- Massively Updated November 26th, 2008 -
Featuring a BRAND NEW 'Rich jerk section' at the end of this post! Yowie! Zappo!
NOTE: Foundations of this guide also apply to CLASSIC players.
DISCLAIMER: Huge read. The Hardcore Orb/TELEPORT/(tk) Blind-Teleporting Budget MF Sorceress is formed from the collective knowledge of the good folks at the DII.net and AB Hardcore forums. I didn't invent it; I just put it together.
This is for poor/new-ladder “legit” players wanting an efficient and durable MFer.
Assumptions: untwinked, no-trade, solo hardcore play (softcore too). Shako, COH/HOTO/CTA,
torches etc. are shiny but unnecessary. This text is laid out to help you understand the
delicate underpinnings of this super-efficient magic finder.
NOTE: Already an expert? Never die teleporting? Skip to the build in the next post.
Then again, if you’re already 1337, why are you reading a guide? Nooblet.
Correct teleporting means holding down teleport and watching the mini-map, ignoring all else.
Blind-Teleporting is the absolute fastest way to travel. With adequate faster cast rate (FCR),
faster hit recovery (FHR), faster block rate (FBR), and mana cost-to-regeneration ratio, it's also
the safest way.
Basic MF tenets
I hate MFing, so I maximized efficiency and minimized boredom, best expressed by my
super-aggressive playstyle. I blind-teleport exclusively in hardcore and have never lost an
MFer to it. Tenets:
- 1. Profit
- 2. Survival
- 3. Speed
Kill fast, live, and get drops worth the time invested.
Don't run Pits/Tunnels if you want volume finds. Great stuff drops, but very rarely. The Pits
may have the same arealvl as WSK, but Baal and minions drop exponentially better. I don't
recommend solo Baals unless you're an Enigma-din or Infinity user. If you have this stuff; stop
reading. Why do you still MF? Untwinked dual-element casters can Baal, but lack optimal safety.
Hell Mephisto dies easily, doesn't need much MF for AWESOME drops, and has excellent
TC categories. Major deterrent? The journey from Durance 2 to Durance 3.
Note: "Glitching" bosses is very profitable. Make games with a character that's already
killed the boss for quest; kill the boss with a character that hasn't. This yields an enhanced
“quest drop” every time. Guaranteed.
2. Survival & 3. Speed (these go hand-in-hand)
*Barebones, a well-equipped teleporter has:
4-6 mana cost Teleport, 63% FCR, 30% FHR, 27% FBR, decent resistances, 75% block
*Ideally, a well-equipped teleporter has:
2-4 mana cost Teleport, 105% FCR, 60% FHR, 27% FBR, stacked resistances, 75% block
You only need cold/light resistance to run Hell Mephisto. Specialize. Don't fight every monster
in the game. Fire/Poison resists aren't useful for teleporting through Durance 2.
c. Why most die to (a), some to (b), and what to learn from their mistakes
Section c. Part 1
Most die teleporting due to lag or "teleport lock," i.e. when something stops you from teleporting.
You're swarmed by fanatic/extra strong/cursed dolls, RIP.
Teleport lock is caused by:
- 1. getting hit and going into recovery animation
- 2. blocking hits and going into recovery animation
- 3. getting hit and manaburned (stuck!)
- 4. running out of mana (see above)
- 5. teleporting on an item (corpse, well, chest, whatever)
Surviving/avoiding Teleport lock requires (in order of importance):
- 9-frame cast rate or faster
- 30%+ faster hit recovery
- low (2-6 mana) Teleport cost (infinicast - keep reading)
- good faster block recovery (27%+) and blocking (75%)
- decent nerves
- enough life to take 3-4 hits
- 16-slot belt (row setup: purple, purple, red, blue)
Teleport lock causes #1: getting hit and #2: blocking hits
Faster Cast Rate
At 63% (9-frame) or 105% (8-frame) casting, most enemies won't complete their attack animationCode:Frame.....13.....12.....11.....10.....9.....8.....7 FCR.......0%.....9%.....20%....37%....63%...105%..200%
before you've teleported away. I hold down teleport, watch the mini map, and keep an eye on
life/mana. 99% of the time, nothing hits me because I don't stop to chat. If I do get hit,
fine. Tap '2' or '3' for life. Don't panic. If manaburned, tap '4' for mana and don’t break stride.
