Sorceress - what would you change in skills

Well its the modding of txt and json files for visual stuff, devs didnt really leave a guides how to work with it. It took years to know what is doing what. A lot of stuff is unknown or complicated honestly.

Just yesterday i had to learn how to work with mana as i didnt get the numbers in skillsas it works only with 1,2,3… And not 0,3, 0,5…

You have basicly four columns with numbers where first is minimum mana cost, then mana shift ,base mana and mana per level. So basicly if you have skill costing 2 mana and 1 mana + per level it looks like this:

1, 8, 2, 1

But if you want only +0,5 per level it looks like this:

1,7,4,1

Because mana shift column works like 8=1, 7=0,5, 6=0,25…

So yeah i just wanted to descrive one think simple one compared to others. Its a lot of learning.

I was triyng to find some guide yesterday for adding splash dmg and wasnt lucky.

definetly is an headache from the look of what ya posted XD

edit: but what ya call modding i call it scripting XD

modding to me = change numerical value of skills//effects…not having to deal with a whole line of code

well without a guide its technicly doing both as you have to understand the full line coding

edit 2: lets leave it there…too much off topic gone in XD

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Anyway,you can track my progress in another topic i made yesterday, just check all my topics, should beon top somewhere, my dream version of d2r or something like that :joy: , i will be adding more changes to paladin skills today.

Its not true, every week I see new topic about Teleport/Enigma nerf, every significant mod has nerfed Teleport. Huge majority preffer slightly nerfed (not killed) Teleport.

HDin reach about 14k on 45lvl, 10k is nice start.

My overall idea is less synergies, more options, more hybrids and FRW>Tele spam/skip.

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thats a minority there

most ppl that go on forums is to complain or for social
those that are happy with how game is dont bother coming on the forum unless they have a reason to

imagine 2.5 make a tele nerf announcement…you would see ton of thread protesting againts the nerf…how often do you see ppl praise a skill compare to complaining ?

those tele nerf thread ain’t worth ppl time for those that dont want the skill nerf…unless their liked skill is actually target they have no reason to talk and will just let ppl that dislike its current version vent

if you played games in public…you would know a lot of ppl are in favor to speed play to slower play…D2 also dont have the WoW issues like “i’am scared to wipe and long walk back so stay put behind tank”…thats 1 indicator right there that ppl want stuff done quick but with no risk…so basicly that should tell ya the result of doing so

EDIT: in my case i’am on forum to make suggestions with some numbers crunching(something most dont wanna bother with because “math are boring”)…and i like to lurk a bit to see what other ppl posts about

i think Zax is like that too but more pushy than me with the stuff…i can’t bother making super giant guides while he does

Its not a nerf Teleport, rather a fix or balance, Teleport is insane OP and game breaking.
4yard at lvl1 then up 1per lvl would be nice compromise, at end game it wont be a big difference cuz most end game chars have +20 to skills, also there is space to change Enigma from 1 to 5-17 to Teleport and add new cheap RW with +1 to Tele. There is ton of possibilities to fast up the game; strong buff for FRW, WPs in short range to act bosses/next lvls, perm quest drop, less no drop chance, exp penalty “fix” and etc.

Guys keep in mind one thing, this is modification for offline, there is no such thing as competition or preassure to have teleport. It doesnt break any kind of balanced between classes as often you dont even need teleport. You can pick smitter and farm boss easily with good static map. So there is really no need to nerf teleport in my opinion.

capping tele by yard by lvl i could let it slide

but 05 sec cd and can,t tele accross wall no

gear wise + torch its up to…+12 skills if mf gear is on(…so if lvl 13 tele = current yard we can teleport at then ok

shako
(+2 tree skill crafted amy dont count fr lightning if fire or cold…so i flagged amy as 0 skill)
spirit
viperskin(if taken over CoH for fcr speed)
arachnid belt(including for cold sorc(ice blast power > blizz for bossing))
Hoto(weapon)

annilus is rather unfriendly to get…i have yet to even own one after months playing…so i’am counting it as 0 sp worth in regard to tele range being acquire with a decent set of gear

  • all fire patch skills in the game now apply a debuff to monsters reducing their fire resistance
  • Blaze

Instead of a narrow line, the fire trail is now an expanding cone of fire

  • enchant

Now adds a chance of casting an explosion on striking (could be fireball explosion animation)

  • inferno

Option 1) Borrows the thunderstorm effect and replaces the thunder bolt with blazing beams striking from the sky that leave a patch of fire under their target

