And, of course, there is no point to Diablo II without some monster bashing, which the Damage Sorceress is very, very good at. This section is going to be kept relatively short, due to the obvious effectiveness of a lot of damage, but I'll try to explain some of the specifics of how to best slay monsters with your Damage Sorceress, here.

First off, regardless of what weapon you're using, you're going to want to use Teleport to get where you want to go. You'll never move faster, solo, than with this skill. On the other hand, if you have low Resistances and Life, it could be dangerous, since most Damage Sorceresses aren't packing high Cast Rate. Know your limits, and what enemies are in the area, so you can decide whether or not you need to walk cautiously to your destination, or Teleport there at rapid speeds.

Immunities


The next concern you'll find is that some monsters, especially in Hell, are immune to one of your Elements. While this may not be devastating, by itself, you must remember that you have no Leech Life, like other Melee builds, and if you take too long to kill things, they tend to fight back. Immunities are even worse if your damage is completely skewed to one of the two elements, as you may not be able to hurt an enemy as quickly as it hurts you.
What's even worse, however, are the few randomly-spawned bosses you'll run into that come from a monster-type, immune to one of your elements, while gaining the modifiers that give it immunity to the other. When you meet these Fire/Lightning immune monsters, you're left with 2 functional choices: Run, either away from it, or by it, and having someone else kill it. Your best bet in these circumstances is to recruit the help of one of Greiz's Act 2 Mercenaries, equip them with an Infinity Polearm, and mock the now-single immune creature, as you slay it quickly. On the other hand, you still have to keep this mercenary alive, or it won't be of any use to you.

Chill


A chilled Damage Sorceress is a sad Sorceress, as she loses her functional ability to attack when moving at those abhorrently slow speeds, occasionally resulting in her death. For PvM combat, I'd suggest wearing only 1 Angelic Ring with your Angelic Amulet [remember: You need that Attack Rating!] while substituting the other with a Ravenfrost, which also gives some Attack Rating, reducing the loss, while removing the fear of Chill, altogether. Since you lack item sockets to Cham [Dream Helm/Shield, so unless you have room for a Cham in your armor...], you can't rely on this modifier, there. Another option is to find a belt that offers the Cannot Be Frozen modifier, such as Trang-Oul's, and use that. In any case, it's up to you, how to deal with this threat, but you'll find it helps a great deal to actually deal with it, as opposed to letting a blue Bear/Sorceress get slaughtered.

Enchanted Monsters


Of course, a challenge that every character will face is the threat of Enchanted monsters. For most Sorceresses, they can stand back and cast, allowing them to avoid the explosion of Fire Enchanted, the chilly Nova of Cold Enchanted, and enabling them to see the safe spots versus Lightning Enchantred critters. Damage Sorceresses, like most melee characters, lack these luxouries, as they are forced into close-range combat.
The first thing to watch for, is whether or not the Enchanted modifier gives the monster a dual-Immunity to you. If it does, you have more to worry about than the Enchanted portion.


Scripts  ©2002 Adam Krinke. All Rights Reserved.