Telekinesis * allows you to use a Waypoint, enter a Portal, or pick up utility items ( Potions, Scrolls, or Gold) from a distance.įrozen Armor * increases your Defense rating and briefly Freezes enemies that strike your Sorceress. If you have 0 Mana in your Mana pool and receive additional damage, this buff expires and needs to be recast. Resistances do not apply to damage taken on Energy Shield. While active, a percentage (based on this Skill's Level) of all received Damage (except Poison) results in a loss of Mana. Repeatedly cast it to cover long distances.Įnergy Shield * is a temporary buff that redirects damage to your Mana pool instead of your Life. It repositions your Character to your cursor's position. Teleport * is an essential Sorceress Skill used for mobility. This Skill can reduce monsters' Life to 1 in Normal, 33% of total Life in Nightmare, and 50% in Hell. ![]() Each cast uses Lightning Damage to lower nearby monster Life by 25% of their remaining Life. Static Field * is great to use against Bosses and densely-packed high Life monsters. Faster Cast Rate only improves the Skill's cast speed it does not shorten the interval between casts. Note: This Skill has a 1 second Cooldown/Cast Delay other Skills may be cast in the duration. The Orb shoots tiny bolts of Ice outward in all directions and explodes at a certain distance, dealing its highest damage. It is cast outward from your Character in the direction of your cursor, dealing Cold Damage to any mobs caught in its path. Use it to damage enemies such as Bosses from afar. It emits an expanding ring of ice from your Character that Slows and deals Cold Damage to enemies within its Area of Effect (AoE).įrozen Orb * is your Secondary Damage Skill. ❌ Glacial Trail + Drifter Cavern - Trash Mobility, High Physical Damage, Immunitiesįrost Nova * is your Primary Damage Skill. ❌ Ancients' Way + Icy Cellar - Trash Mobility, High Physical Damage, Immunities ❌ Crystalline Passage + Frozen River - Trash Mobility, High Physical Damage, Immunities ❌ Blood Moor + Den of Evil - Low Density, Trash Mobility, Immunities ✔ Stony Field - Quick Access, Easy Mobility, No Immunities Worst ✔ Far Oasis - Easy Mobility, Quick Access, No Immunities ✔ Cathedral + Catacombs - Many Elite Groups, Quick Access, Few Immunities ✔ Jail ONLY - High Density, Quick Access, No Immunities ![]() ![]() ✔ Ancient Tunnels - High Density, Many Elite Groups, No Immunities ![]() Learn more about Terror Zones here and see how they stack up in our Terror Zone Tier List. With the Sunder Charm Setup more Terror Zones become accessible. The following list highlights the best and worst Terror Zones for this build. The new Terror Zone mechanic combined with Sunder Charms open up a wide range of farmable areas. Note: Since Resistances do not apply to damage taken on Energy Shield, this is not as important while Energy Shield is active. A combination of Cold Mastery (1/5th effective after an Immunity is broken in Patch 2.6), Cold Rainbow Facets socketed into gear, Doom, and Infinity on the Mercenary can accomplish this.Ĭounteract the negative effect of Cold Rupture with Cold Resistance Charms and Jewelry. To optimize this Sunder Charm you need as much -% Enemy Cold Resistance as possible.
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