Changelog
2.11 - Modified gear suggestions to address all the item rebalances for the patch (and some other minor edits.) Build is still solid with modestly nerfed set, but a little harder to put together without easy access to it in Mirror Temple. Bonus notifier section for leveling gear with the buffs to low level rares. You can delete/hide where it’s noted to do so once you’ve leveled past them.
“Gotta go fast!!”
Why Play Lightning Sorc? https://median-xl.com/char/Zip/d780 You can do all trophies, Sescheron, Labs1-5 in easy to find SSF gear. And you can do it pretty quickly.
1. No CD Teleport!
► Show Spoiler
You remember the farming meta from D2 classic and LoD? Enigma? No cooldown teleport is a powerful ability. In 2.7, the Lightning tree capstone and superposition ability were reworked. This was overshadowed by the ridiculous Havoc build that season. Superposition is a short range TP (12 yards - it matters in a few places but otherwise isn’t terribly annoying) and has the potential to be no cooldown on any build with enough energy (over 7000). The lightning tree capstone (Entanglement) is a 6 second “debuff” that lowers the Superposition CD by 2 seconds making it 0 CD on basically any late game caster build between 2200 and 2400 energy. It also lost the horrendous drawback from pre-2.7 (for late game) of no potion effect and gained a large mana regen penalty that you can manage with MOs and appropriate skill/gear choices. It’s not insignificant, but manageable and you also get free* capped cast speed (170% FCR at 60 lightning tree points = over frame cap on orbs and only 24 needed for staves), a bunch of MS (43% at same), and access to more avoid (1% per ten lightning tree points - effective minimum 6%, efficient max 8%). If you look around on TSW ladder you’ll find multiple Entanglement Oskill caster builds for the same reasons.
*There appears to be a bug with the cast speed buff. It does not apply to Superposition. There's probably something related to the skill applying the “debuff” on each cast. It's not really relevant until mid to late game when you have access to gear and gold options to make reaching your breakpoint pretty easy without relying on the speed buff. You don't typically spam tp much over running until you've got most of your easy charms and have enough energy to lower the cd to 0.
*There appears to be a bug with the cast speed buff. It does not apply to Superposition. There's probably something related to the skill applying the “debuff” on each cast. It's not really relevant until mid to late game when you have access to gear and gold options to make reaching your breakpoint pretty easy without relying on the speed buff. You don't typically spam tp much over running until you've got most of your easy charms and have enough energy to lower the cd to 0.
2. SSF Friendly.
► Show Spoiler
Can do all content SSF wearing the set, short of deep labs. Someone out there has done Sam in the pre-nerf set but I need to learn the fight better before I can also claim that title.
3. Good defense.
► Show Spoiler
+ High avoid (17 warp armor + 6-8 Entanglement + 5-10 Chest (Set, Zann Prodigy or Armor of the Old Religion) + 6 Bremm Sleep = 34-41 without really trying. You can cap avoid on this build with a high roll Mistress of Pain and Invisibles
+ High defense for a caster 100-200k in a farming setup with the set and around 300k with a tankier orb setup. It’s not barb or Spearzon but it’s a significant reduction in incoming weapon damage over other high avoid classes like assassin and druid. And you get it without being put into blockstun.
+ Decent Regen from Living Flame (500+) on top of sources from gear plus the regen from Thunderstone when damaging bosses/big targets
+ 25% damage reduction from mana shield when properly geared for the applicable content.
+ Force Blast -40% weapon damage reduction
and/or
+ -33% damage, AR, and movement speed debuff from Miasma. The Haunt effect is both a survivability buff and an indirect damage buff for Thunderstone on certain AIs. Bosses and minibosses that move quickly and wander around a lot like the ranged Corrupted Druids or Lab Corrupted Heroes dodge a lot of your damage while moving. Slowing them down means more of your thunderstones are direct hits and the grazes land closer so more of the 20 released mini bolts still hit them. It’s not important to have while leveling but it’s very useful for certain bosses and rifts especially later on.
+ Extra 5% F, C, L absorb
+ Easy repositioning to avoid damage with a 0 CD TP. (Did I mention 0 sec CD teleport?)
- It’s difficult to get capped phys res without hardpoints in Vengeful Power (Only needed for certain endgame content. High physical damage rifts like Fauzt are dealt with with actual defense, avoid, and mana shield fine). I haven’t felt it while farming with the Set (free 20% phys res with your TA trophy) but you’ll need to cap it later on even with your Avoid, mana shield, and dodging if you stick with the spec for deep labs and the hardest bosses (not SSF friendly there because you need a ton of specificUMOs plus Spirit Trance to cap phys res and make Mana Shield reliable- I’ve done up to tier 8 Phoboss off ladder with a few Moon Crystals applied, Mistress of Pain/Vaetia’s Wall, and the Pandemonium season charm)
+ High defense for a caster 100-200k in a farming setup with the set and around 300k with a tankier orb setup. It’s not barb or Spearzon but it’s a significant reduction in incoming weapon damage over other high avoid classes like assassin and druid. And you get it without being put into blockstun.
+ Decent Regen from Living Flame (500+) on top of sources from gear plus the regen from Thunderstone when damaging bosses/big targets
+ 25% damage reduction from mana shield when properly geared for the applicable content.
