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    ------------------
    - Build Advice -
    ------------------

    You can build a sorceress that learns and develops attacks from
    one, two, or even all three trees.

    A single tree sorceress with maxed attacks and mastery will destroy
    non-immune monsters with ease. However, she will be unable to
    damage, let alone kill, monsters immune to her tree; and immune
    monsters are commonplace in Hell. It is very difficult to impossible
    to solo Hell with just one tree.

    A dual tree sorceress develops powerful attacks from two out of the
    three trees. Generally, one tree is designated as a primary and
    the second tree as backup. The primary tree sees heavy skill point
    investment, and its attacks are the sorceress's main killer skills.
    The secondary tree has just enough investment to make it a viable
    killer against monsters immune to her primary attack. Monsters
    immune to both of her chosen attacks are uncommon, and are limited
    to unique bosses. (Dual immune normal monsters exist in 1.10,
    but one of the immune elements is poison, physical, or magic,
    which are irrelevant to the sorceress.)

    A tri-elemental sorceress strives to develop viable attacks from all
    three trees. Although the sorceress is guaranteed to have at least
    one attack that can hurt the enemy, her killing speed is relatively
    slow. If the enemy can regenerate very quickly, the sorceress may
    have trouble inflicting enough damage to overcome it.

    From the above three, the dual tree sorceress is perhaps the best
    build for solo PvM. It combines good killing power with just enough
    versatility to overcome most monsters. Below are lists of effective
    skill choices for a dual tree sorceress. Pick a primary tree and a
    secondary tree. There are more viable choices, but those listed
    are the most effective.

    FIRE (Primary)
    - max Fire Ball, max Meteor, max Fire Mastery

    FIRE (Secondary)
    - max Firewall, 1+ Fire Mastery.
    - max Meteor, 1+ Fire Mastery.

    LIGHTNING (Primary)
    - max Charged Bolt, max Lightning, max Lightning Mastery
    - max Lightning, max Chain Lightning, max Lightning Mastery

    COLD (Primary)
    - 1+ Ice Bolt, max Ice Blast, max Blizzard, 1+ Cold Mastery
    - max Ice Bolt, max Frozen Orb, 1+ Cold Mastery

    COLD (Secondary)
    - max Frozen Orb, 1+ Cold Mastery

    For example, let's look at a sorceress who uses fire as primary
    and cold as secondary. From the above choices, the sorceress build
    when completed would look something like this:

    FIRE LIGHTNING COLD
    1 Warmth 1 Static Field 20 Frozen Orb
    20 Fire Ball 1 Telekinesis 1 Cold Mastery
    20 Meteor 1 Teleport 5 prerequisites
    20 Fire Mastery
    4 prerequisites

    This build uses 94 points, which can be completed by level 78.

    The tactics the example sorceress would likely use is to shoot
    Fireballs and the occasional Meteor against anything that isn't
    fire immune. Against fire immunes, Frozen Orb is used.
    Fire/cold dual immune bosses are ignored if possible. If the
    boss has to be killed, the sorceress will probably let the merc
    do all the work and feed him potions to keep him alive.


    -----------------------------
    - About Energy Shield Use -
    -----------------------------

    If you decide to use Energy Shield, you will need plenty of mana
    to support it. If you avoid its use, you will need lots of life
    just so you don't die in one hit, and you still need some mana
    to fuel your attack skills. You will need to decide if you want
    to use Energy Shield. Below is a list of pros and cons for Energy
    Shield and non-ES users.

    High life, no Energy Shield:
    PROS:
    + You do not need to cast yet another buff skill every few minutes.
    + The skill points saved can go to Warmth or other damage skills.
    + With higher life, the sorceress is more resilient against poison.
    + Sorceress is less likely to be affected by the Blood Mana curse
    from succubi or Baal.
    CONS:
    - Your mana is low without help from items.
    - Life does not regenerate, or does so slowly. You will need
    to drink health potions often.

    High mana and Energy Shield:
    PROS:
    + You can have more effective life.
    + Mana regenerates faster than life.
    + Mana is easier to boost than life.
    + Bigger mana pool means more mana is regenerated over time.
    CONS:
    - Life drain from poison is not absorbed by Energy Shield.
    - Succubi will cast Blood Mana against you.
    - Mana Burn bosses and minions can drain your mana down to
    nothing easily.
    - Sorceresses not interested in using Lightning/Chain Lightning
    need to waste skill points in useless prerequisite skills.
    - You may need to invest more skill points in Telekinesis to
    make Energy Shield mana efficient.
    - If you use absorption items, Energy Shield will absorb damage
    first, then the remaining damage is absorbed by items. In
    other words, Energy Shield will absorb damage as if you didn't
    have any absorption items.

    In my experience, I found Energy Shield in 1.10 to be more trouble
    than its worth. Although I needed somewhat fewer health potions,
    I needed to carry and drink many more mana potions. Also, the skill
    points I need to spend to learn Energy Shield and make it better
    are, in my mind, points that are better spent on attack skills to
    let the sorceress kill monsters faster; and this was especially
    true if I did not want to use a Chain Lightning sorceress.
    On the other hand, Energy Shield might be a necessary evil
    for Hardcore players, who cannot afford to die.


    ================================================== ====================
    EQUIPMENT
    ================================================== ====================

    Like it or not, Diablo II is a game of equipment. Items make or
    break the characters. While the sorceress does not need to rely on
    equipment as heavily as most other classes, you will want equipment
    to make the sorceress more powerful and durable.

    ----------------------
    - Mods to Look For -
    ----------------------

    Below is a list of mods you should look for in items. I listed them
    in order of importance, starting with the most important. It does
    not mean that items that do not have these mods are useless, it just
    means that items with these mods are more useful to a sorceress.
    Also, keep it mind that some non-caster items are highly useful
    to other classes or your mercs, so don't throw away The Grandfather
    just because your sorceress cannot equip it -- give it to your barb
    merc, or trade it for other valuable items.

    +x TO ALL SKILLS
    This is the most important mod for the sorceress. The extra
    levels really help your attack spells kill faster. They also
    let you save points in other skills that do not need many points
    to be useful (e.g., Static Field). + to all skills will also
    boost non-class skills granted by items.

    +x TO SORCERESS SKILL LEVELS
    Same as '+ to All Skills' *except* that any non-class skills
    granted by items (e.g., Battle Orders from Call to Arms) are
    not boosted. Only the sorceress skills are boosted.

