| Sorceress |
| Introduction |
| The Sorceress is the closest character to diablo 1, retaining a few of the originals skills. However her attributes havebeen greatly increased and changed to make her a lot more powerful. At first glance, it seems that a sorceress doesn't need much strength and should go energy the whole way. Unfortunately that doesn't happen. Later on in the game, you need to wear armour, and that takes strength, and a lot of it. A balancing act is to put a lot of skill points into warmth (Speeds up your mana regeneration). This allows you to recover mana quicker, balancing the low energy. As well as that, look for things like + mana after each skill, and items that increase your base mana. Also, a sorceress is one of the weakest characters (probably the weakest.) She needs to develop energy shield as soon as it becomes a option, also teleport, (very useful). Later on in the game, she will not beable to take a hit really, one hit and shes dead. So you must compensate for that by shoot move, or teleporting around. |
| Cold Spells |
| Quite Possibly a sorceress's most powerful section, these allow her to stun her enemies into numbness. A good idea is to only put one skill point into each skill apart from blizzard, glacial spike, frozen orb, and one of the cold "Armours". This allows you to put the leftover points into warmth, making you regain your mana a lot quicker and making you a lot more powerful. Blizzard is very useful at higher levels, cast a few across a bridge or something and let it rip. Glacial spike is also incredibly useful, with a high amount of damage and the ability to freeze a group of enemies at once making it an incredibly deadly weapon. The Armours help you stay alive at higher levels, and frost nova, is VERY useful for killing those incredibly annoying fallen, but not worth putting up (its base damage is 2-4 - PLEASE!). And Frozen Orb.... well, you have to see it to believe it. It fills the WHOLE screen with numerous icebolts, and a few "Super" bolts. The cold spells are very useful later on in the game, as in nightmare/hell, a good way to control the monsters is to freeze, then use either a fire spell (Meteor, Hydra), or lightning (Chain Lightning, Thunder Cloud). Because of the high resistances later on, its a good idea to use all the spells in combernation. |
| Fire Spells |
| Fire spells are a very nice element, having Meteor and Hydra. Fire spells are NOT to be used defensively, these are easily the most aggressive spells. Again, speed up the chain putting only one point into each with one HUGE exception. Warmth should be maxed by the time you hit 60 or so, and should be quite high when you start nightmare. You will not regret having not too much energy, when you put on ancient armour, you understand. A few good spells are Inferno - Low level, very dangeous, high levels, not worth it. Very nice damage, and a great animaton (you can do it for as long as you like, but a big mana drainer) Blaze - the ultimate Andariel killer, just get it rip and get her to follow, again, nice spell, but not so good at high levels. Fireball - great spell, blast radius, damage, if you want put this up, but make a choice, fireball or meteor. Meteor - The best fire spell - this thing is totally deadly, doing 1000's of damages in the higher levels, the one bad thing is its delay (around 2 seconds before it hits) Hydra - Very useful to guard you and in defence, throw a few of them in a room and shut the door. |
| Lightning Spells |
| Lightning Spells are a bit of a mix between magic (teleport telekenisis etc) and full on lightning ( chain lightning thunder storm). Like all the other groups, one into each spell (apart from maybe static field, useful for killing bosses) until you reach teleport, and energy shield ( Put energy shield up HEAPS if you intend to make it to hell difficulty. A few spells Telekenisis - very useful for retriving corpse and items in inaccssible places, but not worth putting up levels Static field - reduces a fixed % of the targets health each time, very useful for killing super uniques. Lightning - A reasonable spell, however not worth putting up because of Chain Lightning - An Awesome spell, if it hits one it circulates, so if you shot it at a group you might beable to wipe out the WHOLE group in one shot. Teleport - Very useful spell, probably one of the best in the game. It allows you to fly anywhere around the screen, but rather high mana cost (balanceable with warmth and high mana etc). Energy shield - Does a portion of the damage done to you taken in mana. For instance if you were hit and you had a level 1 energy shiled (5% damage done goes to mana) then you would get 95 health taken off your health, and five taken off your mana. Thunder cloud - The closest a sorceress has to a minion, follows her round shooting incredibly powerful bolts of lightning. |