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[GUIDE] Diablo II Characters: Sorceress

Discussion in 'General Discussions' started by StoneCold, Nov 19, 2009.

  1. StoneCold

    StoneCold Member

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    The Sorceress



    [​IMG]



    A rebellious woman who has wrested the secrets of magic use from the male dominated Mage-Clans of the East, the Sorceress is an expert in mystical creation ex nihilo. Though somewhat lacking in the skills of hand-to-hand combat, she compensates for this weakness with fierce combative magic for both offense and defense. Solitary and reclusive, the Sorceress acts based on motives and ethics inscrutable to most, and sometimes seems capricious and even spiteful. In reality, she understands the struggle between Order and Chaos all too clearly, as well as her role as a warrior in this battle.


    Starting Attributes
    Strength: 10
    Dexterity: 25
    Vitality: 10
    Energy: 35

    Hit Points: 40
    Stamina: 74
    Mana: 35

    Each Character Level
    Life +1
    Stamina +1
    Mana +2

    Attribute Point Effect
    1 Vitality point gives 2 Life
    1 Vitality point gives 1 Stamina
    1 Energy point gives 2 Mana



    Strategies


    Of all the character classes, the Sorceress is the most dependent on her skills; therefore, she is also the most dependent on recharging her spiritual energy. Unless she can supplement her natural and continuous replenishment with items to restore Mana, she must develop the Warmth skill. The Warmth skill adds to her ability to recharge Mana. In the rest of the skill tree she has more of a choice. Cold spells are certainly useful, both in the damage they unleash and in slowing enemies. Additionally, cold spells can at times freeze her targets, shattering them upon their death, making resurrection impossible. The Sorceress should develop Static Field. This is an extremely effective spell that will benefit both her and other adventurers whom she might allow to join her.
    Supplementing the Sorceress' attributes is a more difficult series of decisions. Obviously Energy is always a consideration. Strength, while seemingly not important, is needed for the ability to don better armor. The Sorceress is cursed with a low vitality, and if hit, she is easily felled. For this reason, the Sorceress is one of the more difficult classes to play. She needs to add to her strength for better armor, to her vitality for more life, and to her energy so that she can keep casting her spells. Generally, it is wise to pick a level of armor to aspire, and then shift all focus away from strength. Many consider the breastplate to be sufficient armor. Attaining the level of strength to use this armor is an important goal.
    The Sorceress should always be on the lookout for items that increase Mana regeneration. She should also not entirely abandon the martial arts and have quality armaments, if only as a backup. Many of Diablo's minions possess a great deal of magical defense, and spells are not always effective. It is wise to choose skills from throughout the skill tree. Of all the classes though, she must avoid being struck in melee combat, therefore she requires the most tactical maneuvering and the most care.
    Hirelings
    Hirelings are very useful to the Sorceress. Act II and Act V Hirelings work very well with the Sorceress. They can lead the attack while the Sorceress hangs back and casts spells from the rear. Act II Hirelings (Defensive) are great for getting the Sorceress through Normal difficulty until she starts to become more powerful at level 30. The best choices are the Act II Hirelings with the Defiance Aura or an Act V Hireling that does significant amount of damage. Both can be effective. Equip them with better, higher damage weapons to increase their usefulness. Find them resistance gear and high defense Armor and Helms to help them last longer.
    "Magic Maiden"
    Succubus and Baal cast a special curse shown in the screenshot below (along with Thunderstorm and Energy Shield). This curse causes you to do damage to yourself when you cast spells. For skills that require more Mana, you will take more damage. This even includes such spells like Teleport but does not include Thunderstorm or Energy Shield. Whenever this curse is cast on you, stop casting spells until it has worn off, click on a Shrine to counteract it, or go back to town and have it removed. Magic Maiden only affects you if you have more Mana than Life. If you have at least as much max Mana as max Life, you can be cursed.



