(This is from early ladder and probably out of date, I'm lazy and won't edit it.)
The Es/Orb Guide:
First off, this is a GM oriented guide, there will be no gear swapping (aside from prebuff) and is written to be used in gm situations, that said, we move onto basic goals.
Introduction:Im *catastrophe. aka *fear[rawr], you probably have seen me this ladder on the character Orbasm. I've moved on from elemental characters, so I've decided to share what I've learned in this guide.
Comments and critiques welcome.
Goals:1.3k Life / 3.5k mana
105 fcr / 86 fhr
1.5k orb
at least -180-200 cold resist
~5k blizz/~4k ice blast
And most important, 95% eshield (level 40) with maxed telekinesis
Fairly simple, yeah? Lets move on.
I'll put dueling strategies at the end, so lets move onto gear, stats, and skills.
Gear:I will put here the optimal gear, and reasons for selecting. If you disagree, explain why you believe your choice would be better suited.
Quick pointers:
Unlike fire and light element sorceresses, cold element sorcs will actually benefit from +% to cold, since it doesn't just add to mastery, it adds a lot more. Some people believe you must SUR everything on an es sorc, you won't need that much mana. I'll explain more about str vs energy when I get to rings. Lastly, resists, i'll explain this later as well.
Helm:
Nightwings, obviously +20% cold damage with -5% cold facet, doesn't have to be 5 persay, but who puts a +5/3 in a perf nw?
Other choices,
Shako, life, mana, +2 all, d/r, puny 2 attri. All in all a good caster helm, but without that +20% damage, you just wont be strong enough.
+3 20 2, Some use this for more surs, or cold facets. +2 all is more helpful then an extra +1 cold. The fcr isn't that much of a use because 105 is easy to hit.
Weapon:
Deaths Fathom, don't bother with 35%, get a 34%. Its the same damage for a fraction of the cost. As for resists, on an es sorc, resist means nothing, so don't worry about it. Get a 34/xx/xx fathom and put the runes you save towards charms, better charms really make a difference on this char.
Hoto, You lose a potential +35% damage to gain basically nothing more then oak sage charges. Even a low fathom would cost the same and help you so much more. Please don't make a hoto orber.
Shield:
Spirit, Fcr isn't that important, you should hit 105 without a perf one, the +mana and +msorb should be high. Not that hard to get a good spirit, so just do it. Everything about this shield screams godly, there is no second choice.
Belt:
Arach, +1 all, 20 fcr. Enough said.
Boots:
Treks: Shoot for +15 str +xx vita +70 poison res. Eth for style. Poison is the only thing (besides open wounds) that will really hurt you, it goes through energy shield, so high res here is nice.
Amulet:
Either crafted or rare with +2 sorc, +20+ str, and fcr for starters. Additional mods to look for are +life, +mana, +mana regen (on all crafteds). Ignore res, res doesn't matter for this build. (see below)
The above is basically common sense, from here out is where I notice my build differs from the more common ones.
First off, using 2x fcr str rings and a coh will save you at best, 60 strength. Wow? 60 more points to put into energy, at 2 points of mana returned for each energy, this adds 120 to your mana pool. By using coh you gain 65 all resists (useless) +2 skills, 40 mana (20 str).
Keep that in mind.
Armor:
Vipermagi, xx resists, 13 mdr. Socketed with 5/5 or sur, shael if you have problems reaching 86 fhr.
why vipermagi?
30 fcr frees up rings and gloves.
Gloves:
Frosties, upped for style. +40% mana, oh yeah thats nice.
Rings:
Twin sojs, matching for style. +2 all helps everything, including eshield lvl and bo level. Also, +50% mana.
+90% mana > +120 mana. Starting to see why coh orbers suck so bad?
Viper vs coh
Coh:
+2 all
20 str
65 resist all
8 dr
Viper:
+1 all
30 FCR
35 resist all
13 mdr
A socket
Versatility ftw.
By using a viper you lose 1 all skills (but get +2 from sojs instead of fcr rings), 65 resist all (which doesn't even matter) and 20 str.
I'll explain the resists issue now:
Copied from arreat summit:
"The complete list of all damage modifications are calculated in this order:
Energy Shield
Bone Armor and Cyclone Armor
DR and MDR (damage reduction and magic damage reduction)
Resistances
% Absorb
Direct Absorb "
As you can see, energy shield is your first line of defense. Since you will have 95% here, treat the rest of the damage calculations as a mere 5% of the original damage.
Bone armor and cyclone armor will not be an issue.
MDR comes into play now, the 13 mdr on viper and possibly more on amulet will do a great deal more on 5% of the damage then it would normally, helping negate pure magic spells (cough bone spear/spirit cough)
Ah, resistances. The difference between having say, 30 resist instead of stacked 75% resist, a 45% difference is almost negligible when dealing with 5% of the damage that actually gets through. This helps free up gear and also serves to negate spells like lower resists and auras like conviction. Thus builds that rely on those to deal higher damage are in trouble.
