View Full Version : Orb Usefulness
Ax2Grind
24-10-2007, 05:41
Since orbs aren't considered anything except plain weapons, what's the point saving white 2oS ones? Since only Venom can go in Jared's Stones, Swirling Crystals, and Dimensinal Shards, and then only if they don't come with one or two sockets, I'd assume only prebuff/passive multi-element versions would even be desired (Enchant-Thunderstorm-Frozen/Shiver/Chilling Armor or Teleport-Static-Warmth), and even then probably superior. Any ideas? I'd like to ditch some of the ones I have.
thepandafactor
24-10-2007, 06:03
Yeah don't keep em. If it's godly you will know ;)
I'd love a "TirTirTir" +3orb +3 cold mastery one for lvls 30-42 when occy is available. Also, magic orbs can be the best in the game for certain builds.
jiansonz
24-10-2007, 18:13
I really like the three 3x gem weapon rerolling recipes. The base skill tier for a rerolled orb is level 18 skills, which means many that many useful skills are available. In the early game (act 2, once you have the Cube), you can get Static/Fiery damage on the orb - quite nice for act 2 Normal. But the recipes are even better with the high elite orbs, because you can get the big +sorc/tree skills prefixes. The combo of prefix + suffix + socket(s) + automod + staffmods have great potential.
Non-magical orbs with sockets are only good for two things IMO:
* Gold (if they have some staffmods)
* To get the rerolling going (with the 3x regular gems recipe)
My enchantress is still looking for a 3 Fire Skills, 3 Enchant, 3 Fire Mastery orb with 2 sockets.
IMO, white orbs are always junk, except maybe for levelling.
i might've got a decent imbue on an orb once, can't remember
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