All-Around Sorceress Build

Enigmagination

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Dec 14, 2006
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All-Around Sorceress Build

Hello to the D2X community! :wave: This would be the first build I've posted anywhere, and for my playing style she seems to work quite well.

Although, I have tried several other Sorceress builds: Blizzard Sorceress (SLOW, but powerful.. not for me), Tri-Elementalist (Magess; SLOW, but versatile.. still, not for me), MeteOrb (First build, very common, somewhat restricted.. again, not for me).

All of these builds were very capable throughout all difficulty levels, some had trouble in 8-Player games though. The Blizzard Sorceress was the most powerful of all of the builds listed above. She was SLOW due to the delayed attacks and the single use of the Cold Skill Tree. If she hit a pack of fast moving monsters she would have to Teleport away and try and land a Blizzard in the right direction/timing to hit the monsters to slow them down. The only recourse for this is to use a Holy-Freeze Mercenary.. although they aren't great tanks, they will slow down ANYTHING.. Even Cold-Immunes.

The Magess (Tri-Elementalist, known here-on-in as the Magess) was VERY versatile throughout all difficulties and 8-Player games. She was the SLOWEST of all builds. This is the downside to being able to kill ANYTHING in the game. She used Meteor, Orb, and Nova to dispatch those pesky demons. The problem inherent in this build was the low amount of damage each skill possessed which made this Build cast each skill in rapid succession to kill everything on screen. This was extremely tire-some after playing for hours having to be on-point with each skill and timing them to hit. Magic-Find runs were annoying in 8-Player games in Hell.. so many immunes + lots of Hit-Points due to the players in the game had me casting too many times and spending too much time either getting to the Magic-Find farm or killing the farm.

The MeteOrb Sorceress is so over-done I won't even mention anything more about it.

Now, for the reason I made this thread:

Lightning and Ice Sorceress Build

I'm not declaring this build to be the "Best" Build by any means. This is just the one I find to be the most fun and FAST to play anywhere, anytime. Given my style of play this Build best suits me, and hopefully will either give some insight to other players or a means to build a fun character for them using my Build.



Skill Layout:


Cold Skill Tree:

Cold Mastery - 1 *(With +Skills you should get ~120% Pierce)
Frozen Orb - 20 **(MAXED, with +Skills this should be near 1k DMG per shard)
Ice Bolt - ~15 (What skills are left over to boost Frozen Orb)
Shiver Armor - 1 ***(Defense booster)

The rest of your points in the Cold Skill Tree are for pre-requisites (5).


Lightning Skill Tree:

Lightning Mastery - 20 (MAXED, This passive skill boosts your damage)
Lightning - 20 (MAXED, This skill give bonuses to your main attack)
Charged Bolt - 20 ****(MAXED, Main attack)
Energy Shield - 1 (+Skills can boost this up to 75% absorb easily)
Teleport - 1 (+Skills will bring this down to 1 Mana casting cost)
Thunderstorm - 1 (+Skills will bring this up to ~2k damage, useful for PvP)
Static - 1 (+Skills will boost this to cover the screen, almost)

The rest of the points in the Lightning Skill Tree go into pre-requisites (3).


Fire Skill Tree:

Warmth - 1 (+Skills will bring this up dramatically, great for Mana Regeneration)

No other points here.


By level 80 you should be able to use all of your High-End equipment and the only skill left to finish "pumping" is your Ice Bolt. Charged Bolt should be MAXED first then save some points for the pre-requisites and then "pump" Lightning Mastery and Lightning. After you can do nothing more in the Lightning Skill Tree move on to the Cold Skills, OR mix them how you see fit. I went about getting the Frozen Orb as soon as I could and let my +Skills boost it while I "pumped" my Lightning Skill Tree.


Attribute Point Layout:

Strength: Enough for gear
Dexterity: None (Energy Shield with gobs of Mana will "Block" for you)
Vitality: As much as you can spare
Energy: As little as you can put in here (50-100 Max)



Equipment:

This build isn't cheap. Period.