    ALL RESISTANCES +x%
    Resistances are essential for survival, especially in Nightmare
    and Hell due to penalties. Elemental attacks are very common
    in 1.10, and are often are very damaging. You will need to
    maximize resistance to soften the blows. Otherwise, such attacks
    can easily kill you in a few hits.

    -x% TO ENEMY FIRE/LIGHTNING/COLD RESISTANCE
    Items with elemental piercing can greatly increase the damage
    done by your attacks, sometimes much more than what an extra
    +1 or +2 to skills can do, especially against highly resistant
    monsters. Against a monster with no resistance, think of pierce
    as a hidden damage multiplier. For example, -50% pierce will
    cause a non-resistant monster to take 50% more damage. Against
    a monster that is highly resistant, piercing can make the monster
    take much more damage than usual. For example, -50% pierce will
    cause a monster with 75% resistance to take damage as one with
    25% resistance; in other words, triple damage. Note, if you have
    Cold Mastery, any boosts you get from items are added to whatever
    cold piercing you already have. This is a very powerful offensive
    mod, especially to fire and lightning sorceresses.

    +x% TO FIRE/LIGHTNING/COLD SKILL DAMAGE
    This is to the sorceress as what +x% Enhanced Damage is to every
    non-caster class (e.g., barbs, pallies, zons). This multiplies
    the damage done by your skills. If you already have Fire and/or
    Lightning Mastery, the extra damage is additive. For example,
    if you have +170% lightning damage from Lightning Mastery, an
    item with +15% to lightning damage will boost your damage to +185%.
    This mod is very useful to cold sorceress because Cold Mastery
    pierces instead of boosting damage directly.

    x% FASTER CAST RATE
    This is another important mod. Simply put, this lets you cast
    spells faster. Faster spells mean more spells over time which
    in turn mean more damage. Faster spells also let you teleport
    quicker, which can be useful for breaking out of a jam.
    Below are the breakpoints from 1.09, which seem unchanged in 1.10.
    Note that Lightning and Chain Lightning are cast slower, so the
    breakpoints do not apply. Faster cast will speed them up though.

    -----------------
    fast cast | fps
    -----------+-----
    0- 8 | 13
    9- 19 | 12
    20- 36 | 11
    37- 62 | 10
    63-104 | 9
    105-199 | 8
    200+ | 7
    -----------------

    +x TO LIFE (or +x TO VITALITY)
    More life will help the sorceress take more hits and survive more
    easily. You can never have too many hit points, especially since
    the sorceress has less life than most other classes.

    +x TO MANA (or +x TO ENERGY) -or- INCREASE MAXIMUM MANA BY %
    More mana will help the sorceress cast more spells before running
    out of mana. The larger mana pool will also increase the amount
    of mana regenerated.

    REGENERATE MANA x%
    This speeds up your mana recovery by a percentange. Faster mana
    recovery is convenient.

    +x INCREASED CHANCE OF BLOCKING
    Usually found on shields, this speaks for itself. A blocking
    sorceress will want as much of this as possible. The more blocking
    a sorceress has from items, the less DEX she needs to max blocking
    at 75%.

    +x TO DEXTERITY
    If you want to maximize blocking, you will want items that boost
    dexterity. Spending your stat points to boost your dexterity to
    over 200 is prohibitively expensive. Extra Dexterity also boosts
    your Attack Rating, which is useful if you use weapons.

    DAMAGED REDUCED BY x%
    This is a very powerful mod since it literally gives you resistance
    to physical damage. You can have a maximum of 50% damage reduction.
    With high damage reduction, you can easily survive hits from melee
    attackers. The only problem with this mod is it is found only
    on several uniques, most of which are not the best items for
    casters due to requirements or lack of other good spellcaster
    mods, or any item socketed with the hard-to-obtain 'Ber' rune.

    +x ABSORB -or- ABSORB x%
    Absorption items can absorb one of four elements: fire, lightning,
    cold, or magic. Damage that is absorbed heals the user's life.
    In the case of absorb percentance, this effectively reduces damage
    by double the absorb percentange. For absorb by a fixed number,
    it is possible for attacks to heal you if they are weak enough.
    For example, with the Rising Sun amulet, which has fire absorb,
    you can stand in the flames of a burning building in Tristram
    and regain life. Needless to say, absorb is a very powerful mod.
    However, as with damage reduction, absorption is found only
    on several uniques and a few runewords.

    +% FASTER HIT RECOVERY
    If the sorceress takes a hard enough hit to go into hit recovery,
    this reduces the recovery time somewhat, which might be enough
    to let the sorceress run/teleport away from danger before more
    hits are taken. In 1.10, hit recovery times are much longer.

    x% FASTER RUN/WALK
    Not as important as some other mods, but useful nonetheless.
    At least in the beginning, you will want to run as fast as possible
    to escape from danger, dodge attacks, and to navigate through towns
    or mazes as quickly as possible. Once you gain enough mana to
    teleport as much as you like, faster running becomes less important.

    REPLENISH LIFE +x
    This is a convenience. Though the rate is rather slow and will
    not save you from death in mortal combat, it can top off your life
    between battles, possibly saving the hassle of drinking potions or
    running to town for healing.

    +x MANA PER KILL
    This is useful for gaining back mana when you kill swarms of
    relatively weak monsters quickly.

    % DAMAGE TAKEN GOES TO MANA
    For an energy shield user, this effectively reduces the mana lost
    when hit by an attack. Your energy shield can take more hits, and
    is less likely to be dropped due to an empty mana pool.

    SLAIN MONSTERS REST IN PEACE
    Found only on a few uniques, this mod prevents anyone from
    using the corpses of monsters you kill. Shamans cannot raise
    their minions, Reanimated Hordes (such as Pindleskin) always
    stay down, and Nihlathak cannot explode corpses. This can
    make fights against such monsters much easier.


    -----------------------
    - Items to Look For -
    -----------------------

    Below the general advice of each item slot are lists of items.
    You will find lists for at least Ideal and Affordable items.
    Here is a brief description of what the lists mean.

    Ideal: These are among the best items in the game for the sorceress.
    In most cases, they are (very) hard to come by, and you will have
    to settle for less.

    Good: Though not the very best, these items are still strong
    choices, and are useful for mid-to-late game. They may not
    be found easily, but they are usually easier to come by than
    Ideal items.

    Affordable: These items are easily available yet effective.

    Combat: These are options for the desperate sorceress who may
    consider using weapons to defeat a monster immune to all of her
    spells. Many of the options are good or ideal for other classes
    and can be very hard to obtain. Don't worry if you can't get
    your hands on them; you can usually ignore immune monsters.