Prebuff:For prebuff, personally I just use a +9 to energy shield memory runeword. (When made in a +3 energy shield staff, the result is +6 energy shield and +3 to sorc skills)
I also use a +3 energy shield ormus robes.
In theory you can prebuff all the way up to gcs, its just a personal thing. I get sick of prebuffing more then 2 items, but maybe you like it. Up to you.
Charms:Ideally, here is what you want:
8x Cold lifers, the higher the better.
1x Cold fhr, to hit 86 (treks 20, spirit 55 = 75, 11 more for bp)
+20 stat/xx res/x xp anni, remember the resists issue?
+20 stat/xx res Sorc torch, same thing here.
of course you can go for perf/higher res to look cooler and feel better, but if have a tight budget, put those runes elsewhere.
Scs: ideally, +20 life/+17 mana small charms. Serpent vitas, the perfect sc for this build. Unfortunately these are not only rare, but expensive. Get em as high as you can though, 10 of em.
Enough about gear, lets move on.
Stats:Str: The usual enough to use gear, spirit (156) will be your heaviest item. Using an eth spirit you can save some points to put into energy, but replacing eth spirits can be difficult at times.
Dex: None, duh.
Vita: This is controversial, basically, as much as you need, ~0-100. I do not recommend zero vita, I would do at least 25-50, the more life from charms, the less into vita.
Energy: The rest goes here, higher mana pool = more life you can pot back, and the more damage you can take before you take a lot of health damage.
Pretty self explanatory really.
Moving on.
Skills:Here is where things get tricky, due to the nature of the build, you will have points left over. Back in 09 these were put into tstorm by most people, but energy shield is a MUCH stronger choice.
Let me lay it out.
Initial maxed skills:
20 Orb
20 Ice Bolt
20 Telekinesis
One point wonders:
Warmth
Shiver Armor
Prerequisites:
9
So with those three maxed, one point into warmth and shiver, we are left with three skills to chose from for the rest of the points.
Blizzard
Ice Blast
Cold Mastery
With the above skills maxed/1 pointed and 1 point into each of the three listed above, we have spent 73 skills points.
Level 95 = 94 skills from leveling + 12 from quests = 106 skills to spend.
106 - 73 = 33 left over
Next, we much achieve a level 40 energy shield with prebuff gear on.
How much you wish to prebuff determines how strong your secondary attack spells will be.
What we have now is this
+2 nightwings, +2 sojs, +1 arach, +2 ammy, +3 torch, +1 anni, +1 battle command: +12
Prebuffing with memory and es ormus will give us another 9 + 3 = 12
12 + 12 = 24, 40 - 24 = 16.
We need 16 more points to reach level 40. To get those you can either add to the base level of energy shield, or prebuff more, like gcs, +3 ammy, +3 helm, etc.
Say you add all 16, 33 - 16 = 17 left over.
These 17 points will be divided among blizzard, ice blast, and cold mastery.
Facets will be adding -15 cold resist, so to hit -180 we only need -165 from cold mastery, skill level 30. Adding 3 more points to cold mastery will achieve this bare minimum.
If you are dueling gm, you shouldn't need to max cold mastery, or even add that much to it. If you lose because you didn't have another - 40 resist, remaking with more cold mastery will NOT help.
This leaves us with 14 points to divide between blizzard and ice blast, let me explain the benefits to each.
Blizzard: AoE (area of effect) spell that will remain in effect for a few seconds, also can become invisible if you teleport away far enough. Strategically placed, can work nicely against an opponent pursuing you (especially low health). The higher damage blizz contains will help cut through sorb/stack and cyclone armor, helping against some opponents. Remember this is also a timered spell and shares the same timer as orb.
The best thing I like about blizz is the namelock potential. Namelocked blizzards work wonders against defensive and fast opponents. Personally, its about all i use against other blizzers and defensive bone necros. Even a low blizz, (personally mine is about 5.5) is enough to take out other blizz sorcs in 1 or 2 hits, meanwhile you can tank 5+ no problem. Abuse minions to get namelocks
Prepare for the AA criers.
Ice Blast: One of the most underappreciated spells at your disposal. This spell is not timered, so you can spam it while you wait for blizz/orb to "recharge". It also moves slow, making it have more airtime in one place, letting you spam multiples and tele into them
The fact that you can spam it at 105 fcr (8 frames) can put a lot of opponents into hit recovery animation (or dodge lock), making a namelocked teleport followed by a harsh IB spamming to the face deadly.
These skills also synergize eachother, so adding to either will power both. Ice blast benefits +8% cold damage per level from blizzard, while blizzard receives +5% cold damage per level from ice blast. My suggestion is to place more points into blizzard than ice blast, but I find myself using ice blast more and more.
If you are more offensive, ice blast will be your new favorite spell, defensive players will utilize blizzard more. Keep that in mind as you choose where to put those last points.
All right that takes care of the basics.
Now for dueling strategies.