Hi everyone. I'm new to this forum but I have been playing since the original Diablo came out. I've read through the sorc guides here and like them all. I also enjoy working on unusual builds when I get tired of magic finding. I haven't seen my favorite build for a sorc on this forum yet so I guess I'll post it and see what you all think.
I feel really, really, REALLY, stupid right now because while I was trying to get some of the information on my sorc (massive multi-tasking) I wasn't watching which buttons I was clicking and pressing and accidentally deleted her oh well I guess I'll just rebuild her when they reset the ladder.
Anyway here is the guide for Tempest-Knight (confined now to oblivion).
Chill ‘em and Kill ‘em
The Blizzard Fireball Sorceress
All Sorceresses’ will want to have gear that increases skill pluses. As many plusses as you can possibly get.
The best sorceress builds, as far as I am concerned, are builds that use a delay spell coupled with a fast cast spell. This build does exactly that in 2 different elements.
92 skills at level 81 including Den, Radament, and Izual in all 3 difficulties up to act 4 hell.
Ice Bolt (1) point. Prerequisite for Ice Blast.
Ice Blast (1) point. Prerequisite for Glacial Spike.
Glacial Spike (20) points. Prerequisite for Blizzard, secondary fast cast skill.
Frost Nova (1) point. Prerequisite for Blizzard.
Blizzard (20) points. Main Delay Spell.
Cold Mastery (1) point. Reduces the cold resistances of monsters effectively increasing the damage done by your cold spells to most monsters.
Inferno – (1) point. Perquisite for Blaze.
Blaze – (1) point. Perquisite for FireWall.
Fire Wall – (1) point. Perquisite for Meteor.
Fire Bolt – (1) point. Adds synergies to Fireball and Meteor for each natural level.
Fire Ball – (20) points. Main fast cast spell. Adds synergies to Meteor and receives synergies from Fire Bolt and Meteor.
Meteor – (20) points. Secondary delay spell. Receives synergies from Fire Bolt and Fireball.
Fire Mastery – (1) point. Increases damage caused by all Fire spells.
Warmth (1) point. Increases the rate at which mana is regenerated.
Telekinesis (1) point. Prerequisite for Teleport.
Teleport (1) point.
Strength – Just enough to use your gear. My sorc has a base strength of 88.
Dexterity – nothing.
Vitality – all the rest.
Energy – nothing. You only need enough mana to cast your spells with out constantly guzzling blues.
First thing is my play style…… She’s a SORCERESS, not a sorcbarian, not a sorcazon, not a sorcadin, a SORCERESS! A shield is not a defense it’s a tool and should add FCR / mana / life / resists / skills. Your defense is staying away from the monsters, letting your merc tank, and teleporting out of any ranged attack (or monster swarm) that should come your way (which also has the added advantage of having your mercenary rejoin you at your destination). Too many of us in the USA are impatient and rush to kill the monsters. Those of us that played the original Diablo game (especially the warrior) learned how to separate packs of monsters and take on each group (and their weaknesses / strengths) one at a time. Don’t worry…. The monsters WILL come to you and, those that don’t, will get killed at your leisure, on your terms.
In my opinion, this is the most versatile sorceress build in the 1.10 patch. Use Blizzard as your main Delay spell to slow and damage monsters then switch to Fireball to rain fiery death upon the chilled monsters (chill ‘em and kill ‘em). Against Fire immune monsters use Blizzard as the delay spell and Glacial spike as the fast cast spell. Against Cold immune monsters use Meteor as your delay spell and then blast away with Fireball as the fast cast. A few monsters are fire and cold immune (The Countess in hell difficulty comes to mind) but that’s what your mercenary is for……
Wait a minute, wait a minute, wait a minute! Only one point in warmth? Yes you don’t really need to afford more here on this build. Add Mana from charms to increase your mana supply (and the rate of regeneration).