    Magic Find: This lists items that add magic find, and are not
    already listed in better item lists. Since they do little else
    useful aside from boosting magic find, I do not recommend donning
    many of such items if you want to live.

    Below each item listed is a brief list of mods that shows why
    the item is useful for the sorcerss.


    ARMOR
    Try to find armor with a good combination of caster bonuses, stat
    boosts, and defensive power. You definitely want +skills on the
    armor. Faster cast is nice, but many of the best armors do not
    have any. You will need to get resistances from somewhere, and
    the armor slot is a good place for it. Although very high defense
    is not critical for a sorceress who tries to stay away from monsters,
    it is useful for reducing the chance of a hit when monsters do manage
    to take a shot at her. Out of all the item slots, a good armor can
    provide more defense than other item slots combined. Try to get at
    least 800 defense from armor; the more, the better (but do not
    sacrifice more important bonuses such as +skills and resistances).
    Other bonuses such as attributes, life, and mana are just gravy.

    Ideal Equipment:
    - Chains of Honor (runeword: Dol Um Ber Ist)
    [+2 all skills, +65% resist all, +8% dr, +20 str, +25% mf,
    life regen +7]

    - Enigma (runeword: Jah Ith Ber)
    [+2 all skills, +45% faster r/w, +8% dr, +.75 str/lvl, +1% mf/lvl]

    - Skin of the Vipermagi (unique Serpentskin Armor)
    [+1 all skills, +30% fast cast, +20-35% resist all]

    - Tyreal's Might (unique Sacred Armor)
    [R.I.P., cannot be frozen, +20% faster r/w, +20-30% resist all,
    +20-30 str, -100% req.]


    Good Equipment:
    - Smoke (runeword: Nef Lum)
    [+24% fhr, +50% resist all, Weaken charges]

    - Lionheart (runeword: Hel Lum Fal)
    [+30% resist all, +25 str, +15 dex, +20 vit, +10 nrg, +50 life]

    - Que-Hagen's Wisdom (unique Mage Plate)
    [+1 all skills, +20% faster cast, +20% fhr, +10 nrg, +3 mana/kill]

    - Ormus' Robes (unique Dusk Shroud)
    [+3 to one sorc skill, +20% fast cast, +15% regen mana,
    +10-15% fire/lit/cold skill damage]

    - Shaftstop (unique Mesh Armor)
    [+30% dr, +60 life]

    - Naj's Light Plate (set Hellforge Plate)
    [+1 all skills, +25% resists all, +65 life, +45% dmg->mana]

    - Tal Rasha's Guardianship (set Lacquered Plate)
    [+40% resist fire/lit/cold, +88% mf]

    - Guardian Angel (unique Templar Coat)
    [+15% max resist all, +20% block]


    Affordable Equipment:
    - Stealth (runeword: Tal Eth)
    [+25% fhr, +25% fast cast, +25% faster r/w, +30% resist poison,
    +6 dex, +15% mana regen.]

    - 4 perfect ruby armor
    [+152 life]



    WEAPONS
    Regardless of the character build, one handed weapons are preferred.
    This is because you can get more bonuses, especially resistances,
    from a weapon and shield than with a two-handed weapon. However,
    if you find a powerful two-handed weapon before you find your dream
    weapon and shield, and it is better than what you currently have,
    then use it!

    The typical sorceress will rarely if ever attack enemies with weapons
    after late Act II or early Act III Normal, and use spells exclusively
    for damage. Therefore you will look for weapons that augment the
    sorceress's spellcasting abilities and/or survivability.
    Mods to look for are extra skill levels, increased casting speeds,
    bonuses to life or mana, and bonuses to one or more resistances.

    Ideal Equipment:
    - Call to Arms (runeword: Amn Ral Mal Ist)
    [+2 all skills, life regen +12, Battle Cry, Battle Orders,
    Battle Command, +30% mf]

    - Heart of the Oak (runeword: Ko Vex Pul Thul)
    [+3 all skills, +40% fast cast, +30-40% resist all, +15% max mana,
    life regen +20, +10 dex, Oak Sage charges]

    - Eschuta's Temper (unique Eldritch Orb)
    [+1-3 sorc skills, +40% fast cast, +10-20% fire/lit damage,
    +20-30 nrg]

    - Death's Fathom (unique Dimensional Shard)
    [+3 sorc skills, +20% fast cast, +30% cold damage,
    +25-40% resist fire/lit.]

    - The Oculus (unique Swirling Crystal)
    [+3 sorc skills, +20% fast cast, +20% resist all, +20 vit, +20 nrg,
    +50% mf, Teleport when struck]

    - Doom (runeword: Hel Ohm Um Lo Cham)
    [+2 all skills, -40-60% cold pierce, Holy Freeze aura]

    - Silence (runeword: Dol Eld Hel Ist Tir Vex)
    [+2 all skills, +24% fhr, +75% resist all, +2 mana/kill, +30% mf]

    - Mang Song's Lesson (unique Archon Staff)
    [+5 all skills, +30% fast cast, -10-15% fire/lit/cold pierce]

    - Ondal's Wisdom (unique Elder Staff)
    [+2-4 all skills, +45% fast cast, +40-50 nrg, +5% xp]


    Good Equipment:
    - Wizardspike (unique Bone Knife)
    [+50% fast cast, +75% resist all, +15% max mana, +15% mana regen,
    +2 mana/lvl]

    - Crescent Moon (runeword: Shael Um Tir)
    [-35% lightning pierce]

    - Suicide Branch
    [+1 all skills, +50% fast cast, +10% resist all, +10% max mana,
    +40 life]

    - Hexfire (unique Shamshir)
    [+3 fire skills, +25% resist fire, +10% max fire resist]

    - Chromatic Ire (unique Cedar Staff)
    [+3 sorc skills, +20% fast cast, +20-40% resist all,
    +20-25% max life]

    - Memory (runeword: Lum Io Sol Eth)
    [+3 sorc skills, +33% fast cast, +20% max mana, +10 vit, +10 nrg,
    +2 Static Field, +3 Energy Shield]


    Affordable Equipment:
    - Honor (runeword: Amn El Ith Tir Sol)
    [+1 all skills, +2 mana/kill, +10 str]

    - Leaf (runeword: Tir Ral)
    [+3 fire skills, +33% resist cold, +3 Warmth, +3 Inferno]


    Combat Equipment:
    - Breath of the Dying (runeword: Vex Hel El Eld Zod Eth)
    [+350-400% dmg, +60% ias, -25% enemy def, +30 all stats,
    prevent monster heal, -25% req.]

