Immortal Queen Dream Enchantress

Snowstorm

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Immortal Queen Dream Enchantress

1.13 Immortal Queen Dream Enchantress
By Snowstorm (aka Diabolo)

The first character I played on BattleNet v1.12 past Nightmare was a sorceress named Sarantia that used nova and inferno with a full Tal Rasha set. It was fun to level her, but as you can guess, I really hit a wall in hell against lightning immunes! So I stoped playing her for a while until 1.13 came out which, fortunately, allowed me to rebuild her into something else. I started to read on the net about enchantress builds and eventually stumbled onto this thread by Derisive that gave lots of details about building a zealchantress. However, near the end of his guide, he mentions the possibility to build an enchantress using the Immortal King Set. I found that a sorceress tanking at the frontline in a badass armor and wielding a huge maul to dispense pain left and right was a lovely idea that should be tried out! So I gave it a shot. And it really works!

You can find another guide by Aitrius detailing the IK enchantress. His build is different from mine since he is not using energy shield and is more focusing on getting high crushing blow by using Guillaume's Face which is an interesting idea. I am taking the time to write this guide and sharing it because I found a way to improve the IK enchantress described in those guides. This is my first guide so let me know if there is anything I can improve in it. Let’s begin.

This sorceress starts as a standard enchantress. She is going to use Lightning Mastery to deal with fire immunes and Energy Shield to help her survive through hell.

1) Skills

1 Fire Bolt (req)
1 Fire Ball (req)
20 Warmth
20 Enchant
20 Firemastery

Max Enchant. Warmth will also help your Energy Shield.

1 Static Field (1 point wonder)
12-20 Telekinesis
1 Teleport (1 point wonder)
0 Energy Shield!
20 Lightning Mastery

Teleport and Static Field because they are very useful. Telekinesis to reduce the damage going to your mana. No points should be spent in Energy Shield simply because we’ll get it with a Memory runeword staff and because we’d be wasting points in required skills for ES. Maxed Lightning Mastery will add godly lightning damage to all your attacks once the build is finished.

0-1 Frozen Armor (or more?)
0 Shiver Armor
1 Cold Mastery (1 point wonder)

You can use either Frozen Armor of Shiver Armor. Shiver Armor will give you more defense and does a bit of cold damage to those who attack you while Frozen Armor has the advantage of freezing monsters that attack you which is -very- interesting for a melee character with teleport. If you decide to use Shiver Armor, don’t spend any points in requirements and get it from a Memory runeword staff. You will do a bit of cold damage which is why it’s worth it to spend a single point in Cold Mastery.

This build requires a total of 98 points which means you need to reach level 87 (including skill quests) to complete it. You can keep improving it until level 95 by maxing telekinesis. As you’ve noticed, we’re wasting as little skill points in requirements as we can.

2) Statistics

The minimum strength you need for IK armor is 232. IK set provides 45 strength, so assuming you have a torch and an annihilus, you’ll need between 147 and 167 strength to wear the armor. This could be lowered with additional strength charms.

No points are needed in dexterity since IK set and charms will provide you a high enough AR.

You need to spend the rest of your points in vitality and energy to balance your life and your mana since we’re using Energy Shield. I spent them (119 vitality and 233 energy) to have about 50/50 life and mana, but you could try aiming for a different ratio depending of your playing style and how much you want to rely on Energy Shield.

Base:
Strength 167 (depends of charms)
Dexterity 25
Vitality 120 (balance with Energy)
Energy 213 (balance with Vitality)

3) Gears

Here are the gears you will need to ensure your melee enchantress has a nice time in hell!

Weapon switch 1:
Immortal King's Stone Crusher (Ogre Maul)

Try to get an IK maul with 40% Crushing Blow. You will socket it with two Shael runes to reach 80% increased Attack Speed. With 232 strength, the maul will actually do 767-1056 physical damage and even more against demons and undeads. This starts to be a considerable amount of physical damage from which some life and mana steal will benefit. Note that, since you deliver the elemental damages in melee, your elemental masteries are all applied and amplify them. Level 27 Fire Mastery gives you +212% fire damage and level 27 Lightning Mastery gives you +362% lightning damage. So the maul will actually deliver 658-1239 fire damage, 32-2204 lightning damage and your cold damage will also be multiplied by a factor of about 1.5.

