Sorceress - what would you change in skills

Hey, I dont want to wait for Blizzard to improve diablo 2 Resurrected so i decided to do it myself atleast for offline play with some modding. I am thinking about various ideas, but I would like to hear from others too so thats why i make this topic.

I would like to hear from you what is wrong with Sorceress. Is something too strong? Is something too weak? should some skills be changed? Maybe some skills does cost too much mana or should do more, maybe new synergies between skills to make new builds? Maybe is something too strong? Maybe complete skill replacement? Please share any idea how you think sorceress skills could be improved or changed and try to explain why if you can.

LIST OF SORCERESS SKILLS CHANGES: (I will be updating this)

So far my idea was to change masteries so they all work same, boosting dmg and also lower resistances.

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My goal for a sorc change would be make the Melee Sorc Dream a Reality.

Add a fire move between enchant and warmth, [Blazing Strikes] - 3 strike version of zeal, that does fire damage first and last strike land on same target, if Sorc is Enchanted making the last strike do aoe fire damage.

Add a skill above thunder storm, [Lightning Advance] - a lunging melee attack that does lightning damage, if the Sorc has Thunder Storm on, it shoots off a bolt like Lightning and increases Thunder Storm trigger speed for a duration.

Remove one of the Ice Armor Buffs, not sure which one. Replace it with [Buckling Ice] - move similar to smite but does cold damage, if the Sorc has one of the ice shields on frozen enemies hit by Buckling Ice release a few frost bolts on the opposite side of the enemy from the Sorc.

Not sure what else I would change. But I think those 3 spells and having extra affects for them while different sorc buffs are active would be cool for a melee sorc.

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Issue is that sorc will never be proper fighter without multiple skill changes towards that. And then she would not be mainly caster. There is multiple issues with melee sorc like blocking for example and it would require extensive skill reworks. I dont want to go too far with some changes as i want it to be improved d2r and not fun mod you know? So i need to be carefull with what i change.

But anyway cool ideas. Sorc doesnt really need 3 cold shields true. What about cold enchant instead of one? :slight_smile:

Working just like enchant but dmg is cold. I wouldalso change third to lightning enchant but issue is its one of cold skills.

Thats would create proper enchanter build haha.

I think just cold enchant would be boring personally. Maybe a cold passive similar to the Zon dodge passives but instead it has chance to auto block if one of the ice armors is active, sorc would have to be standing still.

I want my melee sorc dream Zax, specially for the Iron Wolves. Dont, dash my dreams.

Well triple fire cold lightning enchants would help with that no? Or just keep cold enchant and let third shield improve block chance like holy shield with some other bonus as dont want to just clone it.

But i want melee spells to use! I wouldnt mind one of the ice armors being made to be more similar to holy shield tho. Sure through that in.

Zax you have my 2.5 thread if you dig up for the changes i wanted for all class skills…although…i think i want to modify 1 of the requested change i posted there

instead of reworking only the synergies i think consolidate ALL 3 armor into a single skill would be a better way to approach it on top of giving it a better synergy

learnable at lvl 12
like lvl 1-5 the armor act as Frozen Armor
lvl 6+ it gain the damaging effect from Shiver Armor
lvl 10+ it gain the bolt shooting and ranged missiles protection from Chilling Armor
Synergies changed to Cold Mastery for 1 point wonder into cold armor builds while cold mastery would be pump up for hybrid builds and pure cold sorc

OFF TOPIC BELLOW
new skills i made for the paladin yesterday :)…1 is design for veangence pally…the other is a failled attempt into making a defensive skill which would be flagged as offensive :S
except for Thorn in the offensive tree…all of the auras are Pro-Active while Thorn is Re-Active…i designed a new aura alike to Thorn which is Re-Active kin…basicly it would of gave value to defensive charms if it would b flagged that way but it wont :S
so basicly…those 2 aura will PROMOTE OFFENSIVE SKILLERS CHARMS…here ya go Zax…hope you like these ideas too although off-topic in here(copy pasted from my notepad)

NEW SKILLS
Paladin
offensive aura: Meltdown(lvl 40 skill requiring to learn fanatism and conviction)
lvl 1-8 +0.3% ias,-2% enemies Ele Resists, +25 to each of cold,fire,light dmg to attack
lvl 9-16 +0.4% ias,-2% enemies Ele Resists, +40 to each of cold,fire,light dmg to attack
lvl 17-24 +0.5% ias,-2% enemies Ele Resists, +65 to each of cold,fire,light dmg to attack
lvl 25-60 +0.6% ias,-2% enemies Ele Resists, +85 to each of cold,fire,light dmg to attack
aura design for Veangence Paladin
lvl 55 stats…27.6% ias…-110% Ele Resists…+3590 dmg to each element
it will also make offensive skillers charms useful(at least better than combat
skillers for at least 1 build)

