MANA SORCERESS
Apologies for the lack of updates with the new 2.0 patch, I've been quite busy and don't want to fully update the guide until I've played a lot myself so I know for a fact I'm suggesting the right things here. Will update eventually, but might be a while!
INTRODUCTION
The Mana Sorceress is a very different kind of caster compared to most other caster builds in this game. Instead of caring about Elemental types or Spell Damage, virtually all your damage derives from your mana pool. She offers very fast clear at the higher levels as well as very respectable single target damage.
When doing this write-up, my biggest wish is to allow readers to understand how to build their own Mana Sorceresses, and make informed decisions on their own gearing process and otherwise, without needing to necessarily refer to some list of items. I personally feel that a guide's first job is to be able to teach the reader how to be able to understand the ins and outs of a particular spec, and be able to devise their own plan after understanding this. Of course, I will also provide some examples of gear you might want to use and some recommendations there.
To this end, let me start by going over some basics, and then proceed onto more advanced mechanics here. This guide will assume you know the basics of ARPGs in general along with basic Diablo 2 and Median XL knowledge.
If you have any questions, please don't hesitate to contact me over Discord too: Hrishi#9580
PATCH HISTORY
► Show Spoiler
I will attempt to preserve a list of changes this build specifically has had since the release of sigma, in case you would like to check out what has changed since you last played the build.
Patch 1.5.0
- Buffs to the Mana Sorc set, making it more attractive for us to consider using.
- Addition of the reworked
- Buffs to Twilight Havoc, making it a bit more attractive to use.
Overall, the biggest change is the rework of
Patch 1.4.0
- Base stats of sorceress buffed, meaning we get more mana from our levels and from energy.
- Buffs to Mana Shield, making it slightly more important to ensure it stays up.
- Vengeful Power passive nerfed, now requiring 10 passive points to cap out.
- Slight buff to Warp Armor passive, very minor.
- Fairly significant buff to Snow Queen passive, making this a lot more attractive at only needing 15 points.
- Chronofield is now a curse, big nerf to high end labyrinth.
- Symbol of Esu now grants some absorb as well.
- Addition of Twilight Havoc as an extra skill in your arsenal.
- Addition of
- Addition of the Mana Sorc set, finally!
Overall, some major changes to the build in terms of a shake-up. Power-wise other than the Chronosphere nerf, we gained a lot of mana from the base stat changes.
Patch 1.3.0
No changes in any way to this build.
Patch 1.2.0
- Overhaul of set item levels and accessibility. Allows finding and equipping of set items at an earlier level.
- Adjustments to Mana Sweep cooldown scaling, should not be relevant for this particular build.
- Arcane Torrent receives a slight buff making it slightly more competitive with Mana Sweep.
- Removal of Perfect Sphere, going with it one easy way to hit 90% maximum resistances.
Overall, slight buff to the Arcane Torrent variant of the build and it is now harder to push maximum resistances to 90%.
Patch 1.1.0
- Nerfs to
Overall, only a minor change to the unique which affects very little.
Patch 1.0.0
Base version of the guide.
Current Patch
Patch 1.5.0
- Buffs to the Mana Sorc set, making it more attractive for us to consider using.
- Addition of the reworked
Knave
runeword, giving us another path to using Mana Sweep as a main skill.Knave
Boots
'SolChamQor'
Runeword Level: 100
Mana Sweep: -25% Total Damage, Leeches no Mana
+(0 to 1) to Sorceress Skill Levels
5% Deadly Strike
+40 to Mana
Maximum Mana +(5 to 10)%
Magic Resist +(2 to 5)%
Physical Resist (2 to 5)%
Boots
'SolChamQor'
Runeword Level: 100
Mana Sweep: -25% Total Damage, Leeches no Mana
+(0 to 1) to Sorceress Skill Levels
5% Deadly Strike
+40 to Mana
Maximum Mana +(5 to 10)%
Magic Resist +(2 to 5)%
Physical Resist (2 to 5)%
- Buffs to Twilight Havoc, making it a bit more attractive to use.
Overall, the biggest change is the rework of
Knave
giving another way to use Mana Sweep. The buffs to the Mana Sorc set also helps alleviate early game gearing as well.Knave
Boots
'SolChamQor'
Runeword Level: 100
Mana Sweep: -25% Total Damage, Leeches no Mana
+(0 to 1) to Sorceress Skill Levels
5% Deadly Strike
+40 to Mana
Maximum Mana +(5 to 10)%
Magic Resist +(2 to 5)%
Physical Resist (2 to 5)%
Boots
'SolChamQor'
Runeword Level: 100
Mana Sweep: -25% Total Damage, Leeches no Mana
+(0 to 1) to Sorceress Skill Levels
5% Deadly Strike
+40 to Mana
Maximum Mana +(5 to 10)%
Magic Resist +(2 to 5)%
Physical Resist (2 to 5)%
Older Patches
Patch 1.4.0
- Base stats of sorceress buffed, meaning we get more mana from our levels and from energy.
