Mageazon: The Guide


Diabloii.Net Member
Mageazon: The Guide

Mageazons: Fire and Ice
A guide for the rest of us.

Table of Contents:
Why Mageazons?
You mean I can build this myself?
Don’t you need all kinds of great equipment?
How do I build one of my very own?

Skill List
Skill Placement
Suggested Equipment
Play Style
Quick Leveling Guide
Mercenary Choices

Why Mageazons?
For me, creating the mageazon was something I chose to do because I was sick and tired of the usual builds. Lightning Fury amazons are too overpowered and tear through groups of non-Lightning Immune monsters with such speed that it puts even the best Whirlwinding barbarians to shame. Strafeazons and Multizons are both heavily equipment dependant, both in bow and their precious breakpoints. A mageazon is different. This is a girl you can take through the game pretty much untwinked. There are only a few really “godly†items for this build and they are all VERY common.

You mean I can build this myself?
Certainly. Even if you have never touched a bow before in your life, you too can experience the ecstasy of firing bolts or arrows that explode, explode and burn, or freeze hoards of monsters with the click of a button. Yes, you can do the same thing with a sorceress, but even though you can’t compete with their power, every shot you fire is dual damage: Fire/Cold AND physical. This gives you a distinct advantage that truly makes this build viable.

Don’t you need all kinds of great equipment?
Certainly not! There are a few desirable items that would really enhance her greatly, but none that are vital to your survival. Unlike Strafeazons who are dependant of the damage listed on their bow to strike down their foes or Lightning Fury Javazons who I have never seen without a set of Titan’s Revenge in their right hand, you could potentially go through the game with a Cracked Short Bow you found right out of the gate. Granted, it’s not advisable to do that, it can be done. This is because your arrows serve as a means of travel for less powerful versions of sorceress spells more than damaging items.

How do I build one of my very own?

Before we actually build one, let’s take a look at the different skills you are going to be using. Once you understand the skills themselves, you can better understand the mechanics of playing her.

Skill List:
Fire Arrow: This is a nice skill to open the game with. It’s fairly cheap mana-wise at early levels and gives a tidy boost of damage that is useful for dealing with those early superunique monsters, e.g. Corpsefire, Blood Raven, Coldcrow, Rakanishu, etc.

Exploding Arrow: This skill is basically like strapping a Fireball to your arrow. It deals splash damage over a small radius, enabling it to hit several monsters. It is quite useful for disposing of tightly packed archer groups. The thing that you have to remember about Exploding Arrow is that the listed damage on the skill tree is the amount of splash damage it does. This is where you get the illusion of strapping a Fireball to it. The explosion is independent of the arrow itself, meaning that the arrow need not hit the target to trigger the splash. However, “% Chance to Cast on Striking†modifiers do not apply, as the arrow itself did not hit. See why the arrow is only a means of travel for the skill?

Immolation Arrow
: This skill is quite similar to Exploding Arrow in that it deals splash damage. The major difference is that Immolation, like its name suggests, burns for a time. While Exploding Arrow is like the Fireball spell, this skill is more like Meteor. Be aware, though, that this skill has a one second cast delay. There are some ways to utilize this which will be covered more in the strategy section.

Cold Arrow
: Very useful skill for most of Act One, even at level one. Chilling monsters is very handy when you don’t have anything to block their path other than your own body or some carefully selected bit of fence.

Ice Arrow: This is the more powerful cousin of Cold Arrow. This skill allows your arrow to freeze the target completely. Of course, the chill length often differs from the time listed in the skill tree. Chill times are affected by monster resistances. The base number listed is only applicable if the monster has 0 cold resist. Monsters like Ghoul Lords have a very high cold resist (which is why they are Immune to Cold in Hell,) so, even in Normal, they only remain frozen for a few frames. As well, chill times are cut in half in Nightmare and down to ¼ of their listed time in Hell.

Freezing Arrow: This is the third and final splashing skill that the Amazon has. This skill is very powerful. If Exploding Arrow and Immolation Arrow are like Fireball and Meteor, respectively, then Freezing Arrow is the Glacial Spike of the Bow & Crossbow tree. As with the other two, Freezing Arrow is less Attack Rating dependant than most skills, but a decent level is necessary to maintain a shred of accuracy. The only drawback to this skill is that it eats mana like there’s no tomorrow. Many builds use this skill as a way to stop the enemy in their tracks, especially Strafeazons who suffer from Strafe Lock (when using Strafe, you become immobile, much like Zeal or Fury.)

