Saturday, April 21, 2012

ES vs FHR

Hey all,

Question 1: As far as I am aware, when you take hits that is bigger than 1/16th (i think?) of your max health, your character has a chance to go into a recovery animation (one that is affected by FHR).

Here is my question: when the game determines if you will go into recovery animation, does it base the damage before or after the damage reduction by Energy shield?

EG.

Case 1: I have 1000 health, I get hit by 100 points of damage from an Undead Stygian Doll, but my ES takes away 50 points of that damage, so I take only 50 and do not enter recovery.

Case 2: I have 1000 health, I get hit by 100 points of damage. I go into recovery, regardless of ES.

Question 2: Does ES take off damage before or after Damage red/Magic Damage red by X? (X being a number, rather than a %).

Thanks in advance|||Are you asking for the sake of pvm or pvp? In pvm, its not nearly as important unless you're in HC as you shouldn't be put in FHR much unless you make it a point to get hit intentionally.

Pvp wise, fhr is a major factor (stunlock) but you then have to consider the damage reduction as well as certain attacks giving you the swirlie regardless (like MB).|||Well I was asking primarily from PvM's point of view. I have been playing D2 since the 1.09d days and read a lot about mechanics of D2. This was one of the few things that eluded me, I never built a single PvP Sorc with Energy shield hence why I completely overlooked it.

I was reading up on a guide about a Meph sorc that used only FO and used max block, some FCR and some FHR for safety in hell. I probably won't be using max block due to the complete lack of high block/FCR shields (I am one of those 105% FCR fans), so I am using dual Spirits.

But let's say that I am asking from PvP point of view, I have 1000 HP and I take a 100 Hit. Under normal circumstances, I would go into recovery (which I THINK is 1/16th of total health). Now let's assume my ES takes 50% off, which would happen:

1. Since I still took damage greater than 1/16th of my total health (albeit some to mana, some to health), I would still go into recovery.

Or

2. Since I only received 50 health damage, I do not get recovery period, so ES effectively allows me to take 2x bigger hits before I go into recovery.

Thanks|||The reason I brought up PvP is that pvp changes the dynamics, as certain attacks can put you and keep you in FHR regardless of damage taken. That's what I loved about my Ghost last season =)

I myself haven't read up on the point fhr kicks in since I haven't pvp'd in over a year. In pvm with fcr, your focus is typically damage, so you're typically using those points in synergies and have none to spare for TK.

Without TK synergized, ES loses a lot of its benefit, as mana gets hit harder, and so does the hp pool.

The things that typically put you in FHR are usually going to mana burn you too, destroying your "shield" instantly, and negating the use. Without the max block, and depending how much you've got in vit, you're probably in a bit of trouble.

The ES sticky provides a great deal of in depth info for using ES.

But as far as damage taken putting you in FHR - as ES does reduce the damage taken, you can take more damage generally speaking before FHR kicks in. But the damage absorbed by ES is dependent on gear (any possible integer damage reduction) and point distribution.|||To address the OP's actual question - I'm pretty sure the damage that goes to mana doesnt "count" towards your FHR threshhold. You'd have to take 1/14 of your life (I think thats the number) after ES to trigger the FHR animation

And ES comes before any other mod - before PDR/MDR, before resists, so a little PDR goes an awful long way for an ES sorc.|||Thanks all, that's all I need to know about ES for now

Rest assured, I did synergise ES with my TK, and at the moment I am using a merc with insight. Must say I am rather impressed the amount of damage she can take. She took more damage to kill than the merc :P. (This is in NM though, I think my build has a problem in hell...)

Godly MF Light Sorc

I know alot of people are going to say, nice gear but wheres the MF?

IMHO ill probably find more items by being able to run areas faster than overloading MF and losing damage...

Now heres the gear im potentially looking at setting up my sorc with becuz my hdin is boring, and I see this bot using a light sorc for baal runs in full games, WTF!?!!?

Helm Griffon

Body CoH

Belt Arachs

Gloves Magefist

Boots War Travs .... theres your MF

Rings SoJ x2

Ammy Maras

Weapon Hoto?

Shield Spirit Monarch

Inventory

gheeds

anni

torch

I cant tell this bot-sorcs gear obviously, but I can tell shes wearing shako&eschutas, would that be a better setup?

And I am interested in being able to run areas in a full game with my abandoned sorc that is currently wearing beginner MF gear = full tals, etc..

cuz like I said before my HDin is boring and for area clearing, light > hammers|||I'd rather have a 200 FCR - but good luck on crafting/acquiring that ammy!

You really missed the point I was making about MF in your other thread didn't ya.|||not sure what your referring to but if its the rune drops...

MF doesnt matter..|||If you want MF, use a Blizzard sorc with tal's and run Ancient Tunnels...

Light sorcs are mainly used for running keys / rushing / runehunting, so they will not need any MF.|||if thats the case that will work, regarding runehunting with light sorc...

would this gear allow me to kill cow king or hopefully his light immunity cannot be broken?

dont like blizz, and honestly dont feel like leveling a LF zon|||To OP: That's basically the best light sorc mf build out there, but what about merc? Also switch mages for chances if more mf is wanted, their fcr is not needed. For baal running, I swap arach for tgods and leave trangs / mages on. Try get a single 5 fhr sc for 60fhr breakpoint, even though with merc you're supposed to stay out of trouble. HOTO is way better than eschuta, and griffon is better than shako for effective damage overall.

Merc (Might or HF are best imo):

Eth andy 'fire res / ias jool' or ral

Eth fort or Eth treachery

Eth infy CA or Tresher




Quote:








if thats the case that will work, regarding runehunting with light sorc...

would this gear allow me to kill cow king or hopefully his light immunity cannot be broken?

dont like blizz, and honestly dont feel like leveling a LF zon




Dont think his light immunity can be broken since its too high iirc, but your merc will do the job. Also, try open the portal with another character and then bring your sorc in, since if you kill cow king you wont be able to do cows again. Or else try avoid cow king, but can be a gamble ...


Quote:








If you want MF, use a Blizzard sorc with tal's and run Ancient Tunnels...

Light sorcs are mainly used for running keys / rushing / runehunting, so they will not need any MF.




Blizz is of limited use, you can only run Pindle Meph and AT. Pits are way better than AT (more packs). Blizz is best if you level up a sorc without doing the Nihla quest or getting Halls wp, so you can stick to Pindle running. But light sorc does all of that far better and faster, Tals Blizz is cheaper so depends on player really ...

And its false what you said, Light sorcs are used for everything. Especially mf and boss runs, after keyrunning. (Yes keyword was mainly keyrunning, but I disagree still)|||I already use my sorc for MFing everything that she can, granted she does not have Infinity on the merc yet.

btw I do not want to break Cow Kings immunity, I want to be able to use 40k+ lightning and not kill him|||Quote:








I already use my sorc for MFing everything that she can, granted she does not have Infinity on the merc yet.

btw I do not want to break Cow Kings immunity, I want to be able to use 40k+ lightning and not kill him




Obviously since you state you don't have infinity, you cant break it so you wont kill him with even 100k lightning

But even with infinity you won't break it, just checked and his total light resistance is at 165. But like I said, he could be hard to spot sometimes and your merc might kill him in the nick of time ...|||Quote:








And its false what you said, Light sorcs are used for everything. Especially mf and boss runs, after keyrunning. (Yes keyword was mainly keyrunning, but I disagree still)




They CAN be used for everything, like hammerdins, but are they the best ones to be used for the subject in hand (Mf), no.

Personally, I only use them for keyruns / rushes.

inb4, "Gear up that fishy and start running CS." (To my knowledge the nr 1 way to Mf)|||Quote:








They CAN be used for everything, like hammerdins, but are they the best ones to be used for the subject in hand (Mf), no.

Personally, I only use them for keyruns / rushes.

inb4, "Gear up that fishy and start running CS." (To my knowledge the nr 1 way to Mf)




Fishies are slow / boring XD

Light sorcs are actually the best all round mfers now since they can do AT and Baal faster than Hammerdin now (magic immune issues) without actually having to rely on merc to do the killing (ie just being present wielding Infy is enough). What do you consider the best for mfind then? Nothing beats light sorc imo. Hammerdin is faster in some game areas, but thats about it.

Good bosses to MF?

I have a pure blizz sorc. She does decently well against meph and duriel. With merc, pindle is also not a problem even if cold immune. I also run andy but I'm not a huge fan because of all of the other monsters that are around.

Are there other good bosses to run as well? I know some people like to MF shenk but he's always surrounded by cold immunes. Any tips for other bosses that are good to run?|||Quote:








I have a pure blizz sorc. She does decently well against meph and duriel. With merc, pindle is also not a problem even if cold immune. I also run andy but I'm not a huge fan because of all of the other monsters that are around.

Are there other good bosses to run as well? I know some people like to MF shenk but he's always surrounded by cold immunes. Any tips for other bosses that are good to run?




Diablo is quite easy for Blizz sorc. Merc needs to kill 1-3 monsters while opening seals. Just tele past those normal oblivion knights.

With good merc (Reapers Toll is good merc's weapon for these runs) blizz sorc can run diablo even in full games.|||duriel :o

never even considered running him/her/it

Andy shouldn't be too much of an issue, between a good merc & static most things should die pretty quickly.

Diablo is also a pretty good run assuming you are happy to tele past the CI trash and your merc can handle the CI mobs you need to kill.|||I never even considered doing diablo. I'm super worried about cold immunes but maybe its worth a shot. My merc uses insight cv because I need the mana regen. It also uses an ethereal up'd shaftstop and andraiels helm. Any tips to make my merc stronger besides an ethereal cv insight? I was thinking some life leech would help. Is there anything I can add to an armor or helm socket wise to add life leech? Does life leech even work against bosses? Should I go for a 40/15 jewel instead? Do those still exist?|||Lots of people do Ancient Tunnels MF runs with blizz sorcs, no cold immunes there and good treasure class drops.|||high council are also easy with blizz. only one of them is always cold immune, and occionaly the other bosses can be, but a decent merc will make short work of them.|||Do people run pits w/ orb sorcs? Or is it a waste of time when you can do harder?|||Quote:








Do people run pits w/ orb sorcs? Or is it a waste of time when you can do harder?




