The equipment you suggested has been really thought out and really works!
Can someone please critique my sorceress
LVL 71
75 all resist in NM
600HP,
Whistans Shield with P Diamond (75% block)
Peasant Crown - anything better?
Raven Frost
Rare ring +20 str +resists
Serpent Skin (ptopaz)
Spectral Shard (soon get wizzy) / Ali baba
Whistans (pdiamond) / Rhyme Grim Shield
Rare Boots
Blade Buckle (could go tal rashas belt no FHR though).
Blood Fist
2x 12% FHR charms, and resist sc
Merc
Tal Rashas Mask
Skullders Ire (should I try get shaftstop or treachery? any other cheap alternatives)
Kelpie
Should I start doing Hell mephisto now, or wait for about lvl 85 and until I have a wizard spike. NM is getting really easy, but I died last time on 78 from lag and teleporting.
ScozZers
11-08-2008, 20:27
@sudkamp
30fhr is plenty for sc really and your bloodfists take care of that. Use the tals belt - it'll help maintain your max block as you level without having to keep pumping dex, (as would a pair of waterwalks - perhaps your rares outclass them tho, i dunno) and it would also mean you could ditch the raven for something more suitable, since being frozen doesn't affect cast speed (ie teleport, static, spike) there's probably better options for you (nagel maybe?). Peasant crown's fine but tarnhelm may be better for the extra mf. Yea, I'd probably wait 'til you have a wizzy before going after hell meph but that's just me... and I don't think it's necessary to wait until lvl 85 unless your skills aren't where they need to be yet (low tp mana cost etc) - hit hell and get your skill quests. GL.
My Hardcore Sorc (75 lvl):
Tarnhelm (Ptopaz)
Saracen's Chance (is this suicide vs. dolls?)
Wizardspike
Skin of the Vipermagi (Ptopaz)
'Rhyme' grimshield
Bloodfist
Nagelring
Nagelring
Tal Rasha's belt
Rare boots (+30% fire res, +24% poison res, 15% MF, 10% FHR)
Charms (18% FHR, Resistances and some life+mana)
In hell my stats (with items):
All res 75%, but lightning 67%
616 Life
509 Mana
97 Str
189 Dex
185 Vit
47 Ene
Def 459 (without my mercs aura)
Skills (with items)
4 Warmth
3 Static
12 Telekinesis
17 Teleport
6 Energy Shield
3 Shiver armor
22 Frozen Orb
22 Cold Mastery
Am i ready to go Hell and get though to Act 3? Maybe i should get better rings/amu/boots first?
sevencreature
13-08-2008, 12:20
You are perfectly fine. Maybe using some shield with higher block would be better (and use Rhyme on switch - preferably with Gull dagger .-) But Meph running will be easy (depending on your Merc equipment) - at least in one player game. I have some minor difficulties in 8 player games, because Merc usually dies when Meph has around 1/4 of life remaining, so tanking him takes few mana pots.
Hi guys
i followed this guide very strictly.
I'm level 90 now. but i have spare skill points which i don't know where to put them into.
currently im:
20CM
20FO
20TElekinesis
17 Teleport (with +skills i hit 1 mana cost)
1warmth
1static
1 ES
1 shivers, forzen armour
1 to all preques
i have about 10 skill points which can be put to gd use. question is which skill shld i add now so that it full utilizs the 10skil points?
i still wanan use this sorc to cont MF-ing
my current gear setup is:
shako ptopaze
vipermagi 34res ptopaze
moses circle 2xpdim
trancred's ammy
trancred's boot (giving 78 MF)
goldwrap
ravenfrost
10FCR ring with 20 life and 13 res to all
40mf chance gloves
i just found a skulldrel's so i'm intending to use it. but if i swap out vipermagi for skullder's my FCR drops from 70 to 40 only.
the only way i can figure out to hit the 63FCR break point is to lose the chance gloves for magefist which would result in me beign able to wear skullder's and still get 65FCR.
any advice?. thx. have archashnid too so wat would be the best combination to get max MF w/o saccrifising killing speed?
thx
You don't have a spirit sword/oculus/wizardspike/suicidebranch/spectral shard?
Trade the arachnid's mesh for a Wizardspike and something else maybe a lem and ko if possible to upgrade your moser's. Wizardspike will take care of your resists and FCR problem.
This build doesn't really suffer from diminished killing speed. Mephisto dies pretty fast even with no skill adders, so I usually just stack on the MF and make sure you hit the relevant FCR/FHR breakpoints.
Rest of your points can go into whatever you want. Ice Bolt, ES, Static...All good choices.
oh sorry i fail to mentioned i have occulse.
so currently its
occuls 30FCR + viper magi 30FCR + ring 10FCR = 70FCR
i plan to wear skullders so it would drop my FCR to 40 only.
Generally, it's most efficient to throw on MF in big chunks. Helm, Armor, Weapon are the three biggest places you're going to get MF. I don't want to put on a bunch of little +10-20 MF items, I want 2-3 big 70-100 MF items. Goldwrap sucks, and even the nice chance guards are kind of a weak choice, but they don't need to be switched out.
In your case, I'd drop the goldwrap, throw on the arachnid's mesh, then switch your ravenfrost out for a good FCR ring.
The occulus is kind of a goofy item, I've always felt. It's surprisingly mediocre compared to Wizardspike for Mephisto running and in other cases.
ic.
here is my MF setup
Shako ptopaz: 74MF
skullder ptopaz: 136MF
Chance glove: 40MF
Goldwrap: 30MF
trancered boots + ammy: 78MF
weapon on switch ali baba + mfshield: 110MF
total MF gear + gheeds: i have 518MF.
killign speed is still pretty decent. yep i can drop goldwarp use archnid's mesh with FCR ring and it 70FCR for breakpoint
Just a quick question. I'm gonna be approaching the level 90+'s soon wtih this sorc in hardcore. Where do you guys dump all the extra points.