Harlequin Crest Shako (Ist'ed 25% MF) - +2 Skills, +Mana, +Life, 50% MF, +2 Attributes, Damage Reduced by 10%

The Oculus (Ist'ed 30% MF) - +3 Skills, 30% FCR, +20 Vitality, +20 Energy, 20% ResAll, 50% MF

Frostburn (Upgraded) - +40% Max Mana

Magefist (Upgraded) - 20% FRC, 25% Mana Regeneration

Mara's - +2 Skills, +20-30% ResAll, +5 Attributes

Arachnid Mesh - +1 Skills, +20% Faster Cast Rate, Increases Maximum Mana 5%

Enigma - +2 To All Skills, +45% Faster Run/Walk, Increase Maximum Life 5%, 15% Damage Taken Goes To Mana, +1-99% Better Chance of Getting Magic Items

Chains of Honor - +2 To All Skills, +20 To Strength, All Resistances +65, 25% Better Chance of Getting Magic Items

Spirit Monarch (2) - +2 To All Skills, +25-35% Faster Cast Rate, +55% Faster Hit Recovery, +22 To Vitality, +89-112 To Mana, Cold Resist +35%, Lightning, Resist +35%, Poison Resist +35%

Stone of Jordan (2) - +1 To All Skill Levels, Increase Maximum Mana 25%, +20 To Mana

War Traveler - 25% Faster Run/Walk, +10 To Vitality, +10 To Strength, 30-50% Better Chance of Getting Magic Items

Sandstorm Trek - +20% Faster Hit Recovery, +20% Faster Run/Walk, +10-15 To Strength, +10-15 To Vitality, Poison Resist +40-70%

Marrowwalk - +20% Faster Run/Walk, +10-20 To Strength, +17 To Dexterity, Regenerate Mana 10%, Half Freeze Duration, Level 33 Bone Prison (13 Charges), Level 12 Life Tap (10 Charges) [These are great for PvP and Life Tap on your Mercenary for rushing or just killing anything]

Call To Arms - +2-6 To Battle Command, +1-6 To Battle Orders

Tal Rasha's Guardianship (Ist'ed 25% MF) - 88% Better Chance Of Getting Magic Items

Tal Rasha's Fine-Spun Cloth (Upgraged) - 10-15% Better Chance Of Magic Items

Tal Rasha's Adjudication - +2 To Sorceress Skill Levels

Using the Tal set you will receive wonderful MF% bonuses, FCR, FHR, and much more.

Charms:

Annihilus
Torch
Gheed's
+Lightning/Cold Charms with ResAll/MF/FCR/FHR/FRW
The rest should be Small Charms with MF/FCR/FHR/FRW/ResAll

Aim for 500+ MF and Max Res with your Tal gear on and you will be just fine using your "Battle Gear". You can also "swap-out" some of the rune choices for Facets if you'd like to do more damage.



Mercenary:


As always I choose the Holy-Freeze Mercenary as the Prayer doesn't help much at all, the Might Mercenary is useless for Casters, the Defensive Mercenary isn't that great even for defense boosting (Casters rarely see melee), and the Thorns Mercenary can be achieved using a simple rune-word armor.


Holy-Freeze Mercenary Equipment:

Vampire Gaze (Um'ed & Upgraded) - 6-8% Life Stolen Per Hit, Damage Reduced By 15-20%, Magic Damage Reduced By 10-15

Bramble - Level 15-21 Thorns Aura When Equipped, +50% Faster Hit Recovery, +25-50% To Poison Skill Damage, +13 Life After Each Kill, +5% To Maximum Cold Resist, Fire Resist +30%, Poison Resist +100%

Infinity - Level 12 Conviction Aura When Equipped, +35% Faster Run/Walk, +255-325% Enhanced Damage, -(45-55)% To Enemy Lightning Resistance, 40% Chance of Crushing Blow, Prevent Monster Heal, 0.5-49.5 To Vitality

Some could use the Dream Helm and Chains of Honor armor for a pretty high-damage Mercenary (2-5K Damage). This Mercenary will hold the crowd at bay with the Holy-Freeze Aura, kill any melee with Thorns Aura, drop all resistances with Conviction Aura, and use Jab to hit a monster multiple times achieving maximum health in a few hits. The Bramble armor really helps keep this Mercenary as a tank while you stomp the monster with your Cold and Lightning attacks. I've even noticed where my Mercenary will make some immunes vulnerable to what they were immune to.


The main reason I went with Lightning and Cold was that Fire is the least resisted in Normal and most resisted in Hell. While Cold and Lightning can be utilized for crowd control and maximum damage.

An all Lightning Sorceress was very tempting (Nearly 40-50K damage with Lightning) except that the attack would be as low as 50 up to 50K. I'd rather be able to hit you a lot with a Frozen Orb (~1k damage per Shard) and a Charged Bolt attack that dishes out 24 bolts (~1k damage per bolt) to cover the entire screen. Even for the "big bosses" like Diablo in Hell Difficulty can't take too many hits from her. Call to Arms boosts her Life/Mana over 2K each making her an amazing tank with Energy Shield. I can drop right in next to the boss and my Mercenary will drop his/her Resistances, return Physical damage, and slow the minions if needed.





