Difference between revisions of "Sorceress Fire Spells"

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* The benefit to minions is considerable, which can make it worthwhile for a Sorceress to carry an Orb with +enchant on it. When added to her usual +skills modifiers, this can be worth using, thanks to the long duration of the skill.
 
* The benefit to minions is considerable, which can make it worthwhile for a Sorceress to carry an Orb with +enchant on it. When added to her usual +skills modifiers, this can be worth using, thanks to the long duration of the skill.
 
* Enchanted characters and minions will display their damage in red numbers. When the red goes away, the spell has worn off.
 
* Enchanted characters and minions will display their damage in red numbers. When the red goes away, the spell has worn off.
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=Meteor=
 
=Meteor=

Revision as of 17:18, 22 October 2009

Sorceress Skills

The Sorceress' fire spells provide the highest total damage of any of her skill trees, but tend to be slower to use and to require more exact positioning and aim to use to their greatest effect.


Fire Bolt

Required Level: 1
Prerequisites: None
Synergies: Points in the following skills boost the damage of Fire Bolt.

  • Fire Ball: +16% Fire Damage Per Level
  • Meteor: +16% Fire Damage Per Level

Details: Shoots a small ball of fire. Fire Bolts hit only one target and have no splash damage.

  • A new Sorceress starts out with a staff of +1 to Fire Bolt.
Mana Cost: 2.5
Skill Level Progression [e]
Slvl Damage

Slvl Damage

Slvl Damage

Slvl Damage

1 3-6 6 10-13 11 19-25 16 29-40
2 4-7 7 12-15 12 21-28 17 33-45
3 6-9 8 13-16 13 23-31 18 37-50
4 7-10 9 15-19 14 25-34 19 41-55
5 9-12 10 17-22 15 27-37 20 45-60


Warmth

Required Level: 1
Prerequisites: None
Synergies: None.
Details: Warmth increases the Sorceress' mana regeneration rate. A mandatory skill for all Sorceresses, the only question with Warmth is how much is enough. This depends largely on the build; Sorcs who cast a lot of high mana skills, such as Nova, will want more points in this skill, while a Sorceress who specializes in Blizzard or Hydra will not need as much mana.

  • Mana regeneration rate is based on your total mana pool; more mana means more will regenerate per second.
  • If a Sorceress has mana regeneration items as well, the formula is: (BaseRegenrate*Warmth)+item.
Skill Level Progression [e]
Slvl Mana Regeneration +X%

Slvl Mana Regeneration +X%

Slvl Mana Regeneration +X%

Slvl Mana Regeneration +X%

1 30% 6 90% 11 150% 16 210%
2 42% 7 102% 12 162% 17 222%
3 54% 8 114% 13 174% 18 234%
4 66% 9 126% 14 186% 19 246%
5 78% 10 138% 15 198% 20 258%


Inferno

Required Level: 6
Prerequisites: None
Synergies:

  • Warmth: +13% Fire Damage Per Level

Details: Inferno turns a Sorceress into a human flamethrower, capable of emitting a massive spout of flame for as long as the spell is kept active.

  • More points increase the damage and the range of this skill, making it capable of cooking dozens of enemies at once, if they are tightly packed.
Skill Level Progression [e]
Slvl Mana Cost

DPS

Range (yards)

Slvl Mana Cost

DPS

Range (yards)

Slvl Mana Cost

DPS

Range (yards)

Slvl Mana Cost

DPS

Range (yards)

1 7 12-25 3.3 6 8 59-71 5.3 11 8 108-122 8 16 9 159-175 10.6
2 7 21-34 3.3 7 8 68-81 6 12 9 118-132 8.6 17 10 170-186 11.3
3 7 31-43 4 8 8 78-90 6.6 13 9 128-143 9.3 18 10 181-197 11.3
4 7 40-53 4.6 9 8 88-101 7.3 14 9 139-153 9.3 19 10 192-208 12
5 7 50-62 5.3 10 8 98-111 7.3 15 9 149-164 10 20 10 203-220 12.6


Blaze

Required Level: 12
Prerequisites: Inferno
Synergies: None. Details: Blaze leaves a trail of fire behind the Sorceress as she walks or runs along, for as long as she keeps the spell active.

