Build:Arcane and Melee trees will remain the same, but the Lightning tree has replaced the Poison tree. I resisted doing this to the bitter end (even for the 1.1.3 build) because I didn't want yet another fking Lightning/Cold-based Sorc, but Lightning/Cold arguably has the best Passives for survivability. And since this build only invests in the Elemental trees for the Passives, the combo couldn't be ignored anymore.
Skills:Immersion is still the main spell early on, as well as the go-to spell for bosses, but Mana Sweep will replace Immersion as main by Mid-Game (it can even start being used as main by clvl 66).
Psionic Storm's use by this build has been greatly reduced (used only for Astrogha now).
Summon survivability is greatly improved, even with only 1 point per summon skill.
Gear:Eulenspiegel
is now recommended as a Mid-Game helm. I hate this helm so much because of the teleport proc, but it's overall a better option. Getting enough res for starting Destruction will be trickier with it, though.
End-Game gear has changed slightly. Crafts, RWs, and cheap SUs can carry you through most of the content this build can do as long as you have enough SoL (which is good, because you don't have a lot of gear options). The SSSUs listed aren't necessary, but they're still listed b/c they're really good.
Also, the gear listed isn't necessarily best-in-slot. But rather than having 2 “main” gear sets (one for questing, one for farming), I opted for a single, more balanced gear set that can do both well enough. This way, players aren't having to keep track of 3 different gear sets total.
Finally, there's no need for literal shittons of crafted jewels with ridiculously hard-to-get mod combos anymore. Crafted jewels are still used, but the mods on them are much easier to get than the previous ones.
Misc.:Mid-Game progression was tweaked slightly.
End-Game progression was completely overhauled to compensate for certain changes to some Ubers (some formerly Mid-Game Ubers had to be moved to End-Game, but some previously unfarmable areas became farmable earlier on). This new progression plan should make things easier and feel more natural.
Some Ubers won't have write-ups (even if they
can be done with this build), either because there's no reward, the reward is useless, or because of certain mechanics/level design choices that don't work with this build.
*cough* Bremmtown in Fauzt