- Enigmagination

(US West Ladder: AKA: Hailkiliahu)






* From my understanding this skill reduces the amount of cold resistance in monsters, increasing damage where you can't see it in the way of damage like the Lightning and Fire Skill Trees.

** This skill is wonderful for handling the entire screen and the pesky Lightning Immune monsters. It is timed, but with this skill on left-click and the main attack on right-click you will soon be covering the entire screen in Cold and Lightning attacks.


*** Shiver Armor provides the most defense increase from the three (3) given types, it also FREEZES melee attackers.

**** Charged Bolt is wonderful, with +Skills you can easily achieve 20k+ damage from one cast. Mix this skill with Frozen Orb and the screen is yours. Also, with this build you will be able to get right next to any boss with Max Res, tons of Life/Mana, and dispose of them with ease.
 
just afew quick critiscisms so u can improve thew guide: having 1 point ES will be alright, but having 1 point telekinesis will mean as soon as you're hit you will lose your mana completely, which isnt practical, i think the guide could be made better by giving better gear set-ups rather than just seemingly listing random pieces of sorceress equip. ethereal fortitude (bugged) deserves a mention for merc armour-far better than coh.
i like the build though, and it seems a fairly simple, but effective idea and a fairly comprehensive guide. :)
 
just afew quick critiscisms so u can improve thew guide: having 1 point ES will be alright, but having 1 point telekinesis will mean as soon as you're hit you will lose your mana completely, which isnt practical, i think the guide could be made better by giving better gear set-ups rather than just seemingly listing random pieces of sorceress equip. ethereal fortitude (bugged) deserves a mention for merc armour-far better than coh.
i like the build though, and it seems a fairly simple, but effective idea and a fairly comprehensive guide. :)

Constructive critism is always appreciated!

I can last quite a while taking hits in Hell Chaos with this set-up, and so does the Merc. My mana doesn't diminish that quickly, but give me your reasoning behind why I should put more into Telekenisis.

That gear is what I use, I switched the CoH and Dream Helm on my Merc to the Um'ed Gaze and Bramble armor to keep Resistances up and LL active so he can regenerate Life Points. The Armor provides a nice aura and pleasant defense. Which is the main problem I have when he gets surrounded by fast moving melee monsters.. they hit him now and just drop while he replenishes his Life Points. I did check out the fortitude armor and I didn't like it.

It isn't something only certain people can do.. although having characters like a Ranger Paladin is pretty fun, they are time consuming and expensive. I like to build something versatile and practical.

The only thing I left out of this guide is how to level her, if you don't know that and you are reading this build for advise.. you need to play a little longer.


Keep the critism coming, I'd love to refine this build.


EDIT: I read Arreat's information on Telekinesis, and for the points needed in the skill I'd rather "pump" my Mana and use Teleport rather than be restricted to using my Charged Bolt attack almost exclusively (Orb won't be very effective in Hell). I do see your reasoning in using it though, but I would only do that if I were to use a melee Sorceress, TankSorc, or if the points would hold a Lightning Sorceress.

I've been trying to craft some items to replace the ones I have with something possibly better (gloves, rings, boots). I'm looking for skills, Resistances, FHR, FCR, FRW, ect. Like I said, this is the first one I've written up.. it is easy to make and fun to play.. I like to Teleport all over anyways lol.



 
hmm how could u get 40k light dmg with that build wouldnt it be around like 20k??

Charged Bolt should do ~1K damage per bolt, creating 24 bolts that should be ~24K per cast. Stand next to Hell Diablo and Static him 2-4 times then Charge Bolt and see how long he lives.

Faster Cast Rate ownz him.

The Lightning Sorceress build would yield ~40-50K damage per Lightning attack which has a minimum of ~50 damage.. too much of a gap for me.



 
i wasnt getting at pumping telekinesis, i just think itd be better (and less dangerous) to leave energy shield and just pump life and dont get hit.This is because i run world stone keep and then throne, and 1 hit from a gloam pack with ES on (non telekinesis) and my mana disappears, i cant tele away and they kill me. i prefer damage too much to synergise it, so i left it alone and pumped life and loved results.
fair enough if you didnt like fortitude, i just prefer having a merc that can kill things rather than indestructable.
nice skill set out though and i may try it, cos id like an orb sorc (never had one) but i like lightning too much :)
 
i wasnt getting at pumping telekinesis, i just think itd be better (and less dangerous) to leave energy shield and just pump life and dont get hit.This is because i run world stone keep and then throne, and 1 hit from a gloam pack with ES on (non telekinesis) and my mana disappears, i cant tele away and they kill me. i prefer damage too much to synergise it, so i left it alone and pumped life and loved results.
fair enough if you didnt like fortitude, i just prefer having a merc that can kill things rather than indestructable.
nice skill set out though and i may try it, cos id like an orb sorc (never had one) but i like lightning too much :)

How much Mana do you have? Some of my Sorceress' had 2k-4k Mana with 2-3k Life.

