- Mar 31, 2020
- 41
- 34
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Matriarch Sapphire Mat'd in 1.12a, reborn in 1.13c
Matriarch Sapphire, PvP Fire Sorceress
The original Sapphire made Matriarch in 1.12a and then levelled to 89 in the Mausoleum. Here is her story.
Many ages ago I rolled a burning GC of Vita with 43 life. It was my first 41+ life skill charm and I was amazingly pleased. Unfortunately I had neither a fire sorceress nor any plans to build one so I attempted to trade it away. Luckily the charm held too much sentimental value to me and no one offered a satisfactory deal so I kept the charm. And so the ages passed uneventfully with a little hole being burned in my pocket. Eventually I made a gold-find barb and started gambling for circlets above and beyond those that popped up while gambling crafting amulets. I was once again mightily pleased when I gambled a nice 2/20/resist sorceress circlet in the first 10 million or so gold. Aha! This is what was missing. I now knew what character I would make. I also knew how I would build her.
After seeing corrupted take his Wizardspike wielding energy shield (ES) / fireball sorceress and clear out an entire 6 or 7 person free-for-all PvP game I knew that I had to make the same. Wizardspike makes getting to 200% FCR easier and gives a lot of mana which is the lifeblood of an ES sorceress. In addition it gives a lot of resists. Now, resists aren't the most important thing for an ES sorceress, but when you get them for free it will reduce further the already tiny damage that makes it through to your mana pool. Even more convenient is that two of the other staples for a 200% FCR sorceress, Skin of the Vipermagi and Spirit, also have large amounts of resists. This had the backbone of my build set and I just needed to fit in the pieces.
The normal plan for a no block Wizardspike caster is to socket a Hel or -requirements jewel into the 'spike in order to reduce the dexterity requirement. I started looking over my jewels. Do I have a jewel with some nice other mods that will be better than the extra -5% requirements from a Hel rune? Aha, I have a shiny 15% resist all / -15% requirements jewel. But wait, I'm not about to stuff a jewel into something worth exponentially less than the jewel itself, that would be such a waste. Hmmm... Oho! If I could get myself a hold of a 1.07 (95% resist all) Wizardspike that would be a worthy weapon to socket with this jewel and would give a cool 110% resist all. After giving up on a 1.07 Arkaine's Valour after 17 green balrog skins I wasn't too hopeful with my quest for a 1.07 Wizardspike, but I was willing to give it a go. It turns out that I got my luck back, and then some, as I was able to rack both a Wizardspike and two Valkyrie Wings in under 1000 runs. The Wizardspike was unceremoniously coupled with the shiny jewel and a magical 110% resist all / -15% requirements wizardspike was born.
The last important staple of an ES sorceress is her memory staff. I already had a +9 memory stitting on my LK sorc that I had played through as an ES nova-sorceress, albeit with a very small mana pool, so I was prepared. I had, however, collected more staves since I made the first ES-stick so I checked out whether I had one with other interesting staff-mods. I did have one +3ES/+2 chilling armour that would be wicked sick and save several points into the cold skills tree, but it was a zero-socket war staff. This meant that getting 4-sockets for memory would be a 1 in 6 cube socketing gamble. This was one gamble that turned out well and I shouted out loud when out came four beautiful sockets. You can see the sexy completed staff below in the equipment section.
Finally, it was time to actually start the character. I decided that I would play this character a little bit differently from my usual. This character was a sorceress, and she was above getting her hands dirty by actually striking a monster. As such, I loaded her up with some +71 mana per kill from bugged 1.07 mana per kill rings and set off. Those rings have a level requirement of 3, but as I played on /p8 getting to level 3 never actually emptied my mana pool. From level 3 on, my mana pool was fine too. Even with heavy twinking a 1.09 raven claw still rocks the world, and as this was still ranged she allowed herself to submit to the slight indignity. Normal went by fast, enhanced by the fact that the raven claw explosive arrows transmit fire damage and that her original skill plan included enchant. Nightmare also went by fast, but slower than a normal fireball sorceress would because she spread 30 points across energy shield and telekinesis which meant that her fireball was mostly fed by mass +skills.