- Buffs to Mana Shield, making it slightly more important to ensure it stays up.
- Vengeful Power passive nerfed, now requiring 10 passive points to cap out.
- Slight buff to Warp Armor passive, very minor.
- Fairly significant buff to Snow Queen passive, making this a lot more attractive at only needing 15 points.
- Chronofield is now a curse, big nerf to high end labyrinth.
- Symbol of Esu now grants some absorb as well.
- Addition of Twilight Havoc as an extra skill in your arsenal.
- Addition of
Vaetia's Wall
, an incredibly solid sacred unique for this build.Vaetia's Wall
Tower Shield (Sacred)
Defense: (4603 - 5157) to (5543 - 6210)
Chance to Block: -1% + Class%
(Sorceress Only)
Required Level: 100
Required Strength: 460
Required Dexterity: 471
Item Level: 105
-1% Base Block Chance
-(11 to 15)% to Enemy Elemental Resistances
+(4 to 8) to Vengeful Power (Sorceress Only)
+(4 to 8) to Warp Armor (Sorceress Only)
+(4 to 8) to Snow Queen (Sorceress Only)
+(4 to 8) to Living Flame (Sorceress Only)
+(141 to 170)% Enhanced Defense
Maximum Mana +(11 to 25)%
Maximum Elemental Resists +(0 to 1)%
Requirements -20%
Socketed (4)
Tower Shield (Sacred)
Defense: (4603 - 5157) to (5543 - 6210)
Chance to Block: -1% + Class%
(Sorceress Only)
Required Level: 100
Required Strength: 460
Required Dexterity: 471
Item Level: 105
-1% Base Block Chance
-(11 to 15)% to Enemy Elemental Resistances
+(4 to 8) to Vengeful Power (Sorceress Only)
+(4 to 8) to Warp Armor (Sorceress Only)
+(4 to 8) to Snow Queen (Sorceress Only)
+(4 to 8) to Living Flame (Sorceress Only)
+(141 to 170)% Enhanced Defense
Maximum Mana +(11 to 25)%
Maximum Elemental Resists +(0 to 1)%
Requirements -20%
Socketed (4)
- Addition of the Mana Sorc set, finally!
Overall, some major changes to the build in terms of a shake-up. Power-wise other than the Chronosphere nerf, we gained a lot of mana from the base stat changes.
Patch 1.3.0
No changes in any way to this build.
Patch 1.2.0
- Overhaul of set item levels and accessibility. Allows finding and equipping of set items at an earlier level.
- Adjustments to Mana Sweep cooldown scaling, should not be relevant for this particular build.
- Arcane Torrent receives a slight buff making it slightly more competitive with Mana Sweep.
- Removal of Perfect Sphere, going with it one easy way to hit 90% maximum resistances.
Overall, slight buff to the Arcane Torrent variant of the build and it is now harder to push maximum resistances to 90%.
Patch 1.1.0
- Nerfs to
Valthek's Command
. Still an incredibly solid item.Valthek's Command
War Staff (Sacred)
Two-Hand Damage: 63 to 69
(Sorceress Only)
Required Level: 100
Required Dexterity: 333
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
Mana Sweep: +15% Total Damage, Leeches no Mana
4% Chance to cast level 50 Vizjerei Rage on Death Blow
+(9 to 11) to Sorceress Skill Levels
Jitan's Gate Cooldown Reduced by 4 seconds
+(1 to 500) to Life
+(1 to 250) to Mana
Socketed (6)
War Staff (Sacred)
Two-Hand Damage: 63 to 69
(Sorceress Only)
Required Level: 100
Required Dexterity: 333
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
Mana Sweep: +15% Total Damage, Leeches no Mana
4% Chance to cast level 50 Vizjerei Rage on Death Blow
+(9 to 11) to Sorceress Skill Levels
Jitan's Gate Cooldown Reduced by 4 seconds
+(1 to 500) to Life
+(1 to 250) to Mana
Socketed (6)
Overall, only a minor change to the unique which affects very little.
Patch 1.0.0
Base version of the guide.
OVERVIEW
Concept
► Show Spoiler
A Mana Sorc takes full advantage of the Arcane tree, with virtually all your offensive power deriving from the spells in there. Spells from the Arcane tree almost exclusively deal a special type of damage known as Feedback Damage. For this reason, a mana sorceress works very differently compared to every other caster type in the game. Essentially, the stats you look out for differ wildly from every other form of caster and your scaling also works entirely differently. Using Antimass, your mana pool also turns into your recovery.
Feedback Damage
► Show Spoiler
Feedback Damage is a special sort of damage type. It is basically a special form of Physical Damage, but the important thing to keep in mind is that very few stats actually affect feedback damage in any way. Spell Damage does not affect it, nor does Energy Factor. Feedback Damage draws virtually all it's damage from your mana pool. The only other way to boost damage is by boosting skill levels, which increases the ratio of mana that translates into damage.