In practice :
Immortal King's Stone Crusher with two Shael (Ogre Maul)
Damage: 767-1056
Indestructible
35-40% chance of Crushing Blow
+250% Damage to Undead
+200% Damage to Demons
80% Increased Attack Speed
Adds 658-1239 Fire Damage
Adds 32-2204 Lightning Damage
Adds about 190-546 Cold Damage for 6 seconds
Adds 204 Poison Damage over 6 seconds

This damage does not take enchant in account yet! You will deal a lot more fire damage on top of that. This maul alone does enough elemental and physical damage to deal (sometimes more slowly) with fire immunes in hell.

Weapon switch 2:
4 sockets staff with Memory
Lum + Io + Sol + Eth
Required Level: 37
+3 to Sorceress Skills
33% Faster Cast rate
20% increased maximum Mana
+3 Energy Shield (Sorceress only)
+2 Static Field (Sorceress only)
+10 to Energy
+10 to Vitality
+9 to minimum Damage
-25% Target Defense
Magic Damage reduced by 7
+50% Enhanced Defense
*+3 Enchant
*+3 Frozen Armor

Replace +3 Frozen Armor by +3 Shiver Armor if you decide to use Shiver Armor. This staff gives +6 to all the skills of the main spells you will cast which are Enchant, Frozen Armor, Energy Shield and Static Field (+5). It saves you the need to spend points in requirements skills as well. It also gives you 33% faster cast rate and increased mana which is very handy to teleport around faster when you are doing runs or rushing. Switching a ring or an amulet with 10% faster cast rate might be useful if you want to reach 10 frames.

Sorceress faster cast rate breakpoints
0% - 13 Frames - 1.92 Casts/Second
9% - 12 Frames - 2.08 Casts/Second
20% - 11 Frames - 2.27 Casts/Second <--- With Memory
37% - 10 Frames - 2.50 Casts/Second
63% - 9 Frames - 2.78 Casts/Second
105% - 8 Frames - 3.13 Casts/Second
200% - 7 Frames - 3.57 Casts/Second

To get this staff, collect a lot of gold (at least 200000 ~ 600000 or more if possible) then create passworded games in normal until you make one in which Drognan is right next to Lut Gholein’s exit gate. Then spam his shop by checking it, leaving and then entering the city (this resets his shop) until you find a Gnarled Staff or Battle Staff with a WHITE name, +3 to Enchant and +3 to Frozen Armor. Once you have bought the staff, use Larzuk’s socket quest reward to add 4 sockets in it and insert the runes in the correct order to make this enchantress Memory. Note that it can take hours of shopping to find exactly this staff. Instead, you can make two separate staves, but it will be more annoying since you’ll have to swap gears often. The first staff will have +3 to Frozen Armor and will be turned into your main Memory. The second staff will be used only to prebuff Enchant and can either be a second Memory with +3 to Enchant or you can shop for a +3 Enchant staff with two sockets and a GREY name that will be turned into a Leaf (this takes a bit more time to find, but it spares you from using twice Larzuk’s socket quest reward).

2 sockets staff with Leaf
Tir + Ral
Required Level: 19
Adds 5-30 Fire Damage
+3 to Fire Skills
+3 to Fire Bolt (Sorceress only)
+3 to Inferno (Sorceress only)
+3 to Warmth (Sorceress only)
+ 2 to Mana per kill
+ 2 per character level to Defense
+33% Cold Resist
*+3 Enchant

Other Weapons:
Five sockets weapon with Call to Arms
Amn + Ral + Mal + Ist + Ohm
Required Level: 51
+1 To All Skills
+40% Increased Attack Speed
+250-290% Enhanced Damage
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 To Battle Command
+1-6 To Battle Orders
+1-4 To Battle Cry
Prevent Monster Heal
+12 Replenish Life
30% Better Chance of Getting Magic Items

Battle Command will boost all of your prebuff skills including enchant which is always useful. Battle Orders is simply awesome for this sorceress because she is relying both on life and mana to survive while she is tanking.

