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Patrick Vervoorn wrote:
> In article <1108489629.266267.319570@z14g2000cwz.googlegroups.com>,
> Mickey <mickeyb@comcast.net> wrote:
> >
> >Patrick Vervoorn wrote:
> >> In article
<1108401482.171059.238490@c13g2000cwb.googlegroups.com>,
> >> Mickey <mickeyb@comcast.net> wrote:
> >>
> >> [big, big snip]
> >>
> >> 20 FO
> >> 20 CM
> >> (1-20?) Ice Shard ?
> >
> >That will work.
>
> With 1, or 20 points in Ice Shard, or whatever the single synergy to
FO
> is?
That'd be Ice Bolt. The synergy is a tad weak, being only 2% to cold
damage per level. I'd put a point or 2 in, but wait until much later to
add any spare points (if any) to it.
>
> >> 20 Fire Ball
> >> (How many in synergies?)
> >
> >Some points in Fbolt and a point in FM.
>
> So just skip Meteor at all. Would this build benefit from the unique
Mace
> class weapon which has Meteor charges (the synergy bug/bonus)?
Yes, avoid meteor. As to the mace class weapon, maybe on a switch. On
the primary, I would look for something with +3 skills and fast cast,
as your fireball will benefit from it. Gloams in particular die like
flies around a decent fireball with a decent cast rate.
>
> >MOST IMPORTANT: Do not forget your most powerfull skill, that being
SF.
> >This skill should be attended to with any build of sorc, even an
> >enchantress.
>
> Roger that!
>
> >> How does this build handle CI+FI monsters?
> >
> >With a decent SF, the merc will usually kill those few that are both
CI
> >and FI.
>
> Check!
>
> >> My 'weapon of choice' for MF-ing has always been a Skelliemancer,
but
> >> there must be something about this build that makes people use it.

> >
> >Yes, namely Mephisto. With a sorc, you can bypass the time consuming
> >effort of dealing with Bremm and his cohorts, and simply teleport
> >directly to mephisto. Let your merc walk up to him while you SF him
> >down to half life, and then 2 or 3 orbs will finish the job. If you
can
> >memorize the maps on level 2, you can do these runs in around 20-30
> >seconds.
>
> It seems this should still be doable with the CL/FO Sorc I'm
currently
> building (Act 2 NM), lvl ~40. I'll see how she deals with Hell, and
then
> maybe rebuild another one, and then go for the Fireball/FO route.
The reason I choose FB is that with a good setup (Like an Oculus and a
Lidless wall), you can spit them out quite quickly. While the
likelihood of a CI/FI is no greater than that of a CI/LI, the damage
done to your char by LI monsters (which usually have lightning attacks)
is far greater. Black Souls and Gloams come to mind. FB eats them
alive.
>
> I suppose the reason this build uses Fire + Cold, is because SF is
> Lightning, so you have a good, big-damage building (but cheap) skill
in
> that tree. Is it worth putting points in SF? Or should + skills
handle
> it?
SF is most usefull when it's radius is enough to cover your entire
viewable screen. That being the case, the answer to your question is
dependant on the gear you will be using. If you have +12 or so to
skills, you may be able to get away with just one point. The problem
then is that on the way up to your best gear, you will be suffering
from a severe lack of range on the skill. I usually put 3 or 4 points
in early, and then top off the tank if I have the points or the need
later on.
Mickey
Patrick Vervoorn wrote:
> In article <1108489629.266267.319570@z14g2000cwz.googlegroups.com>,
> Mickey <mickeyb@comcast.net> wrote:
> >
> >Patrick Vervoorn wrote:
> >> In article
<1108401482.171059.238490@c13g2000cwb.googlegroups.com>,
> >> Mickey <mickeyb@comcast.net> wrote:
> >>
> >> [big, big snip]
> >>
> >> 20 FO
> >> 20 CM
> >> (1-20?) Ice Shard ?
> >
> >That will work.
>
> With 1, or 20 points in Ice Shard, or whatever the single synergy to
FO
> is?

That'd be Ice Bolt. The synergy is a tad weak, being only 2% to cold
damage per level. I'd put a point or 2 in, but wait until much later to
add any spare points (if any) to it.
>
> >> 20 Fire Ball
> >> (How many in synergies?)
> >
> >Some points in Fbolt and a point in FM.
>
> So just skip Meteor at all. Would this build benefit from the unique
Mace
> class weapon which has Meteor charges (the synergy bug/bonus)?
Yes, avoid meteor. As to the mace class weapon, maybe on a switch. On
the primary, I would look for something with +3 skills and fast cast,
as your fireball will benefit from it. Gloams in particular die like
flies around a decent fireball with a decent cast rate.
>
> >MOST IMPORTANT: Do not forget your most powerfull skill, that being
SF.
> >This skill should be attended to with any build of sorc, even an
> >enchantress.
>
> Roger that!

>
> >> How does this build handle CI+FI monsters?
> >
> >With a decent SF, the merc will usually kill those few that are both
CI
> >and FI.
>
> Check!
>
> >> My 'weapon of choice' for MF-ing has always been a Skelliemancer,
but
> >> there must be something about this build that makes people use it.

> >
> >Yes, namely Mephisto. With a sorc, you can bypass the time consuming
> >effort of dealing with Bremm and his cohorts, and simply teleport
> >directly to mephisto. Let your merc walk up to him while you SF him
> >down to half life, and then 2 or 3 orbs will finish the job. If you
can
> >memorize the maps on level 2, you can do these runs in around 20-30
> >seconds.
>
> It seems this should still be doable with the CL/FO Sorc I'm
currently
> building (Act 2 NM), lvl ~40. I'll see how she deals with Hell, and
then
> maybe rebuild another one, and then go for the Fireball/FO route.
The reason I choose FB is that with a good setup (Like an Oculus and a
Lidless wall), you can spit them out quite quickly. While the
likelihood of a CI/FI is no greater than that of a CI/LI, the damage
done to your char by LI monsters (which usually have lightning attacks)
is far greater. Black Souls and Gloams come to mind. FB eats them
alive.
>
> I suppose the reason this build uses Fire + Cold, is because SF is
> Lightning, so you have a good, big-damage building (but cheap) skill
in
> that tree. Is it worth putting points in SF? Or should + skills
handle
> it?
SF is most usefull when it's radius is enough to cover your entire
viewable screen. That being the case, the answer to your question is
dependant on the gear you will be using. If you have +12 or so to
skills, you may be able to get away with just one point. The problem
then is that on the way up to your best gear, you will be suffering
from a severe lack of range on the skill. I usually put 3 or 4 points
in early, and then top off the tank if I have the points or the need
later on.
Mickey