It's effectiveness is reduced against enemies with damage reduction, but you cannot break their resistances with -Enemy Elemental Resistances. The only way to lower the resistances of enemies to feedback damage is with the use of skills that lower physical or feedback resistances. Chronofield is a great source of this, one of the ultimate Sorceress skills. This is why maxing out Chronofield is very important if you care about bossing. Some other classes also have ways to lower resistances, such as Spellbind and Bane.
Elemental Trees
► Show Spoiler
While Mana Sorceresses generally do not care about any of the elemental trees for offensive power, it is advised to pick a combo of 2 elemental trees to invest in, based on which defensive passive you wish to use.
Based on your combo of defensive passives, the way you play your own individual sorceress is going to change somewhat, as these defensive passives have somewhat significant impacts on how your character plays out. Have no fear though, having gone through and tried all combinations, they all work and it's a lot more of a preference thing. I encourage you to try them out and find what suits you best.
ATTRIBUTES
Attributes are incredibly straightforward for a Mana Sorceress. Because virtually all your damage derives from your mana pool, you're going to want to dump as many points as possible into Energy. STR/DEX is only in order to wear your gear, and your aim should be to get as much as possible from charms/gear such that you don't need to invest much, or at all.
STR: Enough for gear (ideally none)
DEX: Enough for gear (ideally none)
VIT: None
NRG: All
SKILLS
Skills are a lot more interesting than attributes are, with a number of decisions you can make here. To start with, in Median XL, you are only able to learn skills from any 2 of the elemental trees (fire, cold, lightning and poison). Your first major decision will be deciding what these supporting elements will be. Also you'll be distributing points across the entire Arcane tree, so figuring out which skills will be most important to you will be the other decision.
Below I will describe every skill that is relevant to the interests of a mana sorc and provide some suggestions.
Innate Skill
► Show Spoiler
You start with this skill and cannot put any points into it.
Mana Shield
This is a buff you can cast in order to cause 15% of the damage you take to be taken from mana instead of your life pool. As a mana sorc, in theory this is incredibly useful as your mana pool tends to be so large. In essence, this buff functions as a 15% damage reduction. The only downside to this is that this skill tends to turn off when your mana hits 0, which can happen often, especially with Antimass being used. However, sometimes with enough mana regeneration, this won't happen. So you need to be vigilant and turn it back on if you see it missing.
Mana Shield
This is a buff you can cast in order to cause 15% of the damage you take to be taken from mana instead of your life pool. As a mana sorc, in theory this is incredibly useful as your mana pool tends to be so large. In essence, this buff functions as a 15% damage reduction. The only downside to this is that this skill tends to turn off when your mana hits 0, which can happen often, especially with Antimass being used. However, sometimes with enough mana regeneration, this won't happen. So you need to be vigilant and turn it back on if you see it missing.
Arcane
► Show Spoiler
This will be the main tree most of your points will be used on.
Immersion
No matter what you do, this skill is something you must pick up, serving as your single target spell. Immersion deals feedback damage based on how much of your mana pool is missing. Meaning, this spell is best used on as empty a mana pool as possible. It hits extremely hard because it hits multiple times per cast.
Max this skill. Feel free to not put the last point in if it doesn't increase the % damage, as damage increases come every 2 levels.
Familiar
An incredibly useful supporting skill for Mana Sorceresses. While the summon itself can sometimes be fairly irrelevant, the aura it provides grants Cast Speed, % Energy and +Skills, all of which are stats that are incredibly useful to you.
Put as many points as possible into this. Note that the aura grants +1 to Skills per 4 Base Levels on the skill, so feel free to leave some points off if you do not meet the next threshold.
Arcane Torrent
An incredibly powerful spell with very good coverage, this will serve as your AoE spell. Unlike Immersion, Arcane Torrent deals feedback as well as magic damage, and both don't care about how much of your mana pool is missing. Rather, this spell cares about your current and maximum mana respectively. Meaning, this spell is best used when you have a full mana pool.
Max this skill. If you are using Valthek's Command, leave this skill at 1.
Mana Sweep
The other powerful AoE spell in your arsenal, Mana Sweep not only deals massive damage in a screenwide area, but also restores your mana when the spell hits any enemy. This spell's damage is based on how much of your mana pool is missing, much like Immersion. However, due to this spell leeching mana off enemies hit, you generally cannot use this in rapid succession and will need to swap over to Arcane Torrent. An exception to this rule is if you have the sacred unique Valthek's Command, which removes the mana leech off this spell. That allows you to spam this spell in rapid succession to make incredibly fast work of the entire screen. This spell starts with a cooldown, but points placed into this skill reduces it down to 0.
Put only 13 points in this spell to make the cooldown zero. Max this spell if you are using Valthek's Command or the Knave runeword.