Option 2) enemies killed with this spell explode dealing phys&fire damage to nearby monsters

  • ice bolt and fire bolt

Gain +1 projectile per 5 skills

  • Hydra

+1% chance to cast fireball instead of fire bolt per skill lvl

  • ice blast

Killing a frozen enemy has a chance of shattering it dealing phys&cold damage to nearby monsters

  • shiver chilling and frozen armor

Shilling no longer grants defence but instead shoots glacial spikes

Frozen no longer freezes nor grants defence but instead grant Dr

Shiver armor grants defence and freezes enemies and that freeze effect makes them take extra fire damage

  • teleport

Lose the effect of your gear for 2 sec after teleporting

This time is reduced with skill level

  • thunder storm

option1) Greatly reduce the interval between strikes

option 2) small nova are cast when bolts strike

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Here is my wishlist of Sorceress changes…

  • Hydra - Fire Bolt synergy increased from +3% to +6%, remove Fire Ball synergy. Damage remains the same, but allows more hybrid builds
  • Thunderstorm - benefits from FCR and increases frequency of lightning strikes
  • Meteor - convert some of the fire damage to physical damage to help deal with immunity, similar to Molten Boulder. Keep overall damage the same
  • Frozen Armor, Shiver Armor, Chilling Armor - should not have synergies with each other. No one is going to invest 20 points for all 3 armors. They should have synergies with other skills…
    • Chilling Armor - synergy w/ Ice Bolt
    • Frozen Armor - synergy w/ Frozen Orb
    • Shiver Armor - synergy w/ Enchant
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Thunderstorm: Radius of skill increased to at least 13.3 yards, if not based on skill level. Behaves much like Fist of Heavens and releases a Nova or Charged Bolts(based on number of nearby enemies like FoH) when striking a target. Frequency of striking a target based on skill level and can be improved by Faster Cast Rate. If it releases a Nova, add Nova synergy and if Charged Bolt, add Charged Bolt synergy. Either works for me but Nova would synergize best imo since Static is already a synergy for Nova and Thunderstorm :wink:

Charged Bolt: Now pierces

Ice Bolt: Now pierces

Frozen Armor: Remove Shiver/Chilling Armor synergies. Add Frost Nova/Blizzard as new synergies

Shiver Armor: Remove Frozen/Chilling Armor synergies. Add Ice Blast/Glacial Spike as new synergies.

Chilling Armor: Remove Frozen/Shiver Armor synergies. Add Ice Bolt/Frozen Orb as synergies.

Frost Nova: Remove Blizzard/Frozen Orb synergies. Add Frozen Armor and Ice Bolt as synergies.

Frozen Orb: Orb projectiles now pierce. Increases Ice Bolt synergy from 2% to 3%, add Chilling Armor synergy of 3%.

Fire Bolt: Now pierces

Hydra: Remove Fireball synergy, bump Fire Bolt to 6% to compensate and projectiles pierce(giving it better ability to handle mobs).

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Remove skill timer on Frozen Orb.

Maybe limit skill synergies to 1-3 (2 being the average) to encourage more diverse spell builds (more hybrids/different hybrids).

Add some fun synergies to Teleport to make it better to have as a sorc over other classes with Enigma.

Thanks,
Floopay

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I don’t know about changing skills as much as just getting rid of immunities.

Make monsters 95% resist to an element, but not immune.

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I have had a perpetual suggestion to that:

Make -Enemy Resist work half as effective on enemies with base immunities above 100%.

Change Masteries:

Fire Mastery
Level 1
+25% Fire Damage
-5% Enemy Fire Resist

Level 20:
+158% Fire Damage
-60% Enemy Fire Resist

Cold Mastery:
Level 1:
+10% Damage
-10% Enemy Cold Resist

Level 20:
+67% Damage
-105% Enemy Cold Resist

Lightning Mastery

Level 1:
+50% Damage
-1% Enemy Lightning Resist

Level 20:
+278% Damage
-10% Enemy Lightning Resist

Thanks for reading,
Floopay

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1: Move the damage synergy for Frost Nova to Shiver Amor. Only Shiver Armor should be a synergy for Frost Nova, but at the end Frost Nova should have the same amount of damage. Shiver Armor synergy should be Frost Nova, not the other armors. This makes much more sense than making Blizzard and Frozen Orb the synergies.

2: Give the 3 armor skills a synergy with Warmth. Each point in Warmth give the Armor +1% Faster Cast while the armor is active. Thus, a max of 20% Faster Cast. This makes sense for a max Warmth build as you are casting faster so you want faster mana regen. The idea here is that it makes sense for some Cold and Fire skills to have synergies with each other. Things like the cold armor allowing you funnel warmth sucked from the enemy to empower yourself to move faster.

