Matriarch FBTheI, Blizzball Sorceress (Exceptional Sept)

maareek

Member
May 12, 2007
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Sorceresses are my favorite characters, and as soon as I came up with the idea of the sept I knew the sorc would come last, as a reward. The first sorceress I ever made was a Blizzballer, with a barb merc, so it seemed a good time to revisit the build. Doesn't hurt that none of the other Blizzard hybrids do particularly well under the sept conditions, or that I dislike Frozen Orb.

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

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

[highlight]The Character[/highlight]

Name: FBtheI
Class: Sorceress
Level: 82
Code:
Naked/Gear
Strength:   65/67
Dexterity:  25/27
Vitality:   375/415
Energy:     35/96
HP:         911/941 (1021)
Mana:       197/419 (582)

Fire:       96 (85)
Cold:       68
Lightning:  101 (75)
Poison:     51

MF:    69
FR/W:  55
FHR:   60 (8 frames)
FCR:   110 (8 frames)

Blizzard:   1936-2057
Fireball:   1564-1736
Ice Blast:  1155-1202

Considering she's a sorceress I took this time around kind of leisurely. Don't be confused, I still largely teleported through, but I stopped to kill random packs way more than I usually would. Whole process took 9 hours, 48 minutes and 37 seconds.

Skills
Code:
Fireball: 20(27)
Blizzard, Ice Blast: 20(26)
Fire Bolt: 13(20)
Cold Mastery: 11(17)
Ice Bolt: 3(9)
Fire Mastery: 1(8)
1 in required skills

Dumping five to six more points in Fire Bolt would hit the synergy sweet spot, but I found myself mostly teleporting past CIs so I boosted the cold damage for slightly faster boss fights.

Gear
Code:
Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Level: 28
Required Strength: 20
Fingerprint: 0x7182eb83
Item Level: 88
Version: Expansion 1.10+
+1 to All Skills
+15% Faster Run/Walk
+100% Enhanced Defense
+20 to Vitality
+20 to Energy
Replenish Life +8

Nokozan Relic
Amulet
Required Level: 10
Fingerprint: 0x960aa295
Item Level: 88
Version: Expansion 1.10+
+20% Faster Hit Recovery
Adds 3 - 6 Fire Damage
+10% to Maximum Fire Resist
Fire Resist +50%
+3 to Light Radius

Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 23 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0xe31b431c
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+20% Faster Hit Recovery
+120% Enhanced Defense
All Resistances +33
Magic Damage Reduced by 10
1 Sockets (1 used)
Socketed: Shael Rune

The Oculus
Swirling Crystal
One Hand Damage: 18 - 42
Durability: 50 of 50
Required Level: 42
Fingerprint: 0x2b6fc7cd
Item Level: 85
Version: Expansion 1.10+
25% Chance to cast level 1 Teleport when struck
+3 to Sorceress Skill Levels
+30% Faster Cast Rate
+20% Enhanced Defense
+20 to Vitality
+20 to Energy
All Resistances +20
+5 to Mana after each Kill
50% Better Chance of Getting Magic Items

Lidless Wall
Grim Shield
Defense: 338
Chance to Block: 0
Durability: 68 of 70
Required Level: 41
Required Strength: 58
Fingerprint: 0xb0dcdba
Item Level: 57
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
+124% Enhanced Defense
+10 to Energy
Increase Maximum Mana 10%
All Resistances +19
+5 to Mana after each Kill
+1 to Light Radius
1 Sockets (1 used)
Socketed: Perfect Diamond

Ghoul Circle
Ring
Required Level: 48
Fingerprint: 0xd4513448
Item Level: 85
Version: Expansion 1.10+
+11 to Energy
+5 to Life
+60 to Mana
+18 Maximum Stamina
All Resistances +10

Entropy Grasp
Ring
Required Level: 22
Fingerprint: 0x5f7280f3
Item Level: 85
Version: Expansion 1.10+
+10% Faster Cast Rate
+39 to Attack Rating
+2 to Strength
+2 to Dexterity
+41 to Mana
Lightning Resist +19%

Nightsmoke
Mesh Belt
Defense: 67
Durability: 16 of 16
Required Level: 30
Required Strength: 58
Fingerprint: 0x54327df5
Item Level: 60
Version: Expansion 1.10+
+45% Enhanced Defense
+15 Defense
+20 to Mana
All Resistances +10
Damage Reduced by 2
50% Damage Taken Goes To Mana
Required Level +5

Natalya's Soul
Mesh Boots
Defense: 134
Durability: 64 of 116
Required Level: 25
Required Strength: 65
Fingerprint: 0x39b36fcb
Item Level: 88
Version: Expansion 1.10+
+40% Faster Run/Walk
+97 Defense
Heal Stamina Plus (Based on Character Level) +20%
Cold Resist +25%
Lightning Resist +21%
+50 Maximum Durability

