LeaTelamon
New member
Hydra/CL build
I rolled another meteorb. Frozen Orb is a very good spell, as long there are no cold immunes around that is. Meteor is also good, but completely useless if you don't have a merc that can tank the monsters for you (and chances are he will die soon enough anyway if the pack is large >.<). I have managed to kill cold immunes by dragging them around in circles casting Meteor ahead of me, then making sure they run over the hit point as it comes crashing down. Effective? No, not really although doable given the area you are running around in is big enough. I have also noticed that the fire/cold immune uniques are far more common than lightning/cold or lightning/fire. This is the reason why I wanted to try something different, particularily for the sake of MFing, as I haven't played in a long time and I thus have very poor items (although I was lucky and got a Lidless and Frostburn with my other sorc).
Most monsters that are unique to lightning are also ranged (such as those horrible wisps in Chaos Sanctuary), casting Hydra on them can only be beneficial in terms of survival such as using the corner trick. I have never ever gone Hydra before either, my general impression was that it's a relatively weak spell (or was in 1.09 after several nerfs) but with some proper synergies I suppose it can become rather powerful.
I was thinking something like this:
Charged Bolt 1
Static Field 1
Telekinesis 1
Lightning 1
Teleport 1
Chain Lightning 20
Lightning Mastery 10
Fire Bolt 1
Warmth 1
Enchant 1
Fire Ball 20
Hydra 20
Fire Mastery 10
Frozen Armor 1
Shiver Armor 1
Total: 90 points (Maxing out the remaining masteries with any level up beyond the required 90 points.)
Primary offensive spell will be Hydra, CL against fire immunes and at big non-fire immune packs.
Stat investment will be 250-300 vitality, strength enough to wear decent armor. Dexterity will be generally untouched. Depends on my weapon though, Hexfire isn't that bad with it's huge boost to fire skills and is relatively easy to find. Energy untouched.
Gear focused on +skills, magic find, faster cast rate, life/mana, resistances.
Good, bad, or just plain out wrong?
I rolled another meteorb. Frozen Orb is a very good spell, as long there are no cold immunes around that is. Meteor is also good, but completely useless if you don't have a merc that can tank the monsters for you (and chances are he will die soon enough anyway if the pack is large >.<). I have managed to kill cold immunes by dragging them around in circles casting Meteor ahead of me, then making sure they run over the hit point as it comes crashing down. Effective? No, not really although doable given the area you are running around in is big enough. I have also noticed that the fire/cold immune uniques are far more common than lightning/cold or lightning/fire. This is the reason why I wanted to try something different, particularily for the sake of MFing, as I haven't played in a long time and I thus have very poor items (although I was lucky and got a Lidless and Frostburn with my other sorc).
Most monsters that are unique to lightning are also ranged (such as those horrible wisps in Chaos Sanctuary), casting Hydra on them can only be beneficial in terms of survival such as using the corner trick. I have never ever gone Hydra before either, my general impression was that it's a relatively weak spell (or was in 1.09 after several nerfs) but with some proper synergies I suppose it can become rather powerful.
I was thinking something like this:
Charged Bolt 1
Static Field 1
Telekinesis 1
Lightning 1
Teleport 1
Chain Lightning 20
Lightning Mastery 10
Fire Bolt 1
Warmth 1
Enchant 1
Fire Ball 20
Hydra 20
Fire Mastery 10
Frozen Armor 1
Shiver Armor 1
Total: 90 points (Maxing out the remaining masteries with any level up beyond the required 90 points.)
Primary offensive spell will be Hydra, CL against fire immunes and at big non-fire immune packs.
Stat investment will be 250-300 vitality, strength enough to wear decent armor. Dexterity will be generally untouched. Depends on my weapon though, Hexfire isn't that bad with it's huge boost to fire skills and is relatively easy to find. Energy untouched.
Gear focused on +skills, magic find, faster cast rate, life/mana, resistances.
Good, bad, or just plain out wrong?