Hell mandated her merc swap from Insight to Infinity. She had enough +skills now that her 1 point warmth combined with her large mana pool meant that the mana appetite of fireball was kept fully sated. When she entered hell her fireball was only about 6k damage even at a skill level of about 36 because of all of the points spend supporting energy shield left her synergies mostly bare. The early fallen had their immunities broken by infinity and everything died fairly rapidly. She made it to the mausoleum and then levelled up quite a lot in the easy pickings of 0% fire resist monsters. She then went on, I believe at mostly /p8, and completed the game. She had to park Lister & Co, even at /p1 because fire was useless and her merc was getting stun-locked. After kissing goodbye to Baal she returned to the mausoleum and hosted some Baal runs to get to level 89 and equip her +2/15%+FCR amulet. There wasn't much interest in Baal runs in the MP crowd at that time so she never made it past 89, but she sure was lucky in act 5. While waiting for someone to show up to her first hosted Baal run she casually killed pindle for some experience with 0% MF and casually picked up an Astreon's Iron Ward. Later, she beat bobosmrad in a race for a Windforce that dropped in the throne room.
Her PvP exploits
Her only exploits were a couple of sequential PvP games between Bassano's smiter, Ambin, and me with Sapphire. Those were long games because of his high ressits and life. The games were quite brittle with me slowly chipping away at his life until either he died, or I made a mistake in my teleporting and his charge desynched up to me which usually ended it in a few quick smites. Wins/losses were about 50/50 versus Ambin, but Ambin is known to be a scourge of the PvP scene so I wasn't worried. Besides, this character was refreshingly fun to play.
RIP Sapphire
What?! RIP? Don't you play softcore Pyro?
.......Yeeeeeeees.
Long live Sapphire
With the coming of respecs in 1.13 I came up with a brilliant plan. After my light sorceress, Tesla, made 97 I stopped playing her because her survivability was too low to not die multiple times on the way to higher levels, and she didn't have enough dexterity to wield a Wizardspike as a part of a Body Retrieval Kitâ„¢ (Trademarked by Callador ). I also figured, that gaining levels Baal running is much more fun when the levels are close at hand and yet after you are fully geared, say from level 90. Do you see where this is going?
Sapphire was always restricted by having so many points in energy shield and telekinesis. A fully singergized fireball sorceress takes 80 skill points plus several prerequisites. My commitment to energy shield was 34 more points including prerequisites. 80 + 34 is already over 110, the skill points that you have available at level 99. Cut that down to 100 at level 89, and a few more for the fire prerequisites, and you are severely cutting into your fireball synergies. At 89, even with level 41 fireball, my damage was only just peeking into 10k. I needed to have 20 points in fireball, as this was a fireball sorceress, and I needed to have 20 points in firebolt for a lower cost fire spell to spam while my mana recharged after a hit. This left about 20 skill points to spread between meteor and fire mastery. Meteors bonus is a synergy so only hard points count, whereas I had 21 +skills to help fire mastery, so I created a spreadsheet to optimize the damage I got from my points. It turned out that meteor should stay 4 points ahead of fire mastery for my setup and my point range, so I ended up around 12/8 meteor/fire mastery. If I could squeeze out a few more points, they should give quadratic returns for my damage but those points weren't available, or were they? Re-rolling myself a second 41+life burning skiller solidified my plans to make a swap.
I respec'd both Tesla and Sapphire in 1.13, and renamed Sapphire to T_II (Tesla 2, a weird looking face, or terminator 2 depending upon how you look at it) via ATMA. Tesla was renamed to Sapphire who was thus reborn. Long live Sapphire.
The new old Sapphire
With the jump to level 97, and by cutting out 1-point hydra + prerequisite that hadn't proved very useful, I gained 10 more skill points to stuff into meteor and fire mastery. I made another spreadsheet, this time thinking of it as a spreadsheet rather than a calculator that can hold lots of results, and it turned out that meteor should still lead fire mastery by 4 levels.
Skills:
20 Telekinesis
10 Energy Shield
20 Fireball
20 Firebolt
17 Meteor
13 Fire Mastery
1 Warmth
7 Prerequisites including Teleport
**Chilling armor gained from staff mod on memory staff**
Stats + LCS
Strength 125 (156)
Dexterity 60 (64)
Vitality 10 (47)
Energy 380 (387)
Life 677 (1286 after BO) [1340 after BO prebuffed with beta BKWBs]
Mana 2152 (3506 after BO) [3627 after BO prebuffed with beta BKWBs]
It turns out that I have pretty nice charms because I exceeded my life goal by a pretty good margin and I also met my mana goal.