Antimass
The glue that holds this entire spec together, and a powerful instant heal to boot, this spell consumes your entire mana pool in order to restore a percentage of that as your life. You will be switching to this skill constantly, as this skill works both as a panic button as well as something you pre-cast to boost your damage with Immersion or Mana Sweep. The cooldown is something to watch out for, because you can be left waiting for this cooldown at times.
Generally people only put 1 point into this skill, even though the cooldown does go down slightly with points. Feel free to dump any extra points into it if you have nothing else though.
Immersion
No matter what you do, this skill is something you must pick up, serving as your single target spell. Immersion deals feedback damage based on how much of your mana pool is missing. Meaning, this spell is best used on as empty a mana pool as possible. It hits extremely hard because it hits multiple times per cast.
Max this skill. Feel free to not put the last point in if it doesn't increase the % damage, as damage increases come every 2 levels.
Familiar
An incredibly useful supporting skill for Mana Sorceresses. While the summon itself can sometimes be fairly irrelevant, the aura it provides grants Cast Speed, % Energy and +Skills, all of which are stats that are incredibly useful to you.
Put as many points as possible into this. Note that the aura grants +1 to Skills per 4 Base Levels on the skill, so feel free to leave some points off if you do not meet the next threshold.
Arcane Torrent
An incredibly powerful spell with very good coverage, this will serve as your AoE spell. Unlike Immersion, Arcane Torrent deals feedback as well as magic damage, and both don't care about how much of your mana pool is missing. Rather, this spell cares about your current and maximum mana respectively. Meaning, this spell is best used when you have a full mana pool.
Max this skill. If you are using Valthek's Command, leave this skill at 1.
Mana Sweep
The other powerful AoE spell in your arsenal, Mana Sweep not only deals massive damage in a screenwide area, but also restores your mana when the spell hits any enemy. This spell's damage is based on how much of your mana pool is missing, much like Immersion. However, due to this spell leeching mana off enemies hit, you generally cannot use this in rapid succession and will need to swap over to Arcane Torrent. An exception to this rule is if you have the sacred unique Valthek's Command, which removes the mana leech off this spell. That allows you to spam this spell in rapid succession to make incredibly fast work of the entire screen. This spell starts with a cooldown, but points placed into this skill reduces it down to 0.
Put only 13 points in this spell to make the cooldown zero. Max this spell if you are using Valthek's Command or the Knave runeword.
Antimass
The glue that holds this entire spec together, and a powerful instant heal to boot, this spell consumes your entire mana pool in order to restore a percentage of that as your life. You will be switching to this skill constantly, as this skill works both as a panic button as well as something you pre-cast to boost your damage with Immersion or Mana Sweep. The cooldown is something to watch out for, because you can be left waiting for this cooldown at times.
Generally people only put 1 point into this skill, even though the cooldown does go down slightly with points. Feel free to dump any extra points into it if you have nothing else though.
Elemental Trees
► Show Spoiler
As stated earlier, you'll need to pick any two of the below defensive passives to alongside your mana sorc. While there are certainly more and less popular combinations of these, in general any combination of two will work, and will require you to gear differently to account for their differences.
If you are unsure which combination to go for, Lightning/Poison is typically the most popular and works quite well.
Living Flame (Fire)
The passive provides a ton of flat life and life regeneration, with increasing returns as you put more points into it. Unfortunately, it tends to be the least attractive option, as the life regeneration generally can seem wasteful, with Antimass generally taking care of your recovery needs. However, the massive flat life the passive provides can certainly result in something quite interesting.
If you take this, max.
Warp Armor (Lightning)
This passive provides a ton of Total Character Defense and a chance to avoid. This passive usually tends to be quite popular with mana sorcs, and it's not difficult to see why. The only downside to this one is that avoid-based mitigation can be a bit random, with it just not doing anything at times. However, the fact that avoid functions on virtually all forms of damage is nothing to laugh at, and the TCD it provides can lead to some very high defense numbers.
If you take this, max. Feel free to keep this in a multiple of 2, in order to benefit from Warp Armor's avoid bonus.
Snow Queen (Cold)
This passive provides a lot of flat defense and an increase to maximum life. While this used to be a lot more popular, it has fallen out of favor, but the bonuses are quite powerful. The main issue stems from flat defense from this passive being a bit less powerful than the TCD provided by Warp Armor. However, in combination with the life boost, it's certainly worth considering.
If you take this, put 15 points in to hit the maximum life bonus cap.
Vengeful Power (Poison)
The main draw of this passive is the incredibly useful Physical Resistance stat it provides. This passive also provides an increase to maximum life on top of that. It's not hard to see why this passive is incredibly popular among Mana Sorcs, as Physical Resistance isn't easy to come by. Getting a whopping 20% from this passive takes a lot of pressure off your gear, and it only takes 5 points to get this.
If you take this, put 10 points in to hit the Physical Resist cap.
If you are unsure which combination to go for, Lightning/Poison is typically the most popular and works quite well.