Hunh? Mana regeneration is stated in strict percentages. If you regenerate 20% of mana in X time, the more mana you have, the more you regenerate. 20% of 500 mana is 100 mana regained in X time. 20% of 1000 mana is 200 mana regained in the same amount (X) of time.
Use P skull instead of Um rune in armor and helm if you have enough resistances from other sources, and drink potions when you need them. If you have all the high level items your warmth should be at least level 11. You can increase this by adding a Fire Skills Grand Charm (Cold skills grand charm is not as good an option) if the fire charm has +to mana on it so much the better.
Why only one point in the masteries? Because the masteries aren’t synergies and gain bonuses from +skills. This is the fastest way I have been able to get a sorceress to deal significant damage and be viable in all areas and difficulties of the game.
The Synergies on the fire spells add +14% damage per level to your Fireball. Each point after the first in Fire Mastery only adds 7% to damage EXCEPT the first one, which adds 30%. The synergies get no bonuses from +skill items but Fire Mastery does. So this single point is worth it but any more would not be. After the build is maxed out you can start increasing the Fire Mastery and the Cold Mastery. I will alternate 2 levels of Fire Mastery followed by 1 level of Cold Mastery. I use Fire Mastery because it increases the damage of both Fire Ball and Meteor by a larger margin than the synergy from Fire Bolt.
I like Blizzard better than Frozen Orb for a few reasons. First , Blizzard synergizes with Glacial Spike by 5% as opposed to the 2% that Frozen Orb gets from Ice Bolt. All of the cold spells gain the same benefits from Cold Mastery so that’s a wash. Glacial Spike is a 2 yard radius spell that freezes it’s target as opposed to Ice Bolt which hits a single target and only chills it. This makes Glacial Spike a much better secondary (fast cast) spell than Ice Bolt. Second, Blizzard does more base damage and has a 1.8 second casting delay as opposed to a 1 second casting delay for Frozen Orb, so I can get in more fast cast spells before having to renew blizzard. Third, Blizzard’s duration is 4 seconds so I can effectively have 2 going at the same time. Fourth, I can hit the edge of the screen immediately with Blizzard (and so slow the monsters). Frozen Orb has a short range and the shards have to travel to the edge of the screen before it effects the monsters there (takes about hmmm 1 second), so range and speed for Blizzard are both better. Fifth, in PVP the Amazon’s Slow Missile has no effect on Blizzard. Sixth, Snow clash adds 2 to Blizzard, 3 to Glacial Spike and incidentally gives me chilling armor so I get that cold skill for free. No other belt adds to spell skills except for Arachnids mesh, which adds 1 to all, and fat chance of finding one of those.
The Glacial Spike synergy on the Blizzard adds the same amount of damage % as the resistance reduction % from Cold Mastery but, Cold Mastery can’t be used as an offensive spell, and Glacial Spike can. Blizzard doesn’t increase the damage done by Glacial Spike but the synergy from this spell increases the duration of time that monsters are FROZEN (not chilled like blizzard). Used on a small group of fire immunes with enough fast cast it is possible to kill them with out them ever getting a chance to move. (At skill 20 = 4.2 sec frozen * 1.6 for the (20) Blizzard synergy / 4 for hell diff = minimum of 1.68 seconds frozen and unable to move.) A single point into cold mastery, to capture the 20% initial cold resistance reduction and the increased damage gained therein, and the bonus provided by skill plusses produces the most damage possible for this skill tab at the earliest level. (Remember that this happens because we are using delay spells in combination with fast cast spells)
I prefer the Barbarian mercenary to the Act 2 Mercenary for a couple of reasons. First, all the auras that are available do not really significantly help my build except Holy Freeze, but since I can do cold damage all the way off the screen, that’s not really needed either. Second, the barbarian seems to me to attack and walk faster. Act 2 mercenary is kind of slothful. Third, the Barbarian can absorb more punishment before dying. Fourth, the Barbarian maxes out his resistances earlier.
I load my mercenaries up on life leech a little extra resists and decent damage.