Not sure what you mean by you can do harder.

Pits needs a pure lite sorc with infinity or a dual elemental sorc - all three elemental immunities found in there.|||I occasionally run the Pits with my Orbitaller Sorc just to break things up.

Quite a nice run, but then I've always had a soft spot for running the Pits.|||Pits is an excellent run for MFing, its one of my major mainstays. The monsters can drop anything that monsters in WSK or CS can, but they die a lot faster.

Pits is a great run in Chaos games...you get the extra drops from being in a high player game, but you still kill things at a reasonably quick rate.

But pure Orb isnt going to be as efficent as CL/FO at clearing Pits, especially since two of the four monster types there are native CIs

Another Mfing Light Sorc Question

Hey guys, as much as I know this type of sorc is mentioned, I couldn't find any general consensus as to what gear is considered the best. I know the general outline to have a pure light sorc for pvp/countess/etc runs, and I know the outline to have a pure mf sorc. But I'm not sure what is the best blend of gears for it to be both.

My current layout is this.

Shako /w Topaz

5/5 P Light Eschuta

CoH

Spirit

2x Soj

Maras

Arach

Magefist

War Travs

4x Light Gcs

Anni/Torch

None in dex, all in life.

Merc has:

Eth Infinity

Eth Fort

Eth Vamp Gaze

Is it fine just to leave it the way it is and run amok? Or do I need to change something here to have the optimal light mfer?|||You might want to get a griff for the -ELR, I bet it takes you a while to kill anything with a broken immunity.|||Optimal is probably a 200FCR build....IIRC the highest BP for Lightning, as well as Fire, is 200FCR, maybe I'm wrong though...

Otherwise yes, Griffs.|||You can also use a crescent moon instead of the eschutas.|||Quote:








Hey guys, as much as I know this type of sorc is mentioned, I couldn't find any general consensus as to what gear is considered the best. I know the general outline to have a pure light sorc for pvp/countess/etc runs, and I know the outline to have a pure mf sorc. But I'm not sure what is the best blend of gears for it to be both.




There's no exact consensus because there's no exact best. You're balancing killing speed and mf and it ultimately depends on what your personal goals are.

PvP wise, your charm filled inventory is the biggest difference, because one of the main points of pvm is finding things worth picking up.

But for general pvm, you simply have to decide for yourself what you sacrifice for MF. There's no "perfect blend", as what may be perfect for you isn't good enough for someone else.|||I understand.

Is 200 fcr worth it though? I'm not sure how its possible to attain that... I currently switched my maras and shako to a 2 skiller/10 fcr amulet and griffons and I've yet to see how I can hit the 200 fcr with my current set up.|||Quote:








I understand.

Is 200 fcr worth it though? I'm not sure how its possible to attain that... I currently switched my maras and shako to a 2 skiller/10 fcr amulet and griffons and I've yet to see how I can hit the 200 fcr with my current set up.




200 fcr is nice to have if you tele a lot (tower, arcane, rushing).

You can't with your current items, you need to change a lot.

20fcr amu is good start, gives some freedom for other slots.

As 220 fcr is max so you are allowed to 'loose' 20 fcr.

So 2xsoj is possible if you use max fcr in other slots.

You can't use CoH, Vipermagi is only valid armor.

Is it worth? You need to at least try it once, its fun char to play.

I personally want to kill faster ( CM,Griffon(facet),Vipermagi(facet) ), so 200 fcr build is not for me.|||Quote:








Optimal is probably a 200FCR build....IIRC the highest BP for Lightning, as well as Fire, is 200FCR, maybe I'm wrong though...

Otherwise yes, Griffs.




The lightning/chain lightning breakpoint is actually 194 fcr. So I suppose you could use a 2/20 circlet instead of a griff, or a 15 fcr amulet instead of a 20.

In my experience, 200fcr kills much faster in low player count games. You already 1-hit-kill most things so the faster you cast, the faster you kill. This also causes you to pick up those strays that got hit for 1 damage by the first cast faster.

Mikolas, a basic/relatively cheap 200fcr build looks something like this:

Griffon's Eye

10% fcr ammy

Vipermagi

magefists

Hoto/eschuta

35 fcr spirit

10% fcr ring x2

magefist

arach

any boots

You could substitute a wizard spike or suicide branch for your weapon and use Mara's or a SoJ if either of those suited your needs better.|||The point of hitting 200 fcr is also for teleport, if you're going to hit 194, 200 isn't far out of reach. For lightning, no helm does better than griffon's, as most people fail to consider the damage impact of its -elr, even when combined with conviction.|||I agree with what you said, I just wanted to disseminate some information. :P

Yeah, you definitely need -ELR to be effective. If you just relied on conviction you'd have to let your merc kill any lightning immunes or stand there blasting them all day. With griff you can get them down to a reasonable LR and make them crispy critters.

dealing with gloams and burning souls

I just hit nightmare and these things really hurt. I have a few questions about going lighting absorb.

Is the cap for any one element 40 percent? Should I try to get 1 tgods belt for 20 percent and a wisp for another 20 percent?

What else should I prepare for as a sorc max block or another element absorb? My first character was a necro summoner forgot all about the gloams been a long time since I played.|||Are you using Spirit Runeword? If you can make one of those, they have Magic absorb stat that works on Lightning.

Also, Tgod is a number absorb, not a percentage absorb, so its not limited by the 40% cap. The % cap to any element (Cold, Lightning and Fire are the only ones with % absorb) is indeed 40%. But wisp projector has a level requirement of 76, is your level high enough for it?

I am not a very big fan of Max block sorcs because High block shields with FCR doesn't really exist, and sorcs have the lowest natural block rating amongst all the characters (same as Necros, but they have good shields so max block for them is easily achieveable). If you find general survivability to be an issue, I'd use Energy Shield instead, because it works for all damage rather than just simply physical. Do not use ES unless you have Insight though, because it will eat your mana.

If you really want to go max block, I suggest using a really high blocking shield (such as Whistan's Guard, set Round shield) so you can also maximise your health, or shields with Block/Resists (Moser's Blessed Circle, Unique Round Shield, see the pattern? :P). Max block might help you with a couple of acts, but upon reaching act 4 hell, the elemental attacks start to really hurt, and max block won't save you from them, so your last line of defence would have to be resists, which is hard to achieve without some dedicated resistance gear (Wizardspike, skin of viper etc).

It takes more gear to make Max block effective than it takes for ES to be effective for untwinked characters (ones that uses gear they find), which is why I prefer ES.|||Thank you for your post very informative. I am not high enough for the wisp didnt even notice. I will look into the spirit shield too. I have insight but was going meteor orb so not sure if I can get up to es will look into that more. I probably wont worry much about max block then. I think my lightning is at 75resist now but they still put a hurt on me thats why was looking into the absorb.

Thank you again for your post was very helpful.|||If you want to try out ES, the best way would be to make a Memory, preferrably from a staff that already has ES on it, though not crucial. with a modest level 7 ES (thats 6 from memory itself without a ES already on it and +1 skills from anywhere else), you will still have 50% damage reduction from ES.

Be careful of mana burns.|||Short of a multiplayer game, you don't really need to worry about them too much if you're equipped well. When I say well, I'm not referring to absorb, as I typically avoid absorb on sorcs because I find other stats far more important.

TGod's isn't 20%, its integer 20. I can't remember all the math but its on Arreat Summit.

Since my main sorc is a 200fcr pure lite, I rely on offense (and infinity merc) to take these guys down, but my belt is also full of rejuvs to apply as needed. In order to hit 200fcr, the only real spot I can get any integer absorb/reduction is Skin of the Vipermagi.

As you won't be restricted in gear setup with a dual element, you've got options, but I've never relied on the absorb outside of PvP.

Chenw covered the basics with the blocking, and just to reiterate max block won't stop the lightning but will help with exploding dolls. Maxblock on a sorc is more of a pvp or hardcore use.

The big problem with ES is that to make it effective it takes a lot of points, which thus reduce your damage. As dual element sorcs need all the points they can get, it really hurts those builds.|||Hence why I suggested using memory to both try it out and hopefully alleviate a few points thats so crucially needed for ES.

The tightness of points in a Dual element sorc was a reason why I chose Nova/Orb over everything else because it only required 3 skills maxed out, leaving room for a 4th maxed skill with points to spare. The ES was pretty much an accident though, I found a 4os staff with +3 ES, so I gave ES a shot at trying when my sorc only had maxed orbs and had about 47 points left over (Couldn't for the life of me which dual sorc I wanted). I found it to be surprisingly effective in NM and it is still in test drive in Hell. I am reasonably happy with it so far, although it could be purely down to the +9 ES stick I got|||When using ES, a nice Memory is usually expected to save some hardpoints in ES, but it doesn't affect the TK synergy, so to get those benefits the hardpoints need to be placed.

Probably the biggest reason I never liked ES was the mana curse. Combine that with mana burn, its easier to focus on pure vit. I did use ES for a while so I didn't have to worry about elemental resists, but only because the setup was overloaded in MF.|||I'm using Tal's with 1 15%@/5 dex jewel and I have 75 resist lightning in Hell. In NM I have 75 (duh) and I have 974 hp.. I'm lv 75 if you are curious. I'm PURE Blizzard sorc and I have yet to die. Absorb isn't necessary. If you think it is crucial try to get Labsorb on your merc. Have the merc tank and you win. Ofc I'm pulling 8050-8412 dmg per hit with Bizz and 4012-4121 with Ice Blast so even on /p8 I get mostly 1 hit kills. (other than uniques/bosses) Gloams aren't... as bad as everyone says. They are a pain in the *** but they aren't too bad. With practice you will KNOW when and where they will be/strike. And, wouldn't you be teleporting the whole time till bosses? Why would gloams be a bother if you skip them?

Nova/Orb sorc opinions

Currently I am planning to move my FO/ES sorc from NM runs into hell act 1 & 2 area 85's and countess run. Of course, being a FO orb, you might expect that I had a nasty surprise in Hell Pits and Countess when I literally couldn't kill anything in there.