Before I move onto the Passive and Magic tree, I must bring something to light. Freezing Arrow’s duration is fixed at 2 seconds. It can be raised by putting points into Ice Arrow, however, this is quite a waste, in my opinion. There’s something that many people don’t realize. Cold length stacks with itself. This means that if you have a charm in your inventory that adds X-Y cold damage, it will add to the duration of the Freezing Arrow. Each affix on a charm, regardless of the charm’s size, grants 1 extra second of cold length. Many items also have cold length built in. These will be covered further down.

Valkyrie: This is the ultimate tank. At first, she may not seem like much. Her AI is pathetic, she is slow and often gets lost, and she won’t attack what you want her to. The plus side of her is that, when she gets in front of you, she STAYS there. Her spear attack has been upgraded since .10 came out and her attack is faster than it used to be. She also gains various hidden bonuses, as well as gains all your synergies in the Passive and Magic tree. This is determined as thus (taken directly from the Arreat Summit):

Resistances are equal to their level * 2, to a max of 85. So a level 10 Valkyrie will have +20 Resist All. Valkyries also get a hidden synergy bonus from Decoy, where every physical point in Decoy will add +2 Resist All. The whole formula comes out as = (Valkyrie level + Base Decoy Level ) * 2
Magic Level
The equipment that a Valkyrie is spawned with is based on her Magic Level, i.e. the ilvl that her equipment is spawned with, therefore denoting which mods can be spawned. The Magic Level of any Valkyrie is equal to a base of 25 at level 1, and increases by 3 for each level. So a level 15 Valkyrie will have a Magic Level of 25 + ( 14 * 3 ) = 67. The formula works out at Magic Level = 22 + (Valk Level * 3)
Valkyries receive a bonus of Dexterity of +12 per level. A level 12 Valkyrie will have 144 dexterity points. Valks gain bonuses of attack rating and defense much like any character, but this is not reflected in their skill description.

As you can see, it is very beneficial to have a Valkyrie fighting at your side. A word of caution, though. There is now a five second cast delay when you summon one. This also translates into Immolation Arrow, leaving you without it for offense. Keep this in mind during boss battles and do not be afraid to run if you get in over your head. Her life regeneration is very high and she can be ready to go from near death in just a few seconds.

Pierce: Another passive skill that is very beneficial to the mageazon. Pierce gives a chance for an arrow or bolt to pass through the enemy and continue on, making it quite good for dealing with packs of monsters. Some items have a modifier of “Piercing Attack†Those items stack with this skill, meaning you need fewer points into the skill itself. Not all items have the same percentage of pierce, though. Here are some of the items and their piercing percentages:
Razortail (unique Sharkskin Belt): 33%
Stormstrike (unique Short Battle Bow): 25%
Ichorstring (unique Crossbow): 50%
Doomslinger (unique Repeating Crossbow): 33%
Kuko Shakaku (unique Cedar Bow): 50%
Buriza-Do Kyanon (unique Ballista): 100%
Demon Machine (unique Chu-Ko-Nu): 66%
Gut Siphon (unique Demon Crossbow): 33%

Note that most of these are crossbows. While it may seem beneficial to shoot for a Buriza, I’d advise against it. It is quite slow in most instances and require more investment into strength and dexterity than most mageazons can afford.

One Point Wonders:
Decoy: This skill WILL save your life more than once. With the slow speed of the Valk, you will want something you can spam ahead of you to scout for enemies. This allows you one such scout. Her life is yours +X% per level where X is the level of Decoy times ten. Decoy also gives a passive bonus of 20% more life to your Valk per level. It’s not bad to put a few spare points into by any means.

Slow Missiles: I just recently discovered the true joys of this skill. Upon casting, almost all enemies on your screen will fire javelins, arrows, or elemental bolts much slower than normal, allowing you to dodge them with ease. This is quite handy, as it also slows the bolts from Lightning Enchanted Bosses and the Scarabs of Act Two who spit lightning when you strike them. It is one of the few party friendly skills an Amazon has, as it will slow them for everyone on screen, regardless.