    Skills



    Cold Spells

    The Sorceress' area attacks, such as the Blizzard spell, can stack up every time she (or another player) casts it. Two or three Blizzards overlapping will do the damage equal to two or three Blizzards. Note that this applies to monsters casting area spells as well.
    Frozen vs Slowed (Chilled) Monsters
    Frozen monsters do not suffer a Defensive Rating decrease when frozen, as Stone Cursed monsters did. In addition, not all chilled (slowed) monsters shatter into fragments upon death, only a percentage of them. All frozen monsters will shatter, however.
    Frozen Armor vs Shiver Armor vs Chilling Armor
    Only one type of cold armor can be active at one time. You can, however, use one cold armor, with Energy Shield, Enchant, and Thunderstorm at the same time. Frozen Armor Freezes a Melee Monster that attacks you. For some players Frozen Armor is the most desirable because it Freezes the monster, which will give you time to move out of the way. Frozen Armor however offers the least Defense Bonuses. Shiver Armor does not freeze but does Cold Damage to a Melee Monster that attacks you. Chilling Armor only works against Ranged Attackers, it will not respond to Melee attacks but will still provide a Defense Bonus. Because you cannot have all three active at once, it's best to decide which one you will use. You can however switch between Chilling Armor and Shiver/Frozen Armor when dealing with Ranged vs Melee Monsters. This will, however, require intense micromanagement.
    Before placing more than one point into the Cold Armor spells (and using +Skills to boost them), keep in mind that at higher difficulty levels you may have to be constantly running to avoid death. When you're running your Defense is "0" since you will always be hit when monsters are in range. Also, Cold Lengths are reduced by 1/2 in Nightmare, and 3/4 in Hell difficulty.




    [​IMG] Ice Bolt
    Required Level: 1
    Prerequisites None
    One of the first spells a novice of the frigid elements learns is the power to summon crystals of pure freezing energy. When hurled at her enemies, these bolts subject their targets to freezing pain and impaired movement.
    Effect: Shoots a bolt of ice that damages and slows your victim.
    A great early level spell useful for chilling monsters. Before placing more than one point into in Ice Bolt, keep in mind that Ice Blast is available at level 6. You can find an Ice Bolt staff to raise yourself up until you can get to higher level spells. Ice Blast will freeze monsters and blast them into pieces making it impossible for other Monsters to raise them.
    Ice Bolt Receives Bonuses From
    Frost Nova: +15% Cold Damage Per Level
    Ice Blast: +15% Cold Damage Per Level
    Glacial Spike: +15% Cold Damage Per Level
    Blizzard: +15% Cold Damage Per Level
    Frozen Orb: +15% Cold Damage Per Level


    [​IMG] Frozen Armor
    Required Level: 1
    Prerequisites None

    This defensive spell is a useful tool for protecting the novice from the dangers of combat. This icy shield both protects the Sorceress and impairs the progress of all who would attack her with blade or club.
    Effect: Gives a defense bonus and freezes any melee attacker that hits you.
    Player vs Player - Other players will be Chilled instead of being Frozen.
    Before specializing too heavily in Frozen Armor, consider that Cold Lengths are reduced to 1/2 in Nightmare and by 3/4 in Hell. At level 20, Frozen Armor will only freeze for less than a second in Hell difficulty.

    Frozen Armor Receives Bonuses From
    Shiver Armor: +10 Seconds Per Level
    Shiver Armor: +5% Freeze Length Per Level
    Chilling Armor: +10 Seconds Per Level
    Chilling Armor: +5% Freeze Length Per Level


    [​IMG] Frost Nova
    Required Level: 6
    Prerequisites None

    Like the Lightning Nova, this spell is effective against large groups of swarming melee attackers. Although less damaging than its electrical kin, the immobilizing effects of the cold can convey other advantages.
    Effect: Creates an expanding ring of ice and frost that damages and slows enemies.