With that much Mana and Life points I can take several hits in Chaos, and so does my Mercenary, and keep on killing. Normally, the Mercenary will stomp most mosnters in a few Jabs using this gear choice. It is the Conviction Aura and Elemental attacks that boost his damage.

Faster Hit Recovery will help with moving around with that many casters bombarding you. (Spirit Shield and Sandstorm Treks)

The main reason I chose to use the Frozen Orb is for the crowd control of Cold Attacks and the point that it covers the screen, with only a 1 second delay. I can cast an Orb and then spam 3 Charged Bolt attacks in a second then cast Orb.. rinse and repeat. I don't know the damage calculation but 1 Orb (~1k per shard) with 3x Charged Bolts (Taking a total of 2 seconds to cast these attacks) will dispense ~72K Lightning damage and who knows the Cold damage. This covers the screen and can easily be redirected by Teleporting to opposite corners of the screen confusing and stunning the monsters (Lightning damage).

The Merc also generates the HF Aura and that helps slow the monsters, which in reality makes you that much faster than they are.



 
Over the weekend I made some changes to the build:



Goddess of Thunder: Hailkiliahu


Skill Layout:


Cold Skill Tree:

Cold Mastery - 1 (With +Skills you should get ~120% Pierce)*
Frozen Orb - 20 (Secondary Attack, Also good for crowds)**
Ice Bolt - ~18 (What skills are left over to boost Frozen Orb)

The rest of your points in the Cold Skill Tree are for pre-requisites (4).


Lightning Skill Tree:

Lightning Mastery - 20 (This passive skill boosts your Lightning damage)
Lightning - 20 (Synergy for Charged Bolt, great skill in itself)***
Charged Bolt - 20 (Primary Attack, Quickly turn the screen into a field of sparks)****
Teleport - 1 (+Skills will bring this down to 1 Mana casting cost)
Thunderstorm - 1 (+Skills will bring this up to ~2k damage, useful for PvP)
Static - 1 (+Skills will boost this to cover the screen, almost)

The rest of the points in the Lightning Skill Tree go into pre-requisites (3).


Fire Skill Tree:

Warmth - 1 (+Skills will bring this up dramatically, great for Mana Regeneration)



Attribute Point Layout:

Strength: Enough for gear
Dexterity: None
Vitality: The rest
Energy: None



Equipment:



Harlequin Crest Shako (Ist'ed 25% MF) - +2 Skills, +Mana, +Life, 50% MF, +2 Attributes, Damage Reduced by 10%

The Oculus (Ist'ed 30% MF) - +3 Skills, 30% FCR, +20 Vitality, +20 Energy, 20% ResAll, 50% MF

Frostburn (Upgraded) - +40% Max Mana

Magefist (Upgraded) - 20% FRC, 25% Mana Regeneration

Mara's - +2 Skills, +20-30% ResAll, +5 Attributes

Arachnid Mesh - +1 Skills, +20% Faster Cast Rate, Increases Maximum Mana 5%

Enigma - +2 To All Skills, +45% Faster Run/Walk, Increase Maximum Life 5%, 15% Damage Taken Goes To Mana, +1-99% Better Chance of Getting Magic Items

Chains of Honor - +2 To All Skills, +20 To Strength, All Resistances +65, 25% Better Chance of Getting Magic Items

Spirit Monarch (2) - +2 To All Skills, +25-35% Faster Cast Rate, +55% Faster Hit Recovery, +22 To Vitality, +89-112 To Mana, Cold Resist +35%, Lightning, Resist +35%, Poison Resist +35%

Stone of Jordan (2) - +1 To All Skill Levels, Increase Maximum Mana 25%, +20 To Mana

War Traveler - 25% Faster Run/Walk, +10 To Vitality, +10 To Strength, 30-50% Better Chance of Getting Magic Items

Sandstorm Trek - +20% Faster Hit Recovery, +20% Faster Run/Walk, +10-15 To Strength, +10-15 To Vitality, Poison Resist +40-70%