So I have been looking at all of the dual element sorcs in the forums, and have laid my eyes on the Nova Sorc because 1. It reminds me of a standard 1.09d pvm Sorc, 2. It seems to need the least amount of points invested to max it out (unlike compared to say Bolts or Fball). 3. Seems like a fun build 4. I can keep my ES

Before I go into burning the first of my respecs, if anyone could offer their opinions, that would be great. My MF gear at the moment totals +9 all skills.

1. My primary concern about using Nova is that it looks like, on paper, to inflict the least amount of damage per spell when fully maxed out, how does this work on the Countess and her... lackeys? Good enough? barely? not at all? or awesome?



2. Is FO good enough for AT or would I be there forever?



thanks!|||Nova needs to be maxed along with LM for it to be useful in Hell.

But I'd be weary of mixing it with ES as its a close quarters spell and put you at higher risk for mana burn

Orb is fine for AT - assuming you're not running in MP games. The hardest part of cold damage is getting +cold damage% as it will have a more noticeable affect vs plus skills.

Unless you're mfing items for your holy grail, you don't have to focus much on MF at all since its a lot harder to trade off the nice finds for a decent price these days. In deciding on gear setup, don't feel obligated to fit the MF in.

I believe there's a guide for the blizz/nova sorc somewhere, you might want to search for that and take a look for additional perspective.

If you're primary focus is AT, you don't need ES at all as slow moving as everything is in there really.|||my 2 cent.

Nova has everything to do with your cast rate. You need the 105 castrate breakpoint to put mobs into hit recovery.

Nova/fo build is a fun build for sure.

With 9+ skills your nova is gonna do 1025-1389. That is enough to kill in player 1 games (solo games) and esp the countess.

My suggested build for you:

Warmth 1

Ice bolt/Ice blast/Frost Nova/Glazial spike/Blizzard 1

orb 20

CM 8 (to get to -100 after pluss skills)

20 Nova

20 Lightmastery

20 telekinetic

1 static/teleport and ES

A total of 97 points. the rest you can do what ever you like with.

With 9 skills your ES is gonna absorb 69%. If you want you can drop the rest of the points into ES. However, you then need to think about your life to mana ratio.

More about that in the ES sticky on top.

So to sum it up.

You need the 105% cast rate breakpoint.

Life:Mana ratio with ES

Your merc should be able to kill the countess no matter what spec you have with just a insight.

And you should use insight no matter what because of mana burn monsters.|||I am already using Insight at the moment on my Sorc with no plans to change it whatsoever, so that won't be a problem. The actual problem at the moment is that its made out of a non-eth Grim Scythe (which was a BAD idea in about 100 ways), so in my brief trial in Hell, he wasnt leeching enough health and got pounced into the ground by Countess' minions (lack of Shaftstop might also explain it)



I am contemplating on not investing the points into ES, I had a surprise find in pits on my Necro, +3 ES staff with 4 sockets, made a Memory out of it.

I am doing Pits at the moment just for the white/grey/random surprise drops for runes and other unexpected things (Last ladder I had an IK armor pop in AT, sorry SECKSE!, and this ladder I had a Gris shield pop in Pits. Yet I cant find a decent eth elite polearm to save my life... a couple of eth CA in cubes has lead to 6k gold piles...

Getting the 105% FCR break point wont be hard, I already have 68% on me without either Skin or Magefist and i have both, but forgoing Frostburn for Magefist will be hard on the mana. I can use Wizardspike, but as Seckse knows about my stance on Wizardspike :P With Wizzy, my + skills would fall to +7 (Shako, Tal amulet, Skin and Spirit) Hopefully that's enough to keep mobs stunlocked?

While I am here, something strange I recently found. When I was using my Memory staff for the ES (not just the boost, I had to use it to actually get ES), my ES didnt dissappear after I ran out of mana, but when I put points into it (so I could use Gull/Splendor switch), ES dissappears as normal when I go OOM (Out of Mana).. Wonder if anyone seen this before or was I hallucinating from all the Oblivion knights i laid waste to....|||No worries, I got my Ik Armor finally several days back

The non-eth grim scythe isn't THAT bad, its better than no insight at all, trust me.

My builds basically use magefist unless I want the cold res or poison damage from trangs. Frostburns are gloves I like to have in stored in case I ever want to use them. But then again, running a 200fcr lite sorc, I know how fast that mana drains so you'll probably want to keep the frosties on for now. You might as well use the viper. Can't remember what weapon you're using, but a spirit/spirit works well enough if you don't have the hoto/eschuta's.|||I use Double spirit (28%/31%, yum). I guess i'll go experiment some... Shall I PM you for refund if the build fails? :P j/k

The reason why I said Grim Scythe was a bad idea was because my merc couldn't use it till level 72, which by then, my merc would have been able to use elite polearms (Thresher immediately comes to mind).|||Tried the new Nova/Orb build, works surprisingly well against countess, and Pits astoundingly hates me.

After I built the tree up, I found that the pits now spawn with large amounts of Lightning enchanted bosses, which with their inherent Cold immunity, makes me unable to touch them...

Now, my merc should have been able to handle it, but like i said, he doesnt deal enough damage to outleech the damage he has taken, and his armor is MP wealth.

I did notice that my merc was dying to those ranged archers quite a bit. Is that a case of damage/leech or would I also need some %DR like shaftstop?|||Well the level req on an insight shouldn't be that high, I take it the dex was an issue maybe?

As far as pits - you're not setup well for it. AT is actually easier even tho its later in the game. Since the pits have all 3 immunities naturally, and can spawn dual on top of that, only my pure lite makes regular visits. Fire/cold can work well in there, but that's dependent on your mercs gear. Having to switch between trees is a pain in pits though.

Wealth is a bad armor for him since his tank ability is far more important. Cheapest runeword armors would be smoke or the assassin's treachery. Treachery is decent enough that you can use it as end game merc armor, but fort is still king.

Shaftstop is also decent if you have it readily available.|||Thanks for that Seckse, I used Treachery for my Zealot/Smiter uberdin and was fond of it, didnt occur to me that it would work on a merc too...

Now off to find a replacement for that 3os Dusk shroud that despawned on me when i was muling...

EDIT: And you were right about the Grim Scythe, the dex was the biggest kicker. I had wished I'd get a Crown of thieves sometime so I could eliminate that problem. Got it eventually, after he was able to wield it naturally... They never come when you actually need them do they? >.<|||Yeah - been starting HC untwinked - getting a 4os polearm proved to be a pain, granted I avoided re-running areas as much as possible to try to stick to a "single pass" mindset.

As for the treachery, while the last one I made was in an eth for merc, really you don't need to bother as its got No ED itself. By putting it in a regular, you could always borrow it from merc, prebuff (if you want to), than give it back, repairing it once in a blue moon.

Duel Dream Sorc Q

I'll be brief

The build I would be going for is more than likely a Es type; not the "beast" variant since I don't care for werebear much sadly...

I wanted to try out the Duel Dream Build because i've been bored lately but wanted to ask a few quick questions to see if I would be viable enough to deal with hell monsters If I went for it.

1. I unfortunately don't have the luxury of a Infinity; So Would that cause me to run into alot of issues as a backbone of the build to do damage+break immunities; or would I be able to get around it temporarily until I get one?

*I'm aware lite damage from the dreams means alot; so thats why i ask; also being able to hit easier from the conv. aura also is taken into consideration

2. I don't have a COH laying around atm anymore; So would say a Upp'd Vipermagi or a Que-Hegans Wisdom Suffice for a temp. armor until I get something better?

*Ask since I know a decent def armor with ok mods is sorta needed for the build to be able to semi tank while melee'ing,etc

I can get the duel dream without much issue and the passion PB; so that portion of the build is fine; just kinda want to clear those two questions before I decide to invest into the build or not.



P.S- Is Max block advised with this build or can a vita route be sufficient(seen varying opinions on it).

*Should say decent blocking %, not max; but You get what I mean,lol...



Thx in adv. for any help; Really wanted to try something new to Re-fresh my ethusiam :P|||1. Infy makes your life a lot easier; but Insight makes your mana replenish nicely for ES and will do the job for now. Without Infy, you shall invest more into your fire damage (I'd do 20 LM 20 TK 1 ES + 1 point wonders and all the rest to Enchant&Cie);

2. Vmagi is a good armor for dual Dream sorcs;

3. You're going ES, so your attributes are already stretched thin. Dream isn't such a good shield for blocking, so go vita/energy.|||1. I play a pure lightning sorc on bnet at the moment. I can't afford infinity either. From my personal experience, I can confidently say that you'll manage.

2. I would favor Enlightenment or Arkaine's Valor over vipermagi (especially over a low one), because Enlightenment gives +2 to skills instead of +1 and is equally affordable. Also enlightenment adds to PDR which goes well with ES.

3. Duel dream is traditionally ES and base dex. If you feel like mixing things up let me know about your experiences. A Hyperion Dream gives the best base blocking %.|||Quote:








2. I would favor Enlightenment or Arkaine's Valor over vipermagi (especially over a low one), because Enlightenment gives +2 to skills instead of +1 and is equally affordable. Also enlightenment adds to PDR which goes well with ES.




Also consider Treachery to for its Increased Attack Speed and Chance to Cast Fade. This comes at the cost of damage amongst other things, however. Also note that relying on the Chance to Cast Fade can be annoying.


Quote:








A Hyperion Dream gives the best base blocking %.




A Tower Shield offers equal base blocking for a lower strength requirement (though it is Heavy rather than Medium).|||Well I just wanted to say Ty for the advice and answers to my questions.

I decided to go in reverse order for now though and just used some wealth to get a infinity first so I can make a Lite sorc to mf with and w/e wealth i get from that can go towards the dreams then.

Regardless, much appreciated guys|||I think you need the infinity because the chance to hit is so low otherwise|||I think the dual dream idea sounds like a really cool build, able to kill anything (just about) and you dont see three in every game you join. I also want to try one but I have heard that blizz made it so dual auras don't stack anymore. Haven't been able to find anything definitive on this (can't find anything on The Arreat Summit for instance). Does anyone know for sure? Ie: you have made a dual dream sorc or other dual aura character *in 1.13* (double dragon paladin, etc) or have a link to a reliable, non hearsay source that says that it no longer works. Also, so I don't feel like I'm hijacking the thread, here are my build ideas:

My sorc was going to be a non ES build - 20 LM, 20 FM, 20 Enchant, 20 Warmth, 20 shiver armor, 1 static field, 1 firebolt, 1 fireball, 1 ice bolt, 1 ice blast. Helm dream bone visage, amulet mara's, armor enigma, weapon phase blade with 4 shael and 2 15res/15ias jewels, dream troll nest, gloves/belt/boots IK, rings probably BK, CTA and spirit on wep switch and beast in inventory to give bearform.

