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  1. #11
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    Thanks Dacar, I was wondering where the thread went lol..

    Hmm, but I don't plan on using energy shield cus it drains mana instantly..just as bad as mana burn.. I mean, maybe in hc I'd consider it, but I tihnk it's a waste in normal..




  2. #12
    IncGamers Member Zodijackyl's Avatar
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    You always want cold mastery maxed. For blizz I think I did the skills Blizz>CM>Blast>Bolt>GS

    Also, for blizz you should try to keep as many points to blizz+synergies as possible. My level 90 blizz sorc has 20 points in blizz+cm+bolt+blast and 18 in gs, one each in telep+telek. Im thinking I'll add warmth next level, and still be able to max all skills at 93. Static I didn't put a point in because I intend for this to eventually be a PvP sorc.
    Orb works well for a versatile sorc because you have about 35 more free points than with blizz. Orbers work well with TS or ES builds, or just having more points to add warmth, static, teleport, or whatever you want.
    For blizz the most outside of blizz/syns/cm you would want to add is one each in warmth, static, telek/telep




  3. #13
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    All my past orb builds were maxing out orb, cm and ice bolt. 1 into warmth, tele, and static. 4 into ES and the rest went into telek.

    To put nothing into static is your choice. I would rather have one invested into for boss killing and thus more and faster exp.

    Warmth, all you need is one, for your + skill points from your items add to its effects.




  4. #14
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    Quote Originally Posted by eggo
    Thanks Dacar, I was wondering where the thread went lol..

    Hmm, but I don't plan on using energy shield cus it drains mana instantly..just as bad as mana burn.. I mean, maybe in hc I'd consider it, but I tihnk it's a waste in normal..
    What do you plan on doing? Pvp or Pvm?

    If your going the pvp route... and don't use es... you might as well put a "Im Going to get pwned" sticker on your forehead.

    There is a huge different between mana burn and es... mana burn just takes away mana... with no benefit to you whatsoever. ES can save your @$$ in very tight postions.

    But there is a downside to es, if you where happening to be the one to teleport in a cs run and accidentally teleport into a massive gathering of monsters... the monsters hits would drain your mana and thus have no mana to teleport again. But then again... If you didn't invest into es, and found yourself in the same situation you'd get slaughtered by the monsters(just quicker)

    Since they do SELL mana pots in town... mana isn't a huge deal anymore. Just when you take a hit, just chug down a blue elixer and your fine.

    If you do fear that one hit WILL magically make your mana disappear just put less into es. I suggest 4 points should suffice.


    Since going with the orb, its wise to pick energy shield. Which is more important... gaining small amounts of exp or losing a whole bunch?




  5. #15
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    Quote Originally Posted by Immortality
    If you do fear that one hit WILL magically make your mana disappear just put less into es. I suggest 4 points should suffice.
    Or for those frugal with skill points, finding/buying a +3 energy shield staff (or a +2 all sorc +3 energy shield staff or something along those lines) will work well. Then you can just put points into Telekinesis and save on the prereqs to Energy Shield. I find one nice thing about a decent level energy shield is the duration, though, as if you have to switch gear to cast it and you are constantly recasting, that can be annoying. A level 8 (+3 ES Staff with +2 Sorc skills, +tarn +1 sorc ammy + someone else's Battle Command) gives a duration of 564 seconds, almost 10 minutes and longer than BO/BC usually last, and I find that quite a good duration. If I find a skill shrine, though, I'm happy to remember where it is to improve the duration.

    One thing that is worth mentioning with Energy Shield is that using it reduces the dependence upon resistance gear, since resistances (positive or negative) are applied after the energy shield reduction. So having negative resistances is no longer the certain death that it usually is. Poison is a pain, but antidote potions are much cheaper than a full set of resistance gear. This is particularly useful for an MF sorc as it will free up inventory to concentrate on MF gear. And it works well for a single-tree sorc with a skill that doesn't require a lot of synergies to be effective, since there will be some extra skill points. A single-tree sorc can't solo hell effectively but for MFing in NM, Orb works well without the synergies, just Cold Mastery.




  6. #16
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    Level 17 Cold Mastery will increase the damage of cold spells against all (non-cold-immune) monsters, but even once you are at 17, it may be more effective to continue to increase it rather than the synergies, depending upon whether or not you are likely to face cold-resistant monsters.

    Here is a small calculation to illustrate the importance of cold mastery, even beyond level 17:

    suppose you have an Orb sorc with her skills as follows: 20 Frozen Orb 1 Ice Bolt (as a prereq) 14 Cold Mastery

    and you have +3 sorc skills total, giving level 23 FO with one synergy which gives 310-326 cold damage for each shard and level 17 CM. Should you add an additional point in CM or in Ice Bolt?

    Results of putting an additional point in Ice Bolt:

    For facing normal monsters with no cold resistance, you would have the 2% increase from the additional ice bolt synergy, giving 316-333 damage per shard, doubled by the cold mastery (0% resistance - 100% from level 17 CM = -100% resistance, the max, which doubles damage) and gives 632-666 per shard.