I was thinking either frost armor, static, or es.
ES currently 6 static is 3-4, frost is currently 1
ScozZers
19-08-2008, 20:18
Just a quick question. I'm gonna be approaching the level 90+'s soon wtih this sorc in hardcore. Where do you guys dump all the extra points.
I was thinking either frost armor, static, or es.
ES currently 6 static is 3-4, frost is currently 1
I'd leave static and armour. I'd probably favour teleport or warmth over more points in ES too (depending on your teleport mana cost) but...I'm not HC, so..
Is the author of this guide still alive? I have to say this is without doubt the best magic find, noob friendly, hardcore sorc guide on this site.
Most Blizzards sorcs on hardcore use 2 cdkeys, one for BO barb to make safety for Mephisto and etc.
However, this build means you dont need a BO barb, you don't need insight, and is used for legit characters when teleporting around.
I have always been a BLizzard Pure Damage type of guy. But this sorc is without doubt really good with crap equipment.
The drawbacks is, it is really not good for rushing other people. You can use your blizzard sorc for other things after ur done with it. This sorc has its limitations.
I have no doubt my sorc will be hitting lvl 95 soon, and I started with absolutely nothing.
I really like to know where people are putting all their points when lvling 95.
I think max teleport was way overkill, maybe lvl 15 is adequate. Max warmth, meh still dont think its neccessary i hardly use blues. I'm thinking pumped frost armor for added defense?
Is the author of this guide still alive? I have to say this is without doubt the best magic find, noob friendly, hardcore sorc guide on this site.
Most Blizzards sorcs on hardcore use 2 cdkeys, one for BO barb to make safety for Mephisto and etc.
However, this build means you dont need a BO barb, you don't need insight, and is used for legit characters when teleporting around.
I have always been a BLizzard Pure Damage type of guy. But this sorc is without doubt really good with crap equipment.
The drawbacks is, it is really not good for rushing other people. You can use your blizzard sorc for other things after ur done with it. This sorc has its limitations.
I have no doubt my sorc will be hitting lvl 95 soon, and I started with absolutely nothing.
I really like to know where people are putting all their points when lvling 95.
I think max teleport was way overkill, maybe lvl 15 is adequate. Max warmth, meh still dont think its neccessary i hardly use blues. I'm thinking pumped frost armor for added defense?
What can't you do with the Orber than a Blizzy can? Orb doesn't kill packs too fast in Hell, it's specialty is killing single things really fast if you can aim at all.
It can rush Normal/Nightmare and the first three acts of Hell(Trav is doable if you've got the guts! )
I've you've got the +skills then maxed teleport isn't needed at all. I think the guide covers it, but maxed warmth is only better than maxed teleport if you have something like +2,000-2,500 mana.
Once I get ES to 16 or 20 And get Orb and CM maxed and all other one pointers done I dump the rest into Energy Shield. :wave:
This is purely based on my observation when comparing this MF sorc to a pure Blizzard sorc.
I find that a lvl 95+ blizzard sorc geared up, is much more efficient than a lvl 95+ orb sorc (the one based on the guide, its more defense oriented). This is making the assumption that after all those runs, you've found good stuff (and traded), and ready for things other than pure MFing.
Anyway I don't really want to debate this, as this is getting off topic. Is it bad getting more than 50% absorb after lvl 90? Do you really want more than 50% absorb becoz you need mana for the rest of the stuff?
Question.
Does anyone do pindle with this sorc in hardcore? It just seems a bit risky to me?
DrizzitT
26-08-2008, 06:40
I've tried doing pindle at 82ish, but a single charge hit drops me into Rejuv level. Merc dies within 4 hits so... Risky. Better gear might help though, but I have decent stuff already... (maxed resists, upped visc, upped viper). Add on Amp or some kind of damage/aim enhancing aura and I'm outta there.
Does Lightning Mastery increase the damage of Static Field? I have to hit Meph with Static Field several times before he's down to 50% health. I'm not having any trouble surviving, but I've maxed all the skills I need to max, and I could easily put one into LM.
Socialism
12-09-2008, 03:04
Payoff with virtually no risk for Mephisto > Payoff with risk of dying from Pindleskin.
Once you're done the core and all that, why not just jam points into Ice Bolt?
95 Blizzard vs. 95 Orb is a tough call; there are people (Crazy Runner Guy) who can stack 1500+ damage per Frozen Orb shard. Then again, that presupposes you don't actually need to MF, thus rendering it pretty pointless.
Manaburn will drop your bulb to zero whether you're at 50% energy shield coverage or 95%; it's a moot point, really. Just the latter leaves you with just a bit more life after blue drops. Most of the safety in this build is tied up in the infinicast-even-when-manaburned teleport. Once you've got that and some FHR/FBR going, everything else is pretty superfluous.
Robobaby
12-09-2008, 15:07
Can you link to a thread explaining that 1500+ dmg per shard thing? Sounds absolutely mental 0.o
Socialism
13-09-2008, 22:27
http://diablo.incgamers.com/forums/showthread.php?t=582680 is one... the associated links get you to around 1400. There are 1.7k orbs out there, saw that last season, can't find threads though.
Cappystyles
13-09-2008, 22:43
http://diablo.incgamers.com/forums/showthread.php?t=582680 is one... the associated links get you to around 1400. There are 1.7k orbs out there, saw that last season, can't find threads though.
I'm running out of things to do before 'quiting' again. I have a sorc at 67 right now with maxed orb, and pretty much no other skills spent. Stats are being setup for Spirit + Vit. Could I still make a viable pvp 1.4k+ orb sorc without having my energy pumped up for ES? Or should I just keep making her a Meteorb and roll a new char for Orb pvp?