Why do I build the mercenaries this way? Well put simply, I kind of like the fire and forget nature of this build. Lots of leech keeps me from wasting potions on the mercenary and the only monsters they really have to kill on their own is a monster that is both fire and cold immune. Even those boss monster’s minions aren’t resistant to both elements so I can usually trim all the extraneous foliage and leave the double immune to the mercenary. Physical immune monsters are mine any way and are pretty easy since they aren’t immune to at least one of my elements. I started using Hwannins armor on my mercenaries because of the triggered static field and the +100 to life, but after the first few times a cold using monster turned my mercenary into ice cubes I rethought my strategy and got an armor that prevents being frozen.
I’m not a rich player and I rarely trade. Most of the stuff I use I found myself. I got the Viper Magi from norm Baal. I got lucky horking stuff with my barbarian character and got an Ist (the only one I’ve ever found ever since the game came out). The Um I got from nightmare hell forge. Got lucky in a hell game (thank you who ever it was that made him pop) and Milady and I killed Uber Diablo to get the anhilus charm.
I used Hel Wiz Spike, Tal Belt, and a few dex charms for a while but didn’t like it.
My switch set at high level is a wand that has level 2 lower resist charges and the old Ancients Pledge. When I find a Moser’s I’ll stick 2 p diamonds in it and put it in my switch set instead.
The only monster I ever had any real trouble with was gloams. Their lightening passed through my barb and still hit me, which sucked down my mana way too fast even guzzling blues. (Poor old Torkel isn’t smart enough to serpentine. He charges the gloams in a straight line.) My Barb died shortly there after as he no longer had my support. My mana regenerated fast enough to teleport out and town portal but it was still ugly. My Barbarian stops all (or most all, if I play it right) the other elemental casting monster’s projectiles. Doom knights and a few of the witches suck a little when they hit my barb with Iron Maiden. I have to keep teleporting and casting damage spells to keep poor old Torkel from killing himself.
Here’s the gear I actually used to complete my build….
Hat-P topaz Harlequin Crest
Amulet-25 Maras Kaleidoscope
Armor-Um 12/33 Viper Magi
Shield-P diamond Lidless Wall
Ring-Bahamuts of the apprentice (106 mana, 10 FCR)
Ring-Shimmering of the apprentice (+7 resist all, 10 FCR)
Charms-113/12/32 Gheeds fortune, 3 - 50+ mana grand charms, +1 Fire skills grand charm of greed, 12/15/7 anhilus, with a few small resist charms and a few small mf charms
Tempest-Knight’s stats at level 82
Strength – 107
Dex – 49
Vitality – 381/ Life – 1006
Energy – 84/Mana – 629
When I play with Milady’s frenzy Barb and she uses her battle orders I have over 2 k life and over 1.3 k mana.
Resists in hell diff
Cold is a little low but the snow clash has absorb.
Hat-Tal Rasha’s Horadric Crest
Weapon-Ethereal cruel executioners sword of butchery. I got lucky and got 2 sockets and put Amn in both.
Armor-Ethereal Duriel’s Shell with 33% ED jewel socketed.
When I find a decent Steel Skull I’ll P topaz it and try that instead.
I’m not much into dueling but this should work fairly well as a dueler. I used a very similar build in 1.09 as a dueler and did fairly well against every thing except amazons that had dueled me previously. I had the most trouble with amazons of course, but I could cast Blizzard off the edge of my screen (slightly longer range than Guided) and could Fire Ball them out of existence before they got close enough to Slow Missile me.
Results 1 to 10 of 145
28-06-2004, 09:24 #1
- Join Date
- Jun 2004
- Middle of corn country.
My Blizzard-Fireball sorc build guide
29-06-2004, 12:20 #2
- Join Date
- Mar 2004
For starters: everything I say here is IMHO.
1) Your Blizzard is too weak as a main skill, due to only 1 in CM.