+ Force Blast -40% weapon damage reduction
and/or
+ -33% damage, AR, and movement speed debuff from Miasma. The Haunt effect is both a survivability buff and an indirect damage buff for Thunderstone on certain AIs. Bosses and minibosses that move quickly and wander around a lot like the ranged Corrupted Druids or Lab Corrupted Heroes dodge a lot of your damage while moving. Slowing them down means more of your thunderstones are direct hits and the grazes land closer so more of the 20 released mini bolts still hit them. It’s not important to have while leveling but it’s very useful for certain bosses and rifts especially later on.
+ Extra 5% F, C, L absorb
+ Easy repositioning to avoid damage with a 0 CD TP. (Did I mention 0 sec CD teleport?)
- It’s difficult to get capped phys res without hardpoints in Vengeful Power (Only needed for certain endgame content. High physical damage rifts like Fauzt are dealt with with actual defense, avoid, and mana shield fine). I haven’t felt it while farming with the Set (free 20% phys res with your TA trophy) but you’ll need to cap it later on even with your Avoid, mana shield, and dodging if you stick with the spec for deep labs and the hardest bosses (not SSF friendly there because you need a ton of specificUMOs plus Spirit Trance to cap phys res and make Mana Shield reliable- I’ve done up to tier 8 Phoboss off ladder with a few Moon Crystals applied, Mistress of Pain/Vaetia’s Wall, and the Pandemonium season charm)
4. High damage
► Show Spoiler
2.9 brought a lot more damage to the build. The Thunderstone modifier lost the damage penalty and all 3 Sorc lightning tree skills now scale very well with energy. 1% more dmg per 100 energy over 1500 is a huge damage boost. Just look at the effective damage increase table - the first 100 Energy going to 1600 has the same relative impact as going from 500 to 600 for other Sorc elemental spells or 800-900 for non-WitchBlood builds at the SF cap. https://docs.google.com/spreadsheets/d/ ... sp=sharing. (The impact of Witch Blood on the Sorc’s spell damage formula is another reason that SF, while still relevant, is not as important as it is for other casters.) Forked Lightning lost its hard point synergy, but all three lightning tree spells got more powerful when you focus on gearing Energy. The buff really improved clear times in harder content like Scos, so you can actually leverage your faster than bowzon movement speed when farming. The spell damage formula can be located in the forum sticky, but it basically works like this for most spells:
base damage from skill level * damage multiplier from character level * (stat synergy+Spell Focus+Witch Blood multiplier) * lightning spell damage multiplier * target resistance.
These lightning tree spells get an extra multiplier across the whole formula of 1+(.01 times energy-1500). When you’re starting to add 2% more LSD on top of a x7 multiplier (going from 600 LSD to 602) or 2% more witchblood on top of a *4.7 multiplier (going from 370 total energy+SF+Witch Blood bonus to 372), the relative effect on total damage is a lot lower (.28 % and .43% total damage increase respectively.) The nominal percentage increase in total damage for each 100 energy does not decay to those levels until 10K Energy territory - Energy will be a big damage stat at pretty much all gearing levels while balancing it against all the other usual caster stats.
- Tempest is a great clearing skill. But, you need to look for density to leverage it to its full potential. This is where 0 sec CD teleport comes in. And, this is something you should be doing anyway in games like these, but being punished so clearly for chasing straggler trash mobs is a great way to learn that lesson if you didn’t already know it. Your travel time is already close to 0 so just skip the stragglers that aren’t worth stoning. It really excels against melee mobs because they naturally group up and overlap multiple bolts with each other for you. Tankier ranged mobs (especially with lightning absorb) are annoying and you should skip more of them if you can’t put yourself into a convenient angle to overlap several bolts from a different position. Before 2.9 it was great in all the 130 zones (besides Impaler Archons in Triune.) Post 2.9, the 20 - 25%+ dmg boost is enough to clear Scos trash quickly so you can stone the sapling guards, druids, and etherborns.
- Thunderstone is a little temperamental on targeting at range. Ideally you are tanky enough to get close before you spam, but, if not, try moving yourself a bit if a bunch of the bolts are missing a stationary target relatively far away. The projectile (overshooting or undershooting the target) and explosion (pattern the bolts disperse in) have consistent behavior so moving a short hop or little walk can fix a low dmg ranged stone. The damage is very high. 30 sec Uldyssian on my speedfarming setup with only 155 pierce. 4/4 Eye of the Storm translates to 2.5% life regen per sec with a staff and a little more than 2% with an orb. The max lightning res is nice while leveling and farming Scos, but you can’t run around with 86-89 max lit res in the harder content and rely on it to cap you. Similar but not as big of an issue with the PLR. Nice while burning down the poison caster druids and Sapling Guards though you’ll want decent base PLR for that content before you start to heavily outgear it.
- Forked Lightning is kinda mediocre. The bolts have predictable behavior based on the direction you shoot. The older guide focusing on it and Ghostmoon are major reasons I wanted to write an updated guide. The bolts flow out slower than Tempest, end shorter, and it doesn’t auto target. The auto targeting is a big speed difference when you’re clearing the easier farming content, because what slows you down is picking up items and delays between porting and shooting and needing more than 2 or 3 shots per position. It’s also never going to compete with Thunderstone on single target damage. It’s great for the first 35-40 levels but Tempest+Ice Elem and Nova Charge covens does the job just fine before free respecs go away. When I tested speedfarming in 2.7. Tempest and FL were similar speed in Fauzt with a staff for the faster teleports and that was with the natural 30% damage advantage FL used to have from the old synergy. Basically, if 1) you’re free to just zip around and look for density and 2) the trash monster health pools are not very high, then there’s no advantage to FL’s higher potential damage on smaller groups and always shooting max bolts in your chosen direction.
base damage from skill level * damage multiplier from character level * (stat synergy+Spell Focus+Witch Blood multiplier) * lightning spell damage multiplier * target resistance.