    - Passion (runeword: Dol Ort Eld Lem)
    [+160-210% dmg, +25% ias, Berserk, Zeal, Heart of Wolverine charges]

    - Kingslayer (runeword: Mal Um Gul Fal)
    [+230-270% dmg, +30% ias, prevent monster heal, -25% enemy def,
    +20% ar, +33% crushing blow, +25% open wounds, Vengeance]

    - Hand of Justice (runeword: Sur Cham Amn Lo)
    [+280-330% dmg, +33% ias, -20% fire pierce, itd, +33% deadly strike,
    hit blinds target, freezes target +3, Holy Fire aura]

    - Beast (runeword: Ber Tir Um Mal Lum)
    [+240-270% dmg, +40% ias, +25-40 str, +10 nrg, +25% crushing blow,
    +25% open wounds, prevent monster heal, +2 mana/kill, Werebear,
    Fanaticism aura]

    - Fury (runeword: Jah Gul Eth)
    [+209% dmg, +40% ias, -25% enemy def, +20% ar, prevent monster heal,
    itd, +66% open wounds, +33% deadly strike]


    Magic-Find Equipment:
    - 6 Ist weapon
    [180% mf]

    - Blade of Alibaba (unique Tulwar)
    [+1% mf/lvl, +2.5% gold/lvl, +15 mana, +5-15 dex, 2 sockets]

    - Gull (unique Dagger)
    [+100% mf, -5 mana]

    - Skull Collector (unique Rune Staff)
    [+1% mf/lvl, +2 all skills, +20% max mana, +20 mana/kill]



    HELMS
    you can find a wide variety of useful mods here, especially on
    circlets. Look for the usual desired caster and defensive mods.
    This is yet another good item slot to add +skills for the sorceress.
    Helms with +skills can be found on magic or rare circlets, unique
    helms, and a few runewords.

    Ideal Equipment:
    - Harlequin Crest (unique Shako)
    [+2 all skills, +1.5 life/lvl, +1.5 mana/lvl, +10% dr, +50% mf]

    - Nightwing's Veil (unique Spired Helm)
    [+2 all skills, +10-20 dex, +8-15% cold damage]

    - Griffon's Eye (unique Diadem)
    [+1 all skills, +25% fast cast, -15-20% lit pierce,
    +10-15% lit damage]

    - Delirium (runeword: Lem Ist Io)
    [+2 all skills, Confuse on striking, +10 vit, +25% mf, +50% gold]


    Good Equipment:
    - Kira's Guardian (unique Tiara)
    [+50-70% resist all, +20% fhr, cannot be frozen]

    - Peasant Crown (unique War Hat)
    [+1 all skills, +20 vit, +20 nrg, life regen +6-12, +15% faster r/w]

    - Sazabi's Mental Sheath (set Basinet)
    [+1 all skills, +15-20% resist fire/lit]


    Affordable Equipment:
    - Lore (runeword: Ort Sol)
    [+1 all skills, +30% resist lit, +10 nrg, +2 mana/kill]

    - rare circlet with +1-2 sorc skills, fast cast, life/mana, resists.



    SHIELDS
    Most sorceresses look for shields that improve spellcaster abilites
    or resistances. Caster shields are limited to a select few uniques,
    but any shield with sockets can be filled with gems for an easy
    resistance boost. For sorceresses with high dexterity, shields
    with a high blocking percentange and faster block rate are also
    important. Below is the formula to calculate your chance to block
    an attack.

    Total Block = (Chance to Block * (DEX - 15)) / (clvl * 2)

    Ideal Equipment:
    - Sanctuary (runeword: Ko Ko Mal)
    [+20% block, +50-70% resist all, +20 dex, +20% fhr,
    Slow Missile charges]

    - Stormshield (unique Monarch)
    [+35% dr, +25% block, +25% resist lit, +60% resist cold]

    - Lidless Wall (unique Grim Shield)
    [+1 all skills, +20% fast cast, +10% max mana, +3-5 mana/kill]


    Good Equipment:
    - Viscerataunt (unique Defender)
    [+1 sorc skills, +30% block]

    - Whinstan's Guard (set Round Shield)
    [innate 87% chance to block -- highest in the game]

    - Moser's Blessed Circle (unique Round Shield)
    [+20% block, +25% resist all, 2 sockets]


    Affordable Equipment:
    - Rhyme (runeword: Shael Eth)
    [+20% block, +25% resist all, cannot be frozen, +50% gold, +25% mf]

    - Ancient's Pledge (runeword: Ral Ort Tal)
    [+48% resist fire/lit/poison, +43% resist cold, 10% dmg->mana]

    - 3 perfect diamond shield
    [+57% resist all]



    GLOVES
    Not much variety of good gloves to choose from. With the options
    available, you will look for gloves with caster mods, resistance,
    stats, and/or magic find. The best gloves with caster mods are
    either Magefists, for the +1 fire skills and faster cast, or
    Frostburns, for the huge boost in mana. If you have neither,
    you can cube crafted caster gloves, which are like a watered down
    version of Frostburns. If you can live without the mana boosts,
    then this is a free slot for the other mods. If you want magic find,
    Chance Guards are the best; but if you don't have them, the shops
    often sell magic gloves with magic find mods.

    Ideal Equipment:
    - Frostburns (unique Gauntlets)
    [+40% max mana]

    - Magefists (unique Light Gauntlets)
    [+1 fire skills, +25% fast cast, +25% mana regen]


    Affordable Equipment:
    - crafted caster gloves
    (CUBE: magic leather gloves + magic jewel + Ort(9) + P. amethyst)
    [+10-20 mana, +4-10% mana regen, +1-3 mana/kill, rare mods]


    Combat Equipment:
    - Laying of Hands (set Bramble Mitts)
    [+20% ias, +350% dmg to demons, +50% fire resist]

    - crafted blood gloves
    (CUBE: magic heavy gloves + magic jewel + Nef(4) + P. ruby)
    [+10-20 life, +5-10% crushing blow, rare mods]


    Magic Find:
    - Chance Guards (unique Chain Gloves)
    [+25-40% mf, +200% gold]



    BOOTS
    Although the sorceress can use the skill Teleport for quick
    transportation, you still want to run as fast as possible during
    the times you do not teleport, especially in town where teleporting
    is not allowed. The fastest mod available for boots is 40%. In
    addition to faster run/walk, look for bonuses to mana, life, stats,
    and/or resistances. However, if you want some magic find, this is
    a good place for it since the caster bonuses here are not very
    significant.