Five sockets axe, sceptre or hammer with Beast
Ber + Tir + Um + Mal + Lum
Required Level: 49
Level 9 Fanaticism Aura When Equipped
+40% Increased Attack Speed
+240-270% Enhanced Damage
20% Chance of Crushing Blow
25% Chance of Open Wounds
+3 To Werebear
+3 To Lycanthropy
Prevent Monster Heal
+25-40 To Strength
+10 To Energy
+2 To Mana After Each Kill
5 Charges Level 13 Summon Grizzly

This weapon is very fun! Prebuff with everything, Enchant, Frozen Armor and Energy Shield and then turn into a bear. You will double your life, physical damage and increase your defense furthermore while in bear shape. I recommend using the IK maul while in bear shape; only use Beast to turn into a werebear. The huge drawback is that you can no longer teleport or recast energy shield while in bear shape. This is something to consider and depends of your playing style. I found Beast to be helpful to kill Lister and the minions of destruction in hell since they are hard to melee in solo for an enchantress.

Armor:
Immortal King's Soul Cage with Um (Sacred Armor)
Required Strength: 232
Required Level: 76
Durability: 60
Defense: 1001
5% chance to cast level 5 Enchant when struck
+50% Poison Resist
+400 to Defense
+2 to Combat Skills (Barbarian)
+25% Faster Hit Recover
+40% Cold Resist
+40% Fire Resist
+40% Lightning Resist
+15% All Resistances (from the Um rune)

Add a Um rune in the armor to help you with your resistances. A Chains of Honor with very high defense is another option here. It has some advantages over the IK armor, but not that many since the IK armor provides other bonuses to the other IK items you will be wearing. I preferred to stick to the theme of an IK sorceress (cheaper to acquire and to repair!)!

So in practice :
Immortal King's Soul Cage with Um (Sacred Armor)
Durability: 60
Defense: 1001
+25% Faster Hit Recover
+55% All Resistances
+10% Poison Resist

Gloves:
Immortal King's Forge (War Gauntlets)
Required Strength: 110
Required Level: 30
Durability: 24
Defense: 228-238
12% chance to cast level 4 Charged Bolt when struck
+20 to Dexterity
+20 to Strength
+25% Increased Attack Speed
10% Life Stolen per Hit
10% Mana Stolen per Hit

You reach 105% Increased Attack Speed. There is no point using other items giving increased attack speed as you will notice after looking at the attack speed breakpoints for a sorceress wielding an ogre maul.

Sorceress attack speed breakpoints for an ogre maul
0% - 17 Frames - 1.4 Attacks/Second
6% - 16 Frames - 1.5 Attacks/Second
11% - 15 Frames - 1.6 Attacks/Second
22% - 14 Frames - 1.7 Attacks/Second
32% - 13 Frames - 1.9 Attacks/Second
48% - 12 Frames - 2.0 Attacks/Second
70% - 11 Frames - 2.2 Attacks/Second
105% - 10 Frames - 2.5 Attacks/Second <--- Achieved with IK and 2 Shael runes
174% - 9 Frames - 2.7 Attacks/Second

Belt:
Immortal King's Detail (War Belt)
Required Strength: 110
Required Level: 29
Durability: 24
Defense: 247
+31% Lightning Resist
+28% Fire Resist
+25 to Strength
+25% Faster Hit Recovery
Damage Reduced by 20%

Boots:
Immortal King's Pillar (War Boots)
Required Strength: 125
Required Level: 31
Durability: 24
Defense: 278-288
40% Faster Run/Walk
+110 to Attack Rating
+44 to Life
25% better chance of getting Magic Items
Half Freeze duration

The sorceress can not wear the Immortal King helm. That is not a problem because we will equip her with something much better for her as you will see very soon. Those five IK pieces together also provide an additional 450 points to attack rating which is extremely useful to help you hit your targets and deliver pain.

To sum up IK on this enchantress:
Damage: 767-1056
35-40% chance of Crushing Blow
+250% Damage to Undead
+200% Damage to Demons
105% Increased Attack Speed
Adds 658-1239 Fire Damage
Adds 32-2204 Lightning Damage
Adds about 190-546 Cold Damage for 6 seconds
Adds 204 Poison Damage over 6 seconds
Defense: 1754-1774
+50% Faster Hit Recover
+55% All Resistances
+28% Fire Resist
+31% Lightning Resist
+10% Poison Resist
+20 to Dexterity
+45 to Strength
10% Life Stolen per Hit
10% Mana Stolen per Hit
Damage Reduced by 20%
40% Faster Run/Walk
+560 to Attack Rating
+44 to Life
25% better chance of getting Magic Items