Fireball damage increased about 40% from the 10 extra skill points to 12,794-13,865 and firebolt increased slightly more to 11,453-12,353. Meteor basically doubled to 25-26k.
Gear
Gives +21 fire skills, or +30 energy shield for prebuffing.
Items
The Skull Gyre ring used for the FCR and mana plus just enough fire resist to get over 75% before 30% from Anya.
Swap/Prebuff Items
I didn't know that GoMule would output the GUID# for the runes inside of a beta runeword, but it is certainly cool that it does.
I could squeeze even more points by prebuffing with a powered circlet/ammy and a +3 ES Ormus, but with 10 lightning skillers and a war staff in my stash I don't have much room left. Besides that would mean even more gear swapping and potentially forgetting to swap things back off again.
Skill Charms
Plus 10 assorted lightning skillers in stash to swap in when prebuffing energy shield. Swapping 10 skillers back and forth is a pain, especially when item moving lags on others' hosts, but is worth it so long as you don't die.
Life/Mana Charms
The PvP exploits of the new Sapphire
She has only played one day in her new form but has done pretty well for herself. She is basically invulnerable to everything but poison and open wounds so long as her mana stands up. It was very funny to be at one life and neither poison nor open wounds can do the last one damage, but to then die to mind blast. It might be a good idea to socket a Sol rune into my circlet instead of a sapphire in order to stop low damage physical attacks such as MB, but then I would lose some mana and my namesake. It would only matter when I have already been taken to low life by open wounds or poison so it is probably not worth it.
I also put the perfect 13 magic damage reduction on my vipermagi to proper use for just about the first time as Darkooo's turbocharged orb-sorc did precisely zero damage to Sapphire after energy shield and MDR.
Anyways, she is good by herself and good in teams, although she can't clear the moor by herself unless she remembers to stick an Infinity on her merc.
Not much of a conclusion
I think that with a bit of replenish life she would be even more deadly as she could completely heal herself both life and mana, but I can't see a good way to do it other than by swapping Wizardspike for HotO. Doing that would gain me 2 plus to skills (3 minus one from losing the Stone of Jordan) and some replenish life, but I would lose 40% increased mana from Wizardspike and SoJ along with tons of resist. Maybe I'll try it some time and see how it works out. I could even fit the HotO + Bahamut's ring of the Apprentice in my cube. :scratchchin:
"I hope you enjoy pushing up daisies."
- Sapphire
Matriarch Sapphire, PvP Fire Sorceress
The original Sapphire made Matriarch in 1.12a and then levelled to 89 in the Mausoleum. Here is her story.
Many ages ago I rolled a burning GC of Vita with 43 life. It was my first 41+ life skill charm and I was amazingly pleased. Unfortunately I had neither a fire sorceress nor any plans to build one so I attempted to trade it away. Luckily the charm held too much sentimental value to me and no one offered a satisfactory deal so I kept the charm. And so the ages passed uneventfully with a little hole being burned in my pocket. Eventually I made a gold-find barb and started gambling for circlets above and beyond those that popped up while gambling crafting amulets. I was once again mightily pleased when I gambled a nice 2/20/resist sorceress circlet in the first 10 million or so gold. Aha! This is what was missing. I now knew what character I would make. I also knew how I would build her.
After seeing corrupted take his Wizardspike wielding energy shield (ES) / fireball sorceress and clear out an entire 6 or 7 person free-for-all PvP game I knew that I had to make the same. Wizardspike makes getting to 200% FCR easier and gives a lot of mana which is the lifeblood of an ES sorceress. In addition it gives a lot of resists. Now, resists aren't the most important thing for an ES sorceress, but when you get them for free it will reduce further the already tiny damage that makes it through to your mana pool. Even more convenient is that two of the other staples for a 200% FCR sorceress, Skin of the Vipermagi and Spirit, also have large amounts of resists. This had the backbone of my build set and I just needed to fit in the pieces.
- 200% faster cast rate. This gives you weaker fireballs, but gives you a form of protection by darting around faster than a roadrunner on amphetamines.
