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Jun 3 2018 06:59am
I'm making a rush sorc today and I wanted to know where it stands compared to anything else!

So I am thinking- 20 meteor/20 fire mastery/20 frozen orb/20 cold mastery as the core function (fire/cold)

Then the standard 1 frozen armor/1 teleport/1 static.

The rest of my points will go into either 1). Teleport (to rush for days - low mana cost) 2). Static (to hit bosses farther away ect) 3). Fireball (to dps faster vs cold immune).

What's everyone else's opinion on this build and what do you think I should change/not get/consider/add, to make this build THE BEST OF THE BEST!

Please discuss what you think the best softcore classic rush sorc is and why you think it is. . . Or comment on my ideas and the route you think I personally should take.

Thank you for reading and please comment below!

This post was edited by MerchantOfDeath on Jun 3 2018 07:00am
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Jun 3 2018 07:46am
10/10 rush sorc guild plss sticky
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Jun 3 2018 08:43am
Quote (Rusemen @ Jun 3 2018 08:46am)
10/10 rush sorc guild plss sticky


Need feedback, not sure what that input means.

This post was edited by MerchantOfDeath on Jun 3 2018 08:43am
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Jun 3 2018 01:53pm
http://forums.d2jsp.org/topic.php?t=69276926&f=87
covers basically everything you need

theres no reason to max 20 meteor 20 fire mastery. Classic rush sorcs are built for a specific optimized purpose only need to kill a few specific cold immune enemies. The vast majority of what you do is teleporting, and running out of mana if its not maxed. Everything that isn't immune dies to unsynergized orb and some static. Some enemies like toorc icefist who are dual fire/cold immune are killed by exploiting the fact they can be static'd down to 1 hp and killed with 1 point nova/ts. Most cold immune monsters can be ignored, for example in viper temple level 2 you can just teleport into the altar and vipers are too fat to walk up the ramp, many times its empty, other times you bodyblock some unraveler bolts or skeletons. Generally the only real use for fire damage is mopping up the regenerating cold immunes in tal rashas tomb that can't be lured out of the room easily, and a few points firewall + static does the trick there.

This post was edited by Goomshill on Jun 3 2018 01:54pm
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Jun 3 2018 02:46pm
Quote (Goomshill @ Jun 3 2018 02:53pm)
http://forums.d2jsp.org/topic.php?t=69276926&f=87
covers basically everything you need

theres no reason to max 20 meteor 20 fire mastery. Classic rush sorcs are built for a specific optimized purpose only need to kill a few specific cold immune enemies. The vast majority of what you do is teleporting, and running out of mana if its not maxed. Everything that isn't immune dies to unsynergized orb and some static. Some enemies like toorc icefist who are dual fire/cold immune are killed by exploiting the fact they can be static'd down to 1 hp and killed with 1 point nova/ts. Most cold immune monsters can be ignored, for example in viper temple level 2 you can just teleport into the altar and vipers are too fat to walk up the ramp, many times its empty, other times you bodyblock some unraveler bolts or skeletons. Generally the only real use for fire damage is mopping up the regenerating cold immunes in tal rashas tomb that can't be lured out of the room easily, and a few points firewall + static does the trick there.


what do u think if I did this build but instead went meteor not fire wall, and got to lets say lv85, put some extra points into meteor.
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Jun 3 2018 03:35pm
Quote (MerchantOfDeath @ Jun 3 2018 02:46pm)
what do u think if I did this build but instead went meteor not fire wall, and got to lets say lv85, put some extra points into meteor.


the only cold immunes you really need to bother with are unravelers, ghoul lords, gorebellies and maybe some stray claw vipers that spawn in the altar.
both firewall and meteor work decently against them because they all have controllable or mostly static movements or are in a confined altar, and both deal fire damage over time that deactivates enemy regeneration
claw vipers and gorebellies are size 3 so they take full damage from firewall, unravelers and ghoul lords generally take 66-100%
but firewall can be spammed repeatedly to speed up its overlapping DPS; each firewall cast is effectively worth its duration * dps since they fully stack.
10 firewall / 1 mastery does about 900 DPS for 3.56 seconds so about 3200 damage, starting immediately and finishing within 3.5 seconds
11 meteor / 1 mastery does 516 impact damage per cast and 192 per second which lasts a long time but is low dps (7.16 seconds). Its damage is only dropped after 2.4 seconds and generally only lasts a few fire overlaps per monster, its pretty random

point being, meteor deal way less damage than firewall for low skill points invested. You could drop a 900/s for 3.5 second firewall or a 516 meteor after 2.4 delay for the same skill points
if you were going to invest 40+ skill points in it, firewall would deal 3.6k per second and meteor would do 2.6k per impact.
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Jun 3 2018 04:10pm
Quote (Goomshill @ Jun 3 2018 04:35pm)
the only cold immunes you really need to bother with are unravelers, ghoul lords, gorebellies and maybe some stray claw vipers that spawn in the altar.
both firewall and meteor work decently against them because they all have controllable or mostly static movements or are in a confined altar, and both deal fire damage over time that deactivates enemy regeneration
claw vipers and gorebellies are size 3 so they take full damage from firewall, unravelers and ghoul lords generally take 66-100%
but firewall can be spammed repeatedly to speed up its overlapping DPS; each firewall cast is effectively worth its duration * dps since they fully stack.
10 firewall / 1 mastery does about 900 DPS for 3.56 seconds so about 3200 damage, starting immediately and finishing within 3.5 seconds
11 meteor / 1 mastery does 516 impact damage per cast and 192 per second which lasts a long time but is low dps (7.16 seconds). Its damage is only dropped after 2.4 seconds and generally only lasts a few fire overlaps per monster, its pretty random

point being, meteor deal way less damage than firewall for low skill points invested. You could drop a 900/s for 3.5 second firewall or a 516 meteor after 2.4 delay for the same skill points
if you were going to invest 40+ skill points in it, firewall would deal 3.6k per second and meteor would do 2.6k per impact.


Thank you for the feedback, I think ill go Meteor just for the centralized AoE. Thank you for your help.
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Jun 3 2018 04:40pm
oh whoops I meant to compare 10/1 fw @ 693 dps to 6/1 meteor for the same number of skill points @ 300 per impact. or at level 85 with 7 static you can do 13/1 fw at ~900 dps vs 10/1 meteor at ~500 damage per impact. I copy/pasted in the wrong numbers
anyway the point is that meteor is some real hot garbage compared to firewall. You can use it if you want, but its really really bad by comparison

This post was edited by Goomshill on Jun 3 2018 04:48pm
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Jun 3 2018 04:43pm
Quote (Goomshill @ Jun 3 2018 05:40pm)
oh whoops I meant to compare 10/1 fw @ 900 dps to 6/1 meteor for the same number of skill points @ 300 per impact.
anyway the point is that meteor is some real hot garbage compared to firewall. You can use it if you want, but its really really bad by comparison


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Jun 3 2018 05:08pm
What Goomshill said.

And having 20 points invested into teleport (a must in my opinion) means you can't have a decent meteor. Firewall is the good move.

Iratha setup work very well, but if you are ready to invest, then try to build around rare items :
Shard + magefist for the fcr breakpoint,
+2 amulet (adds), SoJs, rare helm/body/belt/boots/shield.
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