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Dec 17 2024 08:43pm
Tired of the boring a blizz or lightning sorc?
Want the most powerful ranged attack on D2R?
Want to be a bit weird?

I know you answered yes, so continue reading. Below I have organized the wealth of knowledge about this build and owe credit to many individuals on jsp who are much smarter than me. Thank you to the community.

Why this Build

As indicated, this build provides the most powerful ranged attack possible on D2R. This is possible from the buffed and synergized Enchant on a ranged weapon that fires Explosive Arrows and has a nearly 100% chance for Piercing Attack, resulting in multiple powerful explosions on every shot. This build absolutely melts monsters, leaves gear options for some Magic Find, and can still reach 105 FCR for Teleport. Most importantly, this build is wildly fun to play as it mows down everything in its way, can bring a new experience to PvM, and pushes the envelope on what’s possible in D2R. There are several versions of this build which will revolve around your armor choice. There are speed versions, damage versions, survivability versions, magic find version, or hybrids. All are possible with minor gear swaps to change your play style, and doable with relatively minor cost.

Stat Points

Strength – 156

I’d recommend doing this without Dragon or Enigma to start; you will appreciate being able to toy around with different gear.

Dexterity – 95

Required for Chu-Ko-Nu. Never upgrade or use another base. All your damage is elemental; there is no other conversation to be had.

Vitality – 150+

Yes, you are going to use Energy Shield, but you are also going to be more of a melee character than you think. Having a little extra cushion here is appreciated as it can be a squishy build depending on curses while being right in the action!

Energy – Remaining

Rest of points to increase your mana pool to limit your damage intake.

Skill Points

Warmth – 20
Enchant – 20
Fire Mastery 20
Telekinesis – 20
Frozen Armor – 1
Energy Shield – ??
Static - ??
Prerequisites - 1

You will have to decide if you want to be more offensive or defensive. You won’t be able to max out Energy Shield and get enough Static for the full screen coverage. I roll with better Energy Shield as I find Static is only needed on higher player counts. If going for the offensive side with additional Static points, choose your points so that you can either hit the side of the screen (12 yards), or top of the screen (18 yards), and ensure you go for a higher FCR breakpoint.

Breakpoints

Increased Attack Speed - Chu-Ko-Nu
Suggested Items: Bloodfist, Jewel/Shael, Goldwrap
IAS Frames
0% 12
8 % 11

Therefore, we will find 8 IAS somewhere for this lovely lady. No other weapon base is considered nor recommended. Too much would be sacrificed for other bases trying to reach mildly higher breakpoints, when typically 1 shot wipes out any pack on p1.

Faster Hit Recovery
Suggested Items: Treks, Bloodfist, FHR Charms (either SC or Skillers)
FHR / Frames
0% 15
5% 14
9% 13
14% 12
20% 11
30% 10
42% 9
60% 8
86% 7

An absolute minimum here is 20%, obvious for the frame rate reduction and is achieved easily enough. We will aim for 60% for comfort over additional FCR.

Faster Cast Rate
Suggested Items: Weapon with FCR (Enchant Stick, HOTO, Eschuta), Vipermagi, Spirit, Obsession Staff
FCR Frames
0% 13
9% 12
20% 11
37% 10
63% 9
105% 8

This is an important decision you must make on your build. It is dependent on what and how you run your PvM. You will need to decide what %FCR you want to hit with the crossbow out, and what %FCR you want to hit on swap if you’re ok teleporting on switch. Recommended is the 63% on swap to at least motor around quickly.