Faster Hit Recovery
If hit, you'll need 30%+ FHR to avoid teleport lock (#1). Higher is better. This speeds up your hitCode:Frame.....15.....14.....13.....12.....11.....10.....9.....8.....7.....6 FHR.......0%.....5%.....9%.....14%....20%....30%....42%...60%...86%...142%
recovery animation when hit for a certain % of life. Match/beat your teleport cast rate to
prevent hiccups. Think Bloodfist and rare FHR boots/belts.
Faster Block Rate
With a slow block rate and multiple fast-hitting/high AR monsters, you're likely to get stuck in blockCode:Frame.....9.....8.....7.....6.....5.....4.....3 FBR.......0%....7%....15%...27%...48%...86%...200%
animation from all the hits, aka "block lock." To avoid this, you need a shield with FBR. Rhyme's
ok, but upgraded Moser’s Circle/Visceratuant or Whitstan's Guard are superior. In a bind, a bone
shield of deflection (30% FBR / 20% increased blocking) with resists will do.
Teleport lock causes #3: getting hit, manaburn and #4: running out of mana
Invest in teleport (points in teleport > warmth; invest at a 4 or 3:1 ratio only if you have to).
The Orb/TK build can do this without losing too much efficiency. With a 2-6 mana cost teleport,
decent (100%+ish) mana regen, and 4-600 mana from base energy (use charms if needed), you'll
regenerate fast enough to teleport indefinitely - even if manaburned. Still, chug blues just in case.
Teleport lock cause #5: clicking on an item
Hold spacebar ("show items" key) while teleporting. This disables the cursor from registering items.
Alternatively, type /nopickup in the chatbox (great for anyone killing Baal’s minions!).
Section c. Part 2
75% blocking is key. Moat trick is slow and a ninja council member might kill you. Teleport right up
to Mephisto, Orb once to chill, then jam out Static Fields. Ideally, your merc has 50/75% slow and
tanks - walk back so Orbs are “sweetspotting” (last Orb explodes inside Mephisto’s graphic). Repeat
until dead. Your A2 normal Defiance merc should use Kelpie Snare, Reaper’s Toll, or Woestave.
Max Block vs. Vita
Why get hit if you don't have to? Max block has 75% chance of deflecting all Mephisto's attacks
excluding lightning/poison - which he won't use in melee. Read: the 'Cold Ball' is blockable.
For a teleporter, max block > max vita because:
Faster Hit RecoveryRealistically, with starting gear, you'll have 10 or 9-frame hit recovery, max.Code:Frame.....15.....14.....13.....12.....11.....10.....9.....8.....7.....6 FHR.......0%.....5%.....9%.....14%....20%....30%....42%...60%...86%...142%
Faster Block RateWith an easily acquired Whitstan's Guard or Visceratuant, you hit 6-frame blocking.Code:Frame.....9.....8.....7.....6.....5.....4.....3 FBR.......0%....7%....15%...27%...48%...86%...200%
What this means:
* Get hit while teleporting, teleport away in 10 or 9 frames.
* Block while teleporting, teleport away in 6 frames. That's a 75% chance to escape 50% faster.
- Max vita: you can take ~10 hits, but are hit 80-85% of the time (factoring in mediocre
blocking from base dexterity). A stitch of lag and you're dead.
- Max block: you can take ~7 hits, but are hit only 25% of the time. Argument's done for
me; max block over max vita on a Meph MF sorceress any day.
Frozen Armor vs. Shiver Armor
Shiver Armor apparently chills enemies when they begin their attack animation, while Frozen Armor
only kicks in after you take an unblocked hit. Go with Shiver Armor; it's nice to escape unscathed.
63 vs. 105 FCR
Orb is on a timer. FCR is only used for Static/Teleport. You can teleport fine at 9 frames, but faster
is better. Hit 105% if you can afford to, but don't stress if you only hit 63% FCR.
Insight vs. Kelpie Snare vs. Teleport vs. Energy Shield vs. Ice Bolt
First off, I don't like being dependent on a mercenary for survival. If you rely on Insight and don't
invest in Teleport, fast-hitting manaburn mobs will kill you. With 2-6 mana cost Teleports and decent
mana regen, manaburn is a joke, even without a mercenary.
Second, unless he's very well-dressed, Emilio will die vs. Andariel without a source of slow or
decrepify. With Kelpie Snare, he has a much better chance of survival, so tack on another boss you
can easily MF. Kelpie Snare + Blackhorn's Face = 95% slow. Wow.