    Ideal Equipment:
    - Silkweaves (unique Mesh Boots)
    [+30% faster r/w, +10% max mana, +5 mana/kill]

    - Aldur's Advance (set Battle Boots)
    [+40% faster r/w, +50 life, 10% dmg->mana, +40-50% resist fire]

    - Waterwalk (unique Sharkskin Boots)
    [+20% faster r/w, +15 dex, +45-60 life, +5% max fire resist]

    - War Travelers (unique Battle Boots)
    [+25% faster r/w, +10 str, +10 vit, +30-50% mf]


    Good Equipment:
    - Natalya's Soul (set Mesh Boots)
    [+40% faster r/w, +15-25% resist lit/cold]

    - Sander's Riprap (set Heavy Boots)
    [+40% faster r/w, +5 str, +10 dex]


    Affordable Equipment:
    - crafted caster boots
    (CUBE: magic boots + magic jewel + Thul(10) + P. amethyst)
    [+10-20 mana, +4-10% mana regen, +2-5% max mana, rare mods]

    - crafted blood boots
    (CUBE: magic light plated boots + magic jewel + Eth(5) + P. ruby)
    [+10-20 life, life regen +5-10, rare mods]


    Combat Equipment:
    - Gore Rider (unique War Boots)
    [+30% faster r/w, +15% crushing blow, +15% deadly strike,
    +10% open wounds]



    BELT
    You will want to carry as many potions as you can in your belt so
    slot space is very important. The most slots a belt can have is 16.
    A plated belt will be the first 16 slot belt you will find. Later,
    you will find exceptional and elite belts, all of which have 16 slots.
    If you find a good unique or rare belt with less than 16 slots
    (e.g., Lenymo, Nightsmoke), upgrade them to exceptional belts.
    In addition to space, you will also want the usual desired bonuses.

    Ideal Equipment:
    - Arachnid Mesh (unique Spiderweb Sash)
    [+1 all skills, +20% fast cast, +5% max mana]

    - Gloom's Trap (unique Mesh Belt)
    [+15% max mana, +15% mana regen, +15 vit]

    - Tal Rasha's Fine Spun Cloth (set Mesh Belt)
    [+20 dex, +40 mana, 37% dmg->mana, +10-15% mf]

    - Snowclash (unique Battle Belt)
    [+15% max cold resist, +15 cold absorb, +3 Glaical Spike,
    +2 Blizzard, +2 Chilling Armor]

    - Thundergods Vigor (unique War Belt)
    [+10% max lit resist, +20 lit absorb, +20 str, +20 vit]

    - Verdugo's Hearty Cord (unique Mithril Cord)
    [+10-15% dr, +30-40 vit, +10% fhr, life regen +10-13]

    - Nightsmoke (unique Belt)
    [+10% resist all, +50% dmg->mana, +20 mana]


    Good Equipment:
    - Lenymo (unique Sash)
    [+5% resist all, +30% regen mana, +15 mana]

    - String of Ears (unique Demonhide Sash)
    [+10-15% dr]


    Affordable Equipment:
    - crafted caster belt
    (CUBE: magic light belt + magic jewel + Ith(6) + P. amethyst)
    [+5-10% fast cast, +10-20 mana, +4-10% mana regen, rare mods]


    Magic Find:
    - Goldwrap (unique Heavy Belt)
    [+30% mf, +50-80% gold, +10% ias]



    AMULET
    The most important mods to look for in an amulet are increased skill
    levels and resistances. Other useful mods to look for include faster
    cast and bonuses to life, mana, and/or stats.

    Ideal Equipment:
    - Mara's Kaleidoscope (unique)
    [+2 all skills, +5 all stats, +20-30% resist all]

    - Tal Rasha's Adjudication (set)
    [+2 sorc skills, +33% resist lit, +50 life, +42 mana]

    - rare with +2 sorc skills, +10% fast cast, life, mana, and/or
    resists.


    Affordment Equipment:
    - crafted caster
    (CUBE: magic amulet + magic jewel + Ral(8) + P. amethyst)
    [+5-10% fast cast, +10-20 mana, +4-10% mana regen, rare mods]

    - crafted blood
    (CUBE: magic amulet + magic jewel + Amn(11) + P. ruby)
    [+10-20 life, +5-10% faster r/w, rare mods]

    - any amulet with +1 or +2 sorc skills.


    Combat Equipment:
    - Highlord's Wrath (unique)
    [+1 all skills, +35% resist lit, +20% ias, +0.375%/lvl deadly strike]

    - The Cat's Eye (unique)
    [+25 dex, +20% ias, +30% faster r/w]



    RINGS
    Unique rings with increased skill levels, mana, and/or absorb are the
    best by a long shot. However, most of them are very hard to find.
    Until you find two good unique rings, you will need to make do with
    other rings. Look for large boosts to mana and/or life.

    Ideal Equipment:
    - Bul-Kathos' Wedding Band (unique)
    [+2 all skills, +0.5 life/lvl]

    - The Stone of Jordan (unique)
    [+1 all skills, +20 mana, +25% max mana]


    Good Equipment:
    - Raven Frost (unique)
    [+15-20 dex, +40 mana, +20% cold absorb, cannot be frozen]

    - Wisp Projector (unique)
    [+10-20% lit absorb, +20% mf, Oak Sage charges]

    - Nature's Peace (unique)
    [R.I.P., +20-30% resist poison, Oak Sage charges]


    Affordable Equipment:
    - crafted caster ring
    (CUBE: magic ring + magic jewel + Amn(11) + P. amethyst)
    [+1-5 nrg, +10-20 mana, +4-10% mana regen, rare mods]

    - rare with +10% fast cast, life, mana, and/or resists.



    ================================================== ====================
    MERCS
    ================================================== ====================

    Mercs are great companions for the sorceress. The sorceresses is a
    relatively fragile character that usually relies on powerful ranged
    attacks. Without any true summoning skills that create minions to
    distract the enemy, the sorceress can benefit greatly from a tough
    merc that can absorb hits and/or keep the enemy at bay. This lets
    the sorceress spend less time running and more time casting spells
    and killing things.