These lightning tree spells get an extra multiplier across the whole formula of 1+(.01 times energy-1500). When you’re starting to add 2% more LSD on top of a x7 multiplier (going from 600 LSD to 602) or 2% more witchblood on top of a *4.7 multiplier (going from 370 total energy+SF+Witch Blood bonus to 372), the relative effect on total damage is a lot lower (.28 % and .43% total damage increase respectively.) The nominal percentage increase in total damage for each 100 energy does not decay to those levels until 10K Energy territory - Energy will be a big damage stat at pretty much all gearing levels while balancing it against all the other usual caster stats.
- Tempest is a great clearing skill. But, you need to look for density to leverage it to its full potential. This is where 0 sec CD teleport comes in. And, this is something you should be doing anyway in games like these, but being punished so clearly for chasing straggler trash mobs is a great way to learn that lesson if you didn’t already know it. Your travel time is already close to 0 so just skip the stragglers that aren’t worth stoning. It really excels against melee mobs because they naturally group up and overlap multiple bolts with each other for you. Tankier ranged mobs (especially with lightning absorb) are annoying and you should skip more of them if you can’t put yourself into a convenient angle to overlap several bolts from a different position. Before 2.9 it was great in all the 130 zones (besides Impaler Archons in Triune.) Post 2.9, the 20 - 25%+ dmg boost is enough to clear Scos trash quickly so you can stone the sapling guards, druids, and etherborns.
- Thunderstone is a little temperamental on targeting at range. Ideally you are tanky enough to get close before you spam, but, if not, try moving yourself a bit if a bunch of the bolts are missing a stationary target relatively far away. The projectile (overshooting or undershooting the target) and explosion (pattern the bolts disperse in) have consistent behavior so moving a short hop or little walk can fix a low dmg ranged stone. The damage is very high. 30 sec Uldyssian on my speedfarming setup with only 155 pierce. 4/4 Eye of the Storm translates to 2.5% life regen per sec with a staff and a little more than 2% with an orb. The max lightning res is nice while leveling and farming Scos, but you can’t run around with 86-89 max lit res in the harder content and rely on it to cap you. Similar but not as big of an issue with the PLR. Nice while burning down the poison caster druids and Sapling Guards though you’ll want decent base PLR for that content before you start to heavily outgear it.
- Forked Lightning is kinda mediocre. The bolts have predictable behavior based on the direction you shoot. The older guide focusing on it and Ghostmoon are major reasons I wanted to write an updated guide. The bolts flow out slower than Tempest, end shorter, and it doesn’t auto target. The auto targeting is a big speed difference when you’re clearing the easier farming content, because what slows you down is picking up items and delays between porting and shooting and needing more than 2 or 3 shots per position. It’s also never going to compete with Thunderstone on single target damage. It’s great for the first 35-40 levels but Tempest+Ice Elem and Nova Charge covens does the job just fine before free respecs go away. When I tested speedfarming in 2.7. Tempest and FL were similar speed in Fauzt with a staff for the faster teleports and that was with the natural 30% damage advantage FL used to have from the old synergy. Basically, if 1) you’re free to just zip around and look for density and 2) the trash monster health pools are not very high, then there’s no advantage to FL’s higher potential damage on smaller groups and always shooting max bolts in your chosen direction.
Abbreviations and Acronyms
SSF = Solo Self Found
(L)SD = (Lightning) Spell Damage
SF = Spell Focus
Pgem = Perfect Gem
PDR = Physical Damage Reduced
PLR = Poison Length Reduction
FL = Forked Lightning
Stone/Stoning = Thunderstone
MoP = Mistress of Pain
Att = Attributes
SSF/SP Play
I play single player and have been building up a stash and bunch of mules since September 2023 when I rediscovered the game for the 4th or 5th time. The mob refresh of 2.8 made farming certain Scos rolls pretty fast with a Mistress of Pain build and I was excited to explore more when the regular set of mobs came back and got the pleasant surprise of the additional damage scalar in 2.9. Since initially leveling the build in 2.7, I’ve leveled 3 more times and completed all of the trophies in the new trophy system on an SSF Sorc on ladder in 2.10 (Without buffs from the event besides the easy to get ring scrolls). The other test leveling builds were one with full focus on FL through to Hell in 2.8 and one I just leveled with the method explained below in the guide. I’m writing the guide as SSF/SP focused, because this build is quite friendly to that playstyle at least until your progression options are Lab 8+ and Samael. I also have leveled a melee sorc to see what all the fuss is about. It is just a better spec until you get the lightning set and enough energy to hit the 0 cooldown breakpoint on Superposition. Implicit in the spell damage formula is much more intense exponential scaling for spells with levels, charms, and gear when compared to weapon builds. Most if not all weapon builds delete the early game as long as you have a decent weapon; casters don’t catch up until midgame. If you don’t mind playing towards a gear transition in mid game, you could just level with melee and transition when you find the set pieces or get them from the mirror temple (2.10 set.) I intend to add a part 2 to this guide for what to do about SSF Sam/deep labs and leveling to 150 if you choose to undertake that grind. With Lightning farming speed as your starter, it’s just a matter of what rare stuff you find first between your options for transition. Cold, Mana, Phys melee, Poison, Arcane Swarm are all decent options. You can also play in the spec if you find the chase items and run an Arcane Fury build and/or The Outcast+Hounfor oskill to address defense problems. Reaching 149/150 should be easier to do on higher damage lightning setup now that you can finish the level grind in higher Heroic Library tiers where deaths don’t burn a key.
