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meteor guide needed

Discussion in 'Sorceress' started by Loinje, Jan 28, 2004.

  1. Loinje

    Loinje IncGamers Member

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    meteor guide needed

    i don't suppose anyone has the meteor guide which was stickied saved anywhere do they? just decided to make an mf meteor sorc today, came to look at the sticky only to realise the forums are borked. cheers.
     
  2. sasja

    sasja IncGamers Member

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    I've actually finished the second edition of the Meteorb guide, but I don't have it here. I'll post it asap - maybe tomorrow or Monday at the latest. The skill point distribution is like this:

    Frozen Orb: 20
    Cold Mastery: 8

    Meteor: 20
    Fire Ball: 20
    Fire Mastery: 20

    This is also the recommended order of point placement (except put a point in the Masteries as soon as they're available).
     
  3. Seraph

    Seraph IncGamers Member

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    Didn't really look at who posted it but i got it saved.

    Meteorb Guide (1.10)
    This sorceress is built to be able to solo Hell and be equally useful in groups, small and large. A single element sorceress will have a higher damage, but she will pay the price by being unable to do any damage to about 1/4 of the monsters in Hell. The Meteorb Sorceress deals enough damage to be able to kill fast even in 8 players games, and she can deal with anything that comes her way. PvP has not been considered when making this guide.

    For a sorceress, skills are most important. Her equipment and stat points can help her out in many ways, but unlike most other characters, she kills with her skills alone. So let's talk skills first. To be able to solo Hell, you need two attacks from different trees. The Meteorb Sorceress uses Meteor from the Fire tree and Frozen Orb (FO) from the Cold tree, and is inspired by the Zharous' Damage Reduced Sorceress guide for 1.09. Lets' start with the final skill points distribution for the impatient:

    Frozen Orb 20
    prereqs 5
    Cold Mastery 8

    Meteor 20
    Fire Ball 20
    prereqs 4
    Warmth 1
    Fire Mastery 20

    Static Field 1
    Teleport 1
    prereqs 1

    Total: 100, finished at level 90. Any additional skillpoints should go into Fire Bolt (or Cold Mastery, depending on how many +skill items you have). As you can see, the Meteorb Sorceress is primarily a fire sorceress with a backup attack in the cold tree.

    Why Frozen Orb and Cold Mastery?
    1.10 has made the Sorceress' skill points incredibly tight by introducing synergies. Each tree has at least one attack with 3 synergies, which - if maxed - will get the damage of that attack to incredible heights. But maxing this attack to the full will cost you 20 skill points in the attack itself, 3*20 skill points in synergies, and another 20 points in the relevant mastery, so this requires 100 skill points out of 110 being ultimately available at level 99 - a level most of us will never reach! Having a cold spell which slows the fast monsters i Hell is invaluable, and Frozen Orb is a bargain. It only has one synergy, which is not powerful enough to really be necessary, kicks *** all the way through Nightmare, and does decent damage in Hell. Furthermore, the unique function of Cold Mastery makes a few points go a long way. Each skill point in Cold Mastery will increase the percentage which will be subtracted from your opponent's cold resistance before calculating the damage, down to a minimum of -100%. Only cold immune monsters cannot be affected by Cold Mastery. Let's run a few examples to see how useful this really is. I'll compare skill level 0, 1 (giving -30% to the monster's cold resistance), 7 (giving -50%), 17 (giving -100%) and 27 (giving -150%) in Cold Mastery, assuming an average of 265 damage pr shard for Frozen Orb.

    Monster with 0 in cold resistance:
    Cold Mastery 0 (0%): 265 * (100 + 0)/100 = 265
    Cold Mastery 1 (20%): 265 * (100 + 20)/100 = 318 (improvement of 20% - not surprisingly)
    Cold Mastery 7 (50%): 265 * (100 + 50)/100 = 398 (improvement of 50%)
    Cold Mastery 17 (100%): 265 * (100 + 100)/100 = 530 (improvement of 100%)
    Cold Mastery 27 (150%): 265 * (100 + 100)/100 = 530 (improvement of 100% - remember that -100% is the lower cap)