Living Flame (Fire)
The passive provides a ton of flat life and life regeneration, with increasing returns as you put more points into it. Unfortunately, it tends to be the least attractive option, as the life regeneration generally can seem wasteful, with Antimass generally taking care of your recovery needs. However, the massive flat life the passive provides can certainly result in something quite interesting.
If you take this, max.
Warp Armor (Lightning)
This passive provides a ton of Total Character Defense and a chance to avoid. This passive usually tends to be quite popular with mana sorcs, and it's not difficult to see why. The only downside to this one is that avoid-based mitigation can be a bit random, with it just not doing anything at times. However, the fact that avoid functions on virtually all forms of damage is nothing to laugh at, and the TCD it provides can lead to some very high defense numbers.
If you take this, max. Feel free to keep this in a multiple of 2, in order to benefit from Warp Armor's avoid bonus.
Snow Queen (Cold)
This passive provides a lot of flat defense and an increase to maximum life. While this used to be a lot more popular, it has fallen out of favor, but the bonuses are quite powerful. The main issue stems from flat defense from this passive being a bit less powerful than the TCD provided by Warp Armor. However, in combination with the life boost, it's certainly worth considering.
If you take this, put 15 points in to hit the maximum life bonus cap.
Vengeful Power (Poison)
The main draw of this passive is the incredibly useful Physical Resistance stat it provides. This passive also provides an increase to maximum life on top of that. It's not hard to see why this passive is incredibly popular among Mana Sorcs, as Physical Resistance isn't easy to come by. Getting a whopping 20% from this passive takes a lot of pressure off your gear, and it only takes 5 points to get this.
If you take this, put 10 points in to hit the Physical Resist cap.
Melee
► Show Spoiler
While generally a tree you'll entirely avoid, there is one skill that is worth considering.
Blade Spirits
This skill lets you summon floating swords to fight alongside you. While not exactly helping out your damage much, these provide a very useful distraction in a number of encounters, taking the pressure off you and letting you concentrate on damaging the boss instead of avoiding damage. However, they tend to die and can be quite annoying to keep up, especially in higher level content. However, they happen to inherit whatever elemental passives you end up taking, which can help their survival somewhat.
If you take this, you generally only put 1 point in. You can put more if you want to lean on them more heavily, but know that it'll naturally come at the cost of your own abilities. I personally do not like using them, but there's no denying they can be useful.
Blade Spirits
This skill lets you summon floating swords to fight alongside you. While not exactly helping out your damage much, these provide a very useful distraction in a number of encounters, taking the pressure off you and letting you concentrate on damaging the boss instead of avoiding damage. However, they tend to die and can be quite annoying to keep up, especially in higher level content. However, they happen to inherit whatever elemental passives you end up taking, which can help their survival somewhat.
If you take this, you generally only put 1 point in. You can put more if you want to lean on them more heavily, but know that it'll naturally come at the cost of your own abilities. I personally do not like using them, but there's no denying they can be useful.
Reward Skills
► Show Spoiler
Below are all the skills that you get to unlock in various ways.
Twilight Havoc
You are able to acquire this skill at level 50 and it only takes 1 point to get. Unfortunately as a base skill, while it does deal a fair bit of magic damage, it gains power from points in your offensive elemental spells, of which you really won't be able to get much of. It doesn't cost much to take though, and with one of the Mana Sorc set bonuses it does let you power the spell up a fair bit, but it's only useful for bossing with it's 20 second long cooldown.
Not much advice to give here, put the 1 point that it needs and use it as you see fit.
Chronofield
One of the choices you have for your ultimate skill (of which you get to pick only one). However, this isn't really a very difficult choice. The other two ultimates do almost nothing for mana sorceresses, generally making Chronofield the only choice. However, Chronofield is incredible for this build. Not only is it one of the few sources of resistance reduction in the game for feedback skills, it also slows the movement speed down of everything in it's area by a very significant amount. You will find you use it very often. Note that it's mana cost is a bit high, which can be tricky to start with. Eventually, your mana pool will be too large for you to care.
I advise you to put as many points in as possible. You can get away with a single point if you really want to, but the more points you put in, the more feedback resistance you can shred off some bosses that need it.
Symbol of Esu
This skill is unlocked with the completion of the Ennead Challenge. This skill gives you the ability to create Moon Symbols in your Horadric Cube, which work similar to rejuvenation potions, except they only heal life. This is, however, a massive instant heal on demand, and will be something you'll want to hand at hand for many sticky situations. However, there's no need to dump points into it if you don't want to. Note, in order to make more, you can cube a single Symbol of Esu in your cube to create 2 more! Note that is also provides Fire/cold/lightning absorb, up to 5%.
Put 5 points in it to max out the absorb you get. It's very low investment for a great return so I always recommend doing this.
Force Blast
This skill is unlocked with the completion of the Bramwell Challenge. This is a screenwide nova that lowers the damage of enemies it hits by a very significant amount. I don't need to tell you that this spell is incredibly useful and is something you'll want to ensure you have up on bosses at all times if possible. While the damage reduction does not go up with levels, the duration does, which can help immensely.