Marrowwalk - +20% Faster Run/Walk, +10-20 To Strength, +17 To Dexterity, Regenerate Mana 10%, Half Freeze Duration, Level 33 Bone Prison (13 Charges), Level 12 Life Tap (10 Charges) [These are great for PvP and Life Tap on your Mercenary for rushing or just killing anything]

Call To Arms - +2-6 To Battle Command, +1-6 To Battle Orders

Tal Rasha's Guardianship (Ist'ed 25% MF) - 88% Better Chance Of Getting Magic Items

Tal Rasha's Fine-Spun Cloth (Upgraged) - 10-15% Better Chance Of Magic Items

Tal Rasha's Adjudication - +2 To Sorceress Skill Levels

Using the Tal set you will receive wonderful MF% bonuses, FCR, FHR, and much more.

Charms:

Annihilus
Torch
Gheed's
+Lightning/Cold Charms with ResAll/MF/FCR/FHR/FRW
The rest should be Small Charms with MF/FCR/FHR/FRW/ResAll

Aim for 500+ MF and Max Res with your Tal gear on and you will be just fine using your "Battle Gear". You can also "swap-out" some of the rune choices for Facets if you'd like to do more damage.



Mercenary:


As always I choose the Holy-Freeze Mercenary as the Prayer doesn't help much at all, the Might Mercenary is useless for Casters, the Defensive Mercenary isn't that great even for defense boosting (Casters rarely see melee), and the Thorns Mercenary can be achieved using a simple rune-word armor.


Holy-Freeze Mercenary Equipment:

Vampire Gaze (Um'ed & Upgraded) - 6-8% Life Stolen Per Hit, Damage Reduced By 15-20%, Magic Damage Reduced By 10-15

Bramble - Level 15-21 Thorns Aura When Equipped, +50% Faster Hit Recovery, +25-50% To Poison Skill Damage, +13 Life After Each Kill, +5% To Maximum Cold Resist, Fire Resist +30%, Poison Resist +100%

Infinity - Level 12 Conviction Aura When Equipped, +35% Faster Run/Walk, +255-325% Enhanced Damage, -(45-55)% To Enemy Lightning Resistance, 40% Chance of Crushing Blow, Prevent Monster Heal, 0.5-49.5 To Vitality

Some could use the Dream Helm and Chains of Honor armor for a pretty high-damage Mercenary (2-5K Damage). This Mercenary will hold the crowd at bay with the Holy-Freeze Aura, kill any melee with Thorns Aura, drop all resistances with Conviction Aura, and use Jab to hit a monster multiple times achieving maximum health in a few hits. The Bramble armor really helps keep this Mercenary as a tank while you stomp the monster with your Cold and Lightning attacks. I've even noticed where my Mercenary will make some immunes vulnerable to what they were immune to.



This weekend I took the critism seriously and rebuilt her with a different attitude. No points in Mana what-so-ever, no Energy Shield, scrapped the Frozen Armor (since I stay out of melee I don't need high armor, just Teleport), "pumped" Ice Bolt some more, and I decided to keep Thunderstorm as the points in Nova and Chain Lightning (Pre-requisites to Thunderstorm) help Lightning to do more damage (Synergies) and the single point into Thunderstorm promotes a passive skill that strikes with over 2K Lightning damage.. that is worth more than MAXING Ice Bolt (Frozen Orb's synergy). Also, this build should be more than capable for PvP, but not dominate.. unless you can just move and they don't use Lightning Absorb on you.


When I finally get this one to level 90 I will begin crafting items to replace the Uniques seen above, ya never know. I will keep you posted.


Keep this critism coming, I don't mind building and re-building to get this thing right.. and she is even more fun to play PvM!!!



- Enigmagination

(US West Ladder: Hailkiliahu)






* From my understanding this skill reduces the amount of cold resistance in monsters, increasing damage where you can't see it in the way of damage like the Lightning and Fire Skill Trees.

** This skill is wonderful for handling the entire screen and the pesky Lightning Immune monsters. It is timed, but with this skill on left-click and the main attack on right-click you will soon be covering the entire screen in Cold and Lightning attacks.

*** At first I though Lightning wouldn't be a very good skill since it has such a low minimum damage, I find myself using it more often than Charged Bolt in some cases. The main benefit from this skill is being able to hit a target off-screen and pass through it hitting others behind.. great for Chaos Runs.

**** Charged Bolt is wonderful, with +Skills you can easily achieve 20k+ damage from one cast. Mix this skill with Frozen Orb and the screen is yours. Also, with this build you will be able to get right next to any boss with Max Res, tons of Life/Mana, and dispose of them with ease.
 
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