Pre-Buff

The following is the absolute best Pre-Buff gear for an Enchantress, but this comes at the cost of having to equip and unequip it every-single-game. That is annoying. Nonetheless, here is it:

Max Pre-Buff

Helm – Circlet +3 Fire skills with 2x +5% fire facets
Armor – Ormus +3 Enchant with 1x +5% fire facets
Belt – Arachnid Mesh +1 all skills
Gloves – Magefist + 1 fire skills
Boots – Irrelevant
Weapon – +6 Enchant/Fire Mastery or with 2x +5% fire facets
Shield – Spirit Monarch +2 skills
Ammy – +3 Fire skills
Ring – SOJ/BK
Ring – SOJ/BK
Inventory – Torch +3 skills, Anni +1 skill, 9x +1 Fire skills GCs

Total +skills to Enchant = 34
Total +skills to Fire Mastery = 31

If you’re like me, and especially if you play on console, these swaps can be tedious (and they would impact runs per hour, if you’re into that). Instead, I pre-buff the fewest items possible to get to a happy range of Enchant without taking too much time at the stash. If you neatly organize everything on the right side of your stash, it’s shockingly quick to auto-swap with what you’re wearing. Slightly longer is adding and removing charms, which is something I don’t perform on console but is much easier on PC. For what it’s worth, I leave 2x4 open slots in my inventory out of preference since opening the cube on console is a pain. Here is the recommended set up for ease of buffing:

Common Sense Pre-Buff

Helm – Flickering Flame +3 skills
Armor – Ormus +3 Enchant with 1x +5% fire facets
Belt – Arachnid Mesh +1 all skills
Gloves – Magefist + 1 fire skills
Boots – Irrelevant
Weapon – +5 enchant orb with FCR
Shield – Spirit Monarch +2 skills
Ammy – +3 Fire skills
Ring – SOJ/BK
Ring – SOJ/BK
Inventory – Torch +3 skills, Anni +1 skill, 2x +1 Fire skills GCs

Total +skills to Enchant = 26
Total +skills to Fire Mastery = 23

Using this gear, we only switch 5 things at stash (which is less than 4 seconds): armor, belt, gloves, ring, and amulet. This still provides enough damage when on low player counts to melt everything and is enough on higher player counts to easily hold your own.

Gear Options

Weapon – Demon Machine Chu-Ko-Nu with 1x RBF
Subs – Brand Chu-Ko-Nu

The Demon Machine unique is our weapon of choice because of the piercing attack and the exploding arrow. Brand is a much more expensive backup but can be fun to fire around, and technically deals more damage before taking pierce into account due to higher Exploding Arrow level. If choosing FCR with Magefists, then socket with Shael or a 15 IAS/15@ if you want to splurge.

Helm - Flickering Flame
Subs –Rare/Magic Circlet (FCR and/or @res + RBFs), Wisdom (33% pierce)

This is the defacto helm to use. Resist Fire negates your Sunder, +3 fire skills means we don’t need to swap it, and max -15% enemy fire res is as good as it gets.

Belt – Razortail
Subs – Arachnid (FCR), Goldwrap (10 IAS/30 MF), Crafted (FHR/FCR/Life/Str/etc.)

This is the standard belt, due to the remaining 33% pierce which creates 99% pierce on this build. More explained in Mechanics. This is lovely and is where the build shines. However, if playing p1-2, it’s not always needed, and you have some gear swap options.

Rings – FCR Rare (various +points), Nagel/Magic MF, SOJ (Mana), BK (Life), Raven Frost (CBF), Wisp (Lite absorb/MF),

There is no right or wrong here. Adapt, tinker, and have fun. CBF is not a must on this build, but Raven Frost would be the easiest place to get it.

Amulet – Mara’s, 2/20, 2/15

Mara’s works great here for the +@res. An FCR ammy however may be desired by many to help hitting breakpoints, especially if not interested in using Teleport on switch.

Gloves – Bloodfist
Subs – Magefist, Chance Guards, Crafted/Rare (10+ IAS, MF, Knockback, @res, +life, etc.)

I recommend Bloodfist here due to the 10 IAS (hits our breakpoint thus allowing an RBF in the crossbow), 30 FHR, 40 to life. Exactly what this woman needs. However, rolling with Magefists means 20 FCR and one less thing to swap out.

Boots – Eth Treks
Subs – War Travs, Rare Tri-Res (FHR, FRW, etc.)

Difference here is Treks give more survivability with FHR, PR, PLR, vs the MF from the Travs.