    Frost Nova Receives Bonuses From
    Blizzard: +10% Cold Damage Per Level
    Frozen Orb: +10% Cold Damage Per Level



    Ice Blast
    Required Level: 6
    Prerequisites: Ice Bolt [1]

    The freezing damage of this spell can shatter an opponent into icy shards, leaving enemy spellcasters little material with which to resurrect their minions. In this way the Sorceress can make quick work of those who would use the dead against her.
    Effect: Creates a bolt of ice that completely freezes a target.
    Player vs Player - Other players will be Chilled instead of being Frozen.
    An upgrade to Ice Bolt, Ice Blast will Freeze a monster in place. The monster will be frozen and unable to attack until it thaws out. If you continue to attack the Monster while frozen it will shatter into pieces making it impossible to raise by other monsters. This is handy to use against Fallen Shaman, Greater Mummies and anything else that will raise monsters. Ice Blast can quickly immobilize a big army making them easy to take one by one. This is a very party friendly spell. You can freeze the monsters while a Paladin or Barbarian shatters them for example.

    Ice Blast Receives Bonuses From
    Ice Bolt: +8% Cold Damage Per Level
    Glacial Spike: +10% Freeze Length Per Level
    Blizzard: +8% Cold Damage Per Level
    Frozen Orb: +8% Cold Damage Per Level



    [​IMG] Shiver Armor
    Required Level: 12
    Prerequisites: Frozen Armor [1], Ice Bolt [1], Ice Blast [6]

    A significant upgrade from frozen armor, this defensive shield deals an icy blast to any attackers, numbing them with cold, searing pain.
    Effect: Defense bonus, plus any melee attacker that hits you takes damage and is slowed.

    Shiver Armor Receives Bonuses From
    Frozen Armor: +10 Seconds Per Level
    Frozen Armor: +9% Cold Damage Per Level
    Chilling Armor: +10 Seconds Per Level
    Chilling Armor: +9% Cold Damage Per Level




    [​IMG] Glacial Spike
    Required Level: 18
    Prerequisites: Ice Bolt [1], Ice Blast [6]

    More powerful than an Ice Blast, this is the offensive spell of choice for a higher-level Sorceress seeking a quick deathblow. The Sorceress who wields this spell will find herself often treading over the shattered and frozen remains of her opponents.
    Effect: A shard of ice that inflicts massive cold damage and explodes to freeze nearby enemies.
    A more powerful spell than Ice Blast, Glacial Spike fires much faster than Ice Blast, and does an area Freeze attack that Freezes monsters within a radius of 2.6 yards.

    Glacial Spike Receives Bonuses From
    Ice Bolt: +5% Cold Damage Per Level
    Ice Blast: +5% Cold Damage Per Level
    Blizzard: +3% Freeze Length Per Level
    Frozen Orb: +5% Cold Damage Per Level



    [​IMG] Blizzard
    Casting Delay: 1.8 Seconds
    Required Level: 24
    Prerequisites Ice Bolt [1], Ice Blast [6], Frost Nova [6], Glacial Spike [18]

    This is the most effective offensive spell that this discipline has to offer. With the invocation of this spell, entire hordes of enemies are left chilled or dead, drowned in a hail of ice. Wretched survivors of this wintry storm can do little but crawl and lament their fallen kin before they, too, succumb to the cold.
    Effect: Summons an ice storm to rain cold death onto your enemies.

    Blizzard Receives Bonuses From
    Ice Bolt: +5% Cold Damage Per Level
    Ice Blast: +5% Cold Damage Per Level
    Glacial Spike: +5% Cold Damage Per Level



    [​IMG] Chilling Armor
    Required Level: 24
    Prerequisites Frozen Armor [1], Ice Bolt [1], Ice Blast [6], Shiver Armor [12]

    The best defensive spell available to a Sorceress is manifest in this formidable armor. The spell actually defends against ranged attacks, turning aside arrow and bolt. Those seeking to engage the Sorceress shall soon feel the icy bite of their folly.
    Effect: Confers a defense bonus and launches an ice bolt against ranged attackers.