- Full level 40 energy shield with full telekinesis synergy. This is a major sink for skill points but gets you some of the best protection in the game. Divide any damage you take by 20. Yes please! When you factor in the PvP penalty this is divide by approximately 120.
- No block. Getting max block with spirit is futile and nearly impossible without Twitchthroe or Guardian Angel. Besides, who needs block when you are a 200% FCR energy shield tank.
- No vitality. This is just a basic tenet of and ES sorceress, nothing new here.
- 1000+ life and 3500+ mana. This is a respectable goal for an ES sorceress, but will require nice charms and battle orders to get to with 0 vitality.
- Max, and hopefully stacked resists. This is not a normal ES sorceress practice. When you have 95% energy shield protection, why would you care what your resists are? Just maximize your mana pool and damage. I wanted this because most of the resists were coming for free, and when your life total goal is 1k even the small amount of damage that makes it passed your ES still makes a mark. This also was to have maxed and heavily stacked poison resists to somewhat counter one of the two banes of ES sorceresses: poison.
The normal plan for a no block Wizardspike caster is to socket a Hel or -requirements jewel into the 'spike in order to reduce the dexterity requirement. I started looking over my jewels. Do I have a jewel with some nice other mods that will be better than the extra -5% requirements from a Hel rune? Aha, I have a shiny 15% resist all / -15% requirements jewel. But wait, I'm not about to stuff a jewel into something worth exponentially less than the jewel itself, that would be such a waste. Hmmm... Oho! If I could get myself a hold of a 1.07 (95% resist all) Wizardspike that would be a worthy weapon to socket with this jewel and would give a cool 110% resist all. After giving up on a 1.07 Arkaine's Valour after 17 green balrog skins I wasn't too hopeful with my quest for a 1.07 Wizardspike, but I was willing to give it a go. It turns out that I got my luck back, and then some, as I was able to rack both a Wizardspike and two Valkyrie Wings in under 1000 runs. The Wizardspike was unceremoniously coupled with the shiny jewel and a magical 110% resist all / -15% requirements wizardspike was born.
The last important staple of an ES sorceress is her memory staff. I already had a +9 memory stitting on my LK sorc that I had played through as an ES nova-sorceress, albeit with a very small mana pool, so I was prepared. I had, however, collected more staves since I made the first ES-stick so I checked out whether I had one with other interesting staff-mods. I did have one +3ES/+2 chilling armour that would be wicked sick and save several points into the cold skills tree, but it was a zero-socket war staff. This meant that getting 4-sockets for memory would be a 1 in 6 cube socketing gamble. This was one gamble that turned out well and I shouted out loud when out came four beautiful sockets. You can see the sexy completed staff below in the equipment section.
Finally, it was time to actually start the character. I decided that I would play this character a little bit differently from my usual. This character was a sorceress, and she was above getting her hands dirty by actually striking a monster. As such, I loaded her up with some +71 mana per kill from bugged 1.07 mana per kill rings and set off. Those rings have a level requirement of 3, but as I played on /p8 getting to level 3 never actually emptied my mana pool. From level 3 on, my mana pool was fine too. Even with heavy twinking a 1.09 raven claw still rocks the world, and as this was still ranged she allowed herself to submit to the slight indignity. Normal went by fast, enhanced by the fact that the raven claw explosive arrows transmit fire damage and that her original skill plan included enchant. Nightmare also went by fast, but slower than a normal fireball sorceress would because she spread 30 points across energy shield and telekinesis which meant that her fireball was mostly fed by mass +skills.
Hell mandated her merc swap from Insight to Infinity. She had enough +skills now that her 1 point warmth combined with her large mana pool meant that the mana appetite of fireball was kept fully sated. When she entered hell her fireball was only about 6k damage even at a skill level of about 36 because of all of the points spend supporting energy shield left her synergies mostly bare. The early fallen had their immunities broken by infinity and everything died fairly rapidly. She made it to the mausoleum and then levelled up quite a lot in the easy pickings of 0% fire resist monsters. She then went on, I believe at mostly /p8, and completed the game. She had to park Lister & Co, even at /p1 because fire was useless and her merc was getting stun-locked. After kissing goodbye to Baal she returned to the mausoleum and hosted some Baal runs to get to level 89 and equip her +2/15%+FCR amulet. There wasn't much interest in Baal runs in the MP crowd at that time so she never made it past 89, but she sure was lucky in act 5. While waiting for someone to show up to her first hosted Baal run she casually killed pindle for some experience with 0% MF and casually picked up an Astreon's Iron Ward. Later, she beat bobosmrad in a race for a Windforce that dropped in the throne room.
