Caster Sorceress

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Bardamu
Gravedigger
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1.6 is hitting upon us folks. Let's see how new changelog will affect magic tricks woman:

-) FIRE:
Habacalva's Legacy: extra Flamefront projectiles now +5, down from +6. Baby change. Expecially since new relics add +1 spicy projectile to our beloved main skill.

-) COLD:
Frigid Sphere: damage reduced by 10%. Will now probably need 46 minutes to finish normal instead of 42.
Ice Bolt Nova: bonus damage from cold resistance reduced by 20%.
Zann Esu Secrets: Ice Bolt Nova levels now +32, down from +38
Will probably hurt damage a bit but not that much. Ibn is a farming skill and doesn't need mad damage to do well in places it's supposed to be used and preferred over fsphere like fauzt.

-) LIGHT:
Big buffs to Elemental Children set. Lots of spell damage, some pierce and qol change to Blink will make for a way smoother transition to mid game.
Tempest Relic: +2 projectiles is huge. Silly if droprates can effectively make stacking them possible.

-) POISON:
Lorenado: damage increased by 21% :coolstorybob:
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enanoakd
Stone Warrior
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Is Cold Sorcerer still viable for 1.6?

EDIT: Sorry, didn't read the message above!
Edited by enanoakd 3 years.
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NotCube
Grubber
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Yes.
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enanoakd
Stone Warrior
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Playing the cold sorc right now and it's going very well. I have some questions:

What would be the priority when it comes to apply MO to all your armor and weapon?
Any merc you recommend? And in that case, what would be its gear?

I'm starting the midgame stage and when I cast Ravenheart, my life runs out. You say there's easily countered by Living Flame but it's not detailed a single point to that skill in the skill play. Should I put some points there?

Thanks! The guide is great!
Captcha
Mangler
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Just wondering why the cold spec uses Flamestrike for single target when the text says "Fire and Cold trees carry insane single target spells in Flamestrike and Abyss."

If Abyss is that good, then using a fire skill for ST means you don't benefit from your cold pierce and csd -so why not just use Abyss? I know it's difficult to aim, but still.
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NotCube
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Captcha wrote:Just wondering why the cold spec uses Flamestrike for single target when the text says "Fire and Cold trees carry insane single target spells in Flamestrike and Abyss."

If Abyss is that good, then using a fire skill for ST means you don't benefit from your cold pierce and csd -so why not just use Abyss? I know it's difficult to aim, but still.

Hi, that's early game. For mid game and late game the text says use Abyss.

enanoakd wrote:What would be the priority when it comes to apply MO to all your armor and weapon?
Any merc you recommend? And in that case, what would be its gear?

Cold spell damage > FHR as needed > EF.

With ice balls, you have all the tanks you need so I'd recommend a barb merc for buffing and killing cold absorb monsters. Give him an intimidating crafted great sword or
Qarak's Will
Qarak's Will
Giant Sword (Sacred)

One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
,
Witchhunter's Hood
Witchhunter's Hood
Cap (Sacred)

Defense: (2136 - 2611) to (2161 - 2642)
Required Level: 90
Required Strength:
250
Item Level: 1
+(80 to 120)% Enhanced Defense
10% to Strength
10% to Dexterity
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Physical Resist 5%
(16 to 20)% Bonus to Defense
Requirements -50%
Socketed (4)

Witchhunter's Attire
(Assassin Claw Set)
,
Erawan

Erawan
Body Armors

'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
,
Truce
Truce
Belts

'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
/
Cinadide's Anvil
Cinadide's Anvil
Plated Belt (Sacred)

Defense: (3271 - 3680) to (3583 - 4031)
Required Level: 100
Required Strength:
337
Item Level: 1
+1 to Paladin Skill Levels
Adds 13-25 Damage
Adds 50-100 Fire Damage
+(140 to 170)% Enhanced Defense
(21 to 25)% to Strength
Requirements -50%
Socketed (2)

Cinadide's Craft
(Paladin Honor Set)
,
Visegrip
Visegrip
Light Gauntlets (4)

Defense: 29 to 56
Required Level: 6
Required Strength: 30
Item Level: 10
5% Chance to cast level 5 Crucify on Melee Attack
+(3 to 4) to Maximum Damage
(21 to 50)% Bonus to Attack Rating
(4 to 5)% to Strength
2% to Dexterity
Socketed (1)
Defense: 120 to 176
Required Level: 24
Required Strength: 60
Item Level: 31
6% Chance to cast level 10 Crucify on Melee Attack
+(6 to 7) to Maximum Damage
(75 to 100)% Bonus to Attack Rating
(8 to 9)% to Strength
(3 to 4)% to Dexterity
Socketed (2)
Defense: 273 to 381
Required Level: 41
Required Strength: 210
Item Level: 51
7% Chance to cast level 19 Crucify on Melee Attack
+(8 to 9) to Maximum Damage
(105 to 125)% Bonus to Attack Rating
(12 to 13)% to Strength
(5 to 7)% to Dexterity
Socketed (3)
Defense: 375 to 522
Required Level: 50
Required Strength: 420
Item Level: 77
8% Chance to cast level 30 Crucify on Melee Attack
+(9 to 10) to Maximum Damage
(130 to 150)% Bonus to Attack Rating
(14 to 15)% to Strength
(8 to 10)% to Dexterity
Socketed (4)
(lots of room for MOs) and creepy crafted greaves. Socket ias/fhr as needed then fill the rest with Ko runes.

enanoakd wrote:I'm starting the midgame stage and when I cast Ravenheart, my life runs out. You say there's easily countered by Living Flame but it's not detailed a single point to that skill in the skill play. Should I put some points there?

You max Living Flame.
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enanoakd
Stone Warrior
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Thanks for the tip with the merc. What kind of MO should I use on its gear? Should I use gems to cap his resistances before using KO runes or IAS/FHR Jewels? Also what rune do you recommend for the jewelcrafting? Maybe Lem or Thai?

My fault for not reading properly the Fire setup as secondary, but I am doing fine so far without using Ravenheart (IDW to respec again yet). I will try to get some of the endgame gear in Duncraig. I have a big problem with the crafted rolls for my gloves. Any other good alternative until I get the rolls I want?
Hodgey
Dark Huntress
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Hi guys, What is the absolute BiS setup for lightning sorc including MOs, sockets and gear choices, does lightning use merc? if so which one is optimal setup... Thanks
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NotCube
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enanoakd wrote:Thanks for the tip with the merc. What kind of MO should I use on its gear? Should I use gems to cap his resistances before using KO runes or IAS/FHR Jewels? Also what rune do you recommend for the jewelcrafting? Maybe Lem or Thai?

My fault for not reading properly the Fire setup as secondary, but I am doing fine so far without using Ravenheart (IDW to respec again yet). I will try to get some of the endgame gear in Duncraig. I have a big problem with the crafted rolls for my gloves. Any other good alternative until I get the rolls I want?

Sacred honorifics (sacred blessed if cold sorc) are decent alternatives to crafts. Merc can use some MOs to reach breakpoints, then resists. Lem jewels preferably, but you shouldn't need any
OverSky
Pit Knight
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I'm playing fire sorc version so far, but only just reach 120. The damage is good, however due to taking Vengeful Power, defense is almost non-existence.

I'm having a hard time imagine how the build can survive the heavy hitters uber like Kingdom of Shadows, Toraja, Vizjun or Bremmtown. Are those actually possible for us?