    ----------------
    - Merc Types -
    ----------------

    ACT I ROGUES
    These bow-wielding women are ranged attackers who will try to
    find a safe place away from enemies then shoot arrows at them.
    All rogues can use the skill Inner Sight, which lights up enemies
    and lowers their defense slightly. Rogues may also use either
    Fire or Cold arrows. Both types of arrows inflict similar damage,
    and a portion of the damage is converted to elemental damage based
    on its type. Sorceresses without fire attacks might want the
    Fire Arrow rogue. Otherwise, Cold Arrow merc is the more useful
    of the two types. As ranged attackers, Rogues make poor meat
    shields and are not recommended to sorceresses who want a good tank
    to keep enemies at bay. However, for sorceresses who do not need a
    tank (due to DR/block and/or good teleporting skills), a Rogue can
    provide good artillery support. With the right equipment, Rogues
    are the best at taking care of themselves and surviving, or picking
    off tough foes trapped at a distance. For a weapon, a Rogue may
    only use bows; she cannot use crossbows or Amazon-only bows.


    ACT II TOWN GUARDS
    The Town Guard is a melee attacker, and will run up to the nearest
    enemy and attack. Once the enemy is dead, he moves on to the next
    enemy to repeat the process. The Town Guard is rather simple-minded
    and will fight to the death. As a result, he can be downright
    suicidal at times. For skills, the Town Guard attacks with Jab,
    and he can use an aura like a paladin or aura enchanted monster.
    The aura he uses depends on the type of merc and difficulty he was
    hired in.

    Normal/Hell auras:
    Combat = Prayer (slowly regenerates life)
    Defensive = Defiance (increases defense)
    Offensive = Blessed Aim (increases attack rating)

    Nightmare auras:
    Combat = Thorns (reflects damage taken)
    Defensive = Holy Freeze (chills and slows enemy)
    Offensive = Might (increases damage)

    In Normal, all three types are useful. If you plan to use weapons
    to kill things until you reach level 24 or 30, you will have
    problems with low AR; an Offensive (Blessed Aim) merc will help
    remedy this. A Defensive (Defiance) merc is useful if you want
    both your sorceress and merc to have high defense ratings. If you
    have no need for AR or defense, go with the Combat (Prayer) merc.
    Due to the sorceress' relatively low life early in the game,
    Prayer is actually useful because your life will recover fairly
    quickly after you take a hit. As for the Nightmare-only auras,
    the only useful one to a sorceress is Defensive (Holy Freeze).
    However, Holy Freeze is very powerful since it slows down almost
    everything, even cold immunes, which makes it easier for you and
    your merc to survive. Ultimately, if you choose a Town Guard to
    be your final merc, you want either Holy Freeze for slowdown or
    Defiance for high defense. Due to Town Guards' skills, they are
    the ideal tanks for any sorceress. They may use any polearm or
    spear (including javelins) except those that are Amazon-only.


    ACT III IRON WOLVES
    These are sorcerers equipped with a sword and shield. Despite
    their equipment, Iron Wolves almost always attack with spells.
    Like the Rogues, Iron Wolves will try to find a safe distance
    before attacking with their spells, so the sorceress cannot
    use him to tank. Iron Wolves come in one of three elemental
    flavors: Fire, Lightning, or Cold. Perhaps the most useful
    element is cold. The cold merc is highly effective in Normal
    and Nightmare, where he can spam endless Ice Blasts and Glacial
    Spikes to freeze then vaporize the enemy. However, the immunities
    in Hell can leave him totally powerless in some areas of the game.


    ACT V BARBARIANS
    Barbarians are melee attackers and they have the same aggressive
    behavior of the Act II Town Guard. A barbarian can use the skills
    Bash and Stun. With them, he can stunlock single enemies rather
    easily until death. However, his Bash can be counter-productive
    since it can push monsters out of the area of some of your spells,
    such as Firewall. The Barbarian is capable of tanking, but he
    is overshadowed by the Act II mercs thanks to their longer weapons
    and useful auras. A Barbarian may use any one-handed or two-handed
    sword, although he cannot duel-wield two swords. He may also wear
    Barbarian-only helms.


    ----------------
    - Merc Items -
    ----------------

    WARNING -- Major Bug Alert:
    If you try to equip a merc an item that gives non-class skills,
    the game will crash with an assertion error. Do not do it!
    Examples of items that give non-class skills include Call to Arms,
    Enigma, Widowmaker, and even the Trang-Oul's helm and armor combo.
    Note, items that provide auras work just fine, as long as they
    do not have non-class skills. Something like Doom or Hand of
    Justice works okay, but something like Beast (not that any merc
    can wield an axe or hammer) would cause the game to crash.

    ARMOR
    You want something with a good combination of high defense,
    resistances, and/or extra life. For Act II and V mercs, damage
    reduction is very important, as that will let them tank longer.
    For an Act III merc, what's good for your sorceress is good for him.

    Ideal Equipment:
    ALL mercs: Chains of Honor, Duriel's Shell, -or- Shaftstop

    (More choices for specific mercs)
    Act I: Lionheart
    Act II: Leviathan
    Act III: Skin of the Vipermagi
    Act V: Leviathan


    WEAPON
    For Act I, II, and V mercs, give them the most damaging weapon
    you can find. In addition, try to get life leech on the weapon.
    If you can, add sockets the weapon and fill them with Amn runes.
    For an Act III merc, you will want swords that increase +skills
    or those that offer elemental piercing. Failing that, give
    him something that will boost his resistances.

    Ideal Equipment:
    Act I: Breath of the Dying (Crusader/Hydra Bow) -or- Windforce
    Act II: Doom -or- Breath of the Dying (War Pike)
    Act III (fire): Hexfire, Silence, -or- Hand of Justice
    Act III (lit.): Crescent Moon -or- Silence
    Act III (cold): Silence
    Act V: Breath of the Dying (Colossus Blade)


    HELM
    For Act I, II, and V mercs, try to find a helm that will boost
    life leech, damage reduction, and/or resistances. In short,
    anything important to the survival of your merc that is not
    covered by the merc's armor and weapon. For an Act III merc,
    he will need the same kind of helm your sorceress needs.
    Look for helms with + to all skills and, if possible, elemental
    piercing or skill damage bonuses.

    Ideal Equipment:
    Act I: Delirium, Harlequin's Crest, Tal Rasha's Horadric Crest,
    -or- Vampire's Gaze
    Act II: Delirium, Vampire's Gaze, -or- Crown of Ages
    Act III (fire): Harlequin Crest
    Act III (lit.): Griffon's Eye
    Act III (cold): Nightwing's Veil
    Act V: Delirium, Vampire's Gaze, Crown of Ages, -or- Arreat's Face


    SHIELD
    Only an Act III merc can equip a shield. Use this slot to cover
    resistance weakness. If he does not have any, use a shield that
    will boost +skills, faster cast, or magic find.

