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WNxZerker
07-01-2008, 09:32
Hi all
I know your all going, "Zomg another friggen rush sorc thread".
but relax this one aint so bad.

so thinking of going for a max res, max block sorc with out energy shield.

20 orb
17 cm
1 warmth
1 fire mastery
1 static
20 firebolt
20 fireball
rest into teleport.

what kind of gear do you think she is going to need to survive? and do you think she will be able to handle the claw vipers in hell act 2?

Zerker

Shalie
07-01-2008, 11:53
Maybe put a bit less points in cold mastery, depending on how much + to skills you'll have, and put those points in fire mastery.

You'll have trouble teleing through vipers without enough fast cast rate, but the real problem in act2 are those Horadrim Ancients (the ones that resurrect skellies)
They're magic immune ! :shocked:

struikje
07-01-2008, 12:46
don't put points in dex for block. If you want block sorc, get a 30/20 prism shield, twitch, shard, iratha set and two fcr rings, res boots, and you're off to go.

The horadrim ancients are sometimes cold immune, and you'll have fire to finish those. Magic imune means immune to magical, non-elemental dmg like boneskills from necro and hammer (allthough those can dmg magic immune undead...).

I wouldn't go with that skill layout. a static that is 15+ is very powerfull in my opinion.

Greetings Struikje

WNxZerker
07-01-2008, 12:57
my plan is to self rush chars to convert to expansion for hellforge drops.
so I can tele right over those horadrim ancients.
more points into teleport would be my first port of call rather than points into FM.
Fireball gets +14% damage from points into firebolt, but after the first point into FM she only receives around a 7% improvement.

I would like a few more into static for saftey, but I found on my single player test char that the fireball did enough damage to take out those cold immunes in the claw viper lvl 2.
sometimes fangskin can spawn CI, FI but in that case I can teleport into the center, open up a tp, and park him near the entrance to lvl2.

so why does everyone take the ES option when making a rusher?
do they invest heavily into energy?
will 50% - 75% block, shiver armor, and some FHR, along with 63% FCR be enough to teleport well?

Zerker

phool
07-01-2008, 15:03
so why does everyone take the ES option when making a rusher?
do they invest heavily into energy?
will 50% - 75% block, shiver armor, and some FHR, along with 63% FCR be enough to teleport well?

Zerker

-They don't, actually
-No. Unless they are doing ES
-Yes if you're using a 30/20 but I recommend 110 fcr.


You'll have trouble teleing through vipers without enough fast cast rate, but the real problem in act2 are those Horadrim Ancients (the ones that resurrect skellies)
They're magic immune ! :shocked:

The horadrim ancients can be annoying if you get 3 in the room where someone needs to put the staff and your only char is the rusher. I don't recommend building around it though (with a weak fball or otherwise). Vipers are actually the place where a 30/20 63 fcr setup shines as whatever you wear you won't be able to teleport in a manner to guarantee you won't be hit. Once you've leveled it won't matter that much anyway.


so thinking of going for a max res, max block sorc with out energy shield.

20 orb
17 cm
1 warmth
1 fire mastery
1 static
20 firebolt
20 fireball
rest into teleport.

what kind of gear do you think she is going to need to survive? and do you think she will be able to handle the claw vipers in hell act 2?

Zerker

Don't bother with maxing all your resses. Check all the previous threads for budget gear options. Max tele, in which case bear in mind your FB damage won't hit 1k til level 85 which is where leveling starts to slow considerably. 1 shiver armour is worth it.

goomba
07-01-2008, 15:08
-They don't, actually
1 shiver armour is worth it.

1 in shiver armour is never worth it. shop a +2 +3 shiver staff.

an orb sorc should be able to handle a "self rush" in softcore as early as level 60 if only rushing 1 character.

if he's trying to self rush 7, even the level 60 rusher should have no problem getting to Act 2 hell mode, but I'd probably stop at that point and do the dury mule method, after that. *Shrug*

phool
07-01-2008, 15:36
1 in shiver armour is never worth it. shop a +2 +3 shiver staff.


waste of inventory space imo. We don't have the luxury of a quick switch on 'w'.

goomba
07-01-2008, 19:20
waste of inventory space imo. We don't have the luxury of a quick switch on 'w'.

understood which is why I only used shiver armor at lower levels to help with survivability.

once in the 70s with the typical sorc/rushing gear one should be able to survive even a manastealing hard hit from one of the vipers, juve, and teleport away.

if one dies, no biggie - it's a rush sorc, rank, and xp, and higher levels isn't really a big deal once the desired cLvl is reached - she's only there for rushing/muling. :thumbsup:

phool
07-01-2008, 19:41
Not sure I agree with the logic hat because it's not important whether you die you should forgoe defense. I assume you don't recommend pumping energy over vita to save on potions which seems on a parallel logic. The considerable def boost from 1 of the cold armours should make a noticable difference to your chance to be hit, even on a sorc using very low def items like twitch around 5%; forgoing the cold armours entirely is like throwing away a big chunk of life even before the chilling benefit the armours provide. 1-2 skill points is a very reasonable trade-off for me. In principle I suppose I'd prefer to put 1 less point in tele for a cold armour and 25 more points in energy not vita, without bothering to calculate exactly that is.

