Melee Sorceress

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cyborgtemplar
Gravedigger
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Rowean wrote:
cyborgtemplar wrote:
Rowean wrote:
cyborgtemplar wrote:Nobody seems to wanna lmk. So i'll just put that together with mf jewels initially and head into k3k with it. Depending on how that goes i'll adjust it to a more duncraig friendly version.



I will assess what you wrote later tonight. My suggestion for you is to focus on mercenaries set as it a very good mid to late option.



The mysteries set is what i have equipped and is doing relatively well. At least up to duncraig isn't much of a concern.

I'm looking into more of a transitional build that can also do duncraig, but with higher mf on it. A RW/SU setup with one or two abandoned should hit 75% block easier, will have higher defense % (or relatively similar at least), better damage output, and a couple hundred mf. Since i'll add +mf to the base. Sure it's an eth sorc armor, but not high enough i'd be comfortable putting a Xis runeword into it.


MF items will be worse than the mysteries set to do duncraig as they provide less bonuses or even negative ones (like
Lilith's Temptation
Lilith's Temptation
Plated Belt (Sacred)

Required Level: 100
Defense: (3680-4089) to (4031-4479)
3% Chance to cast level 2 Time Strike on Striking
+(170 to 200)% Enhanced Defense
-25 to all Attributes
(60 to 100)% Magic Find
Requirements -100%
Socketed (2)

) . So there is no MF items that will make you clear duncraig as fast as if you had the mysteries set on. Nevertheless there are a couple things that you can do to increase your MF while not hurting your clear speed that much.

a) Start putting MF jewels + MF MO in your mysteries set progressively. I would maintain 6x Jah in the weapon.
b) Get 120 and 125 charms, and 400 sigs. You can start disenchanting SU/SET items for sigs while doing dunc runs. Those 400 sigs go into dex
c) Increase your level
d) Focus on your mercenary weapon (
Qarak's Will
Qarak's Will
Giant Sword (Sacred)

Required Level: 100
Required Strength: 480
One-Hand Damage: (150-163) to (233-246)
Two-Hand Damage: (206-225) to (285-305)
Strength Damage Bonus: (30/256 per Strength)%
10% Chance to cast level 36 Bloodlust on Kill
6% Chance to cast level 40 Pentagram on Melee Attack
15% Chance to cast level 34 Spike Nova on Melee Attack
+250% Bonus Damage to Bloodlust
+(140 to 170)% Enhanced Damage
Adds 50-125 damage
Adds 167-334 fire damage
+(26 to 38)% to Fire Spell Damage
5% Reanimate as: Flesh Clan
+333 Life after each Kill
Socketed (4)

) to give you bloodlust (or buy
Shamanka
Shamanka
Long Staff (Sacred)

Required Level: 100
Required Dexterity: 203
Two-Hand Damage: 56 to 58
Dexterity Damage Bonus: (10/256 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+50% Damage to Undead
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life (31 to 40)%
Lightning Resist +(50 to 70)%
Fire Resist +(50 to 70)%
Socketed (4)

)

Once you have the above, my recommendation to pivot away from mysteries set to increase MF further would be as follows:

Focus on getting
Shark (Xis)

Shark
Weapons

'TalXis'
Runeword Level: 120
1% Chance to cast level 31 Bloodlust on Kill
+(201 to 250)% Bonus Damage to Bloodlust
40% Attack Speed
+230% Enhanced Damage
+(2 per level) to Maximum Damage (Based on Character Level)
+5 to all Attributes
-500 to Mana
Cannot be Unsocketed
eth (eth
Steel Punisher
Steel Punisher
Warp Blade (Sacred)

(Sorceress Only)
Required Level: 100
Required Dexterity: 400
One-Hand Damage: (172-187) to (332-358)
Dexterity Damage Bonus: (25/256 per Dexterity)%
Area Effect Attack
+300% Bonus Magic Damage to Spiral Dance
30% Chance to cast level 25 ATMG Sentry on Melee Attack
+(1 to 2) to Sorceress Skill Levels
+(170 to 200)% Enhanced Damage
Adds 40-100 damage
(15 to 20)% Life stolen per Hit
10% Deadly Strike
Physical Resist 10%
Socketed (6)

is too damn rare and expensive, unless you are willing to throw 400tg). Anything that is not Eth will not provide you with big boosts so skip a normal steel punisher. Shark is enough power to compensate for the loss of power from equipping the following items:

- Armor
Hratli's Craft
Hratli's Craft
Ring Mail (Sacred)

Required Level: 100
Required Strength: 307
Defense: (6628-7311) to (7292-8043)
+1 to All Skills
25% Cast Speed
50% Hit Recovery
+(41 to 50)% to Summoned Minion Life
+(172 to 200)% Enhanced Defense
+75 to Dexterity
Physical Resist 10%
40% Magic Find
Requirements -40%
Repairs 1 Durability in 25 Seconds
Socketed (6)

- very cheap to buy (i can sell you one in fact)
- helm
Royal Circlet
Royal Circlet
Tiara (Sacred)

Required Level: 100
Required Dexterity: 392
Defense: (1740-1957) to (1968-2214)
+2 to All Skills
+150% Damage to Demons
+150% Damage to Undead
+(140 to 170)% Enhanced Defense
(21 to 25)% to All Attributes
Elemental Resists +(25 to 30)%
Physical Resist 5%
(21 to 25)% Magic Find
Socketed (4)

- very expensive and despite how good its stats look its not that big of a boost compared with merc circlet. This is the only item that works for MF and final build.
- gloves
Dacana's Fist
Dacana's Fist
Chain Gloves (Sacred)

Required Level: 100
Required Strength: 514
Defense: (515-1545) to (565-1695)
+(0 to 200)% Enhanced Defense
+(-300 to 300) to Life
Elemental Resists +(-50 to 30)%
1% Reanimate as: Necrobot
+(-25 to 15)% to Experience Gained
(-100 to 60)% Gold Find
(-100 to 60)% Magic Find
Socketed (4)

- very cheap
- belt:
Lilith's Temptation
Lilith's Temptation
Plated Belt (Sacred)

Required Level: 100
Defense: (3680-4089) to (4031-4479)
3% Chance to cast level 2 Time Strike on Striking
+(170 to 200)% Enhanced Defense
-25 to all Attributes
(60 to 100)% Magic Find
Requirements -100%
Socketed (2)

- expensive

With these 4 items +1*mf ring + mf jewels i get to 505% MF. I am able to clear dunc with no deaths with up to 4 people in the game. With more than 4 people I start swapping the MF gear with some non-mf one to increase damage.

Hope it helps.


a - The reason i didn't mo mf and such on mysteries is to resell it later on. mo'd at 120 makes that more difficult. I guess i could just mo it and consider it fine. (making a 2nd sorc just for practice on the 1-120 path, and a slightly different item approach at 110+ without using mysteries. but a mostly full shrine build)

b - i'll need to work on the charms. Last time i tried kabraxis as a fresh 120 i didn't kill him. Pretty sure i could have, but woul've taken some time investment given my gear.

c - currently 123. been spamming k3k not just for exp but i'm fishing for that eth Warp Blade, and abandoned shrine for shield

d - I have my merc's Qarak's Will & a low shamanka. I've been spending all my excess jewels in k3k to gear out my merc with a few runewords to complement his Qarak's will until I have access to better ones later on. He does in duncraig, but can probably solo k3k without his belt/chest/boots made

The shark (Xis) is certainly the next thing on my list, I don't wanna trade out too much till that. the Hratli's Craft i'll go for. AS for the Royal Circlet, that i'll probably not have for awhile. I'm using the poor mans Royal circlet atm. (assassin set helm). Ducana's fist i'll pick up as well. LIlith's might take me a moment.

If you're at 505 mf with just 1 ring and mf jewels. I can probably hit 350-400. AS i won't have Royal Circlet and Lilith's for a bit. I made a bunch of 2% dex/1% all 9-10 mf jewels yesterday. I'm holding on to them as temps while i work towards 2% dex, 8+ mf, FHR/IAS jewels. . . Merc will also get some 2% str jewels as well, since obsurd str = obsurd life per second. Where life leech is a bit limited.
Rowean
Jungle Hunter
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With the exception of the warp blade, the rest of Melee set items are worth barely nothing (I think I've given the armor and shield for free over 5 times). So while I understand your point (I still have most of my endgame gear clean), I think the costs of opportunity for the melee set are low enough as go go full mf on them (I'd keep the sword clean if you want value afterwards).

