"Classic" Fire/Cold Caster Sorceress

iCare_Handy
Dark Huntress
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First of all, I want to say that this is my first attempt to write a character guide. Since there wasn't a guide for a Fire/Cold Sorceress, I decided to try something myself and it turns out to be working quite well so far. So I decided to write this guide on how I made this build. I hope it will help some of you who are struggling with this type of build, or give an idea of a fun build to try out :D .

Okay let's begin with the stats. For this build I've put enough stat points in Strength and Dexterity (these can differ since the -% requirements on some items vary) to equip the gear I use, the rest goes in energy for the damage bonus.

For Skills, I've listed every skill i've put points below. Note: This is what I use, it might not be the best way to spend the points since it gets harder to max some skills out once you get max skill level increasing charms. Below is what I recommend

Cold Skills:
Frigid Sphere (your AoE skill): Max
Snow Queen (passive): 15p (30% max health)
Ice Elementals (meat shields): 8p (maximum of 5 minions)

Fire Skills:
Flame Strike (your single target skill): Max
Fire Dance (Buff): 15p (remove cooldown)

Mana Skills:
Familiar (Summon): Max (Gives +skills)
Mana Sweep: 1p (Usefull in early game when your mana pool isn't that big)

Reward Skills:
Symbol of Esu (enead skill): 5p (to get the 5% absorb)
Witch Blood (Ultimate Skill): Max

As for gear: I've only used Tiered Uniques, runewords and rare rings/amulets so far. These are listed Below:

Weapon:
Lunarsong
Lunarsong
Sacred Globe (4)

One-Hand Damage: 4 to 5
(Sorceress Only)
Required Level: 3
Required Dexterity: 8
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
+1 to Sorceress Skill Levels
+(11 to 25) Spell Focus
+(11 to 15)% to Cold Spell Damage
-3% to Enemy Cold Resistance
Regenerate Mana +(11 to 15)%
Cold Resist +(11 to 15)%
+3 to Light Radius
Socketed (1)
One-Hand Damage: 9 to 10
(Sorceress Only)
Required Level: 21
Required Dexterity: 19
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
+2 to Sorceress Skill Levels
+(41 to 55) Spell Focus
+(16 to 20)% to Cold Spell Damage
-6% to Enemy Cold Resistance
Regenerate Mana +(21 to 25)%
Cold Resist +(21 to 25)%
+4 to Light Radius
Socketed (2)
One-Hand Damage: 13 to 14
(Sorceress Only)
Required Level: 40
Required Dexterity: 43
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
+3 to Sorceress Skill Levels
+(71 to 85) Spell Focus
+(21 to 25)% to Cold Spell Damage
-9% to Enemy Cold Resistance
Regenerate Mana +(31 to 35)%
Cold Resist +(31 to 35)%
+5 to Light Radius
Socketed (2)
One-Hand Damage: 15 to 18
(Sorceress Only)
Required Level: 49
Required Dexterity: 88
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
+4 to Sorceress Skill Levels
+(86 to 100) Spell Focus
+(26 to 30)% to Cold Spell Damage
-12% to Enemy Cold Resistance
Regenerate Mana +(36 to 40)%
Cold Resist +(36 to 40)%
+6 to Light Radius
Socketed (2)

Shield:
The Ivory Tower
The Ivory Tower
Tower Shield (4)

Defense: (205 - 233) to (404 - 459)
Chance to Block: Class%
Required Level: 7
Required Strength:
17
Required Dexterity: 43
Item Level: 19
+1 to All Skills
+(4 to 5)% Bonus to Spell Focus
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)
Defense: (678 - 712) to (1219 - 1280)
Chance to Block: Class%
Required Level: 25
Required Strength:
31
Required Dexterity: 58
Item Level: 36
+(1 to 2) to All Skills
+(8 to 9)% Bonus to Spell Focus
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)
Defense: (1525 - 1593) to (2685 - 2805)
Chance to Block: Class%
Required Level: 42
Required Strength:
101
Required Dexterity: 113
Item Level: 59
+2 to All Skills
+(12 to 13)% Bonus to Spell Focus
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)
Defense: (2278 - 2371) to (4002 - 4165)
Chance to Block: Class%
Required Level: 51
Required Strength:
181
Required Dexterity: 210
Item Level: 85
+2 to All Skills
+(14 to 15)% Bonus to Spell Focus
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)