Magefist
Light Gauntlets
Defense: 24
Durability: 18 of 18
Required Level: 23
Required Strength: 45
Fingerprint: 0x2a24d13c
Item Level: 87
Version: Expansion 1.10+
+1 to Fire Skills
+20% Faster Cast Rate
Adds 1 - 6 Fire Damage
+20% Enhanced Defense
+10 Defense
Regenerate Mana 25%

Insight (on switch)
Battle Staff
RalTirTalSol
Two Hand Damage: 27 - 40
Durability: 40 of 40
Required Level: 27
Fingerprint: 0x14205047
Item Level: 80
Version: Expansion 1.10+
Level 14 Meditation Aura When Equipped
+35% Faster Cast Rate
213% Enhanced Damage
+9 to Minimum Damage
198% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+1 to Blizzard (Sorceress Only)
+1 to Nova (Sorceress Only)
+3 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune

Charms
Code:
Jade Large Charm of Balance
Large Charm
Required Level: 18
Fingerprint: 0xcce65fb6
Item Level: 88
Version: Expansion 1.10+
+8% Faster Hit Recovery
Poison Resist +12%

Lapis Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x32e87f7d
Item Level: 85
Version: Expansion 1.10+
Cold Resist +7%
7% Better Chance of Getting Magic Items

Beryl Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xf27cccc4
Item Level: 88
Version: Expansion 1.10+
Poison Resist +3%
6% Better Chance of Getting Magic Items

Serpent's Grand Charm of Life
Grand Charm
Required Level: 41
Fingerprint: 0xa8bf8778
Item Level: 85
Version: Expansion 1.10+
+12 to Life
+55 to Mana

Ruby Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xde0d2f8
Item Level: 88
Version: Expansion 1.10+
Fire Resist +10%
6% Better Chance of Getting Magic Items

Serpent's Grand Charm of Life
Grand Charm
Required Level: 29
Fingerprint: 0x47ee9526
Item Level: 85
Version: Expansion 1.10+
+13 to Life
+46 to Mana

Coral Grand Charm of Balance
Grand Charm
Required Level: 15
Fingerprint: 0xbebb9e9f
Item Level: 85
Version: Expansion 1.10+
+12% Faster Hit Recovery
Lightning Resist +25%

Shimmering Grand Charm
Grand Charm
Required Level: 27
Fingerprint: 0xa0fa5e9
Item Level: 85
Version: Expansion 1.10+
All Resistances +14

Mizan, Might Mercenary
Code:
Duriel's Shell
Cuirass
Defense: 702
Durability: 45 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x451407f7
Item Level: 85
Version: Expansion 1.10+
+196% Enhanced Defense
+102 Defense (Based on Character Level)
+15 to Strength
+82 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability

Stealskull
Casque
Defense: 222
Durability: 24 of 24
Required Level: 35
Required Strength: 59
Fingerprint: 0x32df5fe2
Item Level: 88
Version: Expansion 1.10+
+25% Increased Attack Speed
+10% Faster Hit Recovery
5% Mana stolen per hit
5% Life stolen per hit
+205% Enhanced Defense
46% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Jewel of Fervor

Jewel of Fervor
Jewel
Required Level: 31
Fingerprint: 0x4dd34d19
Item Level: 85
Version: Expansion 1.10+
+15% Increased Attack Speed

Insight
Superior Partizan
RalTirTalSol
Two Hand Damage: 178 - 372
Durability: 37 of 37
Required Level: 27
Required Strength: 103
Required Dexterity: 57
Fingerprint: 0x889cfa1a
Item Level: 66
Version: Expansion 1.10+
Level 12 Meditation Aura When Equipped
+35% Faster Cast Rate
233% Enhanced Damage
+9 to Minimum Damage
232% Bonus to Attack Rating
+2 to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+4 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
Increase Maximum Durability 15%
Ethereal
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune

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

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

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

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

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

You're fast. I've been impressed by the short playtimes to mat/pat all these characters.
 
So confused by the intro and the might act 2 merc? Was Expecting a Barb?

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

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

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

Would you agree a good player uses a merc a lot for position etc and survivability matters, how often did he die?
 
Last edited:
@SunsetVista: Thanks. It helps that I've beaten the game with a lot of characters at this point. Beyond that, I play really recklessly which both flows from and flows into going quickly.

So confused by the intro and the might act 2 merc? Was Expecting a Barb?
... and I still don't get the intro of Barb merc? ...

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

If using act 2 merc here would use Prayer skill and the insight on him and boom synergy goes the mana and life regeneration for you both.
I like survival over speed of kill on the merc as might does not help you at all just him.
... Edit - on review you have a insite staff on switch - get a pray merc and will be even better off than I thought initially.
Sorry bad choice there IMHO ...

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

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

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

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

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

Would you agree a good player uses a merc a lot for position etc and survivability matters, how often did he die?

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