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  Pages: 1

Diablo2 LOD 1.10 Tri-Elemental MF Sorc Build

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Posted by: Golden_Apple

Golden_Apple's Tri-Mage MF Build-
Suggestions for a more rounded, less "damage-focused" MF Sorc build


Introduction
Ok this is an in-depth discussion of the Tri-Mage (Tri-Elemental Mage) Build that I use in SoftCore, both Ladder and Non-. I have yet to test it in HC, and frankly I have no desire to. This is obviously my opinion, if you don't agree with me, that’s up to you. Just please don't flame me for advising something, which is my own opinion.


Skills Total skill points used by lvl 90- 100
These are the lifeblood of a sorceress. You should opt for mixed elements because of the wide variety of immune monsters in the game, especially in Hell, where resistances are changing constantly from one monster to the next(even ones of the same type...)

Cold Tree

Ice Bolt ( Required Level: 1 Prerequisites None)

This skill is a very useful skill in the short term. Its nice to chill monsters then hit them with a more damaging fire based attack. The usefulness really diminishes greatly over time, however, the synergy bonus is nice. 5 points

Frozen Armor (Required Level: 1 Prerequisites None)

This skill is not needed later in the game, it only adds defense and VERY small damage. But, as a prerequisite and synergy for Shiver armor, it gets 1 point.

Frost Nova (Required Level: 6 Prerequisites None)

This skill is a very good skill, very useful in the beginning of the game when chilling many monsters will save your characters life. 1 point is good in this skill because it is not a very damaging spell, but good for early on. 1 point

Ice Blast (Required Level: 6 Prerequisites: Ice Bolt)

This skill makes Ice Bolt useless except for synergies. Does more damage and it freezes enemies.1 point

Shiver Armor (Required Level: 12 Prerequisites: Frozen Armor, Ice Bolt, Ice Blast)

Highly useful as it doubles your Defense rating and slows/freezes enemies who attack you. It also deals a small amount of cold damage. 3-5 points

Glacial Spike (Required Level: 18 Prerequisites: Ice Bolt, Ice Blast)

Very useful skill. Often used for its freezing effect. Great to use during casting delays. I suggest 1 point.

Blizzard (Required Level: 24 Prerequisites Ice Bolt, Ice Blast, Frost Nova, Glacial Spike)
This “eponymous” spell is a tricky one. It can be effective in destroying large amounts of monsters, or it can miss every single one. It does 1201 - 1260 damage per shard, with 24 shards at Slvl 25, and that’s quite a lot of potential damage, but more often than not, you'd be lucky to get more than 4 hits in. That aside, it still is fairly effective crowd control, and 2 hits on one monster is enough to deal some serious damage. It lacks in one are though, and that’s its killing speed
This skill is very useful, great damage especially in Baal runs, but who wants to do Baal runs if they aren’t leveling? Not me, therefore I prefer Orb instead of this skill, because the Casting Delay on Blizz is 2-3 times as long. But this is a great skill for the slower moving targets and mobs. 10 points.

Chilling Armor (Required Level: 24 Prerequisites Frozen Armor, Ice Bolt, Ice Blast, Shiver Armor)

Not a great skill, but it is useful for ranged attackers, and for synergy of Shiver. 1 point

Frozen Orb (Required Level: 30 Prerequisites Ice Bolt, Ice Blast, Frost Nova, Glacial Spike, Blizzard)
This is one of the mainstays of the Tri-Mage. It doesn't deal insane damage, as many will try to tell you, but CAN cut down a monster very quickly, as its 262-267 damage per shard can be applied multiple times per monster. It can also be shot around corners, chilling unsuspecting monsters before they see you. It is excellent crowd control, with several monsters able to be hit for one Frozen Orb. Try to make it finish (the nova part of the spell) just behind the monster.
Casting Delay: 1 Second. This is the skill that you gotta max, great skill. If you learn how to aim it and switch it up with fire skills, this is an amazing skill especially combined with cold master. Max it, 15 points for as much damage as possible. (My damage- {478- 501 per shard} x{20 shards per orb}= 9560-10020 Damage per orb)

Cold Mastery (Required Level: 30 Prerequisites: None)

Great skill, say goodbye to resistant monsters, sadly it doesn't work on immunes, but for monsters who resist cold, their resists go down the drain. I say in the beginning of the game 1-2 points is good while you improve your other skills. 15 points

Lightning Spells -the lightning tree normally provides the “non-timered” spell.

Charged Bolt (Required Level: 1 Prerequisites None)

While this could be a good skill, but you need a lot of +skills(not available at low lvls), and you have to be relatively close to your enemy. 1 point as a pre req.

Telekinesis (Required Level: 6 Prerequisites None)

Not a great skill, damage is bad. 1 point as a pre req.

Static Field (Required Level: 6 Prerequisites None)

This skill is HUGE, even in Hell, this will take down a monster’s health by half, FAST. I suggest 3 points. It's a big part of the strategy here.