Helm:
Three sockets helm with Dream
Io + Jah + Pul
Required Level: 65
10% chance to cast level 15 Confuse when struck
Level 15 Holy Shock aura when equipped
+20-30% Faster Hit Recovery
+30% Enhanced Defense
+150-220 Defense
+10 to Vitality
5% increased maximum Life
+0.625 per character level to Mana
+5-20 to All Resistances
15-25% better chance of getting Magic Items

A dream helm is your very best option and makes the difference between slowly progressing in chaos sanctuary against fire immunes in hell and mauling your way through it solo in 10 minutes. A normal level 15 Holy Shock aura sends a pulse of lightning dealing 1-108 lightning damage and adds 1-648 lightning damage to your attack. But wait, level 27 Lightning Mastery adds +362% more damage to lightning skills. So in practice, the aura sends a pulse of lightning dealing 5-499 lightning damage and adds 5-2994 lightning damage to your attack. That already looks really nice, but remember that all lightning damage added to our attack in melee are enhanced by our Lightning Mastery so your mastery multiply the aura’s lightning damage twice (just like Fire Mastery for a melee Enchantress). In practice, this aura will add an impressive 5-13k lightning damage to all your melee attacks. You will only have a harder time with immunes to fire and lightning when using this runeword. As if this was not already enough, the helm can trigger a confuse curse that helps with crowd control when you are overwhelmed. I’d recommend getting a three socket Superior Corona to make this helm since you have the strength to wear it and it gives the best defense. You can have above 2000 defense with your IK set and Dream helm.

Let’s pause and take a look at faster hit recovery breakpoints.

Sorceress faster hit recovery breakpoints
0% - 15 Frames
5% - 14 Frames
9% - 13 Frames
14% - 12 Frames
20% - 11 Frames
30% - 10 Frames
42% - 9 Frames
60% - 8 Frames
86% - 7 Frames <--- Goal
142% - 6 Frames
280% - 5 Frames

IK set and Dream already provide you with 70-80% faster hit recovery so reaching 86% with charms is a very reasonable goal. If you don’t have Dream and only have IK, reaching 60% with charms will be your goal.

Harlequin Crest with Um (Shako)
Required Strength: 50
Required Level: 62
Durability: 12
Defense: 98-141
+2 to all Skills
+2 to all attributes
+1.5 per character level to Life
+1.5 per character level to Mana
Damage reduced by 10%
50% better chance to get Magic Items
+15% All Resistances (from the Um rune)

This is another viable (and cheaper!) option for your helm. It has the advantage of giving you damage reduction, increasing your skills, life (a lot) and mana (a lot) over Dream, but it doesn’t provide the massive lightning damage.

There might be other helms like Guillaume's Face, Vampire Gaze, Rockstopper, Stealskull, Crown of Ages or Griffon's Eye that could be interesting, but I believe the two above are your best options.

Rings:
1-2 Raven Frost
Required Level: 45
+150-250 to Attack Rating
+15-20 to Dexterity
+40 to Mana
20% Cold Absorb
Cannot be frozen
Adds 15-45 Cold Damage for 4 sec

All modificators are very useful for you here, use at least one of those rings.

0-1 Bul-Kathos' Wedding Band
Required Level: 58
+1 to all Skill Levels
3-5% Life stolen per hit
+0.5 per character level to Life
+50 to maximum Stamina

Use this ring if you want more life.

0-1 Stone of Jordan
Required Level: 29
+1 to all Skill levels
Increase max Mana 25%
Adds 1-12 Lightning damage
+20 to Mana

All modificators are useful for you here, use this if you want more mana.

0-1 Dwarf Star
Required Level: 45
Magic Damage reduced by 12-15
+15% heal Stamina
+40 to maximum Stamina
+40 to Life
15% Fire Absorb
100% extra gold from Monsters

0-1 Rare ring with useful properties

Amulet:
Mara's Kaleidoscope
Required Level: 67
+2 to all Skill Levels
+20-30 to all Resistances
+5 to all attributes

Use Mara if you need better resistances.

Tal Rasha's Adjudication
Required Level: 67
+2 to Sorceress Skill Levels
+33% Lightning Resist
Adds 3-32 Lightning Damage
+42 to Mana
+50 to Life

Use Tal Rasha if you don’t need Mara’s resistances. All modificators are very useful to you and remember that the lightning damage is still multiplied by your Lightning Mastery. Sarantia is using this amulet or The Rising Sun for some occasions.