    Chilling Armor Receives Bonuses From
    Frozen Armor: +10 Seconds Per Level
    Frozen Armor: +7% Cold Damage Per Level
    Shiver Armor: +10 Seconds Per Level
    Shiver Armor: +7% Cold Damage Per Level


    [​IMG] Frozen Orb
    Casting Delay: 1 Second
    Required Level: 30
    Prerequisites Ice Bolt [1], Ice Blast [6], Frost Nova [6], Glacial Spike [18], Blizzard [24]

    An intimidating sight that strikes fear into the hearts of her opponents, the Frozen Orb is an awesome spectacle to behold. The Orb coalesces from the air, unleashing freezing bolts at all nearby, and wreaking havoc, seemingly at random, before bursting into a brilliant explosion of frigid destruction.
    Effect: A pulsating orb that shreds an area with ice bolts.

    Frozen Orb Receives Bonuses From
    Ice Bolt: +2% Cold Damage Per Level



    [​IMG] Cold Mastery
    Required Level: 30
    Prerequisites: None

    Once mastery over this powerful elemental force is attained, a Sorceress achieves perfect command over this school of magic. Her freezing spells are now of such potency that those adversaries formerly impervious to their effects soon find themselves the surprised victims of a vicious, chilly assault.
    Passive Effect: Pierces the cold resistance of your enemies.
    Player vs Player - This will cut other Player's Cold Resistances, even when maxed.
    Cold Mastery will only lower the resistance of monsters that are hit by the Sorceress, this bonus cannot be shared with party members.
    Cold Mastery will not work against monsters that are Immune to Cold. So even if you have Enemy Resistance -105%, they will still be Cold Immune and you will still be unable to damage them. So what's the point of 100%+ you might ask? Well if they are NOT Cold Immune, it will lower their Cold Resistance down below 0% which essentially means they will take more damage. It's just like when *you* have negative resistances in Nightmare/Hell difficulty.
    If a target has 75% Cold Resistance and you use Skill Level 1 Cold Mastery, the target's resistance will be 75% - 20% = 55%.




    Lightning Spells


    ***Lightning Spells will not work against Lightning Immune monsters. Don't bother trying.

    [​IMG] Charged Bolt
    Required Level: 1
    Prerequisites None

    By charging the ions in the air surrounding her, the Sorceress discharges bursts of electrical energy. These missiles flit about randomly, chasing down her opponents and shocking them to the core.
    Effect: Fires multiple, jumping bolts of electricity that seek their targets.
    Charged Bolt Receives Bonuses From
    Lightning: +6% Lightning Damage Per Level



    [​IMG] Telekinesis
    Required Level: 6
    Prerequisites None

    With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.
    Effect: Allows you to pick up items, trigger objects, and attack others at a distance.
    - Knockback and Stun disabled when used against Super Unique Monsters and Bosses.
    - Telekinesis can be used to activate the Seals in The Chaos Sanctuary.
    - Telekinesis can be used to open chests and to quickly grab the contents which will be placed in your inventory if there is room.
    - Telekinesis will only pick up scrolls, potions, keys, gold, arrows and bolts.
    - Use Telekinesis to stun enemies and shove them away. At low levels you will find Telekinesis is useful for killing enemies but as you take on more powerful enemies you will find that you will have to cast it many times to finish off an enemy by yourself.
    - You can use Telekinesis to activate Shrines. This saves the time of walking to a Shrine to touch it and also can be used to beat other players to the most desired Shrines.
    - Telekinesis can be used to enter Portals created with Town Portal scroll or Portal Shrine. Red portals like The Secret Cow Level or Pit of Acheron can be also used. Note that you can only enter the portal with Telekinesis inside the town or level.
    - You can activate and use Waypoints with Telekinesis. Your private stash is also usable with this skill. These can significantly hasten up your town visits.



