There have been some notes added at the
end of this guide that I strongly encourage everybody
interested in making a similar build to read.
*** WARNING ***
It was brought to my attention that the folks at The
Amazon Basin claimed that the Sorceress Masteries no
longer worked with Ranged attacks in 1.10. Mikeandroe
and I did some testing in PvP and PvM to verify their
claims. Unfortunately, they appear to be correct. This
means that the KukoSorc as originally conceived is no
longer viable. However, Im not going to ask Deichsela
to remove it as Blizzard might change it back in a later
patch, some people might be playing a patch prior to
1.10, and, finally, there are some interesting ideas
among the suggested tweaks for 1.10.
For those of you who relied on this guide to make a
KukoSorc for 1.10, please accept my apologies. Finally,
thanks to Mikeandroe for helping me test even though
it was bad news.
*** END OF WARNING ***
My KukoSorc could clear 1.09 Hell Bloody Hills on a
Players 8 setting as quickly as any character I had
built (including my LF Zon). Heres the original:
THE KUKOSORC FAMILY
The KukoSorc Tri-Elementalist is a 1.09 build. Don't
stop reading at this point. I will be including ideas
on how to update this build for 1.10, as well as other
weapons that would work well with the concept. As for
what that concept is, imagine for a moment a Fireball
Sorceress. Now imagine that her Fireballs can also include
Physical, Lightning, Cold, and Poison damage. Further
imagine that these Fireballs can Pierce and cost no
Mana.
This is the idea behind the KukoSorc Tri-Elementalist.
This build takes advantage of the fact that Fire Mastery
and Lightning Mastery apply to ALL Fire and Lightning
sources that a Sorceress uses. It also uses the fact
that the Kuko Shakaku fires Explosive Arrows which automatically
hit (no longer valid in 1.10).
There have been some notes added at the end of this
guide that I strongly encourage everybody interested
in making a similar build to read.
My KukoSorc could clear 1.09 Hell Bloody Hills on a
Players 8 setting as quickly as any character I had
built (including my LF Zon). Here's the original:
THE KUKOSORC TRI-ELEMENTALIST (1.09)
(Note: This build is distinct from Bloodshrike's Crushblow
Archer builds. You can use gear with Crushing Blow,
but it is not necessary.)
SKILLS:
Cold Tree:
1 pt - Frozen Armor
1 pt - Pre-reqs for Frozen Orb
1 pt - Cold Mastery
Max - Frozen Orb
Lightning Tree:
1 pt - Pre-reqs for Energy Shield
1+ pts - Energy Shield
Max - Lightning Mastery
Max - Static Field (Dump points here until you are happy
with the range of S.F.)
Fire Tree:
1+ pts - Warmth
Max - Fire Mastery
STATS:
STR - Enough to use gear
DEX - Enough to use gear
VIT - Everything else
NRG - Enough to maintain Energy Shield and cast Frozen
Orb
At level 80 with gear here are the stats on mine:
STR - 112
DEX - 68
VIT - 197
NRG - 184
GEAR:
I will tell you the gear that mine uses and suggest
alternatives in some instances. This gear is not necessarily
optimal but it works.
Weapon 1: Kuko Shakaku socketed with Shael rune (the
bow is required; you can put something else in it if
you feel like it)
Weapon 2: Occulus, Lidless Wall with Um rune (when you
are only using Frozen Orb)
Helm: Harlequin's Crest with Um rune (clearly the best
helm available)
Amulet: Mara's Kaleidoscope
Armor: Skin of the Vipermagi with a Resist All jewel
Belt: Razortail (not strictly necessary, but the additional
Piercing is handy)
Ring 1: Dwarf Star
Ring 2: Magic ring with +4 Replenish life, +15 Resist
all
Boots: WarTraveler (These can easily be replaced with
other boots like Infernostride or Gore Riders)
Gloves: Cleglaws (Knockback and Slow), Lavagout (IAS,
Fire Damage, %chance to cast Enchant)
Charms: As much Lightning and Fire damage as possible,
use Poison, Cold, Resist All and other to taste
MERCENARY:
I recommend the Act II Holy Freeze mercenary. I like
the following gear:
Helm: Guillaume's Face
Armor: High end "Smoke" armor
Weapon: "Honor" in an elite polearm or spear
KUKOSORC MODIFICATIONS FOR 1.10
SKILLS:
The Cold Tree should stay the same, although you might
want to move some points out of Frozen Orb into the
other trees.
The Lightning Tree could use additional points in Telekinesis
as a synergy for Energy Shield and some points could
be removed from Static Field.
The Fire Tree should have Enchant maxed for the additional
Fire damage and attack rating. Warmth can also be pumped
as desired to synergize Enchant and help Energy Shield.
GEAR:
For the most part I will leave it to the reader to figure
out tweaking the design, but I will make a couple of
suggestions.
Weapon: Kuko Shakaku (obviously). The reason I'm commenting
here is to warn the reader that upgrading to elite will
give it a DEX requirement of 188.
Armor: Both "Gloom"(%chance to cast Dim Vision)
and "Duress" appear to be useful and inexpensive
runewords. You can look at them here: http://www.battle.net/diablo2exp/items/runewords.shtml
Belt: Arachnid Mesh and Nosferatu's Coil are useful
(Slow among other properties). You can look at them
here: http://www.battle.net/diablo2exp/items/runewords.shtml
Gloves: Since you will be using Enchant in 1.10, I would
be cautious about using Lavagout since I don't know
how the 2 Enchants will interact (see Notes at the end).