    Monster with 75 in cold resistance (for instance Mephisto):
    Cold Mastery 0 (0%): 265 * (100 - 75 + 0)/100 = 66
    Cold Mastery 1 (20%): 265 * (100 - 75 + 20)/100 = 146 (improvement of about 120%)
    Cold Mastery 7 (50%): 265 * (100 - 75 + 50)/100 = 199 (improvement of about 200%)
    Cold Mastery 17 (100%): 265 * (100 - 75 + 100)/100 = 331 (improvement of about 400%)
    Cold Mastery 27 (150%): 265 * (100 - 75 + 150)/100 = 464 (improvement of about 600%)

    You see how up to level 17 Cold Mastery improves the Meteorb Sorceress' damage against all monsters (more against cold resistant monsters than others), but over level 17 the extra skill levels only improve the damage against resistant monsters. About 45% of the monsters in Hell (and more in Nightmare and Normal) have 0 resistance against cold, and about 25% are cold immune, so raising your Cold Mastery above level 17 will only affect your damage against about 30% of monsters, raising it above level 22 will only affect 24%, above 27 only 6%, above 32 only 1% and skill levels above 37 will not affect your damage against any monsters. As you can see, it is very much like a diminishing returns formula - where exactly to cut off will be different for different builds, but it should probably be somewhere between 17 and 27.

    For the Meteorb Sorceress, who has to be very stingy with her points, 17 is the right number to shoot for. As +skills items are some of the most useful to the sorceress, your Meteorb is bound to end up with some of those. When I recommend 8 points in Cold Mastery, I've made the assumption that you'll eventually get around +9 to your cold skills - check out the equipment section (e.g. shako, occy, 2*SoJ and Mara will get you there). If you're going to play untwinked and not do a lot of magic find runs, you'll probably not have that many, and could consider spending more points in Cold Mastery. If, on the other hand, you already have a nice wardrobe for a Sorceress which will get her +11 to her Cold Mastery, you may want to put only 6 points in. However, a few points over skill level 17 will not hurt, especially against Mephisto.

    Why completely ignore Ice Bolt, Frozen Orb's only synergy, some of you may wonder. Well, one point in Ice Bolt will only increase your Frozen Orb's damage with 2%, while each point in Cold Mastery will increase your damage with at least 5% - much more against cold resistant monsters. The rest of the Meteorb's points will be needed in the fire tree, as we shall see in a minute.

    I really like cold, and would rather use cold as a main attack - Blizzard with synergies is extremely powerful. But the other trees just don't have an attack as cheap and effective as Frozen Orb. Anything in the lightning tree without extensive use of synergies is too weak to be of any use. The best bet is probably Fire Wall, which doesn't have any synergies, but will require maxed Fire Mastery to be really useful in Hell, which will cost 42 points. Compare this to Frozen Orb which you get for just 33, thus making your main attack that much stronger. Still, a Blizzard/Fire Wall sorceress will probably be my next build


    Stat points
    Frozen Orb has two important features:
    1) It's timered, so does not require much mana
    2) It's relatively short ranged, meaning you have to get quite close to the monsters (though the shards will hit just about anything on your screen, you have to hit your opponent squarely with the orb to really hurt it in Hell)

    Consequently, you don't need many points in energy, but can spend some to help you survive attacks better. The obvious place to put them is vitality, and I suggest a healthy investment here. plus high dexterity (for blocking) and vitality (for Life) are natural choices when using Frozen Orb. I've already argued the main points for this build: high dexterity and vitality, low energy. It works out like this:

    Strength: enough for your items
    Dexterity: enough for max blocking with your chosen shield
    Vitality: everything else
    Energy: base (if you have the items to increase your mana enough) to 75 (absolute max)

    The Sorceress' stat points are not at all as tight as the skill points, so there will be much more room to play around in. Some will wonder at the huge dex investment, but the truth is that once you have strength enough to use your equipment and a comfortable mana pool, all you can do is really to buy life at a lousy exchange rate - viz. 1 stat point for 2 life. You can get two full levels' worth of life on a single small charm of vita (+20 life). Therefore, invest the stat points where they'll do the most good, and stock up on +life equipment.