After a certain point a rush sorc comes down to personal preferences with no definite advantage. I do look forward to seeing the reactions when I get round to making a rush sorc using a 900 def nate and with 2xx grim helm+shield though, with maxed chilling, as I intend to do next time I make one.

goomba
07-01-2008, 19:51
Not sure I agree with the logic hat because it's not important whether you die you should forgoe defense. I assume you don't recommend pumping energy over vita to save on potions which seems on a parallel logic. The considerable def boost from 1 of the cold armours should make a noticable difference to your chance to be hit, even on a sorc using very low def items like twitch around 5%; forgoing the cold armours entirely is like throwing away a big chunk of life even before the chilling benefit the armours provide. 1-2 skill points is a very reasonable trade-off for me. In principle I suppose I'd prefer to put 1 less point in tele for a cold armour and 25 more points in energy not vita, without bothering to calculate exactly that is.

After a certain point a rush sorc comes down to personal preferences with no definite advantage. I do look forward to seeing the reactions when I get round to making a rush sorc using a 900 def nate and with 2xx grim helm+shield though, with maxed chilling, as I intend to do next time I make one.

I'm a pot hog. No question. I have experimented with specialized builds on and off over the years, including a 'repper' that used a 4 pskull gothic plate that I admit to trading for. Once one finds the nuances in the game it's really not difficult to rush someone to Act 2 hell with any cold sorc.

as you said, it's a matter of style. in the end, with that repper I didn't really care if she died to a claw viper. simpley exit/rejoin. I suspect that if one is making a char strictly for the g/forge rush as they call it that the player spends much more time on xpac, and that once "built" this, their sole classic char will also be essentially expendible.

I've rushed perhaps a dozen people with my mephy glitcher, a level 8x blizzer now. however, now that leveling is getting more difficult I admit to not having that same carefree attitude towards rushing/dying and perfer to have a BO, a few Juvs, and a left hand near that alt+f4 key combo should I find myself in block lock.

being a blizzer, and being that she doesn't get the benefit of izzy (until I quest her) those extra points in shiver armor simply weren't worth it. *Shrug*

WNxZerker
08-01-2008, 01:14
yes I will be definitely adding a hard skill point into shiver armor.
with 63% fcr, you can sometimes telle away without getting hit, as shiver chills the attacker at the beginning of the attack.

I can see why you wouldn't max res in hell, but NM I will have at least fire and light at max, so that I can tank D.

can anyone explain the dury mule method properly?
as far as I can tell, you have a mule that has used the staff to open the way to dury but not completed the quest make the game, bring in the rushee, and tp them in for the duriel kill.

thing is, don't they have to have broken the altar of the sun and received the amulet to be able to take a tp into tal rashas tomb?
or can I kill dury and talk to tyreal and the rushee gets the quest?

Zerker

phool
08-01-2008, 01:25
They still have to complete the tainted sun quest yeah, meaning one of the rushees has to hit the altar. The whole thing's a waste of time imo, almost faster to do maggot lair with its predictable maps than make a whole new game.

norvi11erogers
08-01-2008, 01:43
I'm pretty sure a party member waiting in town will get the duriel quest. That's how it used to be at least.

phool
08-01-2008, 01:53
I'm pretty sure a party member waiting in town will get the duriel quest. That's how it used to be at least.

If someone who needs quest is by duriel when duriel is killed, in a game where Q can be completed, all players partied with that person will also receive quest. This is true for the majority of quests.

WNxZerker
08-01-2008, 03:05
the only other way I know of doing it is to dury mule them in, then tp the rushee to the canyon of the magi after clearing the way to dury, then walking the rushee to duriels room.

thanks for the tips guys, looks like I have all the info I need to get her up and running.
if I come across anymore problems I will let you know.
hey maybe I can right up a guide if it all goes well.

p.s. if anyone wants to help out with gear or rushes you can find me on

*WNxZerker
*WNxZerker.1
both on USWest SCL and SCCL


Zerker

WarlockCC
08-01-2008, 21:22
Talking to Tyreal triggers the quest, not killing Duriel.
A game could be opened by a character which has completed the staff and inserted that staff into the orrifice. The wall will be open. After another person joins the game, the duriel-opener can leave the game. Unfortunately, one of the rushees will have to walk trough the palace, trough the acrane, trough the canyon of the magi to Duriel's chamber and HE has to talk to Tyreal. As a result, all the partymembers in town will also get the quest.

WNxZerker
09-01-2008, 02:53
yeah, I think it's just easier to tele to the lair lvl 3, and clawviper lvl2.
given the fireball damage can take out the cold immunes pretty quick and that I will only be doing players 2, I think the build will do well.
now I just have to get her lvl'd up, west classic appears to be dead, there are no normal lvl games to be seen. do people just rush straight to hell and start doing chaos runs?

Zerker

WretchedOtis
14-01-2008, 01:50
Can't speak for west. But in East there are usually 3x more norm games than Hell games. Seems odd it would be different in West.