Difference between revisions of "Sorceress Lightning Spells"

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(Telekinesis)
(Static Field)
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=Static Field=
 
=Static Field=
'''Required Level:''' 6<br />
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!'''Required Level:''' 6<br />
 
'''Prerequisites:''' None<br />
 
'''Prerequisites:''' None<br />
'''Synergies:''' None. <br>
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'''Synergies:''' None
'''Details:''' Static field hits every monster in range, instantly chopping a % off of their hit points. This is the single most damaging spell or skill in the entire game, under the right circumstances.
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* Static Field will not kill any monsters, but can reduce their hit point to a sliver. Recent patches have nerfed this skill by capping the damage reduction. It now only takes Nightmare monsters down to 33%, and Hell monsters down to 50%.
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'''Description:'''<br />
* With the damage caps, Static is useless against badly-damaged monsters on Nightmare and Hell, so be sure to use it at the start of every battle, when it reduces monster hit points at an amazing rate.
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&nbsp;&nbsp;&nbsp;&nbsp;Static Field hits every monster in range, instantly chopping 25% off of their current hit points (similar to crushing blow). This is the single most damaging spell or skill in the entire game, under the right circumstances. Static Field is affected by the lightning resist of your enemy; if that resist is positive then Static will do less than 25% of their life in damage, and if their resist is negative (e.g. facets, conviction, lower resist) it will do more, up to 50% of their total life in one cast vs an enemy with -100 lightning resist. Static Field cannot kill an enemy by itself, and additionally has a penalty in nightmare and hell difficulties. In nightmare, static will not do damage to any monster with 33% or less life remaining (and will not bring it below 33%), and in hell, static will not bring any monster below 50% health.<br /><br />
* Lightning resistance works against Static Field, but not by changing the ultimate result, only by making the spell take more casts to achieve it.
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'''PvP:'''<br />
* Static Field does not receive any benefits from Conviction and Lower Resist.
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&nbsp;&nbsp;&nbsp;&nbsp;Static Field, like all other damage skills, only works at 17.5% of its normal effect versus players. Even with negative enemy resist, this skill will not do significant damage in PvP.
* Static Field pairs very well with slow acting spells, such as Hydra, Meteor, and Blizzard. Cast those, then spam a dozen Statics, and by the time the big fire or cold damage is descending, Static will have done its work and reduced the monsters' hit points substantially.
 
* Additional skill points only increase the radius, so how many you spend in this skill depends on your play style, how tightly you group the monsters, how close you get, what your killing skills are, etc.
 
 
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=Lightning=
 
=Lightning=

Revision as of 22:45, 7 August 2008

Sorceress Skills

The Sorceress' lightning spells tend to feature the lowest and highest possible damages, so it's important that you average out your true killing power. Many of these skills are not hugely damaging, but they are meant to be used repeatedly and very quickly, and can be devastating when employed with speed and skill. Higher mana regeneration and especially faster cast modifiers are very useful to Lightning Sorceresses.


Charged Bolt

Required Level: 1

Prerequisites: None
Synergies:

  • Lightning: +6% Lightning Damage Per Level

Description:
    Charged bolt is one of the first skills a sorceress can learn, and is one of the few level 1 skills that scales well end game. Unlike most other lightning skills, which do 1-x damage, charged bolt does very stable damage. At its maximum potential, Charged Bolt casts a total of 24 bolts at around 500 damage each, roughly 13,000 damage per spread. Each bolt is consumed as it hits, the rest passing through if the enemy dies without consuming all the bolts. Generally the closer your enemy is to you, the more bolts they will absorb, although this also depends on the angle between you and the enemy. Charged bolt is also one of the best skills in the game for scaling with negative enemy resist gear. Charged bolt with an infinity runeword can kill Diablo or Baal or even Über Diablo in less than 5 seconds in hell difficulty.

PvP:
    Like other skills of this type, Charged Bolt is more susceptible to point absorb than large damage, single hit attacks. However, with stacked negative enemy resist, Charged Bolt also has the potential to kill many players in one hit (which few people expect).

