The HC difference

That is just to get a thousand mana. You do not need a thousand mana. I was asked how is it possible and I explained.

I did not include your shield, belt, amulet, boots, or gloves. That leaves five things to work on the other things you need.

You do not need plus skills to beat Hell with a Sorceror or any other character. You don't need a thousand mana. You don't need max block for a Sorceror. You don't need to equip heavy gear. You do need life. You die once you lose. You get mana burned or cast out your mana you do not lose. That is pretty simple.

It is no more dependent upon luck then finding life charms with good life.

Does anybody here who plays the Hammerdin put points into energy? If you don't you shouldn't put any points into energy for the Sorceror as well.

Gambling rare rings is one of the most reliable things in the game. It relies least on luck. People run Baal to level. Pick everything up he drops and sell it everytime. 50 runs equals 2,500,000 gold. That is fifty gambled rings.

Points in energy help you in the early game. Which means normal. Points in vitality help you in hell.

Where would you rather have a harder time? Normal or Hell.

If you are playing untwinked hardcore you should be patient. You shouldn't be in a rush to get to hell. If you are patient you won't put points into energy. If you are impatient you will spend early points into energy to make you have an easier time in normal and it will hurt you in the long run.
 
Hee hee. I expected this to turn into a heated debate on blocking, not energy. :grin:

Sir Dante said:
If you are playing untwinked hardcore you should be patient. You shouldn't be in a rush to get to hell. If you are patient you won't put points into energy. If you are impatient you will spend early points into energy to make you have an easier time in normal and it will hurt you in the long run.

First, your hammerdin comparison doesn't work. Palidins get less mana per point spent in energy and more life per point spent in vitality. That completely alters the equation. Sorry, try again. :wink3:

I think you are missing the bigger point here. No one is talking about maxing out Energy. We all know that isn't efficient for anything other than an ES sorc. We are talking about adding somewhere between 15-65 points into energy. Perhaps it would be better for me to speak simply from experience. I usually bring my energy to 50-70 for casting sorceresses. It's great for the beginning of the game, and I don't end up regretting it latter. I like having that extra ~70 mana in Hell. I personally feel the ability to get off a couple more spells (keeping monster in recovery lock for a few more seconds) or teleports is more valuable than that extra ~70 life.

If you want to build an sorc with base energy, that's great. It's certainly viable. I'm not arguing that. I'm taking exception to the fact that you are presenting it as the only way that intellegent people would build a sorc. As I've already said, I don't regret the few points I put in energy when I get to Hell (remember that teleport is a real mana hog, and 2 extra telports can be important) and it makes normal more pleasant. It sounds like a reasonable option to me. Not the only option, but a reasonable one.

By the way, your Tir rune suggestion is a good one, they can be quite useful on a caster with a mass killing skill. My Orb/FB sorc had a 2-socket orb with 2 Tir runes in it well into NM. The NM flayer jungle was just fun. Watch the mana go down from the orb and then fill back up as the flayers fell to the shards. I wouldn't sacrifice other nice gear for them, but honestly, what else are you going to going to stuff in a mediocre magic orb? :smiley:
 
Didn't you know I am GOD of Diablo II and eternal. My word is the beginning, the middle, and the end. :brainiac: See how big my Diablo brain is? :cloud9: This is one of my devoted followers. Since he had faith in my words he ascended to Diablo heaven. Fail to heed my words you will end up with this guy. :evil: Who will make you feel like this. :sad2:

Only joking.
 
sirpoopsalot said:
@ SiTro
If you're going untwinked I suggest you plan on using Rhyme in a Grim Shield for mid/end-game. NM Countess can give you the runes fairly quickly, and 2os Grim Shields are pretty easy to come across too... plus you can plan your stat point distribution a little ahead of time (personally I'd aim for about 60% block with this shield).

Just checked that and it seems alright. That'd give me 40% blocking from the shield and 20% from the runeword, so I'd just be increasing Dexterity then to keep that 60% constant?
 
Holy, since when it was so nature the whole debate turned to mana vs life?

To me, it is simple. This one hit take 800 damage based on you have max resistant. You have over 800 life, you live; you don't, you die. Too simple. So it's all down to play style as it's been said.

You like to take chance, and like to take risks, anything goes.

You like to take the safe but boring route, high life is better option.
 
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