The idea would be to get enough def from chilling armor that you wouldnt need ES so much - I don't like the idea of meleeing mana burn monsters relying on ES. IK pieces are because they add a lot of str/dex and a ton of AR plus some other nice bonuses. By my calculaations this would give you about 8500 armor in bear form which isn't 'smiter with exile' territory but nothing to sneeze at either. You could also throw in a defiance merc but I hear most people go with holy freeze. Hopefully it doesnt seem like I'm bashing your ES idea and hope someone gets something out of this longwinded post.|||Legit aura stacking (like from dual dreams) works exactly as it did in 1.12 :>|||The problem with the dream sorc is usually found in the armor. Its really hard to decide which one, because really it is such an odd build that no one piece has all the mods you want, as seen typically with melee + Chains.

In my opinion, chains is a very poor choice of armor for the DD ES sorc. Resistances are calculated after energy shield has already taken the hits, so one of the biggest bonuses for chains is already virtually useless. Mot of the other mods are also of no help to the sorc, so really you are justy going for it out of habit.

Indeed I believe Enlightenment already beats CoH not only in price, but you get extra points for warmth while maintaining 2 all skills (save for zeal, but you should be able to make these up elsewhere. You only need + 3) as well as some PDR.

However, personally, I think the most overlooked and underrated armor for the es sorc is easily:

The Gladiator's Bane

+150-200% Enhanced Defense

Magical Damage Taken Reduced by 15-20

Physical Damage Taken Reduced by 15-20

Attacker Takes Damage Of 20

50% Reduced Poison Length

+103 Increased Durability

30% Faster Hit Recovery

+50 Defense

Cannot be Frozen

I am convinced some upstart chap at blizzard made this specifically for an ES sorc. These mods, while defensive, just about make it more than worth swapping enlightenment. I mean, huge defense for the strength required, massive MDR and PDR, great hit recovery and CBF to allow an Soj or Dwarf Star on your finger instead of that bloody Ravenfrost.

But the biggest thing here to me is the Poison Length Reduction. Since the resistances work differently with ES, poison is by far the worse thing an ES sorc can encounter. A 50% reduction makes for much safer travels, especially is places populated with Knights, mages, and similar creatures.

This stat soupled with all the others make this hands-down my favorite ES armor. Dual-dream or just lightning + ES, this armor is the bee's knees. If you find you are dying too often with enlightenment, give this baby a shot. (Oh and of course it's socketable, so add 1-4 more mods of your choosing with jewels/runes. IAS + Freedom/Dexterity/Mana/DR)

Killing Meph and Andy

Started Hell MFing. My sorc isn't fully decked out in gear yet. I'm still missing Tal's armor which I think will help (I have the belt and the ammy). I also have shako occy spirit some cast rings, frosties, travs

Anyway, I'm level 84, blizzard, and have a decent merc yet I'm having trouble with Andy and Meph.

Andy:

What's the best way to do Andy? There's so many other monsters there. Should I kill them all first? I tried just teleing right up to her and killing her quickly but I got owned.

Meph:

Meph kills me in like one shot. I've heard of the moat trick but can never get it to work, meph can always still shoot me|||Are you doing full game runs? If so, stop it.

Your merc should be able to tank Meph for the few seconds it takes your Blizzard to take him down if he has normal gear. You could clear up around Andy a little until you get comfortable enough with the method of killing her.

Also, don't forget Ice Blast spam between Blizzards.|||Andy is a quick kill for Fire - they can telestomp her and spit in her face and she's done in a few seconds - cold, not so quick. Considering how many things spawn in there, it's only worth running her if you're running meph too quickly (which doesn't sound like it will be the case)

Meph - first if one shot kills, your hp/res is probably WAY too low. However, he can be killed with neg resists so....

Second, in order for the moat trick to work, you shouldn't be able to see him completely, otherwise you run the risk of getting hit with blizzard, coldball, or lightning.|||For andy what i find that works is to tele near her, preferably not smack in the middle of a mob, then cast blizzard-ice blast if i can-teleport around-repeat.

Try standing in about this position for meph|||What i liked to do for Andy before I could just blast her a point-blank is to TP from the stairs to the little antechamber to the east, kill the Fallen shaman spawn right there, and then come around the corner. You can get Andy to come after you without triggering most of the other spawns nearby.

Finishing Tal's set would make a big difference, but the 3-piece setup wont do much besides give you the extra MF. The FCR doesnt matter that much since Blizz is timered, and the resists and MDR are nice, but won't turn "dies a lot" to "easy as cake"|||When using the moat trick, just remember that if Mephisto's head is visible on your screen, he can attack you. Move far enough away that his head is off the screen.|||In the picture posted above, there is a golden ball just above the sorceress' head. That golden ball is a marker, if you stand behind the ball (from the character's perspective), Mephisto will not hit you.|||Heres my suggestion start out with a hammerdin. You will be way more sturdy than a sorc with an hdin anyways.|||Sorcs do meph and andy without any danger if you use safety gear(aka stormshield, reapers hf merc) and are way way cheaper than dins.

Also you can use the door trick on andy if you arent geared yet, that is lure her to door, tele to other side, spam blizz on door, dead andy and no danger to sorc

PvP 95 ES FB Sorc, Socketing Question

Hey guys, putting the finishing touches on my perfect es sorc for this season, but running into problems as to the most beneficial way to socket my gear.

She is 200 FCR, so the gear choices are quite limited but my sockets are free in my chest and helm. She sits at 2700 Mana currently before BO. The Choices:

Viper, Socket with : Mal, Sol, PSaph, Sur

Circlet, Socket with: Mal, Sol, PSaph, Sur

I'm contemplating whether its better to stack mana (Surs or Saphs, which is better?) or to stack MDR/PDR for iDR purposes. Any thoughts would be appreciated.|||I'm surprised you haven't considered fire facets as well.|||Quote:








I'm surprised you haven't considered fire facets as well.




The damage bonus from facet is minimal at best due to high fire mastery.|||It's not the +% you focus on, its the minus res - that's where it makes the most difference.|||I'd say facet is last thing that I would put in Viper.

You should have at least -20 to enemy fire ress for it to make some kind of impact. And some characters will have stacked those 20 resists. So you gain only 2 level mastery from 4 sockets in that case. Not really good kind of deal.

I would have one Viper for stacking mdr (Mal) and one for pdr (Sol). 7 pdr is much much more then you think, especially with 95% ES. Mind Blast won't be able to kill you if you are just on one life. Some low dmg physical attacks also won't be able to kill you. When fighting casters 20 mdr from Mal'd Viper would 100% negate any kind of Frozen Orb, no matter how strong it is, and some other attacks too.

And about mana from Sur/saph it, I'd say that it's irelevant considering total mana. You would be better with some idr. I have 200/142 95 ES firesorceress so I'm speaking from my own experience.|||Integer damage reduction does seem to be the better choice - I always liked killing folks with 1 life with a nice MB.|||everything i know about fire sorks is HERE

fire facets are a waste of a socket.

if you already hit your FHR, life and resistance goals, then socketing a mana boost is probably a pretty good bet.

Dealing with Nihlathak

The thing I have a problem with is his corpse explosion. I can tele there fine and kill everything but obviously not fast enough. My question is if I get a rest in peace ring and my merc gets a kill on one of his minions can he still blow up that corpse? Is this the best option for killing him getting the natures peace?|||Merc kills are not covered by your Natures Peace.

If my merc dies on the way there I don't resurrect him until after Nihl is dead.

If I have my merc, I'll lure the minions to one side, hopefully out of Nihl's range, then go around other way and rush Nihl.|||Nihlathak 1.0.1

my main suggestion for fast and safe Nihlathak running is to use a build that doesn't require merc support.|||Not having corpses explode is obviously the better method early on.

But once you get enough damage - read, good gear -, some builds (such as pure Lightning) can simply snipe Nihl before he can CE you to death.

Help with new MF sorc Meteorb.

Hey all,

Recently just returned back to D2 gaming. Received a very generous donation by API, and was therefore blessed to have received a full Tals set.

My question is, what now? I'm currently level 74, in Hell, trying to do some chaos runs to get my levels up. I have a 4os Monarch and the runes to make the Spirit shield, but the str requirement means that I'll only be able to wield it at level 85.

I'm just feeling lost as to what to do and where to MF. I have around ~5-10 decent mid runes, what should I do with them?

Also, I don't feel like I'm utilizing Meteor a lot, only on CI mobs.

Here is my skillbuild:

Cold tree (basic) (with Tal set)

Ice Bolt - 20 (26)

Frozen Armour - 1 (7)

Frost Nova - 1 (7)

Ice Blast - 1 (7)

Glacial Spike - 1 (7)

Blizzard - 1 (7)

Frozen Orb - 20 (26)

Cold Mastery - 6 (12)

Lightning tree (basic) (with Tal set)

Telekinesis - 1 (7)

Teleport - 1 (7)

Fire tree (basic) (with Tal set)

Warmth - 1 (7)

Fire Bolt - 1 (7)

Inferno - 1 (7)

Blaze - 1 (7)

Fire Ball - 1 (7)

Fire Wall - 1 (7)

Meteor - 17 (23)





Thanks a lot in advance.|||1) you need 1 pt in Static Field, thats Sorc 101

2) you're not built like a meteorb, you're build like a FO sorc with a weak meteor backup. You'll need to respec....the two directions you could go would be back towards true Meteorb, which has a 20 pt unsynergized FO and then maxes out Fireball with all synergies (Meteor is only a synergy, not your main attack). Orbitaller would keep the fully synergized FO, and then max out Fireball with Fire Bolt and Mastery, nothing in Meteor. 1-pt Cold Mastery in either case for starters.