    Ideal Equipment:
    Act III: Lidless Wall, Stormshield, -or- Sanctuary


    -----------------------
    - Most Useful Mercs -
    -----------------------

    #1. Act II "Defiance" Town Guard
    If you have access to a Doom polearm, you can have the best of both
    worlds -- high defense from Defiance, and slowdown from Holy Freeze.
    Even without Doom and the Holy Freeze that comes with it, the extra
    defense still helps the merc (and the sorceress) take fewer hits
    from many monsters as he tanks for the sorceress.

    #2. Act II "Holy Freeze" Town Guard
    Holy Freeze slows most and he tanks wonderfully. He is the ideal
    choice for almost any sorceress.

    #3. Act I Rogue
    Good for the sorceress who does not need a tank, but rather wants
    someone who does not need to march recklessly into melee combat in
    order to cause some damage. For the magic-find obsessive types,
    the rogue is the best merc for the job since you can pile magic find
    armor on her and she can still kill things while staying alive.


    ================================================== ====================
    TIPS
    ================================================== ====================

    ----------------------
    - General Strategy -
    ----------------------

    * Do not waste points on skills you will not use later. For example,
    do not invest several points into Fire Bolt just so you can kill
    Act I Normal enemies faster. Of course, if the skill is a
    prerequisite to a more powerful skill you want, then invest
    one and only one point into the skill. Patience is a virtue.
    Even with synergies, you still need to invest points where
    they count the most.

    * Keep point investment into utility skills to a minimum.
    You will rely on skill booster items to increase their levels.

    * If you need a certain skill for a specific encounter, but do not
    want to learn the skill itself (for example, Blaze for Andariel),
    then shop for and buy a staff with that skill included.

    * Learn and develop attacks from two trees. In Hell, most monsters
    are immune to one type of damage.

    * Find two or three attacks you want to specialize in and stick with
    them. Do not spread your points around in every skill; if you
    spread your points, your attacks will not be strong enough to kill
    things in Hell quickly, especially in large multiplayer games.

    * Take advantage of synergies to boost the damage of your primary
    attack skills. You will want the extra damage to kill more
    effectively in Hell. If possible, try to use powerful skills
    that synergize with each other. For example, Fire Ball/Meteor,
    Ice Blast/Blizzard.

    * Use Static Field to weaken high life monsters.

    * When planning your character development, consider items with
    strength and/or dexterity bonuses. With such items, you do not
    need to invest as many points into STR/DEX to meet requirements
    for the rest of your gear, and you can spend the saved points
    into vitality or energy instead. You can also use items that
    boost DEX to improve your blocking percentange.


    -------------------
    - Survival Tips -
    -------------------

    * Try to acquire a Call to Arms weapon as soon as possible. Save
    every rune you find and upgrade them until you get every rune you
    need. It will probably take a long time to get if you are starting
    out, but the reward is worth it. The Battle Orders it will grant
    you can boost your life and mana by nearly double.

    * Keep all your resistances as high as possible.

    * If you know you are going to fight tough monsters known for their
    powerful poison and cold attacks, namely Andariel and Duriel, buy
    and drink some antidote or thawing potions. Antidote will boost
    maximum poison resistance by 10% and poison resistance by 50%.
    Thawing potions boost cold resistances by a like amount.

    * Consider using Telekinesis to use objects from a distance if you
    suspect (idle) monsters nearby the desired objects. For example,
    you can free Cain without even seeing and alerting the champion
    monsters that loiter around the middle in Tristram.

    * Hire and use mercs. They are great for absorbing hits meant for
    you. In addition, they are immune to the explosions of Frenzied
    Enslaved and their ilk.

    * When you Teleport, your merc teleports with you. If your merc is
    losing a battle against monsters, teleport away from them to save
    your merc from death. Also, if you have a melee merc, you can
    teleport close to a monster so your merc can attack it.

    * In Act V, you may encounter succubi class monsters in some areas.
    If you have more mana than life, they will place the Blood Mana
    curse on you. If affected, life is drained instead of mana when
    you use skills. Use your most mana-efficient attacks if possible,
    and drink health potions to keep your life up.

    * Use charged items to your benefit. Some examples include the
    following: Lower resists can make your skills do more damage;
    Weaken can help reduce damage from bruisers such as Duriel;
    Slow Missiles can work wonders against ranged attackers and
    lightning enchanted bosses.


    ================================================== ====================
    MISCELLANEOUS
    ================================================== ====================

    -------------------
    - Runeword List -
    -------------------

    Runewords marked by a ! are new in 1.10.

    Body Armor:
    ! BRAMBLE = Ral(8) + Ohm(27) + Sur(29) + Eth(5)
    ! CHAINS OF HONOR = Dol(14) + Um(22) + Ber(30) + Ist(24)
    ! ENIGMA = Jah(31) + Ith(6) + Ber(30)
    ! GLOOM = Fal(19) + Um(22) + Pul(21)
    LIONHEART = Hel(15) + Lum(17) + Fal(19)
    SMOKE = Nef(4) + Lum(17)
    ! STONE = Shael(13) + Um(22) + Pul(21) + Lum(17)
    STEALTH = Tal(7) + Eth(5)
    WEALTH = Lem(20) + Ko(18) + Tir(3)

    Class Specific:
    ! CHAOS (Assassin) = Fal(19) + Ohm(27) + Um(22)
    ! EXILE (Paladin) = Vex(26) + Ohm(27) + Ist(24) + Dol(14)

    Helm:
    ! DELIRIUM = Lem(20) + Ist(24) + Io(16)
    LORE = Ort(9) + Sol(12)
    NADIR = Nef(4) + Tir(3)
    RADIANCE = Nef(4) + Sol(12) + Ith(6)

    Shields:
    ANCIENT'S PLEDGE = Ral(8) + Ort(9) + Tal(7)
    RHYME = Shael(13) + Eth(5)
    ! SANCTUARY = Ko(18) + Ko(18) + Mal(23)

