Hydra/Cold = Best MF sorc. superior to meteorb or bliz/firewall
8.Magic Find Section
9.Corner Trick, Wall Trick and General MF/playing pointers
I played Diablo a lot before there were synergies. I stopped for years, then picked it back up again. Before making my characters, I knew I would need an mf character. Who better than a sorc? After reading the guides, it seemed like the recommended model was meteorb. I made that sorc, and she was not that great. Using orb was fine for any non-cold immune, but for those I was basically screwed. I could tommy-gun fireballs and pound pots, but that is not practical. And meteor was only practical against meph.
Thus the wheels in my brain started working. Before synergies, I had a hydra sorc that I loved. She could moat trick meph just like a meteor based sorc, but also handle other creeps way better than the meteorb. I remade her in this new version, and instead of going one skill tree, I went cold also. Now, she is my most versatile char.
If you still need more convincing, scroll down to the mf section where I lay it out nice and clear.
This is also my first guide.
This sorc has skills that are not bogged down by spatial inertia. Hydra is like a trap. You are like a trapsin who can tele without enigma and who has a good cold skill. With hydra, you can have four going at the same time. You can box people in. You can cast them all on top of meph, every fire ball hits!
For the supplemental cold skill, bliz is damage against groups and orb is for people who like to run around a lot. I used bliz with my current sorc which does the job, but I go back to orb in a heart beat (from playing the meteorb sorc). It is just a funner skill.
You can play this sorc untwinked(with stuff you find). If you do this, you will probably do around 1k per hydra’s fire bolt and 1k bliz or 250 orb(which sounds low but is enough).
20- Fire mastery
That is 90 skill points or 91 if you choose orb. That means you have some choices, because there are still 20 more possible points. I recommend getting shiver armor. The defense bonus is the best of the 3 armors and it freezes the target that hits you, which is fairly nice when you are teleing around durance level 2 and one of those little dudes hits you.
Your best bet for the rest of the points is fire bolt or cold mastery depending. This depends on how often you use your cold skill. If you use it a lot, choose cold mastery. If you mainly do meph/andy runs, then go with fire bolt. If you choose fire bolt, you should consider investing some points into that in your early levels 1-11, until you get fire ball so your char does a little better.
4.Progression: Raise your fire tree until that is complete. Then start the cold tree. Keeping that in mind, get teleport as soon as you can.
5.Stat- Strength for whatever need to get gear. Then get vit. No dex, Maybe energy, but realize you will need to mana pots anyway when you mf. Think of it like this...either spend a little time each run buying mana pots and have higher total life, or lower total life with more total mana. You want more life.
6.Gear-Other than magic find or +1 skills, I look for faster hit recovery (FHR) charms. This is important when you tele around durance 2: when you get hit, you recover faster, thus tele away sooner.
7.Max Block? - no, just get FHR. Then you do not need to waste points into dex. You are not a mellee char, so dont get close to creeps.
8.Magic Find Section (The reason you choose this sorc over meteorb)
You tele around durance 2, find the entrance to level 3, and make a tp outside. Don’t be embarrassed to pound mana pots teleling around. My sorc has the one column health pots and the other 3 mana pots. You tele to meph, draw him over to the moat, and tele over. You run away from the moat until he is in the edge of your screen. Now you start casting hydras on him.
The reason this sorc is better than meteorb: All is well mfing until the council is casting hydras on you. Here is meteorb’s and bliz/firewall’s weakness and this sorc’s strength:
Meteorb:. You can meteor the council, but they are running around. You start orbing them, but then you get the dark lords involved, who are cold immune. They move around a lot so it is a pain in the *** trying to kill them. Meteor is not practical because they are moving, and you get yourself killed playing fireball duel. All the while, the council is casting hydras which are hard to escape. You are dead in a matter of seconds.
Bliz/firewall: The council starts casting hydras on you. You respond with bliz, but while avoiding the hydras you get the dark lords get involved. The dark lords are cold immune. Here is the fun part, merc or not. Without a merc, they constantly move out of the firewalls. Annoying. They are attacking you and the council is casting hydras, you are dead. With a merc, lets say you kill the dark lords and the council. Then you go for meph, which is the reason you are there in the first place. You are casting bliz on him across the moat, but your merc wants action also. What does he do, he gets as close as he can to meph. Meph starts pounding him and you try to save him with health pots to no avail. Your merc is dead, you spent a lot of time dealing with this, if you run into the dark lords on another run, you have to rehire him, which he will die by the end of the run anyway because of meph.
For this sorc: The answer is hydra. There are no fire immunes in durance 3.
You get meph to the moat, and unfortunately you rolled the council right at the top of the point. They start casting hydras. You cast hydras back, and move around to avoid the fire bolts. Unlucky scenario, you unfortunately attract the dark lords. You cast hydras near them. That takes care of them in seconds. You finish off the council, then you take care of meph. Worst case scenario, you roll a fire immune unique council member in the point of the map where he will attack when you get meph to the moat. In that scenario, you just use bliz instead of hydra.
Point of story: easier mfing, better items faster, better characters, funner diablo. Now you can make decent char of another class. :-)
9.Corner Trick, Wall Trick, and General MF/playing pointers: When you can mf hell meph. You are going to have to pound pots teleing around durance level 2 until you find level 3. Make tp before you go in. Tele to meph, have him follow you to the moat, tele to the other side, and start dropping hydras on his ***. If you see that the council is at the point of the map where they will attack when you tele over the moat, just use the corner trick. This is a little harder to arrange, but basically where meph spawns there are a ton of corners in the middle of the map. Just have meph chase you up the stairs to a corner, then tele to a point diagonal from the corner. So he wants to go directly to you, but he is in a corner so he cannot. Then cast hydras on him. You will also need to drink a couple mana pots while you cast hydras on him. If you want to MF Hell Baal, this char is good for clean up, ie if you just have to kill baal. Keep a wall of the map between you and baal, and cast hydras beyond the wall. This way you do not die with that blue pointer attack. This is the "wall trick."
On fighting cold and fire immunes, a good strategy is to spam them with telekinesis to keep them in hit recovery lock while your merc finishes them.
10.Final thoughts: For all of you naysayers about this build, just try it. It is mainly an alternative to the classic sorc build for mfing or rushing a char. She may not get double digit k fire or cold damage, but she gets the job done.
11.Thanks: Nightfish. http://diablo.incgamers.com/forums/s...d.php?t=349093 Some of the best guides available.
SnickerSnack for noticing I meant shiver armor instead of chilling armor.