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Matriarch FBTheI, Blizzball Sorceress (Exceptional Sept)

Discussion in 'Single Player Forum' started by maareek, Oct 30, 2014.

  1. maareek

    maareek Diabloii.Net Member

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    Sorceresses are my favorite characters, and as soon as I came up with the idea of the sept I knew the sorc would come last, as a reward. The first sorceress I ever made was a Blizzballer, with a barb merc, so it seemed a good time to revisit the build. Doesn't hurt that none of the other Blizzard hybrids do particularly well under the sept conditions, or that I dislike Frozen Orb.

    At various points I had thought about naming this char “Antipode,” “Dissonance” and “Paradox.” Consider yourselves spared. My previous blizzballer was named "Coldfire" and I did like the idea of playing on the theme, but I decided on the horrible pun in the end.

    As a reminder: the rules for the sept are cookie cutters with gear "easily" obtainable from NM Mephisto. Easily in this case being arbitrarily set at 1:3000 odds at 0MF which translates to a little over 1:1000 at 250 MF. Low-level runewords are allowed, and I reserved the right to allow exceptions if I so chose.

    The Character

    Name: FBtheI
    Class: Sorceress
    Level: 82
    Code:
    Naked/Gear
    Strength:   65/67
    Dexterity:  25/27
    Vitality:   375/415
    Energy:     35/96
    HP:         911/941 (1021)
    Mana:       197/419 (582)
    
    Fire:       96 (85)
    Cold:       68
    Lightning:  101 (75)
    Poison:     51
    
    MF:    69
    FR/W:  55
    FHR:   60 (8 frames)
    FCR:   110 (8 frames)
    
    Blizzard:   1936-2057
    Fireball:   1564-1736
    Ice Blast:  1155-1202
    Considering she's a sorceress I took this time around kind of leisurely. Don't be confused, I still largely teleported through, but I stopped to kill random packs way more than I usually would. Whole process took 9 hours, 48 minutes and 37 seconds.

    Skills
    Code:
    Fireball: 20(27)
    Blizzard, Ice Blast: 20(26)
    Fire Bolt: 13(20)
    Cold Mastery: 11(17)
    Ice Bolt: 3(9)
    Fire Mastery: 1(8)
    1 in required skills
    Dumping five to six more points in Fire Bolt would hit the synergy sweet spot, but I found myself mostly teleporting past CIs so I boosted the cold damage for slightly faster boss fights.

    Gear
    Code:
    Peasant Crown
    War Hat
    Defense: 108
    Durability: 12 of 12
    Required Level: 28
    Required Strength: 20
    Fingerprint: 0x7182eb83
    Item Level: **
    Version: Expansion 1.10+
    +1 to All Skills
    +15% Faster Run/Walk
    +100% Enhanced Defense
    +20 to Vitality
    +20 to Energy
    Replenish Life +8
    
    Nokozan Relic
    Amulet
    Required Level: 10
    Fingerprint: 0x960aa295
    Item Level: **
    Version: Expansion 1.10+
    +20% Faster Hit Recovery
    Adds 3 - 6 Fire Damage
    +10% to Maximum Fire Resist
    Fire Resist +50%
    +3 to Light Radius
    
    Skin of the Vipermagi
    Serpentskin Armor
    Defense: 279
    Durability: 23 of 24
    Required Level: 29
    Required Strength: 43
    Fingerprint: 0xe31b431c
    Item Level: 85
    Version: Expansion 1.10+
    +1 to All Skills
    +30% Faster Cast Rate
    +20% Faster Hit Recovery
    +120% Enhanced Defense
    All Resistances +33
    Magic Damage Reduced by 10
    1 Sockets (1 used)
    Socketed: Shael Rune
    
    The Oculus
    Swirling Crystal
    One Hand Damage: 18 - 42
    Durability: 50 of 50
    Required Level: 42
    Fingerprint: 0x2b6fc7cd
    Item Level: 85
    Version: Expansion 1.10+
    25% Chance to cast level 1 Teleport when struck
    +3 to Sorceress Skill Levels
    +30% Faster Cast Rate
    +20% Enhanced Defense
    +20 to Vitality
    +20 to Energy
    All Resistances +20
    +5 to Mana after each Kill
    50% Better Chance of Getting Magic Items
    