Weapon Swap – +5 Enchant Orb, 20 FCR with 1-2x RBF
Subs – Eschutas, +6 Enchant with 2x RBF, HOTO, Obsession with +enchant/fire mastery

Aim for +5 Enchant and 20 FCR. This will be the most useful balance between +skills and allowing you to keep this on person to utilize the FCR while playing. HOTO is fine with +3, 40FCR, 30+ @res, and dirt cheap. Yes, you can go the +6 Enchant 2os orb or a gnarly Obsession staff, but this will cost more than the rest of the build and is not worth it for PvM.

Shield Swap – Spirit Monarch

Obvious choice here with +2 skills and 35 FCR. This allows you to reach either the 63% or 105% breakpoints for teleport.

Inventory

Gheeds
Fire Sunder
Fire Skillers (optional with FHR/Life)
Scs: MF/@res/FHR/Life

I don’t go crazy on Fire Skillers as I do enough for the player counts I play. I recommend 2 at a minimum, and then use strategic small charms to hit your breakpoints for FHR (should get to 60% FHR no problem with a couple scs). Remember, fire skillers are useless after pre-buff, and are annoying to swap out especially on console.

Armor Choices

The most impactful decision. Deserves its own section. Each have their pros and cons, in no particular order:

Jeweler’s Armor of Whale/Stability (4x RBFs)

Most damage. Also, most expensive and frankly overkill. The -20% enemy res is great for higher player counts, but not needed on p1. Of Stability (+24% FHR) is cheaper as its easier to replace with GCs and it would be fine instead a Whale (+81-100 Life). You do not need perfect 5/5s (only care about the -%enemy res), but considering the cost of the armor, just put perfect ones in for resale value.

Natalya’s Shadow (3x RBFs)

High Damage. Similar to Jeweler’s but a fraction of the price. 3 open sockets, massive +life per clvl, PR, and PLR, great for our Energy Shield.

Dragon

High damage. Has the Holy Fire aura (large damage add onto Exploding Arrow) but doesn’t provide too much else. Best when combined with Razortail.

Upped Vipermagi (1x RBF)

Movement and damage. 30 FCR, MDR, 35 @res, and can socket an RBF. Sweet. I run this often in P2+, is the typical armor most choose on this build.

Enigma

MF and survivability. MF per clvl, LAEK (don’t underate this!), Damage Goes to Mana, FRW, +strength. I run this often when P1 for the MF. Lower damage, but faster run/walk is welcomed, if nothing else.

Mercenary

Type - Act 2 Holy Frost
Weapon - Infinity
Helm - Cure (unless using Nats, then something with life steal)
Armor – Something to keep him alive

Holy Frost is the best option here because of how it slows all your monsters for you to pew-pew them into oblivion. The Blessed Aim/AR boost is not needed because of your Enchant, and the Might is useless because you do elemental damage.

Mechanics

Enchant

(Enchant skill damage when cast) * (synergies of caster) * (total +% fire damage [from Fire Mastery + facets])

- When we buff, we get the most benefit from +skills, followed by a minor boost +%fire skill damage from facets (you can use a -3/+5 facet in your buffing gear).
- Fire Mastery increases 7% damage per level. Enchant increases damage by ~3.5% per level in the low 40s. If torn between another facet and skiller, it’s a no brainer.
- A higher level Enchant cannot be overwritten by a lower level version; casting equal level will reset duration.

Ranged Attack

- Ranged Attack will now carry this Enchanted damage for its arrow and each explosion.
- When playing, we benefit now from -%enemy fire resistance
- With Infinity’s lvl12 Conviction Aura on merc, we get to subtract -85 from a monster’s base resistance (-17 if they were immune).
- Stacking additional more -% enemy fire res here is useful as monster resistances can range from +100 to -100.
- There is no double-dipping of %fire skill damage as there is with melee attacks, so your character screen with show too high of damage (i.e., it is not applied again on attack).
- Skill damage is only applied by the explosion, while attack fire damage (including that from Enchant and Holy Fire) is added to both the arrow and the explosion. +% Fire Skill Damage only applies to skill damage (therefore you can use a -5/+3 facet in your playing gear with nil effect).