2) Having a cold main delay spell with only 1 in (the most wonderfull skill) CM is almost a crime. I'm afraid DClone will laugh at you for this.
3) Ice Blast is better then Glacial Spike as a secondary cold skill. It gives a lot more damage at the reasonable price of freezing only 1 monster at a time. Moreover, while Blizzard adds to Ice Blast damage, it only adds to Glacial Spike freeze time.
4) My suggestion for getting more points in CM is to switch to Fire Wall + FM in the fire tree. It gives nice damage, not that hard to aim like many claim, perfect for numerous moat tricks on CI's, and finally cheaper in skill points. My Balance is at 15 CM and 10 FM, but that's not sacred.
5) 1 point in Static Field can never hurt. VERY good bargain for 1 skill point due to relativly high demage (although only upto 50% in hell), and due do being a lightning damage (for dual-immunes).
6) 1 point in frozen armor can never hurt. Makes teleporting (to meph, baal, ...) a bit safer.
That's all folks. :yep:
29-06-2004, 15:42 #3
- Join Date
- Nov 2003
hmm unless u wanna stay in nightmare forever, you need 1 of the 2 things wit this build
1. have anny + 10 cold gcs or fire gcs and ultra godly perfect facets on all ur gears
2. Ditch 1 tree and focus on the other one (eg. Ditch fire and get pure blizzard or ditch cold and focus on fire)
- U need to max CM to or else ur blizzard is way too weak. And fire wont be hella strong either.
29-06-2004, 18:50 #4
Originally Posted by wise_man
- Join Date
- Jun 2004
- Middle of corn country.
The blizzard / fireball as I have it set up actually works really well as a combo against non-fire / cold immune monsters. The blizzard slows and damages them and then the fireball rips em up (on occasion I'd throw in a glacial spike for the ice cube factor but it moves slower than fireball). Best of all it slows and starts to kill them when they are still at the edge of the screen.
Against Fire Immunes (imagine a swarm of, say 6, hell carvers from act 1) the Blizzard started to damage them and then the Glacial Spike held the entire group motionless. My merc was very effective at turning them into ice cubes long before the straight damage would kill them and they never even got to lay a torch on him.
I didn't waste a point on static since I never ever get close enough, for long enough, to use it. Nor did I waste one on frozen armor since I got it free with the snow clash.
She tele'd Meph just fine. If you hug the left wall as you teleport around only 50% of the possible monsters can get you (since the other 50% of the space is filled with wall) and your merc is right there with you. It was never a problem for me with the 1000+ life. Meteor works better than fire wall for the moat trick (yes I've tried both) since meteor's area is wider than firewall and you can meteor / fireball with out risk if you name lock. The few times I was still a bit too close my high life total and absorb on snow clash were enough to take 1 (but only 1) of meph's cold orbs. It was still enough to back up, heal, and reposition.
Also remember that this build is complete at level 81. Which still leaves a few relatively easy to get skill points to put into the mastery of your choice.
I never built this sorc to take on Dclone solo and the one and only time I did get him (since the patch came out) I had a barb friend of mine help me take him out. Took us about 2 1/2 minutes but neither of us died even once.
She worked really good in the pits and in the ancient tunnels also.
29-06-2004, 20:15 #5
- Join Date
- May 2004
Guide looks descent but I think another version is neccessary.
02-07-2004, 00:21 #6
- Join Date
- Jun 2004
GJ it sounds like a fun build to make and a good guide as well
02-07-2004, 14:08 #7
- Join Date
- Jul 2004
Cold Mastery Question
Warning: I'm long-winded. :]
Hello. I've been lurking here for a couple of months. I've owned Diablo II since, oh, shortly after it came out, however many years ago that was. I only played it every few months, bringing a character to about level 30 and getting bored, but for the last year or so I've been playing almost non-stop.