    Lidless Wall
    Grim Shield
    Defense: 338
    Chance to Block: 0
    Durability: 68 of 70
    Required Level: 41
    Required Strength: 58
    Fingerprint: 0xb0dcdba
    Item Level: 57
    Version: Expansion 1.10+
    +1 to All Skills
    +20% Faster Cast Rate
    +124% Enhanced Defense
    +10 to Energy
    Increase Maximum Mana 10%
    All Resistances +19
    +5 to Mana after each Kill
    +1 to Light Radius
    1 Sockets (1 used)
    Socketed: Perfect Diamond
    
    Ghoul Circle
    Ring
    Required Level: 48
    Fingerprint: 0xd4513448
    Item Level: 85
    Version: Expansion 1.10+
    +11 to Energy
    +5 to Life
    +60 to Mana
    +18 Maximum Stamina
    All Resistances +10
    
    Entropy Grasp
    Ring
    Required Level: 22
    Fingerprint: 0x5f7280f3
    Item Level: 85
    Version: Expansion 1.10+
    +10% Faster Cast Rate
    +39 to Attack Rating
    +2 to Strength
    +2 to Dexterity
    +41 to Mana
    Lightning Resist +19%
    
    Nightsmoke
    Mesh Belt
    Defense: 67
    Durability: 16 of 16
    Required Level: 30
    Required Strength: 58
    Fingerprint: 0x54327df5
    Item Level: 60
    Version: Expansion 1.10+
    +45% Enhanced Defense
    +15 Defense
    +20 to Mana
    All Resistances +10
    Damage Reduced by 2
    50% Damage Taken Goes To Mana
    Required Level +5
    
    Natalya's Soul
    Mesh Boots
    Defense: 134
    Durability: 64 of 116
    Required Level: 25
    Required Strength: 65
    Fingerprint: 0x39b36fcb
    Item Level: **
    Version: Expansion 1.10+
    +40% Faster Run/Walk
    +97 Defense
    Heal Stamina Plus (Based on Character Level) +20%
    Cold Resist +25%
    Lightning Resist +21%
    +50 Maximum Durability
    
    Magefist
    Light Gauntlets
    Defense: 24
    Durability: 18 of 18
    Required Level: 23
    Required Strength: 45
    Fingerprint: 0x2a24d13c
    Item Level: 87
    Version: Expansion 1.10+
    +1 to Fire Skills
    +20% Faster Cast Rate
    Adds 1 - 6 Fire Damage
    +20% Enhanced Defense
    +10 Defense
    Regenerate Mana 25%
    
    Insight (on switch)
    Battle Staff
    RalTirTalSol
    Two Hand Damage: 27 - 40
    Durability: 40 of 40
    Required Level: 27
    Fingerprint: 0x14205047
    Item Level: 80
    Version: Expansion 1.10+
    Level 14 Meditation Aura When Equipped
    +35% Faster Cast Rate
    213% Enhanced Damage
    +9 to Minimum Damage
    198% Bonus to Attack Rating
    Adds 5 - 30 Fire Damage
    Adds 75 Poison Damage Over 5 Secs (125 Frames)
    +1 to Blizzard (Sorceress Only)
    +1 to Nova (Sorceress Only)
    +3 to Critical Strike
    All Stats +5
    +2 to Mana after each Kill
    23% Better Chance of Getting Magic Items
    4 Sockets (4 used)
    Socketed: Ral Rune
    Socketed: Tir Rune
    Socketed: Tal Rune
    Socketed: Sol Rune
    Charms
    Code:
    Jade Large Charm of Balance
    Large Charm
    Required Level: 18
    Fingerprint: 0xcce65fb6
    Item Level: **
    Version: Expansion 1.10+
    +8% Faster Hit Recovery
    Poison Resist +12%
    
    Lapis Small Charm of Good Luck
    Small Charm
    Required Level: 33
    Fingerprint: 0x32e87f7d
    Item Level: 85
    Version: Expansion 1.10+
    Cold Resist +7%
    7% Better Chance of Getting Magic Items
    
    Beryl Small Charm of Good Luck
    Small Charm
    Required Level: 33
    Fingerprint: 0xf27cccc4
    Item Level: **
    Version: Expansion 1.10+
    Poison Resist +3%
    6% Better Chance of Getting Magic Items
    