Lightning (Required Level: 12 Prerequisites Charged Bolt)

Good damage for the time when you get the skill. Hits multiple targets by piercing and, if you get range from your enemy, is a good skill to use until you get chain lightning. One plus is that IAS applies to lightning, but not Chain Lightning. 1 point

Nova (Required Level: 12 Prerequisites: Static Field)

Good skill in a pinch, but Chain will do the trick. 1 point

Chain Lightning (Required Level: 18 Prerequisites: Charged Bolt, Lightning)

Your main Lightning Tree Attack. An upgrade from lightning, has more damage and better usage than its pre req. 2 points (4-1085 Damage)

Teleport (Required Level: 18 Prerequisites: Telekinesis)

This is an amazing skill, a skill that beats all skills. Use this to get around fast and hop out of a bad situation. Also allows the meteor to be targeted with more efficiency. Cast meteor about 2 yards in any direction where there is a great big bunch of monsters, and then teleport behind it, making the monsters move right into its path. This makes the monsters fight you through the meteor's flames. Its ability to dodge arrows makes this worth its weight in gold. 1 point .

Thunder Storm (Required Level: 24 Prerequisites: Charged Bolt, Static Field, Lightning, Nova, Chain Lightning)

Great skill to have, especially since at higher levels not only does the damage increase, but also the frequency of hits. This is a PASSIVE skill, therefore you cast it once every 3-4 minutes just like Energy Shield and Shiver Armor, and it automatically zaps your enemies (with a great deal of lightning) without having to lift a finger! 5 points

Energy Shield (Required Level: 24 Prerequisites: Charged Bolt, Telekinesis Lightning, Teleport, Chain Lightning)

This skill will BE your life. With the large mana pool you will be boasting ES will help you live during a tight spot especially if you need to pop a pot or rejuvenation potion. 1 point is needed in the beginning, a possible increase to 5 points gradually as major attack skill levels are achieved.

Lightning Mastery (Required Level: 30 Prerequisites: None)

Lightning Mastery is KEY, as it dramatically increases the damage done by ALL your lightning skills. 10 points

Fire Skills

Fire Bolt (Required Level: 1 Prerequisites: None)

OK skill at level 1, not great later. 1 point

Warmth (Required Level: 1 Prerequisites: None)

Nice skill, because your gonna have a fairly large mana pool, I suggest 12 points.

Inferno (Required Level: 6 Prerequisites: None)

This skill doesn't do much damage later in the game but its a prerequisite for Meteor. 1 point

Blaze (Required Level: 12 Prerequisites: Inferno)

This skill doesn't do much damage later in the game. 1 point

Fireball (Required Level: 12 Prerequisites: Fire Bolt)

Its not the best skill to use considering lightning and ice blast.
1 point as a prerequisite.

Fire Wall (Required Level: 18 Prerequisites: Inferno, Blaze)

Casting Delay: 1.4 Seconds Not an amazing skill to use. Not great for moving targets. 1 point.

Enchant (Required Level: 18 Prerequisites: Fire Bolt, Warmth, Fireball)

Cool to put on your mercenary for added damage especially early in the game. 1 point

Meteor (Required Level: 24 Prerequisites: Fire Bolt, Inferno, Blaze, Fire Wall, Fireball)

Pros: Potential for HUGE Damage.
Cons: Casting Delay: 1.2 Seconds,
Delay Til It HITS Anything: 2-3 secs.
Relatively small area coverage.
I prefer other attacks much more, but there ARE Cold/Light Dual Immunes. Its a judgment call. A very over-rated spell IMHO, but nonetheless, 1-3 points here.

Fire Mastery (Required Level: 30 Prerequisites: None)

Even if Fire IS your last resort, more damage is always good right? 1-3 points

Hydra (Required Level: 30 Prerequisites: Fire Bolt, Warmth, Fireball, Enchant)

Nice window dressing. Crappy damage. I fail to see their usefulness for crowd control either, considering the slowing effect of your cold attacks. 0 points :tdown:

Stat point placement

Let's start with the easy one first.

Vitality: 50 total. Items will provide the rest (Dressed:140Vit, 650 life.)

Energy: 160 points total. Mana will also get some boosts from your equipment. (Dressed: Energy 190, Mana 960)

Dexterity: 155 points total for highest possible blocking (75%). Think about it this way, if Meph hits you 4 times, and u block 75% of those attacks, that essentially means u can take 4 times as many hits as normal which is easily the equivalent of 100’s of Vitality points. (Dressed: Dexterity 200, Chance to Block 75%)

Strength: 155 points total. Basically, use as few as you can to wear your equip, you’re not going melee so it doesn't affect more than that. (Dressed: Strength 195)


Keyboard layout
You've just started your new sorceress, who you want to turn into a master Magic Finder. What’s the first thing you do? Run out and Level? No, its time to set up your Keyboard. Its one of the most overlooked things in the game, but the truth is, the better and more convenient the layout of your shortcut keys, the better at changing skills and moving around you will be.