PS: you can get the hratild armor from me for 5tg :-)
cyborgtemplar
Gravedigger
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i already have 2 copies of the blade. i have the one i'm using with mf orbs. i mf orbed all of them actually.

As for buying gear, i'm not going to till i get the eth warped blade. Since when i buy gear i tend to get it all at once, and then equip it all at once. Since the set is best when all together, it's pretty restricting to break it up. As some of the pieces alone are pretty bad. the defense of the full set + the passive skill is a good boost.

Just replacing the helm for the assassin set helm (poor mans royal circlet), dropped my defence from 210k to about 150-160k. So not a trade i'll be making till i can put it all together.
JeppeAndersen
Stone Warrior
32 | -2
HI. I have a question regarding keeping your life up. I am running with the mysteries set, am lvl 117. I can't sustain myself for very long in TA. What would you recommend me do? I have LL jewels in most slots, but seeing as my main skill is only 35% weapon dmg, the leech is really unimpressive. Would I benefit more from life on attack? Those low numbers on the jewels just seem so underwhelming. Btw, my def is around 130k. Hope you can help.

Cheers :)
Istaryu
Cog
237 | -4
JeppeAndersen wrote:HI. I have a question regarding keeping your life up. I am running with the mysteries set, am lvl 117. I can't sustain myself for very long in TA. What would you recommend me do? I have LL jewels in most slots, but seeing as my main skill is only 35% weapon dmg, the leech is really unimpressive. Would I benefit more from life on attack? Those low numbers on the jewels just seem so underwhelming. Btw, my def is around 130k. Hope you can help.

Cheers :)


As a melee generally you should be a walking bulldozer, demolishing everything in your way. That means you just push forward killing everything in your way, before they can kill you. Life leech, life on kill and life on attack/striking should be enough sustain to keep your life up. Maybe you are playing not agressive enough, try that.
JeppeAndersen
Stone Warrior
32 | -2
Istaryu wrote:
JeppeAndersen wrote:HI. I have a question regarding keeping your life up. I am running with the mysteries set, am lvl 117. I can't sustain myself for very long in TA. What would you recommend me do? I have LL jewels in most slots, but seeing as my main skill is only 35% weapon dmg, the leech is really unimpressive. Would I benefit more from life on attack? Those low numbers on the jewels just seem so underwhelming. Btw, my def is around 130k. Hope you can help.

Cheers :)


As a melee generally you should be a walking bulldozer, demolishing everything in your way. That means you just push forward killing everything in your way, before they can kill you. Life leech, life on kill and life on attack/striking should be enough sustain to keep your life up. Maybe you are playing not agressive enough, try that.


I feel i'm being really aggressive. But I seem to die anyway. I also feel my dmg is okayish. In k3kk I demolish everyhting.But those arrows from TA are just too much for me. 40% phys res, 130k def, 9.5 life. I don't really get it.

Also. I havent moed my set yet. Im playing SP, and dont want to mess anything up. What would u recommend I MO it with?
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Im_a_ninja
Onyx Knight
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JeppeAndersen wrote:HI. I have a question regarding keeping your life up. I am running with the mysteries set, am lvl 117. I can't sustain myself for very long in TA. What would you recommend me do? I have LL jewels in most slots, but seeing as my main skill is only 35% weapon dmg, the leech is really unimpressive. Would I benefit more from life on attack? Those low numbers on the jewels just seem so underwhelming. Btw, my def is around 130k. Hope you can help.

Cheers :)


You need to move alot to dogde arrows, maybe try meatshields, dmg % reduction, and flat dmg reduction, and get a tanky merc

Og hej med dig ;-)
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Solfege
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JeppeAndersen wrote:
Istaryu wrote:
JeppeAndersen wrote:HI. I have a question regarding keeping your life up. I am running with the mysteries set, am lvl 117. I can't sustain myself for very long in TA. What would you recommend me do? I have LL jewels in most slots, but seeing as my main skill is only 35% weapon dmg, the leech is really unimpressive. Would I benefit more from life on attack? Those low numbers on the jewels just seem so underwhelming. Btw, my def is around 130k. Hope you can help.

Cheers :)


As a melee generally you should be a walking bulldozer, demolishing everything in your way. That means you just push forward killing everything in your way, before they can kill you. Life leech, life on kill and life on attack/striking should be enough sustain to keep your life up. Maybe you are playing not agressive enough, try that.


