Melee Sorceress [1.3]

TwoGenders
Cultist
23 | 0
What is the best socket filler and MO for a
Starhawk
Starhawk
Warp Blade (Sacred)

(Sorceress Only)
Required Level: 100
Required Dexterity: 400
One-Hand Damage: 49 to 86
Dexterity Damage Bonus: (25/256 per Dexterity)%
Area Effect Attack
25% Chance to cast level 50 Magic Missiles on Melee Attack
+(3 to 5) to Sorceress Skill Levels
50% Attack Speed
Adds 800-1000 magic damage
Adds 800-1000 fire damage
Adds 800-1000 lightning damage
Adds 800-1000 cold damage
-(25 to 35)% to Enemy Elemental Resistances
10% Chance to Avoid Damage
Socketed (6)

. Thanks
ronge
Imp
4 | 0
Just starting out this build untwinked. Is cold/light still the way to go, or would you go for psn/fire?
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Solfege
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TwoGenders wrote:What is the best socket filler and MO for a
Starhawk
Starhawk
Warp Blade (Sacred)

(Sorceress Only)
Required Level: 100
Required Dexterity: 400
One-Hand Damage: 49 to 86
Dexterity Damage Bonus: (25/256 per Dexterity)%
Area Effect Attack
25% Chance to cast level 50 Magic Missiles on Melee Attack
+(3 to 5) to Sorceress Skill Levels
50% Attack Speed
Adds 800-1000 magic damage
Adds 800-1000 fire damage
Adds 800-1000 lightning damage
Adds 800-1000 cold damage
-(25 to 35)% to Enemy Elemental Resistances
10% Chance to Avoid Damage
Socketed (6)

. Thanks


Probably Perfect Rainbow Stones and ED orbs.

ronge wrote:Just starting out this build untwinked. Is cold/light still the way to go, or would you go for psn/fire?


Early-Game is gonna be tougher than in previous patches no matter which spec you choose, but Lightning/Cold or Poison/Lightning are still a bit safer overall when starting out. They all work fine from the beginning, but LC1 and Ennead are kind of a pain with Poison/Fire. By clvl 90, you can respec to Poison/Fire and things will be fine though. Mostly.
Holte
Imp
4 | 0
Loving this build, using your fire/poison variant. Granted only just finished Hatred but, it was a breeze. My question relates to mercs, I've searched numerous times for gearing advice for a Bloodmage/Abjurer while levelling. Can you recommend any T1-6 uniques / runewords worth using on him while levelling please? I have the shrines waiting for when he gets to 120 to do the crafts you recommend in the guide.

Thanks in advance.
Covela
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Holte wrote:Loving this build, using your fire/poison variant. Granted only just finished Hatred but, it was a breeze. My question relates to mercs, I've searched numerous times for gearing advice for a Bloodmage/Abjurer while levelling. Can you recommend any T1-6 uniques / runewords worth using on him while levelling please? I have the shrines waiting for when he gets to 120 to do the crafts you recommend in the guide.

Thanks in advance.


For leveling, anything that gives plus skills, FCR or - enemy resist.

On my first char, I used an aerin orbiter belt, and everything else was just a runeword that had +1 skills. They are pretty dominate regardless of gear. I actually like abjurer more then bloodmage that most other people prefer, but I've never really looked into it myself.
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Solfege
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@Holte

Glad it's working out so far. Would like to hear about your experience doing LC1 and Ennead (when you finish it).

For merc gear, tbh, I just give my merc whatever decent Rares I find early on. As Covela said, anything with +Skills and FCR, as well as the appropriate Spell Damage and -Enemy Res.

If you wanted something more, the easiest thing is probably just Honorifics orbed with +LSD (Abjurer) or +FSD (Bloodmage). Put some FCR on the weapon, ED/TCD and MF on the armor, and any remaining space can be filled with FHR or Reanimate Skeleton. It'll cost more gold, but it's better in the long run b/c you're not wasting ACs to uptier merc TUs.

Some decent TUs are
The Ivory Tower
The Ivory Tower
Tower Shield (4)

Required Level: 7
Required Strength: 22
Required Dexterity: 43
Defense: (205-233) to (404-459)
Chance to Block: class%
+1 to All Skills
+(4 to 5)% Bonus to Energy Factor
5% Cast Speed
+(11 to 15)% to Fire Spell Damage
+(11 to 15)% to Lightning Spell Damage
+(41 to 60)% Enhanced Defense
Maximum Mana (3 to 5)%
Requirements -40%
Socketed (1)

Required Level: 25
Required Strength: 30
Required Dexterity: 58
Defense: (678-712) to (1219-1280)
Chance to Block: class%
+(1 to 2) to All Skills
+(8 to 9)% Bonus to Energy Factor
10% Cast Speed
+(16 to 20)% to Fire Spell Damage
+(16 to 20)% to Lightning Spell Damage
+(81 to 90)% Enhanced Defense
Maximum Mana (9 to 11)%
Requirements -45%
Socketed (3)

Required Level: 42
Required Strength: 59
Required Dexterity: 113
Defense: (1525-1593) to (2685-2805)
Chance to Block: class%
+2 to All Skills
+(12 to 13)% Bonus to Energy Factor
15% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Lightning Spell Damage
+(101 to 110)% Enhanced Defense
Maximum Mana (15 to 17)%
Requirements -50%
Socketed (4)