Unholy_VI
02-10-2008, 21:25
Heya Socialism
I finally have enough fairly decent gear to start a sorc. I'm going to do this build and I just wanted to ask your opinion on a lawbringer merc for even safer teleporting around the durance.
thanks
Socialism
19-11-2008, 21:05
Lawbringer's a smart move - particularly for teleporting hammerdins - however, you'll find that keeping Mephisto sweetspotted will be much easier with a run-up-and-hold-em tank (i.e. eventually, a decently decked out Defiance mercenary with Kelpie Snare + Blackhorn's Mask for 95% slow).
With this build and teleporting correctly [read: blind teleport by holding down button and watching minimap], the journey to Mephisto is not an issue.
You could have started this sorceress with no gear - tons of people have!
ScozZers
02-12-2008, 01:55
Nice update. Good to see blackhorns now as merc helm of choice. One thing tho, if you do anything other than the big fellas then you'll probably need an amn in the kelpie. Other than that, tal's mask has been the one that I've liked most on him (res, life, leech - something for everywhere really)
Oh, and bladebuckle? =/ Just utilise a coupla Iths/P'amethysts 'til u get a caster belt with fhr (for those who don't know - Link (http://www.battle.net/diablo2exp/items/crafted/caster.shtml)) and stick a shael in your viper.
I've posted here previously that I started this build from scratch at the start of the new ladder season. She's still my most constantly played char. She's been thru a few different gear set-ups, including dual sojs and arachs (1k mana was nice :D) but the core of the build is so strong that those things aren't needed and you can really mess around with her.
Current set-up (still lvl 93):
Shako "Ptopaz"
Glacial Amulet of Life Everlasting (+3 cold skills/damage reduced by 22)
Wizardspike - 1os (nothing in it yet tho - other than a res jewel I'm at a loss as to what to put in it - I was thinking a +5% cold facet might be nice?)
Vipermagi "Shael" (upped)
Whistans Guard "Pdiamond"
Magefists
Waterwalks (65 life - from NM meph)
"Bramble Lock" Crafted caster vampirefang belt - 10fcr/17fhr/17str/mana/mana regen/small light res
2 x life/mana rings with res and various mods between them (one has fcr on it - I reach 105fcr without it but this let's me get 65fcr on switch - nice for static & tk during merc kills where I want the switch mf)
Gull/Rhyme Grim on switch
Torch/anni
8 x 7mfsc (a couple with res)
1 x 5fhr/16 mana sc
15% vendor gheeds (she gambles - bad girl)
Cube, keys.
20 x spaces free for drops
edge bow in stash
She has: 105 fcr • 42 fhr • 1141 hp • 810 mana • 258% mana regen (including all gear and warmth) • Max (slightly stacked) res in hell.
Energy shield is currently at 65% and teleport mana cost is 2.
Orb damage is a measly 415 - 435 but .. it gets the job done nicely.
Her mf is a lot lower than it used to be with chancies etc but I don't really care now. It's still somewhere between 250 and the 300 mark and to be honest I can't tell the difference between that and 400+ so ....
Merc wears:
Non-eth (162ed) upped kelpie "amn"
Blackhorns face - not socketed yet but will most likely shael it or use a 7fhr jewel (which would get him to 42 fhr)
and the recent addition (replacing glad bane/shaft) of ebugged Duress hellforge plate (2746 def / 20% edmg roll) - stolen from my bowa's might merc (he won't miss it). Shaft isn't that bad of a choice tho but I guess it's of more use outside of mephs arena.
Hmmm, Question: If i stick a 7fhr/mod jewel in the blackhorns, what mod would rival getting him to 60fhr by just shael'ing it? Attack rating perhaps?
Something that might be of use to people who do more than meph and encounter the odd cold/phys immune - the level 30 hydra charges on a torch (if u have one ofc) are pretty good at handling these while your merc tanks (if you don't mind the repair cost). So much so that it crossed my mind to rebuild and shave a few skill points here and there to get max hydra into the build. Not sure if the sacrifices would be worth it tho (not tried it yet in anything other than 1 player games) ... still .... fun skill.
Anyways - bump ;) for gg guide.
Socialism
16-01-2009, 23:00
Nice update. Good to see blackhorns now as merc helm of choice. One thing tho, if you do anything other than the big fellas then you'll probably need an amn in the kelpie. Other than that, tal's mask has been the one that I've liked most on him (res, life, leech - something for everywhere really)
Oh, and bladebuckle? =/ Just utilise a coupla Iths/P'amethysts 'til u get a caster belt with fhr (for those who don't know - Link (http://www.battle.net/diablo2exp/items/crafted/caster.shtml)) and stick a shael in your viper.
I've posted here previously that I started this build from scratch at the start of the new ladder season. She's still my most constantly played char. She's been thru a few different gear set-ups, including dual sojs and arachs (1k mana was nice :D) but the core of the build is so strong that those things aren't needed and you can really mess around with her.
Current set-up (still lvl 93):
Shako "Ptopaz"
Glacial Amulet of Life Everlasting (+3 cold skills/damage reduced by 22)
Wizardspike - 1os (nothing in it yet tho - other than a res jewel I'm at a loss as to what to put in it - I was thinking a +5% cold facet might be nice?)
Vipermagi "Shael" (upped)
Whistans Guard "Pdiamond"
Magefists
Waterwalks (65 life - from NM meph)
"Bramble Lock" Crafted caster vampirefang belt - 10fcr/17fhr/17str/mana/mana regen/small light res
2 x life/mana rings with res and various mods between them (one has fcr on it - I reach 105fcr without it but this let's me get 65fcr on switch - nice for static & tk during merc kills where I want the switch mf)
Gull/Rhyme Grim on switch
Torch/anni
8 x 7mfsc (a couple with res)
1 x 5fhr/16 mana sc
15% vendor gheeds (she gambles - bad girl)
Cube, keys.