Put how many ever points you can afford, you don't need too much here, but too little can be quite awkward in ensuring the debuff is always up on bosses, which may or may not be a problem. Any points beyond 1 is going to cost you points from defensive passives so you have been warned.
Twilight Havoc
You are able to acquire this skill at level 50 and it only takes 1 point to get. Unfortunately as a base skill, while it does deal a fair bit of magic damage, it gains power from points in your offensive elemental spells, of which you really won't be able to get much of. It doesn't cost much to take though, and with one of the Mana Sorc set bonuses it does let you power the spell up a fair bit, but it's only useful for bossing with it's 20 second long cooldown.
Not much advice to give here, put the 1 point that it needs and use it as you see fit.
Chronofield
One of the choices you have for your ultimate skill (of which you get to pick only one). However, this isn't really a very difficult choice. The other two ultimates do almost nothing for mana sorceresses, generally making Chronofield the only choice. However, Chronofield is incredible for this build. Not only is it one of the few sources of resistance reduction in the game for feedback skills, it also slows the movement speed down of everything in it's area by a very significant amount. You will find you use it very often. Note that it's mana cost is a bit high, which can be tricky to start with. Eventually, your mana pool will be too large for you to care.
I advise you to put as many points in as possible. You can get away with a single point if you really want to, but the more points you put in, the more feedback resistance you can shred off some bosses that need it.
Symbol of Esu
This skill is unlocked with the completion of the Ennead Challenge. This skill gives you the ability to create Moon Symbols in your Horadric Cube, which work similar to rejuvenation potions, except they only heal life. This is, however, a massive instant heal on demand, and will be something you'll want to hand at hand for many sticky situations. However, there's no need to dump points into it if you don't want to. Note, in order to make more, you can cube a single Symbol of Esu in your cube to create 2 more! Note that is also provides Fire/cold/lightning absorb, up to 5%.
Put 5 points in it to max out the absorb you get. It's very low investment for a great return so I always recommend doing this.
Force Blast
This skill is unlocked with the completion of the Bramwell Challenge. This is a screenwide nova that lowers the damage of enemies it hits by a very significant amount. I don't need to tell you that this spell is incredibly useful and is something you'll want to ensure you have up on bosses at all times if possible. While the damage reduction does not go up with levels, the duration does, which can help immensely.
Put how many ever points you can afford, you don't need too much here, but too little can be quite awkward in ensuring the debuff is always up on bosses, which may or may not be a problem. Any points beyond 1 is going to cost you points from defensive passives so you have been warned.
Conclusion
► Show Spoiler
Hopefully this overview gives you a better understand of the skills that pertain to mana sorceresses. As a general rule, you'll need to make the following decisions when figuring out your build.
Do I go Arcane Torrent or Mana Sweep?
You typically get better mana scaling off not using
Which Elemental Passives do I pick?
If you are unsure, Poison/Lightning cannot go wrong. I encourage you to try out different combinations though and see what works best for you.
Do I want Blade Spirits?
While I'm not a fan, there is no denying they are useful distractions in a great many encounters.
How do I distribute my extra skill points among my various supporting skills?
This one will definitely differ from person to person. My suggestion is to figure out how much you want into Force Blast for it to feel natural, and then you have a ballpark to figure the rest of your points out.
There is no one right answer, and I encourage you to play around with your configuration until you find one that works best for you.
Do I go Arcane Torrent or Mana Sweep?
You typically get better mana scaling off not using
Valthek's Command
and get to use a shield which can help defensively. You can also make use of Mana Sweep as a main skill if you use Valthek's Command
War Staff (Sacred)
Two-Hand Damage: 63 to 69
(Sorceress Only)
Required Level: 100
Required Dexterity: 333
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
Mana Sweep: +15% Total Damage, Leeches no Mana
4% Chance to cast level 50 Vizjerei Rage on Death Blow
+(9 to 11) to Sorceress Skill Levels
Jitan's Gate Cooldown Reduced by 4 seconds
+(1 to 500) to Life
+(1 to 250) to Mana
Socketed (6)
War Staff (Sacred)
Two-Hand Damage: 63 to 69
(Sorceress Only)
Required Level: 100
Required Dexterity: 333
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
Mana Sweep: +15% Total Damage, Leeches no Mana
4% Chance to cast level 50 Vizjerei Rage on Death Blow
+(9 to 11) to Sorceress Skill Levels
Jitan's Gate Cooldown Reduced by 4 seconds
+(1 to 500) to Life
+(1 to 250) to Mana
Socketed (6)
Knave
but it comes at a damage loss on mana sweep which is not negligible at all. You'll have to use one of these two items to use Mana Sweep as a main skill, so make your choice here. Both work well.Knave
Boots
'SolChamQor'
Runeword Level: 100
Mana Sweep: -25% Total Damage, Leeches no Mana
+(0 to 1) to Sorceress Skill Levels
5% Deadly Strike
+40 to Mana
Maximum Mana +(5 to 10)%
Magic Resist +(2 to 5)%
Physical Resist (2 to 5)%
Boots
'SolChamQor'
Runeword Level: 100
Mana Sweep: -25% Total Damage, Leeches no Mana
+(0 to 1) to Sorceress Skill Levels
5% Deadly Strike
+40 to Mana
Maximum Mana +(5 to 10)%
Magic Resist +(2 to 5)%
Physical Resist (2 to 5)%
Which Elemental Passives do I pick?