Switch:
Pax Mystica
Pax Mystica
Staves

'Tir'
Runeword Level: 10
+1 to All Skills
+7% to Spell Damage
+(2 to 5) to Blink
Elemental Resists +(11 to 15)%
(11 to 13)% Magic Find
(for Blink skill)
Body Armor:
Wisdom's Wrap
Wisdom's Wrap
Banded Plate (4)

Defense: 243 to 490
(Sorceress Only)
Required Level: 12
Required Dexterity:
81 to 85
Item Level: 29
+1 to Sorceress Skill Levels
+(11 to 15)% to Fire Spell Damage
+3 to Skeletal Flayer
Slows Attacker by (3 to 5)%
Regenerate Mana +(11 to 15)%
Fire Resist +(21 to 30)%
-1 to Light Radius
Requirements -(6 to 10)%
Socketed (2)
Defense: 586 to 1119
(Sorceress Only)
Required Level: 29
Required Dexterity:
107 to 112
Item Level: 40
+2 to Sorceress Skill Levels
+(16 to 20)% to Fire Spell Damage
+6 to Skeletal Flayer
Slows Attacker by (9 to 11)%
Regenerate Mana +(21 to 25)%
Fire Resist +(41 to 50)%
-2 to Light Radius
Requirements -(16 to 20)%
Socketed (4)
Defense: 1176 to 2194
(Sorceress Only)
Required Level: 47
Required Dexterity:
196 to 207
Item Level: 67
+3 to Sorceress Skill Levels
+(21 to 25)% to Fire Spell Damage
+9 to Skeletal Flayer
Slows Attacker by (15 to 17)%
Regenerate Mana +(31 to 35)%
Fire Resist +(61 to 70)%
-3 to Light Radius
Requirements -(26 to 30)%
Socketed (5)
Defense: 1592 to 2969
(Sorceress Only)
Required Level: 55
Required Dexterity:
378 to 402
Item Level: 85
+4 to Sorceress Skill Levels
+(26 to 30)% to Fire Spell Damage
+12 to Skeletal Flayer
Slows Attacker by (18 to 20)%
Regenerate Mana +(36 to 40)%
Fire Resist +(71 to 80)%
-3 to Light Radius
Requirements -(31 to 35)%
Socketed (6)
(usefull summon Oskill for some extra spell damage)
Helmet:
The Celestial Crown
The Celestial Crown
Circlet (4)

Defense: 22 to 47
Required Level: 4
Required Dexterity: 14
Item Level: 1
+30 Spell Focus
+(7 to 12)% to Cold Spell Damage
-(2 to 3)% to Enemy Cold Resistance
+(11 to 20) to Energy
Cold Resist +30%
Socketed (1)
Defense: 61 to 113
Required Level: 22
Required Dexterity: 29
Item Level: 31
+60 Spell Focus
+(15 to 20)% to Cold Spell Damage
-(5 to 6)% to Enemy Cold Resistance
+(21 to 30) to Energy
Cold Resist +60%
Socketed (2)
Defense: 126 to 225
Required Level: 39
Required Dexterity: 69
Item Level: 51
+90 Spell Focus
+(23 to 28)% to Cold Spell Damage
-(7 to 10)% to Enemy Cold Resistance
+(31 to 40) to Energy
Cold Resist +90%
Socketed (3)
Defense: 173 to 304
Required Level: 48
Required Dexterity: 147
Item Level: 77
+120 Spell Focus
+(31 to 36)% to Cold Spell Damage
-(11 to 13)% to Enemy Cold Resistance
+(41 to 50) to Energy
Cold Resist +120%
Socketed (4)

Belt:
Moonwrap
Moonwrap
Sash (4)

Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)

Boots:
Rabbit's Foot
Rabbit's Foot
Boots (4)

Defense: 8 to 14
Required Level: 1
Required Strength:
21
Item Level: 1
(10 to 40)% Movement Speed
+10% to Spell Damage
+5 Maximum Stamina
(1 to 5)% Gold Find
(1 to 5)% Magic Find
Requirements -15%
Socketed (1)
Defense: 75 to 88
Required Level: 17
Required Strength:
35
Item Level: 31
(10 to 40)% Movement Speed
+12% to Spell Damage
+10 Maximum Stamina
(5 to 10)% Gold Find
(5 to 10)% Magic Find
Requirements -30%
Socketed (2)
Defense: 184 to 215
Required Level: 34
Required Strength:
96
Item Level: 51
(10 to 40)% Movement Speed
+16% to Spell Damage
+15 Maximum Stamina
(15 to 20)% Gold Find
(15 to 20)% Magic Find
Requirements -45%
Socketed (3)
Defense: 258 to 296
Required Level: 43
Required Strength:
140
Item Level: 77
(10 to 40)% Movement Speed
+20% to Spell Damage
+20 Maximum Stamina
(25 to 30)% Gold Find
(25 to 30)% Magic Find
Requirements -60%
Socketed (4)

Gloves:
Kali
Kali
Gloves

'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%

Rings+Amulet: Anything you can get with +skills and/or resistances

In case I find items, like Sacred Uniques, Set items, or high end runewords, that fit this build better, I will add them as a comment.

I'm trying to get first attempt footage of each Uber Dungeon and Rift to give a representative example of how easy/hard each uber is. At the time of writing this guide, I've only done all the 105 areas and a few 110 areas. The videos of the levels I've completed so far are listed below. The videos of the other levels will be added as comments once I've completed them.

The Butcher + Infernal Machine:
Island of the Sunless Sea:
Death Projector:
Binding of Baal + Creature of Flame:
Torajan Jungle + Jitan and Akarat:

I hope this guide is helpfull. Feel free to ask questions if something is unclear or if you have an addition to the guide.
paolo12
Cog
207 | 18
It may be tough to get adequate pierce for 2 elements for smooth lategame.
User avatar
Bardamu
Gravedigger
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Well, first of all it's great you wanted to took the effort to write a guide since it's either beneficial for the new players and for the development of the meta. While early game is really good for new players, usually guides have to include also a mid and end gear game selection that explains how to transition from early into harder ubers. I'd suggest you to take a look at this awesome template by Crash for the formatting and the contents: viewtopic.php?f=40&t=34405.

On the build itself, why no points into Living Flame? It's an awesome passive that gives you some life sustain, since other than Antimass caster sorc doesn't have a proper way to recover hp. Speaking of Antimass, i'd put 1 point into it until you can have access to moon cookies since it can save your life if you manage to land properly the Mana Sweep+Antimass combo.
For gear, speaking of life sustain, i like to level the char with
Staff of Roses
Staff of Roses
War Staff (4)

Two-Hand Damage: 9 to 11
Required Level: 10
Required Dexterity: 46
Item Level: 10
Dexterity Damage Bonus: (0.15 per Dexterity)%
+1 to All Skills
+15% Bonus to Spell Focus
10% Cast Speed
+50% Damage to Undead
Regenerate Mana +(16 to 25)%
Fire Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
+(16 to 25) Life after each Kill
2% Reanimate as: Random Monster
Socketed (2)
Two-Hand Damage: 19 to 24
Required Level: 29
Required Dexterity: 68
Item Level: 31
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(2 to 3) to All Skills
+20% Bonus to Spell Focus
30% Cast Speed
+50% Damage to Undead
Regenerate Mana +(36 to 45)%
Fire Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
+(36 to 45) Life after each Kill
4% Reanimate as: Random Monster
Socketed (3)
Two-Hand Damage: 34 to 44
Required Level: 47
Required Dexterity: 136
Item Level: 51
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(4 to 5) to All Skills
+25% Bonus to Spell Focus
50% Cast Speed
+50% Damage to Undead
Regenerate Mana +(56 to 65)%
Fire Resist +(41 to 45)%
Lightning Resist +(41 to 45)%
+(56 to 65) Life after each Kill
6% Reanimate as: Random Monster
Socketed (4)
Two-Hand Damage: 41 to 53
Required Level: 54
Required Dexterity: 269
Item Level: 77
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(5 to 6) to All Skills
+33% Bonus to Spell Focus
60% Cast Speed
+50% Damage to Undead
Regenerate Mana +(66 to 75)%
Fire Resist +(46 to 50)%
Lightning Resist +(46 to 50)%
+(66 to 75) Life after each Kill
8% Reanimate as: Random Monster
Socketed (6)
: faster to get, and has some delicious reanimates and laek that really come in handy. At level 100 you want to switch to
Elverfolk


