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New posts. Search forums. Log in. For a better experience, please enable JavaScript in your browser before proceeding. Thread starter Murderface Start date Nov 17, Murderface Diabloii. Net Member. Calmly, she walks out into the frigid wilderness of the Bloody Foothills. As she walks, many of the enslaved gather around her. They have no idea what lurks within her. With the wave of a hand, a rift in the earth opens up, and a 3 headed fiery beast bursts forth, spewing fiery death upon the enslaved.
With fire all around her, she walks up near to Shenk and raises her arms. In that terrible moment of stillness, he tries to run, but the meteor is too fast. Within minutes, all is calm again. Shenk is gone, never to plague Harrogath again, and the town is safe. As she walks back into Harrogath, a villager asks her if there is anything that she wanted. She utters one word: Baal. Ok, now that my pitiful attempt at compelling literature is over, time for the build! I had always enjoyed screwing around with hydra on my old meteor and fireball sorces, so I decided to turn this little used skill into a viable killing machine.
TheBe Diabloii. TheBe said:. NASE Diabloii. Let me give my opinion, from first hand, I tried one. Hydra is slow as dead. Yet for some amongst us, infinity is just a bit too good for the moment. And with the best gear, you can pull any build off. Armor: Chains of Honor Archon Plate - For resistant plus skills since we already have teleport as a sorceress. Gloves: Magefist - Default faster cast gloves give us a reasonable damage boost on top of the help with casting speed.
Boosts: War Traveler - For the extra bit of magic find. Sheild: Phoenix Monarch Shield - Gor plus skills in rather than utility and utility on a hydro sorceress is very important since hydras are treated like spells in terms of mastery and resistance effects rather than summons like traps are. Here we are going to show you the high-end variant of this build, and if the budget variant without infinity and hellfire torch are still solid. Max vitality set up, and have extra points and strength, as we plan on again removing the torch and infinity or the budget variant of this setup.
Go 20 points into Enchant just to buff your mercenary for some extra damage. This Hydra Sorc is going to be a great starting character for the first Ladder of Diablo 2 Resurrected, with which you are able to run Mephisto, Duriel, Eldritch, and new 85 level areas easily and fast, this is going to be straight slaughter for you.
The new Nova Thunderstorm hybrid sorceress setup in patch 2. Also, it might be worth it to aim for FCR and take a hit in damage. It might get a double cast as the singer barb at fcr. Class Specific. Switch Items. Uniques Items. D2R Tools.
This Hydra Sorc is going to be a great starting character for the first Ladder of Diablo 2 Resurrected, with which you are able to run Mephisto, Duriel, Eldritch, and new 85 level areas easily and fast, this is going to be straight slaughter for you. The new Nova Thunderstorm hybrid sorceress setup in patch 2.
Also, it might be worth it to aim for FCR and take a hit in damage. It might get a double cast as the singer barb at fcr. Class Specific. Switch Items. Uniques Items. D2R Tools. Runewords Helper. Elden Ring Runes PS. Elden Ring PC Runes. FIFA Pack. NBA 2K Packs. Madden 22 PC Coins.
Diablo 2 Resurrected. But skill investment can also help alleviate the issue, depending on how much of an irritant you find NextDelay to be. Obviously, Lightning lacks the bouncing property, so you will need to line up your targets manually rather than have the chaining do the work for you, but all things being equal Lightning would actually be doing significantly more damage than Chain Lightning if you had the points to build it up.
As a result, you can easily switch to Lightning when you encounter a particularly stubborn enemy pack that would drain your mana dry from Chain Lightning spam, and you can also switch to Lightning against isolated bosses with large health pools if you feel like conserving your mana. Since your Lightning damage will not be quite on par with Chain Lightning , you will be slightly reducing your DPS, but you will also be able to afford around 3 Lightnings per one Chain Lightning for your mana to compensate which can be a good enough motivator if mana sustain is a concern such as when fighting Ancients.
Even if using Lightning on switch does not appeal to you, you may still want to spend those leftover points on Lightning anyway to make Chain Lightning just that little bit stronger so those unchainable groups and bosses drop dead a little faster. Boss killing especially can be a sore point for the ChainHydra Sorceress, since Fire Immunes leave the character without its main single target tool.
You can invest into Lightning as your primary spell and spend your remaining points in Chain Lightning synergy to boost the skill up further. Chain Lightning also offers the comfort of not having to spend time lining up your shots. Lightning will also not be able to propagate past corners, which is a particularly handy property of Chain Lightning.
Your Mercenary can have an enemy stuck in a doorway, and through that enemy, your Chain Lightning will be able to bounce to all the enemies inside the room, whether those are in a line behind the monster or not. However, if you do want to aim for better single-target against Fire Immunes and not have to deal with NextDelay issues, the option to build for Lightning is there. You will notice in the image above that I have also invested points in Nova and Thunder Storm and you may be wondering why.