If you are unsure, Poison/Lightning cannot go wrong. I encourage you to try out different combinations though and see what works best for you.
Do I want Blade Spirits?
While I'm not a fan, there is no denying they are useful distractions in a great many encounters.
How do I distribute my extra skill points among my various supporting skills?
This one will definitely differ from person to person. My suggestion is to figure out how much you want into Force Blast for it to feel natural, and then you have a ballpark to figure the rest of your points out.
There is no one right answer, and I encourage you to play around with your configuration until you find one that works best for you.
GEARING
Compared to Stats and Skills, your gear will be the place where you'll have the greatest flexibility in what you wear, as well as being the biggest place where you get to put your own spin on your mana sorceress.
Before going into the specific pieces of gear that you'll want to be looking out for, I'd like to start by explaining the types of stats that are useful to you, and why. This way, I hope you will be able to look at any gear and be able to tell if this is useful to you or not.
► Show Spoiler
Mana
Should be extremely obvious, as your damage almost exclusively derives from this. I'll go into further detail later on, but this is definitely one of your top priorities when it comes to gearing.
Attributes
Both additional STR and DEX is useful in order to hit the thresholds you need, which saves points that you would otherwise need to invest. Getting additional NRG is also incredibly useful because this directly translates into damage (since NRG gives you mana).
+Skills
Also quite useful for mana sorceresses, as this is one of the few other ways to boost your damage unrelated to mana. While you do not need to go overboard with this, it's definitely worth going for.
Enhanced Defense
While not exactly something you're going out of your way for, defense is the main stat available to players to avoid damage. With defense too low, your hit animation will constantly get triggered and you won't be able to cast anything. Note that the cap on any single item is 200%. Anything higher can only be achieved through runewords or sockets.
Total Character Defense
This stat kinda goes alongside the last one, except it applies a multiplier to the sum of all your individual defenses. Very useful if you don't have much of it, but with a lot of TCD already on your gear or from your passives (such as Warp Armour), it's usefulness can go down somewhat.
Physical Resistance
A extremely useful stat that does exactly what it says on the tin, a percentage reduction to any physical damage you take. This is capped at 50%, and is incredibly useful to have at that value. I would definitely recommend trying to achieve this cap.
Elemental Resistances
This should be obvious to anyone familiar with ARPGs. You'll want to have your elemental resistances capped as soon as possible. Resistances are capped at 75%, but can be raised further. Generally, this isn't something you'll really go out of your way looking for, but it's nice to have if it happens to be there. You'll typically get a lot of this from your charms.
Maximum Elemental Resistances
Seeing as a lot of high end encounters deal plenty of elemental damage, this stat is extremely important. Essentially, this is the stat that lets you go higher than the 75% cap of resistances, up to 90%. Shooting for that cap is highly recommended for a number of encounters and I would definitely try to get there if possible. It can be quite difficult to do so, however.
Faster Cast Rate
This is what lets you cast your spells faster. If you are familiar with how Diablo 2 works, you should know FCR depends on you hitting the next breakpoint for you to actually cast faster. The Sorceress breakpoints for FCR are as follows.
Orb: 8 / 22 / 42 / 78 / 157
Staff: 6 / 19 / 42 / 83 / 194
Faster Hit Recovery
When you get hit by something, you play a "flinching" type animation. If this snimation plays too slowly, you might find yourself constantly in a state of hit-lock. Getting FHR on your gear is important to lower the times you spend in your flinch animation. The breakpoints for FHR are as follows.
Orb: 5 / 11 / 20 / 35 / 60 / 109 / 280
Staff: 2 / 9 / 19 / 35 / 65 / 142 / 728
Mana Regeneration
While you do not need to go overboard with this, it's incredibly useful to have when you aren't able to Mana Sweep to recover all your mana. Also if you use Valthek's Command, this is even more important because you no longer have access to Mana Sweep's leeching abilities.
Should be extremely obvious, as your damage almost exclusively derives from this. I'll go into further detail later on, but this is definitely one of your top priorities when it comes to gearing.
Attributes
Both additional STR and DEX is useful in order to hit the thresholds you need, which saves points that you would otherwise need to invest. Getting additional NRG is also incredibly useful because this directly translates into damage (since NRG gives you mana).
+Skills
Also quite useful for mana sorceresses, as this is one of the few other ways to boost your damage unrelated to mana. While you do not need to go overboard with this, it's definitely worth going for.