    Serpent's Grand Charm of Life
    Grand Charm
    Required Level: 41
    Fingerprint: 0xa8bf8778
    Item Level: 85
    Version: Expansion 1.10+
    +12 to Life
    +55 to Mana
    
    Ruby Small Charm of Good Luck
    Small Charm
    Required Level: 33
    Fingerprint: 0xde0d2f8
    Item Level: **
    Version: Expansion 1.10+
    Fire Resist +10%
    6% Better Chance of Getting Magic Items
    
    Serpent's Grand Charm of Life
    Grand Charm
    Required Level: 29
    Fingerprint: 0x47ee9526
    Item Level: 85
    Version: Expansion 1.10+
    +13 to Life
    +46 to Mana
    
    Coral Grand Charm of Balance
    Grand Charm
    Required Level: 15
    Fingerprint: 0xbebb9e9f
    Item Level: 85
    Version: Expansion 1.10+
    +12% Faster Hit Recovery
    Lightning Resist +25%
    
    Shimmering Grand Charm
    Grand Charm
    Required Level: 27
    Fingerprint: 0xa0fa5e9
    Item Level: 85
    Version: Expansion 1.10+
    All Resistances +14
    Mizan, Might Mercenary
    Code:
    Duriel's Shell
    Cuirass
    Defense: 702
    Durability: 45 of 150
    Required Level: 41
    Required Strength: 65
    Fingerprint: 0x451407f7
    Item Level: 85
    Version: Expansion 1.10+
    +196% Enhanced Defense
    +102 Defense (Based on Character Level)
    +15 to Strength
    +82 to Life (Based on Character Level)
    Cold Resist +30%
    All Resistances +20
    Cannot Be Frozen
    +100 Maximum Durability
    
    Stealskull
    Casque
    Defense: 222
    Durability: 24 of 24
    Required Level: 35
    Required Strength: 59
    Fingerprint: 0x32df5fe2
    Item Level: **
    Version: Expansion 1.10+
    +25% Increased Attack Speed
    +10% Faster Hit Recovery
    5% Mana stolen per hit
    5% Life stolen per hit
    +205% Enhanced Defense
    46% Better Chance of Getting Magic Items
    1 Sockets (1 used)
    Socketed: Jewel of Fervor
    
    Jewel of Fervor
    Jewel
    Required Level: 31
    Fingerprint: 0x4dd34d19
    Item Level: 85
    Version: Expansion 1.10+
    +15% Increased Attack Speed
    
    Insight
    Superior Partizan
    RalTirTalSol
    Two Hand Damage: 178 - 372
    Durability: 37 of 37
    Required Level: 27
    Required Strength: 103
    Required Dexterity: 57
    Fingerprint: 0x889cfa1a
    Item Level: 66
    Version: Expansion 1.10+
    Level 12 Meditation Aura When Equipped
    +35% Faster Cast Rate
    233% Enhanced Damage
    +9 to Minimum Damage
    232% Bonus to Attack Rating
    +2 to Attack Rating
    Adds 5 - 30 Fire Damage
    Adds 75 Poison Damage Over 5 Secs (125 Frames)
    +4 to Critical Strike
    All Stats +5
    +2 to Mana after each Kill
    23% Better Chance of Getting Magic Items
    Increase Maximum Durability 15%
    Ethereal
    4 Sockets (4 used)
    Socketed: Ral Rune
    Socketed: Tir Rune
    Socketed: Tal Rune
    Socketed: Sol Rune
    Playthrough

    I say Hoarfrost when I actually mean Mana Rift during the Baal fight. They're both pretty annoying, in all fairness.

    Not many screenshots, since most of them would just look like this, but I did grab a shot of one of the few FI/CIs I saw. Dual immunes were the reason I decided to give the third socket slot to the merc instead of the char (where it would've gone for a Shael in the Peasant Crown to open up using a rare amulet.)

    Finds
    Forges: Um/Ko
    -Hand of Broc from Normal Duriel
    -Pul from NM Pindle
    -Gheed’s Fortune (117/34/14) from AT
    -36% Chancies from AT
    -Demon Limb from Pindle

    Deaths
    Two. Both while leveling in AT. First one happened right before I recorded and being on tilt from it is why I didn't talk. I thought I had gotten all the bosspacks but was circling through to make sure, picked my left hand up to scratch my nose and ended up dying in the middle of a not remotely scary seeming zombie bosspack. Second one I got cursed outside the tunnels, teleported on top of a might-enchanted invader when I got inside. I had told myself I wanted to not die with her, but when you play badly you get what you deserve.