3) while you're respeccing, get enough str (156) to wield that Monarch. There's no reason you cant wield it at L74|||1) Respec:

You now have 75 points. And are level 74. You are in act 4 hell. That means that you have not done the skill point quests yet. With the skill points you should have 12 (11?) more skill points. It really should be your first priority. when you have done the quests you should respec.

A meteorb typically have 20 in orb and enough for 100 in CM then the rest i fireball/fire mastery.

Your build (with 87 points) would be like this:

Cold:

5 prereq

20 orb

11 CM (with spirit equipped, this will be 2 less points), 9 points.

Lighting:

1 static field

1 telekinetic

1 teleport

Fire:

20 fire bolt

20 fire ball

the rest into FM

(If you choose to go with meteor you put just 1 point into fire bolt and go the route you currently have gone and max meteor.)

2) Cast rate.

You should aim for 105% faster cast rate. This is your second priority. I dont know what rings you currently are using but even blue rings with 10% cast rate is better (right now) then other rings without cast rate. When you respec you also get to equip your spirit. After that you should go to our trade forums here and trade yourself a magefist/trangs to get 20 extra. It will cost you 2-3 perfect gems or so.

Keep in mind: Just because the build is called meteor/orb (meteorb) you are in reality a fireball sorc with orb for "backup".|||Cryton has a good build suggestion. I used about the same I think I found in the stickies. I went with 1 in fire bolt 20 fireball and 20 in meteor.

I just got to 82 so I am no expert but had some of the same confusion as to what spells to use. Fireball for cold immunes and frozen orb for fire immunes pretty easy. I only use meteor when its a boss or they are packed up on my merc. To really pump out damage cast fireballs while you wait for your frozen orb or meteors cool down. Picking frozen orb or fireball on lightning immunes is between slowing down big packs or speed killing one.

I also picked up full tals with magefist. You want to get to 105 fcr for speed teles and fast fireballs. If you can get a spirit shield at 35 percent you dont need a ring. Ive rerolled my shield a few times still trying for it so I am using a ring to make up for it in the mean time.|||Hey all,

Firstly, thank you everyone for the excellent replies here! -thumbs-up- It really got me clear in what I actually should be doing, albeit uncertainties still loom here and there, which I will subsequently ask in this post.

Secondly, Merlin's beard... This probably means I have been doing the whole thing wrong. From my impression, "Meteorb" sounds like Meteor as your primary attack, Orb as your secondary, but since I couldn't really utilize meteor as flexibly as the orb, I figured that the Orb would be a better primary attack. This is where I really should have followed a proper guide. Fireball should be the primary attack. Also, I can forgive your laughters and scrutiny at my ludicrous attempts to hit CI mobs with meteor.

Thirdly, the questions... so I understand a little bit about this whole thing surrounding respec. How many times can I respec? Also, do I have to fully pump all my stats points into my strength to gather the 156 str pre-req for the monach shield? It would be such a waste of stats points, wouldn't it be?

Lastly, meanwhile I shall just complete my skill-quests with this screwed up build. But hey, I can still pass nightmare with some ease, but Hell Andy is the furthest I can go.|||You can, with quests, respec 3 times. However you can also respec as many times you want if you use a token of absolution. Do a search on the name and you will see where you get it.

The spirit shield is amazing. It really is worth 156 str to use it. You lose some life but you gain alot of vitality points (if my memory serve me correctly its about 100 vitality points) that makes up for the life lost. The 2 skills, 25-35% cast rate is really the bonus. However. do. not. go. max. block. with it. It is not worth it. You need ALOT of dex to reach max block and the shield has a crappy block rate so in reality you will not be blocking as fast as with a better block shield and will be "stunlocked" when you block.

And naaa we did not laugh about your attempt to use meteor to kill CI's :P hehe|||You dont need 156 str after all the +str you get from gear...eventually this'll include things like a Torch and Anni that will give you 20-40 points, but for now just invest whatever you need to. At L74, you should have 365 points to spend when you respec, plus 10 more if you do the A3 stat quests in Norm/NM. You'll still have at least 219 points to spend on Vit after you buy enough Str for a Spirit Monarch, which is what you should do - none in Energy or Dex should be necessary

Help with MFing

I just restarted Diablo2 again a few weeks ago, and not thinking, i made a hammerdin who is now lvl 70 with crap armour. I need help / advice on starting up a mf sorc with little funds. I need to know the best mfing armour i can get with my crappy hammerdin. Also the best way to get the Tal rashas set when i start my mf sorc. Thanks in advance. |||MF lost its magic with the last patch - the value isn't really there anymore. On an Hdin you're effectively planning to be in Enigma as soon as possible either way. With the adjusted rune drops, its actually practical to find all the runes you need, albeit painful unless you're lucky.

Assuming you're on bnet, Tal's should still be about a hr at most Non-ladder, and an ist can get you the full set, though that price may vary on Ladder.

You're much more likely to earn Tal's through trading finds versus actually finding it.

Sockets, runes, charms, (and the nice rares of course) - that's where the focus of trade has shifted.|||You're probably just as good sticking with your Hammerdin as you are going with a fresh Sorc, untwinked from scratch...

Hammerdin: Wealth or 4paz armor till you get Enigma, and some Nagelrings will probably do you for starters. Shako of course for helm. Rhyme shield is nice if you dont already have Spirit.

Sorc: You cant use Tal's till I think L68 (72?), cant be bothered to look it up on the Summit Armor and amulet are as always the hard parts, but even on Ladder right now you should be able to get them for your Hellforge drop, if you have any decent semblance of luck. The other 3 pieces are pgem fodder.

Ladder Season 6 Low level, low funding gear

Hi everyone, im starting a Ice sorc and I need to know what gear to get.

Currently lvl12, i have the following stuff in my bank:

Steel Sabre Runeword

Ryhme Wooden Shield Runeword

Stealth Quilted Armour Runeword

Sigon Helm

Sigon Shield

I was thinking of getting full sigons, but i dont really know what would be best.

I have really low funding, but i do have a lvl73 hammerdin ready to look for runes/items. He has like 161% MF, nothing too helpful.

Thanks for any help! |||Put on a bunch of +mana gear (stuff with any grade of sapphires in it) and blow stuff up with your ranged spells. Don't be afraid to invest in low level spells as respecs will be available.

Full Sigon's is an option, although better for melee. Nightsmoke is an excellent belt. You shall also make/find/trade the following cheap things for later levels:

- 'Lore' helm

- 'Spirit' sword

- 'Spirit' monarch (equipped way later on due to 156 str req)

- Skin of the Vipermagi (a bad one is cheap yet godly)

- Eye of the Etlich

- Magefists, Frostburn's (you'll probably need FCR on gloves later on, so Frosties may not be your final option), Bloodfists

- Natalya's or Aldur's boots

- 'Insight' polearm (not spear!!) for your merc

'Stealth' and 'Rhyme', which you have, are very good leveling items for sorcs but will eventually be outclassed by Vmagi and 'Spirit' when you manage to get them.

Basically, you shall reach the following goals:

- 20/37 fcr at low levels, 37/63 for mid levels and 63/105 for high levels (117 for lightning); at least 105 in your final gear

- decent resistance (30+ light/fire/cold at least I'd say, in that order of importance)

- decent life

- decent mana, or willingness to spam blue pots. 'Insight' shall help a lot

- life leech and resistance for merc on head/body slots

Remember, survival is more important than kill speed. Because when you're dead, you're not killing anything |||Quote:








Put on a bunch of +mana gear (stuff with any grade of sapphires in it) and blow stuff up with your ranged spells. Don't be afraid to invest in low level spells as respecs will be available.

Full Sigon's is an option, although better for melee. Nightsmoke is an excellent belt. You shall also make/find/trade the following cheap things for later levels:

- 'Lore' helm

- 'Spirit' sword

- 'Spirit' monarch (equipped way later on due to 156 str req)

- Skin of the Vipermagi (a bad one is cheap yet godly)

- Eye of the Etlich

- Magefists, Frostburn's (you'll probably need FCR on gloves later on, so Frosties may not be your final option), Bloodfists

- Natalya's or Aldur's boots

- 'Insight' polearm (not spear!!) for your merc

'Stealth' and 'Rhyme', which you have, are very good leveling items for sorcs but will eventually be outclassed by Vmagi and 'Spirit' when you manage to get them.

Basically, you shall reach the following goals:

- 20/37 fcr at low levels, 37/63 for mid levels and 63/105 for high levels (117 for lightning); at least 105 in your final gear

- decent resistance (30+ light/fire/cold at least I'd say, in that order of importance)

- decent life

- decent mana, or willingness to spam blue pots. 'Insight' shall help a lot

- life leech and resistance for merc on head/body slots

Remember, survival is more important than kill speed. Because when you're dead, you're not killing anything




I agree with most of this. All of these are especially cheap when traded for or can be made very easily with the new rune drop rates. For level 12, almost any low set will suffice til you can use the better runewords. Irathas gives great bonuses for items that don't have a lot of better options at low levels. Sigons is the obvious choice for the defense, skills and resists. A caster has a LOT of wiggle room in gear choices in the early levels, as the monsters are generally pretty weak and will be flocking to your merc.

A lore helm, spirit sword, insight polearm for merc and possibly a sigons shield or +skills ammy will free up a LOT of options for the rest of your gear as far as resists, FCR and mana. You can probalby use those as your "base" gear through til the end of nightmare difficulty, at which point you should find upgrading fairly easy.

Make sure you post results.|||I need a 4 socket sword, then! How do I get one without spending alot?

EDIT: Dont need the sword anymore, I made my spirit sword, but i still cant find a 4 socket polearm anywhere! If you have one ft, please let me know what your asking for it!

CL/FO Guide?

What's the most recent CL/FO guide?|||The one in the sticky guides

Nothing's really changed for CL/FO sorcs since 1.10, except your A2 merc no longer gets killed by IM in the Chaos Sanc

Point distribution for FO/CL Sorceress

I'm building a FO/CL Sorceress, and am currently level 29; not a high level as of now, I know.