Enhanced Defense
While not exactly something you're going out of your way for, defense is the main stat available to players to avoid damage. With defense too low, your hit animation will constantly get triggered and you won't be able to cast anything. Note that the cap on any single item is 200%. Anything higher can only be achieved through runewords or sockets.
Total Character Defense
This stat kinda goes alongside the last one, except it applies a multiplier to the sum of all your individual defenses. Very useful if you don't have much of it, but with a lot of TCD already on your gear or from your passives (such as Warp Armour), it's usefulness can go down somewhat.
Physical Resistance
A extremely useful stat that does exactly what it says on the tin, a percentage reduction to any physical damage you take. This is capped at 50%, and is incredibly useful to have at that value. I would definitely recommend trying to achieve this cap.
Elemental Resistances
This should be obvious to anyone familiar with ARPGs. You'll want to have your elemental resistances capped as soon as possible. Resistances are capped at 75%, but can be raised further. Generally, this isn't something you'll really go out of your way looking for, but it's nice to have if it happens to be there. You'll typically get a lot of this from your charms.
Maximum Elemental Resistances
Seeing as a lot of high end encounters deal plenty of elemental damage, this stat is extremely important. Essentially, this is the stat that lets you go higher than the 75% cap of resistances, up to 90%. Shooting for that cap is highly recommended for a number of encounters and I would definitely try to get there if possible. It can be quite difficult to do so, however.
Faster Cast Rate
This is what lets you cast your spells faster. If you are familiar with how Diablo 2 works, you should know FCR depends on you hitting the next breakpoint for you to actually cast faster. The Sorceress breakpoints for FCR are as follows.
Orb: 8 / 22 / 42 / 78 / 157
Staff: 6 / 19 / 42 / 83 / 194
Faster Hit Recovery
When you get hit by something, you play a "flinching" type animation. If this snimation plays too slowly, you might find yourself constantly in a state of hit-lock. Getting FHR on your gear is important to lower the times you spend in your flinch animation. The breakpoints for FHR are as follows.
Orb: 5 / 11 / 20 / 35 / 60 / 109 / 280
Staff: 2 / 9 / 19 / 35 / 65 / 142 / 728
Mana Regeneration
While you do not need to go overboard with this, it's incredibly useful to have when you aren't able to Mana Sweep to recover all your mana. Also if you use Valthek's Command, this is even more important because you no longer have access to Mana Sweep's leeching abilities.
MANA SCALING
I wanted to have a separate section for this, because this is an extremely important topic for people to understand. Mana is just weird in Diablo 2, and it's worth understanding the quirks associated with it.
► Show Spoiler
Explanation
To start with, you gain mana through the following ways.
Base Mana
This is the mana your character starts with.
Mana per Level
Sorceresses gain 20 mana per level.
Mana from base Energy
To be clear, this is mana gained from NRG, but specifically from NRG that you have put your points into. This is important as I'll explain.
Mana from additional Energy
Once again, mana gained from NRG, but anything additional from gear, skills or anything else. Note that this also includes All Attributes.
+ Mana bonuses
Generally found on gear, these are pretty straightforward. They provide the stated amount of flat mana.
+ Mana (Based on Character Level) bonuses
Similar to the above, except this number grows with your character level.
Now, all of these sources are additive sources of mana, as in, they all add a flat amount of mana to your existing mana pool. However, if you truly want to reach the massive mana pool values that is associated with mana sorceresses, you'll want to utilize multiplicative increases to your mana. There are two such sources.
Increased Energy %
Essentially a multiplier on your total NRG. Incredibly useful to get as much of as the more NRG your character gets, the more this stat ends up providing, naturally scaling into the end-game.
Increased Maximum Mana %
This stat is a multiplier on your mana value. If only it was as simple as that, but unfortunately there's a lot more to talk about here. Due to quirks in Diablo 2, this stat does not work on all sources of additional Mana. The sources that do work with this stat are as follows.
Base Mana
Mana per Level
Mana from base Energy
+ Mana bonuses
Consequentially, the following sources do not get scaled by this stat.
Mana from additional Energy
+ Mana (Based on Character Level) bonuses
Caps on Mana
Some more quirkiness with mana, the total amount of +mana you can have on a single piece of gear is 1897, no more.
The total cap on your mana pool is 65535. Anything above that loops around and brings your mana down to 0 on the client, so you cannot display any values above that. This results in some issues like it thinking you do not have the mana to cast a spell, for example. Also, 50k mana is the cap for Mana Sweep, you cannot get further damage above a mana pool of 50k with that skill.
Conclusion
What this means is, broadly speaking, there are two methods of hyper-scaling your mana pool. One is through NRG stacking, and the other is through pure mana stacking. Of course, in practice, you will mostly be using a combination of the two, but understanding the divergent nature of how these stats scale will allow you to make better decisions in the gearing process. You also have a very clear goal to hit, which is either 50k mana or 65k mana, which means once you hit this goal you can concentrate on other stats useful to you.