20 x spaces free for drops
edge bow in stash
She has: 105 fcr • 42 fhr • 1141 hp • 810 mana • 258% mana regen (including all gear and warmth) • Max (slightly stacked) res in hell.
Energy shield is currently at 65% and teleport mana cost is 2.
Orb damage is a measly 415 - 435 but .. it gets the job done nicely.
Her mf is a lot lower than it used to be with chancies etc but I don't really care now. It's still somewhere between 250 and the 300 mark and to be honest I can't tell the difference between that and 400+ so ....
Merc wears:
Non-eth (162ed) upped kelpie "amn"
Blackhorns face - not socketed yet but will most likely shael it or use a 7fhr jewel (which would get him to 42 fhr)
and the recent addition (replacing glad bane/shaft) of ebugged Duress hellforge plate (2746 def / 20% edmg roll) - stolen from my bowa's might merc (he won't miss it). Shaft isn't that bad of a choice tho but I guess it's of more use outside of mephs arena.
Hmmm, Question: If i stick a 7fhr/mod jewel in the blackhorns, what mod would rival getting him to 60fhr by just shael'ing it? Attack rating perhaps?
Something that might be of use to people who do more than meph and encounter the odd cold/phys immune - the level 30 hydra charges on a torch (if u have one ofc) are pretty good at handling these while your merc tanks (if you don't mind the repair cost). So much so that it crossed my mind to rebuild and shave a few skill points here and there to get max hydra into the build. Not sure if the sacrifices would be worth it tho (not tried it yet in anything other than 1 player games) ... still .... fun skill.
Anyways - bump ;) for gg guide.
Hi!
- Honestly, my mercenaries don't get too much play with my sorceresses. They tend to be too busy being teleported around to fight anything.
- Yeah, the caster belts are awesome. I've got one on Awesome. (current Orb/Nova build) It's pretty neat that they quite frequently hit 10fcr! (personal experience, 4/10 have been 10fcr)
- Very, very nice setup. RE: Wizardspike, I'd jam some random jewel with quirky utility mod into it; % damage to mana, for example, is a great idea.
- 7fhr/IAS ? Not even sure if those can spawn on the same Jewel.
- You're already pretty well-off gearwise. You can afford to make plenty of "sacrifices" ...try this (http://diablo.incgamers.com/forums/showthread.php?t=708646) if you haven't already.
Love this guide! However, one question: How can this single-element sorc get from beginning of Hell level to Hell Mephisto without dying? Are you supposed to recruit a friend to rush you there? Because I died horribly in the Claw Viper Temple where it seemed every mob was cold-immune. Are you just supposed to teleport around packs of cold-immunes? Because that didn't work so well in the Claw Viper Temple :(
I understand that with patience you can static field and let merc kill some cold immunes, but this doesn't seem practical when a whole herd of superfast cold immunes comes hurtling at you from the dark.
I was very excited and looking forward to moving on to Hell Mephis runs, (I had all the suggested gear and breakpoints achieved), only to find I couldn't GET to Mephis. Any suggestions?
Thanks
sirpoopsalot
04-03-2009, 19:39
Love this guide! However, one question: How can this single-element sorc get from beginning of Hell level to Hell Mephisto without dying? Are you supposed to recruit a friend to rush you there? Because I died horribly in the Claw Viper Temple where it seemed every mob was cold-immune. Are you just supposed to teleport around packs of cold-immunes? Because that didn't work so well in the Claw Viper Temple :(
There are basically 3 methods:
1. teleport passed cold immunes
2. party-up with a non-cold-based friend
3. use teleport to try to lure 1-3 monsters at a time, then use static & telekinesis to help your merc get the kill.
Personally, I prefer option #1, with a little bit of #3 thrown in.
But, the Viper Temple is probably among the hardest areas to teleport through. However, I've done it a few times, so it can be done. I think, if possible, swapping some equipment for a temporary boost to your teleporting speed (FCR) and your hit recovery (FHR) is a big helper. After that, persistence, patience, and a ton of potions.
Sirpoopsalot,
Thanks for the quick response. Am I right that CLaw Viper Temple ALWAYS spawns all cold immunes? or did i just panic? can they respawn half and half maybe? Because even if I were to get to level 2, I'd still have to kill that room full of them for the amulet.
This would be my 4th reincarnation of this exact character if I were to rebuild.
TeleMarc the first died to Mephisto(NM) in 6 player game(forgot that I couldnt run up and tank him in multiplayer game)
TeleMarcII died doing Baal Run (NM) teleporting around the WS K with a weak Energy Shield on. (Only later did I read about the ES being recommended only at full strength, and only on Hell Mephis)
TeleMarcIII died at the aforementioned Claw Viper Temple Cold Immune Panic Teleporting
Claw Viper temple is a funny place. I believe Socialism equipped a 200%FCR sorceress and he STILL got hit by the vipers there.
You shouldn't die as long as you've got Full Rejevenation potions ready and some quick fingers ready. Hold down teleport and show items button and watch the map + life orbs.
Level 2 is pretty straight forward. Take a few steps forward and see if the alter is clear. If it is, teleport on it, kick the alter & grab the amulet, TP out.
Energy Shield should be used as soon as you've got a 1-4 mana cost Teleport.
Try to at least get the essentials before Hell, too. Blind teleporting slower than 63%FCR or having some weird non-blocking shield isn't a good idea in Hell.