  • An interesting spell; this one can not be cast at anything; only created on the ground behind the Sorceress. It's therefore useless against shamans, ranged attackers, and other monsters that do not pursue.
  • Blaze is essentially a novelty spell, something fun to play with early on, but not practical or damaging enough to use long term.
Skill Level Progression [e]
Slvl Mana Cost

Damage

Duration (seconds)

Slvl Mana Cost

Damage

Duration (seconds)

Slvl Mana Cost

Damage

Duration (seconds)

Slvl Mana Cost

Damage

Duration (seconds)

1 11 18-37 4.6 6 13 65-84 9.6 11 16 126-145 14.6 16 18 196-215 19.6
2 11.5 28-46 5.6 7 14 75-93 10.6 12 16 140-159 15.6 17 19 215-234 20.6
3 12 37-56 6.6 8 14 84-103 11.6 13 17 154-173 16.6 18 19 234-253 21.6
4 12 46-65 7.6 9 15 98-117 12.6 14 17 168-187 17.6 19 20 253-271 22.6
5 13 56-75 8.6 10 15 112-131 13.6 15 18 182-201 18.6 20 20 271-290 23.6


Fireball

Required Level: 12
Prerequisites: Fire Bolt
Synergies: Points in the following skills boost the damage of Fireball:

  • Fire Bolt: +14% Fire Damage Per Level
  • Meteor: +14% Fire Damage Per Level

Details: A substantial upgrade from Firebolt, Fireballs are larger and more damaging, and they hit with splash damage, burning the target and any nearby monsters too.

  • This spell was unused for many versions of Diablo II, but since all the synergies were added it's become more popular for variants, and duelers.
Radius: 1 Yard
Skill Level Progression [e]
Slvl Mana Cost

Damage

Slvl Mana Cost

Damage

Slvl Mana Cost

Damage

Slvl Mana Cost

Damage

1 5 6-15 6 7.5 43-58 11 10 98-118 16 12.5 163-189
2 5.5 14-24 7 8 51-67 12 10.5 111-132 17 13 179-206
3 6 21-33 8 8.5 58-75 13 11 124-147 18 13.5 195-224
4 6.5 29-41 9 9 71-90 14 11.5 137-161 19 14 211-241
5 7 36-50 10 9.5 84-104 15 12 150-175 20 14.5 227-258


Fire Wall

Casting Delay:: 1.4 Seconds
Required Level: 18
Prerequisites: Inferno, Blaze
Synergies: None.
Details: A wall of flame springs up in both directions from the spot the Sorceress targets for ignition.

  • One of the most damaging spells in the game, Firewalls can be stacked up to increase the damage to truly horrifying levels.
  • Monsters must stand still in the flames for the damage to truly cook into them, so using natural obstacles or minions to tank is a necessary strategy.
  • Some monsters have enough AI to attempt to avoid the flames.
Duration 3.6 Seconds
Skill Level Progression [e]
Slvl Mana Cost

DPS

Radius (yards)

Slvl Mana Cost

DPS

Radius (yards)

Slvl Mana Cost

DPS

Radius (yards)

Slvl Mana Cost

DPS

Radius (yards)

1 22 70-93 4 6 27 281-304 11 11 32 562-585 18 16 37 890-914 24
2 23 112-135 6 7 28 323-346 12 12 33 628-651 19 17 38 989-1012 26
3 24 154-178 7 8 29 365-389 14 13 34 693-717 20 18 39 1087-1110 27
4 25 196-220 8 9 30 431-454 15 14 35 759-782 22 19 40 1185-1209 28
5 26 239-262 10 10 31 496-520 16 15 36 825-848 23 20 41 1284-1307 30


Enchant

Required Level: 18
Prerequisites: Fire Bolt, Warmth, Fireball
Synergies:

  • Warmth adds +9% Fire Damage Per Level

Details: Temporarily grants bonus fire damage and boosts the Attack Rating of any friendly player or minion. Enchant must be cast directly on the recipient.