Piercing Attack

- Aim for 99% piercing attack for the most damage potential when p3+ player counts
- A 95% chance to hit with 100% piercing results in approximately 81.5% chance of a single arrow piercing four times and applying explosion damage up to five times each to targets that are close enough together.
- Exploding arrow provides an unblockable damage (explosion) in a 3 1/3 yard radius
- This means a monster in the middle of the pack is potentially going to receive five rounds of damage from one arrow... err.. bolt ;)

Summary

The Demon Machine Enchantress is a powerful ranged attacker who can be built with odds and ends that are likely lingering in your stash. She can be an incredibly fun build for many areas, especially Cows and Chaos, but would work in most TZs. If nothing else, Enchant your buddy for an incredible damage boosting experiment. Give it a try and let me know your thoughts. Happy hunting.


Sources

Enchant Description

https://www.theamazonbasin.com/wiki/index.php/Enchant

Fire Mastery Description

https://www.theamazonbasin.com/wiki/index.php/Fire_Mastery

Exploding Arrow Description

https://www.theamazonbasin.com/wiki/index.php/Exploding_Arrow
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Dec 17 2024 09:51pm
Nice and neat
Thanks for sharing
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Dec 17 2024 09:54pm
ok
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Dec 20 2024 07:07am
Thx for the Guide bro!

You could go for a +3 fire skill ammy and an Enchant Ormus, for pre buffing, which will push the dmg even more.
After a couple times, you will get used to it :)

Its a nice and fun build, which I played during a ladder, but switched to a fireball sorc later on, on NL.
It's more fast paced, which I preferred.
But yea, its a good build choice, to switch things up, from time to time.
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Dec 20 2024 07:43am
Viper beats any of those armors tbh

You need some fcr

I’d go viper Magefist 2/15 amu and hit 63 fcr

This post was edited by Stefbef on Dec 20 2024 07:45am
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Dec 20 2024 07:53am
Absolutely and in my opinion, CBF is mandatory, otherwise its a pain to play.
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Dec 20 2024 07:55am
Thank you for sharing! If I have a max enchantress on a second account, how would you modify the demon machine sorc build, who suddenly doesn't need to have gear compatible with pre buffing enchant?
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Dec 20 2024 08:07am
Pushes the envelope of what's possible on D2R lol. Have you seen mosaic
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Dec 20 2024 08:11am
Pushes the envelope of what's possible on D2R lol. Have you seen mosaic


No I'm blind now
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Dec 20 2024 08:25am
Thanks for the comments. A lot depends on how you want to play this build as it can be tweaked to suit preference.

Absolutely and in my opinion, CBF is mandatory, otherwise its a pain to play.


I agree, if spending more time in Chaos with those bitterly cold Oblivion Knights, this can come in handy. However, they typically die before their missile can even get you/move out of the way, and I found that it wasn't a great use of the ring slot. Granted, if running cows (where this build shines), then it's not needed.

Viper beats any of those armors tbh

You need some fcr

I’d go viper Magefist 2/15 amu and hit 63 fcr


Yup I run Viper more than any other armor. However, I rarely static so there isn't as much need for casting on this build. If your play style incorporates more static, then absolutely. That gear setup rocks and you can avoid switching for tele. I tend to only need FCR for teleport, hence why I swap to get my 63 (easily doable without Viper, hence the armor choices) or 105 (with Viper/20 fcr enchant stick/spirit/jewelery, etc.)


If I have a max enchantress on a second account, how would you modify the demon machine sorc build, who suddenly doesn't need to have gear compatible with pre buffing enchant?


I don't quite understand the question. If you're like the former "Max Buff" enchant, I'd strip it down and replace as much as you can with the play style gear and switch out the minimum amount when doing runs. Like pointed out, alone swapping Ormus and a +3 fire skills ammy may do the trick if you're on lower play counts.

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