Now, we get into the meat and potatoes of the guide: building her. First, you should decide if you are going for a pure Mageazon or if you are going to make the hybrid known as a vamp. Vamps use mana leech to keep the blue orb full, while purists use as little/no mana leech as possible, relying on mana regeneration.

Skill Placement:
Once you decide how she is going to replenish her almighty mana pool, you can start placing points. Final skill placement for a basic Fire Mageazon would look something like this:
20 Immolation Arrow
20 Exploding Arrow
20 Fire Arrow
20 Valkyrie
6 Pierce
1 into all prerequisites
Build finished at Lvl 80-85

There is one fundamental flaw in this build, though. There is no way to deal with fire immunes. Sure, you could potentially start pumping Freezing Arrow like mad and pray for the best, but it’s not going to work that well.

However, you can hybridize this build some. This opens up a whole world of customization to you. A sample of this would be:
20 Immolation Arrow
10 Exploding Arrow
10 Fire Arrow
10 Freezing Arrow
10 Cold Arrow
20 Valkyrie
6 Pierce
1 into all prerequisites
Build finished at Lvl 80-85
Notice that, even though this build finishes out at the same time, the damage is more well-rounded. The customization looks like this: If you want to spend less mana on Freezing Arrow, put fewer points there and supplement it with Cold Arrow. The damage will be lower, but you will be able to send more out before you are depleted of mana. This goes back to the old question of Speed vs. Power.

After you are finished with your attacking abilities, look into the Passive tree. The three dodging skills are there and can be boosted if you feel you are taking too many hits, you can get a few more points into Critical Strike to fell larger monsters, or you can get some Penetrate if your AR is really suffering.

Stat Placement:
Stat placement looks something like it would for any other spellcaster:
Str: enough to use your gear (~80 or so)
Dex: Enough to use your gear, plus the occasional pump for an Attack Rating boost. (~60-90, depending)
Vit: Vitality is life. If you are getting smacked around, put more here. About 100-120 should be sufficient for most people.
Energy: This is your most important stat, IMO. Just like any other spellcaster, you are worthless without mana. Everything you can spare goes here.

Suggested Equipment:
The next step would be item selection. If you are planning on going through the game untwinked, you can skip over this section. If you have someone that can spare a few midlevel items, then, by all means, read on.

Bows: Unlike most Amazon builds, the bow you get is not very dependant on attack speed and SHOULD NOT HAVE KNOCKBACK. I cannot stress that enough. It’s frustrating to have a monster knocked out of your Immolation fire because of a stupid modifier. Now, let’s look at the best bows you could get, most of which are cheap.

Kuko Shakaku is an excellent bow for its inherent pierce, +3 to all Bow and Crossbow skills, +3 to Immolation Arrow, and excellent fire damage built into the bow. All and all, a good bow through Nightmare, but with the high number of Fire Immunes in Hell you will want to upgrade some.

Another idea would be a Wizendraw, possibly upgraded. Now, it gains the ability to subtract from the enemy’s cold resist, much the way Cold Mastery does for a sorceress. It’s not that great, but still, a good bow.

Then there’s Witchwild String. Where to start…high damage, Fires Magic Arrow (Lvl 20…no ammunition required,) 2% Chance to Cast Lvl 5 Amplify Damage on Striking, two sockets, 40% resists. This is a dream bow for most mageazons, but there are better out there.

Lycander’s Aim deserves special mention here, too. +2 to all Amazon skills, another +2 to Bow and Crossbow, mana leech, which is moot with a build like this unless you are going for the vamp, high damage inherent in the bow, and some other modifiers that are just gravy. It’s requirements are high, but I think that the skillers make up for it.

The bow I used and still love is the Skystrike. Low requirements, 1-250 lightning damage, +1 to all Amazon skills, and 2% Chance to Cast Lvl 6 Meteor on Striking. Compared to some other bows, this seems not nearly as desirable, but the lightning damage can help you take out some of the Fire Immunes.

One more expensive choice could be Hand of Justice (Sur+Cham+Amn+Lo). There are a lot of really nice mods on it, most notably Ignore Target Defense, Freezes Target, and -20% to Enemy Fire Resist.