I was just wondering when I should start investing in cold abilities. My build so far is pretty much just lightning:

1 Warmth

1 Charged Bolt

1 Static Field

1 Telekinesis

1 Teleport

13 Lightning

12 Chain Lightning

Nothing under Cold Spells yet.

I assume I at least max my Lightning/Chain Lightning out before dipping into the cold tree, but I'm not sure if I should put some into Lightning Mastery before doing that either.

Any help is well received, thanks!|||Make sure you get Frozen Orb before you go into Nightmare. I usually go into Nightmare around level 40. Frozen Orb really shines in NM. You can use that to help your character level up in that difficulty. Once you max it in NM, continue with the lightning tree.|||Quote:








I assume I at least max my Lightning/Chain Lightning out before dipping into the cold tree, but I'm not sure if I should put some into Lightning Mastery before doing that either.

Any help is well received, thanks!




Both are effective in norm/nmare so build one strong side and other weak (as backup). Start adding points to weaker side at late nmare.

As we have those respects, it's not so important anymore how to devide those points. So you can go with pure lightning then change build later to orb/cl.

If you have decent items(spirit sword, peasant crown, vipermagi, +2L amu etc..) to get 78 fcr or 117 fcr then go ahead and continue with CL/L. Lightning sorc's first trouble is late act5 (nmare), so you have plenty of time to level. With insight merc you don't have mana problems either.

You need those points in L-mastery if you want to clear full games fast in nmare.

Or use strong orb in nmare, then you don't need to worry about fcr.|||I usually max FO out first as it takes far less points (20 vs 60) to become Hell-effective. FO pretty much owns NM mode.

However, I would definitely not wait until L60 to start even working on the cold tree. As soon as you have CL maxed out, I'd switch over and get FO online.

If I were you (I'd respec, but...) I'd put 1 pt in LM when I hit 30, then start right away on going up the Cold tree and get FO to 20 with 1 pt CM, then head back and finish fleshing out your CL synergies, starting with LM|||Thanks a lot for the help guys, I don't have any of those great pieces of gear as of right now, but working on it with both my other character and eventually this one.|||Is there a downside to having Blizzard instead of Frozen Orb?

I've read Blizzard is "harder to aim", but I see as long as you lead something if it's going fast, or whatever, it's not that big of a deal, and blizzard seems to do more damage outright.

Frozen Orb seems to do a lot of damage if the orb passes underneath a group or mob and the spin of the shards hits directly under it.|||Quote:








Is there a downside to having Blizzard instead of Frozen Orb?

I've read Blizzard is "harder to aim", but I see as long as you lead something if it's going fast, or whatever, it's not that big of a deal, and blizzard seems to do more damage outright.

Frozen Orb seems to do a lot of damage if the orb passes underneath a group or mob and the spin of the shards hits directly under it.




Hard to say, they are both good (I hate orb, not the skill itself, but sound it makes). It's little easier to make orb viable than blizzard. If you level your sorc ~80 then use orb, around ~90 you have enough points to make blizzard viable.

I like longer cast delay with bizz, so there is more time to use lightning side.

And you can cast it far ahead taking away ranged attackers at back, for example those souls in while clearing throne.

You have to use Blizzard at right side, so its harder to tele-blizz-tele-blizz than with tele-orb-tele-orb. So blizzard is not so good against very fast moving monsters or against lonely archers.

Luckily those typical areas like Chaos, Throne, AT (ancient tunnel, hatch in lost city) are very good areas for blizz.

I am using Blizzard as 2nd attack with my L/CL sorc. I am using CM (crescent moon) as weapon, so my lightning side is my main killer.



edit: Maybe its better to start as Orb/CL sorc, then respect to blizz/CL when you got better items. You can always respect back to orb if you don't like. That way you find sorc that suits you playing style better.|||Quote:








Hard to say, they are both good (I hate orb, not the skill itself, but sound it makes). It's little easier to make orb viable than blizzard. If you level your sorc ~80 then use orb, around ~90 you have enough points to make blizzard viable.

I like longer cast delay with bizz, so there is more time to use lightning side.

And you can cast it far ahead taking away ranged attackers at back, for example those souls in while clearing throne.

You have to use Blizzard at right side, so its harder to tele-blizz-tele-blizz than with tele-orb-tele-orb. So blizzard is not so good against very fast moving monsters or against lonely archers.

Luckily those typical areas like Chaos, Throne, AT (ancient tunnel, hatch in lost city) are very good areas for blizz.

I am using Blizzard as 2nd attack with my L/CL sorc. I am using CM (crescent moon) as weapon, so my lightning side is my main killer.



edit: Maybe its better to start as Orb/CL sorc, then respect to blizz/CL when you got better items. You can always respect back to orb if you don't like. That way you find sorc that suits you playing style better.




Thank you for all your input!

I'm level 52 now, and I've been putting more points into frozen orb after getting CL up to 20. I have +3 to most skills +4 to some lightning skills right now, not so great, but it's better than nothing I guess. I just found a nice ethereal war scythe for my merc and put insight on it, I love it lol.

Are you using crescent moon pretty much because of the -35% resistances? I don't see much more that would help out a sorc except for the little magic absorb and +2 mana after each kill. I'm using a unique staff "Spire of Lazarus". Gives some great stats on it, not sure how rare it is and "good" in terms of the higher end gear.

The reason I was asking for blizzard instead of frozen orb, mainly, was because I think it would make Mephisto way easier using the moat trick, due to frozen orb not being able to reach that far. Also blizzard seems to work way better on big groups, but on the fast mobs I understand the problem there.

So far frozen orb is working out great, and it takes down things really fast. It almost puts the CL and Lightning to shame, lol.

I do use blizzard every now and then just for some extra damage while I lightning, and when I want to slow some mobs down.|||Blizzard takes way more skillpoints to make it viable, thats why FO is the second skill of choice. Lightning is the most skillpoint-hungry of all the trees, so you just dont have enough SPs go to around to have a decent Blizzard and a decent CL.

You wont really need to moat trick Mephisto, once you level up enough. Your merc will have enough innate resists, and between SF and FO/Lightning, he'll go down fast enough that you're never in any real danger.|||Quote:








Blizzard takes way more skillpoints to make it viable, thats why FO is the second skill of choice. Lightning is the most skillpoint-hungry of all the trees, so you just dont have enough SPs go to around to have a decent Blizzard and a decent CL.

You wont really need to moat trick Mephisto, once you level up enough. Your merc will have enough innate resists, and between SF and FO/Lightning, he'll go down fast enough that you're never in any real danger.




I always forget to use Static Field. I don't think I've used it on a boss yet, lol. Fail!

One lil' question about fireball

I was gathering info about fire sorceress due to my actual goal of having one of each element output (in this case /w FO for immunities).

Making the research for a FireballOrb (Not meteorb xD), i found out that from level 12 FB, each point gives less than 14% damage. I really don't understand when are synergies applied, but does this mean that from lvl 12 FB is better to raise Fire Bolt and Meteor than actually the main skill??And at level 20 gets to +7% for level, so then it doesn't matter if u go for either FM or FB?

It's always talking about FB singularly, i do know that Meteor output damage scales with FB and not with FM. This may not care, but if it as i wonder, you'd same some mana cost on the spell...



Edit:

+3 from eschuta/hoto

+2 from CoH

+2 from spirit/ +0 (faceted monarch)

+2 shako

+2 mara's/ 20 fcr amu

+1 Magefist

+2 SoJs/ +1 Soj+ fcr rare

+1 arach

+8 Fire sk

+4 torch and anni

That's +24 with faceted one 105 FCR (which is madness), +27 with spirit...|||Quote:








I was gathering info about fire sorceress due to my actual goal of having one of each element output (in this case /w FO for immunities).

Making the research for a FireballOrb (Not meteorb xD), i found out that from level 12 FB, each point gives less than 14% damage. I really don't understand when are synergies applied, but does this mean that from lvl 12 FB is better to raise Fire Bolt and Meteor than actually the main skill??And at level 20 gets to +7% for level, so then it doesn't matter if u go for either FM or FB?

It's always talking about FB singularly, i do know that Meteor output damage scales with FB and not with FM. This may not care, but if it as i wonder, you'd same some mana cost on the spell...



Edit:

+3 from eschuta/hoto

+2 from CoH

+2 from spirit/ +0 (faceted monarch)

+2 shako

+2 mara's/ 20 fcr amu

+1 Magefist

+2 SoJs/ +1 Soj+ fcr rare

+1 arach

+8 Fire sk

+4 torch and anni

That's +24 with faceted one 105 FCR (which is madness), +27 with spirit...






MeteOrb is a bit of a misnomer - FB is the primary skill but meteor is used for synergies and situational use. The only way you're a fireball/orb sorc means you skip on using meteor for synergies at all, which doesn't make all that much sense.

With the gear you list, you might as well rock a pure lite with infinity. While I see the note about utilizing each of the trees, I'm just not seeing much logic there.|||Think this should be what you're "basically" after:

http://diablo.incgamers.com/forums/s...d.php?t=692487

(the sorceress damage optimization excel file)|||err, for any orb/hybrid dual tree sork, full Tals Set tweaked to 105% fcr is the best gear you can get.|||Is this for general PvM stuff? If though then I'm just gonna shamelessly plug

Combination of runewords and uniques just doesn't get you the raw Frozen Orb damage that the "+15% cold damage" mod on Tal Rasha's orb does. Nor the "-15% Fire Resist" from the Tal's orb and possible Fire Facets (up to -30%), which arguably augments your damage output more than the fire damage bonus on Eschuta's.|||Quote:








Nor the "-15% Fire Resist" from the Tal's orb and possible Fire Facets (up to -30%), which arguably augments your damage output more than the fire damage bonus on Eschuta's.




I think you mean indisputably |||Quote:








The only way you're a fireball/orb sorc means you skip on using meteor for synergies at all, which doesn't make all that much sense.




Tell that to all the Orbitall sorcs out there who trade the points in Meteor for a more well-synergized Frozen Orb, and just max FBall/FBolt/FM on the fire tree

Thor's Mistress

Thor's Mistress is another version of the melee dual dream sorc, usually made as bear- or zealsorcs. She has learned the ways of frozen orb, but Thor has taught her some other tricks as well..

