Saturday, April 14, 2012

Tri elemental and Synergies

[:1]As I approach hell mode in the single player game, I think about my options for dealing with Dual immunes. This really got me looking at it and, the synergy system really screws with trying to make a tri elemental sorceress doesn't it?

I mean, it seems like before, I could get the pre-reqs pour points into one attack from each tree and excess points into masteries. Now, when I try to build one attack, I need points in the pre-reqs, the attack itself, it's 2 synergies, and the masteries.

At first, I thought synergies were pretty great, seeing as how I really could crank the hell out of one spell. What makes it even worse is that the dual immunes are usually rares anyway, making your 2 points in your off tree to deal with them feel even more gimped.

Edit, Also on that note, what would be a good spell to pick for fire if I didn't want to invest heavily in fire and just wanted a small handful of points in it so I can damage ice/lightning immunes?|||Quote:




what would be a good spell to pick for fire if I didn't want to invest heavily in fire and just wanted a small handful of points in it so I can damage ice/lightning immunes?




Fire Wall or Meteor. Of the two I can't say for certain which is the best, but both give pretty good damage with little investment.|||The numbers for both look decent. Just remember that you can use FB while Meteor's timer runs out so with a couple of points into FB you can get some nice DPS (since they synergise each other). If you're looking to spend as little as possible then FW looks like the better choice, but it also depends on which you find easier to aim.

Since synergies were introduced tri-elementists are fairly rare, and afaik FO with Meteor and FB is the most popular dual-element build. An advantage here is that you can take CI/FI monsters' HP to 50% with static field and let your merc do the rest. With more modest equipment and at lower player counts FO is great, but imo with good gear the Blizzballer (less points in the fire tree obviously) is much more effective. Lightning/FO is decent as well, especially since FIs are so common in hell.|||Firewall gives the most bang for least investment. And you can shop at Normal Drogan in Act 2 to buy a 2os Firewall staff (to make the runeword "Leaf" out of) to use on switch to boost your firewall spell.

Orb is good at 20 points invested and 1 in cold mastery.

You could use lightning and chain lightning as for the third element.

These single player thread may interest you.

http://diablo.incgamers.com/forums/s...ight=aphrodite

http://diablo.incgamers.com/forums/s...d.php?t=500812|||just ignore anything that is dual immune... you dont have to kill every mob.... you also should have a merc which does some amount of physical if it absolutely has to die...|||Quote:








just ignore anything that is dual immune... you dont have to kill every mob.... you also should have a merc which does some amount of physical if it absolutely has to die...




I think the main thing with a tri-element sorc is not practicality, but the idea of using all three elements to kill any monster in the game.|||FO-FW-Nova might be the best tri-elemental-combo.

i�ve tried FO-FB-Nova in the past, works ok too|||Using sorceress damage calculator (assuming level 90, full tal, torch, annihilus, no facets)

17 frozen orb

13 cold mastery

20 lightning

11 chain lightning

13 fire bolt

17 fire ball

1 point wonders (teleport, warmth, static) and pre-reqs:

~500 damage FO

~2025 average damage lightning

~2600 fireball|||I like Orb+Meteor , use STATIC+Merc for immunes. Wall/Orb or FB/orb works fine too, I just prefer meteor. I went vita, nps with hell.|||Quote:








This really got me looking at it and, the synergy system really screws with trying to make a tri elemental sorceress doesn't it?






I think the best compromise to cheat and "technically" have resources in all 3 trees is to use full Tal's set (in order to get free points started in synergies), and then go Frozen Orb, Firebolt+Fireball, and then use Static Field on CI/FIs.



I know using Static Field isn't the same as being tri-elemental, but it still gets you super close to being able to deal with almost any mob in the game. CI/FIs can be knocked to half-life for your merc's pleasure, and you can spam Telekinesis on the mob for your merc to assist him if need. Or just tele past a mob you really don't need to kill :O



Here is a sample of what the point spread might look like:

(+11 to all skills from Full Tal's+Spirit Shield+STorch, +1 Fire from Magefists, +2 to each Mastery from Tal Orb)

20 Frozen Orb

4+ in Cold Mastery

1 in all Cold prereqs

1 in Warmth, Static, Telekinesis, Teleport

Max Firebolt, Fireball, Fire Mastery.

Done at lvl81, so there are some points to play with if you'd rather go with Meteor (playstyle preference imo, I would rather use Fireball and save some extra points), or you could pump up your Cold Mastery a little more if you find yourself running Bosses in Hell.

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