Offensive Aura: Holy Retribution(lvl 30 skill)
when you or an ally take damage release a 360 magic wave stunning enemies for 0.4 second
as the aura user you also gain a magic dmg proc for 5 seconds that unleash a straigth line
wave that travel up to 10 yard in front of you very quickly whenever you strike an enemy
lvl 1-8 +20 magic dmg to the proc attack dmg +10 magic dmg to the wave proc
lvl 9-16 +60 magic dmg to the proc attack dmg +30 magic dmg to the wave proc
lvl 17-24 +120 magic dmg to the proc attack dmg +60 magic dmg to the 360 wave proc
lvl 25-60 +250 magic dmg to the proc attack dmg +100 magic dmg to the 360 wave proc
special effect: 50% chance to ignore block
empowerement proc rate lvl 1(40%) lvl 45(100%)…+1.3636% chance per lvl
pulse proc rate lvl 1(30%)…lvl 45(80%)…+1.13636% chance per lvl
another aura promoting offensive charm over combat by making players swap between
this aura for the dmg proc and fanatism…at lvl 55 it be 3800 magic pulse and
9100 magic empowerement…duration of the proc is up to discusion on weither its
too short or should be extend to 8 seconds
Note: i wanted to make this aura a defensive type but since it does damage it
will have to go offensive…i wanted to give defensive auras a more appealing
interest by mixing in dmg to the defensive mechanic which in turn would also
give value to defensive skillers charm…by defensive i mean like reactive instead
of pro-active like all of the current offensive auras…but ya after writing this one
up i realized it doesn’t fit the category of defensive :S

Thx for many nice ideas. To clarify what i want to plan. My idea is to not go too far from original in skills, i want this to feel as d2r but improved, but what i want to do eventualy is to add completely new skills on sets, runewords or unique items so any cool idea people have can be used that way instead of messing with skill trees too much to go away from original.

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Fire sorcs need a slight buff to make them playable in Hell difficulty. I’m not saying they should compete with Blizzard sorcs right out of the box, but with some decent gear they shouldn’t be suffering so badly.

Edit: Also I’ve found 2 Andariel Visage today and picked up an Arkaine’s Valor +2/15 about 3 minutes ago. First one ever.
Edit: Just found another Medusa’s Gaze too.

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well goal is also to give life to skills that weren’t use b4…or even make something useless have a purpose now
so the meltdown aura would definetly work for 2 thing…the second one doesn’t improve old stuff but i dont think it would harm the game/be seen as unwanted…just add up builds diversity…beside magic dmg fit with paladin(FoH,Sanctuary, B-Hammer deal magic dmg type)…but certainly take second priority over getting old stuff up to date

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Also i am removing conviction from infinity and regular monsters will not have immunities. Only unique mobs.

That’s cool, but will you also be nerfing all the things I traded to get my second Sur? Or will my Infinity become fancy trash now? =)

Dude chill :joy:

Its mod for offline, unless blizz would decide to use my mod for online play :joy:

Yes, but that still doesn’t answer the question. lol

I will rework infinity somehow.

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Good because it’s even worse for offline, can’t trade with anyone, get that one Ber and use it on Infinity. Yikes. lol

actually Zax in regard to immunities…i think you should leave most untouched although reduce the abdsurdly high resistance that some have(like 200 over 100%

and instead give high lvl skills 35+ a way to ignore a certain % of the monsters resists
like
lvl 35 ignore 3% of the enemy resists if they have above 99% resists
lvl 36 ignore 6% of the enemy resists if they have above 99% resists
lvl 37 ignore 9% of the enemy resists if they have above 99% resists
lvl 38 ignore 12% of the enemy resists if they have above 99% resists
lvl 39 ignore 15% of the enemy resists if they have above 99% resists
lvl 40 ignore 18% of the enemy resists if they have above 99% resists
lvl 41 ignore 21% of the enemy resists if they have above 99% resists
lvl 42 ignore 24% of the enemy resists if they have above 99% resists
lvl 43 ignore 27% of the enemy resists if they have above 99% resists
lvl 44 ignore 30% of the enemy resists if they have above 99% resists
lvl 45 ignore 33% of the enemy resists if they have above 99% resists
+3% every lvl starting at 35
after edit end result for 55(63% ignore)
…also decided to remove % progress to highter numbers so the earlier pierce are tiny bit stronger but end % dont get to be too high(not near conviction level)

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Teleport: 0,5 sec CD or 4yards range at lvl 1, +1 yard per lvl, also no teleporting through walls.

Hydras: removed FBall synergy, increased FBolt synergy to 8%.

Meteor: added physical dmg, decreased FB/FB synergies from 5% to 3%, decreased impact time by half.

Frozen Orb: increased IB synergy to 4%, decreased CD to 0,5.

BHammer: fixed Conc bug, increased synergies to 10k BH dmg at lvl45.

All synerhies mechanic changed to soft points, still capped to 20.

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There is plenty of ideas which i dont even have clue how to make so i am not a modding god :slight_smile:

But i hope to get better at it eventualy.

balancing stuff easy…scripting is however not my specialty XD…basicly…start with a draft…compare to nother skill which you know is doing well(not to strong, not too weak)…then tweak it a few times untill the result look satisfying and are within expectancy of how you think its gonna perform…ofc you dont want it to end up as a full clone

EDIT: to Zorka
leave teleport alone(you’d make over 80% of players angry by slapping it :S
hydra removing fb synergy is fine…synergy % dmg balancing up to discusion
Frozen Orb approved(edit: i would even encourage it up to 5-6% for orb)

B-Hammer: not rly sure i follow there but i think your saying to boost hammer dmg as it would be with conc aura of equal lvl to hammer and make it no longer require conc so that it can use aura like Salvation//Conviction for say ?..if so i dont think that should be done as it would create crazed power creep and almost certify that conviction is run in every single room

Synergy changed to soft point: no too much creep

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