    Why Meteor, Fire Ball and Fire Mastery?
    As already stated, Frozen Orb will not put huge strain on your mana pool, so a lowish energy with 1 point in Warmth will be sufficient. This same setup is what should be used for a Meteor Sorceress. Meteor is also timered, so low energy and Warmth are in order. Though Meteor is not short ranged, it has the annoying delay between casting and impact which sometimes lets monsters reach you and get a few hits in before they're toast, making block and high vitality very important. The lightning attacks (Lightning, Nova, Chain Lightning), are non-timered and relatively mana hungry (need more Warmth and energy), long ranged and hit/stun instantly (making high vitality and block less important), so they don't fit the profile of Frozen Orb as well as Meteor. Meteor also has a very high damage (more than 11000 impact damage once Meteor, Fire Mastery and Fire Ball are maxed), enough even for large multiplayer games in Hell. With the monsters' increased hit points, you'll mostly use the impact damage of Meteor to kill. Fire Ball adds 5% to this per skill level, which is additionally increased by Fire Mastery (so if you have Fire Mastery at skill level 20, each point in Fire Ball will actually add 13% to Meteor's damage). So this is really the last but not least attraction of Meteor: you get a very useful non-timered attack for free in Fire Ball. Fire Ball, though untimered, has low enough casting cost to be usable with the low energy build we're looking at. Plus Meteor and Fire Mastery in turn increases Fire Ball's damage (with 620% when both Meteor and Fire Mastery are maxed), so this combination really gets the most out of the synergies. Any level you may attain beyond 90 will add a point to Fire Bolt, increasing the damage of both Fire Ball and Meteor.


    Other skill points explained
    The one point in Static Field will help you take bosses down a lot faster, and your high block and life should keep you alive even though you have to get pretty close to use it. Teleport is a necessity and convenience without comparison. It helps keeping you and especially your mercenary alive and lets you do magic find runs faster than anybody else.
    Why not energy shield - that was a stable on the damage reduced sorceress, I hear some complain. Two reasons not to use it:
    1) The synergies have put too much strain on the sorceress' skill points to splash out 4 points to get Energy Shield.
    2) Even though I've found an orb with Energy Shield on it, I only use it for special occasions. The reason is that your energy shield absorbs elemental damage before your resistances are checked, meaning that your mana bulb is drained in absolutely no time, especially with a low energy build like this. If you have 75% lightning resistance, and you take 500 lightning damage, you'll actually only take 125 damage - harsh, but survivable. If you were using Energy Shield, the same attack would have drained 1000 mana - or your whole bulb, making you unable to attack or teleport to safety. So if you have high resistances (and you should) Energy Shield can be more of an inconvenience than anything else. Still, if you feel you can't live without it, get it on an orb on switch.
    The cold armors are in my opinion more useful than Energy Shield, but again: there aren't enough points to go around, so get it on your switch orb if you want it.




    Strategy tips
    Getting through normal is always a pain for the sorceress, because the character is really made to kill her enemies before they reach her, but her main skills will not be available until level 24 or 30. I find the most painless way is to get the cold attacks first, which will be useful in slowing down your enemies in addition to the damage they do.

    Being out of mana is the most annoying thing in the early game, so your first skill point should be placed in Warmth. Start out by casting first Fire Bolt and then (after level 3) Ice Bolt until your mana runs out, then just melee everything. In the early levels, work on strength to be able to use the euipment you have or find. At level 6, get Frost Nova - this will be your main attack until level 24. The strategy is to chill monsters, then melee them while keeping them chilled. As soon as you reach act 2 you can get a defensive merc who will make sure you get hit less, and let him melee the monsters. Alternatively, join groups and let them do the meleeing. Put a point in Static early on - it will help you a lot with bosses. When your strength is around 60, spend any points you plan on putting in energy - you'll need them now more than ever. Don't be tempted to use too many, though. You'll regret it later. After that, pump dex until your blocking is what it says on the shield (hover over your defense rating in the character screen to see your actual block), and keep it there while spending any extra points in vitality, with the occasional points in strength to use better equipment.

