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%DR is of little use in PvM when you've already got max block and ES. Straight PDR, however, could be effective in substantial amounts but can be difficult to get while maintaining max resists and decent FCR.
The main point I see in going to not-so-budget gear would be to hit 105% FCR, since what really reduces your run time is getting to Meph faster. There are a number of ways of getting this, probaby the easiest being Wizzy, Vipermagi, Magefist, and a FCR ring. After that you could always switch your helm to Shako and/or switch your shield to Stormshield (%DR) or Gerke's (PDR/MDR).
Quick question. Whats the particular reason behind 20 skill points into telekinesis? I know it would speed up picking up potions/wp's and stuff, but wouldn't it be better to maybe stick those 20 into something like ice bolt or some sort, to increase orb damage? Just something I'd been thinking about considering i've never used telekinesis but when goofing off. Seeing if i'm missing some hidden use for this skill.
If I recall correctly, TK factors in directly to improving the absorb rate of Energy Shield, or something like that. Oh, let's wait for Soc to explain it, all I know is high TK = better ES.
Socialism, great guide! I just restarted again on SP, and this looks far more interesting as a first character, as I'm really not looking forward to yet another standard Blizzard sorc. I was thinking of adapting this build for a Countess rune runner, though, and was wondering if you might be able to give any advice on the matter.
It seems that the majority of the Countess' resistances are to fire, cold, or both, and never to lightning, and I managed to build a pretty successful lightning sorc who concentrated specifically on killing her. I did fairly well without Energy Shield, having designed her more along the lines of a cookie-cutter lit sorc, and killed the Countess with Lightning blasts. So I want to rebuild her, but, you know, make her better.
That pretty much means that I'll be investing mostly in Charged Bolt, Lightning, Chain Lightning and Mastery, but this time with more focus on lowering Teleport's costs. My last runner (who died with my last reformat) led a pretty safe existence throughout the Tower (and I stupidly didn't even have max block or the tiniest bit of FHR). So here's the question: should I worry about dropping a synergy in favor of using ES for a Countess runner? I'm thinking it won't be as necessary since Act I is generally safer than the Durance, and I'm actually considering using a Holy Freeze merc, because the Countess' room gets pretty crowded at times. Thoughts?
Telekinesis reduces the amount of Mana spend to absorb attack with Energy Shield. The guides thread stickied in this forum have a link to an 'Energy Shield explained' thread if you need more details.
As for Countess, I run her straight with my Meteorb, using merc to kill her. I don't remember exactly the immunities of the pals around her, but I'm sure there are much of cold immunes, and that makes a pure Orber not the best option...
Ok, that makes sense. I read around, but wasn't catching anything.
Thanks.
I'm pretty sure Countess can roll Immune to Cold (Cold Enchanted), so that would be a dire situation.
Countess-wise, I wouldn't recommend running with an orb sorceress. I've never really
bothered doing many countess runs-- if I recall correctly, either she or her minions are
very often cold immune.
A rather popular HC build is Light/TK - basically this setup, replacing teleport/cm/orb for
Chain/Lightning/LM. If it's a pure countess runner, substitute TK with Teleport, since it
doesn't seem to be a very dangerous map to teleport through.
That said, with multiple CD keys, I always preferred hellforge rushing (way better payout
than countess for the time invested, in my opinion) instead. Since you're single player and
looking to make runewords, there are mods/patches available that let you run multiple
copies of D2 at once, as well as RWM/RRM (including my own little colour mod that
generated a TON of controversy in the SP forums). I'd look into those.
I've checked again. She is alwais Cold/Fire immune. Her minions are Cold immune, but sometimes also can spawn there Fallens(Fire immune) and Dark Archers(Light immunes). So, a dual element is mandatory for safe farming her. (unless Infinnity)
Thanks! Nightmare Diablo should be a walk in the park, even without 75% fire/lightning
resistance. The trick is to recognize the animation where he gears up to fire/light attack,
and be ready to teleport. Death comes when you panic and mess up the hotkey-and-teleport
sequence, so relax. With 63% FCR, you can teleport far away before the first bolt comes close
to you.
You need to be VERY comfortable teleporting instantly; switching to your teleport hotkey and
right clicking should be second nature to you so you can take advantage of this build's great
dexterity (not the stat): constant mobility for relatively little or no mana.
FHR/FBR only apply when you're teleporting through packs of monsters. It doesn't affect your
fight vs. Diablo if you're staying far enough away that your orb explodes directly on him.
Anya: Minutely dangerous in hell, but yes, that's exactly what I did. A strong merc helps. If you're
not very very comfortable with doing this in nm/hell yet, I'd suggest getting a friend to help out if
you're not good at insta-porting (i.e. reflexes and hotkey-and-teleport sequence control).
If you want to kill Diablo safely, just run around him throwing Orbs. He can't Lightning Blast you if you keep doing circles around him. Orbs will put him down easily.
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