Required Level: 51
Required Strength: 109
Required Dexterity: 210
Defense: (2278-2371) to (4002-4165)
Chance to Block: class%
+2 to All Skills
+(14 to 15)% Bonus to Energy Factor
15% Cast Speed
+(26 to 30)% to Fire Spell Damage
+(26 to 30)% to Lightning Spell Damage
+(121 to 130)% Enhanced Defense
Maximum Mana (18 to 20)%
Requirements -55%
Socketed (4)

,
Moonwrap
Moonwrap
Sash (4)

Required Level: 1
Required Strength: 9
Defense: (16-18) to (20-21)
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Cold Resist +(11 to 15)%
Lightning Resist +(11 to 15)%
Socketed (1)

Required Level: 17
Required Strength: 13
Defense: (119-129) to (131-141)
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Socketed (2)

Required Level: 35
Required Strength: 28
Defense: (331-353) to (370-395)
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Socketed (2)

Required Level: 43
Required Strength: 58
Defense: (493-524) to (542-576)
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Socketed (2)

, and
Aerin Orbiter
Aerin Orbiter
Belt (4)

Required Level: 5
Required Strength: 45
Defense: (88-96) to (121-132)
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)

Required Level: 22
Required Strength: 67
Defense: (310-334) to (389-419)
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)

Required Level: 40
Required Strength: 139
Defense: (754-805) to (938-1001)
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)

Required Level: 48
Required Strength: 288
Defense: (1104-1173) to (1358-1443)
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)

. And
Wake of Destruction
Wake of Destruction
Greaves (4)

Required Level: 9
Required Strength: 60
Defense: (90-102) to (135-152)
+(3 to 5)% Bonus to Energy Factor
(0 to 40)% Movement Speed
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(11 to 13)% to Physical/Magic Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)

Required Level: 27
Required Strength: 84
Defense: (333-369) to (462-512)
+(9 to 11)% Bonus to Energy Factor
(0 to 40)% Movement Speed
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(15 to 17)% to Physical/Magic Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)

Required Level: 44
Required Strength: 164
Defense: (854-930) to (1152-1254)
+(15 to 17)% Bonus to Energy Factor
(0 to 40)% Movement Speed
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(19 to 21)% to Physical/Magic Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)

Required Level: 52
Required Strength: 292
Defense: (1274-1378) to (1713-1853)
+(18 to 20)% Bonus to Energy Factor
(0 to 40)% Movement Speed
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(23 to 25)% to Physical/Magic Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)

is ok for a Bloodmage.

For RWs,
Lumen Arcana
Lumen Arcana
Body Armor

'Ith'
Runeword Level: 15
+1 to All Skills
-(3 to 8)% to Enemy Fire Resistance
-(3 to 8)% to Enemy Lightning Resistance
-(3 to 8)% to Enemy Cold Resistance
-(3 to 8)% to Enemy Poison Resistance
+(28 to 45)% Enhanced Defense
+2 to Light Radius
is fine early on, and
Iblis
Iblis
Gloves

'Nef'
Runeword Level: 13
+(11 to 15)% Bonus to Poison Skill Duration
+(8 to 10)% to Fire Spell Damage
10% to Energy
Fire Absorb 5%
+5 to Light Radius
and
Ra
Ra
Helms

'Lum'
Runeword Level: 37
+1 to All Skills
25% Cast Speed
-(6 to 10)% to Enemy Fire Resistance
-(6 to 10)% to Enemy Poison Resistance
Attacker Flees after Striking (11 to 15)%
(7 to 13)% Gold Find
7% Magic Find
can be useful for a Bloodmage.
Holte
Imp
4 | 0
Thanks for the replies. I had a Queen of Glass lying around so I threw that on him along with an Aerin Orbiter, will keep my eyes open for the other stuff :)

Will keep you posted on Ennead but, LC1 was really easy, I don't think I went below half health at any point and my gear isn't the latest level TU, mostly 2s and 3s.
Holte
Imp
4 | 0
Update: I did Ennead at 74 still wearing the same gear as LC1 and it was really easy, the only class I found it easier on was Summoner Barb but, the minions there can kill the skellies without killing the towers. All in all, very strong so far as long as you're resist maxed, struggled a bit in that regard in terror sewers but, it was more of a wake up call that I should MO my jewelry to fix the res than an issue with the build.

I sometimes feel like some life steal would be nice but, not really sure which weapon MO to go for in that regard. Thoughts?
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Solfege
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Cool. And yeah, you'll probably struggle a bit in Terror until you get Baneblade. Then it's ezpz again.

For your TU weapon, forget the DS orbs and try 3x LoA and 2x MoA instead. The LoA will help supplement Living Flame and the MoA will help with the Mana problems you'll have later. That will also make the Rubes in your weapon obsolete, so you can replace them with Rainbow Stones. Do the same thing when you eventually make
Grace
Grace
Sorceress Crystal Swords

'Kur'
Runeword Level: 78
+(1 to 2) to Sorceress Skill Levels
45% Attack Speed
30% Block Speed
+(115 to 143)% Enhanced Damage
+(13 to 25) to Minimum Damage
+(21 to 40) to Strength
+(21 to 40) to Dexterity
+(21 to 40) to Vitality
Maximum Mana 3%
10% Chance to Avoid Damage
. Orb the base weapon with ED, then orb it with 3x LoA and 2x MoA.
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So i notice the beginning/early game you have a small rundown saying do poison/fire or poison/light but then everything else is tailored to light/cold? so this being said, is light/cold still the GG build or is it just outdated? im guessing its still GG for clvl120 because it was updated in april. Thanks!!! im lvl 110 and poison/light its been a breeze so far, but i can see it possibly having issues later. Thanks!