    [​IMG] Static Field
    Required Level: 6
    Prerequisites None

    A devastating spell of limited range, Static Field instantly removes a good portion of the health of nearby enemies. Thusly injured, enemies are easy prey to the follow-up attacks of the Sorceress or her party members. Subsequent castings do less damage, but in combination with other spells or a decisive melee attack, a Sorceress can rely on this powerful ability to quickly dispatch even the strongest of foes.
    Effect: Every enemy in a radius around you lose 25% of their current health.
    Player vs Player: Static Field has a limited effect against other Players.
    Static Field is a very important Skill for the Sorceress. Use Static Field on highly magic resistant bosses and Unique Monsters, that the Sorceress would otherwise have problems fighting when using her Fire, Cold and other Lightning Spells. Additional points into Static Field only increases the radius of the spell's effect so at some point, you will no longer receive a large benefit from additional points. You can rely on items that give bonus skill points to all skills to build up Static Field without having to place too many points to start it off.
    The Benefits of Static field decrease rapidly so cast Static Field a few times to bring the Monster's Hit Points down then combine with another spell to finish them off. This spell works very well in combination with other party member attacks.
    Static Field is Lightning damage, and can be resisted through Lightning Resistance.
    Static Field is not affected by Conviction and Lower Resist.
    Static Field will not take a monster below 33% health in Nightmare and 50% in Hell.


    [​IMG] Lightning
    Required Level: 12
    Prerequisites Charged Bolt [1]

    This spell allows a Sorceress to summon the very power of the heavens and emit a tremendous surge of electrical energy. Creating a channel of lightning directed at her target, she cuts a swath through her opponents with pinpoint accuracy.
    Effect: Casts a bolt of lightning.

    Lightning Receives Bonuses From
    Charged Bolt: +8% Lightning Damage Per Level
    Nova: +8% Lightning Damage Per Level
    Chain Lightning: +8% Lightning Damage Per Level



    [​IMG] Nova
    Required Level: 12
    Prerequisites: Static Field [6]

    With this attack the Sorceress creates a wave of electrical energy radiating from her fingertips, bathing all nearby enemies with its destructive force. This spell is ideal for defeating melee opponents who swarm too closely.
    Effect: Creates an expanding ring of electricity that does massive damage.




    [​IMG] Chain Lightning
    Required Level: 18
    Prerequisites: Charged Bolt [1], Lightning [12]

    An improved and more complicated version of the Lightning spell, Chain Lightning arcs from foe to foe, branching out until all of its energy is dissipated. The stench of burnt flesh and ozone is often all that remains after this spell is cast.
    Effect: Casts a lightning bolt that jumps through multiple targets.

    Chain Lightning Receives Bonuses From
    Charged Bolt: +4% Lightning Damage Per Level
    Nova: +4% Lightning Damage Per Level
    Lightning: +4% Lightning Damage Per Level



    [​IMG] Teleport
    Required Level: 18
    Prerequisites: Telekinesis [6]

    A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.
    Effect: Instantly transports you between two points.
    Teleport should be a favorite skill of every Sorceress because it can be used to escape danger and to save time.
    Note that additional points in Teleport only give a reduction in mana cost. You probably do not want to put all your points into Teleport. You can gain additional points in Teleport with items that give +1-2 to all Sorceress Skills or as a bonus stat on your Staff.
    Teleport is a good way to recollect your Hireling. Your Hireling Teleports with you! You can use this to Teleport your Hireling onto monster as well. Just Teleport right next to a Monster and your Hireling will be pushed right into them. Using this method you can have much better control over which target your Hireling fights. If your Hireling gets stuck or lost, Teleport to bring them back to your side.
    Escape from Battle - The Sorceress is naturally weak against Melee or hand to hand attacks. When surrounded by Monsters, use Teleport to quickly escape to a clear area where you can blast the enemy from a distance. An item that gives Faster Cast Rate will help in this situation, giving you more time to cast Teleport when under heavy attack.
    Take Short Cuts - By far the most fun use of Teleport is to take Shortcuts. Rather than walking across the bridge or climbing stairs, just Teleport to the other side of an obstacle. You can Teleport through many things which you might not think is possible. Try it out!
    Race other People - Use Teleport to quickly get a long distance away from combat or other players or use it to beat another player to another area location or back to town. It's always funny to see another member of the party start with a huge head start and the Sorceress catches up and passes that player using Teleport.