Helms: Mostly, we’re treating mageazons like we would any other spellcaster. The best helms would be Harlequin Crest, Peasant Crown, Tal Rasha’s Horadric Crest (if you are going for a vamp sub class), Andariel’s Visage, or a rare circlet with + to Amazon skills, life, mana, resists, and any other mod you can get. However, this build can succeed with just a two socket helm that has a couple of Perfect Sapphires in it. An expensive solution can also be found in the runeword Delirium (Lem+Ist+Io). Just be cautious that you don’t get hit TOO often, as being turned into an Undead Flayer isn’t too fun.

Armor: Again, + to skill items are great, but not necessary. Some items to look for include Skin of the Vipermagi, The Spirit Shroud, Skullder’s Ire (if you plan on doing Magic Find runs with her, which is very viable,) Que-Hegan’s Wisdom, or even Silks of the Victor, if you want to take your strength that high. However, just like with helms, there is a cheap and easy solution. Eth runes in your armor for regeneration work well. The expensive options here are, again, runewords. Chains Of Honor (Dol+Um+Ber+Ist) and Enigma (Jah+Ith+Ber) are quite powerful in this capacity.

Gloves: There are many people who will say what they think the best gloves are. Most agree that M’avina’s gloves are the best because of the partial skill bonus that can increase your cold duration on your Freezing Arrow. However, this takes four pieces of a set that is quite hard to get together. The best alternative in their stead is Frostburns. They are quite cheap, boost your mana pool by 40%, and can tack on an extra two seconds of cold duration. Chance Guards are also applicable if you plan on doing any Magic Find runs with her.

: Not much to say about the belt itself. The most elite belt you could get would be an Arachnid Mesh. The other, as mentioned before because of it’s inherent piercing ability, is Razortail. This belt is my favorite for any Amazon. However, unless you are going for Magic Find, almost any belt you find will suffice. If you do go for Magic Find, an upgraded Goldwrap is your best bet.

Boots: Not much to say here, either. War Travelers if you plan on doing Magic Find runs, but even they have requirements that are kinda high for this build. Silkweaves are a possible option, too, with their +10% to maximum mana.

Jewelry: There are a few things you really want to look for in the way of great jewelry. One would be Raven Frost, which gives a Dexterity bonus, Cannot Be Frozen, and an extra 4 seconds of cold duration. Your amulet choice should be The Eye of Etlich. You can get up to an extra ten (!) seconds of cold duration from it, +1 to skills, and life leech. The other ring slot can be filled in many ways, but one of the best options would have to be a Stone of Jordan. Even more mana, +1 to all skills, and some gravy mods make this your best choice. If you plan to go out for Magic Find, swap the rings out for a pair of Nagelrings and the amulet for a rare with more Magic Find (or not, the choice is yours.)

If you can’t get your hands on most of this equipment, crafting some Caster equipment would be the next best thing. You’d be surprised what might turn up.

Play Style:
Your play style will be quite similar to that of a sorceress for a long time. Hit and run is the name of the game. Once you get your Valk and a nice mercenary (if you chose to get one. I’ll compare mercenaries below,) the game changes considerably. Usually, you want to move slowly, especially in tight corridors. Occasionally stop and set a Decoy ahead of you. If it starts to be attacked, or your mercenary goes forward and starts wailing on something, move in. If they try to run, hit them with a Freezing Arrow, then set an Immolation Arrow to burn under their feet. If they stand and fight, then just fill them full of Immolation Arrows until they drop. If the enemy is ranged, turn on slow missiles and dodge their fire while returning your own.

I cannot stress this enough: THIS IS NOT A LOW DAMAGE SORCERESS. This is a build that utilizes elemental damage over physical to fell her foes, much in the same way that a melee sorceress isn’t a low damage Barbarian or Paladin.

Now I come to the tricky part: Immunes. Fire Immunes are less of a problem than you think. A good level Freezing Arrow can stop them easily and, while the merc and Valk mop up (especially with Fallen camps,) you go for the bosses/shaman. Cold Immunes can be tricky, especially the Vampires. They like to run away a lot, meaning you have to back them in the corner. Physical Immunes are a pain in the butt, but are easily routed. The problem is that the biggest source of physical immunity, the Ghost family, seems to be impervious to Immolation Arrow when they stack on each other, meaning you can’t burn them all at the same time. While this isn’t a huge problem, it is an annoyance.

