Saturday, April 21, 2012

Hardcore Ladder Reset Sorc

I'm figuring that ES may make early HC easier to survive in. We typically wait until 60+ at least to begin hell. I'd be doing a lot of NM Andy and Meph for a while until hopefully Hell Meph. I'd plan on my merc at least having insight, which would greatly help mana regen since my mana will hurt when I get smacked.

Would ES be worth the trouble?

Max Block or no?

Skills

Cold

20 Blizzard

20 Ice Blast

1+ Cold Mastery

1 Glacial Spike

1 Frozen Armor

20 Ice Bolt

1 pre-req

Light

20 TK

1 Tele

1 ES

3 pre-req

Fire

1 Warmth|||definately max block. It helps a lot vs mana burn mobs ( cause if you block the attack you don't get burned)

and i think ES is worth the trouble, it ups your survivability and you should have enough killing power on a single element sorc to spend 20 points for TK.

But even with ES make sure your health bubble is still larger than your mana bubble... don't go overboard with energy. Having high hp helps your FHR because if you don't take 8% of your life per hit you don't get stunned-- also you'll want a good stack of hit points in case you find a mana burn pack-- and if your mana is ever > than your hp, you get hit with blood mana curse which is just plain annoying. Think of your mana bar as some extra padding for your HP bar rather than your new HP bar. You'll also probably want to save any +mana charms you happen to find for added survivability.|||even though it's away from what you're planning, read this guide. it has a lot of good info.|||I actually think its 12% of your hp for fhr animation, but I'll have to check.

I've seen the TK/Orb guide before, but I'm not sure if it's up to date. I'm not sure if insight existed in 2007 when it was written. We're also rather careful in HC where I'll likely highly out level everything in the area I'm in and I won't touch hell meph until I'm good and ready, but I'll consider the teleport points.|||Quote:








I actually think its 12% of your hp for fhr animation, but I'll have to check.




http://diablo2.diablowiki.net/Breakpoints

^this site says 1/12, which is 8.333~%

edit:

the other reason to max hp before mana is that the mana you lose from ES isn't affected by resists... you take .75 mana damage per damage absorbed no matter what your resists are and no matter what kind of damage. (.75 assumes max telekinesis). so vs mobs with mass elemental damage you're still better off stacking hp than mana (i assume your resists will be maxed since this is hardcore...). although if your mana is too low your mana doesn't regen fast enough so you want a good balance.|||Thanks. My 12% came from semi remembering 1/12.

I think I may do TK blind tele until I can get max resists and then go pure blizzard or blizzard w/ tele points.|||Quote:








I've seen the TK/Orb guide before, but I'm not sure if it's up to date. I'm not sure if insight existed in 2007 when it was written. We're also rather careful in HC where I'll likely highly out level everything in the area I'm in and I won't touch hell meph until I'm good and ready, but I'll consider the teleport points.




if you'd read it, you'd know it's up to date. i believe it even says:


Quote:




- Massively Updated November 26th, 2008 -




he dismisses insight as an inferior weapon for running meph as it wont keep your merc from getting killed. i'm also sure that you could run without a merc and use the moat trick.


Quote:




We're also rather careful in HC




like his guide isnt written for HC? i'm confused, i've been following most of Socialism's suggestions for a month on SP HC and have yet to even have something close to an NDE. run nm meph till you get gear to run hell meph, then run him till you're done. boring but effective.|||Okay silly question what does TK do for the build?|||Quote:








Okay silly question what does TK do for the build?




TK increases the efficiency of energy shield. with zero points in TK you lose 2.0 mana per damage absorbed. with 20 points in TK you lose .75 mana per damage absorbed. (note that only hard points have effect on this, +skills doesn't matter for TK).

Max TK is basically mandatory for any serious ES build... most ES builds don't max energy shield itself but they should always max telekinesis.|||Quote:








TK increases the efficiency of energy shield. with zero points in TK you lose 2.0 mana per damage absorbed. with 20 points in TK you lose .75 mana per damage absorbed. (note that only hard points have effect on this, +skills doesn't matter for TK).

Max TK is basically mandatory for any serious ES build... most ES builds don't max energy shield itself but they should always max telekinesis.




Okay that explains why, I never use Energy Shield. Good to know.

No comments:

Post a Comment