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Cold Sorc VS Cold Immunity
#1
Correct me if I'm wrong.

Cold Mastery allows the Sorceress to pierce the target's Cold-Res.
If the target is Cold-Immune, Cold Mastery has no effect. Thus you need Conviction.

A Merc with Infinity may break the Cold Immunity, allowing Cold Mastery to kick in and further lower the Cold-Res.

But when Infinity can't break the Immunity?
And when a monster is also Physical Immune?

What guides I've read do not mention any of this.

Ciao ciao : )
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#2
Than you'd either need

a). A paladin with a higher level Conviction than that of your mercs Inifinity

or

b). Leave that monster alone?
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#3
Hello,
are you serious?
I was.

So the solution that all Sorc players out there adopt is: seek help or flee?
Please, confirm or deny.

Ciao ciao : )
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#4
the answer is simple. 1 pt in hydras, 1 pt in fire mastery, 1 pt in enchant, 1 pt in static. enchant your merc. static the monsters life to 1/2. spam hydras, a 1pt hydra with +10 or more skills + your 1 point fire mastery which is +10 as well will hit pretty hard. your merc's fire damage from the enchant will hit even if his physical damage doesnt. 3-4 groups of hydras doing upwards of 300 damage, and thats per head, what do they have like 3 or 4 heads? your immune monster will quickly die. my blizz sorc does this when i mf nithilak around all of those pesky ice beasts w/e their called that are cold immune. infinity will make those hydras hurt even more, but its far from necessary. ethereal cv insight will do. if the beast is immune to cold and fire and physical, i suggest you try the alt-f4 method.
[Image: fireag2.gif]
i just make this sig recently to teach people not to play with fire.
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#5
John Wrote:the answer is simple. 1 pt in hydras, 1 pt in fire mastery, 1 pt in enchant, 1 pt in static. enchant your merc. static the monsters life to 1/2. spam hydras, a 1pt hydra with +10 or more skills + your 1 point fire mastery which is +10 as well will hit pretty hard. your merc's fire damage from the enchant will hit even if his physical damage doesnt. 3-4 groups of hydras doing upwards of 300 damage, and thats per head, what do they have like 3 or 4 heads? your immune monster will quickly die. my blizz sorc does this when i mf nithilak around all of those pesky ice beasts w/e their called that are cold immune. infinity will make those hydras hurt even more, but its far from necessary. ethereal cv insight will do. if the beast is immune to cold and fire and physical, i suggest you try the alt-f4 method.
Alt-f4
"I wonder what this button does..." ~Protoss Corsair

So... in the end, between Skills and Mercenary, there's enough to cover 3 damage types without making a crappy Sorceress.
I'll invent something to deal with Phy-Cold-Fire Immunes.
I have 2 Difficulty levels, 4 Acts and 3 Waypoints to think about it ^_^

Thank you very much, John *waves*
Ciao ciao : )
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#6
your welcome. its the super secret tech i have been using for awhile. i am happy to help. i will work on an alternate to the al4-f4 method, but for now i rarely see an immune to fire/cold/phsyical monster Smile
[Image: fireag2.gif]
i just make this sig recently to teach people not to play with fire.
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#7
It really seems easy to just teleport away, unless it is one of the chaos super uniques,b ut that wouldn't matter because your merc would be long dead from iron maiden anyways.
my sig! where ever did it go?
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#8
Kyle Destroyer Wrote:It really seems easy to just teleport away, unless it is one of the chaos super uniques,b ut that wouldn't matter because your merc would be long dead from iron maiden anyways.
you can't always run from your problems, sometimes its best to just confront them. and if its a super unique it could have nice drops.
[Image: fireag2.gif]
i just make this sig recently to teach people not to play with fire.
Reply
#9
John Wrote:but for now i rarely see an immune to fire/cold/phsyical monster
During the tests of my Werewolf Druid (I posted a build, recently) I have spent much time in Hell Act 5.
After killing Baal once, I've noticed that the Crystalline Passage was very often (if not always) filled with packs of Moon Lords.
What Minibosses I've found there, were often Phy-Fire-Cold Immune.
They had something like 150 Phy, 150 Fire, 195 Cold, 85 Lght, etc.
(Their absurd Cold-Res made me start this thread in the first place)
A Werewolf has the means to deal with them... but a Spells-Only Sorceress does not.