Metalgrid
Required Level: 81
+400-450 to Attack Rating
+25-35 to all Resistances
+300-350 Defense
11 Charges Level 22 Iron Golem
20 Charges Level 12 Iron Maiden

This amulet provides you crazy attack rating, excellent resistances, more defense and an Iron Golem that you will enchant! It’s an interesting choice.

The Rising Sun
Required Level: 65
2% chance to cast level 13-19 Meteor when struck
+2 to Fire Skills
+10 Replenish Life
+4 to Light Radius
Adds 24-48 Fire Damage
Adds 0.75 per character level to Fire Absorb

I recommend that you carry around this amulet for its huge fire absorbs. It will help you to handle inferno spells in hell. It also adds fire damage and is good for your Enchant.

Charms:
Annihilus (Small Charm)

Hellfire Torch (Large Charm)

Small Charms that add lightning damage (Shocking, Arcing, Glowing, Storms, Lightning).
It is necessary to gather -a lot- of those if you don't have Dream.

Charms that gives you life, mana, attack rating and strength.

Just enough charms to reach your faster hit recovery goal.

Just enough charms to maximize your resistances in hell (cold is not as important since you have some cold absorb).

You could also use grand charms that improve your fire or lightning skills.

Sarantia has a 18/15/10 annihilus with a 20/14 torch. Her inventory contains the horadric cube, a book of town portal and the rest are charms of various sizes. Together, they give her those properties:
11-261 lightning damage (50-1175 in practice)
+368 to Attack Rating
+12 to all Resistances
+10% Cold Resist
+11% Poison Resist
+207 to Life
+37 to Mana
10% Faster Hit Recovery
6% Faster Run/Walk

I’ll be honest, getting lots of good dual charms is probably the most expensive part of this build. Ladder runewords can also be difficult to obtain if you don’t play a ladder character.

4) Mercenary

The mercenary is a very important element of a melee enchantress build for a few reasons:
- You can teleport to position him correctly and avoid getting him killed.
- He instantly attacks the nearest target if you teleport right next to one.
- He’ll take some damage for you and help you survive.
- You’ll enchant him which will significantly improve his damage.

You already have 2000 defense with your gears. You should be able to reach above 4k once Frozen Armor is cast. Using a Defiance Act 2 mercenary is a good choice for the IK enchantress since your defense can go up to between 8k and 9k. This will help you a lot to frontline without taking loads of damage and entering in hit recovery too often.

To equip your mercenary, a lot of armors and helms are available like Chains of Honor, Leviathan, Vampire Gaze, Crown of Thieves or Tal Rasha’s mask. I decided to equip mine with a Tal Rasha’s mask and armor socketed with perfect Topaz to add some magic find to my build. Those items don’t give him that much defense, but since he has Defiance, he reaches about 7,5k defense.The weapon you must give to your mercenary is Insight.

4 sockets polearm with Insight
Ral + Tir + Tal + Sol
Required Level: 27
Level 12-17 Meditation aura when equipped
+35% Faster Cast Rate
+200-260% Enhanced Damage
+9 to minimum Damage
180-250% bonus to Attack Rating
Adds 5-30 Fire Damage
+75 Poison Damage for 5 seconds
+1-6 to Critical Strike
+5 to All Attributes
+2 to Mana after each kill
23% better chance of getting Magic Items

Try to find a fast polearm with good damage that your mercenary can use. This way, your mercenary will have a good attack rating and will deal a lot of physical and fire damage quickly. A level 12-17 meditation aura will give you 575-700% increased mana regeneration. Combined with warmth, your mana will regenerate -really- fast. This is extremely useful to maintain your energy shield in tough fights without being constantly drinking mana potions. You won’t have to wait between fights for your mana to regenerate.

5) Prebuff Gears

It’s a good idea to have items in your chest that give you higher bonus to fire skill to cast Enchant since it can last up to 20 minutes at very high levels.

Here is a list:
- Leaf or Memory staff that gives +6 to Enchant
- Ormus Robe with +3 to Enchant or +3 to Fire Mastery with a good fire skill damage bonus (you can even add a 3/5 fire facet in it)
- Magical circlet that gives +3 to fire skills (you can even add a 3/5 fire facet in it)
- Magical amulet that gives +3 to fire skills
- Magefist gloves
- Arachnid Mesh belt
- A total of 2 Stone of Jordan/Bul-Kathos' Wedding Band
- Fire skill Grand Charms

The rings and belt are also useful for Frozen Armor and Energy Shield. A helm and armor granting +2 to all skills could also be used to increase those skills.