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 12 12
Damage 2-4 2-4 3-5 3-5 4-6 4-6 5-7 5-7 6-8 6-8 7-9 7-9 8-10 8-10 9-11 9-11 10-12 11-13 12-14 13-15
# of Bolts 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Telekinesis

Required Level: 6

Prerequisites: None
Synergies: None

Description:
    Telekinesis can be used to pick up objects, activate triggers, or to strike enemies, stunning and knocking them back with some minor damage. TK was a very useful skill in earlier versions of Diablo II, since it picked up anything, and with this Sorceresses were always the quickest to grab the loot when a monster popped. Patches have since greatly limited what can be picked up with it, so it's much less useful, and much less annoying to other players, than in the early days.

  • Telekinesis will only pick up scrolls, potions, keys, gold, arrows and bolts.
  • TK will not stun or knock back bosses or SuperUniques.
  • TK is very convenient. Use it to activate shrines, waypoints, and stairways, to open chests (including the Town Stash), to release the seals in the Chaos Sanctuary, and so forth.

PvP:
    Telekinesis isn't particularly useful in PvP, but if you have large amounts of negative enemy resist it can be used to kill people while they are naked. Damage wise this skill simply isn't practical, its uses lie in its other abilities.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 7
Damage 1-2 2-3 3-4 4-5 5-6 6-7 7-8 8-9 9-10 10-11 11-12 12-13 13-14 14-15 15-16 16-17 17-18 18-19 19-20 20-21

Static Field

Required Level: 6

Prerequisites: None
Synergies: None

Description:
    Static Field hits every monster in range, instantly chopping 25% off of their current hit points (similar to crushing blow). This is the single most damaging spell or skill in the entire game, under the right circumstances. Static Field is affected by the lightning resist of your enemy; if that resist is positive then Static will do less than 25% of their life in damage, and if their resist is negative (e.g. facets, conviction, lower resist) it will do more, up to 50% of their total life in one cast vs an enemy with -100 lightning resist. Static Field cannot kill an enemy by itself, and additionally has a penalty in nightmare and hell difficulties. In nightmare, static will not do damage to any monster with 33% or less life remaining (and will not bring it below 33%), and in hell, static will not bring any monster below 50% health.

PvP:
    Static Field, like all other damage skills, only works at 17.5% of its normal effect versus players. Even with negative enemy resist, this skill will not do significant damage in PvP.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 9
Radius (yards) 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16
Damage: 25%

Lightning

Required Level: 12
Prerequisites: Charged Bolt
Synergies: Points in the following skills boost the damage of Lightning.

  • Charged Bolt: +8% Lightning Damage Per Level
  • Nova: +8% Lightning Damage Per Level
  • Chain Lightning: +8% Lightning Damage Per Level

Details: The Lightning skill fires a long stream of concentrated shockage, passing through every target in a straight line. Lightning is best used against mobs, or in narrow corridors, so multiple monsters can be hit with each cast.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 8 8.5 9 9.5 10 10.5 11 11.5 12 12 13 13 14 14 15 15 16 16 17 17
Damage 1-43 1-51 1-60 1-69 1-77 1-86 1-95 1-103 1-116 1-129 1-142 1-155 1-168 1-181 1-194 1-207 1-228 1-250 1-272 1-293


Nova

Required Level: 12
Prerequisites: Static Field
Synergies: None.
Details: Nova casts an expanding ring of lightning that strikes everything in its path, extending nearly to the edge of the screen. Nova is one of the most powerful skills in the game, but must be used wisely to be effective. It's best against mobs, ideally ones that are all around the Sorceress, when it will hit dozens of monsters per use.

  • Nova Sorcs require very fast casting speed, a lot of mana, and the nerve to stand very close to monsters all around them.
  • Nova is not a very good boss killer, since the damage per cast isn't that high; its strength comes when used against numerous monsters at once.
  • Nova works very well when paired with powerful, casting delay skills like Meteor and Hydra.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34
Lightning Damage 1-20 7-28 13-36 19-44 25-52 31-60 37-68 43-76 50-85 57-94 64-103 71-112 78-121 85-130 92-139 99-148 107-158 115-168 123-178 131-188


Chain Lightning

Required Level: 18
Prerequisites: Charged Bolt, Lightning
Synergies: The following skills add to the damage of Chain Lightning.