  • This skill is largely a novelty or support skill for most Sorceresses, though some few variants specialize in it.
  • The benefit to minions is considerable, which can make it worthwhile for a Sorceress to carry an Orb with +enchant on it. When added to her usual +skills modifiers, this can be worth using, thanks to the long duration of the skill.
  • Enchanted characters and minions will display their damage in red numbers. When the red goes away, the spell has worn off.
Skill Level Progression [e]
Slvl Mana Cost

Damage

Duration (seconds)

AR +X%

Slvl Mana Cost

Damage

Duration (seconds)

AR +X%

Slvl Mana Cost

Damage

Duration (seconds)

AR +X%

Slvl Mana Cost

Damage

Duration (seconds)

AR +X%

1 25 8-10 144 20% 6 30 16-24 264 65% 11 35 31-44 384 110% 16 40 50-69 504 155%
2 26 10-13 168 29% 7 31 18-27 288 74% 12 36 35-49 408 119% 17 41 56-76 528 164%
3 27 11-16 192 38% 8 32 20-29 312 83% 13 37 39-54 432 128% 18 42 62-83 552 173%
4 28 13-19 216 47% 9 33 23-34 336 92% 14 38 43-59 456 137% 19 43 68-90 576 182%
5 29 15-21 240 56% 10 34 27-39 360 101% 15 39 46-64 480 146% 20 44 74-97 600 191%


Meteor

Casting Delay: 1.2 Seconds
Required Level: 24
Prerequisites: Fire Bolt, Inferno, Blaze, Fire Wall, Fireball
Synergies: Points in the following skills boost the damage of Meteor:

  • Fire Bolt: +5% Fire Damage Per Level
  • Fire Ball: +5% Fire Damage Per Level
  • Inferno: +3% Average Fire Damage Per Second Per Level

Details: A flaming ball of rock is called down from above, dealing explosive damage to the target and leaving a patch of burning earth behind.

  • Meteors deal 100% fire damage, despite looking like a flaming stone on the way down.
  • The firefield left by a Meteor is less damaging and much smaller than that of a Firewall, so the key to using this skill effectively is to nail the targets with the meteor itself, as well as the firefield. This can be tricky with the casting delay, since it takes 1.2 seconds for the Meteor to reach the point you target. Use a tank to hold monsters still, or learn to "lead" the target.
  • Meteors can be used anywhere, even in underground levels. Hey, it's magic.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 17 17 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26
Fire Damage 88-110 113-137 138-165 163-192 189-220 214-247 239-275 265-302 308-347 350-392 393-437 436-482 479-528 522-573 565-618 608-663 696-752 782-841 869-930 955-1019
Fire Damage per second 35-58 44-67 53-77 63-89 72-98 84-107 93-117 103-126 114-138 126-150 138-164 150-175 164-187 175-199 187-210 199-222 213-236 227-253 243-267 257-281
Radius 4 yards


Fire Mastery

Required Level: 30
Prerequisites: None
Synergies: None
Details: This skill passively raises the damage of all the Sorceress' fire skills, and is an essential skill for any fire sorceress.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Fire Damage Increase % 30 37 44 51 58 65 72 79 86 93 100 107 114 121 128 135 142 149 156 163


Hydra

Casting Delay: 2 Seconds
Required Level: 30
Prerequisites: Fire Bolt, Warmth, Fireball, Enchant
Synergies: Hydra's damage is boosted by points in the following skills:

  • Fire Bolt: +3% Fire Damage Per Level
  • Fire Ball: +3% Fire Damage Per Level

Details: Hydras are three-headed dragons composed of pure flame. The heads each fire a constant stream of firebolts, dealing damage to the target, but not splashing to the sides. The Hydra causes no damage itself; there's no area of effect damage simply from the flaming dragon, it has to shoot targets to hurt them.

  • Each three-headed Hydra lasts for 10 seconds, so with the 2-second casting delay it's possible to have 4 or 5 of them active at once. Individual Hydras aren't that effective, but when several of them are firing at once, the damage adds up quickly.
  • Some skill is necessary in placing Hydras. It's best if several of them can concentrate their fire on the same monster, so casting a bunch of them in a row to one side is usually the best tactic, instead of simply popping them up all throughout a mass of enemies, where their shots will be dispersed into numerous targets.
  • As with other casting delay skills, it's best to pick an alternate skill to use in between each Hydra cast. Firewall or Meteor work or if you want to diversify your damage Frozen Orb, Blizzard, or Nova work well.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28 28 29 29
Damage 12-17 17-23 22-29 26-35 31-40 36-46 40-52 45-58 52-66 59-74 66-81 72-89 79-97 86-105 93-113 100-121 109-131 118-141 127-151 135-161
Duration: 10 Seconds