The Tri-Mage has up to 10 active (as in constant use) skills at any one time. With all the other keyboard shortcuts needed, this needs good planning.

My layout is as follows: -

Z - B Right Click Skills
A - F Left Click Skills
Q - U Inventory, Character etc...
Shift - Standstill
Space- Clear all
Alt - Item Highlight
Tab- Show Map
Ok my set out is pretty good (*ahem*). As you can see, my hand can rest in the bottom left of my keyboard, and still be in reach of 9/10ths of my shortcut keys. Obviously I am going to be highlighting and running a lot, so basing your most used skills and changing skills around those buttons is critical. It also allows your hand to rest or lean on the keyboard/desk, which can make it less stressful on your hands while playing.

There are other layouts just as good if not better, but always base it around one area of the Keyboard, and cluster the most used skills with your run and highlight items button.

Items – (Now were having fun)

Equipment setup (Dream)

Helm - Unique Shako -Harlequin Crest (Socketed with UM rune) gives +mana, +life, MF (and +15 all resists from UM)

Armor – Unique Serpentskin Armor -Skin of the Vipermagi gives +1 All Skills, +20-35 all resists, FCR
Arkaine’s Valor Balrog Skin - +2 All skills, +.5 to vitality per Char lvl, insane defense.

Belt- Unique Spiderweb- Sash Arachnid Mesh +20 FCR, +1 skills
Gloom's Trap, Nightsmoke, and Tals Belt, also good choices, Also Goldwrap... Toss-up, but I prefer the Arachnid if u can get one.

Weapons – Unique Swirling Crystal -The Oculus. +3 all skills, FCR, +20 all resists and
Wizardspike Bone Knife for 50%FCR, Max mana, and +75 all resists

Rings – Stone of Jordan(SoJ), Ravenfrost. +1 skills, increase max mana, and cannot be frozen.

Amulet - Mara's Kaleidoscope,
Tal Rasha's amulet,
or rare +2 sorc ammy with desirable stats like MF, +all resists, and +Life/Mana

Gloves – Frostburns for max mana,
Magefists for FCR and Max Mana, or
Chance Guards for MF once you can afford the mana cut.

Boots – War Travellers. If you cant get Travs, Sandstorm Treks, Waterwalks, Silkweave, or Aldurs boot are all good substitutes.

Shield – Gerkes Sanctuary Pavise – No laughing! Seriously. No +skills, but does give Max (75%) Block, and +20-40 all resists, Plus a perfect Diamond and you’re at +39-59 all resists, makes a perfect companion for Oculus.
Lidless Wall Grim Shield- Good shield, resistances not as high, Block not as good, but ideal for use with wizspike to make up fro loss of +skils with no Occy.
4-socket Monarch with 4 IST runes- VERY Expensive, but gives +100% MF in a shield. Well worth if u can afford it.

Charms- I use (3) +1 Cold Skills Grand Charms, and (2) +1 Lightning Skills Grand Charms, an Annihilus(12/15/10) as well as (1) +5 All Resists small charm. The remainder of the space is filled with (18) 7% Small Magic Find Charms

Desirable modifications on equipment/charms.

+Life or +Vitality - An absolute MUST!!! Try and get +life on all gear.

+Mana – you’re still a sorceress, still a good mod.

+Skills - Get as much as possible. The more the better! Really a +skill is amazing. It will increase your offense which is a must for this build.

Resists/Absorb - The higher the better, if you are hit by a stray shot, you don't want it to be your last. Try to max it, it helps a lot.

Faster cast rate (FCR) - Even though most of the skills you are using are timed, the faster you teleport, the less you get hit.

Magic Find (MF)– The whole point right? Not really, but it IS a nice fringe benefit of good equipment, mainly use charms so as not to sacrifice your ability to stay alive.


Mercenary

I prefer an Act 1 Rogue Fire Arrow Merc. She has a reasonably good AI, stays out of the fray for the most part, and with decent equipment like Eaglehorn or WF, Vipermagi or Twitchthroe,and Valk Wing or Gaze, she helps you to quickly dispatch your cold/lightning immune adversaries.


Things to keep in mind…

Stay back, being a hero now can cost you time in the future.

Remember casting delays and get good at timing your spells.

If monsters get tough replay an area a few times to get the hang of it.

Your mercenary is a good friend, use it as a great tool.

Create your own playing style. Make the character yours. This one suits ME well, but my style may vary from the norm a bit…

Use hotkeys and your mouse wheel especially in tight situations.





Conclusion
So that’s my guide to a Tri-Mage. Should you have any problems with that, I DON’T CARE This is a PvM MF build, meant to cover all the bases, So while your one spell or another works fantastically well in your build, Meteor or Blizz might be going great guns, with 10K plus damage, I do not care, as it is foolishly lopsided, and not applicable to this build or the game as a whole. IMHO

My fingers hurt. Enough typing.

G_A



 
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