    For facing normal monsters with some cold resistance, say, a Hell Council Member (which has 33% CR according to http://www.battle.net/diablo2exp/mon...ilmember.shtml ), you would have the 2% increase from the additional ice bolt synergy, giving 316-333 damage per shard, affected by the cold mastery (33% resistance - 100% from level 17 CM = -66% resistance, which increases damage by 66%) and gives 524-552 per shard.

    For facing monsters with a lot of cold resistance, like Meph at 75% in Hell, the calculation gives 316-333 * (1.25)= 395-416 per shard.

    For facing cold immune monsters with barely broken immunities (say a 110% immune monster under the effect of level 15 lower resist (which gives -60% to resistance, which is divided by 5 when breaking the immunity to give -12% resistance, gives 98% resistance or perhaps 90% resistance, depending upon whether or not the divided by 5 penalty continues to apply after the resistance is broken) the effect is 316-333 * (1.02) = 322- 340 damage or 316-333 * (1.10) = 348-366 damage per shard



    Results of putting an additional point in Cold Mastery:

    For facing normal monsters with no cold resistance, you would have no change, since resistances cannot go below -100%, giving 316-333 damage per shard, doubled by the cold mastery (0% resistance - 105% from level 18 CM = -100% resistance, the max, which doubles damage) and gives 610-652 per shard.

    For facing normal monsters with some cold resistance, say, a Hell Council Member, you would have the 5% additional reduction from cold mastery, giving 310-326 damage per shard, affected by the cold mastery (33% resistance - 105% from level 17 CM = -71% resistance, which increases damage by 71%) and gives 530-557 per shard.

    For facing monsters with a lot of cold resistance, like Meph at 75% in Hell, the calculation gives 310-326 * (1.30)= 403-423 per shard.

    For facing cold immune monsters with barely broken immunities as above, the effect is 310-326 * (1.07) = 338-359 damage or 310-326 * (1.15) = 356-375 damage per shard.

    The point is that the synergy increases the base damage, but the additional point in cold mastery uses the same base damage but will decrease the resistances in all cases except those which have no cold resistance of any kind. If your Orb sorc is going to only be facing monsters with no cold resistance, then the additional point in CM is wasted, but if she is facing a mix of normal and resistant monsters, then the additional point in CM is better spent.

    One key fact here is that the synergy bonus for Orb is Ice Bolt, which is pretty useless and gives only a 2% synergy bonus. For Blizzard, the computation is often the other way around- the synergy bonuses are 5%, which will give greater damage than an additional 5% reduction for monsters whose resistances are already in the negative zone from level 17 cold mastery. Furthermore, the skills that Blizzard synergizes with are more useful than Ice Bolt (a high level Glacial Spike gives longer duration of being completely frozen and is much appreciated by melee party members.)

    So I prefer the following- for an FO sorc, max FO and CM and don't put anything into Ice Bolt except the 1 as a prereq, but for Blizzard, get CM to the point where it is level 17 after skills and invest in Glacial Spike and possibly the other synergies, depending upon whether or not you are going single-tree or dual-tree.




  7. #17
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    Wow why couldn't you say this sooner lol? I already maxed icebolts..LOL. Not going to remake, again..already lvl 69, actually maybe, since I didn't include any into energy shield whatsoever..so thankyou for enlightening me!




  8. #18
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    Quote Originally Posted by eggo
    Wow why couldn't you say this sooner lol? I already maxed icebolts..LOL. Not going to remake, again..already lvl 69, actually maybe, since I didn't include any into energy shield whatsoever..so thankyou for enlightening me!
    Lol... I thought you were a seasoned vet... but I guess you proved me otherwise.

    All you have to do is Max out icebolt in your first 20-22 levels, and use the rest of the levels before for req for icebolt. Then max out FO, then go for CM.

    Use the skill points you gain from quests for reqs for TS and/or ES




  9. #19
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    Added to the Build Guide and Useful Info sticky and unstuck.



    Rose: You're an alien? You sound like you're from the North.
    Doctor: LOTS of planets have a North!!!

  10. #20
    IncGamers Member -Tempus-'s Avatar
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    i have an old post someplace where i was testing different levs of orb/icebolt/mastery vs one of my other chars with different item setups in hell games. this was done when 1.10 came out and should still be here someplace. if its not i may still have the numbers to repost it.

    some of the different setups were
    28 orb/mastery max icebolt
    28 orb, 9 mastery max icebolt
    28 orb/mastery 1 icebot

    vs
    naked barb with 1 point NR so his resistance in hell was very bad
    barb with 75% to cold in hell
    barb with 90% to cold in hell
    pal with a total of 400% to 450% resist to cold in hell (with 75% or 92% max)

    the first 2 barbs could die in 1-2 hits (close to 3k life) but the paladin would only lose a few hp from each attack.

    the thing is to get the most out of orb you need tomax all 3 and use a lot of +skill items but you could kill faster if you just use a high lev static field for the range to take the monsters down to low life then use a 2nd attack skill thats not as strong to finsh them off. that works best if you want to make a 2 or 3 tree build. high lev SF with 105%fcr is still a ton of fun

    -Tempus-




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