Her PvP exploits
Her only exploits were a couple of sequential PvP games between Bassano's smiter, Ambin, and me with Sapphire. Those were long games because of his high ressits and life. The games were quite brittle with me slowly chipping away at his life until either he died, or I made a mistake in my teleporting and his charge desynched up to me which usually ended it in a few quick smites. Wins/losses were about 50/50 versus Ambin, but Ambin is known to be a scourge of the PvP scene so I wasn't worried. Besides, this character was refreshingly fun to play.
RIP Sapphire
What?! RIP? Don't you play softcore Pyro?
.......Yeeeeeeees.
Long live Sapphire
With the coming of respecs in 1.13 I came up with a brilliant plan. After my light sorceress, Tesla, made 97 I stopped playing her because her survivability was too low to not die multiple times on the way to higher levels, and she didn't have enough dexterity to wield a Wizardspike as a part of a Body Retrieval Kitâ„¢ (Trademarked by Callador ). I also figured, that gaining levels Baal running is much more fun when the levels are close at hand and yet after you are fully geared, say from level 90. Do you see where this is going?
Sapphire was always restricted by having so many points in energy shield and telekinesis. A fully singergized fireball sorceress takes 80 skill points plus several prerequisites. My commitment to energy shield was 34 more points including prerequisites. 80 + 34 is already over 110, the skill points that you have available at level 99. Cut that down to 100 at level 89, and a few more for the fire prerequisites, and you are severely cutting into your fireball synergies. At 89, even with level 41 fireball, my damage was only just peeking into 10k. I needed to have 20 points in fireball, as this was a fireball sorceress, and I needed to have 20 points in firebolt for a lower cost fire spell to spam while my mana recharged after a hit. This left about 20 skill points to spread between meteor and fire mastery. Meteors bonus is a synergy so only hard points count, whereas I had 21 +skills to help fire mastery, so I created a spreadsheet to optimize the damage I got from my points. It turned out that meteor should stay 4 points ahead of fire mastery for my setup and my point range, so I ended up around 12/8 meteor/fire mastery. If I could squeeze out a few more points, they should give quadratic returns for my damage but those points weren't available, or were they? Re-rolling myself a second 41+life burning skiller solidified my plans to make a swap.
I respec'd both Tesla and Sapphire in 1.13, and renamed Sapphire to T_II (Tesla 2, a weird looking face, or terminator 2 depending upon how you look at it) via ATMA. Tesla was renamed to Sapphire who was thus reborn. Long live Sapphire.
The new old Sapphire
With the jump to level 97, and by cutting out 1-point hydra + prerequisite that hadn't proved very useful, I gained 10 more skill points to stuff into meteor and fire mastery. I made another spreadsheet, this time thinking of it as a spreadsheet rather than a calculator that can hold lots of results, and it turned out that meteor should still lead fire mastery by 4 levels.
Skills:
20 Telekinesis
10 Energy Shield
20 Fireball
20 Firebolt
17 Meteor
13 Fire Mastery
1 Warmth
7 Prerequisites including Teleport
**Chilling armor gained from staff mod on memory staff**
Stats + LCS
Strength 125 (156)
Dexterity 60 (64)
Vitality 10 (47)
Energy 380 (387)
Life 677 (1286 after BO) [1340 after BO prebuffed with beta BKWBs]
Mana 2152 (3506 after BO) [3627 after BO prebuffed with beta BKWBs]
It turns out that I have pretty nice charms because I exceeded my life goal by a pretty good margin and I also met my mana goal.
Fireball damage increased about 40% from the 10 extra skill points to 12,794-13,865 and firebolt increased slightly more to 11,453-12,353. Meteor basically doubled to 25-26k.
Gear
Gives +21 fire skills, or +30 energy shield for prebuffing.