I've killed 4-5 of these while leveling up... So, don't feel too bad.
sirpoopsalot
05-03-2009, 00:57
As MYK said, on level2, hopefully the altar is clear and you can just teleport up and get the amulet. The snakes take quite a while to maneuver up/down the stairs, so if they spawn below you should be able to grab the amulet and leave before getting spanked too badly... but I've had a few deaths trying to help my merc clear the altar to get the snakes out of the way, so you might want to try a different map if they spawn in the wrong place.
I don't think it spawns all cold immunes all the time, but I'm not certain on that.
Good luck.
SeCKSEgai
05-03-2009, 13:24
Perhaps it was mentioned, but with so many pages, I didn't browse them all. The argument for max block is that you'll only be hit 25% of the time. That isn't entirely true as block doesn't apply to everything.
From my experience, I've preferred heavy vita over max block. Primary reason is my characters are typically casters wielding spirit in the offhand, and have terrible blocking to begin with. When blocking is already poor, the huge dex cost to reach max block just isn't feasible. As I said, block doesn't apply to every attack, so large numbers of ranged elementals can be your doom. But most importantly, the higher the life, the more you can absorb, and potentially buy you the time to hit the rejuv before something finishes you off. Pots do you no good if you're killed before you can lose it.
And since we're on the topic of those vipers, whenever teleporting around them assume you WILL be hit, because of their charge more than anything. Either its charge or smite, because it moves real quick with virtually no chance to avoid it.
Teleporting around vipers with es is like asking for death, for if I remember correctly, they'll make quick work of your blue bubble (can't remember if they mana burn), possibly delaying your life saving teleport. When hitting level 2, I don't remember seeing anything spawning in the circle with the casket (amulet) but I may be mistaken. I do know for sure that they do have the potential to follow you in there. Normally I either kill beforehand or skip mobs entirely relying on the relative safety of the circle while quickly grabbing amulet.
I forgot about the area being clear around the amulet, yes thanks to above posters. However, teleporting thru the level 1 of cold immunes is kinda scary, considering what happened to me recently. I could increase my FCR and FHR somewhat before going in and probably have more rejuvs ready to go, but..it seems like rolling the dice on a huge time investment. (If only I could get my buddy to play a toon up to hell level to help me thru it) I'll probably build this toon again, because I love the magic find on NM Mephis at least, but I've already milked Mephis for about all i can expect to get on NM difficulty.
Right now I'm running a LF/FA Javazon with Titans thru NM Baal and hopefully on into Hell Baal for some magic finding by doing WSK's. We'll see if that satisfies my thirst for loot. The other build that intrigues me is Socialism's Orb/Fireball FCR build, but I'm not sure that is a good magic finder...or just a good build to go thru hell with?
sirpoopsalot
05-03-2009, 21:51
@SeCKSEgai, FYI it is possible for the spawn to happen on top of the altar, but it's quite rare (~3% of the time?). I have had it happen a few times though. :wave:
The other build that intrigues me is Socialism's Orb/Fireball FCR build, but I'm not sure that is a good magic finder...or just a good build to go thru hell with?
It can be a very effective MFer. I use something similar for my WSK/Baal runs in Hell, and have no problems of significance while maintaining a tolerable speed. I use Nova instead of Fireball, but Fireball is less item-dependent than Nova, so Socialism's take on this is probably an easier build to put together (I just like Nova better than Fireball, plus I have some high-end gear).
So it can definitely work for both questing and MFing.
catalogguy
06-03-2009, 17:57
Yikes, tele through CV temple is scary. It is possible to find a snake on the circle in lvl 2 when you arrive, just not usual. I have sometimes had to abandon games because I couldn't do lvl 2. Inch your way in, cast a tp if you make progress, tele merc in, be ready to run. It takes cajones, skill and some luck. But if you are careful and willing to abandon the game, your chances of dying exist but aren't too bad, especially if you were good enough to make it to the stairs! If you get there and want help, you can post and maybe someone from this forum can help you out. I would do it if I am online when you need. GL!
Socialism
20-03-2009, 23:43
Hi!
- 200% FCR + Viper Temple = still get hit, though not quite as often as 105% FCR
- With regards to getting through Hell A2: most folks on this forum play online multiplayer, eliminating this issue. For single player gamers, there's a massive level and gear requirement to safely pop around the Claw Viper temple somewhat-safely. You'd want to get as highly leveled off Nightmare Baal as you can stand (thus affecting chance-to-hit ratio) and be optimally geared.
IIRC you can get to ~83-85 without too much difficulty in 8-player Nightmare Baal games.
- For the purposes of running Hell Mephisto (which, if you read, is the purpose of this build writeup), max block > max vita. Some call it opinion, some call it tried-tested-true. At the heart: I don't really care how you build your characters. <3
Also, read the part about infinicast teleporting and how mana burn is addressed.
- By the time you reach the Claw Viper temple, you should be pretty-much almost decked out with all the gear you need (playing untwinked, running NM Meph/Baal ad infinitum). Be as high level as possible -- there aren't many shortcuts to durability. Level is a real factor in the chance to hit calculation!
If you're intent on soloing through single player and find this obstacle too frustrating, I heartily recommend using this build (http://diablo.incgamers.com/forums/showthread.php?t=708646&).
ScozZers
08-04-2009, 21:26
Hi!
- Honestly, my mercenaries don't get too much play with my sorceresses. They tend to be too busy being teleported around to fight anything.
- Yeah, the caster belts are awesome. I've got one on Awesome. (current Orb/Nova build) It's pretty neat that they quite frequently hit 10fcr! (personal experience, 4/10 have been 10fcr)
- Very, very nice setup. RE: Wizardspike, I'd jam some random jewel with quirky utility mod into it; % damage to mana, for example, is a great idea.
- 7fhr/IAS ? Not even sure if those can spawn on the same Jewel.
