I am totally up to this approach. Our spells, if aimed accurately, were 99% of the time hitting the target, or another monster behind the target. While they were frozen or chilled, we would walk, letting a bit of stamina build back up, and then when the monsters thawed we'd hit them with another cold, and run, trying to get far enough ahead to rest and regenerate some mana. or Im sure this problem have been brought up before, atleast i hope so but i couldnt find any thread easily about it so i thought i would throw my 2 pence at it. After dealing with a room full of a certain type of monster, and trying a number of spells on them to see what worked best, we had a much easier time when we next met some of them. Accuracy was never a problem in the time we were playing the Sorceress, which is to say up to Clvl 19 (where the character was corrupted and rendered unplayable, but more on that later). Because as it is now elemental characters only have to worry about getting enough damage while a melee user have to worry about hit chance and just hope that the damage left is enough to play the game. Act Two is designed to be much more difficult than Act One, and that design is successful. So our skill point distribution was a lot wider than we would want to with a permanent character. I think first part of solution for melee hitters (bowazon, throw barbs too) is to remove monster/player level difference in chance to hit calculation. You would need to add some vitality that way also, though Energy Shield might help. We didn't have too much trouble with her with the Sorcersss. It did big damage, and froze the target for at least five seconds, so was quite effective, if a bit boring to just use the same skill over and over again. So faster and smoother, but still quite similar, especially at the lower levels, before you gain access to the area effect spells that are quite different from anything in Diablo. (Barring some sort of silly adolescent hang up about playing a "girl". Third part is to make chars less dependand on weapons early-mid game by adding +2 dmg/point to skills like Frenzy, WW, Masteries, Zeal, Fury, Strafe, whatever, And about making game harder, well i partially agree, that there are some situations where i think why can i skip this monsters?. The first quest you get is in the Sewers, but we were too eager to go out and run around in the desert, so off we went. Adding short cool-down to teleport would make game interesting I see third option btw. https://diablo2.diablowiki.net/index.php?title=Visit:_Sorceress&oldid=15457. With monsters frozen by our Ice Blast, we had time to stab at them three or four times before they thawed, and would usually land two or three of those attacks, which was often enough to kill them, or get them low enough for a spell to finish them off. An average monster takes maybe 1/5 of their hit points from it, which is crap early on, since you are killing things with two or three spells at that time. It's cute, basically, and the little pops of light over head fall to the ground, somewhat like magical glowing popcorn.
At Clvl 12 the Sorceress reaches a new plateau of skills, and the first real attack skills come in: Nova, Lightning and FireBall. Static Field isn't the best choice if you are going one on one with a monster, but if you have half a dozen beasties around, casting four or five Static Fields to soften them up, and then killing them off with something else is a nice strategy. Running around and shooting spells and running away is frantic and exciting, and the mana regeneration is nice also, since you don't have to keep drinking potions, or going back to town for more, or reloading your belt. These were both improvements over Ice Blast and Lightning, but not huge improvements, since we had two or three skill points in those earlier skills already. However in the intermediate levels, around Clvl 10-12, towards the end of Act One, we didn't have any such weapons, so had to do it all with spells. It plays pretty much the same as the surface of Act One, but is even more wide open, and has much more powerful monsters, of course. Running away is not uncommon, and a quick Town Portal to go back and get a mana refill from Akara, and also unload some inventory is never a bad idea. It looked good in the shoppe window, and was a very large boost to our Defensive Rating, but we found when actually wearing it that it wasn't so useful. Our Sorceress didn't have the equipment to even dent the more difficult monsters toe to toe, she didn't have many hit points, and she didn't have any mana potions at the time. Nearly trackless wastes, with the crumbling foundations and walls of old houses here and there, and cliffs forming the outer boundaries, far far off in the distance. Much like in Diablo, where the mage could get his equipment back pretty easily, since his spells were still very effective even with his best equipment left on the ground where he died, the Sorceress is the least equipment-dependent character in Diablo II. By that we mean any items of + spell levels, or big boosts to Energy, or mana. Meges would benefit too from higher AR, 100% chance to monster flee on wand will be useful, specially with higher overall game difficult, Edit: The monsters do drop some blue potions, but not enough to make up for the lack of mana potions for sale. Glacial Spike is better than Ice Blast, but you can certainly get by with Ice Blast alone. We didn't worry about this much at Blizzard North, since we knew we weren't playing these characters long term. Stone Cursed creatures in Diablo had zero AC, you never missed hitting them. In Diablo II you will want and need to use a lot more skills than that, alternating depending on the monsters and the situation. If i were to give some suggestions on how you could address this problem i would say as follows: If you go with the approach of D2 beeing a quite hard game: Nerf elemental dmg with about significant amount, lets say 50% so you have to kite with spells etc. This would even mean that you probably get hit more since monsters dont die as quick so you have to gear for more survivability aswell. And it's quite fun, of course. However since we only had limited time to play, the three sections are based on how far we got, which was nearly to the end of Act Two. The other component of her excellent accuracy comes from an unexpected source. When Diablo II is actually released, the recommended way to play will be with a bit more of a long term outlook.
