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May 11 2017 11:35pm
hey all,

i am making a rush sorc classic... and i dont find the rush guides very convincing ...
i dont plan on making a hammer/melee to help A2/A3 hell ...

thinking about mediocre items, no super cheap sets but also no godly rares...

2x soj / 2 sorc @res amy / fhr 20/30/@res shield etc .. but no ZOMG GODLY

now this is said.. for the skills..

what is the best combo to rush from A1 norm - A4 hell without 50 times rejoining for a perfect spawn of certain monsters/immunities

i would go vita, no ES

was thinking

Max orb
10-15 Cold Mast

main damage.

now for 2nd dmg,

should i go

Static + ...

- Firewall/fire mast
- nova / light mast
- Lightning / light mast

other option ????

is it wise to max ice bolt for additional Orb dmg? / thunderstorm ?

thanks for your advice
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May 11 2017 11:40pm
orb and meteor is the best build.

you shouldn't be doing a3 on classic if you plan on converting anyway.


This post was edited by Cheetos on May 11 2017 11:41pm
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May 12 2017 12:08am
firewall is the way to go, does the most dmg with low points


use only soj if u reach max res with other equipe

btw my rush sorc only skilled orb with all syns and bit static and lot of tele, nn second attack skill,

only seis could be ci in nm, in this case i used static and gnasher :)
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May 12 2017 12:32am
Quote (KaterMikesch @ May 12 2017 01:08am)
firewall is the way to go, does the most dmg with low points


use only soj if u reach max res with other equipe

btw my rush sorc only skilled orb with all syns and bit static and lot of tele, nn second attack skill,

only seis could be ci in nm, in this case i used static and gnasher :)


lul.. how are you going to kill ci in a2 hell?
i've tried both firewall and meteor
i like meteor better.
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May 12 2017 01:35am
Quote (Cheetos @ 12 May 2017 07:32)
lul.. how are you going to kill ci in a2 hell?
i've tried both firewall and meteor
i like meteor better.




u r a rush sorc, not a killer sorc, nn to kill mons if u get the quest w/o killing
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May 12 2017 03:01am
max Frozen orb, Cold mastery, Teleport, Ice bolt.

1 into Fire mastery, Warmth, Frozen armor, Static field.
optional : 1 point Thunderstrom and 1 point Light mastery (and 4 wasted points to unlock Thunderstorm)

remaining points into Firewall.

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May 12 2017 06:46am
Quote (Falkerakatim @ 12 May 2017 07:35)

i dont plan on making a hammer/melee to help A2/A3 hell ...

thinking about mediocre items, no super cheap sets but also no godly rares...

what is the best combo to rush from A1 norm - A4 hell without 50 times rejoining for a perfect spawn of certain monsters/immunities



Your best bet for the above quote is to go:

  • max orb
  • max lightning bolt
  • 15 tele & cold masteries - assuming you get +2 skills from gear
  • rest into LB synergies or tele, whatever you prefer...

This built can handle A3 in P3/P4 and takes around 5mn. to clear hell cs in P1 with average gear.

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May 19 2017 03:06am
I prefer Fireball.
Enemies can walk off of Fire Wall and away from Meteor, and it creates cast cooldowns - preventing you from spamming more Orbs; your main source of damage.

Fire Wall and Meteor may offer more dps on paper, but their usefulness is underwhelming.
If a monster is Cold immune, you can't slow it. It will usually walk away from Fire Wall/Meteor.
If it's Lightning immune, you can't shock it. No big deal, you have Frozen Orb.
Your only issue is Duo Cold/Lit immunes. Generally, Travincal council is Fire/Lit, Fire/Lit, Fire/Cold immune.

Maxing out Lightning is silly, may as well just max out static field.
And I would love to know why people are saying to invest points in Teleport.
Really? You'd rather do crap damage than pop a few potions when traveling?
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May 19 2017 05:04pm
Quote (Baja @ May 19 2017 10:06am)
(...)
And I would love to know why people are saying to invest points in Teleport.
Really? You'd rather do crap damage than pop a few potions when traveling?


Because 95% of the time, the rusher only teleports.
And you can't buy 'real' mana potions through normal and nightmare.
And buying potions takes time. A good rusher, on the contrary, saves time.
And once frozen orb is maxed (including synergy and mastery), a 20 point Teleport sorceress does the same damage than a 1 point Teleport sorceress.

Fireball is not a good choice unless - maybe - if you stick to 2 players game.
A cold immuned monster in hell, espacially when you're trying to rush several people altogether, will regenerate more life per second than the amount of damage you'll be able to inflict with Fireball.
On the contrary, Firewall stops monster's regeneration...
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May 20 2017 01:22am
Quote (feanur @ May 19 2017 07:04pm)
Because 95% of the time, the rusher only teleports.
And you can't buy 'real' mana potions through normal and nightmare.
And buying potions takes time. A good rusher, on the contrary, saves time.
And once frozen orb is maxed (including synergy and mastery), a 20 point Teleport sorceress does the same damage than a 1 point Teleport sorceress.

Fireball is not a good choice unless - maybe - if you stick to 2 players game.
A cold immuned monster in hell, espacially when you're trying to rush several people altogether, will regenerate more life per second than the amount of damage you'll be able to inflict with Fireball.
On the contrary, Firewall stops monster's regeneration...
You can fill your inventory with mana potions before you begin a rush though. And at Act4 before the next difficulty. I've never ran into issues.
If this was a ladder reset speedrun I could see some use for points in teleport, but we can prepare for mana problems. I guess it's just preference.
Maybe it would be alright to put points into Teleport, but only if it's your very last skill.

A cold immuned monster in hell, will stand no chance vs static field, then either a thunderstorm or fireball finisher.
Hell, only lit immunes stand a chance vs static field in classic.
Why do you only recommend 1 point into static? I'd go 15 at least. It broken AF.
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