With most of those items, Sarantia was able to reach a level 45 Enchant and 39 Fire Mastery. That’s 3.3k-3.8k of fire damage and +415% to attack rating for 20 minutes to whatever you enchant. On her, with level 26 Fire Mastery, it added 10k-12k fire damage per attack when she was fighting. She could cast a level 17 Energy Shield (absorbs 73% damage) or level 12 without her prebuff items (absorbs 65% damage).

6) Other informations

Speaking of Energy Shield, I would like to point out that a level 12 Energy Shield is perfect for what we are trying to do. We are not trying to divert all the damage to our ES, we are using it to reduce the amount of damage inflicted to our life by transfering it to our mana that benefits from a high regeneration. This helps the IK enchantress to tank even though she has a relatively low amount of life. With a 50/50 life and mana ratio, your mana will drop slightely faster than your life when you take damage which is preferable. You don’t want your mana to drop too fast though which is why level 12-17 ES is perfect. You can hit a life and mana potion at the same time in your belt when things get messy. Also, contrarily to a true Energy Shield Sorceress that placed nothing into Vitality, you are not screwed up when meeting monsters with mana burn, you will simply have to be more careful and recast your ES once you are done with them.

The main strategy with the IK Enchantress is hit and teleport. Using teleport with a melee character is a lot of fun. You can get in and out of a melee very quickly and you can pick off shamans, mummies, oblivion knights and ranged monsters by teleporting right on top of them to kill them. Since you are doing a mix of mainly fire, lightning and physical damage, you will laugh at immunes while mauling them to pulp. However, the IK Enchantress is also tough enough to stand her ground in hell and tank monsters to a certain extant. I think that is what makes her interesting.

At level 91 when I wrote this guide, Sarantia had those stats:
Normal attack damage: 12k-31k (with prebuff items)
AR: 8875
Defense: 9469
Life: 866 (without BO)
Mana: 882 (without BO)
Fire Resistance: 75%
Cold Resistance: 66%
Lightning Resistance: 75%
Poison Resistance: 75%

7) Leveling

You should level her like a normal enchantress until she reaches level 76 to equip the rest of the IK set.

Level 1-11: Use Fire Bolt and fight, place a point in Frozen Armor, Fire Bolt, Static Field and Telekinesis. Start placing points in Warmth.
Level 12-17: Use Fire Ball and fight, continue maxing Warmth.
Level 18-19: Place a point in Enchant and Teleport. Shop a staff that you will turn into a +6 Enchant Leaf and start fighting with your Defiance mercenary.
Level 20-45: Finish normal and baal run until level 45. Place a point in Fire Mastery at level 30, finish maxing Enchant and then start maxing Fire Mastery. If you have crapy gears, do some countess runs in nightmare to get runes that will allow you to make Stealth, Lore, Rhyme and Insight.
Level 46-75: Get Memory, finish maxing Fire Mastery, finish maxing Warmth, place a point in your other Masteries. Start using Energy Shield which means you should start placing more points in Telekinesis while placing some in Lightning Mastery. Equip your merc with a stronger Insight if you can. Finish Nightmare.
Level 76 and above: Equip your final gears and start delivering the punch in Hell. Continue Maxing Lightning Mastery and increasing Telekinesis. If you manage to reach 96 or more, spare points go into your cold skill armor I guess.

8) References

MongoJerry's Enchantress guide
http://www.theamazonbasin.com/d2/forums/index.php?showtopic=35763

Derisive's Zealchantress guide
http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52547

aitrus' IK enchantress guide
http://www.purediablo.com/forums/showthread.php?t=598949

Gimmershred's dualdream zeal enchantress
http://www.purediablo.com/forums/showthread.php?t=471447

Weapon speed calculator
http://diablo3.ingame.de/tips/calcs/weaponspeed.php?lang=english

The arreat summit and d2tomb for many other d2 infos.

Thank you for taking the time to read this guide. I hope you found it as interesting as the unconventional build it contains. Feel free to post any comments below.

~ Snowstorm (Diabolo)
 
Re: Immortal Queen Dream Enchantress

First post and posted a guide thats funny.
 
Re: Immortal Queen Dream Enchantress

I have a character that is very similar to the one you described there. The skill layout is almost the same. I agree that even partly used the IK set is well rounded and offers some benefits to budget-oriented players and people who don't want to rely on mercenaries too much (the AR is pretty much self-supplied). I still think one can do better with such a build with some modifications and other high end rws.