Elverfolk
Staves

'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
mostly for the pierce. For armor, all you need is
Queen of Glass
Queen of Glass
Ancient Armor (4)

Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength:
33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength:
57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength:
175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength:
323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
for that pierce that goes really well together with your circlet. It's pretty pointless to boost fire damage if your main dmg dealers are cold spells. Also boosting two elements at the same time may result in a lack of damage later on. Boots and gloves can simply be honorifics with +resists and +%cold spell damage, as runewords like Kali have the disadvantage of removing useful sockets from your gear. With both honorifics, you can easily reach 135 pierce with basic TU gear socketed with Thai runes and start farming 120 ubers with ease. I'd also add
Pax Mystica
Pax Mystica
Staves

'Tir'
Runeword Level: 10
+1 to All Skills
+7% to Spell Damage
+(2 to 5) to Blink
Elemental Resists +(11 to 15)%
(11 to 13)% Magic Find
and then
Kabbalah
Kabbalah
Sorceress Orbs

'Cham'
Runeword Level: 83
+3 to Sorceress Skill Levels
-1% Base Block Chance
60% Hit Recovery
+(6 to 16) to Divine Apparition
20% to Energy
Maximum Life and Mana +5%
+(100 to 200) Life when Struck by an Enemy
on switch for that amazing 3s cd teleport.
Diaco
Void Archon
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this build would only be effective on early game, since you would not be able to stack enough pierce for both elements to deal relevant damage by mid-end game. it's always a better to concentrate on one element
iCare_Handy
Dark Huntress
12 | 1
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Has a thread with over 10.000 views
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Created a complete character guide
Bardamu wrote:Well, first of all it's great you wanted to took the effort to write a guide since it's either beneficial for the new players and for the development of the meta. While early game is really good for new players, usually guides have to include also a mid and end gear game selection that explains how to transition from early into harder ubers. I'd suggest you to take a look at this awesome template by Crash for the formatting and the contents: viewtopic.php?f=40&t=34405.

On the build itself, why no points into Living Flame? It's an awesome passive that gives you some life sustain, since other than Antimass caster sorc doesn't have a proper way to recover hp. Speaking of Antimass, i'd put 1 point into it until you can have access to moon cookies since it can save your life if you manage to land properly the Mana Sweep+Antimass combo.
For gear, speaking of life sustain, i like to level the char with
Staff of Roses
Staff of Roses
War Staff (4)

Two-Hand Damage: 9 to 11
Required Level: 10
Required Dexterity: 46
Item Level: 10
Dexterity Damage Bonus: (0.15 per Dexterity)%
+1 to All Skills
+15% Bonus to Spell Focus
10% Cast Speed
+50% Damage to Undead
Regenerate Mana +(16 to 25)%
Fire Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
+(16 to 25) Life after each Kill
2% Reanimate as: Random Monster
Socketed (2)
Two-Hand Damage: 19 to 24
Required Level: 29
Required Dexterity: 68
Item Level: 31
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(2 to 3) to All Skills
+20% Bonus to Spell Focus
30% Cast Speed
+50% Damage to Undead
Regenerate Mana +(36 to 45)%
Fire Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
+(36 to 45) Life after each Kill
4% Reanimate as: Random Monster
Socketed (3)
Two-Hand Damage: 34 to 44
Required Level: 47
Required Dexterity: 136
Item Level: 51
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(4 to 5) to All Skills
+25% Bonus to Spell Focus
50% Cast Speed
+50% Damage to Undead
Regenerate Mana +(56 to 65)%
Fire Resist +(41 to 45)%
Lightning Resist +(41 to 45)%
+(56 to 65) Life after each Kill
6% Reanimate as: Random Monster
Socketed (4)
Two-Hand Damage: 41 to 53
Required Level: 54
Required Dexterity: 269
Item Level: 77
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(5 to 6) to All Skills
+33% Bonus to Spell Focus
60% Cast Speed
+50% Damage to Undead
Regenerate Mana +(66 to 75)%
Fire Resist +(46 to 50)%
Lightning Resist +(46 to 50)%
+(66 to 75) Life after each Kill
8% Reanimate as: Random Monster
Socketed (6)
: faster to get, and has some delicious reanimates and laek that really come in handy. At level 100 you want to switch to
Elverfolk


Elverfolk
Staves

'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
mostly for the pierce. For armor, all you need is
Queen of Glass
Queen of Glass
Ancient Armor (4)

Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength:
33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength:
57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength:
175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength:
323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
for that pierce that goes really well together with your circlet. It's pretty pointless to boost fire damage if your main dmg dealers are cold spells. Also boosting two elements at the same time may result in a lack of damage later on. Boots and gloves can simply be honorifics with +resists and +%cold spell damage, as runewords like Kali have the disadvantage of removing useful sockets from your gear. With both honorifics, you can easily reach 135 pierce with basic TU gear socketed with Thai runes and start farming 120 ubers with ease. I'd also add
Pax Mystica
Pax Mystica
Staves

'Tir'
Runeword Level: 10
+1 to All Skills
+7% to Spell Damage
+(2 to 5) to Blink
Elemental Resists +(11 to 15)%
(11 to 13)% Magic Find
and then
Kabbalah
Kabbalah
Sorceress Orbs

'Cham'
Runeword Level: 83
+3 to Sorceress Skill Levels
-1% Base Block Chance
60% Hit Recovery
+(6 to 16) to Divine Apparition
20% to Energy
Maximum Life and Mana +5%
+(100 to 200) Life when Struck by an Enemy
on switch for that amazing 3s cd teleport.


Thank you for the template! As of now I'm at the end of the early game and staring to get in the mid game, so once I get further in my playthrough, and make big changes in my Stat, Skill or gear plan, I will update the post with a mid- and/or endgame section (Using the template ;) ).

At the time of chosing a passive I chose for Snow Queen instead of Living Flame because of the % max life and the flat defense Snow Queen has. I thought some extra defense would be usefull because of the gear I use. I am considering putting some points in Living flame to get a better balance between flat life and % max life, but I'm still figuring out which one is the most beneficial. I did consider putting a point in Anitmass, but I play quite safe (most of the time) so I didn't find myself in a situation often where I was in desperate need of health. I do agree that the skill is nice to have when you play a bit more agressive.

As for gear, I chose to have a balance between Cold and Fire spell bonusses, since I wanted to focus on both elements. I checked my stat reader and saw that I have 30% Cold piece and just 13% Fire pierce. So I decided to change my switch gear and made
Hestia
with a second
The Ivory Tower
The Ivory Tower
Tower Shield (4)