Those two changes will give us three types of Nova Sorceress builds. First, you’d have the classic Nova plus Energy Shield. Second, you’d have the dual elemental spec with Frost Nova and Shiver Armor plus Nova and synergies. Third, you’d have the 20 points in Warmth, 20 points in Frozen Armor, plus Nova and synergies - this version being focused on more flexibility in faster cast equipment due to having 20 points in Warmth.

3: Move the damage synergy for Enchant from Warmth to Blaze. Warmth does not work well with Enchant, you don’t need mana regen on a sorceress hitting things with a sword. You don’t have to cast Enchant often enough for mana regen to be an issue. Blaze works much better as a synergy, because faster run walk helps make the sorceress more combat capable. You can also use Blaze with Enchant on a bow, run away and then shoot the enemy as they walk into your flames.

4: Move the damage synergy for Blaze from Warmth to Enchant. Warmth does not work well with Blaze for the same reason. Blaze and Enchant also make sense as synergies, since one spell is enchanting your weapon, and the other is enchanting your boots.

5: Add synergies to Enchant from the armor skills (Frozen, Shiver, and Chilling) to give +1% Increased Attack Speed. Theoretically this would mean a max of +60% Increased Attack Speed on Enchant with 20 points in each armor type, but with the needed 20 points in Enchant synergy and 20 points in Fire Mastery, you can realistically only get up to 40% increased attack speed.

6: Add synergies to Blaze from the armor skills (Frozen, Shiver, and Chilling) to give +1% Faster Hit Recovery. Theoretically this would mean a max of +60% Faster Hit Recovery on Blaze with 20 points in each armor type, but with the needed 20 points in Blaze synergy and 20 points in Fire Mastery, you can realistically only get up to 40% Faster Hit Recovery.

There, now you can have a more viable melee sorceress build.

Further improvements to melee sorceress?

7: Add synergy to the armors, for every point in Enchant, add +1% Increased Chance of Blocking to each armor (while active)

8: Add synergy to the armors, for every point in Blaze, add +1% Faster Block Rate to each armor (while active).

9: Add a Monster Flees when hit effect to Inferno. See if that makes a difference. A big problem with Inferno is you can’t run away while casting it, so why not make the monster run away. It would also give Inferno a utility effect. I doubt this change would be enough by itself to make Inferno viable, but I’d love to see how much effect it does have.

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Summon Sorc

2020202020

Your wish is granted:

Imgur

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Sorceress

Cold Spells
Ice Bolt - Missle speed improved. Pierces targets.
Ice Blast - Missle speed improved to feel more like a blast.
Frozen Armor - Freeze length synergy changed to Frost Nova, duration synergy changed to Cold Mastery.
Shiver Armor - Damage synergy changed to Ice Blast, duration synergy changed to Cold Mastery.
Chilling Armor - Damage synergy changed to Ice Bolt, duration synergy changed to Cold Mastery.
Frozen Orb - Ice bolts now pierces targets.
Cold Mastery - Now grants Cold Resistance with diminishing returns at higher levels.

Lightning Spells
Charged Bolt - Synergy with Lightning changed to Thunderstorm.
Lightning - Synergy with Nova changed to Thunderstorm.
Chain Lightning - Synergy with Nova changed to Thunderstorm.
Thunderstorm - Synergy with Static Field removed. While active, reduces enemies’ Lightning Resistance within Thunderstorm’s radius.
Lightning Mastery - Now grants Lightning Resistance with diminishing returns at higher levels.

I’ve never played Fire Sorceress much, will think of something when I do.

Hey thx for feedback but i have sorc pretty much done already, I will be finishing last few things today. But feel free to post ideas for fire skills. I still can implement some cool ideas:

about what i did already vs what you suggest:

Yes I gave pierce to ice bolt, but i didnt increase speed, i will think about it tho.

Ice blast is pretty strong already i didnt touch that.

Is Replaced by skill “Cold Enchant”

Replaced by skill “Summon Ice Blades”

I gave it new synergy but i will think about your suggestion and try it probably

I reworked all 3 masteries so they have -enemy resist and also +%cold dmg

Thunderstorm is completely changed and working as druid´s Hurricane.

All damage -33% due to overall extreme AoE damage, teleport and being a god with Infinity.
Compared to other chars, there is no real drawback. Two elemental builds are very strong.

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