  • Charged Bolt: +4% Lightning Damage Per Level
  • Nova: +4% Lightning Damage Per Level
  • Lightning: +4% Lightning Damage Per Level

Details: Chain Lightning jumps from target to target, and can be quite impressive when cast on a cluster of enemies. It's much less effective against single targets, and is slower to hit enemies than Lightning, which passes straight through as quickly as the Sorceress casts it.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Damage 1-40 1-51 1-62 1-73 1-84 1-95 1-106 1-117 1-130 1-143 1-156 1-169 1-182 1-195 1-208 1-221 1-236 1-251 1-266 1-281
Hits # Targets 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9


Teleport

Required Level: 18
Prerequisites: Telekinesis.
Synergies: None.
Details: Teleport moves the Sorceress instantly to any valid location she can point her cursor at. This skill will pop her over creeks, past any number of monsters, through walls, etc.

  • Teleport is a great time-saver, as well as a way to escape monsters.
  • With each Teleport the all of a character's minion(s) will all reappear directly on top of them. This is very useful to keep them organized and to best use them to position monsters for destructive spell damage.
  • Items that grant Teleport or teleport charges are quite popular for all characters, especially when used in dueling or Magic Finding.
  • Additional points in Teleport do nothing but reduce the mana cost, so one here is enough.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5


Thunder Storm

Required Level: 24
Prerequisites: Charged Bolt, Static Field, Lightning, Nova, Chain Lightning
Synergies: None.
Details: Thunderstorm shoots down a single bolt of lighting every second, hitting a randomly-selected monster. It can not be aimed or controlled, and works in a passive fashion for as long as it's active. The damage is not substantial, but this is a very convenient spell since it works by itself and always hits, making it quite helpful to finish off running monsters, to add damage to a boss, etc.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 19
Damage 1-100 11-110 21-120 31-130 41-140 51-150 61-160 71-170 81-180 91-190 101-200 111-210 121-220 131-230 141-240 151-250 162-261 173-272 184-283 195-294
Duration (seconds) 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160 168 176 184

Energy Shield

Required Level: 24
Prerequisites: Charged Bolt, Telekinesis, Lightning, Teleport, Chain Lightning
Synergies: Points in Telekinesis boost the effectiveness of Energy Shield, decreasing the absorption by 6.25% per point. (See below.)
Details: Energy Shield allows the Sorceress to redirect damage from life to mana. Instead of attacks costing her life, some % of them (increasing with more points in the skill) will subtract from her mana instead.

  • The use of this skill varies a lot between Sorceresses. Since only a % of the incoming damage is redirected, this skill needs a fair amount of points to be useful.
  • High hit point or low mana builds will find this less necessary or useful.
  • Telekinesis improves this skill by making the damage absorption more efficient. By default, each point of damage redirect to mana consumes 2 mana points. So with lvl 7 Energy Shield absorbing 50% of damage, 10 points of damage would take off 5 life and 10 mana. If that same Sorceress had 8 points in Telekinesis, the mana cost would be cut to 7.5 mana. With 16 points in TK, the mana loss would only be 5, a 50% decrease.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 5
Absorbs % Damage 20 25 30 35 40 45 50 55 57 59 61 63 65 67 69 71 72 73 74 75
Duration (seconds) 144 204 264 324 384 444 504 564 624 684 744 804 864 924 984 1044 1104 1164 1224 1284

Lightning Mastery

Required Level: 30
Prerequisites:: None
Synergies: None.
Details: Lightning Mastery works just like Fire Mastery; by substantially boosting the damage of every skill in the skill tree. Maxing this one out is a priority for most Lightning Sorceresses.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Lightning Damage +% 50 62 74 86 98 110 122 134 146 158 170 182 194 206 218 230 242 254 266 278