    Well, that finishes up the sept. I'll probably make a wrapup thread in the next day or two, but thanks to everyone who read through one or more of these and good luck with whatever projects you may be working on. For now, it's time to Kill Bill.
     
  2. SunsetVista

    SunsetVista Diabloii.Net Member

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    Congrats on completing your sept!

    You're fast. I've been impressed by the short playtimes to mat/pat all these characters.
     
  3. BobCox2

    BobCox2 Diabloii.Net Member

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    So confused by the intro and the might act 2 merc? Was Expecting a Barb?

    If using act 2 merc here would use Prayer skill and the insight on him and boom synergy goes the mana and life regeneration for you both.
    I like survival over speed of kill on the merc as might does not help you at all just him.

    Edit - on review you have a insite staff on switch - get a pray merc and will be even better off than I thought initially.
    Sorry bad choice there IMHO and I still don't get the intro of Barb merc?

    Your kill speed is impressive though, If you do swap him out let me know how you think it compares.
    Might be nice to see her with a good act 1 or 5 merc as well.

    Would you agree a good player uses a merc a lot for position etc and survivability matters, how often did he die?
     
    Last edited: Oct 31, 2014
  4. maareek

    maareek Diabloii.Net Member

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    @SunsetVista: Thanks. It helps that I've beaten the game with a lot of characters at this point. Beyond that, I play really recklessly which both flows from and flows into going quickly.

    Hmm yeah I can see where that's confusing. Won't edit it out now, but it was a pointless aside that either should've been removed or expounded upon during proofreading ... if, in fact, proofreading had happened. My original intent was probably to point out that the first time I did the build was non-standard and so to create a comparison and build off it, but that fell apart.

    Yeah this is a case of a difference in styles. I've tried a Prayer merc with a sorceress (as well as a Holy Freeze merc and a Defiance merc) and for me Might is the only way to go. It provides a major boost to a damage type the character does not have access to - physical - and helps the mercenary with leeching. While Prayer also regains life, I feel the consistency of the leech boost is more effective than the burst of life gain from the aura. I view the effect of Prayer on the character as completely irrelevant. I'm already overly lazy on using potions; I would rather get away from that than encourage it.

    Without Might this mercenary's damage right now is 775-1405 while his damage with Might is 1214-2226, a difference of 630 average damage. Granted, a Prayer merc would have a little bit higher damage, but it wouldn't be much. With a sorceress I view the mercenary as either a second or third source of damage and if I can improve a damage source by an average of ~600 at the cost of having to drink potions, I'll do it every single time.

    While I do think Might is "better" than Prayer for my playstyle, I do realize that comparisons are only accurate for like purposes, and not everyone shares my purposes. Plenty of people use Prayer mercenaries, and they work just fine, for a variety of reasons which are all no less reasonable or right for the way they play than using Might is for the way I play. Different strokes for different folks, and all that.

    Might or Prayer matters a lot less for a cold/fire sorceress than for a lightning/x or single-tree one (and I think my affinity for single-tree sorcs shines through in my liking of Might) and in general questing with a cold/fire sorc I'd expect you to run into 1-6 FI/CIs, making the difference fairly minimal, given they'd all be starting at half life, anyway. If I weren't using the runeword mod I'd probably use act 5 mercs instead of act 2 ones, since I like their AI alot more than Waheed and company and they seem sturdier in general. I've never tried an act 1 merc with a sorceress, although I can see both the merc and character firing on baddies like they were in a shooting gallery being interesting.

    From getting the merc in front in a narrow space to rain death on baddies to running behind an immune Invader (or any other enemy that runs at low health) to telekinesis it into the merc, positioning is key to making your gaming experience better, no doubt about that. I didn't keep exact record, but I can only remember 5 merc deaths, not counting the two times the sorc died, so I'd guess 10-12 deaths total. All the mercs for this sept have been pretty squishy, but this one definitely stayed upright more, not that that's a surprise.
     

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