    When you reach level 12, feel free to put some points in Fire Ball - but without being heavily twinked, you won't have the mana pool to keep them going. I have better experiences with focusing on Meteor first, and only pump Fire Ball later, when your mana pool is bigger. Still, a Fire Ball once in a while will help your merc out some. Get teleport when it becomes available - it's a life saver, especially for your mercenary. When you reach level 24, get Blizzard and use it pretty much the same as Frost Nova. Do some bloody runs when you reach the Bloody Foothills until you're ready for the Anya Quest and Baal runs, which should get you to level 30 and the Frozen Orb. When you reach level 30, you should have 9 points saved, so you can put one in both Cold Mastery and Frozen Orb for the next 8 levels, and one in Fire Mastery at level 30. After that, work on Frozen Orb until it's maxed. Your strategy through Nightmare should be Frozen Orb for everything that isn't cold immune, and Meteor (or Fire Ball if you opted for pumping that) for the few monsters that are. Get the Holy Freeze mercenary once you reach Act 2 in Nightmare (unless you're rich enough to equip your Defiance mercenary from Normal with the Doom runeword) - though you'll chill monsters yourself with Frozen Orb, Holy Freeze also works on Cold Immunes (one fourth of the monsters in Hell), chills them instantly (you must notice the monster, cast your Orb, and the Orb must reach the monster, before it's chilled - and in this period, it's probably more than halfway to you) and at higher levels has a very nice range. After Frozen Orb is maxed, max Meteor and then Fire Ball (though Fire Ball/Frozen Orb is a winning combination, my experience is that you don't have the mana pool for it until later). Last of all, max Fire Mastery - you'll really feel every point doing wonders for your Meteor and Fire Ball. Around level 75-80, you should start Hell. Get a switch orb with Energy Shield or a cold armor, and make sure your mercenary is always the same level as you, and he'll tank the monsters leaving you free to kill them quickly with your Orb or Meteors interspersed with Fire Balls.




    Equipment
    Especially if you're playing untwinked, much of your gear will be rares, so listing the top unique items to go for will not be very useful. More helpful is a list of important modifiers for the Meteorb, so here it is:

    Most important modifiers:
    1) Skills (ups your damage and make your one point wonders work)
    2) Resistance and absorb
    3) High block shield
    4) Damage reduction (maximum is 50%)
    5) Life/mana
    6) Stats (if you for instance get +15 strength on an item, it can save you 15 stat points that you can place in vitality instead, giving you 30 extra life)
    7) Magic Find (get better equipment, even as you quest or level)
    8) Cold skill damage and lower enemy's resistance to fire
    9) Defense

    Less important modifiers, which can still be quite useful:
    10) Cannot be frozen (the only reason this is not among the most important is that cast rate is not affected, so your Meteorb can still teleport to safety even when chilled)
    11) Mana after each kill (helps keeping your mana bulb full)
    12) Faster hit recovery
    13) Faster cast rate (helps with Teleport and Static Field)
    14) Damage-to-mana (not that important, but can occasionally save your life when fighting mana burn bosses)
    15) Faster run/walk (still useful in combination with teleport to dodge attacks)

    Now you can also look through any listing of the game's unique items and rune words and see which ones are interesting. Below, I give a few pointers in rough order of preference - skip it, if you wish. Top items are the ones you wish for and plan on using full time in the end game, Medium are very nice items that should be used if you don't have the top items, and Development items are for twinking at lower levels. Remember, though, that rares or crafted items with a combination of the listed important modifiers may be just as good or better than even the Top unique, set and runeword items mentioned here. But as each rare is different, you have to rely on your own judgement to evaluate any good rares you may find, and how well it fits your other equipment.

    One item set deserves special mention, namely Tal Rasha's Wrappings. This is the only high level sorceress set, consisting of helm, armor, amulet and orb. It has received a substantial upgrade in 1.10 - most notably the lowering of enemy resistances to fire and increased cold skill damage plus extra magic find and faster cast rate - so it's now well worth collecting and using. If I had the choice between all the items in the game, it would not be my first pick though, as it prevents you from using such invaluable items as Shako, Mara's, Arachnid Mesh and Occulus (see below for more info on these). Even though the full Tal Rasha set gives you very nice life/mana/resistances, it ultimately results in a lesser skill boost. Still, if you have Tal's set and don't have the ultimate collection of all items, go ahead and enjoy it - it's really just a small step below godly.

    Helm
    This is an item slot where rares just can't compete. The Harlequin Crest (often simply called Shako after its item type) is just the sweetest item in the game, extremely useful for any class, but pefectly suited to the sorceress. Get this if you can - Mephisto has been known to drop it from time to time. If you don't have it, in addition to the listed sets and uniques, look for rares with skills and resistances.