Quick Leveling Guide:
Here is a sample leveling guide. While I don’t expect you to strictly adhere to what I say here, this gives a general outline of how you should spend your points.

Lvl Skill
2 Fire Arrow
3 Magic Arrow
4 Inner Sight
5 Critical Strike
Free (den) Fire Arrow
6 Cold Arrow
7 Multiple Shot
8 Fire Arrow
9 Fire Arrow
10 Fire Arrow
11 Save
12 Exploding Arrow, Slow Missiles
13 Dodge
14 Exploding Arrow
15 Exploding Arrow
16 Avoid
Radamant Exploding Arrow
17 Exploding Arrow
18 Ice Arrow
19 Penetrate
20-23 Exploding Arrow
Izual Save
24 Decoy, Immolation Arrow, Evade
25-29 Immolation Arrow
30 Valkyrie
31 Freezing Arrow
32-45 Immolation Arrow
46-65 Valkyrie
At this point, you can customize your build by putting points where you want them. Most of the big issues have been taken care of at this point. Hopefully, this will help you through Normal and a big portion of Nightmare.

Mercenary Choices:
Now, we come to the all important piece at the end: the choice of mercenary. Let’s basically can the Act Three mercs. Their AI is worthless compared to the others. They think they can go into melee range with their spells. That leaves us with Rogues, Desert Warriors, and Barbarians. Toss the Barbs out the window right now. They like to use Bash. A lot. It has the nasty side effect of knockback, something that you are trying to avoid.

The other two have their merits. The Rogue has good AI and knows to stay out of the fray and can bolster your attack with more arrows. The drawback is that you will be competing for bows. If you have the equipment to spare for her, then this isn’t a problem. The Desert Warriors all come with different auras. For starters, let’s throw out the Thorns merc. The object of the game is to avoid being hit. Might can go as well, since you won’t be dealing as much physical damage as you will magical. Blessed Aim is just lame, so it’s gone. This leaves Prayer, Defiance, and Holy Freeze. All three have merits. Prayer, while much less commonly used, can save your life at higher levels. The regen rate is very respectable. Defiance will up the defense of you, the merc, the Valk, and your Decoy. What more could you ask for? Holy Freeze is also a very viable option, as it will chill even Cold Immune monsters, making those cowardly Vampires a little easier to damage.

We all know that the Bowazon got hit by the Nerf Stick when .10 came out. There was much wailing and gnashing of teeth when the Pierce bug was nullified. However, I hope that this guide will serve to prove that pure Bowazons can still succeed and thrive in the new spellcaster-oriented world of .10.


Diablo: IncGamers Member
the new version looks much better ravenforce.

i bet it covers most things about magezons.

if i ever make on again i follow this guide as a guideline of how one can be built :thumbsup:


Diabloii.Net Member
Ravenforce3 said:
Thank you. It just goes to show you that a little persistance and a LOT of rewrites can do for you.

it is nice. fun to read, which is unusual.

I would recommend no valk. you can then max damage synergies on immo and FA. not the burn damage, but the blast's. Damage is king, a hf merc with max res all, a powerful leech weapon and 40% dr+ supersedes a valk if you can kill in 1-2 blasts. you save a lot of skill points this way.

also a BIG compliment on the mf points. jeez i hate all these builds with all damage and dam modifiers and no mf. who the heck would build a character to level 85+ that couldnt score an item? having like 250 mf is my min on a char.

also note: with slow missles and high evade % (instead of valk) you can certainly not be hit in act 4 and 5 by the big spells.


Diabloii.Net Member
I understand where you're coming from. However, I must disagree. A Valk has saved my a$$ too many times to just abandon her. Damage is not king if you die. This is a guide for the untwinked, primarily, and they may not be able to get all the high end items. I added the sugguested equiptment section because those are the best things that can help. If you notice, though, I also state wht bare minimum you could use and still be effective. As well, why pay for a merc when Valk costs only a drop in your mana pool?