Energy Shield, like blocking, is just a buffer between damage and life. 55% absorb coupled with fast
mana regen/cheap teleports is enough to save you from most teleport lock scenarios. Truth be told,
Energy Shield is unnecessary - but if you're untwinked... don't chance it. You'll end up whining.
>>> Let me be clear: I don't use Energy Shield on any sorceress I make (I only play hardcore). Its mechanics scream "kill me" for a small handful of scenarios. Not common, but prevalent. Thus.
The ONLY instance I will ever recommend the use of Energy Shield is for this sorceress. This penniless, built-to-get-gear-for-other-characters, "I wear what I found" sorceress. And only for teleporting through Durance 2. And only for less-than-regen-mana-cost-cast teleport. And only with maxxed Telekinesis. And perhaps if you have a less-than-broadband internet connection (~150++ ping).
Regarding Ice Bolt debates, here's an old (slightly modified) post of mine from long ago:
Note that the analysis above is based on low-to-no +skill Frozen Orbs. I absolutely recommend putting points into Ice Bolt: but only when you're filthy stinking rich enough to make it worthwhile. Increasing 300 damage by 40% (+120 damage)isn't much to brag about; increasing 600 damage by 40% (+240! damage) is. Recap: points in Ice Bolt only "worth it" with a ton of +skills and +% cold damage gear. Read this to see what 40% damage can help you get to.Hell Mephisto has 94,320 life in a 1 player game. Assume he has ~50,000 life after Static Fielding,
your merc tanks, and you’re usually ‘sweetspotting’ (orb explosion inside Mephisto's graphic).
1) 20 Frozen Orb/Cold Mastery minimum band: 267 dmg
-115% cold resist modifier vs. Mephisto’s 75% cold resist: 372 dmg
imperfect 12-shard ‘sweetspot’ hit: 4,469 dmg
50,000 / 4,469 = ~11.18 casts to kill
2) 20 Frozen Orb/Ice Bolt/Cold Mastery, minimum band: 366 dmg
-115% cold resist modifier vs. Mephisto’s 75% cold resist: 512 dmg
imperfect 12-shard ‘sweetspot’ hit: 6,149 dmg
50,000 / 6,149 = ~8.13 casts to kill
You waste 19 points in Ice Bolt to save yourself 3-4 casts of Frozen Orb to kill Mephisto.
Points into Energy Shield and prereqs vs. Memory staff
Memory's great, but finding a nice 4 os staff with +eshield or +shiver is tedious and time consuming.
Also, stash-switch prebuffing is irritating. I'd rather invest the 4-5 points into energy shield so I can
use Gull + Rhyme (125% MF) or Ali Baba + Rhyme (~100% MF) on switch. More MF means more loot!
NEW! Rich jerk section!
Now that's all covered, finally, the build/setup.Code:Ok. For the irritating, deviant bastards out there who just won't let up, here's the 'legendary' (ha) Socialism super-twink massive-damage full-game-Baal-teleporter pure Orber setup. 20 Ice Bolt 01 Frost Nova, Ice Blast, Spike, Blizzard, Frozen Armor, Shiver Armor 20 Frozen Orb 20 Cold Mastery 20 Warmth 10 Teleport 01 Telekinesis 01 Static Field 98 Done at level 87. Q: "¿Por que no tiene Energy Shield?" A: I'm not poor and I have a decent broadband connection. Q: Skills? A: 14 or 17, depending on gear setup. 15 or 18 with Battle Command. Q: Gieb gear piece by piece equipment plz? lol A: No. Hints! ----- - 8-frame cast rate - no dupewords - lightning absorb - around 1.1k-1.25k damage per shard - meets or exceeds all breakpoints save for one glaring omission!
Results 1 to 10 of 245
14-05-2007, 20:05 #1
UPDATED: Hardcore Orb/TELEPORT/TK Blind-Teleporting Budget MF Sorceress
Last edited by Socialism; 18-10-2011 at 19:00. Reason: This is an Orb/TELEPORT build, with TK thrown in as an afterthought. Don't label this "an ES sorc". Ever.