Here is the full Loot Notifier for version 4.2.1. Available here: https://github.com/azadix/D2Stats/releases/tag/4.2.1
(# makes D2 stats ignore everything after that on the line. Just add it to a leveling line you no longer need)
► Show Spoiler
Code: Select all
#SOCKETABLES-------------------------
"^(Jah|Cham|Zod) Rune$"
"Container" purple
"Runestone|Essence$" red
"Great Rune" red
"Enchanted Rune" red
#LEVELING SOCKETABLES—---------------
"^(El|Eld|Tir|Eth|Tal|Ral|Ort|Thul|Amn|Dol|Fal|Um|Ist|Gul|Vex|Ohm|Lo|Sur|Ber|Jah|Cham|Zod) Rune$"
"^(Perfect Topaz|Perfect Onyx|Perfect Bloodstone|Perfect Turquoise|Perfect Amber)$"
"Jewel"
#CYCLE-------------------------------
"Cycle"
"Medium Cycle" #can hide after you’ve made trash wormhole
"Large Cycle"
"Golden Cycle" red
#REAGENTS----------------------------
"Emblem"
"Enchanting"
"Occult Effigy"
"Mystic Dye"
"Treasure"
"Item Design"
"Book of Cain"
"Positronic Brain"
"Reagent\|!(Pos)"
"Whisper"
#QUEST ITEMS--------------------------
"Ring of the Five"
"Sigil$"
"Tome of Possession"
"Tenet"
"Riftstone" red
"Quest\|"
#MISC---------------------------------
"Wings"
"Pulsating Worldstone Shard"
"Angel Bag"
"Sunless Crystal Bird"
"Reality Piercer"
"Ghost Trance"
"^Scroll"
#EQUIPMENT----------------------------
sacred eth superior
1 2 3 4 unique
sacred unique name
"Ring$|Amulet$|Jewel|Quiver" unique name
"Master"
"Amulet" rare {3 to All Skills}
"Ring$" rare {Skills}
"Ring$|Amulet" rare {Enemy L}
set name
angelic magic
angelic "Long Staff" {[9] to All Skills|[1][0-2] to All Skills}
angelic "Scepter" {6 to All Skills}
angelic "Scepter" {to All Skills}{Spell Damage}
angelic "Scepter" {to All Skills}{Enemy}
angelic "Kite Shield" {[4-5] to All Skills}
angelic "Full Helm" {[3-4] to All Skills}
angelic "Light Plate" {[4-5] to All Skills}
angelic "Light Gauntlet" {[2-3] to All Skills}
angelic "Belt" {2 to All Skills}
angelic "Belt" {Enemy}{All Skills}
angelic "Light Plated Boots" {to All Skills}
angelic {[2-9] to All Skills|[0-1][0-2] to All Skills}
#LEVELING EQUIPMENT—---------------------
"Circlet" rare sacred #For crafting in early late game if you never find a decent random rare
"War Staff" sacred rare #Other crafting bases
"Plated Belt" sacred rare
"Greaves" sacred rare
"^(Eagle Orb|Sacred Globe|Smoked Sphere|Clasped Orb|Jared’s Stone)" sacred rare #For crafting a Blood Fury orb
magic {to Spell Damage}
magic {All Skill}
magic {Sorceress Skill}
magic {Lightning Spell Damage}
magic {Enemy Lightning}
magic {Movement}
rare {Movement}
rare {Lightning Spell Damage}
rare {Enemy Lightning}
rare {All Skill}
rare {Sorceress Skill}
rare {to Spell Damage}
#RARE FARMING FOR OTHER SPECS—---------
"Short Battle Bow" sacred rare {Skills}
"Quiver" rare {3 Life on Striking}
"Quiver" rare {Arrow}
"Quiver" rare {Squall}
"Quiver" rare {Attack Speed}{to Life}
"Quiver" rare {Attack Speed}{Dexterity}
"Quiver" rare {Attack Speed}{Strength}
"Ceremonial" sacred rare #crafting base for a Cold Sorc Churel Armor or remove rare tag for a RW base for the huge phys res from [item]Curandera[/item]
"Jared" sacred #base for Cold Sorc weapon
angelic magic
#CONSUMABLES----------------------------
"Mystic Orb"
"Full Rejuv"
"Apple"
"Shrine \(10" orange
"Vessel" orange
"Oil of (Conjuration|Augmentation|Greater Luck|Intensity)"
"Arcane (Shard|Crystal|Cluster)"
"Corrupted (Shard|Crystal|Cluster)"
"Heavenly|Crate"
"Belladonna"
"Trophy" red
"Relic" red
"Signet of Learning"
"Large Signet of Learning" green
"Greater Signet of Learning" red
#CHARMS----------------------------
"Spirit of Creation|Legacy of Blood|Azmodan's Heart|Sacred Worldstone Key|Horazon's Focus|Moon of the Spider|Visions of Akarat|Zakarum's Ear|Bone Chimes|Spirit Trance Herb|Soul of Kabraxis|Fool's Gold|Silver Seal of Ureh|Weather Control|Demonsbane|Xazax's Illusion|The Ancient Repositories" green stat
"Crystalline Flame Medallion|Umbaru Treasure|Sunstone of the Twin Seas|The Butcher's Tooth|Optical Detector|Laser Focus Crystal|Scroll of Kings|Six Angel Bag|Signet of Skill" green
"The Black Road|Sunstone of the Gods|Idol of Vanity|Paragon's Hammer" green
"Cold Fusion Schematics|Lylia's Curse|Astrogha's Venom Stinger|The Glorious Book of Median|Eternal Bone Pile|The Sleep|Dragon Claw|Neutrality Pact|Vial of Elder Blood" green stat
"Corrupted Wormhole|Books of Kalan" green
"Mark of Victory|Riftwalker's Eye|Dulra Fruit|Dulra Aegis|Dimensional Key" green
Endgame Farming Filter
► Show Spoiler
Code: Select all
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Explanation and tips:
► Show Spoiler