This build is inspired by the Bodomsorc, but with few key differences. This build is EXTREMELY gear dependant, with almost no substitutes available for the items (that said, I'm sure you can come up with plenty!).

Skills: Fire tree

Warmth - 1, it's a one point wonder.

Skills: Cold tree

Ice bolt - 20, synergy for orb

Frozen armor - 1, one point wonder.

Prerequisites for orb - 4.

Frozen orb - 20, this is our main/backup attack.

Cold mastery - 1 to X, depending on level, cold skillers and doom percentage.

Skills: Lightning tree

Static field - 1, one point wonder.

Telekinesis - 20, synergy for ES

Energy shield - 1, to protect from melee and to reduce elemental damage.

Prerequisites for ES (tk not included) - 4, includes teleport.

Lightning mastery - 20, used to boost our lightning damage from dreams.

The build should be somewhat ready at around level 84-92, depending on gear access, mainly hinging upon what percentage of enemy cold resist reduce one's Doom spawns with - if you decide to use it. I mentioned some gear there already, but here's a list with more accurate explanations for the not-so-obvious choices:

Headpiece: Dream, preferably with higher end resists and FHR, in an item with less than 157 or 119 str req.

Amulet: Angelic Wings, comes with 20% damage to mana and gives 75 life when used with the ring from this set. The damage to mana is very beneficial to this build.

Shield: Dream, preferably with higher end resists and FHR, in an item with less than 157 or 119 str req. We also want at least 40% block and for the shield to be light, monarch if you use spirit on switch, otherwise troll nest is nice.

Boots: Sandstorm Trek, Aldur's Advance or rare trires boots, one of the few spots where we have options. Aldur's Advance comes with life, fres, nice frw and 10% damage to mana but Sandstorm's give str, fhr, vit and huge poison res with ok frw, personally I'd go with Sandstorms if the trires boots weren't an option.

Rings: Raven Frost/SoJ/10fcr100manaring and Angelic Halo, the latter for nice AR boost with the amu and 10 dex, the former for mana, cbf, dex and AR. See "gloves" part for explanation when to use SoJ. See the (switch) shield part for explanation when to use 10fcr 100 mana magic ring.

Belt: Up'd Nightsmoke, gives a little mana, 10@ and a whopping 50% damage to mana! This is one of the key items for this build.

Gloves: Another spot with choices that affect other gear as well, either bloodfists, magefist or frostburns. Bloodfists basically offer more offensive power with some defence as you aren't required to use a 15 ias jewel in your chest socket (so you can cham it and switch the raven to a soj or 10fcr ring). Magefists give some regen and fcr to have a bit easier time teleing (mobility and thus some safety). Frostburns give more raw mana for damage buffering (safety). I prefer bloodfists. Choice pretty much boils down to what weapon/shield you will use as switch.

Armor: Guardian Angel, this gives us 30 faster block rate and 20 increased chance of blocking and 15% increased resist cap for all resists. The socket option is somewhat free, but 15@ & 15 ias jewel is recommended.

Weapon A or B: CtA in a phase blade (no repair costs, fast), yes, weapon, not switch. CtA gives 40% Ias and prevent monster heal alongside with the usual bonuses of which battle cry has been grossly underappreciated. Even at level 6 it reduces enemy defence by 60% and enemy damage by 30%, lasting 24 seconds. Currently my sorc has 2341 AR unbuffed, with less than perf raven and at lvl 86. Using the 60% as a reference number, Baal's defence drops to 1139 in hell and with that AR the chance to hit is 64% without accounting his block - but since we got a strong orb it's better to use that anyhow. If we use demon limb to prebuff enchant the AR will jump past 7.5k, which is plenty enough to hit just about anything in PvM, but usually that isn't necessary. 8% ias needed for 10frame attack, either from socketing or bloodfist gloves. It's not that annoying to use when it's also the actual weapon of choice, you should be able to get about 90sec BO out of it, depending on the levels of the CtA.

(Switch) Weapon B or A: Doom in a war spike as a weapon (BA is ok if you're after resale value and you don't mind losing an attack frame if you decide to swing with it). Doom gives us the fancy holy freeze aura, +2 skills and reduces the enemy cold res by 40-60%. This saves some points in cold mastery and the aura is very nice to have for survivability reasons. If the sorc is high level and you don't care much for the aura then it's a good idea to replace this with some other weapon, preferably death's fathom for a nice increase in orb damage.

(Switch) Shield: Lidless if you go for the 118str req build or Spirit for the 156req build. It's a question of how caster -based the build is wanted to be. I will list a few different setups.



Death's Fathom setup (offensive):

weapon: Death's Fathom (socket of choice, resists or more dmg)

helm: Dream

shield: spirit (over 33% fcr)

armor: GA (chamed)

boots: Treks

gloves: bloodfist

ring1: 10fcr 100+ mana ring

ring2: angelic halo

amu: angelic wings

belt: up'd nightsmoke

switch1: CtA pb

switch2: Dream

pros:

- very good orb damage

- good resists in caster mode

- easy to reach 142FHR bp with few charms in caster mode

- good mana in caster mode

- 63 FCR bp for smooth teleing in caster mode

- 10 frame attack in melee mode

cons:

- no slowing aura in caster mode

- bad resists in melee mode, overstacked in caster if fixed with charms

- 156 str req to wear spirit

Doom setup (defensive):

weapon: Doom (War Spike or BA)

helm: Dream

shield: lidless

armor: GA (15@ 15ias)

boots: Trires boots with fhr (good luck finding) or treks

gloves: bloodfist

ring1: raven frost

ring2: angelic halo

amu: angelic wings

belt: up'd nightsmoke

switch1: CtA pb

switch2: Dream

pros:

- good orb damage

- aura to chill enemies in caster mode

- 118str req

- similar resists in both modes with charms

- 10frame attack in melee mode

- requires less levels to be effective

- can switch Doom to melee weapon and strike with it too

cons:

- requires charms to fill up resists

- less mana

- lower fcr



Stats:

Str - enough for gear

Dex - enough for max block

Vit - everything else

Ene - 0

Damage to mana explanation:

Since our lightning skills will be somewhat low, (the damage from dreams result in 1-35k for example) we will be able to buff ES in our melee setup. This will result in a level 7 ES, which takes 50% of the incoming damage. We then have 70% - 92% damage to mana from gear, depending on choices and sockets. Let's take a hit of 1000 melee damage with 80% dmgtomana and 50% ES. 500 goes to mana, but thanks to 20 hard points in telekinesis it's transformed to 375mana. The 500 damage that then goes to our hit points generates 400 mana due to 80% dmgtomana, effectively reducing the received melee damage by 50% without any mana loss. It's like a 50% melee damage reduction with one "sacrifice" (the belt, the amulet is good otherwise too).

Overall Defences:

Elemental attacks still hurt our mana, but far less than they would on a 95% ES build. Mana burn is obviously still dangerous, but since we are focusing our efforts on increasing life, there's a friendly buffer zone. If the resists are worked up they will all be 90 and be of some use even if your mana shield is lost, also without ES on any hits made by melee monsters will regenerate mana thanks to high damagetomana, so teleporting away will be possible. Then there's max block and battle cry. If one feels like battling with high melee damage monsters up close, just battle cry and their damage will be reduced by somewhere around 30%, that is outgoing damage. This means that with 50% ES you're receiving 35% of their melee damage, which is not bad for a caster class.

Merc:

The best option for a merc (in my opinion) would be a normal/hell combat merc for prayer, equipped with lvl 17 medi insight polearm. All the hits made by trash mobs and their missiles (even elemental) will be quickly regenerated. It's funny feeling to be fired upon by dozen skeletal archers without having to worry about it.

Comments:

This character aims to be a hardy caster, some kind of a battlemage. It's not going to do the most damage (around 650orb, 900+ with fathom, 1-35k melee light damage) or "pwn" 8-player games and it's not even as simple to play as it could be.. But personally I enjoy actually getting to "play" a character instead of spamming certain skill over and over. This character is simply fun - that's why I decided to share it.

P.S. This is not a guide per se, if it were it wouldn't be so messy :P It's just that I haven't seen a build like this before so I would like to hear people's opinions even though I have a sorc like this myself.|||http://web.archive.org/web/200708140...ews.php?id=564

Q: Is damage to mana % effective in combination with energy shield?

A: No. Since damage to mana is now subtracted from the actual damage you take, in our fire ball example, it would take (1500/25)*100 = 6000% damage to mana in order to restore the lost mana. The higher your energy shield gets, the less you benefit from %damage to mana.

A formula for this is:

Damage to mana/Damage to life*100 = Amount of DmgToMana% needed to fully restore lost mana|||Instead of just posting a random quote from somewhere, one should understand it beforehand.

We are using 50% ES, not full.. Thus in that case 75% DmgToMana is sufficient to replace it thanks to 20TK.

20TK means that ES uses 0.75 mana for every point of damage it receives, thus the 500 damage going to ES in the 1k damage example is transformed into 375 mana. We are still receiving 500 damage to our health, which causes our 80% DmgToMana to activate and to give us 400 mana. So while DmgToMana gear is somewhat useless with 95% ES, it is not so with partial ES.|||It's basically Bodomsorc with less points in ES

IMO there isn't much reason not to use Passion on a Dream sorc of any kind. You hit big, thus speed shall increase your performance drastically.

Also, using Infinity on merc will negate the need for FO (although you don't have to get rid of it if you like it), negate the need for Battle Cry on CtA (and saving time at each mob) and greatly enhance your attack damage.

ES sorcs have good survivability (except vs manaburns) because of the insane mana regeneration the sorc can get when she has a large mana pool. A good charmset and decent energy in stat split is all you need for survivability, instead of making big sacrifices in the damage (CtA Insight vs Passion Infy) and utility (Nightsmoke Angelic's GAngel vs Arach Highlord's/crafted ammy VMagi) departments.

The thing about survivability is: unlike killing speed, there's a point after which it just doesn't improve anymore. That's why SSoG's abbot isn't a very popular build, though this example is pretty much extreme. My own Dream sorc runs around with a vita/energy ES build, no block, Prayer/Infinity merc, a crappy life/mana charmset and everything else towards killing speed and FCR. She doesn't have trouble surviving, so MB + DTM + Meditation are not really needed |||I agree that the basic skill setup is quite similar and as mentioned, the inspiration has come from that build (: Regardless I believe it's different enough to warrant another thread.