    [​IMG] Thunder Storm
    Required Level: 24
    Prerequisites: Charged Bolt [1], Static Field [6], Lightning [12], Nova [12], Chain Lightning [18]


    Weather manipulation is the most impressive form of elemental magic a Sorceress may attain. A Sorceress learned in this skill may manifest a tempest of dark storm clouds that follow her wherever she travels. Any who approach the canopy of her storm are subject to the full force of the gale and bolts of powerful lightning!
    Effect: Summons a thunderstorm that periodically blasts a nearby enemy with a bolt of lightning.
    Thunder Storm is a popular Sorceress spell. It automatically hits monsters so there's no need to aim. Once you've spent the mana to cast it, it will stay active on your character for the duration of the spell which will depend on how many skill points you have in Thunder Storm. Simply recast it when it wears off. With more points, and combined with Lightning Mastery and +Skills Items, Thunder Storm can do significant damage, often killing monsters in one hit. Thunder Storm is great for taking care of monsters that are difficult to catch. Thunder Storm is excellent for finishing off monsters or for softening them up before you use your main spells. If you use Thunder Storm, Lightning Mastery is recommended.
    You can even use Thunder Storm in combination with the Cold Armor series of spells, Energy Shield and Enchant.



    [​IMG] Energy Shield
    Required Level: 24
    Prerequisites: Charged Bolt [1], Telekinesis [6], Lightning [12], Teleport [18], Chain Lightning [18]

    Sheathing herself in pure energy, the Sorceress walks fearlessly into the fray. So long as she can maintain her concentration over this magical buffer, she diverts harmful magical energies and absorbs physical harm into her store of Mana.
    Effect: Absorbs magical and some physical damage to Mana instead of Life.
    Typically the Sorceress has a lot more Mana than Hit Points. Energy Shield can allow the Sorceress to redirect some of the damage she takes from hit points to mana giving her a better chance to survive battles. This can be especially helpful on Nightmare and Hell Difficulty. The amount of damage absorbed will depend on how many skill points you have in Energy Shield. The only concern when using Energy Shield is that it will eat up mana which is necessary for the Sorceress to cast her spells. If it becomes an issue, wait until you have enough Mana or fast Mana Regeneration to support Energy Shield.
    Each point in Telekinesis makes Energy Shield's damage absorption more effective. By default, for each point of damage absorbed by Energy Shield, 2 mana points are deducted - a 200% ratio. Each hard skill point in Telekinesis makes Energy Shield 6.25% more effective. For example, with 8 points in Telekinesis, 1.5 mana points are deducted for each point of damage absorbed - a 150% ratio. With 16 points in Telekinesis, one point of damage absorbed equals one point of mana loss - a 100% ratio.

    Energy Shield Receives Bonuses From
    Telekinesis



    [​IMG] Lightning Mastery
    Required Level: 30
    Prerequisites: None

    The final step in mastering the destructive powers of the firmament, this skill gives a Sorceress finer control and mastery over her powers. Once she has reached this point in her studies, she can begin to rival the powers of the Heavens themselves.
    Passive Effect: Increases the damage of lightning spells.
    Place points into Lightning Mastery to increase the damage of your Lightning Spells.





    Fire Spells



    Fire Spells will not damage Fire Immune monsters. They will have no effect.
    The Spells Meteor, Firewall, Blaze, and Hydra will immediately disappear/cancel after you use a Town Portal or Waypoint to return to Town. So they will not be doing damage while you're back in town via Town Portal.



    [​IMG] Fire Bolt
    Required Level: 1
    Prerequisites: None

    The Fire Bolt is among the first cantrips a young Sorceress must learn before traveling out into the known world. Gathering a small amount of elemental energies, the Sorceress hurls darts of pure fire at those who would seek to injure her.
    Effect: Creates a bolt of fire.

    A great early level skill. The Sorceress starts off with a +1 to Fire Bolt Staff so it's easy to start into Fire Bolt.
    Keep in mind that Fire Ball is available at level 12 before sinking too many points into Fire bolt.