- You're already pretty well-off gearwise. You can afford to make plenty of "sacrifices" ...try this (http://diablo.incgamers.com/forums/showthread.php?t=708646) if you haven't already.
In the end, some gear changes made the wizzy socket an easier decision.
I found that I was wanting a bit more damage out of her.
Current set-up (a little more extravagant, ... but she's worth it :p):
Shako "ptopaz"
Tal's amulet
Upped 35 res Vipermagi "ptopaz"
Upped Visceratuant "eld"
Wizspike "dex/mf jewel" (Needed a little bit of dex to keep 75% block after switching to visceratuant. Dex charm? No thanks.)
Upped (why not) magefists.
2 x Stone of Jordan
Arachnid mesh
Eth Sandstorm Treks
Switch:
2bo CTA / Splendor Grim shield (battle orders/50% extra mf and a skill point - when I do mf, I switch to this set up for the kill)
Inventory:
10 x 7mf sc (some with res, one with 5@res :))
2 x 5fhr / mana sc
2 x Cold skiller (wouldn't have bothered but I rolled one and found one so ... why not)
Gheeds (15% vend)
"Edge" bow in stash for teh gambling.
Stats for JuiCy_OrBs (:D) at level 93:
(all numbers are battle command/battle order buffed)
506 - 529 orb damage
1662 life
1195 mana
level 21 (76% absorb) energy shield
level 18 shiver armour
teleport is 1 mana per cast
mana regen is 334% (including bc/bo/gear and warmth)
75% block, 30 fhr, 120 fcr (bit of overkill there :p)
8712 defense with buffed merc aura
As you can see, she's one durable little minx.
Merc still wears the same gear:
Blackhorns face "shael"
2476 def ebugged Duress
Upped Kelpie "amn"
Now, this was the set-up I left her at a few months ago. Then I went off to play WoW for a bit and now I'm back to D2 (my pc dieded =/).
I rushed a friend up to act 5 hell the other day and there were no problems other than what you would expect with chaos sanctuary/forge area.
I should point out here that I love the challenge of single element toons and Chaos is where this one gets a chance to prove herself. What I did find tho, is that I still felt that I would like non cold immunes to fall faster. I'm considering going down the Nightwings/Deaths Fathom route. My mana would take a right royal tumble tho = /
Anyway, just thought I'd post current set-up to show that there is ... ahem .. life after meph (:P .. hope I haven't punned that before).
As for your "orb it aller", well, I've made a fb/orb sorc in the past (it was a meteorb really but i never used meteor) so I think I'd rather tackle new ground if I build another sorc (.. that and tals set ...well tals helm ... puts me off a bit). Looks like a good build tho :)
For those having trouble with claw vipers. I can't remember having trouble with them ... but .. I think the solution is as simple as making sure you have a 16 slot belt full of rejuvs, decent hit recovery and just do not stop teleporting from one room to another. Pretty sure that's what I did. Oh, and don't do it without your merc (obviously) and try and get some flat pdr - I've kept hold of a 3 cold/22pdr amulet that I dig out for areas with heavy hitting phys types - seems to make a big difference with eshield.
So I finally made it to Hell Mephisto, and I gotta say I was a bit disappointed :) Disappointed at how quickly my merc died, and how the loot hasn't been anything special (admittedly small sample size ~25 runs, and bad MF%).
It was no problem getting down to Mephis, but once i get there...my merc gets shredded pretty quickly, especially when those cold immune (ghouls?) get in the act. I've got Treachery, Keplie and Blackthorns on my merc(lv 75) now. My gear is Spirit, Whistans (Ali and Milabrega on switch), +26 res all circlet, vipermagi, magefist, bladebuckle, tearhaunch, and some res/fcr rings/ammy.
Question: Would changing my mercs gear to duress make that much of a difference in merc survivability? or should i just level him up? is it my merc's less than perfect resistances that are the problem? because i also haven't socketed the Blackthorns or Kelpie yet, should I socket them with resistance, or go with the Shaels as recommended?
Also, as far as loot goes when i look at Socialism's recommended gear, it really doesn't have a whole lot of magic find built into it. Am i supposed to get that on rings/ammy/charms? When I kinda "hit the wall" with hell mephis, I went back and started doing NM Mehpis with ~350 MF and I'm getting great drops compared to Hell Mephis with say ~125 MF%.
Any thoughts on how to keep my merc alive longer? Is it player skill? like not getting too far in to trigger those ghouls? (or too far back to get random council in the rear?) or is my merc just too low? or is it merc gear?
Thanks,
MrGohl
ScozZers
14-04-2009, 16:07
So I finally made it to Hell Mephisto, and I gotta say I was a bit disappointed :) Disappointed at how quickly my merc died, and how the loot hasn't been anything special (admittedly small sample size ~25 runs, and bad MF%).
It was no problem getting down to Mephis, but once i get there...my merc gets shredded pretty quickly, especially when those cold immune (ghouls?) get in the act. I've got Treachery, Keplie and Blackthorns on my merc(lv 75) now. My gear is Spirit, Whistans (Ali and Milabrega on switch), +26 res all circlet, vipermagi, magefist, bladebuckle, tearhaunch, and some res/fcr rings/ammy.
Question: Would changing my mercs gear to duress make that much of a difference in merc survivability? or should i just level him up? is it my merc's less than perfect resistances that are the problem? because i also haven't socketed the Blackthorns or Kelpie yet, should I socket them with resistance, or go with the Shaels as recommended?
Also, as far as loot goes when i look at Socialism's recommended gear, it really doesn't have a whole lot of magic find built into it. Am i supposed to get that on rings/ammy/charms? When I kinda "hit the wall" with hell mephis, I went back and started doing NM Mehpis with ~350 MF and I'm getting great drops compared to Hell Mephis with say ~125 MF%.
