Fire Spells

Fire Bolt and Fire Ball
Although these are fun skills to use when maximized, Damage Sorceresses have far better avenues for damage than these spells. They are simply the pre-requisites to Enchant, so a point must go into each.
Recommended: 1 point each

Warmth
An incredibly useful skill for Sorceresses, not only synergizing Enchant, but also increasing Mana Regeneration for faster teleporting, or regenerating after mana loss from Energy Shield. Further, you can get it at level 1, so start pumping it until you can get Enchant.
Recommended: 20 points

Enchant
Ah, such a beautiful skill, both self and team-oriented, allowing lowbies to level quickly by slaughtering everything in a hit, as well as giving you the power to maul Hell creatures with relative ease. At higher levels, this can last for more than 20 minutes per cast, as well as giving huge Attack Rating boosts which will surely assist you in combat. Spare no expense, here, despite this being such a mana-costly spell.
Recommended: 20 points

Fire Mastery
One of the key components to this build, as well as a powerful asset to any Fire-based Sorceress. This should definetely get maxed, although perhaps not right off the bat. Put a point into it at level 30, then finish maxing Enchant and Warmth, before coming back to maxing this out.
Recommended: 20 points

Lightning Spells

Telekinesis
A somewhat useless spell to invest excess points into, by itself, as it has low damage, and doesn't increase in speed/range. However, it is a pre-requisite for Teleport [a must-have in any Sorceress' reserve. If you die, you want your body back with the least pain involved, and running around naked with a hot, latino Sorceress doesn't inspire such protective thoughts in your average hell-spawned demon, or blood-crazed duellist], and a synergy for Energy Shield, so a point is necessary. If you are planning on using Energy Shield at all, put more points into this, to essentially reduce the amount of damage you take.
Recommended: 1 or 20[eventually] points

Teleport
A Sorceress who believes that saving 2 stat points, and using Enigma for this skill is a goose-crazy girl, indeed. Sorceresses are not, by nature, made to be tanks. They are the backup damagers, or the overkill-deliverers. Therefore, the need to get into and out of places quickly is vital. One point will suffice, here, as you won't be using Mana for a lot else, and you'll have maxed out Warmth, anyway.
Recommended: 1 point

Lightning Mastery
Like Fire Mastery, this is another vital skill for the successful Damage Sorceress. Be sure to max this skill out, although you can wait until you've finished with your Fire Spells, first, before investing heavily, here.
Recommended: 20 points

Charged Bolt, Lightning and Chain Lightning
If you plan on using Energy Shield, or Thunderstorm, you're going to need to put a point into each of these as a pre-requisite. Since you lack the points to max these, and synergies, out, don't bother putting more than one point into them.
Recommended: 1 point each

Energy Shield
A unique spell, that essentially adds a Sorceress' Mana pool to her Health pool, Energy Shield can be very useful in some circumstances, and extremely detrimental in others. If you're teleporting to a boss, and get smacked by a few monsters, you may find yourself without the Mana to teleport away to safety. On the other hand, if you're running around, smacking people at melee range, and have high Warmth to regenerate Mana in the event you do wish to Teleport, the extra damage-absorption is very helpful. Personally, for a Damage Sorceress, which is melee anyway, I'd put one point into it, and let +Skills pump it up the rest, while putting leftover points into Telekinesis, to 'reduce' the Mana-damage you take.
Recommended: 1 point

Nova and Static Field
Another pair of pre-requisite skills, though Static Field can be quite useful in fighting off bosses. However, if you aren't doing that much damage per swing with the Damage Sorceress, you've done something wrong to begin with. Likewise, for other monsters, you'll have an Aura that deals a much larger radius of damage, anyway. If you want to use Thunderstorm, put a point into each of these. If not, don't even bother, as you can use the points elsewhere.
Recommended: 0 or 1 point each

Thunderstorm
Another interesting skill, Thunderstorm has the potential to really sting people who get to close to you. And, luckily, since you're fighting in Melee, anyway, you're going to be next to people. However, without maxing this skill, the damage isn't all that great, and you still have Holy Shock to deal proximity damage to people, if need be. Personally, I'd rather work on surviving people who can tank my hits, rather than annoy them with a small amount of added damage. On the other hand, this is the only Lightning Spell whose minimum damage doesn't suck. It's your call whether you want to max this or not, though if you're going for Energy Shield, you may want to pump Telekinesis rather than this.
Recommended: 0 or 20[eventually] points

Cold Spells

Frozen Armor
I didn't mean to scare you by putting a Cold-spells section on a notable Fire/Lightning Sorceress, but this is something that anyone in Melee would like to have. The defense bonus, alone, is nice, but the chill is extra icing on the cake. Some people will say that Shiver Armor gives more defense, but when it takes two more pre-requisites, the points could be put into Frozen Armor, instead, for the same end result. A point in here is a nice Defense boost that any Damage Sorceress will enjoy.
Recommendation: 1 point



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