Items
Code:
Demon Horn
Circlet
Defense: 28
Durability: 21 of 35
Required Level: 67
Fingerprint: 0x102f0683
Item Level: 99
Version: Expansion 1.10+
+2 to Sorceress Skill Levels
+20% Faster Cast Rate
+4 to Dexterity
+38 to Mana
Cold Resist +25%
All Resistances +11
1 Sockets (1 used)
Socketed: Perfect Sapphire
Stone Noose
Amulet
Required Level: 89
Fingerprint: 0x7cbe2f89
Item Level: 95
Version: Expansion 1.10+
+2 to Sorceress Skill Levels
+15% Faster Cast Rate
+17 to Strength
+7 to Energy
+13 to Mana
Regenerate Mana 4%
Wizardspike
Bone Knife
One Hand Damage: 23 - 49
Indestructible
Required Level: 61
Required Strength: 33
Required Dexterity: 64
Fingerprint: 0x2a3138f4
Item Level: 87
Version: Expansion
+50% Faster Cast Rate
Increase Maximum Mana 15%
+194 to Mana (Based on Character Level)
Regenerate Mana 15%
All Resistances +110
Requirements -15%
1 Sockets (1 used)
Socketed: Scintillating Jewel of Freedom
Scintillating Jewel of Freedom
Jewel
Required Level: 26
Fingerprint: 0x1f88ac15
Item Level: 80
Version: Expansion 1.10+
Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%
Requirements -15%
Spirit
Superior Monarch
TalThulOrtAmn
Defense: 163
Chance to Block: 0
Durability: 81 of 95
Required Level: 54
Required Strength: 156
Fingerprint: 0x98e9b46d
Item Level: 85
Version: Expansion 1.10+
+2 to All Skills
+35% Faster Cast Rate
+55% Faster Hit Recovery
+10% Enhanced Defense
+250 Defense vs. Missile
+22 to Vitality
+112 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+5 Magic Absorb
Attacker Takes Damage of 14
Increase Maximum Durability 11%
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune
Skin of the Vipermagi
Wyrmhide
Defense: 1014
Durability: 10 of 24
Required Level: 57
Required Strength: 84
Fingerprint: 0x2aa87765
Item Level: **
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +50
Magic Damage Reduced by 13
Required Level +7
1 Sockets (1 used)
Socketed: Um Rune
Magefist
Light Gauntlets
Defense: 25
Durability: 9 of 18
Required Level: 23
Required Strength: 45
Fingerprint: 0xd6cb8edd
Item Level: **
Version: Expansion 1.10+
+1 to Fire Skills
+20% Faster Cast Rate
Adds 1 - 6 Fire Damage
+30% Enhanced Defense
+10 Defense
Regenerate Mana 25%
Arachnid Mesh
Spiderweb Sash
Defense: 126
Durability: 4 of 12
Required Level: 80
Required Strength: 50
Fingerprint: 0xa1a275b8
Item Level: **
Version: Expansion 1.10+
+1 to All Skills
+20% Faster Cast Rate
Slows Target by 10%
+100% Enhanced Defense
Increase Maximum Mana 5%
Level 3 Venom (11/11 Charges)
Skull Gyre
Ring
Required Level: 29
Fingerprint: 0x1a8bfab7
Item Level: 80
Version: Expansion 1.10+
+10% Faster Cast Rate
+89 to Mana
Fire Resist +18%
31% Extra Gold from Monsters
Level 4 Poison Dagger (30/30 Charges)
The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x557844fb
Item Level: 94
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%
Sandstorm Trek
Scarabshell Boots
Defense: 177
Durability: 14 of 14
Required Level: 64
Required Strength: 91
Fingerprint: 0x76a5832b
Item Level: 99
Version: Expansion 1.10+
+20% Faster Run/Walk
+20% Faster Hit Recovery
+169% Enhanced Defense
+14 to Strength
+15 to Vitality
+97 Maximum Stamina (Based on Character Level)
50% Slower Stamina Drain
Poison Resist +70%
Repairs 1 Durability in 20 Seconds
Swap/Prebuff Items
Code:
Call to Arms