heh you get my point for sure. Sorry if i have bad language but English is not my native language. There are also a number of Fallen and Fallen Shamans in the throne room area, but with Nova, Fallen are no threat, since you can kill the warriors and the shaman at the same time, with about three casts. Second part of solution would be for monsters to NOT BLOCK when they dont have shield! We can farm anywhere in hell but mostly in team. Your best plan in Diablo II is probably to take some cold spells, and then specialize in either fire or lightning, and get a number of points in the skills in your chosen tree, rather than trying one or two in everything as we were doing. So from Clvl 14 to about Clvl 17, our play was pretty much the same. This especially effects the Sorceress, since she plays much like the mage from Diablo, and most people filled up every single inventory spot they had with blue potions each time they were in town. Meanwhile "Andariel" has a short name, but by far the most hit points in Act One, and you can lay into her with all you've got and her hit point bar will drop three notches. She would only have a problem if she needed resistance from her equipment, and there were spell-casting monsters where she died, or possibly if she had a lot of hit points from her equipment that she needed to survive. Freezing beats chilling, since it brings them to a complete stop, rather than just slowing them down. The melee way would be to throw all of your attributes for leveling up into strength and dex, get some decent equipment, and by Clvl 4 or 5 you'd be able to do some good with melee attacks, though you'd be far less talented at them than probably any of the other characters, aside from the Necromancer. No idea if the Sorceress is especially skilled with a spear or not, but it caught our eye in the trading interface window. All of the combat up until Clvl 6 is pretty much point and click, since the Sorceress doesn't have any area attacks yet, nor anything like Nova, where you can hit things other than what you are directly aiming at. until Clvl 24, by which time you'll be well into Act Three. The lack of unlimited mana forces some changes in play style. Another major difference in the game engine is the removal of spell books, and the introduction of skill points. Or not enough, anyway, since it would drain around two times as quickly from running. Finding the two silver rings for a very large Attack Rating bonus was quite a stroke of luck, since it made our melee attack far more useful, and we didn't have to put any attribute points into dexterity. But a reasonable comparison of the skill system in Diablo II to the spell book system in Diablo would be to imagine in Diablo that you couldn't buy or find spell books, but could only get one of them from an NPC each time you reached a new Clvl, and that you had to pick which one you wanted. Without cold spells, Andariel would be far more difficult. Though the damage was lower than Firebolt, the cold effect made up for it, as it turned the monsters blue, and slowed them down, though only for a couple of seconds. Blizzard North employees were amazed at the rings, both were better than any they had seen before. Expect changes in this one. This page was last edited on 26 November 2009, at 15:45. This is not at all the case in Diablo II, you can freeze something solid, and miss three or four swings with your Sorceress' weapon, and then have to freeze them again once they thaw out. She is fleet of foot, and is quite accurate with her spray poison attack, but she wanders around a lot, sort of circling you. Examples: FireBall was an immediate improvement over Firebolt, though it's not that much more damaging. Another skill that was of great use was Shiver Armor. Grif should be less useful in endgame Seems much more damaging than it was in Diablo. It is very light on the mana cost, but still does around 1/6 of the monsters' hit points. This enables her to shoot Slvl one Firebolts from the start, until she reaches Clvl One, and can add her first skill point into something different. As a consequence you need to have better aim in Diablo II, and be much more prudent with your spell use. Another useful skill, Static Field, is at Clvl 6, but we didn't really begin to appreciate it until later.
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