The LEVELING sets of lines are designed to meet your needs for the leveling period. You can delete from/hide them with # as appropriate. You won’t really need more than 10 of each resist Pgem or 20 Ptopaz and the utility resist runes run out of usefulness relatively quickly. Once you’ve found 1 set of LoFal, 1 Sur for later (possibly Arcane Protection if RNGesus is Stingy with Elemental Clash and decent craft/rares), MalCham, and up to 2 sets of ChamIstVex, additional low runes don’t really have much value anymore. I’m a little obsessive though and you have more space, if SP; I have 1 stack of 50 collected of all Pgems and low runes sitting in my shared stash for convenience. I also like to keep collecting at least Cham/Zod for uptiering into more Ol’s for desperate box fodder, Dulra Aegis fodder, or (really ambitious, here) possibly uptiering into Xiths to craft amulets.
Lightning Rune to pierce cap for the content is better than all options, especially in weapons with the higher rate. Next is PTopaz/Pul until you start replacing them with good crafted jewels. You pretty much need 4 spell damage and 2% energy or 15 SF to outperform 5% energy on a damage front - decent rolls with good defensive stats like mana, life, FHR, and life regen might be worth it to you. The runes in the list are what you need (or can downlevel) to make your target runewords + the resist runes while you wait for the appropriate Perfect Gems and enough money/charms to fix your low resists with MOs on Honorifics.
Pickup and save all jewels until you have like 30 and afterward maintain a decent pool of fodder for crafting more. They are useful for the socket punch recipe and any that rolled -reqs are important in transitioning to mid game gear. You’ll also need them for crafting your best socketables after you reach 99+.
Lightning Rune to pierce cap for the content is better than all options, especially in weapons with the higher rate. Next is PTopaz/Pul until you start replacing them with good crafted jewels. You pretty much need 4 spell damage and 2% energy or 15 SF to outperform 5% energy on a damage front - decent rolls with good defensive stats like mana, life, FHR, and life regen might be worth it to you. The runes in the list are what you need (or can downlevel) to make your target runewords + the resist runes while you wait for the appropriate Perfect Gems and enough money/charms to fix your low resists with MOs on Honorifics.
Pickup and save all jewels until you have like 30 and afterward maintain a decent pool of fodder for crafting more. They are useful for the socket punch recipe and any that rolled -reqs are important in transitioning to mid game gear. You’ll also need them for crafting your best socketables after you reach 99+.
AC management:
► Show Spoiler
The only strong tiered uniques for the build are
Ennead's Bane
and 
Ennead's Bane
Kazarghand (4)
Defense: (173 - 204) to (354 - 417)
(Sorceress Only)
Required Level: 6
Required Dexterity: 46 to 48
Item Level: 10
+1 to Sorceress Skill Levels
5% Cast Speed
+(3 to 4)% to Lightning Spell Damage
-(6 to 8)% to Enemy Lightning Resistance
+(24 to 46)% Enhanced Defense
+(11 to 15) to Dexterity
+(11 to 15) to Energy
Lightning Resist +(11 to 15)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (625 - 710) to (1152 - 1309)
(Sorceress Only)
Required Level: 24
Required Dexterity: 60 to 63
Item Level: 36
+2 to Sorceress Skill Levels
15% Cast Speed
+(5 to 8)% to Lightning Spell Damage
-(11 to 13)% to Enemy Lightning Resistance
+(69 to 92)% Enhanced Defense
+(21 to 25) to Dexterity
+(21 to 25) to Energy
Lightning Resist +(21 to 25)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (1618 - 1784) to (2915 - 3213)
(Sorceress Only)
Required Level: 41
Required Dexterity: 110 to 117
Item Level: 51
+3 to Sorceress Skill Levels
25% Cast Speed
+(9 to 12)% to Lightning Spell Damage
-(16 to 18)% to Enemy Lightning Resistance
+(115 to 137)% Enhanced Defense
+(31 to 35) to Dexterity
+(31 to 35) to Energy
Lightning Resist +(31 to 35)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (2444 - 2670) to (4372 - 4776)
(Sorceress Only)
Required Level: 51
Required Dexterity: 211 to 225
Item Level: 85
+4 to Sorceress Skill Levels
30% Cast Speed
+(13 to 15)% to Lightning Spell Damage
-(18 to 20)% to Enemy Lightning Resistance
+(138 to 160)% Enhanced Defense
+(36 to 40) to Dexterity
+(36 to 40) to Energy
Lightning Resist +(36 to 40)%
Requirements -(36 to 40)%
Socketed (6)
Kazarghand (4)
Defense: (173 - 204) to (354 - 417)
(Sorceress Only)
Required Level: 6
Required Dexterity: 46 to 48
Item Level: 10
+1 to Sorceress Skill Levels
5% Cast Speed
+(3 to 4)% to Lightning Spell Damage
-(6 to 8)% to Enemy Lightning Resistance
+(24 to 46)% Enhanced Defense
+(11 to 15) to Dexterity
+(11 to 15) to Energy
Lightning Resist +(11 to 15)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (625 - 710) to (1152 - 1309)
(Sorceress Only)
Required Level: 24
Required Dexterity: 60 to 63
Item Level: 36
+2 to Sorceress Skill Levels
15% Cast Speed
+(5 to 8)% to Lightning Spell Damage
-(11 to 13)% to Enemy Lightning Resistance
+(69 to 92)% Enhanced Defense
+(21 to 25) to Dexterity
+(21 to 25) to Energy
Lightning Resist +(21 to 25)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (1618 - 1784) to (2915 - 3213)
(Sorceress Only)
Required Level: 41
Required Dexterity: 110 to 117
Item Level: 51
+3 to Sorceress Skill Levels
25% Cast Speed
+(9 to 12)% to Lightning Spell Damage
-(16 to 18)% to Enemy Lightning Resistance
+(115 to 137)% Enhanced Defense
+(31 to 35) to Dexterity
+(31 to 35) to Energy
Lightning Resist +(31 to 35)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (2444 - 2670) to (4372 - 4776)
(Sorceress Only)
Required Level: 51
Required Dexterity: 211 to 225
Item Level: 85
+4 to Sorceress Skill Levels
30% Cast Speed
+(13 to 15)% to Lightning Spell Damage
-(18 to 20)% to Enemy Lightning Resistance
+(138 to 160)% Enhanced Defense
+(36 to 40) to Dexterity
+(36 to 40) to Energy
Lightning Resist +(36 to 40)%
Requirements -(36 to 40)%
Socketed (6)
Heartrend
(tier3+ requires some investment in strength but it is a little better than 
Heartrend
Large Axe (4)
Two-Hand Damage: 7 to (8 - 9)
Required Level: 1
Required Strength: 18
Item Level: 1
Strength Damage Bonus: (0.16 per Strength)%
1% Chance to cast level 6 Lifeblood on Death Blow
+1 to All Skills
+(21 to 30)% to Physical/Magic Spell Damage
+(6 to 10)% to Lightning Spell Damage
-(3 to 5)% to Enemy Lightning Resistance
+(18 to 29)% Enhanced Damage
Socketed (2)
Two-Hand Damage: (19 - 21) to (21 - 22)
Required Level: 18
Required Strength: 39
Item Level: 31
Strength Damage Bonus: (0.16 per Strength)%
2% Chance to cast level 12 Lifeblood on Death Blow
+(1 to 2) to All Skills
+(31 to 40)% to Physical/Magic Spell Damage
+(11 to 20)% to Lightning Spell Damage
-(6 to 10)% to Enemy Lightning Resistance
+(41 to 52)% Enhanced Damage
Socketed (4)
Two-Hand Damage: (39 - 42) to (45 - 49)
Required Level: 37
Required Strength: 88
Item Level: 51
Strength Damage Bonus: (0.16 per Strength)%
3% Chance to cast level 18 Lifeblood on Death Blow
+2 to All Skills
+(41 to 50)% to Physical/Magic Spell Damage
+(21 to 30)% to Lightning Spell Damage
-(11 to 15)% to Enemy Lightning Resistance
+(64 to 75)% Enhanced Damage
Socketed (5)
Two-Hand Damage: (50 - 53) to (57 - 61)
Required Level: 46
Required Strength: 180
Item Level: 77
Strength Damage Bonus: (0.16 per Strength)%
4% Chance to cast level 21 Lifeblood on Death Blow
+3 to All Skills
+(51 to 60)% to Physical/Magic Spell Damage
+(31 to 40)% to Lightning Spell Damage
-(16 to 20)% to Enemy Lightning Resistance
+(75 to 86)% Enhanced Damage
Socketed (6)
Large Axe (4)
Two-Hand Damage: 7 to (8 - 9)
Required Level: 1
Required Strength: 18
Item Level: 1
Strength Damage Bonus: (0.16 per Strength)%
1% Chance to cast level 6 Lifeblood on Death Blow
+1 to All Skills
+(21 to 30)% to Physical/Magic Spell Damage
+(6 to 10)% to Lightning Spell Damage
-(3 to 5)% to Enemy Lightning Resistance
+(18 to 29)% Enhanced Damage
Socketed (2)
Two-Hand Damage: (19 - 21) to (21 - 22)
Required Level: 18
Required Strength: 39
Item Level: 31
Strength Damage Bonus: (0.16 per Strength)%
2% Chance to cast level 12 Lifeblood on Death Blow
+(1 to 2) to All Skills
+(31 to 40)% to Physical/Magic Spell Damage
+(11 to 20)% to Lightning Spell Damage
-(6 to 10)% to Enemy Lightning Resistance
+(41 to 52)% Enhanced Damage
Socketed (4)
Two-Hand Damage: (39 - 42) to (45 - 49)
Required Level: 37
Required Strength: 88
Item Level: 51
Strength Damage Bonus: (0.16 per Strength)%
3% Chance to cast level 18 Lifeblood on Death Blow
+2 to All Skills
+(41 to 50)% to Physical/Magic Spell Damage
+(21 to 30)% to Lightning Spell Damage
-(11 to 15)% to Enemy Lightning Resistance
+(64 to 75)% Enhanced Damage
Socketed (5)
Two-Hand Damage: (50 - 53) to (57 - 61)
Required Level: 46
Required Strength: 180
Item Level: 77
Strength Damage Bonus: (0.16 per Strength)%
4% Chance to cast level 21 Lifeblood on Death Blow
+3 to All Skills
+(51 to 60)% to Physical/Magic Spell Damage
+(31 to 40)% to Lightning Spell Damage
-(16 to 20)% to Enemy Lightning Resistance
+(75 to 86)% Enhanced Damage
Socketed (6)
Hadad

. 

Hadad
Staves
'OrtDol'
Runeword Level: 38
5% Chance to cast level 13 Lightning Shield when Struck
+2 to All Skills
0.25% to Lightning Spell Damage (Based on Character Level)
-10% to Enemy Lightning Resistance
+(1 to 4) to Supernova
+10% to Summoned Minion Life
Lightning Resist +30%
Attacker Takes Lightning Damage of (100 to 150)
10% Weapon Damage Taken Restores Mana
Staves
'OrtDol'
Runeword Level: 38
5% Chance to cast level 13 Lightning Shield when Struck
+2 to All Skills
0.25% to Lightning Spell Damage (Based on Character Level)
-10% to Enemy Lightning Resistance
+(1 to 4) to Supernova
+10% to Summoned Minion Life
Lightning Resist +30%
Attacker Takes Lightning Damage of (100 to 150)
10% Weapon Damage Taken Restores Mana
Elverfolk


is better than both). Don’t waste ACs fishing for useful Unique Jewelry. Only SU jewelry even competes with good rares. All the rest of your ACs should go into shrine blessings, unlocking the mirror set (if lightning is in the season), or crafting a good set of 24-28 jewels. You need to invest in strength to wear the generic spell damage TUs above tier 2 (Heavy Glove, Sash, Boot, Cap). At that point they have at most 10 spell damage. That is equivalent to the doubled effect of single element spell damage MOs on an honorific. Then, you get the doubled effect on the rest of your MOs and can put more points in energy while you equip a low req base. Caveat: if you are going for Heartrend, you’ll have the strength for tier 2-3 uniques and tier 2+ 


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
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
Witching Gloves
is pretty nice for the extra mana regen. For elemental spell casters, I tend to ignore all the TUs that don’t offer my build any pierce unless I’ll have the stats to wear them anyway. Pierce is the most important stat to get fixed early, especially the first 35-70 when you’re getting more than 1% of your effective damage on that target for each point. It’s also pretty easy to get lucky with an early random rare find that is better than an Honorific with the revamped leveling rares in 2.11.
Witching Gloves
Heavy Gloves (4)
Defense: (16 - 19) to (32 - 37)
Required Level: 3
Required Strength: 26
Item Level: 1
1% Chance to cast level 1 Banish on Death Blow
+(3 to 5)% to Spell Damage
+(21 to 40)% Enhanced Defense
Regenerate Mana +15%
Fire Resist +(6 to 10)%
Poison Resist +(6 to 10)%
Socketed (1)
Defense: (132 - 149) to (164 - 185)
Required Level: 20
Required Strength: 52
Item Level: 31
2% Chance to cast level 4 Banish on Death Blow
+(7 to 10)% to Spell Damage
+(51 to 70)% Enhanced Defense
Regenerate Mana +18%
Fire Resist +(15 to 20)%
Poison Resist +(15 to 20)%
Socketed (2)
Defense: (355 - 395) to (424 - 471)
Required Level: 38
Required Strength: 183
Item Level: 51
3% Chance to cast level 8 Banish on Death Blow
+(12 to 15)% to Spell Damage
+(71 to 90)% Enhanced Defense
Regenerate Mana +22%
Fire Resist +(21 to 25)%
Poison Resist +(21 to 25)%
Socketed (3)
Defense: (548 - 631) to (660 - 761)
Required Level: 46
Required Strength: 366
Item Level: 77
4% Chance to cast level 12 Banish on Death Blow
+(15 to 20)% to Spell Damage
+(91 to 120)% Enhanced Defense
Regenerate Mana +25%
Fire Resist +(26 to 30)%
Poison Resist +(26 to 30)%
Socketed (4)
Heavy Gloves (4)
Defense: (16 - 19) to (32 - 37)
Required Level: 3
Required Strength: 26
Item Level: 1
1% Chance to cast level 1 Banish on Death Blow
+(3 to 5)% to Spell Damage
+(21 to 40)% Enhanced Defense
Regenerate Mana +15%
Fire Resist +(6 to 10)%
Poison Resist +(6 to 10)%
Socketed (1)
Defense: (132 - 149) to (164 - 185)
Required Level: 20
Required Strength: 52
Item Level: 31
2% Chance to cast level 4 Banish on Death Blow
+(7 to 10)% to Spell Damage
+(51 to 70)% Enhanced Defense
Regenerate Mana +18%
Fire Resist +(15 to 20)%
Poison Resist +(15 to 20)%
Socketed (2)
Defense: (355 - 395) to (424 - 471)
Required Level: 38
Required Strength: 183
Item Level: 51
3% Chance to cast level 8 Banish on Death Blow
+(12 to 15)% to Spell Damage
+(71 to 90)% Enhanced Defense
Regenerate Mana +22%
Fire Resist +(21 to 25)%
Poison Resist +(21 to 25)%
Socketed (3)
Defense: (548 - 631) to (660 - 761)
Required Level: 46
Required Strength: 366
Item Level: 77
4% Chance to cast level 12 Banish on Death Blow
+(15 to 20)% to Spell Damage
+(91 to 120)% Enhanced Defense
Regenerate Mana +25%
Fire Resist +(26 to 30)%
Poison Resist +(26 to 30)%
Socketed (4)
Crafted Jewels with SD recipe:
► Show Spoiler
Wait until level 99 to craft any (and don’t burn good rolls on a leveling runeword.) Most important 3 stats are the total LSD roll (up to 4), 2% Energy > 11-15 SF, 5 flat/1% att instead of energy. You’ll need 2 of the 3 to beat your PTopaz. Then, work on a set of 3 rolls. Then, 3 rolls plus a good 4th mod/lucky upgrade. The other good or situational mods are flat life, flat mana, hp regen, FHR (to 3 frame breakpoint), FCR for certain gear layouts and content, -10 reqs (post set) > single res.
Corruptions:
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Save all the good roll pieces of Elemental Children you find. The set is still solid and some corruption luck will extend its lifespan. Fish for good corruptions. Over time, you’ll see a lot of each piece. Same goes for all the other options with the exception of the extremely rare drops. Ex: don’t be stupid and brick your only Spirit Walker or Elemental Trance.
UMO Management:
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For purposes of this guide, the most important use of UMOs is making your Dulra Aegis. If you take this far and try to push with UMO’d gear, you’re looking for
Invisible
x1/
Invisible
Mystic Orb
Right-Click to Apply
12% Block Speed
12% Hit Recovery
1% Chance to Avoid Damage
+10 Required Level
Mystic Orb
Right-Click to Apply
12% Block Speed
12% Hit Recovery
1% Chance to Avoid Damage
+10 Required Level
The Moon Crystal
x2/
The Moon Crystal
Mystic Orb
Right-Click to Apply
10% Cast Speed
Regenerate Mana +15%
Lightning Resist +15%
Cold Resist +15%
+10 Required Level
Mystic Orb
Right-Click to Apply
10% Cast Speed
Regenerate Mana +15%
Lightning Resist +15%
Cold Resist +15%
+10 Required Level
Auriel's Focus
x2 for Armor. Changing up Auriel's for 
Auriel's Focus
Mystic Orb
Right-Click to Apply
+2% Bonus to Spell Focus
+25% Enhanced Defense
+15 to Energy
Poison Length Reduced by 5%
+10 Required Level
Mystic Orb
Right-Click to Apply
+2% Bonus to Spell Focus
+25% Enhanced Defense
+15 to Energy
Poison Length Reduced by 5%
+10 Required Level
Weight of Talent
on Body Armor. Uldyssian's Spirit
x2/
Uldyssian's Spirit
Mystic Orb
Right-Click to Apply
+15 Spell Focus
+30% Damage to Demons
+3% to Spell Damage
+10 Required Level
Mystic Orb
Right-Click to Apply
+15 Spell Focus
+30% Damage to Demons
+3% to Spell Damage
+10 Required Level
Eye of the Storm
x2 (or 
Eye of the Storm
Mystic Orb
Right-Click to Apply
1% Chance to cast level 50 Supernova on Melee Attack
+5% to Lightning Spell Damage
+12 to Energy
+10 Required Level
Mystic Orb
Right-Click to Apply
1% Chance to cast level 50 Supernova on Melee Attack
+5% to Lightning Spell Damage
+12 to Energy
+10 Required Level
Breath of Thaumaturgy
for Eerie blessings on a crafted staff) for Weapon. 
Breath of Thaumaturgy
Occult Effigy
Cube Reagent
Cube with a Blessed Crafted/Rare Weapon/Armor to Add Bonus
Item can be blessed Again
+25 Required Level
Occult Effigy
Cube Reagent
Cube with a Blessed Crafted/Rare Weapon/Armor to Add Bonus
Item can be blessed Again
+25 Required Level
Eye of Malic
/
Eye of Malic
Mystic Orb
Right-Click to Apply
3% Chance to cast level 60 Flash on Melee Attack
-3% to Enemy Lightning Resistance
+10 Required Level
Mystic Orb
Right-Click to Apply
3% Chance to cast level 60 Flash on Melee Attack
-3% to Enemy Lightning Resistance
+10 Required Level
The Endless Light
to fix pierce/
The Endless Light
Mystic Orb
Right-Click to Apply
-2% to Enemy Elemental Resistances
+100 Defense
3% Bonus to Defense
+10 Required Level
Mystic Orb
Right-Click to Apply
-2% to Enemy Elemental Resistances
+100 Defense
3% Bonus to Defense
+10 Required Level
Imperfect Sphere
/Explorer's Globe
if more space after LSD/ManaRegen/spot fixing Fire and Poison res for Jewelry.
Explorer's Globe
Mystic Orb
Right-Click to Apply
-5 to all Attributes
2% to All Attributes
+10 Required Level
Mystic Orb
Right-Click to Apply
-5 to all Attributes
2% to All Attributes
+10 Required Level
Charsi Imbues: Save these to lower frustration levels when looking for a crafting base sacred circlet or Blood Fury orb