    Fire Bolt Receives Bonuses From
    Fire Ball: +16% Fire Damage Per Level
    Meteor: +16% Fire Damage Per Level




    [​IMG] Warmth
    Required Level: 1
    Prerequisites: None

    If a Sorceress wishes to truly become a formidable spellcaster, she will pursue this talent. By collecting the essence of the ambient heat in the surrounding air, she can convert this energy into the mystical force that powers her spells. In this way, she recovers more quickly from her magical exertions.
    Passive Effect: Increases your Mana recovery rate.

    Warmth can be a very important skill for the Sorceress. Because almost all of the Sorceress' skills require Mana, faster Mana Recovery Rate will allow for less downtime between fights and will allow you to use less Mana Potions to recover Mana. Keep in mind that having more Mana (with +Mana Items, More Energy, Frostburns, Stone of Jordan), can also make your mana regenerate faster so you may not have to maximize Warmth to get the desired rate of Mana Regeneration. However if you have extra points, and don't have a place to spend them, why not spend them in Warmth. Critics disagree as to how much is enough Warmth. Some say maximize the Warmth skill, while others say having lots of Mana, and using Mana Potions is enough. All agree that at least one point in Warmth is worth it. You can make the decision for yourself.
    Warmth + Regeneration Items: How does an item with Mana Regeneration work with Warmth?
    In this case the formula is: [BaseRegenrate*(100%+Warmth) ]+item.



    [​IMG] Inferno
    Required Level: 6
    Prerequisites: None

    Using this spell, a Sorceress can reach into the depths of her being and issue forth a gout of fire, incinerating any opponents standing within its reach.
    Effect: A spout of flame that burns your enemies.

    Inferno Receives Bonuses From
    Warmth: +13% Fire Damage Per Level



    [​IMG] Blaze
    Required Level: 12
    Prerequisites: Inferno [6]

    Using this spell, the Sorceress ignites the very ground she walks upon, leaving behind a blazing wall of flame.
    Effect: Leave a wall of fire in your footsteps.

    Many of the dumber creatures (undead especially) will follow you even to the point of smoking in the wake of your Blaze.



    [​IMG] Fireball
    Required Level: 12
    Prerequisites: Fire Bolt [1]

    Once she has learned the basic incantation of this spell, the Sorceress can collect a large amount of elemental fire and contain it within a globe of energy. Discharging it toward her enemy, those energies are released in a devastating explosion upon impact. This spell of mass destruction is ideal for bombarding the encampments of her enemies.
    Effect: Creates a ball of fire that explodes on impact.

    Fire Ball Receives Bonuses From
    Fire Bolt: +14% Fire Damage Per Level
    Meteor: +14% Fire Damage Per Level



    [​IMG] Fire Wall
    Casting Delay: 1.4 Seconds
    Required Level: 18
    Prerequisites: Inferno [6], Blaze [12]

    This skill allows the Sorceress to raise a barrier of flame to block her flanks from attack, creating a tactical advantage for both herself and her allies. Any creature unwitting enough to attempt to cross the barrier will feel the full force of these flames as they advance to their ruin.
    Effect: Creates a wall of fire.

    The best thing about Fire Wall is that the damage stacks. Use Fire Wall on the other side of valleys, and rivers when monsters are unable to reach you. Lay down some Fire Walls, then lead Monsters into it. Run in circles around the areas of Fire Wall, until the Monsters within die. You can combine with Static Field to bring then monsters' hit points down while the Fire Wall is also working on them. You can even throw some Meteors on top of that as well. When in parties, cast a Fire Wall around any Melee attacker in your party. This works especially well with something like a Golem which attracts monsters. While the monsters attack the Golem, the Fire Wall around will finish these monsters off. When a fallguy isn't available, move up close to a monster and let them attack you while you keep them standing in a Fire Wall. Some monsters are smart and will try to avoid the Fire Wall.




    [​IMG] Enchant
    Required Level: 18
    Prerequisites: Fire Bolt [1], Warmth [1], Fireball [12]

    Upon learning this skill, an experienced Sorceress has the ability to imbue a weapon with the power of fire. The renowned Sorceress, Habacalva, once assaulted the elemental planes themselves wielding such an enchanted mace. Her enemies soon came to fear the mention of the weapon as much as her name.
    Effect: Temporarily adds Fire damage to a weapon.