    Top
    ? Harlequin Crest (2 skills, magic find, damage reduction, life, mana, stats)
    ? Nightwing's Veil (2 skills, cold absorb, dexterity, cold skill damage)
    Medium
    ? Crown of Ages (1 skill, resistance, damage reduction, faster hit recovery - high strength requirement, but not if you use Stormshield anyway)
    ? Veil of Steel (big resistance, vitality, only a possibility if you use Stormshield)
    ? Halaberd's Reign (cold resistance, cannot be frozen, cold skill damage)
    ? Andariel's Visage (2 skills, poison resistance)
    ? Tal Rasha's Horadric Crest (life, mana, resistance)
    Development
    ? Tarnhelm (1 skill, magic find)
    ? Peasant Crown (1 skill, mana, life, faster run/walk)
    ? Rockstopper (resistance, damage reduction)
    ? Lore (runeword: ort+sol - 1 skill, lightning resistance, mana after each kill, mana)

    Weapon
    Again, rares cannot really compete. The Occulus is best all around, but Death's Fathom gives your Frozen Orb a noticable damage boost. Look for a rare or magical orb or staff with cold armor or with lower resistance charges to have on switch.

    Top
    ? Occulus (3 skills, magic find, resistance, faster cast rate, mana, life, mana after each kill)
    ? Death's Fathom (3 skills, resistance, cold damage).
    Medium
    ? Eschuta's Temper (1-3 skills, mana, fire skill damage, faster cast rate)
    ? Tal Rasha's Lidless Eye (Masteries, life, mana, faster cast rate - with the full set this will make it into the Top list)
    Development
    ? rare or magical

    Armor
    Rare armors are not that attractive, and though there are many valuable unique and set armors, there isn't one perfect choice for this slot between them, as is the case for the helm and weapon. Fortunately, 1.10 has supplied us with two top runewords for armor.

    Top
    ? Chains of Honor (runeword: Dol+Um+Ber+Ist - 2 skills, huge resistances, strength, magic find)
    ? Enigma (runeword: Jah+Ith+Ber - 2 skills, huge strength, faster run/walk, life, damage reduction, life after each kill, damage to mana, big magic find)
    Medium
    ? Arkaine's Valor (2 skills, life, faster hit recovery, small damage reduction)
    ? Tal Rasha's Guardianship (big magic find, big resistance)
    ? Skin of the Vipermagi (1 skill, resistance, faster cast rate - upgrade it to elite for the extra defense)
    ? Duriel's Shell (resistance, life, strength, cannot be frozen)
    ? Skullder's Ire (skills, magic find)
    ? Que-Hegan's Wisdom (skills, mana, mana after each kill, faster hit recovery, faster cast rate)
    ? Shaftstop (damage reduction - overkill if you have Stormshield and Shako, as damage reduction is now capped at 50%)
    ? Atma's Wail (mana, magic find, dexterity, faster hit recovery)
    Development
    ? Arctic Binding (cold resistance - use it with the belt for extra defense and magic find)

    Shield
    The most important thing in a shield is the blocking%, and faster block rate also helps out. In addition, your shield will usually give you a substantial part of your resistances. Remember that socketing a single perfect diamond in a shield nets +19% resistance to all.

    Top
    ? Stormshield (damage reduction, high block, resistance, faster block rate, strength)
    ? Moser's Blessed Circle (drop two perfect diamonds in this and you'll be set for resistances, faster block rate, good blocking)
    Medium
    ? Rhyme (Runeword: Shael+eth - resistance, magic find, good blocking, faster block rate, magic find - put it in a shield with a decent base blocking)
    ? Whitstan's Guard (incredible blocking, faster block rate, this can save you quite a few points in dexterity - only marred by its total lack of resistances)
    ? Gerke's Sanctuary (high block, resistance)
    ? Visceratuant (1 skill, faster blockrate, good blocking)
    Development
    ? Sigon's Guard (1 skill, good block, use with boots and belt for extra magic find)
    ? Socketed shield with three perfect diamonds
    ? Lidless Wall (skills, mana, mana after each kill, faster cast rate, BUT lack of decent blocking and resistances makes this unusable beyond Nightmare)

    Gloves
    There are no real winners for this slot for the sorceress (who has enough mana - otherwise Frostburn is perfect), so rare and crafted gloves may be well worth using. Interesting modifiers include strength (15 max), dex (20 max), mana (40 max) and magic find (25 max).