Any thoughts on how to keep my merc alive longer? Is it player skill? like not getting too far in to trigger those ghouls? (or too far back to get random council in the rear?) or is my merc just too low? or is it merc gear?
Thanks,
MrGohl
Your merc gear is fine - switch to duress if/when you can tho. Up the kelpie too. I amn'd my kelpie but that's not necessary just for meph. If you're worried about res, you could try Tals mask on him but treachery has fade and blackhorns should solve the lightning problem. I shael'd my blackhorns because it got him to next fhr breakpoint with duress but if u aint gonna hit the next breakpoint then put an ort or thul or something or a ruby maybe. Higher level merc will help too but to be honest ... all this aside .. if he's trying to tackle meph and the ghouls at the same time, don't be surprised if he has a tough time of it.
What I do when I reach mephs level is tele straight through the wall and through/past the council straight on to that little platform just the other side of the portal. If meph doesn't come to you then just move forward a touch and he'll come. Orb straight away, then static him down (if you're not static'ing then your merc is gonna be faced with him that much longer) then orb 'til dead. You shouldn't have any problems from ghouls in that area and only very rarely will there be a renegade council member to scupper your plans. Once meph is down either leave through the portal or go and marvel at what 95% slow does to ghouls :P (unless there's like 10 with some nasty aura'd one in the pack).
As for mf: socket some Topaz and grab a cheap gheeds. Craft caster boots and belts (and maybe rings and ammys if u have the supplies) til you get some with mf on. At some point tho, some chanceguards will drop and a Tals belt too, so mf will come. Try and get minimum 200 (with kill switch) and then figure more in once you get the hang of meph. Really tho, it's just about plugging away. When I was running him for mf, even with 300 - 400 mf it was still more about the sheer volume of runs done than it was about raising mf past a point that compromises your damage/speed/etc. Hope that helps a bit.
Thanks for the reply, that does help. I'm not having as many problems with merc anymore, however the MF is still an issue. You're suggesting socketing my vipermagi and circlet with topaz right? since i already have the breakpoints, i guess that would be a good idea. Can you socket a blue item like my +26 res all circlet?
Good suggestion about crafting gloves boots etc, I hadn't thought about that. I do have some MF rings/ammy but that would compromise my resistances too much at this point, until I can get rockstopper or mosers circle to drop again to make up for it.
I know volume of runs will eventually turn up some good stuff. I'm just kind of impressed with the sheer numbers of set/uniques that drop with 350MF on Nightmare vs the total crap i've been gettting with 100MF on Hell :(
Thanks for your reply,
MrGohl
ScozZers
14-04-2009, 19:09
Thanks for the reply, that does help. I'm not having as many problems with merc anymore, however the MF is still an issue. You're suggesting socketing my vipermagi and circlet with topaz right? since i already have the breakpoints, i guess that would be a good idea. Can you socket a blue item like my +26 res all circlet?
Good suggestion about crafting gloves boots etc, I hadn't thought about that. I do have some MF rings/ammy but that would compromise my resistances too much at this point, until I can get rockstopper or mosers circle to drop again to make up for it.
I know volume of runs will eventually turn up some good stuff. I'm just kind of impressed with the sheer numbers of set/uniques that drop with 350MF on Nightmare vs the total crap i've been gettting with 100MF on Hell :(
Thanks for your reply,
MrGohl
U can socket that circ, yes, but I wouldn't. I would trade for a tarnhelm (few pgems probably), put a ptopaz in it. Pick up a wizspike for your res (75@res and other nice mods). Grab a whistans, socket it and put a pdiamond in it. Put a topaz in your viper, unless u need fhr. Craft a belt and boots and use mf rings and a 3 cold ammy (gamble one, trade one). I wouldn't craft gloves.
Use either bloodfist (fhr/life)/magefist(fcr/regen)/frostburns(mana) for tele'ing to meph and then once you get to mephs room switch to some mf gloves (chanceguards or random rare/blue/whatever) before you tele on through. Save your p'ammys for belt/ammys/boots and perhaps rings. With your switch (btw I recommend "Rhyme" (sheal eth) over Milabrega), you should have decent mf then, plus most of your other bases covered. :thumbup:
Thanks again, I do have tarnhelm, but i need the resistances from the +26 circlet for now, until i get a mosers circle or something to make up for it. I had already been starting to do the item switch when i get down to durance level 3, and i can get about 200MF on switch now. We'll see what that does for me.
Wizards spike wont drop from NM mephis right? and what is a 3 cold ammy?
My gear now:
Helm: +26 res all circlet
Armour: Vipermagi(will put topaz in it soon)
Weapon: Spirit sword (Ali on switch)
Shield: Whistans with Pdiamond socketed (milabrega on switch)
Gloves: Magefist
Boots: Tearhaunch
Belt: random 25 to fire res
Rings: resistances/fcr
Ammy: FCR/res all
Merc: Kelpie (no socket yet)
Treachery, Blackthorns face (no socket yet)
Don't just run NM Mephisto; run Nightmare Baal, also.
Gear: Optimize gear for cold + lightning res to be at 75! Poison + Fire can be in the 40-60 range.
-Wizardspike: can drop from Nightmare Baal. Spirit and Whitstan's is great for Nightmare; you need better for Hell, if you want to be sturdy.
-Random belt: instead could be a nice crafted caster belt with more than just 25 fire res...
-Milabrega: Ehrm. I'd pick something else. I like the Ward socketed with a resist gem, usually a PDiamond. This way I don't die because I had low resists on switch, I was sleepy from MFing, Drunk, having a fit, etc.
-Helm: Rockstopper + PTopaz could be a solid choice with your setup.