14-05-2007, 20:07 #2
- Massively Updated November 26th, 2008 -
The Hardcore Orb/TELEPORT/(tk) Blind-Teleporting Budget MF Sorceress
- Stat Setup
STR: 45 is safe, or enough for gear (perfectionism discouraged if untwinked)
DEX: enough for max (75%) block
VIT: everything else
- 1 Ice Bolt, Frost Nova, Ice Blast, Spike, Blizzard, Frozen Armor, Shiver Armor
- 20 Frozen Orb
- 20 Cold Mastery
- 20 Telekinesis
- 1-5 Static Field (untwinked, this knocks out levels 6-30 *fast*)
- 10-20 Teleport (enough for ~2-6 mana cost)
- 1 Charged Bolt, Lightning, Chain Lightning
- 1-5 Energy Shield (~55% after +skills)
- 1-5 Warmth
Skill Point Progression
- 1 all cold prerequisites ASAP
- 1 Warmth, Frozen Armor
- 1 Static Field (storebought +3 Static staff, Frost Nova, & merc gets to level 24 fast)
- 1 Telekinesis
- 10 Teleport
- 12 Frozen Orb and Cold Mastery simultaneously
- max Frozen Orb
- add to Teleport to balance with mana regen (close in on infinicast* manacost)
- max Cold Mastery
- 1-5 into Energy Shield (~50-60% with endgame +skills)
- max Telekinesis
- rest Warmth/whatever
Build done ~level 72 - 94, depending on the awesomeness of your end-game gear
*Note: Infinicast = able to cast ad infinitum without losing mana.
Early Untwinked Levels
This character does fine solo/untwinked without any external help. 12-24 takes
patience. Rely on Emilio, a sapphire/topaz Hunter's Bow, and static field - you'll get there in
2-3 hours, depending on drop luck. A storebought +3 static staff takes you to A4 easily.
Pick up and sell anything worth more than 400 gold (throwing weapons for the win) and
FILL YOUR INVENTORY WITH MANA POTIONS.
I cannot stress this enough. It'll make you a decent caster early on. Don't be lazy.
Random Dirt-Cheap Equipment Suggestions (superior | inferior)
Weapon:.... Wizardspike (huge FCR, huge res) | Spirit | Spectral Shard
Shield:*.... Upgraded Moser’s Circle/Visceratuant | Whitstan's Guard
Switch:.... Gull + "Rhyme" Shield (MF) | Ali Baba + Milabrega's Shield
Head:*.... Rockstopper (Shael it!) | Tarnhelm | 3 p-topaz mask | Rare**
Armor:*.... Vipermagi (skill, FCR, res - hands down best) | “Smoke” Armor | "Stealth" Armor
Hands:.... Magefist (FCR) | Bloodfist (FHR) | FHR/res rare
Belt:.... Bladebuckle (FHR) | Tal's belt | 16-slot FHR dual/tri-res Rare**
Amulet:.... +skill/fcr/res | Tancred Amulet/Boots combo | Nokozan Relic | MF/FCR/res Rare**
Rings 1/2:.... MF/mana/life/res Rare (get what you can; I used FCR/Mana)**
Feet:.... Hotspur | FHR/FRW/MF dual/tri-res Rare** | Tancred Amulet/Boots combo
* Perfect diamonds in shield, ruby/topaz elsewhere; resist jewel in Wizardspike
** FHR, resistances, life, mana - get what you can, really
Life/mana charms, FHR/resistances to reach breakpoints. Torch/annihilus are great
but unnecessary. Untwinked/no-trade folks shouldn’t plan around notoriously hard
to get itams since the build functions just fine without them anyway.
Side note: I’ve soloed the Diablo Clone with this build at least 5 times – it’s a long test
of potions and patience. Half-hour kill, anyone? Spawn him in the Den of Evil to avoid
surprises. This character isn't built for clone-killing; avoid unless you're reckless like me.