So I'm wondering if it's possible to break the schemes and make an effective Melee Sorc. Between her spells and a good weapon, she could cover 5 damage types at once.
An Infinity Mercenary would further boost the elemental damage.
I know this can work. What I don't know is if such a Sorc can build up any decent defenses to withstand the most powerful melee monsters, like the Moon Lords and the Minions of Destruction.

I'll make some tests.
Ciao ciao : )
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#10
I am lacking in the required post count on this site to post a URL. I am sorry that I did not know this and I will make an effort to correct this.

Wow... that above message that i supposudly left... DUMB!!
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#11
Hello,
I've setup a kind of Melee Sorceress.
She needs refinement, but she's good already.

With this Sorc you don't just go around using a single spell.
Instead you employ several at once, and if they aren't enough, you can engage in melee combat and inflict quite some damage.
Weapon, Mercenary, Spells... all contribute to a quick demise of your foes.
Immunities aren't a problem of course (it's what I aimed for).

Some of the features...
* Average Physical Damage
* High Magic Damage
* Average Fire Damage
* High Cold Damage
* Mid-High Lightning Damage

All the above damage types put together make up for a wagon of Unblockable-Damage. Consider the whole, not just a single damage type : )

Other features...
* Cannot Be Frozen
* Big Mana reserve that never dries (regenerates at a monstrous rate)
* 53% Dmg Reduction (I know it's capped at 50%)
* 67% Blocking (at level 99)
* Possibility to build an Armor Class of +10000 (needs Defiance Merc for that)
* Ignore Target's Defense
* Teleport Skill (of course)
* Cold Res of 90% (and above) in Hell
* Lightning Res of 75% (and above) in Hell
* Cold Absorb (both 20% and 15)
* Lightning Absorb (... oops, don't remember how much)
* MF% ~140 (don't remember the exact value now)
* Energy Shield Skill

And there's more I can't think of right now. She's pretty good. But I have to test her more. Surely she can use some better equipment since I haven't spent too much time in planning.

All in all she kills fast. Ok, pretty fast if you ask me.
Or maybe "Damn Fast"... I don't know what your expectations are for a Sorceress, so I try to not exagerate with terms.
Although she doesn't excel in a particular SkillTab, she has all the means to face anything and make short work of it.

I haven't killed Hell Baal yet. I expect a hard fight with him.

At the moment, her weak points are:
* Fire Res of 50%
* Poison Res of 50%
* Mana Burn.

She relies on Energy Shield, and you know what this means.
If you find yourself without Mana, retreat immediately, rebuff your spells, and use more caution now that you know that dangerous foes are ahead.
Spamming Hydras can really solve the problem. The majority of Mana Burners is not Immune to Fire, and your Hydras will brutalize everything, especially when your Mercenary is around (credits go to John "HisInfernalMajesty" for the idea).

One big problem is that this Sorceress needs the good stuff.
Torch and Anni should have perfect Resistances at least.
Call To Arms should have +6 BO... but it hardly needs to be told.
Skiller Charms will do good, although I had no particular problems in dealing with Hell monsters with just the +Skills from the equipment.

At the moment some Res-Charms are needed to raise Fire and Poison to 75%.
Alternatively you can substitute the Amulet... and get 75% in Fire and Poison Res, but lose the extra IAS that makes you hit the next Breakpoint.
I'll find another way...

I'll test more. If it gets better, I'll post a build.
Ciao ciao : )
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