    Weapons:
    ! BEAST = Ber(30)+Tir(3)+Um(22)+Mal(23)+Lum(17)
    (axe, hammer, scepter)
    BLACK = Thul(10) + Io (16) + Nef(4)
    (club, hammer, mace)
    ! BREATH OF THE DYING = Vex(26)+Hel(15)+El(1)+Eld(2)+Zod(33)+Eth(5)
    (any)
    ! CALL TO ARMS = Amn(11) + Ral(8) + Mal(23) + Ist(24)
    (any)
    ! CRESCENT MOON = Shael(13) + Um(22) + Tir(3)
    (axe, sword, polearm)
    ! DOOM = Hel(15)+Ohm(27)+Um(22)+Lo(28)+Cham(32)
    (axe, hammer, polearm)
    ! ETERNITY = Amn(11)+Ber(30)+Ist(24)+Sol(12)+Sur(29)
    (any melee)
    ! FAMINE = Fal(19) + Ohm(27) + Ort(9) + Jah(31)
    (axe, hammer)
    FURY = Jah(31) + Gul(25) + Eth(5)
    (any melee)
    ! HAND OF JUSTICE = Sur(29) + Cham(32) + Amn(11) + Lo(28)
    (any)
    ! HEART OF THE OAK = Ko(18) + Vex(26) + Pul(21) + Thul(10)
    (mace, staff)
    HOLY THUNDER = Eth(5) + Ral(8) + Ort(9) + Tal(7)
    (scepter)
    HONOR = Amn(11) + El(1) + Ith(6) + Tir(3) + Sol(12)
    (any melee)
    KING'S GRACE = Amn(11) + Ral(8) + Thul(10)
    (scepter, sword)
    ! KINGSLAYER = Mal(23) + Um(22) + Gul(25) + Fal(19)
    (axe, sword)
    LEAF = Tir(3) + Ral(8)
    (staff)
    MALICE = Ith(6) + El(1) + Eth(5)
    (any melee)
    MELODY = Shael(13) + Ko(18) + Nef(4)
    (missile)
    MEMORY = Lum(17) + Io(16) + Sol(12) + Eth(5)
    (staff)
    ! PASSION = Dol(14) + Ort(9) + Eld(2) + Lem(20)
    (any)
    SILENCE = Dol(14)+Eld(2)+Hel(15)+Ist(24)+Tir(3)+Vex(26)
    (any)
    STEEL = Tir(3) + El(1)
    (axe, mace, sword)
    STRENGTH = Amn(11) + Tir(3)
    (any melee)
    VENOM = Tal(7) + Dol(14) + Mal(23)
    (any)
    WHITE = Dol(14) + Io(16)
    (wand)
    ZEPHYR = Tal(9) + Eth(5)
    (missile)


    ================================================== ====================
    CREDITS
    ================================================== ====================

    Thanks to the following:
    * Blizzard for the Diablo games.
    * PhrozenHeart for the DiabloII mod site Phrozen Keep.
    * ChippyDip for his DiabloII skill calculator.
    * Zharous for some insights and help on the 1.09 sorceress.

    DiabloII Links:
    * http://www.battle.net/diablo2exp
    A.k.a. Arreat Summit, this is the official site for D2: LoD.

    * http://d2mods.xfernet.com
    The Phrozen Keep is the place to go if you want to learn how
    mods work in DiabloII.

    * http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html
    Chippydip has a very nice skill calculator. Although it
    is based on 1.09, some of the hidden data such as Meteor's
    fire duration and Thunderstorm's bolt delay seem unchanged
    in 1.10.

    ================================================== ====================
    .

  2. #2

    Default

    spit u got waaaaaaaaaaaaaaaaaaaaaaaaaaaaay 2 much time on ur hands..

  3. #3
    ßîßã®î© ITH's Avatar
    Join Date
    Apr 2003
    Posts
    903

    Default

    ahhh my eyes

  4. #4

    Default

    i'm playing a 1.10 sorc right now....things were going fine on the 3-tree path until I got to hell. it's hard as...well, hell now.

    got memory...it seems to help.

  5. #5

    Default

    info on a 1.10 sorc without all the elite gear and well thought out stats:

    it's hard as hell to play in hell. expect to be taken down in one hit even if you are lvl 76 like me. heh.

  6. #6
    totifero
    Guest

    Default I think a good sorc must be dualtreeded

    My sorc uses Shako,Enigma,Crafted ammy,whitstand shield,dual sojs,magefist,arachnid,occy and crafted boots,she is loaded with 8 cold charms and two fire chamrs plus whole bunch of 5 to res chams,she have all her res at max and blocking at 75%.

    The skills i use are:

    Max firemaxtery(35 with items)
    Max fireball
    max meteor
    one to warmth(14 with items)

    10 to orb(30 with items)
    10 to cold mastery(30 with items)
    one to energy shield (13 with items)
    one to blizzard(21 with items)

    The main problem i have now is that i need more life since she have only 600 life,i just got a call to arms wep that should help me with it.

    With items i have about 900 life nad 1000 mana.

    She have little problems beating hell,im planning on investing at least 2 more skills points into firebolt for the extra synergy bonus.

  7. #7
    JIMBO
    Guest

    Default

    Think it would be worth my while to make a lghtning sorc for running the pit and that chick who drops runes..... you know the one who bathes in the blood of virgins. (?)

  8. #8

    Default

    do u guys know where to find sorc ias bps??

  9. #9
    MS guy Silver Ice's Avatar
    Join Date
    Feb 2004
    Location
    abbotsford,BC
    Posts
    6,489

    Default

    its cast bps and for a sorc i think the last one is 110

  10. #10

    Default

    I don't like E/S either, Mana burn sucks. Rather have more life.

  11. #11

    Default

    im asking for ias silver... im planning to make a bowsorc... i cant find ias table for sorc

  12. #12
    The Cow King!!!
    Join Date
    Jun 2004
    Location
    Canada!!!
    Posts
    1,525

    Default

    You would need 160/60 and 140/45 to reach it, that's for sure. I recall seeing it once, and it was as high as 200%.

  13. #13
    ***** Slave Nubli's Avatar
    Join Date
    Dec 2003
    Location
    California.
    Posts
    6,692

    Default

    The funny thing is, this post was made before 1.10? Still good though, wish I had seen it before I quit D2.

  14. #14
    Only Magician In Town
    Join Date
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    2,146

    Default

    this isnt stickyed WHY!?

  15. #15
    Veteran
    Join Date
    Jun 2004
    Location
    Paris, France
    Posts
    389

    Default

    Ideal Equipment:
    - Bul-Kathos' Wedding Band (unique)
    [+2 all skills, +0.5 life/lvl]
    not +1 all skills ??

    btw, gj

  16. #16
    Veteran Superman40024's Avatar
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    In the making with this sorc. lvl 14. Let you know how things progress throughout!

  17. #17
    Veteran Superman40024's Avatar
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    Bump...

    SpitFire you know the stats for this char build?

  18. #18

    Default

    gj nice thred

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