I feel i'm being really aggressive. But I seem to die anyway. I also feel my dmg is okayish. In k3kk I demolish everyhting.But those arrows from TA are just too much for me. 40% phys res, 130k def, 9.5 life. I don't really get it.

Also. I havent moed my set yet. Im playing SP, and dont want to mess anything up. What would u recommend I MO it with?


Istaryu is only partially correct. A good mix of LoA and LL is definitely helpful, but just because you're a melee build doesn't mean you're a tank--you're not.

You're also not expected to do TA effectively at only clvl 117. You're only there to get the Charm and move on. Since you likely haven't eaten many SoL yet, socket your gear with P-Amethysts/Io Runes to boost your CtB. Use an A5 merc to tank for you and summon a few Blade Spirits into large packs of Amazons to distract them. You should also have Force Blast by now, which you can use in emergencies. Once you hit clvl 120, respec into Fire/Lightning.

MO recommendations for the Set are in the guide. DS for the Weapon and DEX for armor pieces.
cyborgtemplar
Gravedigger
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Solfege wrote:
JeppeAndersen wrote:
Istaryu wrote:
JeppeAndersen wrote:HI. I have a question regarding keeping your life up. I am running with the mysteries set, am lvl 117. I can't sustain myself for very long in TA. What would you recommend me do? I have LL jewels in most slots, but seeing as my main skill is only 35% weapon dmg, the leech is really unimpressive. Would I benefit more from life on attack? Those low numbers on the jewels just seem so underwhelming. Btw, my def is around 130k. Hope you can help.

Cheers :)


You mind linking your character on TSW?

https://tsw.vn.cz/acc/index.php

and then a screenshot of your stats reader.

edit: it's easier to make suggestions and such if we can see everything that's going on. but at 117 TA in general hits hard for melee, it's kind of a kite and fusillade playstyle. Charging in is asking for an arrowside to the face which can really hurt. and as for the 35%. it's for every blade. so if it connects with a lot of targets it adds up. though most of my healing comes from the Life on Attack base of the weapon plus levels into baneblade.

I generally prefer the fire/lightening approach to the poison/fire or poison/lightening. outside ubers you could also consider lightening/ice when you wouldn't be making use of fire-dance. though fire/lightening seems a pretty well balanced approach.

my view

light/fire - kind of an all rounder
light/ice - trash killer. pretty poor on bosses without firedance. but defense is insane and the hp bonus is there too
poison/fire - decent for leveling when the poison can do something. or for ubers where you may specifically want the extra physical dr + hp while maintaining firedance
poison/light - idk if i see this being useful really. it's dmg reduction avoid and defence. but you'll have no hp to go with it or firedance. but if you wanna experiment with builds and use a second tree with relatively low point investment then maybe.
poison/ice - similar to poison/fire with usefulness on bosses. but you're losing out on firedance which is a lot
ice/fire - the highest amount of hp you're able to reach. and still go defenses. I'd say this could be good on bosses that use mostly purify and your own damage doesn't matter. So the stacked hp from ice/fire and gear focused on resists/pdef make the 20% def from poison less valuable. though you wouldn't really need firedance here. except maybe to burn through a large pack or so on the way to the uber. or adds.

as for jewels. life leech jewels i honestly wouldn't use. pamyths and io runes for 5% dex is massive. sure you lose out on life leech, but the amount of block you gain is literally insane. Keep the LL jewels though. 2% dex 2% ll and a combat stat (ias/fhr/block) are really good for later runewords. Or 2% dex 2% ll and some fhr/ias/block mo's on an honorific just to hit breakpoints if it's really needed. . .
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Ericksonius
Stone Warrior
31 | 0
Is there a point where DEX is no longer prioritized? I have about 3400 currently. Also, wondering if running the Mysteries would be better than my current gear. Right now i've got a Royal circlet, Charge of the Goddess Pentacle and Witchblade, an abandoned crafted spike shield with 2% block and 8% phys res, an Angel heart, a der nebelring and a decent rare ring and Serpent's set belt for the % dex as well as some decently rolled Dacana's fist for the MF while I wait for rogue foresight to drop.
I've got maxed block, 60% phys resist and 8k hp. Should I just start crafting jewels for fcr and mf or switch over to mysteries?