MERCENARY:
Same except for gear ideas:
Helm: Guillaume's is still excellent
Armor: Any of the new runewords
Weapon: "Honor" would still work, but a "Crescent
Moon", a Bonehew with 2 Amns, or The Reaper's Toll
would be better. For the last two, look here: http://www.battle.net/diablo2exp/items/elite/upolearms.shtml
OTHER WEAPONS FOR THE KUKOSORC CONCEPT
(Note: FPA information is from the following site: http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english
)
I will be starting the breakpoints with the IAS on the
weapon already included.
First I'm going to give you the information for Kuko
Shakaku, which can be found here: http://www.battle.net/diablo2exp/items/exceptional/ubows.shtml
0 IAS = 16 FPA
10 IAS = 15 FPA
20 IAS = 14 FPA
30 IAS = 13 FPA
45 IAS = 12 FPA
65 IAS = 11 FPA
The advantages of Kuko are the 50% pierce, the additional
Fire damage which is amplified by Fire Mastery, and
the Explosive Arrows which include all Fire damage in
the radius effect.
GIMMERSHRED: http://www.battle.net/diablo2exp/items/elite/uthrowing.shtml
As soon as I saw this after the patch I started drooling.
Here's the breakpoint information:
30 IAS = 17 FPA
40 IAS = 16 FPA
50 IAS = 15 FPA
70 IAS = 14 FPA
95 IAS = 13 FPA
Gimmershred can be used both thrown and melee, does
massive Elemental damage, and allows you to use a shield.
Also, since it does massive Cold damage, the player
can consider omitting Frozen Orb and place a wand with
Lower Resist charges on the second weapon slot.
HELLRACK: http://www.battle.net/diablo2exp/items/elite/ucrossbows.shtml
20 IAS = 18 FPA
30 IAS = 17 FPA
40 IAS = 16 FPA
50 IAS = 15 FPA
70 IAS = 14 FPA
95 IAS = 13 FPA
Hellrack has a high STR requirement of 163 but look
at the advantages: Excellent Fire, Cold, and Lightning
damage, 2 sockets, huge attack rating bonus, good Physical
damage, and 150 charges of level 18 Immolation Arrow.
Ask yourself this: "Does Fire Mastery work on Immolation
Arrow?"
DEMON'S ARCH: http://www.battle.net/diablo2exp/items/elite/ujavelins.shtml
30 IAS = 17 FPA
40 IAS = 16 FPA
50 IAS = 15 FPA
70 IAS = 14 FPA
95 IAS = 13 FPA
Demon's Arch has pretty much the same advantages as
Gimmershred. It doesn't do Cold damage, but it does
replenish quantity, does more Physical damage, and can
be used 2 levels earlier.
"HAND OF JUSTICE" BOW: http://www.battle.net/diablo2exp/items/runewords.shtml
Based on STR and DEX requirements as well as speed it
looks like either a blade bow or a great bow is the
way to go: http://www.battle.net/diablo2exp/items/elite/bows.shtml
30 IAS = 12 FPA
45 IAS = 11 FPA
75 IAS = 10 FPA
"Hand of Justice" has good Physical damage,
excellent speed, Ignore Target Defense, Hit Blinds Target,
and Hit Freezes Target +3. In addition it has a level
16 Holy Fire aura and -20% to enemy Fire resistance.
How does Fire Mastery work with Holy Fire?
DEMON MACHINE: http://www.battle.net/diablo2exp/items/exceptional/ucrossbows.shtml
0 IAS = 12 FPA
10 IAS = 11 FPA
Demon Machine only needs 10 IAS to hit the last breakpoint.
It doesn't include the extra Fire damage of Kuko Shakaku,
but it does have higher Pierce (66% vs. 50%), higher
Physical damage, a huge bonus to attack rating, and
adds 321 to Defense.
NOTES:
- I commented earlier that I didn't know how the %chance
to cast Enchant from Lavagouts would interact with the
KukoSorc's own Enchant. It appears that the lower level
Enchant will reset the timer on the higher level one
but will not otherwise affect the higher one. Thanks
to Hcsawhat for his comments.
- Explosive Arrows and Pierce make a very handy combination.
A single monster will be hit by a single explosion.
If you have three monsters in a row, the first will
be hit by two explosions, the middle by three explosions,
and the third by two explosions. Anybody who has seen
a Lightning Fury Amazon in action understands the concept.
- In 1.09, Explosive Arrows would always hit. In 1.10,
it appears that, while the arrow itself no longer automatically
hits, the explosion does. Also, it appears that the
Fire damage is included in the explosion and included
again if the arrow actually hits. In other words, it
is possible to have double Fire damage. Thanks to Posterboy
for testing.
- Ilkori suggested I make a few clarifications. Frozen
Orb is included to have a third form of damage as the
Physical damage from the arrow usually isn't that much
and I don't like depending on my Henchidiot for the
third type. The reason for the other set of gear is
to cause more damage when using Frozen Orb. In 1.10,
Energy Shield takes damage before anything else, like
resistances, applies. As a result, casters who are using
it frequently find themselves without any Mana. This
shouldn't be a problem for the KukoSorc as she is almost
never depends on her Mana to kill things. She can therefore
afford to use Energy Shield.
- Also, as you know, ranged attacks became much more
annoying in 1.10. I didn't have to worry about them
in 1.09 so I could get by with a non-existent Defense.
Bumping up your armor is important.
- Barbarosa pointed out that I didn't include Demon
Machine in my list of alternate weapons and it is now
included.
ACKNOWLEDGEMENTS:
Many different people have contributed to this guide
over the years. I would like to thank Bloodshrike and
EvilTeletubby for encouraging me to write up this build
back in 1.09 and TwistedWounds for posting the original
build on his website. I would like to thank Hcsawhat,
Posterboy, Ilkori, and Barbarosa for their comments
which ended up in the Notes section. Finally, I would
like to thank Deichsela for agreeing to post this modified
guide on his website.
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