War Scepter
AmnRalMalIstOhm
One Hand Damage: 35 - 60
Durability: 70 of 70
Required Level: 57
Required Strength: 55
Fingerprint: 0x114754ae
GUID: 0xbca52e2e 0x76495a2a 0x0
Item Level: 54
Version: Expansion
+2 to All Skills
+40% Increased Attack Speed
253% Enhanced Damage
+150% Damage to Undead
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+2 to Vengeance (Paladin Only)
+1 to Holy Shield (Paladin Only)
+2 to Holy Shock (Paladin Only)
+11 to Battle Cry
+15 to Battle Orders
+16 to Battle Command
Replenish Life +12
30% Better Chance of Getting Magic Items
5 Sockets (5 used)
Socketed: Amn Rune
Socketed: Ral Rune
Socketed: Mal Rune
Socketed: Ist Rune
Socketed: Ohm Rune
Amn Rune
Required Level: 25
GUID: 0x1ab89a86 0x1ab89a86 0x0
Version: Expansion
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14
Ral Rune
Required Level: 19
GUID: 0xe51721bc 0x291e69b4 0x0
Version: Expansion 1.10+
Weapons: Adds 5 - 30 Fire Damage
Armor: Fire Resist +30%
Shields: Fire Resist +35%
Mal Rune
Required Level: 49
GUID: 0x91db6a6b 0x26109b3b 0x0
Version: Expansion 1.10+
Weapons: Prevent Monster Heal
Armor: Magic Damage Reduced by 7
Shields: Magic Damage Reduced by 7
Ist Rune
Required Level: 51
GUID: 0x750279ed 0xe370c0bd 0x0
Version: Expansion 1.10+
Weapons: 30% Better Chance of Getting Magic Items
Armor: 25% Better Chance of Getting Magic Items
Shields: 25% Better Chance of Getting Magic Items
Ohm Rune
Required Level: 57
GUID: 0x9b2cea0e 0x5b8ba2b2 0x0
Version: Expansion 1.10+
Weapons: Enhanced Maximum Damage
Armor: +5% to Maximum Cold Resist
Shields: +5% to Maximum Cold Resist
Spirit
Monarch
TalThulOrtAmn
Defense: 147
Chance to Block: 0
Durability: 86 of 86
Required Level: 54
Required Strength: 156
Fingerprint: 0x7a2d29ad
Item Level: **
Version: Expansion 1.10+
+2 to All Skills
+29% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+110 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+6 Magic Absorb
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune
Bul-Kathos' Wedding Band
Ring
Required Level: 58
Fingerprint: 0xf13f5493
Item Level: 75
Version: Expansion 1.10+
+2 to All Skills
4% Life stolen per hit
+4 to Life (Based on Character Level)
+50 Maximum Stamina
Bul-Kathos' Wedding Band
Ring
Required Level: 58
Fingerprint: 0xa3ea720
Item Level: 75
Version: Expansion 1.10+
+2 to All Skills
5% Life stolen per hit
+4 to Life (Based on Character Level)
+50 Maximum Stamina
Memory
War Staff
LumIoSolEth
Two Hand Damage: 21 - 28
Durability: 50 of 50
Required Level: 37
Fingerprint: 0x64d36302
Item Level: 85
Version: Expansion 1.10+
+3 to Sorceress Skill Levels
+33% Faster Cast Rate
+9 to Minimum Damage
-25% Target Defense
+3 to Energy Shield (Sorceress Only)
+2 to Chilling Armor (Sorceress Only)
+2 to Static Field (Sorceress Only)
+3 to Energy Shield (Sorceress Only)
+50% Enhanced Defense
+10 to Vitality
+10 to Energy
Increase Maximum Mana 20%
Magic Damage Reduced by 7
4 Sockets (4 used)
Socketed: Lum Rune
Socketed: Io Rune
Socketed: Sol Rune
Socketed: Eth Rune
I could squeeze even more points by prebuffing with a powered circlet/ammy and a +3 ES Ormus, but with 10 lightning skillers and a war staff in my stash I don't have much room left. Besides that would mean even more gear swapping and potentially forgetting to swap things back off again.