Diabloii.Net Member
Ravenforce3 said:
I understand where you're coming from. However, I must disagree. A Valk has saved my a$$ too many times to just abandon her. Damage is not king if you die. This is a guide for the untwinked, primarily, and they may not be able to get all the high end items. I added the sugguested equiptment section because those are the best things that can help. If you notice, though, I also state wht bare minimum you could use and still be effective. As well, why pay for a merc when Valk costs only a drop in your mana pool?

well, I guess it can save someone. i remade my chars to be minionless unless they were minion only builds.


Diabloii.Net Member
I came by to see what the third iteration looked like. Nice work! Very complete, concise, and well-written. :)


Diabloii.Net Member
Hi there,

nice guide, and very comprehensive. I haven't seen your earlier versions, but reviewing icewraith frostmaiden guide, here are some further ideas on what could be added.

Ideas regarding play style. I realised that you mentioned vamp in the passing, but there are two essential distinctions between the two builds (vamp and mage). I have noticed that for HC or new starters the mage version is much more versatile, unless you obviously find the mana leech item. Starting off with a stealth armor and couple of Tir runes is going to net you enough mana for continued play, and having the damage to enable efficient mana leech in hell is quite difficult if you haven't got high damage gear. Maybe you could add something on the two different philosophies and the strength of each.

In your weapon selection you mention that you prefer gear that that % chance to cast xxx on striking. For FA, does this count for all the monsters in the blast radius like in 1.09, or only for those that the arrow actually hits (like leech) and how does this calculate for exploding arrows? - I haven't played my mage in a while, so I'm a bit rusty on this topic, but as far as I can remember there was some difference.
Another good starter bow for a mage is a Zefir amazon bow, as these normally have + skills and 25% IAS.

Regarding your skill placement, if mana is your problem, with FA, then you can always boost the cold arrow synergy for damage and only put a few points into FA. The 13% damage increase / skill point matches that of FA at about level 9 which will be increased by + skills on bow and other items.

The other idea for a mage is actually to boost Ice arrow for the freeze effect only (not using FA or cold arrow) and then use this to keep the monsters standing in the immolation burning area. Ice arrow becomes your spammable skill which uses hardly any mana, and immolation your main damage dealer.

furthermore one last question :)

Is there a reason why you boost your valk so high? I have noticed that a low level valk with a higher level of decoy is actually very survivable in hell. I don't believe amas need a valk for physical damage - you can always get a bow with amp damage on switch - so to actually increase your valk using decoy with added life is a nice option.

It might be interesting if you could weigh up the pros and cons of some of these items and discuss them in your guide. There are so many different mage zon builds, that a guide should allow the reader to choose one that suits their play style most.




Diabloii.Net Member
Nice work. Mageazons was a style of play I loved before and will always love playing. Some scattered thoughts which you might consider:

- just as a mageazon can technically go round with a cracked short bow, a lightning fury javazon can also go round with a cracked set of javs.

- for a cold-fire mageazon, I'd focus more on ice rather than fire... for one thing, FA freezes which helps immensely when fighting mobs, so it might be worthwhile to pack a heavy punch while freezing at the same time. The damage of the fire skills also tends to be higher at a similar skill level, so you could do with a slightly lower levels there.

- for maximizing damage for the cold tree for 20 skill points, it wouldnt really be 10/10 in FA/CA... probably more like 13/7, 12/8 or something like that. There's been optimization tables floating around for the past few months, could be interesting to look for them and provide means for ppl to optimize their skill points within your guide.

- Valkyrie is nice and a very steady fighting companion. Getting around level 17 (after items) to get her her big war pike would be more than sufficient. Any further points would probably be better spent increasing your elemental skill levels.

- Didnt really go through fully the equipment list but two items stood out which i think might be worth mentioning. Cow king's boots has +20 dex (saves you points for vit/nrg), fire damage and magic find as well. Caster gloves and boots can also be good substitutes for uniques/sets on those slots with caster related mods and resistances.

Have fun.

- Ice
who plays too little of 1.10 to do an update of his mageazon guide...


Diabloii.Net Member
I find the Fire skills to be more fun than the Ice skills. Immolation Arrow was the first heavy hitting bow skill that I experimented with when I got D2. If you want to basically invert the guide and go with 20/20 Ice and figure out how to do the fire tree on your own.

