Difference between revisions of "Sorceress Fire Spells"

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Revision as of 16:59, 30 June 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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2.5
Damage 3-6 4-7 6-9 7-10 9-12 10-13 12-15 13-16 15-19 17-22 19-25 21-28 23-31 25-34 27-37 29-40 33-45 37-50 41-55 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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
 % 30 42 54 66 78 90 102 114 126 138 150 162 174 186 198 210 222 234 246 258

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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 7 7 7 7 7 8 8 8 8 8 8 9 9 9 9 9 10 10 10 10
Damage (per sec) 12-25 21-34 31-43 40-53 50-62 59-71 68-81 78-90 88-101 98-111 108-122 118-132 128-143 139-153 149-164 159-175 170-186 181-197 192-208 203-220
Range (yards) 3.3 3.3 4 4.6 5.3 5.3 6 6.6 7.3 7.3 8 8.6 9.3 9.3 10 10.6 11.3 11.3 12 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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 11 11.5 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 20 20
Damage 18-37 28-46 37-56 46-65 56-75 65-84 75-93 84-103 98-117 112-131 126-145 140-159 154-173 168-187 182-201 196-215 215-234 234-253 253-271 271-290
Duration (seconds) 4.6 5.6 6.6 7.6 8.6 9.6 10.6 11.6 12.6 13.6 14.6 15.6 16.6 17.6 18.6 19.6 20.6 21.6 22.6 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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 12 12.5 13 13.5 14 14.5
Damage 6-15 14-24 21-33 29-41 36-50 43-58 51-67 58-75 71-90 84-104 98-118 111-132 124-147 137-161 150-175 163-189 179-206 195-224 211-241 227-258
Radius (yards): 1


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.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41
Damage per Second 70-93 112-135 154-178 196-220 239-262 281-304 323-346 365-389 431-454 496-520 562-585 628-651 693-717 759-782 825-848 890-914 989-1012 1087-1110 1185-1209 1284-1307
Radius (yards) 4 6 7 8 10 11 12 14 15 16 18 19 20 22 23 24 26 27 28 30
Duration: 3.6 Seconds


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