    Enchant can be cast on other party members, Minions and Hirelings. Once active, you can switch between weapons and they will all have additional fire damage. Enchant will even work to improve Arrows, so cast it on Amazons.
    Enchant works very well with Hirelings, especially Act II and Act V Hirelings. Find an Orb or Staff with +1-3 to Enchant and place it in your alternate Weapon Tab. Switch to that weapon, cast Enchant on your Hireling, then switch back to your main Weapon Tab. You can tell when Enchant has worn off by opening your Hireling Screen and noting the damage for the Hireling. If it's not red, Enchant has worn off. Using Enchant you can significantly increase the damage of your Hireling. You can place "real" points into Enchant or use + Skills/Skill Tab Items to further enhance Enchant on your Hireling.
    Using Enchant on ranged weapons boosts the damage a variable amount

    Enchant Receives Bonuses From
    Warmth: +9% Fire Damage Per Level




    [​IMG] Meteor
    Casting Delay: 1.2 Seconds
    Required Level: 24
    Prerequisites: Fire Bolt [1], Inferno [6], Blaze [12], Fire Wall [18], Fireball [12]

    Reaching out to the heavens, the Sorceress calls down a falling star to strike her adversaries. This is one of the strongest of her spells, capable of reducing large areas to cinders. During the Vactayan uprising, a Sorceress by the name of Hepsheeba took pity on the plight of the revolutionaries, and joined their cause. During the final battle of the conflict she cast this spell to great effect, single-handedly destroying the entirety of Lord Bareen's troops and delivering the Vactayans from his tyranny.
    Effect: Draws down a meteor from the heavens to smash your enemies.

    Meteor takes some skill to use. Meteors take a bit of time to land, and the radius is fixed at 4 yards. This makes it easy to miss monsters when you are retreating from them yourself or when they are moving around. When by yourself, walk in a straight line, and cast a Meteor up ahead of your path. Walk forward into the Meteor as it lands, leading the Monsters behind you into it's impact point. With some practice you can get this down. If you're able to take some hits, cast a lot of Meteors on yourself, stop, and let the monsters come up to attack you, which will set them up for a storm of Meteors. When in parties with melee party members, cast Meteors on top of them as they fight. This will allow them to quickly finish a monster off. Whenever possible cast Meteors on monsters across valleys or rivers.

    Meteor Receives Bonuses From
    Fire Bolt: +5% Fire Damage Per Level
    Fire Ball: +5% Fire Damage Per Level
    Inferno: +3% Average Fire Damage Per Second Per Level



    [​IMG] Fire Mastery
    Required Level: 30
    Prerequisites: None

    Even for the Sorceress, the destructive powers of the flame can prove uncooperative at times. The very unpredictability of elemental flame poses a danger to those unskilled in its usage. Sisters of the flame must take this last step to complete their training in the use of fire, and to maximize its effects.
    Passive Effect: Increases the damage done by your fire spells.

    Fire Mastery is very important if you focus in Fire Spells. This can quickly raise the damage of your Fire Skills to unbelievable levels.



    [​IMG] Hydra
    Casting Delay: 2 Seconds
    Required Level: 30
    Prerequisites: Fire Bolt [1], Warmth [1], Fireball [12], Enchant [18]

    This skill enables the Sorceress to summon a beast of pure flame from the core of the world. The Hydra have been allies of the Zann Esu women for generations, owing their freedom in ancient times to the actions of the renowned Sorceress, Habacalva. They never fail to answer a call from a proven Sorceress, and stand ready to spit bolts of scorching magma at her enemies.
    Effect: Creates a multi-headed beast that attacks your enemies with bolts of fire.

    Place points in Fire Mastery to increase the damage of Hydra.

    Hydra Receives Bonuses From
    Fire Bolt: +3% Fire Damage Per Level
    Fire Ball: +3% Fire Damage Per Level
     
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  2. Gix

    Gix Founder

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    Another great guide, thank you
     
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