Problem is, I'm the type of guy who insists on building characters that seem like a lot of fun, but don't stand up in higher difficulties. I'm also very fickle, and I sometimes switch to another class before I can bring one character to a challenging level. As a result, I have only been into Hell difficulty twice, and even then, I've only made it to Act I. The first time was on an old, doomed 1.09 necromancer, but the second time was very recently on a sorceress.
I had finally decided to build a character that would be powerful enough to take me through the entire game solo, when necessary. (I only play single player characters because I hate the idea of my hard-earned levels and equipment being deleted if I choose not to play that particular character for some time. I do, however, play TCP/IP games with several friends.) My build was simple: max blizzard, cold mastery, meteor, and fire mastery, with points in the "utility skills," as I've heard them called (teleport, static field, and warmth).
It seemed like a good idea at the time, however when you're in Act I Hell running in circles for five minutes, dropping meteors in front of you and blizzards behind, because a horde of minions plowed right through your mercenary, it's easy to feel like something of a failure. Without a tank in my party, I was quite useless in many situations, and that was reason enough for me to look for another build.
Hang on, I'm going somewhere with this.
I came back to this forum and noticed this guide. It seemed to solve one of my main problems, which was that I didn't have a left-click spell, like glacial spike or fireball. But what really appealed to me is the use of synergies. I could increase my skills' damage by a greater interval than their own masteries provide, and double the amount of skills I had! This guide seems to me like the way to go, but the criticism of the lack of cold mastery is worrying me, and has raised a new question about how cold mastery works.
I understand that cold mastery decreases monsters' cold resistances, but my question is this: Doesn't this have the same effect as the other masteries, essentially increasing the damage the monster will take by a certain percent? In figuring the actual damage of a cold skill, can't I just apply the percentage at which cold mastery decreases a monster's resistance as an increase in the percentage of my skill's damage? How does taking 25% off of a monster's resistance differ from increasing my own damage by 25% and leaving the resistance on? Won't the monster take the same damage in either case? If so, why not do as this guide suggests and place only one point in cold mastery and use synergies to increase damage by a greater interval? What am I missing here?
Any help would be appreciated, and sorry for the long post. I thought I'd introduce myself a bit. :]
02-07-2004, 14:15 #8
Originally Posted by Rowdy
- Join Date
- Nov 2003
- Diablo III Hardcore BattleTag melianor-2318
Decreasing resistances will usually result in more damage than just the percentage by which the respective resistance is decreased. Reason for this: Resistances can go to -100% (which is the cap). So effectivly with Cold Mastery at a decent lvl (about 17) you will be able to reduce cold resistance of most monsters to -100% by which you suddenly will do double damage, although the lvl at which your killing spell is has not changed
Reducing resistances is always superior compared to adding +xx% damage since that added damage is resisted in some amount again. Ofcourse adding both +xx% damage and -xx% resistance is even far more superior
Also the reason why you will rather invest hard skill points into synergies than into Cold Mastery is that Cold Mastery lvl and effect can be raised through +skills, but synergies added % damage can ONLY be raised by adding hard skill points and not through added +skills fomr items!
@Myladys-Knight: A very nice build inbetween Finally a Fire/Cold variant with Blizzard and not Frozen Orb. I find the tactics of using Blizzard or Frozen Orb very different and its refreshing to play differently with a Cold tree spell!
02-07-2004, 15:24 #9
- Join Date
- Mar 2004
some figures that might clear melianor explanation (not that it wasn't a clear explanation):
assume monster resistance of 75, and attack damage of 1000.
damage with (-75%) res: 1000 * (1-0) = 1000
damage with (+75%) damage: (1000*1.75) * (1-0.75) = 1750*0.25 = 437.5
less then half !
03-07-2004, 13:04 #10
- Join Date
- Jul 2003
Just did some SP testing... This build is absolutely wonderful! The "weak" blizzard is really kicking when combined with Fire Ball spam. I love it.
My SP testchar is like my 100% blizzard sorc on 'roids.
Hrm. Now I got three chars to consider for the next season. :scream: