Mana Feedback Sorceress [1.2]

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Solfege
Fireblood
987 | 134
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I mean, I'd only do videos if there was an overwhelming demand for them. Recording/editing videos on Linux is a supreme pita, and I'm not in the habit of doing more work than I need to most of the time.

@Grasshopper
Yeah, Blade Spirits are nice little summons that too many people ignore. Once their res is high enough, they almost never die. It takes a lot of pressure off Ice Elementals.
Grasshopper
Pit Knight
114 | -5
I'm interested in this line from the "Cons":

    - Lower DPS compared to some Caster builds (Feedback spells are slow).

Does that mean there are higher damage sorceress builds or just other class builds in general?
If sorceress, then I assume the higher damage sorceresses have lower defence - or presumably there would have to be a reason why you chose feedback?
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Solfege
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It's basically a disclaimer. It just means it's possible the total DPS output over a set time may be lower than some other Casters that are able to spam lower-damage/higher-velocity spells.

For example, an Amazon that can spam Stormcall endlessly may clear a particular area slightly faster than a Feedback Sorc, b/c a Feedback Sorc needs to wait for Antimass' CD timer to expire before casting another Mana Sweep (this is why setting up your shot with a Feedback Sorc is so important). But at the same time, a Stormcall Amazon may not have the same level of survivability as a Feedback Sorc thanks to high defense, an army of summons at the ready, and constant healing with Antimass. So there are some trade-offs.

I mostly chose Feedback for 2 reasons:
- It seemed like an underplayed build, and I wanted to get a wider variety of Caster Sorcs out there.
- I don't like respeccing. And since fewer enemies (including bosses) have Phys-immunities vs. Elemental immunities, more can be done with a Feedback spec than an Elemental spec.
Grasshopper
Pit Knight
114 | -5
Thanks for explaining, it makes sense.

By the way, there are a couple of typos in the mercenary section (two item tags are not opened / closed in the mercenary's armour section).
Kabbalah
Kabbalah
Sorceress Orbs

'Kur'
Runeword Level: 78
+3 to Sorceress Skill Levels
1% Increased Chance of Blocking
+(16 to 20)% to Fire Spell Damage
+(6 to 16) to Divine Apparition
20% Bonus to Energy
+(6 to 10)% to Experience Gained
- why make in Sacred Jared's Stone? I can see no benefit over a T1 if the switch item is only for Divine Apparition?

I also notice that the mercenary gear is never upgraded. It seems that the slow is the key modifier on the Black Dame bow, so if I have better bows with slow I assume it's a good idea to use them? E.g.
Dear Esther
Dear Esther
Hunter's Bow (Sacred)

Two-Hand Damage: (120-136) to (127-393)
Required Dexterity: 425
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
50% Chance to cast level 50 Arrow on Striking
50% Increased Attack Speed
+(115 to 143)% Enhanced Damage
+(1 to 250) to Maximum Damage
(1 to 25)% Chance of Crushing Blow
Slows Target by (1 to 50)%
+(1 to 100) to Dexterity
All Resists +(1 to 50)%
Damage Reduced by (1 to 10)%
+(1 to 100) Life after each Kill
Socketed (6)

or
Faerie Pyre
Faerie Pyre
Hunter's Bow (Sacred)

Two-Hand Damage: (199-214) to (268-284)
Required Dexterity: 425
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
10% Chance to cast level 59 Fire Splash on Kill
+(144 to 171)% Enhanced Damage
Adds 63-125 damage
-18% to Enemy Fire Resistance
+(4 to 6) to Charm
Slows Target by 15%
-500 to Monster Defense per Hit
+100 to Dexterity
Fire Resist +40%
Socketed (6)

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Solfege
Fireblood
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Ok cool. Thanks for letting me know. I haven't looked at the guide in weeks.

Kabbalah
Kabbalah
Sorceress Orbs

'Kur'
Runeword Level: 78
+3 to Sorceress Skill Levels
1% Increased Chance of Blocking
+(16 to 20)% to Fire Spell Damage
+(6 to 16) to Divine Apparition
20% Bonus to Energy
+(6 to 10)% to Experience Gained
can be made in whatever Sorc Orb you want. I chose Jared's Stone b/c it's the only Sorc Orb that can get 3 sockets (and thus, more FCR potential from jewels). And for whatever reason, a Sacred Jared's Stone has lower DEX requirements than a T6 Jared's Stone.

Priestess gear was never upgraded b/c I stop using mercs altogether once I'm done with the BRC. There are too many instagib and 1-shot mechanics in Median, and merc AI is too dumb to avoid them. Keeping mercs alive is a pain, and their "depressed" state after they're killed and revived is annoying, so I kinda gave up on testing end-game gear for them. (I just realized how terrible a person that makes me sound.)

The Slow mod on the Black Dame is only part of the reason I listed it, since it's essentially meaningless once you get Chronofield. It's the highest damage TU bow, which means it has the highest regen potential from LL to help keep her alive. And that's the point of her: not to kill things, but for her to stay alive so your summons can benefit from her skills. Though tbh, I just gear her with a
Webspinner
Webspinner
Short War Bow (6)

Two-Hand Damage: (14-16) to (29-37)
Required Dexterity: (73-77)
Required Level: 8
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
3% Chance to cast level 4 Miasma on Striking
5% Chance to cast level 3 Arachnomancy on Kill
+(18 to 35)% Enhanced Damage
+(8 to 13) to Maximum Damage
+(2 to 3)% to Poison Spell Damage
Slows Ranged Attacker by (11 to 15)%
Increase Maximum Life (3 to 5)%
Miasma Effect Duration: +2 seconds
Requirements -(15 to 11)%
Socketed (2)

Two-Hand Damage: (24-27) to (48-57)
Required Dexterity: (101-106)
Required Level: 17
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
4% Chance to cast level 7 Miasma on Striking
6% Chance to cast level 5 Arachnomancy on Kill
+(35 to 52)% Enhanced Damage
+(13 to 18) to Maximum Damage
+(3 to 4)% to Poison Spell Damage
Slows Ranged Attacker by (16 to 20)%
Increase Maximum Life (6 to 8)%
Miasma Effect Duration: +2 seconds
Requirements -(20 to 16)%
Socketed (3)

Two-Hand Damage: (38-42) to (72-83)
Required Dexterity: (136-143)
Required Level: 28
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
5% Chance to cast level 10 Miasma on Striking
7% Chance to cast level 7 Arachnomancy on Kill
+(52 to 69)% Enhanced Damage
+(18 to 23) to Maximum Damage
+(5 to 6)% to Poison Spell Damage
Slows Ranged Attacker by (21 to 25)%
Increase Maximum Life (9 to 11)%
Miasma Effect Duration: +2 seconds
Requirements -(25 to 21)%
Socketed (4)

Two-Hand Damage: (55-61) to (100-113)
Required Dexterity: (179-189)
Required Level: 37
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
6% Chance to cast level 13 Miasma on Striking
8% Chance to cast level 9 Arachnomancy on Kill
+(69 to 86)% Enhanced Damage
+(23 to 28) to Maximum Damage
+(6 to 7)% to Poison Spell Damage
Slows Ranged Attacker by (26 to 30)%
Increase Maximum Life (12 to 14)%
Miasma Effect Duration: +2 seconds
Requirements -(30 to 26)%
Socketed (4)

Two-Hand Damage: (76-83) to (132-146)
Required Dexterity: (230-244)
Required Level: 47
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
7% Chance to cast level 16 Miasma on Striking
9% Chance to cast level 11 Arachnomancy on Kill
+(87 to 103)% Enhanced Damage
+(28 to 33) to Maximum Damage
+(8 to 9)% to Poison Spell Damage
Slows Ranged Attacker by (31 to 35)%
Increase Maximum Life (15 to 17)%
Miasma Effect Duration: +2 seconds
Requirements -(35 to 31)%
Socketed (5)

Two-Hand Damage: (102-110) to (171-187)
Required Dexterity: (294-313)
Required Level: 54
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
8% Chance to cast level 19 Miasma on Striking
10% Chance to cast level 13 Arachnomancy on Kill
+(104 to 120)% Enhanced Damage
+(33 to 38) to Maximum Damage
+(9 to 10)% to Poison Spell Damage
Slows Ranged Attacker by (36 to 40)%
Increase Maximum Life (18 to 20)%
Miasma Effect Duration: +2 seconds
Requirements -(40 to 36)%
Socketed (6)

and some random Rares I find. I only give her other TUs if I find them naturally. She's pretty good at staying alive on her own during the leveling process.

If you want to keep her end-game, my personal favorite is to build aournd
Hand of Karcheus
Hand of Karcheus
Long Battle Bow (Sacred)

Two-Hand Damage: (149-179) to (138-158)
Required Dexterity: 544
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
25% Chance to cast level 13 Frozen Soul on Striking
50% Chance to cast level 24 Glacial Nova on Kill
25% Faster Run/Walk
+(87 to 114)% Enhanced Damage
+(26 to 38) to Minimum Damage
Adds 250-375 cold damage
Cold Resist +(31 to 50)%
+(21 to 25) Cold Absorb
Cannot Be Frozen
Socketed (6)

.
Grasshopper
Pit Knight
114 | -5
Sorry one other point. The jewelcrafting section says to roll with a Lem rune to get +1% to All Attributes. There is no rune that gives that directly, the Lem gives +(3-5) to All Attributes, so...

Is that just a typo or are you saying to re-roll jewels until they get +1% in addition to the +(3-5) ?
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Solfege
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Thanks. I appreciate people bringing these things to my attention. And yes, craft jewels until you get +1% All Attributes in addition to the flat Attributes given by the Lem Rune.

That said, could you copy/paste the text that's confusing? I'm looking through the sections of the guide where jewelcrafting is mentioned and I'm not finding where I wrote Lem-crafted jewels give +1% All Attributes (though I did find more spelling errors and broken tags I'll need to fix).
Grasshopper
Pit Knight
114 | -5
It's this part, near the end of Mid-Game section:

Solfege wrote:Crafting Your Gear:

For more info on Shrine-crafting and Jewel-crafting, see the Crafting section of this guide.

Jewels
Using a Lem Rune, craft 9x jewels with +1% All Attributes. Any additional FCR, FHR, flat Mana, or Res mods are also helpful. If you get any +(1 to 2)% NRG jewels with good mods, hold onto them for now (you can remake your armor later with these jewels after you get more +Stats Charms). Be sure to cube each crafted jewel you intend to keep with an Oil of Luck.


I now understand what the sentence "Using a Lem Rune, craft 9x jewels with +1% All Attributes." means, but when I read it before, it seemed that Lem runes gave 1% to all attributes, not that they give something else and you keep going until you get +1% attributes as well. And as I said, when I realised what Lem runes do give I thought the above quote might be just a typo.
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Solfege
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I can see how that sentence could be confusing, since it assumes the reader already read the Jewelcrafting part of the guide. I'll tweak the wording to make it clearer.
Grasshopper
Pit Knight
114 | -5
Just wondering why Nova Charge is not worth 1 point?