    Top
    ? Frostburn (huge mana)
    ? Mage Fist (fire skill, faster cast rate, regenerate mana)
    ? Chance Guards (magic find)
    Medium
    ? Dracul's Grasp (life after each kill, strength)
    ? Immortal King's Forge (strength, dexterity - think about using the boots, too)
    ? Laying of Hands (big fire resistance)
    ? Hellmouth (fire absorb)
    ? Trang-Oul's Claws (cold resist, faster cast rate)
    Development
    ? Sander's Taboo (life), or one of the top gloves which all have low requirements

    Belt
    The star here is the new 1.10 unique elite belt, the Arachnid Mesh, but many nice options exist - rares will not usually be able to compete.

    Top
    ? Arachnid Mesh (1 skill, mana, faster cast rate)
    ? Verdungo's Hearty Cord (big life, damage reduction, faster hit recovery)
    ? Nightsmoke (mana, resistance, damage to mana - esp. useful if using Energy Shield)
    ? Tal Rasha's Fine-Spun Cloth (mana, dexterity, magic find, damage to mana - use it with the amulet and armor for extra magic find)
    ? Credendum (resistance, dexterity, strength)
    Medium
    ? Thundergod's Vigor (life, strength, lightning aborb)
    ? Gloom's Trap (mana, life), Trang-Oul's Girth (life, mana, cannot be frozen)
    ? String of Ears (damage reduction)
    ? Immortal King's Detail (strength, resistance - think about the boots, too)
    Development
    ? Lenymo (mana, resistance)
    ? Sigon's Wrap (fire resistance, life - use it with the gloves and belt for the magic find boost)

    Boots
    Here more than anywhere rares shine. Look for magic find (25 max), faster run/walk (30 max), resistance (40 max to any one element), dexterity (15 max) and mana (40 max).

    Top
    ? War traveler (magic find, faster run/walk, strength, life)
    ? Sandstorm Trek (faster run/walk, strength, life, faster hit recovery, poison resistance)
    ? Waterwalk (faster run/walk, dexterity, big life)
    ? Silkweave (faster run/walk, mana, mana after each kill)
    ? Aldur's Advance (faster run/walk, life, fire resistance, damage to mana)
    Medium
    ? Cow King's Hooves (magic find, faster run/walk, dexterity)
    ? Immortal King's Pillar (faster run/walk, life, magic find with one other item from the set - consider these boots if you're using the gloves for the stat boost)
    ? Tearhaunch (faster run/walk, resistance)
    ? Natalya's Soul (faster run/walk, resistance)
    Development
    ? Sigon's Sabot (faster run/walk, cold resistance, magic find with two other items from the set - shield and belt are also good choices for a low level sorceress)
    ? Vidala's Fetlock (faster run/walk, resistance with one other item from the set - use it with the amulet to get the magic find bonus)
    ? Tancred's Hobnails (dexterity, faster run/walk with one other item - use the amulet, for the big magic find)
    ? Sander's Riprap (faster run/walk, dexterity, strength)
    ? Hsarus' Iron Heel (faster run/walk, fire resistance), Hotspur (fire resistance, life)

    Amulet
    Rare amulets can be very nice, look especially for skills and resistance. But very few, if any, can match Mara's Kaleidoscope, which is the perfect amulet for any sorceress.

    Top
    ? Mara's Kaleidoscope (skills, resistance, stats)
    ? Tal Rasha's Adjudication (skills, lightning res, magic find in combination with any two other items from Tal Rasha's set - most popular choices are the armor and belt)
    Medium
    ? The Rising Sun (fire skills, fire absorb)
    ? Saracen's chance (stats - only really usefull if you plan on using this from the beginning, resistance)
    Development
    ? The Eye of Etlich (skills)
    ? Tancred's Weird (big magic find with one other item from the set - the boots are probably the best bet, though the armor is also nice)
    ? Vidala's Snare (cold resistance, life, magic find with one other item from the set - the boots are the best bet).

    Rings
    Stone of Jordan is a great sorceress ring, available already at level 29, and extremely useful all the way thorugh the game. If you at some point don't need (or want, because of the Blood Curse) the extra mana it gives, look for one of the many useful rare rings or pick one of the other nice unique rings.

    Top
    ? Stone of Jordan (skills, mana)
    ? Raven Frost (cold absorb, cannot be frozen, dexterity)
    ? Dwarf Star (fire absorb, life), Bul Kathos Wedding Band (skills, life)
    ? Nagelring (magic find - only for the full time magic finder)
    Medium
    ? Wisp Projector (lightning absorb, magic find)
    Development
    ? Manald Heal (life, mana regeneration)

    If possible, plan your optimal equipment beforehand - that way you won't waste points in dexterity or strength. If you have planned on using Stormshield and War Traveller, but find a Stormshield before you get War Traveller, you can make up for the strength in charms. But remember that strength and dexterity are much more expensive to compensate for in charms, so if you want to be more flexible and not plan your whole equipment, it's better to get too much strength and dexterity than too little. 50 extra stat points in strength or vitality are practically impossible to get with charms, at least not without sacrificing most of your other charms. 50 extra statpoints in vitality's worth of life can be achieved with 5 perfect small charms of vita. As a sidenote, do take into consideration that one of the two top armors for the Meteorb give a substantial strength boost. It's not easy to get, though.

    My own wish list:
    Helm: Shako
    Amulet: Mara's (or Tal's for the magic find boost with armor and belt)
    Weapon: Occulus (Lower resistance charges or Cold armor/Energy Shield on a switch orb, or possibly the unique tulwar Ali Baba for it's magic find boost)
    Armor: Chains of Honor, or Enigma (if I have plenty of resistance on charms)
    Shield: Stormshield
    Gloves: Frostburn or Chance Guards
    Belt: Arachnid Mesh
    Boots: War traveler
    Rings: Stones of Jordan
     
  4. Loinje

    Loinje IncGamers Member

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    ty for the info :)
     
  5. ozzywee

    ozzywee IncGamers Member

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    firebolt or fire mastery

    hi i was reading ur guide but was a little puzzled at the fire tree..
    cos i was reading up at arreat summit n did some calculations
    lemme explain:

    fireball recieves synergies from 14%fire bolt n 14%meteor
    meteor recieves synergies from 5%firebolt n 5%fireball

    fire mastery when maxed grants 163% to all fire skills

    so if i maxed fire mastery,
    i'll get 163% firebonus into ball n meteor

    whereas if i maxed bolt 1st,
    i'll get 560% firebonus into fireball
    n also 200% firebonus into meteor

    wouldnt it then be more logical to max out firebolt as a synergy first then to leave it to the last?
    when one can leave firemastery to the last?
    pls advice...
    thanx alot
     
  6. peterlin

    peterlin IncGamers Member

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    I remembered somebody mentioned this before. Fire mastery gives fire bonus to the whole damage caculated after synergy.
     
  7. ozzywee

    ozzywee IncGamers Member

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    isnt this the case for other fire bonuses? sorry but i din quite get ur point peter...
    could u pls illustrate?
    thanx a lot.!
     
  8. sasja

    sasja IncGamers Member

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    No, peterlin is right - the other fire boni work on the BASE damage of the relevant fire skill. Say your base damage is 100 and you already have 100% extra damage from synergies - meaning you do 200 damage. Now if you add 100% to the damage from another synergy, you'll do 300 damage (100% to the base damage which is 100), whereas if you get 100% added from Fire Mastery you'll do 400 damage (100% to the damage after synergies which is 200).

    Check the skill calculator for the optimal skill point distribution.
     
  9. iamapoorman

    iamapoorman IncGamers Member

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    Questions for Seraph (and the other sorc experts)

    Hi Seraph,

    Followed your guide to the dot. Built an amazing sorc! Thank you!!!

    But now I have a problem in hell mode. How does your build kill fire and cold immune monsters? I have one point in static so I could lower their hit points, but not kill them. My merc usually finishes up the job but there are monsters that are: cold / fire / and stone skin so it takes forever to kill ... and 10 merc deaths ...

    I have 5 skill points left (now at level 75) and am thinking about putting them in lightning tree. From your experience, what's the best way to handle cold/fire immune?

    One last thing: in the "STAT" section you mentioned that for STRENGTH, to put as much for items. Does that mean that my base STR should be 156 to use Stormshield or should I depend on my items to give me the STR req for SS? I am using Skullder's Ire so my base strength is 97 as of the moment.
     
  10. ozzywee

    ozzywee IncGamers Member

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    thanx so much... i see a clearer picture now!
     

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