Normally, builds that do not focus on the Lightning tree would pick out Static Field and Teleport and ignore the rest. Not only do I have a personal fondness for the skill, but it is rather unusual among Lightning spells in that it is more consistent in terms of damage. In addition, the skill improves with levels not just in terms of damage, but also in terms of firing frequency.
A level 1 Thunder Storm with its firing rate of once every 4. That adds up over the course of a longer boss fight. Another key skill that I have to mention is of course Energy Shield. Now, it might be tempting to use the leftover points you have to either 1 invest more in Energy Shield to further mitigate incoming damage, or 2 to put the points in Telekinesis to improve the damage conversion ratio. Ad 2 every hard point spent in Telekinesis makes Energy Shield burn 0.
That makes Energy Shield The thing that makes me advise against this investment is one hidden factor the game does not tell you about. Energy Shield works just like I described above for all cases of incoming damage. For physical damage this essentially does not matter. Painful, but your mana can take it, it regenerates fast thanks to Warmth and at least your health barely moved and you avoided hit recovery.
But what if a monster is going to do elemental damage to you after resistances? Not an uncommon occurrence on Hell. I mean, Gloams can easily do twice as much with maxed Lightning resist. That is damage absorbed because it goes through before resistance mitigation happens.
Now we factor in the base absorption ratio of 1. There goes most of your pool. If we were to apply the more favourable 1. A difference of 46 mana. Well, as mentioned before, Sorceress has the slowest hit recovery of all classes.
The majority of deaths for a Sorceress come from being caught in the wrong position and, before she has a chance to Teleport away, taking several blows that put her into hit recovery she never walks away from. Hit recovery spells death for a Sorceress. Sure, Energy Shield may eat almost all your mana from a powerful elemental attack. But you can run. That damage elemental hit may have burned of your finest mana, but it did a grand total of 39 damage to your health pool, which is not enough to put you in hit recovery even if you only have a maximum hit points.
Without Energy Shield , you could have a thousand life and that damage would put you in hit recovery and potentially result in your death shortly thereafter. Since Energy Shield does such a good job of protecting your health, you can focus more attributes on Energy to boost up your mana pool. You then get to cast a lot more of your expensive spells and your increased mana pool yields you more mana regen, both naturally, and through further passive enhancements from Warmth, so not only does your mana last longer, but it comes back quicker too.
Finally, it goes without saying that Teleport and Static Field should be a part of your core skill setup. Another two skills worth mentioning are Enchant , which you can apply to your Mercenary to improve his damage output mainly through the attack rating bonus rather than the added fire damage and Telekinesis , which you can use to keep incapacitating unique monsters you are unable to damage yourself.
The constant knockback from Telekinesis will keep enemies in hit recovery so that your Mercenary can hopefully kill them on his own without being constantly interrupted by hit recovery himself from enemy attacks. Obviously, this strategy depends heavily on having a well-equipped Mercenary. Which brings us to itemisation. Obviously you will want to equip your Holy Freeze Merc for survivability on helmet and chest and damage on weapon.
You will want to give him lifesteal, perhaps Open Wounds to deal with extra annoying enemies that like to regenerate. I would advise against equipping him for crowd control Woestave, Kelpie Snare since you want him to be able to output damage to enemies you cannot harm due to immunities.
But the main goal is obviously to outfit yourself as best you can. Most of your gear should have the usual suspects: life, mana, resistances. Pay particular attention to any cast speed bonuses you might find on off-weapon gear. Obviously Hydra will not benefit from casting speed due to its cooldown, but every single other spell you use will.
You have a decent amount of control over these as you can do targeted gambling for them from about mid-Nightmare until you get what you want. If you can get some extra bonuses on these, it goes without saying that the more the better. For your chest, you have one main goal: getting good resistances. Most characters would resolve the issue through the Smoke runeword NefLum , but I would not recommend doing so for the Sorceress in particular, due to her need for the Lum rune in other places.
For casters, another potential candidate is their class-specific runeword, but once again, this is something I would not recommend for the Sorceress. It gains you no mana, no life, very poor resistances. However, there is not really much you can do to get yourself one. With runes, you can run Countess and have good odds to make Smoke or Enlightenment at some point. These runewords can therefore serve as a stepping stone to pull you through until you chance upon the drop you were looking for.
Preferably though, you will want to save Lum rune for your staff. Almost any Sorceress using the Fire tree can get her hands on Leaf TirRal for her staff with absurd ease. The runeword can help you breeze through early normal, where you lack all of your core skills. Once you start building up a decent Chain Lightning , the runeword will be obsolete for your purposes.
While you cannot gamble for staves, you can buy them from magic vendors, so keep checking every time you stop by in town if you have the gold to spare they can be pricy and you want to gamble amulets and circlets.
But your ultimate goal is the above-mentioned Lum rune. Throughout your playthrough, you should be saving up any good 4 socket staves you find so that you can make Memory as soon as you got the requisite pieces. Alternatively, the first staff available for purchase with a socket cap of 4 is Gnarled Staff. Diablo Wiki.