Defense: (205 - 233) to (404 - 459)
Chance to Block: Class%
Required Level: 7
Required Strength:
17
Required Dexterity: 43
Item Level: 19
+1 to All Skills
+(4 to 5)% Bonus to Spell Focus
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)
Defense: (678 - 712) to (1219 - 1280)
Chance to Block: Class%
Required Level: 25
Required Strength:
31
Required Dexterity: 58
Item Level: 36
+(1 to 2) to All Skills
+(8 to 9)% Bonus to Spell Focus
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)
Defense: (1525 - 1593) to (2685 - 2805)
Chance to Block: Class%
Required Level: 42
Required Strength:
101
Required Dexterity: 113
Item Level: 59
+2 to All Skills
+(12 to 13)% Bonus to Spell Focus
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)
Defense: (2278 - 2371) to (4002 - 4165)
Chance to Block: Class%
Required Level: 51
Required Strength:
181
Required Dexterity: 210
Item Level: 85
+2 to All Skills
+(14 to 15)% Bonus to Spell Focus
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)
. It didn't boost the pierce but it did increase the Fire spell damage with 45% (from +118% to +163%). So now I switch to that when I'm fighting a tougher boss to boost the fire damage. Besides that, I was lucky to get a Taha rune from Mephistos soulstone and decided to make
Drekavac
for the extra cast speed.

As of now, both my Cold and Fire spells deal enough damage to kill everything with ease to moderate ease. When the time comes that it's getting too hard to kill monsters, than I will consider a respec to just one of the elements. I don't know which one it will be, since the main reason I started using both elements is simply because I liked the AOE Cold spell and the single target Fire spell better than it's counterpart.
kris441
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Hey ,
i think people deserve more credit for creating new guides and helping new players.I would love to see more guides!!!
Normal to Hell is okay to boost fire/cold spell dmg , but in hell they are inferior to -enemy res .What is important in hell :
-enemy res ( -135 farming, -170 boss fight , -199 sam or phobos) --> spelldmg --> ef --> energy ,so for caster you have to get first -enemy res and than you have to balance the rest! Just to say more than 135 pierce for farming doesn't mean more damage this is the end limit.
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Bardamu
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iCare_Handy wrote:At the time of chosing a passive I chose for Snow Queen instead of Living Flame because of the % max life and the flat defense Snow Queen has. I thought some extra defense would be usefull because of the gear I use. I am considering putting some points in Living flame to get a better balance between flat life and % max life, but I'm still figuring out which one is the most beneficial. I did consider putting a point in Anitmass, but I play quite safe (most of the time) so I didn't find myself in a situation often where I was in desperate need of health. I do agree that the skill is nice to have when you play a bit more agressive.

As for gear, I chose to have a balance between Cold and Fire spell bonusses, since I wanted to focus on both elements. I checked my stat reader and saw that I have 30% Cold piece and just 13% Fire pierce. So I decided to change my switch gear and made
Hestia
with a second
The Ivory Tower
The Ivory Tower
Tower Shield (4)

Defense: (205 - 233) to (404 - 459)
Chance to Block: Class%
Required Level: 7
Required Strength:
17
Required Dexterity: 43
Item Level: 19
+1 to All Skills
+(4 to 5)% Bonus to Spell Focus
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)
Defense: (678 - 712) to (1219 - 1280)
Chance to Block: Class%
Required Level: 25
Required Strength:
31
Required Dexterity: 58
Item Level: 36
+(1 to 2) to All Skills
+(8 to 9)% Bonus to Spell Focus
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)
Defense: (1525 - 1593) to (2685 - 2805)
Chance to Block: Class%
Required Level: 42
Required Strength:
101
Required Dexterity: 113
Item Level: 59
+2 to All Skills
+(12 to 13)% Bonus to Spell Focus
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)
Defense: (2278 - 2371) to (4002 - 4165)
Chance to Block: Class%
Required Level: 51
Required Strength:
181
Required Dexterity: 210
Item Level: 85
+2 to All Skills
+(14 to 15)% Bonus to Spell Focus
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)
. It didn't boost the pierce but it did increase the Fire spell damage with 45% (from +118% to +163%). So now I switch to that when I'm fighting a tougher boss to boost the fire damage. Besides that, I was lucky to get a Taha rune from Mephistos soulstone and decided to make
Drekavac
for the extra cast speed.

As of now, both my Cold and Fire spells deal enough damage to kill everything with ease to moderate ease. When the time comes that it's getting too hard to kill monsters, than I will consider a respec to just one of the elements. I don't know which one it will be, since the main reason I started using both elements is simply because I liked the AOE Cold spell and the single target Fire spell better than it's counterpart.