Also when it comes to efficiency/killing speed, this build is obviously lagging behind, especially for not using infi as stated in the OT:


Quote:




This character aims to be a hardy caster, some kind of a battlemage. It's not going to do the most damage (around 650orb, 900+ with fathom, 1-35k melee light damage) or "pwn" 8-player games and it's not even as simple to play as it could be..




So I also agree there, it's not needed but I feel that it's a good compromise between power and survivability, even though for players used to certain playstyle it may feel way too slow.

Another difference with the bodomsorc is that since orb is pretty strong, it can be used as main attack instead of continuous melee. It may be a bit of "waste" of the dreams, but it's nice to have strong attacks with two elements. I guess I am a bit of a survival freak because I was actually considering making that SSoG's abbot one day

EDIT: Depending on gearing, it's also possible to get enchant and put a few points there to get one's AR past 4k without having to resort to demon limb (I for one hate prebuffing with items that aren't readily available). Making hitting stuff once again easier (no need to battle cry necessarily).|||I think the flaw in your logic is that you're, by design, taking more damage-to-health than a 95% ES sorc. You seem to be counting on the regen of Insight+Prayer alone to counteract all the damage you're taking with a melee sorc.

While that might be tenable for a 95% ES sorc with some iPDR, your sorc will literally be taking 10x as much damage to her red orb, and with no decent source of leech (and even Dracs is less than ideal without Passion to quickly trigger the CtC LT) you're not going to be able to survive very long, especially not in high-player games.

Also, while the DtM from Nightsmoke does work very nicely from mitigating the impact on your blue orb, you have to take more damage on your red orb to make that happen - which is kinda the opposite of what you want to do |||I believe that taking part of the damage to health is a strength, mainly due to elemental attacks hurting full ES as bad as they do. It's more cost effective for the resistances to do their job. You could say that this sorc is taking infinitely more damage to the red orb than a 95% ES sorc, because ES sorcs often take zero thanks to pdr by x and mdr by x.

I don't think the comparison stands because a "free" 50% damage reduction is better than nothing, no matter how much more damage that is in comparison to 95% ES sorc. Also there's the difference of max block, which reduces incoming physical damage even further.

To illustrate let's take a hit of 200 elemental damage. 95% ES sorc loses 142.5 mana and

0 health due to mdr by x. The 50% ES sorc with 90 resists loses 75 mana and 10 life. Now mana is easier to get for sorcs than life and lack of mana doesn't outright kill you, but in essence it's more efficient.

Same thing with melee damage, hit of 200. 95% ES sorc loses 142.5 mana and 0 health.

50% ES (dmgtomana) sorc loses 0 mana and 100 life - but such a hit happens only ~25% of the time (let us not include defences for sake of comparison) as opposed to ~90% of the time (60 dex, 40% block shield) for the non-blocker. To make those figures comparable the 95% ES sorc's result must be multiplied by 3.6 (because that's how many times more often it happens), thus we get 513 mana vs 100 life.

I agree that tweaking the level of ES to the optimum would be beneficial, especially against melee attacks (so that melee attacks would use some mana and a bit less life). In playtesting the prayer from the merc has been very sufficient to keep life higher than 80% until all the enemies are dead OR until they proc confuse. If we include the use of doom, those enemies are going to be hitting very slowly and thus ensuring that the regen is sufficient.

Other benefits include better survival against mana burners after the burn is done. I know that to compare those setups we'd be needing someone capable of calculating what kind of setup provides the highest effective life.

There seems to be an error in this CL/FO guide... please advise...

I hope I am not breaking the rules by posting a guide from another website, if so please delete the entire thread and I will pursue answers elsewhere.

In the guide linked to below it says, under skill allocation:

"So, the CL/Orb sorc maxes the following skills:

Frozen Orb

Chain Lightning

Lightning

Lightning Mastery

TOTAL POINTS: 80

Add on the prereq points, as well as static, warmth and teleport, and you have

a total of 89 points. Oh, and add a few points to Cold Mastery, too.

Let's say 94 points, which makes this build done by level 82.

NOW, as for order:

Put a point into each skill as you get it. Save all extra points up to level 12,

and then invest in lightning. At level 18, keep those extra points and invest

in Chain Lightning BUT NOT lightning.

At level 30, 1 point into each mastery and then points into Forb and CL. Max

Orb once you're out of extra skill points, and then max CL.

Lightning provides a greater damage bonus than LM after the first level, so max

lightning next. Finally, max Lighting Mastery and put a few points into Cold

Mastery.

Ta-da! you're done."

It's this bit that seems to be incorrect:

"Lightning provides a greater damage bonus than LM after the first level, so max

lightning next."

I assume the main skill used is Chain Lightning as the author aknowledges that since this hits far more enemies than Lightning it should be used in most circumstances. If so that sentence doesn't make sense because Lightning Mastery gives a 12% damage bonus to Chain Lightning each level, whereas it is 4% per level from Lightning.

The only interpretation I could make was that he means putting points in Lightning itself results in more damage to the Lightning skill than putting it in Lightning Mastery, which I find is the case using d2items, but this seems like a redundant point since it would be true for most skills.

Am I missing something?

http://www.gamefaqs.com/pc/370600-di...ion/faqs/40047|||Welcome to the forums

You aren't missing anything. Guide writers cannot humanly be omniscient and sometimes they make mistakes.

Though you shouldn't follow guides to the letter as they are merely opinions (unless they are widely acclaimed guides, anyways). This guide for instance favors a mix of rws and uniques over full Tal's, which is a very unfounded preference.

Feel free to ask around if you have questions |||I wouldn't say runewords/uniques are an unfounded preference for Sorcs - but for a CL/FO spec, I'd have to agree it's odd in the sheer fact that if you can afford to gear up beyond tals, then a pure lite sorc is most effective.

As Scud said, just because its a guide, don't take it for truth. Guides exist long after patches that can change/alter the experience. You never really want to assume a guide is 100% true unless you're very familiar with the mechanics and math of whatever game it is you're looking at.|||Quote:










Put a point into each skill as you get it. Save all extra points up to level 12,

and then invest in lightning. At level 18, keep those extra points and invest

in Chain Lightning BUT NOT lightning.

At level 30, 1 point into each mastery and then points into Forb and CL. Max

Orb once you're out of extra skill points, and then max CL.

Lightning provides a greater damage bonus than LM after the first level, so max

lightning next. Finally, max Lighting Mastery and put a few points into Cold

Mastery.

Ta-da! you're done."

It's this bit that seems to be incorrect:

"Lightning provides a greater damage bonus than LM after the first level, so max

lightning next."

I assume the main skill used is Chain Lightning as the author aknowledges that since this hits far more enemies than Lightning it should be used in most circumstances. If so that sentence doesn't make sense because Lightning Mastery gives a 12% damage bonus to Chain Lightning each level, whereas it is 4% per level from Lightning.

The only interpretation I could make was that he means putting points in Lightning itself results in more damage to the Lightning skill than putting it in Lightning Mastery, which I find is the case using d2items, but this seems like a redundant point since it would be true for most skills.

Am I missing something?




Maybe good items. After +15 skills that Lightning synergy gives better bonus than LM. In that guide end game items without skillers gives already +17.

Lightning gives you 2nd attack against single monsters too. In that guide 1-24000 Lightning damage is mentioned, that is extremely high for hybrid, so person who wrote that guide had godly items. At least for that person L was better choice.|||Thanks for the warm words of welcome and for everyone's input, I think the issue has been cleared up now. |||Quote:








Maybe good items. After +15 skills that Lightning synergy gives better bonus than LM. In that guide end game items without skillers gives already +17.




+skills items don't give the synergy effect though I thought? Or am I mistaken?|||No, you're right, but so is he. Because of the different way in which synergies and mastery affects damage, and because +skills don't affect synergies, there's a certain point (+15 light skills in this case, like DH said) at which it becomes better to spend points in a synergy rather than mastery. The same things happens with the balance between meteor/fire ball/fire mastery.|||Its really a case of splitting hairs....as the OP said, you can have FO, L, CL, and LM maxed out by L82, from which point you just stick the rest of your points in CB for the synergy bonus.

While there may be an "optimized" path of point investment between L49 (when you max FO) and L82, I really would doubt the difference between an "optimized" path and a simple "max CL first, then LM, then L" path is more than ~2-3%|||Quote:








No, you're right, but so is he. Because of the different way in which synergies and mastery affects damage, and because +skills don't affect synergies, there's a certain point (+15 light skills in this case, like DH said) at which it becomes better to spend points in a synergy rather than mastery. The same things happens with the balance between meteor/fire ball/fire mastery.




I don't really understand.

Are you and droid in his post saying that at 'completion' (the very high levels) the character is the same? It's just while getting to completion more damage can be dealt with putting points in Lightning first rather than Lightning Mastery?

I don't really understand, Lightning Mastery doesn't have diminishing returns but increases its damage by 12% each level, and this is constant even after skill level 20.|||Quote:








Because of the different way in which synergies and mastery affects damage, and because +skills don't affect synergies, there's a certain point (+15 light skills in this case, like DH said) at which it becomes better to spend points in a synergy rather than mastery.




Bolded for emphasis. Synergies add to the base damage. LM adds a percentage based on the damage with synergies already worked it. I'll do an example, using just the max dmg value to make it simpler. Points mentioned are hard points spent.

It goes (base damage + synergy%) + light mastery % = final damage

With 10 +skills:

1 CB, 10 L, 20 CL, 1 CM = (431 + 44%) + 170% = 1675

1 CB, 1 L, 20 CL, 10 CM = (431 + 8%) + 278% = 1759

With 20 +skills:

1 CB, 10 L, 20 CL, 1 CM = (581 + 44%) + 290% = 3263

1 CB, 1 L, 20 CL, 10 CM = (581 + 8%) + 398% = 3124

Like droid said the difference is tiny. This kind of stuff would be more important to an FO build that's maxing ice bolt and wants to get the most out of his fireball, for example.