Xinhuan's Hardcore Sorceress Guide
Introduction to the Guide
The Sorceress class is one of the more fun classes to play in Diablo 2, and usually one never gets bored of playing a sorceress. Given the various skill trees in fire, ice and lightning, there are plenty of opportunities to explore and try variants. However, few people can play a sorceress well, and the fragility of a sorceress makes it altogether a different playing experience as compared to other classes let alone the differences of playing one in hardcore and softcore.
The purpose of writing this guide is to promote the Sorceress class primarily in Hardcore, but also extends to Softcore. Looking at the ladder, one can see that the Sorceress class is one of the weakest classes. This guide is written for new hardcore sorceress players, but even experienced sorceress players can find invaluable information here and finetune their playing style.
Over the course of this guide, I will assume that you are reading it cronologically starting from Hp/Mana Balance first and down. Many concepts such as that of the EHP (effective HP) concept will be first introduced and used in subsequent sections hence it is advisable to read the aforementioned section first. I will also assume that you are building a sorceress for the purposes of leveling it up to a respectable level in hardcore (around 75), and not one meant for PKing and duelling.
For this purpose, this guide will give advice on how to build a sorceress with adequate defenses and maximise longevity with safety being top priority. If you feel some of these defenses are extra and you can do without it (such as 3D tower shield instead of WotE, or more hp and mana at the expense of fast cast), feel free to do what you want. This is a guide after all, but do keep it mind that lag can occur anytime and anywhere and it is still better to cover all bases than to be sorry later on.
Throughout the guide, I will be using level 75 as a target as well as for general comparison purposes. Why I chose level 75 to be of a respectable level is because if you get a character to lvl 75, you have shown to me that you know how to exp and you know how tedious it can be. It also shows that you have been through many different circumstances and have a lot of gameplay hours under your belt, including many situations involving lag, disconnects and monsters as hard as MSLE, Hephasto, etc and you are able to handle them.
Extremely hard variants such as a lightning-only-no-warmth sorceress are different. Due to the additional challenges and restrictions imposed on the variant play style, a respectable level would then differ. Is a level 55 lightning sorceress more respectable (I'm talking about respect, not skill) than a level 75 standard orb sorceress? Perhaps so, but even then, it is hard to compare apples to oranges. However the level 75 would have more gameplay experience. If someone has more experience, then maybe they are worth listening to. It is this that people generally use, that being of a higher level equates to being more skillful (which is untrue) and thus deserve more respect.
After level 75, the experience penalty kicks in and leveling up is an exponential process, each level taking a lot longer than the previous one. Whether a player is more skilled or not between a level 80 and 90, I would regard the level 90 as simply having a lot more time, patience and luck to survive through any disconnects and lag, and that both players probably have around equal skill level. On these 3 basis, I set my respectable level at 75, that if you are level 75 or above, I can assume that you are a skilled player. Getting to level 75 is not too hard, but not too easy either. People can get lucky all the time, and the only way to separate the newbies from the experts is how long they last before they die; level 60-75 is when this starts to happen.
What determines the skill of a player is more a function of what he does and how he thinks when he encounters certain situations and how he planned his character. A lightning-only sorceress is tough to play and takes a lot longer to level, but with some luck and skill, it is still possible to attain high levels. Certainly, the level of a character is a major determinant to the skill of a player but beyond level 75, it is no longer an accurate gauge. I would then classify everybody above level 75 of the same class as being more or less equally skilled in that class.
Where whole extracts are copied from other guides and sections are contributed by other players, the relevant acknowledgements will be given next to the heading of the sub-section.
If you have any information and opinion you would like to share, please do email in and let me know. As long as your argument is reasonable, I will add it into this guide. May this be a growing guide, and let us make it one of the best.
Other Hosting Sites
This guide is currently hosted at 2 other locations. They are:
If you wish to host a copy of this guide as well, contact Xinhuan at xinhuan@pacific.net.sg. The most updated version with news updates can be found at the original website at http://home2.pacific.net.sg/~xinhuan/hcsorc/index.html.
Main Differences Between a HC and SC Sorceress
There are many things that make a HC and SC sorceress vastly different because HC and SC have totally different focuses. The best SC sorc is probably a 10 vitality sorc tweaked to near max who goes for leveling speed and probably soloes. In HC the focus is totally different as death is permanent. Most HC sorcs have at least as much vitality as energy and are focused a lot more for cooperative play, a near max static is definite.
SC sorceress tend to run steppes and plains because it is quick, monsters have not much resists to lightning, and its quick exp for a solo sorceress. However in HC you'll frequently run chaos or the river because it is more linear (keep stuff in front of you and therefore safer) and higher exp mobs. This means that the HC sorceress will definitely need max or near max resists whereas the SC sorc usually cares squat about anything but lightning resist.
To get these max resists while also having a high life and some bit of hit recovery equipment, a HC sorc will frequently have a much slower cast rate than a SC sorceress as cast rate really isn't as important as staying alive. Sorceress often party in HC, thus one can actually stand still and static, without having to be on the run all the time where fast cast is more important.
Good equipment is much harder to come by in HC. Good equipment in SC is generally considered very good in HC, very good equipment in SC is godly in HC. Much equipment is lost into the HC void when players die unlooted and timeout. With this difference, the HC sorceress would have much greater difficulty in balancing resists, fast cast, mana and hp and even finding such equipment in the first place. A SC sorceress on the other hand could already have godly equipment (more players play SC, plus the fact that good items are almost never lost in SC, and that there are few HC players in Hell difficulty, equipment quality in SC must be higher) and could afford to use a Sigon Shield as resistances are catered for from other equipment for example.
The only SC sorceress that could even come close to comparison with a HC sorceress would be a PvP and PK oriented sorceress, where hp is important. Hoeever, such a sorceress would obviously care less about anything but cold resists in a duel or hunt. Even a PK sorceress has to consider how he himself has to survive with certain skills meant for PK only while leveling up.
For HC sorceress that does solo, you will see a lot more blizzard sorceress in HC because of the lower mana cost whereas most SC sorcs have 1400 to 1800 mana so mana isn't an issue. A good estimate of the hp and mana of an average HC sorc at level 75 is about 650 hp and 900 mana, with maxed resists and 3 points of fast cast.
News
News that are reported here will cover guide updates of anything related to the sorceress class. Older News can be found here.
17 September 2001 - Information I have been busy lately with some activities in the army and have not been able to do much let alone play the game and make my own observations about D2X and patch 1.09. I've just started with the expansion version of this guide and will release it in the next one or two weeks when I've updated a substantial amount of information, and rewrite some sections to make it easier to understand.
|
29 July 2001 - Information Nothing has been updated, won't do so till 1.09 is out anyway. Sorceress is really overpowered. My level 60 sorceress with a few good items and a merc was able to solo all the way (except Mephy/Chaos) with only 1 skill point in everything, that is, I still have 46 unused skill points waiting for the 1.09 changes. I'm waiting to see what will happen to 3 spells, charged bolt, firewall and nova, if anything will change or not. Also, I've migrated back to Asia 2 server where the ping is a lot more stable than USWest which seems to get worse everyday. I currently have a level 84 Druid also.
|
23 July 2001 - Information If you think I've forgotten completely about this sorceress guide, you're wrong. Sorceress has become the best and most powerful class overnight when the expansion came out and there are way too many changes to grasp in a few weeks. More changes will be made in patch 1.09 and until then, I'll be experimenting around with my new hardcore sorcs before I make any comments. A partial new guide will have to be re-written, such as the equipment, tweaking and leveling up portions, but some sections such as the EHP theory remains the same.
|
11 June 2001 - Information Nothing much to update other than 1 broken link. I will be concentrating on the upcoming HC necro guide in the meantime. Watch out for it. Leveled both sorcs to 83 and will be taking over RevivalZz (level 91 HC necro) when he enters Army tomorrow. |
13 May 2001 - General Updates NakedBabe has moved his site to Diabloii.net because of high traffic and because he is unable to keep up the weblink on his computer while playing D2 at the same time. |
5 May 2001 - Known Sorceress Changes in the Expansion Here's a more or less list of rumours of changes made that will affect the sorceress class in the expansion from the expansion beta testers. From the looks of it, the expansion will probably require me to produce a second guide or an appendix to patch this current one.
- Nightmare base resists are -40% and in hell they are a shocking -100%.
- MANY spells now have a timer delay. Meteors can only be cast once every 3 seconds, Orbs every 1 second. Casting now takes a longer number of frames on default. The affected spells have compensated higher damage though.
- Orbs are simply sorceress versions of necromancer's wands and paladin's scepters.
- Some monsters now have immunity to Lightning, Fire, Cold, Poison or Physical damages. By immunity, what this means is something close to 95% resists and not really full immunity. Spells such as Amplify Damage, Lower Resist, Conviction, Cold Mastery are going to be used more.
- Monsters have increased HP.
- Merceneries are a lot more tougher, are equippable and healable. Now sorceress have a viable tank that is able to move across acts.
- Gambling prices now depend on character level. You can no longer gamble set and unique items. An item has a chance to be exceptional or elite when you reach a certain level.
- Converted uniques gain level requirements. SoJs have a requirement of Level 30. Twinking becomes extremely hard to do.
- Lightning mastery also increases damage of that tree now.
- Telekinesis does more damage when used against monsters.
- Full rejuvenation potions drop very commonly while items drop less frequently. Higher magic find available will balance this.
- Poison resists matters in Act 5, as do ALL other resist types. Since you cannot get magical resists from items, this means that in Hell, you suffer the full -100% magical resistances and take double damages from bone spirits.
However, new items that are more powerful in the expansion may balance out some of these changes, such as items that offer even more resistances such as elite items, charms, potions, etc. Are 6D-shields possible? With the introduction of immunity to damage of a certain element, it also means the sorceress may have to diversify into more than one skill tree or carry additional items capable of casting other types of spells.
The time delay changes screw up a whole lot of variants and tweaking is now not as important for affected spells and more important for other spells. Since mana almost never runs out now, having loads of mana seems pointless and taking off SoJs for more resists and hp is a better idea. All out twinking is quite impossible now in the low levels but the merceneries may actually balance that out. Lightning-Only sorceress could be more viable now depending on whether they fixed the tweaking on Lightning and Chain Lightning.
Overall, I see these changes as trying to promote partying. In any case, how all these changes affect the game balance remains to be seen, especially since I've only talked about changes affecting the sorceress.
|
5 May 2001 - Updates VenomousVixen has shifted his guide to a new location due to high traffic to his site. It is now available at The Sorceress Source. Sirian has also updated his Fire Skill Guide extensively with lots of strategy and tactics for using them effectively. I have also updated some links with their original web address instead of hosted copies on fan sites. |
15 April 2001 - New Links Added I have linked the adventures of Countess NakedBabe_I and Duchess Ember in the Links section, something which I should have done long ago. The former is a completely naked hardcore sorceress on USWest Battle.net, the latter is a firebolt-only hardcore sorceress in Single Player. Got some N00dity? |
14 April 2001 - General Updates I am aware that the EHP Calculator does not work in Netscape 4, but it works in Netscape 6, so I'm not going to update the code. I'll suggest you update your Netscape instead! I've also edited some HTML just for the sake of the various versions of Netscape. Also, I have updated some strategies involving the use of Glacial Spike in Hell difficulty. |
7 April 2001 - EHP Calculator Added a EHP Calculator at the end of the EHP Concept in the HP/Mana Balance section. Type in your values of hp, mana, ES and uulpine% to calculate your ideal ES%, EHP and maximum possible EHP. Also, I am now posted to the unit of School of Signalling. |
5 April 2001 - Energy Shield Updated the fact that Energy Shield constantly checks the level it is currently at whenever you are hit, so popping on a +3 ES staff and casting it wouldn't work. Also, I took some time off to actually level up my sorceress and necromancer to 81. |
1 April 2001 - EHP Graph added I have resummarised the formulas for the EHP and Ideal ES% into a more digestable form of 2 tables, and added a graph of how EHP varies with ES% for fixed values of hp, mana and vulpine. Also, I will be free for one week on block leave, having completed Basic Military Training (BMT, 10 weeks) and waiting for my next unit posting on Monday. |
25 March 2001 - EHP Concept update Recognised and fixed a flaw in the calculated value of EHP when using Vulpine items such as Nightsmoke. I have just discovered that Nightsmoke only adds the maximum of H/4 EHP when the sorceress ES% is equal to his ideal ES%. The higher his ES% is above his ideal ES%, the less EHP Nightsmoke (and Vulpine items) adds. While the new EHP formula may be complicated, I will try and see if they can be simplified further the next few days. |
About the Author
Xinhuan is an avid Diablo 2 player currently playing on the USWest server. He lives in Singapore, which is located in Southeast Asia, at the tip of the Malaysia peninsular. When D2 first came out, he originally played on the highly unstable Asia server, and first started hardcore after a month of playing a softcore sorceress.
In September 2000, not being able to withstand the constant average ping of 3000 even on a cable connection playing hardcore, he migrated to USWest and has remained there ever since, playing with an average ping of 350.
With respect to his experience in playing a sorceress, he has an old school style level 63 (SC) sorceress on Asia where everyone thought +skills is the way to go. On USWest, he has a softcore level 76 sorceress while in hardcore, he has 6 sorceress, level 74, 56, 41, 64, 83 and 83, where the last two are still alive. He also has a level 82 necromancer (alive), 76 bowazon (dead), 74 hammerdin (dead) and 64 barbarian (alive).
The first level 74 was a firewall sorceress, the next three being tweakers and semi-tweakers, and the final two and the softcore being nearly identical triplets, the current recognised standard of an Orb sorceress with 3 points of casting. Where deaths are concerned, 3 out of 4 were disconnects and the final one was being ripped off at the Vizier Seal by some itchy hand (mana burn bosses are as good as having no Energy Shield).
Currently, Xinhuan is enlisted in National Service (army) for 2.5 years, as required by Singapore Law upon all males reaching the age of 19 or 20. He will only be able to return home once a week or so, until the end of his service. This most probably marks the end of his Diablo 2 career and this guide represents his effort into promoting the sorceress class as one of the most rewarding paths that can be undertaken in harcore.
Ok, writing about myself is as dumb as recording youself on a tape recorder. "You now speak to Ormus..." ;+P
This web site is maintained by Xinhuan_M, USWest Hardcore, Channel "D2 Singapore".
Any feedback will be appreciated.
hits since 16th January 2001.
Copyright © 2001 by Xinhuan. All rights reserved. Diablo, Battle.net and Blizzard Entertainment are trademarks or registered trademarks of Havas Interactive, Inc. and/or its wholly owned subsidiaries in the U.S. and/or other countries. All game images and screenshots are © Blizzard Entertainment. Sections extracted from other guides are copyright of their respective owners.
|