MF% - This doesn't need to be supar it's over 9,000, you'll find a nice balance in the 200-250% range with optimal breakpoint+MF% items, which is fine, because it's enough to get good drops.
Merc: Level him/yourself up. If the level difference is huge(Mephisto is level 87), his defense won't mean much of anything. Treachery is awesome if it's in an ethereal bugged elite armor. Otherwise, look for Shaftstop, Gladiator's Bane or something else with a ton of defense(Ethereal Bugged Elite "Duress" is awesome, too!)
Tactics: If you're stirring up the Cold Immune things you are doing the run wrong. They take ages to kill, and combined with Mephisto not being leechable while Emilio roasts in a Firewall.., they're just bad things to mess with at this time.
Don't go to him, stay at the edge of the little bridge and fire off a Frozen Orb - He'll come to you!
Feed merc potions, portal out to heal, etc. I've had to do those things quite often with an underleveled sorc/merc.
Hopefully some of this helps
...
MYK and Scozzers,
Thanks for the help. I'm running Hell Mephis pretty well now, with about 187%MF on switch. (Although, sadly, I have to stop and undress on Level 3 to get that) I'm slowly adding sockets as I rush mules to get quests. I'll probably do PTopaz on both my armor and helm, but probably will add more survivability to my merc's sockets(shael? i cant remember what socialism recommended).
What exactly does upgrading do for the weapon/armor/helm?
And what is meant by 'bugged' or 'glitched'?
Thanks to both of you, you've definately helped out.
ScozZers
15-04-2009, 19:37
MYK and Scozzers,
Thanks for the help. I'm running Hell Mephis pretty well now, with about 187%MF on switch. (Although, sadly, I have to stop and undress on Level 3 to get that) I'm slowly adding sockets as I rush mules to get quests. I'll probably do PTopaz on both my armor and helm, but probably will add more survivability to my merc's sockets(shael? i cant remember what socialism recommended).
What exactly does upgrading do for the weapon/armor/helm?
And what is meant by 'bugged' or 'glitched'?
Thanks to both of you, you've definately helped out.
Upping weapons/armour/helm etc upgrades the base item. So, for instance, your Kelpie would go from Fuscina to Stygian Pike, giving it more damage. Note: The stats on said item do not change.
"Bugged" is where you use the cube recipe to socket an ethereal armour (or helm) instead of your socket quest. There is a bug whereby ethereal armours get the ethereal 50% defense bonus applied again when you do this.
"Glitching" is where you make a game with a char that hasn't killed meph for the quest. Then, join that game with your mf'er to kill meph. This yields an enhanced or "super" drop.
Info on cube recipies for socketing, upping etc - http://classic.battle.net/diablo2exp/items/cube.shtml
Between that site and this one, you should have all the info you need :)
One more quick question: Should I have as much FHR as possible or only try to match my FCR? If I'm at say 63 FCR, then adding more fast cast doesn't help me until i hit 105%FCR right? so should i just get my FHR to 63% as well? and more doesn't help until i hit the next frame breakpoint? or am i suppposed to match up my frame rates between fast casting and FHR? like 9 with 9 etc?
ScozZers
21-04-2009, 00:47
One more quick question: Should I have as much FHR as possible or only try to match my FCR? If I'm at say 63 FCR, then adding more fast cast doesn't help me until i hit 105%FCR right? so should i just get my FHR to 63% as well? and more doesn't help until i hit the next frame breakpoint? or am i suppposed to match up my frame rates between fast casting and FHR? like 9 with 9 etc?
.. er ... wha?
Gobbledygook :D
catalogguy
21-04-2009, 00:52
I guess I don't know but I will add this: If you have 63 FCR and 60 FBR and max block, then you can tele safely anywhere in the game if you practice "safe tele". That means for example be ready for your tele to stall because on the next screen your mouse pointer lands on an object that your sorc wont tele to. I often make little movements with my mouse just to make sure that the point never settles more than a moment on a specific point. Also, in places like Dur2 try to tele along walls rather than into room centers which minimizes the chance you'll land on a monster or mob.
Good luck!
One more quick question: Should I have as much FHR as possible or only try to match my FCR? If I'm at say 63 FCR, then adding more fast cast doesn't help me until i hit 105%FCR right? so should i just get my FHR to 63% as well? and more doesn't help until i hit the next frame breakpoint? or am i suppposed to match up my frame rates between fast casting and FHR? like 9 with 9 etc?
Socialism
25-05-2009, 07:43
You don't need to "match" recovery rates - just strive for the best that you can. MYK and Scozzers KNOW their stuff; you can put a ton of trust into what they've written!
There's a section on 'Teleport Lock' and its counter in the original post. Good luck!
D_TradeSs
18-07-2009, 14:02
That said, with multiple CD keys, I always preferred hellforge rushing (way better payout
than countess for the time invested, in my opinion) instead.
Can you explain me the hellforge rushing ?
I mean, is it possible with this build? I supose it will be hard to rush someone until hell hellforge because of cold immunes.
Then again, the worthy runes only drop in hell right ?
This is a great guide. I did a lightning based variation on this and it worked out pretty well - now at lvl91 - despite some stat screw ups as a result of getting quite better final gear than I expected (jspomg). I only have 190mf or so on me but can more or less safely teleport everywhere including wsk (though I don't chance teleing through the throne room).
Anyhow, I wanted to address your concern about using an upped, eth kelpie snare as it can set off dolls. Ridiculously simple and easy solution: unequip merc's weapon (to inventory) before teleing dur2 and reequip it upon entering dur3). It only adds like 4 seconds to the total average time and reduces the chance of ANY doll popping on you to pretty much zero.
My merc's damage is 1-5k and using the above method I never had any problems with him popping things he shouldn't be.
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