+5% Phys Res isn't much, but every little bit helps. You’ll spec into this early on to help with Mana problems. The skill’s damage reduction is discrete from other forms of DR, so it won’t show up in your character sheet. Summon this before activating any of your buffs so they also benefit from the +Skills. Taken mostly for the Mana boost, but extra +Skills can still be helpful. Every time you put points into DEX, you’ll need to recast the buff to get the new NRG values. You’re putting 6 points here to hit the 50% DEX to NRG conversion cap. Since it also increases Spell Damage, don’t let LCS trick you into thinking your DPS has skyrocketed. Life+regen to help keep you alive when you can’t sustain melee. This skill is completely useless until End Game.ĭEX needed per +x% Increased Base Block Chance for a clvl 145 Sorc to hit Max Block (assumes Baneblade is active): You'll still need enough DEX to actually hit 80% CtB. Only gives you the potential to push past the 50% Max Block limit (up to 80%), and only while Fusillade is active. Helps keep Mana Shield fueled, but only in direct melee combat. Its CD timer will always be 1 second longer than the duration, so use it all the time. Targeting is random and it’s useless against fast and/or teleporting enemies. Up to 40% CtB is still possible with Premonition+Fusillade as long as your DEX and/or %Base Block Chance are high enough. You’ll get additional Defense when Phys damage-boosting skills are active (e.g. Viable AG skill now that it actually has range. You only get the innate Cold Pierce while Mooncall is active. Taking this won’t automatically reduce your Phys damage to zero. You only get the additional Max Life and damage while the buff is active. I assume this happens if you lose all your Mana due to damage taken. The Mana drain from taking Elemental damage is much higher than from Phys damage. Remaining points = Premonition, maybe Firedance Remaining points = Raven Familiar and Premonition Where you distribute your remaining points will depend entirely on what End Game path you take (which will depend on what gear you find). STR = 120 Base (Early+Mid+Late Game) → None (End Game) SU = Sacred Unique (SSU and SSSU = higher “tiers” of SU) Some common abbreviations used in the guide.ĮD = Enhanced Damage (weapons) or Enhanced Defense (armor)į/C/L = Fire/Cold/Lightning a.k.a Rainbow If you're dead-set on playing a Sorc and have tons of TG burning a hole in your pocket, skip this guide and just buy a Wyrd Sorc. You'll be happier playing literally any Paladin or the current flavor-of-the-month meta build. ![]() ![]() If you’re new and looking for a brainless OP build to faceroll all content, this ain't it. You’re free to use this stuff, but none of this is SSF-friendly and should never be required to complete core content with a mainline build. As such, gear choices will be based on what the average player can reasonably find during a playthrough, not necessarily what’s "best-in-slot." If possible, this guide will avoid items such as SSSUs, UMOs, Effigies, Relics, unique Jewels, and Shrinecrafts with impossible to get mod combos. The guide is written specifically for SOLO, SELF-FOUND (SSF) play. In other words, Melee Sorc may not be fast or flashy, but it’s a solid and reliable build. She’s not as powerful, or as popular, and things don’t come as easy for her, but what she lacks in raw talent and divine favor, she makes up for in dogged determination and stubborn tenacity. Think of the Melee Sorceress as the angry, rebellious, and often overlooked younger sibling to her more refined and beloved Caster sistren. All Dungeons up to The Void and all Rifts up to Scosglen should be up to date as well. Regardless, the main guide up to THE VOID quest is (mostly) up-to-date. I've been really busy irl, so it's taking a while to get this done. Abbreviations – Build Core – Mercenary – Early Game – Mid Game – End Game – Challenges – Dungeons and Rifts
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