General- The Orb Sorc is a simple and effective build. Both Rich and Poor can make this sorc to be a sucess.
The Sorc can both pk and mf like a good ol' character.
Stats-
*No Dex
*No Energy
*Enough Str For Gear
*Rest into Vit
Skills-
@Max Orb
@Max Ice Bolt
@Max Cold Mastery
@1 to teleport,static field,thunderstorm, shiver armor, energy orb
@Rest Into Warmth
Gear-
+Armor= Ormus or CoH or Armor with skills and mf.
+Helm= Shako with Um or P Topaz, Nightwings
+Belt= Dungos or Spider
+Rings= 2 nagels or 2 sojs or 2 bk rings. You may replace one of the 2 rings with another listed or
a Raven Frost.
+Ammy= Maras, Amulet with Skills and mf.
+Boots= War Travelers, SandTrek.
+Gloves= Frosties, Magefists, Chance Guard
+Weapon= Occy, Fathom
+Shield= Lidless, Spelndor, Or Spirit
This is from the sticky, thought I see some problems with it and some questions:
1) How much str is needed for gear? I would prefer an exact number.
2) What about cold-immune monsters on higher difficulties? I see 1 static but is that really enough to deal with the cold-immune creeps?
Welp, Ormus is stength 77, dex 20, But CoH is dependent on what you make it with. If you don't think you'll get hit by melee much, make it from something low level and you don't have to worry much.
I'm pretty sure the armor is the biggest issue since you won't have a sword, but check out The Arreat Summit to check out specific items.
And as to Cold Mastery remove immunities? Since it lowers monsters resists instead of raising damage?
The biggest STR req on that list is Spirit since it can only be made in an Aegis (I think that's over 200 STR) or a Monarch (156 STR - most common for Spirit).
If you have the gear already, what I do is don't spend stats (or use a reset) and add bit by bit to STR first, adding on the gear as you can wear it and thus upping your STR with their attributes, until you have everything on. That way, nothing will be wasted.
CoH -> 20 STR
Mara's -> 5 STR (5 to All Attributes)
Shako -> 2 STR (2 to All Attributes)
Travs -> 10 STR
Treks -> 10-15 STR
Torch -> 10-20 STR (10-20 to All Attributes)
ANNI -> 10-20 STR (10-20 to All Attributes) (I think it's 10-20..)
Yep, but Cold Mastery lets you do a lot more damage to non-immunes, as in, every boss in the game. Makes MFing a lot easier. You basically have three choices: Dual-Elemental with severely lowered damage, only fight in areas or monsters that you know aren't immune, or make an Infinity and a lit sorce
Or make a different character. Immunes are what all sorces have to face. It's kinda unfair, since all their damage is elemental and they have no real melee capability (well, it's possible, but it's not easy to pull off and isn't the most effective in relation to the other chars, and you might as well make one of them if you want melee), but eh, it can work, too.
This is from the sticky, thought I see some problems with it and some questions:
1) How much str is needed for gear? I would prefer an exact number.
2) What about cold-immune monsters on higher difficulties? I see 1 static but is that really enough to deal with the cold-immune creeps?
I'm pretty sure the armor is the biggest issue since you won't have a sword, but check out The Arreat Summit to check out specific items.
And as to Cold Mastery remove immunities? Since it lowers monsters resists instead of raising damage?
If you have the gear already, what I do is don't spend stats (or use a reset) and add bit by bit to STR first, adding on the gear as you can wear it and thus upping your STR with their attributes, until you have everything on. That way, nothing will be wasted.
CoH -> 20 STR
Mara's -> 5 STR (5 to All Attributes)
Shako -> 2 STR (2 to All Attributes)
Travs -> 10 STR
Treks -> 10-15 STR
Torch -> 10-20 STR (10-20 to All Attributes)
ANNI -> 10-20 STR (10-20 to All Attributes) (I think it's 10-20..)
~92 STR
Those are all I know off the top of my head.
"to the worm in horseradish, the world is horseradish."
Or make a different character. Immunes are what all sorces have to face. It's kinda unfair, since all their damage is elemental and they have no real melee capability (well, it's possible, but it's not easy to pull off and isn't the most effective in relation to the other chars, and you might as well make one of them if you want melee), but eh, it can work, too.