Normal A2 Defiance (Defensive) Mercenary
My ultimate not-quite-budget Hell Meph merc setup:
Weapon:.... Kelpie Snare (Shael | Eth | Tal*)
Armor:.... Eth "Duress" glitched Armor ~1k base def (FHR, OW, CB, Res)
Helm:.... Eth Blackhorn's Face (Shael) | Eth Vampire Gaze** (Cham) (bahahaha)
Reasonable Alternative (armor/helm preferably ethereal):
Weapon:.... Kelpie Snare (Shael | Eth)
Armor:.... Treachery | Duriel's Shell
Helm:.... Blackhorn's Face | Rockstopper (Shael it!) | Tal Rasha's Mask**
*Poison negates enemy healing. Ignore if using Treachery [Venom cancels duration]
**Mercenaries can't lifesteal from Mephisto without Life Tap
Mercenary vs. damage vs. exploding dolls
* Normal A2 Defiance merc, level 95, perfect hit, perfect %ed Kelpie Snare
and perfect 20%ed “Duress” Armor
* ‘Bone Fetish’ (exploder) types have 2789–6249 life in 1-player hell games
Kelpie Type........Max Damage* ----------------------------- Upgraded Ethereal........2943 (4% chance of 1-hit kill) Upgraded.................2037 Ethereal.................1319 Regular...................690
A 1-hit killed monster (~2900 life) exploding for 100% life vs. a 55% energy shield
75% fire-resist sorc does 1595 mana damage and 815 life damage. Moral: Don't use
Up'd Eth Perfect Kelpie Snare unless you have a ton of HP (1000++) to spare.
Note: Ironically, this build gets safer with more players in game. More players in
the game makes it impossible for your merc to 1-hit kill anything. If you have someone
to BO/split drops with or an extra set of CDkeys, congratulations. You’ve got it made.
Addendum: Mercenary Survival
There have been many inquiries about how to keep your mercenary alive vs.
Mephisto/Andariel/Act Bosses in general. Before we dip in to survival techniques,
there are three things to understand.
1) Mercenaries take increased damage from Act Bosses. From the Arreat Summit:Hirelings vs. Bosses
Hireling damage is 50% against Bosses in Normal, 35% in Nightmare, and 25% in Hell
difficulties. Additionally, Hirelings takes(sic) 10 times more damage from End Act Bosses.
Attacker Attack Rating, Defender Level, and Defender Defense Rating. The formula
heavily weighs in attacker/defender level variation. Outside a certain range, if attacker
level is higher than defender level, the attacker's chance to hit (and conversely,
defender's chance to avoid being hit) skyrockets.
From diabloii.net's Facts & Formulae Archive:
Chance to Hit
100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense Rating
Mercenary Survival Tactics
A) Reduce attack damage and/or frequency
i. reduce damage of enemy attacks
Dumb. Through gear damage reduction %. Mephisto does 1000% (10x) damage to Emilio.
Shaftstop reduces received damage by 35%.
1000% - 35% = 965%. Whoop tee doo. Yes, that's the correct calculation.
Smart. Through curses; i.e. Decrepify from Reaper's Toll. This reduces dealt damage by 50%
so it's really 'only' 500% damage.
ii. diminish frequency of enemy attacks
Awesome. Blackhorn's Face + Kelpie Snare = 95% slow target
(I've found this safer than using Reaper's Toll for decrepify)
B) Dilute target pool by helping to tank
Only Emilio takes 10x damage from Mephisto, not you. Teleport directly onto Mephisto and
take some of the heat off while staticking.
C) Normalize attack/defense ratings by matching levels
The most significant way to simultaneously diminish your merc's number of landed hits and
increase his number of landed attacks is to raise his level closer to Mephisto's (mlvl 87).
D) Work on your aim
A direct sweet-spot Orb explosion will do significantly more damage than a
slightly off 'sweet spot' Orb. Kill Mephisto in 10 seconds vs. 16 seconds; each additional
second gets you closer to losing 50k gold.
Q W E R T
A S D F
Z _ C
Q: Shiver Armor – prep
W: Energy Shield – prep
E: Frozen Orb
R: Glacial Spike
T: Telekinesis – my favourite; speeds up potion fetching, chests, portals/wps, etc.
S: Frost Nova
F: Static Field
Z: Tome of Town Portal – never TP from the inventory again!
C: Character Screen – I’m a sucker for compulsive checking
Shift: Stand Still
Spacebar: Show Items - easy thumb rest, prevents hitting the Windows key
Weapon switch on a third mouse button.
Put Orb on the left mouse button (LMB) and leave it there. Use shift (stand still)
to stationary-cast. Hotkey everything else to the right mouse button (RMB).
When you can afford the mana cost, don’t walk or run – only teleport. It’s faster
and safer: it accurately indicates lag and maintains 75% block all the time.
Make this a habit.
Orb first, talk later. Cast Static Field between Orbs until it’s useless, then cast
Glacial Spikes to freeze enemies for increased safety while 'sweetspotting'.