Skill Charms
Code:
Burning Grand Charm of Balance
Grand Charm
Required Level: 42
Fingerprint: 0xc1245662
Item Level: 94
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+12% Faster Hit Recovery
Burning Grand Charm of Vita
Grand Charm
Required Level: 83
Fingerprint: 0x63df3e77
Item Level: 94
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+43 to Life
Burning Grand Charm of Vita
Grand Charm
Required Level: 83
Fingerprint: 0x244aa45c
Item Level: 94
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+41 to Life
Burning Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x8fb2488e
Item Level: 80
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+37 to Life
Burning Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x67c5b560
Item Level: 81
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+28 to Life
Burning Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x189c5c44
Item Level: 80
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+26 to Life
Burning Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x4a4c91f5
Item Level: 77
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+25 to Life
Burning Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x51aa8db6
Item Level: 80
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+25 to Life
Burning Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0x88fceafe
Item Level: 86
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+24 to Life
Burning Grand Charm of Life
Grand Charm
Required Level: 42
Fingerprint: 0x7521e864
Item Level: 80
Version: Expansion 1.10+
+1 to Fire Skills (Sorceress Only)
+17 to Life
Life/Mana Charms
Code:
Serpent's Small Charm of Vita
Small Charm
Required Level: 40
Fingerprint: 0xa504a590
Item Level: 80
Version: Expansion 1.10+
+19 to Life
+17 to Mana
Serpent's Small Charm of Vita
Small Charm
Required Level: 40
Fingerprint: 0xff103390
Item Level: **
Version: Expansion 1.10+
+19 to Life
+15 to Mana
Serpent's Small Charm of Vita
Small Charm
Required Level: 40
Fingerprint: 0x1f280ae7
Item Level: **
Version: Expansion 1.10+
+17 to Life
+16 to Mana
Serpent's Small Charm of Sustenance
Small Charm
Required Level: 40
Fingerprint: 0xf2c9e779
Item Level: 80
Version: Expansion 1.10+
+15 to Life
+17 to Mana
Serpent's Small Charm of Sustenance
Small Charm
Required Level: 40
Fingerprint: 0x91c19697
Item Level: 85
Version: Expansion 1.10+
+14 to Life
+17 to Mana
Snake's Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xcee965de
Item Level: 80
Version: Expansion 1.10+
+18 to Life
+11 to Mana
Serpent's Small Charm of Sustenance
Small Charm
Required Level: 40
Fingerprint: 0xa0829991
Item Level: 85
Version: Expansion 1.10+
+14 to Life
+14 to Mana
Serpent's Small Charm of Life
Small Charm
Required Level: 40
Fingerprint: 0x620939cf
Item Level: 81
Version: Expansion 1.10+
+8 to Life
+16 to Mana
Serpent's Small Charm of Life
Small Charm
Required Level: 40
Fingerprint: 0x13e71f71
Item Level: 81
Version: Expansion 1.10+
+6 to Life
+16 to Mana
Serpent's Small Charm of Sustenance
Small Charm
Required Level: 40
Fingerprint: 0x9481e51f
Item Level: 81
Version: Expansion 1.10+
+11 to Life
+13 to Mana
The PvP exploits of the new Sapphire
She has only played one day in her new form but has done pretty well for herself. She is basically invulnerable to everything but poison and open wounds so long as her mana stands up. It was very funny to be at one life and neither poison nor open wounds can do the last one damage, but to then die to mind blast. It might be a good idea to socket a Sol rune into my circlet instead of a sapphire in order to stop low damage physical attacks such as MB, but then I would lose some mana and my namesake. It would only matter when I have already been taken to low life by open wounds or poison so it is probably not worth it.
I also put the perfect 13 magic damage reduction on my vipermagi to proper use for just about the first time as Darkooo's turbocharged orb-sorc did precisely zero damage to Sapphire after energy shield and MDR.
Anyways, she is good by herself and good in teams, although she can't clear the moor by herself unless she remembers to stick an Infinity on her merc.
Not much of a conclusion
I think that with a bit of replenish life she would be even more deadly as she could completely heal herself both life and mana, but I can't see a good way to do it other than by swapping Wizardspike for HotO. Doing that would gain me 2 plus to skills (3 minus one from losing the Stone of Jordan) and some replenish life, but I would lose 40% increased mana from Wizardspike and SoJ along with tons of resist. Maybe I'll try it some time and see how it works out. I could even fit the HotO + Bahamut's ring of the Apprentice in my cube. :scratchchin:
"I hope you enjoy pushing up daisies."
- Sapphire