As for Valk, it's all a matter of preference. I'm a firm believer in maxing it regardless of the Pike rule. It seems kinda far off, but she does get either a rare circlet or rare amulet at lvl 27.

About the Cracked Javelin thing: It's possible, but again, I've never seen a LF zon without Titans.

About the Cow boots: I've never seen them, so I wouldn't know. I built this more out of personal experience than anything. I also mentioned Caster equiptment kinda in passing at the end of the equiptment section.

About the optimization tables: I have never seen them. If there is a better way to build one, then so be it.


Diabloii.Net Member
icewraith said:
- Ice
who plays too little of 1.10 to do an update of his mageazon guide...

shame on you :) ,
I'd like to see an update, when you get around to it, or help out Raven with his guide...

Nice to see youre still around.


Backdoor Bandit

Diabloii.Net Member
I just finished reading the guide with a more than positive impression.

I was recently considering a new Ama and this might be my build of choice, although I was planning on staying away from bows for once.

A clear plus point is that your guide does not rely so heavily on godly items. One more point: Could you perhaps include in what areas you used this char. most and also: Can it solo well, is it very versatile?

A final draft of this guide would convince me.

-Backdoor Bandit


Diabloii.Net Member
You could also add M'avina's bow + gloves in the equipment selection if you have the strength and dexterity for them. Huge cold and magical damage from the set will give you a nice defense versus Fire Immunes.

Also: aren't you in trouble with your low Dodge/Avoid/Evade skills? While playing on Hardcore, like I do, I tend to love them every time I build an amazon, +skills do help of course.

Nice guide, very nice to read.


Diabloii.Net Member
well done a a guide that is pretty well written. i have something to add. glove-wise, since you're hitting the bow/xbow tree, it might me a good idea to get a crafted/rare +2 bow/xbow glove. best is with leech esp for the vamp build. also for the mid range bows, it might be good to get a aptly named magewrath for the good mana leech esp for a vamp build. hope this input helps :)


Diabloii.Net Member
Since +skills do not affect your synergies, +2 bow gloves will only help you with immolation arrow (and possibly freezing arrow). +2 passive skills would help greatly with valk, crit strike (for vamps), penetrate, pierce and the dodge/avoid/evade tree. Much more useful imho.


Diabloii.Net Member
ConFusion said:
Since +skills do not affect your synergies, +2 bow gloves will only help you with immolation arrow (and possibly freezing arrow). +2 passive skills would help greatly with valk, crit strike (for vamps), penetrate, pierce and the dodge/avoid/evade tree. Much more useful imho.
your call between damage and skills, imo. although not much of a diff with +2 though (sorry seem to be contradicting myself. should go to bed now) ...


Diabloii.Net Member
On my old Mageazon, I used Melody for Weapon Switch for Freezing Arrow and Kuko on Weapon Switch. I use the Melody bow all the time except for the knockback.

You can put it in a +3 bow and crossbow skills bow that fires quickly: The runes are fairly cheap and you can get massive +skills.

Melody 3 Socket Missile Weapons Shael + Ko + Nef
+50% Enhanced Damage
+300% Damage To Undead
+3 To Bow and Crossbow Skills (Amazon Only)
+3 To Critical Strike (Amazon Only)
+3 To Dodge (Amazon Only)
+3 To Slow Missiles (Amazon Only)
20% Increased Attack Speed
+10 To Dexterity

I also think Valk depends on whether you solo or you play with people. If you usually are playing in groups you can use get away without a Valk.


Diabloii.Net Member
The good thing about Immolation arrow is that you can ignore increased attack speed since it's capped at... 1 / second? :scratch:
Another major plus is that it LOOKS GOOD

But the bad things are the same, ignoring IAS and shooting slow = trouble, not to mention that the damage remains poopy :(

points in valk for an Immozon is a must. If you can't stop the monsters for at least .5 seconds it takes them to whack a valk you're in trouble :) (valk & immo timers are somewhat weird together though, can' shoot immo after you cast valk)
a "cold mageazon" looks a lot like a "frost maiden" and I have one of those too, she's nasty. :thumbsup:

fix the code in the guide :/