View Full Version : Cold Sorc for D2C 1.00
I am playing D2C version 1.00. D2 veterans please recall some good builds :) I want to use cold, but probably will finish also with fire, because of immunes.
Is it viable to go mass energy+ES?
All guides I find in this forum are for 1.10+ version of D2.
probably skills with no synergies for 1.11 like firewall
probably skills with no synergies for 1.11 like firewall
Sumzy, all skills are w/o synergies. :girly:
WarlockCC
16-01-2008, 12:10
Which immunes ?
Only bosses where sometimes immune I think. And they would have a single immunity tops. No normal critters where immune in pre 1.1x days.
In days gone by I made a Orb/Firewall sorc. But that kind of build works better in LoD where you have a solid merc to keep the monsters in a single place.
I'd probably do like Jezza suggests below here. :)
I seem to recall you could spam spells super fast. I'm almost certain Frost Orb was quite good, and Hydras.
I would go a hybrid build with those two spells maxed.
As to ES, I don't know, but I know it will have no synergy with TK, meaning the 2 mana drained per 1 hp can not be reduced. I would stay away from that myself.
I think ES would be good if you had damage to mana on gear, the dtm should apply before ES in 1.0. FO didn't have a timer. Can't help much otherwise, perhaps have a look at all the patch notes and see what's changed.
sirwhere
16-01-2008, 13:20
D2C 1.0 has no immunes, neither spell timers.
Best build is definitely static/orb:
20 static
20 orb
20 warmth
1 teleport
that's it. You can finish it at level 50-something. Put like 200 into energy, though. Good +mana items are hard to come by. You can gamble sojs too (3% chance per gamble if you have nagel and manald in stash).
Load up on fast cast items and it should go
static, static, static, static
orb, orb
static, static, static, static
orb, orb
etc..
D2C 1.0 has no immunes, neither spell timers.
Best build is definitely static/orb:
20 static
20 orb
20 warmth
1 teleport
that's it. You can finish it at level 50-something. Put like 200 into energy, though. Good +mana items are hard to come by. You can gamble sojs too (3% chance per gamble if you have nagel and manald in stash).
Load up on fast cast items and it should go
static, static, static, static
orb, orb
static, static, static, static
orb, orb
etc..
How about forzen/chill aromr should put more then 1 point on them?
Also ES+warmth == very high LL, because of the high regen. :brainiac:
I agree with sirwhere's post. It covers most stuff you need to know.
IIRC shard only had +20% castrate in 1.00-1.07 so don't waste your time and try to get a wand with +FCR +mana +resists (+energy not possible in 1.00 though).
Save all wands, staves, scepters, hi def armor and other stuff you can sell to charsi for good amounts of gold. 33*3 rings gambled (6.3M gold) is all it takes on average to have a soj in your hand. Then you get another soj for ~2M on average if you kept that nagel and manald you gambled to get that soj.
WarlockCC
16-01-2008, 15:46
Yes, I can confirm old shards only give 20% faster cast rate, since I still have one on non-ladder. Found it myself, a while back. :)
It's good to note that uniquest do not have level requirements in 1.00
So if you meet the str and dex requirement of a unique item, you will be able to use that item no matter what level your char is.
sirwhere
16-01-2008, 16:02
How about forzen/chill aromr should put more then 1 point on them?
Also ES+warmth == very high LL, because of the high regen. :brainiac:
you'll have lots of spare points, so you can put some into the cold armors and/or energy shield.
Be warned, though: if you upgrade to patch 1.11b, this sorceress will be pretty next to worthless :) You can try and save some 20 skill points for a fire/lightning spell, though. It will be playable, but might take some time to clear some areas.
Good News Everyone!
Bottomline:
-Str, dex min for eq
-vita, energy equally(probably more energy + ES + Warmth)
-FCR items for mass FO/hydra/SC.
GL
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