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.