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johnnyr
14-03-2004, 05:41
Im making pure cold orb sorc and i maxed orb ice bolt and mastery, im lvl 60. i figure this char will be level 85 when i stop serious leveling. thats 25 skill pts +4 from hell quests. where do you think these points should go

moi
14-03-2004, 05:42
well, youve maxed everything orb uses, choose a second tree and put some points into it to deal with cold immunes

ƒenris
14-03-2004, 05:44
Nooooooooooo
Static + merc + orb = tri-tree.

Max telekenisis and rest in warmth.

moi
14-03-2004, 05:51
Nooooooooooo
Static + merc + orb = tri-tree.

Max telekenisis and rest in warmth.
He didn't mention that he was using energy shield? Also, static is far too weak to be considererd a tree on its own; a skill that cuts monster life in half is great, but when it cant go any lower than that, and therefore can't kill anything, I'd say its a stretch to call it a tree...

ƒenris
14-03-2004, 05:55
He didn't mention that he was using energy shield? Also, static is far too weak to be considererd a tree on its own; a skill that cuts monster life in half is great, but when it cant go any lower than that, and therefore can't kill anything, I'd say its a stretch to call it a tree...
If you're going pure orb where are you going to put the rest? :lol:
I'm just saying, you have lightning, cold, and physical damage. Static is probably the most damaging spell in the game btw ^^

moi
14-03-2004, 06:23
immune to physical, immune to cold. Kill it. Static field still a tree?

Chronus24
14-03-2004, 06:48
immune to physical, immune to cold. Kill it. Static field still a tree?
Befriend a fire sorc...problem solved.

ƒenris
14-03-2004, 06:56
immune to physical, immune to cold. Kill it. Static field still a tree?
Merc has reapers toll, thereby removing phys immunity. Otherwise skip it. Or put a 6 ruby giant thresher on it ^^

Fincher
14-03-2004, 16:47
why would u max telekenesis

chubbypuppy
14-03-2004, 17:56
It's a synergy for energy shield. Currently if you just have 1 pt in TK and 1 pt in ES, a hit takes 200% (not sure of exact figure) of the damage from your mana pool. With each point in TK it takes less and less from your pool, until you get 16? TK points where it only takes 100% of the damage from your mana pool. Going above 16? makes it take less than 100% from your mana pool.

Sorry about the ?s, too rushed to look things up, but the general idea is there. :)

chubbypuppy
14-03-2004, 18:02
I would agree with not going to another "tree".

Of course, static telekinesis and teleport are definite musts. Get these.

25 points, I think there are 2 options:

1) Max telekinesis and 1 ES for more protection.

2) Max lightning storm and the rest into LM. With +10 skills you can do about 1K per pop, not too bad.

3) Max firewall and rest into fire mastery. The numbers look good (5k/sec), but I could never get the monsters to stand still for the burn, even if I offer them cookies ;)

BTW, TK is very helpful against most monsters when your merc is soloing those cold immunes. It knocks them back, and seems to make them more vulernable. I don't have figures to prove it, but it seems like my merc would dance with the single cold immune for the longest time, then I would TK it and it would drop like a fly. The damage from TK itself is minimal, so it must be stunning or something to the monster...

Chronus24
14-03-2004, 22:29
How about one of the cold armors?