For example:
Helm: Dream (as in your example)
Shield: Dream
Shield switch: Spirit
Body: Fortitude
Weapon: Grief PB (37-38 or more ias)
Weapon switch: Beast
Necklace: Crescent Moon (angelic amu optional)
Rings: Raven Frost & SoJ/BK/(angelic with amu)
Belt: Upped Nightsmoke
Boots: Aldur's Advance
Gloves: 20 IAS dual leech blood gloves with other nice mods (Dracul's otherwise)

Mercenary would be using Infinity. That's basically a ShockingShemale leech version build (as described in a guide by Gimmershred) with a twist. With torch, anni, SoJ and 4 light skillers you get +9 light skills and with 1 point in ES that means 59% of incoming damage is put to one's mana instead. With the damage goes to mana from aldur's (10%), forti (12%), nightsmoke (50%) and crescent (10%) you get 59% reduction from all physical damage, since the damage to mana is enough (coupled with your regen from warmth & mana leech) to overcome the damage, you lose no mana. Since one only needs to have sufficiently big mana pool to be able to take some elemental attacks there is no need for balancing out the stats, str and dex min for gear and rest to vitality. With the chilling armor from forti and using a defiance merc one gets 13k+ defence figures too, which is ok for a sorc in my opinion. You can easily tank Lister and his buddies.

I didn't bother going in too much detail about the build, but the pros and cons compared to your build are:

Cons:
More expensive
More dependant on mercenary
Teleport only outside bear

Pros:
More damage
More survivability
No prebuffing required
Rarely needs to drink potions

All in all looks like a fun build and probably looks very cool running around in black armor swinging stuff :)
 
Re: Immortal Queen Dream Enchantress

Nice guide. I made an Immortal queen a few years ago. Didn't have the dream helm though.

I still think one can do better with such a build with some modifications and other high end rws.
But it has nothing to do with an Immortal Queen. You could also have said that it would be better if one would make an Infinity light sorc, if you want to go off-topic.

The gear choice here is what is making the build.



 
Re: Immortal Queen Dream Enchantress

Thanks Shadowmaggot

I really like the idea of using a Crescent Moon amulet, it didn't occur to me. I'll give it a try. I should have included the option of using angelic ring and amulet as well.

I usually play in normal non-ladder which makes some runewords much harder to acquire. This is why I went with IK. I agree that the build you describe will give a tougher enchantress. It has a very nice use of a low level energy shield to basically turn "% damage taken goes to mana" into a high damage reduction!

The prebuffing can be optionnal though. I'm mentionning it since it does make a significant difference (10k -12k fire damage per hit with full prebuff rather than 3k with none).
 
Re: Immortal Queen Dream Enchantress

But it has nothing to do with an Immortal Queen. You could also have said that it would be better if one would make an Infinity light sorc, if you want to go off-topic.

I didn't mean to offend anyone and I figured it would be appropriate to loan suggestions from a quite similar build to give ideas on what could work with this build and to compare them. "I still think one can do better with such a build" refers to the fact that the build I mentioned has just about exact same skill points as this one, thus "such a build" applies here. Not so with Infinity light sorc.

@ Snowstorm

Yeah the ammy could help out a bit! Using it takes a bit away from the resistances and skills of course, but the leeches are nice if you got a good source of physical damage (I'd imagine the IK maul is). You are probably pretty well off with the insight on merc, but with the ammy you could possibly switch the insight to something else. You said you play NL so it's harder to get ladder rw's.. Doom could work for example.

Whoa, hadn't really looked into how big a difference can be made with the prebuffs since I had just dismissed it as bothersome.. Guess I'll have to think about that again :scratchchin:



 
Re: Immortal Queen Dream Enchantress

I didn't mean to offend anyone and I figured it would be appropriate to loan suggestions from a quite similar build to give ideas on what could work with this build and to compare them. "I still think one can do better with such a build" refers to the fact that the build I mentioned has just about exact same skill points as this one, thus "such a build" applies here. Not so with Infinity light sorc.
I'm sorry if I sounded a little harsh. I'm just sure Snowstorm already knows about dual-dream sorcs. And like I said, the build here is really decided by the gear. It's not an Immortal Queen if you don't use IK gear pieces. :p