A “safe” rudimentary hardcore MFer progression
- 1. Get to nightmare (NM) ~level 35, quickly get Den/Rhadament skill quests
- 2. Run normal Travincal/Mephisto/Shenk/Eldritch/Crystalline/Ancient's/Baal
until ~level 50 with 50%+ fire/cold/light resist in NM, 48% FCR, 50%+ block, maybe
some life/mana charms; move on to NM Mephisto
- 3. Run NM Mephisto until ~level 55 with 75% cold/light res in NM,
63% FCR, 75% block, and 30% FHR; add NM Andariel and Baal to the kill list
- 4. Run NM Andariel/Mephisto/Baal until ~level 75 with 50%+ fire
75% cold/light res in Hell, 27% FBR, Woestave (50% slow) or Kelpie Snare
(75% slow) for your mercenary; move on to Hell Mephisto
- 5. Tack on Hell Andariel to the kill list if you’re confidently running Hell Mephisto
Okay, that’s the lot. Thanks to the dii.net and AB crews for everything! Special mention goes to
temporary unemployment for driving me to write this.
Now go get rich so you can tell me all about it.
- Socialism / Sunforge
Last edited by Socialism; 16-01-2009 at 20:24.
- Stat Setup
15-05-2007, 11:58 #3
- Join Date
- Feb 2006
Nice guide! Going to make this on hc soon. With my crappy internet connection it will be putting it to the test
Not sure if any of the Build was pointed to classic. But i'll assume yes.
Just mentioning the use of twitch to hit max block. Dex doesnt affect in classic.
Also you say Hell andy would be harder then meph for this build? I've always had trouble with Meph and not andy with other sorcs. Guess I'll see how this guy turns out
Edit: Read it again (About 7th time overall ) and am wondering on the Defiance merc. I'm thinking the sorc's defence will be low with the following gear? So is it for merc survivabilty? Would a holy freeze merc work well?
15-05-2007, 13:03 #4
I played this build from Malaysia with a ~350-800 ping on average, you'll be fine. This build works for classic. Twitch is a good inclusion, but I figured classic folks would be aware of that and dexterity issue for a caster. Good catch, though.
My problem with Andariel was the constant loss of Emilio(TM). 50k-a-run was an excessive loss. Both Andariel and Mephisto die fine without a merc; it's just that having one really sped up the process for me. The net result of chill + 75% slow is very impressive.
Holy freeze works fine - it's just unecessary. Frozen Orb does your chilling, and the extra defense (very noticeable with a high-def armor) works well, and adds a small layer of extra protection for you whilst teleporting.
15-05-2007, 13:43 #5
- Join Date
- Feb 2006
Ok cheers for that.
I guess i'll try both. I figured Holy freeze would just make teleing even that little bit more safer
I'll be shooting for 105 fcr bp to
15-05-2007, 19:12 #6
- Join Date
- Aug 2005
I really like this guide, because the following three show that it's from someone who really played the game without using fully twinked items as if they cost nothing:
1) 63FCR is enough
2) Blindly maxing damage on merc means suicide to dolls
3) Max block > max vitality
From my personal experiences, these are so true yet so overlooked by most people.
15-05-2007, 19:19 #7
Try it out, see which one you prefer. $5 says you'll go defiance after 15-20 very observant teleport runs.
15-05-2007, 19:32 #8
Good read, but could you explain why Shako is unnecessary?
Edit: Nevermind, this is the budget guide, sorry!
15-05-2007, 20:33 #9
With this basic build, you can twink on the ubarleet dmg godly itAmz and ramp up somewhere around 1.2-1.4k Orb damage or something (what's 1.8k - 40% ice bolt?), but that'll only make you marginally more efficient. The difference in your MF runs will be under 5 seconds net - because the only variable is getting Mephisto from ~54%ish life (50k) to zero. This is already done quite well by base 20 Orb/CM. You still run, teleport, and static at roughly the same speeds.
16-05-2007, 07:08 #10
Good guide, I enjoyed reading it and could find a lot of things to be true for my HC MF-sorc. How about the not-so-budget section, as you will likely start to find useful gear with this sorc?
One thing you didn´t use at all was damage reduction. Was it not necessary or just not possible with budget gear? I´m still afraid of this high damage, fanatism, might, extra fast, extra strong and of course mana burn group waiting for me, after I took stairs down. :undecided: