Fireball Sorc Guide|Criticism Thread
Posted: Wed Feb 23, 2005 4:05 am
(PVP) Fireball Sorceress Guide
by Noober
24.02.05
Even longer then my WolfBarb guide!
Introduction
What is a Fireball Sorc?
A sorceress who focuses on the fire tree for it’s offensive capabilities, in particular the spell ‘Fireball’.
Why play a Fireball Sorc?
Damage (reasonable damage is approximately 18-25K)
Can fully utilise the 200 Fast Cast Rate (FCR) breakpoint unlike other Sorceresses
Most agile class in the game (low-mana, fast cast teleport)
Why not play a Fireball Sorc
Vulnerable to absorb
Fire Immunes *shudder*
Very fragile, you will need teleport skills
Stat Placement
Strength: As will almost every PvP build, only enough for equipment. This includes charms (i.e. if you have an Annihilus). It should be obviously pointless to invest more then what you require for all your equipment.
Dexterity: Here you have a choice, either plan for max block with [Dexterity Required = (2*clvl*75 / Shield Block) + 15] your end game shield or invest no more points then required for your equipment (in particular Wizardspike). If you expect to duel WWbarbs and in general melee, I strongly recommend you get max block.
Vitality: Max or invest on a 1:1 or 2:1 ratio with Energy Shield (see below).
Energy: This depends entirely on whether you choose to take Energy Shield, and how much you choose to invest in energy shield. See the Energy Shield caption in the stat section for more information.
Skill Placement
The pure Fireball Sorceress has two main variations: Fireball based, and Energy Shield based. Because you will not have sufficient skill points to max both all Fireball’s synergies and masteries as well as Energy Shield and Telekinesis, it is important to make a decision before you begin your build. Below is an analysis or each build.
Fireball-based: This will obviously do more damage then an Energy Shield based build. However another key advantage is that without extreme prebuff, and Energy Shield build is not able to reach the 200 FCR point, which is very deadly for PvP. It should also be noted that absorb can be dealt with more easily with this build (though extreme absorb is still impossible to overcome). This build can at high levels still max Telekinesis and place a few points in Energy Shield. With pre-buff you can reach a decent level of Energy Shield. At high levels you may also choose to put points in Frozen Orb/Cold Mastery instead of Energy Shield. Note however, this is not a Meteorb Guide, go look at C Elegans guide if you want one. Even a 50% Energy Shield requires investment in Energy (stat), however.
Max the following skills in this order:
20 Fireball – Your main skill. Max it.
20 Firebolt – Faster then Fireball, with less godly equip may do more damage, not as good for walls. Also a synergy.
20 Meteor – Only for the synergy. If you play PvM, you may consider this higher priority then Firebolt.
20 Fire Mastery – More damage, what else do you want?
One-point wonders:
1 Warmth – Compulsory. Take a level of this almost immediately.
1 Frozen Armour – I put a point in early, you may choose to do this differently.
1 Teleport – If you plan on surviving, put a point in.
1 Static Field – Not good for PvP, but it only costs you a single point.
Variations
20 Telekinesis – Required for practical use of Energy Shield (it’s a synergy that reduces mana lost by Energy Shield).
1+ Energy Shield – Can be (pre-)buffed to high levels (see equipment). I personally use this. Remember that Warmth is boosted by all those Fire Charms I hope you have in your inventory. It is possible to get +31 to Energy Shield from items (with overkill pre-buff). Boost Energy in accordance with the level of Energy Shield you can attain.
20 Frozen Orb – Good damage, freezes and the synergy is negligible.
1+ Cold Mastery – Put in a point and let your +skills take hold.
Excluding variations, total points required to complete build: 84 (level 73 after all skill quests have been completed).
Energy Shield-based: Maxing Energy Shield and Telekinesis over Fire Mastery will result in less damage and therefore difficulty in dealing with absorb. The returns are 95% less damage taken from most sources. HOWEVER, you will NOT be rendered almost immune to Open Wounds and Poison, making you an easy target for WWsins and Beast WWbarbs. Elemental damage also requires large amounts of mana to absorb. If you choose to follow this path, expect to place most (if not all) points that would otherwise be investing in Vitaliy into Energy.
Max the following skills in this order:
20 Fireball – Your main skill. Max it.
20 Firebolt – Faster then Fireball, with less godly equip may do more damage, not as good for walls. Also a synergy.
20 Meteor – Only for the synergy. If you play PvM, you may consider this higher priority then Firebolt. Will not work for PvP.
20 Telekinesis – Required for practical use of Energy Shield (it’s a synergy that reduces mana lost by Energy Shield).
1-20 Energy Shield – You only need a level 40 Energy Shield to achieve 95% (the cap) absorption. Only place the number of points required to reach this level with all equipment on.
1-20 Fire Mastery – Maxed last. Use whatever spare points from Energy Shield (the only exception being below).
1-20 Warmth – Compulsory. Take a level of this almost immediately. Being a Fire sorc, it may not be necessary to add additional points, however depending on the quality of your equipment, it may be of higher priority then Fire Mastery.
One-point wonders:
1 Frozen Armour – You may not have enough points to be able to put one here, but nevertheless I recommend it.
1 Teleport – If you plan on surviving, put a point in.
1 Static Field – Possibly a waste of a point, but it does speed up some boss runs a little.
This character will have points invested all the way to level 99 and depends a lot on your equipment.
Equipment
Some things to note when considering equipment:
- The most important thing to remember is what type of sorceress you want:
-> Energy Shield based will want items that boost universal sorceress skills, not just the fire tree. Still maintains frequent teleporting (at least they should), but keeps an Energy Shield in case of a lucky hit. Completely destroys Bone Necro’s.
-> Damage based, non-energy shield builds usually have such equipment as +3 fire skills amulets over, for example, a Mara’s Kaleidoscope. The best builds for overcoming absorb, and they use their massive damage to kill before they get killed (hopefully).
-> FCR based, non-energy shield builds use items like Wizardspike instead of Eschuta’s Temper as they value FCR more then damage. They rely on speed to avoid hits as well as to overwhelm the enemy.
-> A balanced build will require both maxed resists, decent Fast Hit Recovery (FHR) as well as decent cast rate (105 or 63 usually) and damage.
-> Pre-buff Based. I personally never bother as it takes too long and won’t allow for backup equipment in the stash. Basically this Sorceress has both the advantages of an full Energy Shield build and almost equal damage to a damage build (or almost equal FCR to a FCR build). +31 from items gives a full energy shield with just nine points. It may be worth the time consumed if it is a tournament, however I simple can not be bothered moving around so many charms.
- Don’t just plan your main equipment, plan your stash too! If you ever want to play a Fist of the Heaven’s (Templar) paladin put a lot of stack resist and absorb (remember good manners is one piece of absorb/max resists (or some people allow for both))!
- Fast Hit Recovery is very important to a Sorceress in PvP, don’t’ listen anybody who tells you otherwise. See the strategy section for further details. Suffice to say, without FHR you will have even less of a chance against Druids and Barbarians.
- Like I said in the stat section, it is highly recommended that you get max block with a shield of choice (hopefully Stormshield) if you plan on ever dueling melee (especially dual-wielding WWBarbarians). When you are not dueling melee, simply switch to a Lidless Wall.
- When socketing items, you should in general be looking for Rainbow Facets. The important stat isn’t the +% to damage, but the -% to enemy resistance. The +% damage stacks with your mastery, which makes it far less significant. -% resistance however not only increase damage by a large amount, but make dealing with absorbers much easier.
by Noober
24.02.05
Even longer then my WolfBarb guide!
Introduction
What is a Fireball Sorc?
A sorceress who focuses on the fire tree for it’s offensive capabilities, in particular the spell ‘Fireball’.
Why play a Fireball Sorc?
Damage (reasonable damage is approximately 18-25K)
Can fully utilise the 200 Fast Cast Rate (FCR) breakpoint unlike other Sorceresses
Most agile class in the game (low-mana, fast cast teleport)
Why not play a Fireball Sorc
Vulnerable to absorb
Fire Immunes *shudder*
Very fragile, you will need teleport skills
Stat Placement
Strength: As will almost every PvP build, only enough for equipment. This includes charms (i.e. if you have an Annihilus). It should be obviously pointless to invest more then what you require for all your equipment.
Dexterity: Here you have a choice, either plan for max block with [Dexterity Required = (2*clvl*75 / Shield Block) + 15] your end game shield or invest no more points then required for your equipment (in particular Wizardspike). If you expect to duel WWbarbs and in general melee, I strongly recommend you get max block.
Vitality: Max or invest on a 1:1 or 2:1 ratio with Energy Shield (see below).
Energy: This depends entirely on whether you choose to take Energy Shield, and how much you choose to invest in energy shield. See the Energy Shield caption in the stat section for more information.
Skill Placement
The pure Fireball Sorceress has two main variations: Fireball based, and Energy Shield based. Because you will not have sufficient skill points to max both all Fireball’s synergies and masteries as well as Energy Shield and Telekinesis, it is important to make a decision before you begin your build. Below is an analysis or each build.
Fireball-based: This will obviously do more damage then an Energy Shield based build. However another key advantage is that without extreme prebuff, and Energy Shield build is not able to reach the 200 FCR point, which is very deadly for PvP. It should also be noted that absorb can be dealt with more easily with this build (though extreme absorb is still impossible to overcome). This build can at high levels still max Telekinesis and place a few points in Energy Shield. With pre-buff you can reach a decent level of Energy Shield. At high levels you may also choose to put points in Frozen Orb/Cold Mastery instead of Energy Shield. Note however, this is not a Meteorb Guide, go look at C Elegans guide if you want one. Even a 50% Energy Shield requires investment in Energy (stat), however.
Max the following skills in this order:
20 Fireball – Your main skill. Max it.
20 Firebolt – Faster then Fireball, with less godly equip may do more damage, not as good for walls. Also a synergy.
20 Meteor – Only for the synergy. If you play PvM, you may consider this higher priority then Firebolt.
20 Fire Mastery – More damage, what else do you want?
One-point wonders:
1 Warmth – Compulsory. Take a level of this almost immediately.
1 Frozen Armour – I put a point in early, you may choose to do this differently.
1 Teleport – If you plan on surviving, put a point in.
1 Static Field – Not good for PvP, but it only costs you a single point.
Variations
20 Telekinesis – Required for practical use of Energy Shield (it’s a synergy that reduces mana lost by Energy Shield).
1+ Energy Shield – Can be (pre-)buffed to high levels (see equipment). I personally use this. Remember that Warmth is boosted by all those Fire Charms I hope you have in your inventory. It is possible to get +31 to Energy Shield from items (with overkill pre-buff). Boost Energy in accordance with the level of Energy Shield you can attain.
20 Frozen Orb – Good damage, freezes and the synergy is negligible.
1+ Cold Mastery – Put in a point and let your +skills take hold.
Excluding variations, total points required to complete build: 84 (level 73 after all skill quests have been completed).
Energy Shield-based: Maxing Energy Shield and Telekinesis over Fire Mastery will result in less damage and therefore difficulty in dealing with absorb. The returns are 95% less damage taken from most sources. HOWEVER, you will NOT be rendered almost immune to Open Wounds and Poison, making you an easy target for WWsins and Beast WWbarbs. Elemental damage also requires large amounts of mana to absorb. If you choose to follow this path, expect to place most (if not all) points that would otherwise be investing in Vitaliy into Energy.
Max the following skills in this order:
20 Fireball – Your main skill. Max it.
20 Firebolt – Faster then Fireball, with less godly equip may do more damage, not as good for walls. Also a synergy.
20 Meteor – Only for the synergy. If you play PvM, you may consider this higher priority then Firebolt. Will not work for PvP.
20 Telekinesis – Required for practical use of Energy Shield (it’s a synergy that reduces mana lost by Energy Shield).
1-20 Energy Shield – You only need a level 40 Energy Shield to achieve 95% (the cap) absorption. Only place the number of points required to reach this level with all equipment on.
1-20 Fire Mastery – Maxed last. Use whatever spare points from Energy Shield (the only exception being below).
1-20 Warmth – Compulsory. Take a level of this almost immediately. Being a Fire sorc, it may not be necessary to add additional points, however depending on the quality of your equipment, it may be of higher priority then Fire Mastery.
One-point wonders:
1 Frozen Armour – You may not have enough points to be able to put one here, but nevertheless I recommend it.
1 Teleport – If you plan on surviving, put a point in.
1 Static Field – Possibly a waste of a point, but it does speed up some boss runs a little.
This character will have points invested all the way to level 99 and depends a lot on your equipment.
Equipment
Some things to note when considering equipment:
- The most important thing to remember is what type of sorceress you want:
-> Energy Shield based will want items that boost universal sorceress skills, not just the fire tree. Still maintains frequent teleporting (at least they should), but keeps an Energy Shield in case of a lucky hit. Completely destroys Bone Necro’s.
-> Damage based, non-energy shield builds usually have such equipment as +3 fire skills amulets over, for example, a Mara’s Kaleidoscope. The best builds for overcoming absorb, and they use their massive damage to kill before they get killed (hopefully).
-> FCR based, non-energy shield builds use items like Wizardspike instead of Eschuta’s Temper as they value FCR more then damage. They rely on speed to avoid hits as well as to overwhelm the enemy.
-> A balanced build will require both maxed resists, decent Fast Hit Recovery (FHR) as well as decent cast rate (105 or 63 usually) and damage.
-> Pre-buff Based. I personally never bother as it takes too long and won’t allow for backup equipment in the stash. Basically this Sorceress has both the advantages of an full Energy Shield build and almost equal damage to a damage build (or almost equal FCR to a FCR build). +31 from items gives a full energy shield with just nine points. It may be worth the time consumed if it is a tournament, however I simple can not be bothered moving around so many charms.
- Don’t just plan your main equipment, plan your stash too! If you ever want to play a Fist of the Heaven’s (Templar) paladin put a lot of stack resist and absorb (remember good manners is one piece of absorb/max resists (or some people allow for both))!
- Fast Hit Recovery is very important to a Sorceress in PvP, don’t’ listen anybody who tells you otherwise. See the strategy section for further details. Suffice to say, without FHR you will have even less of a chance against Druids and Barbarians.
- Like I said in the stat section, it is highly recommended that you get max block with a shield of choice (hopefully Stormshield) if you plan on ever dueling melee (especially dual-wielding WWBarbarians). When you are not dueling melee, simply switch to a Lidless Wall.
- When socketing items, you should in general be looking for Rainbow Facets. The important stat isn’t the +% to damage, but the -% to enemy resistance. The +% damage stacks with your mastery, which makes it far less significant. -% resistance however not only increase damage by a large amount, but make dealing with absorbers much easier.