 
Re: Immortal Queen Dream Enchantress

To get this staff, collect a lot of gold (at least 200000 ~ 600000 or more if possible) then create passworded games in normal until you make one in which Drognan is right next to Lut Gholein’s exit gate. Then spam his shop by checking it, leaving and then entering the city (this resets his shop) until you find a Gnarled Staff or Battle Staff with a WHITE name, +3 to Enchant and +3 to Frozen Armor. Once you have bought the staff, use Larzuk’s socket quest reward to add 4 sockets in it and insert the runes in the correct order to make this enchantress Memory. Note that it can take hours of shopping to find exactly this staff. Instead, you can make two separate staves, but it will be more annoying since you’ll have to swap gears often.

Frozen Armor is a tier 1 staffmod while Enchant is a tier 4 staffmod. Only option is to shop for ilvl 19-24 staves and on those, only 2% will spawn FA as a staffmod (+1-3) and 4% will spawn Enchant (+1-3). Thus a staff with both staffmods and +3 to both is virtually impossible to shop, unless you are willing to spend many many hours on the project (10% chance in each case to spawn as +3). Remeber it has to spawn without sockets as well (1-3 sockets kills it). Even finding 2 seperate staves having or allowing for 4 sockets whilst spawning +3 to Enchant or Frozen Armor can be quite a time-consuming process. You are entirely correct about shopping in act II normal though.
A more likely candidate (though still quite rare) lies in the ilvl 25-36 range with +X Enchant and +X Shiver Armor/+X Chilling Armor. Of course such an item cannot be shopped, since ilvl 25+ items spawn as magic in shops, so getting one will require searching thorugh the correct ilvl areas without mf.

In the paragraph, I quoted, you do state that it can take hours finding a +3 Enchant/+3 Frozen Armor staff. If I should venture a guess, I'd say that days or weeks (even months) may be a better phrasing.

Chance to spawn +3 Frozen Armor is 10% * 2% ~ 2 in a thousand
Chance to spawn +3 Enchant is 10% * 4% ~ 4 in a thousand

Chance to spawn both is thus roughly 2.4 in a million (considering that there is only a 30% chance of spawning 2 or 3 staffmods).

Just my $0.02

(This just to ensure that noone reads the guide assuming that shopping such a staff can be done in an afternoon).



 
Re: Immortal Queen Dream Enchantress

Oh, that is good to know, I wasn't aware of the exact chances that such a staff spawn in the shop.

Going for two staves is more realistic then. One with the cold armor spell you chose that will be turned into Memory and either another Memory or a Leaf with Enchant that will only be used for prebuff.

I went for two memory staves.
 
Re: Immortal Queen Dream Enchantress

Oh, that is good to know, I wasn't aware of the exact chances that such a staff spawn in the shop.

Going for two staves is more realistic then. One with the cold armor spell you chose that will be turned into Memory and either another Memory or a Leaf with Enchant that will only be used for prebuff.

I went for two memory staves.

It wasn't meant as criticism in any way - just a minor nitpick. I think you have done good work here, and you actually got me interested in trying something similar. Pointing out minor discreptancies can sometimes sound harsh in a textual environment. These fora need people like you, dedicated to try out new builds and put some guides together to keep this old game alive and interesting.

Tom



 
Re: Immortal Queen Dream Enchantress

I just skimmed over it as i have some experience with sorc's shifted into wearbear and according to my information these are some more interesting and relevant breakpoints for this build when deciding to make use of the Oskill provided by the Beast runeword.

First important note to make is that there's a difference between WIAS (weapon IAS) and OIAS (offhand IAS). That is to say, when in werebearform and swinging for example a plain white ogre maul when wearing 105 IAS of gear won't net you even near the same attack speed then when swinging a maul having 105 IAS on it.

With an 80 WIAS ogre maul when a sorc and shifted into werebear you'll reach 8 FPA, even better as 75 WIAS will also net you 8 FPA. Even more then better, an addition 45 OIAS (the 25 IAS provided by your IK, plus for example 20 IAS from Highlord's) will net you a 7 FPA, 40 OIAS when having 80 WIAS (25 IAS plus for example another 15 IAS jewel somewhere in your equipment).

Hope i'm not wrong as i'd like to make one someday.
 
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Re: Immortal Queen Dream Enchantress

Woops, you're right. For some reason i assumed they were.
Edited the post.
 
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