I honestly don't get why choosing one passive over the other when you can have both. Sorc is really squishy through all parts of the game, and going Living Flame+Snow Queen easily gets you over 10k life at or right before level 120. Flat defense from said passive will not be that useful anyway because you have low defenses to start. 24k or 50k won't make a difference in 120+ ubers.
Going balance between two elements will be bad for your damage output when the game starts being hard. Farming in Duncraig without max or close to max pierce means that you will have an harsh time killing the Souls that absorb your elemental type while they swarm and easily kill you in 2 hits. Focus on smaxing pierce before going full spell damage.
Also why no shatter the flesh? It's the best cc spell you have in those trees. Makes life a lot easier in farming places.
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Crash
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In short recommendation, I would say (even though some people may have noted already):

1.) Pick one element. Abyss is one of the strongest single target spells in the game currently. Aiming can be a little annoying at first, but once you get the hang of using it, it's quite strong. If you say, "No, I don't like aiming it, it's uncomfortable, so I chose flamestrike", then I would heavily suggest picking Flamefront and Flamestrike and going full fire damage output. Flamefront is finally (after neglected by players for a long time) a good usable farming skill, especially with [/item]Habacalva's Legacy[/item] doubling the missiles. This too will allow you to focus on one element.

2.) I would not suggest 15pt in Firedance for the cooldown removal. I know a lot of people will argue and disagree, but what's the point? You will never have to actively spam this skill. Leave it at 10pt for 2 second cooldown since that will likely be as frequent as you need it in most cases while moving around, casting, summoning, and more in gameplay. This frees up 5 skill points to use elsewhere in passives or such.

3.) Familiars -- I would note to only put points in increments of 4, since the 3 points in between don't give you any bonuses. You're stuck at 15 point familiar? Keep it at 12/15 until you unlock the 16th point.

.

Cold spec vs Fire spec
Cold: more defensively oriented due to big hp ice elemental tanks + cold slow and sometimes freeze with 1pt shatter the flesh to mob up corpses. Abyss is big damage if you can aim and stack the swirls properly, but a lot of people don't like it.

Fire: faster damage application, fits more in the "omgwtf fast firestorm" build with constant aimcast and move. Flamestrike is easier to aim, still pretty good damage. Probably a bit harder/more expensive to get a good amount of pierce late game with some SSUs, but can really ramp up damage.

I would say Cold is more friendly as a starter character, since it is more defensive and you can just hang out and cast behind minions. Later farming, fire is more efficient in my experience.

Good start though, you're on the right track. Keep it up
iCare_Handy
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kris441 wrote:Hey ,
i think people deserve more credit for creating new guides and helping new players.I would love to see more guides!!!
Normal to Hell is okay to boost fire/cold spell dmg , but in hell they are inferior to -enemy res .What is important in hell :
-enemy res ( -135 farming, -170 boss fight , -199 sam or phobos) --> spelldmg --> ef --> energy ,so for caster you have to get first -enemy res and than you have to balance the rest! Just to say more than 135 pierce for farming doesn't mean more damage this is the end limit.


Thank you for clarifying. I wasn't sure what had more effect -% res ,or +% spell damage, but now I have a better understanding. As for the other comments about the skills. Thank you for the input. It really gives a better understanding which skill stands out. For now I keep the attack skills that i'm using, but I am going to change the way I spend my poiints in the passives and Firedance, because I aggree it isn't necessary to completely remove the cooldown. I just hit level 115 so I can make some more first attempt footage. Once i've completed that I will edit the initial post.
Istaryu
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kris441 wrote:Hey , What is important in hell :
-enemy res ( -135 farming, -170 boss fight , -199 sam or phobos) --> spelldmg --> ef --> energy


That is not really true. For a decent build, you need to balance out energy, ef, and spell dmg. Having high spell dmg with bad ef synergy is worse than having less spell dmg, but better ef synergy.