Wednesday, July 29, 2009

Diablo II: Blizzballer Skill Layout

A Blizzballer is a Sorceress that utilizes Blizzard and Fire Ball as her main skills. This is a variation of the Meteorb build with cold being the timer spell and fire the spamming spell, just a different type of cold spell being used. Generally this build should be able to deal with just about any monster encountered, and any CI/FI ones can be handled by the mercenary companion. The skill setup is as follows:

Firebolt - 1
Frozen Armor - 1
Icebolt - 1
Iceblast - 1
Static Field - 1

At level 6 some utility skills become available. Static Field is the most important, as this will be used from here onward to weaken any uniques or act bosses initially before they are finished off with other spells. Along with SF, Frozen Armor also becomes available. The Sorceress will have this spell running at all times as it is helpful when melee monsters get close enough that they are temporarily frozen after striking, giving the character time to react by either teleporting away, attacking or running in a different direction.

Telekinesis - 1
Frost Nova - 1
Fireball - 1

At level twelve one of the main offensive skills becomes available, Fireball. From here onward this skill is the main offensive weapon, especially due to it's splash damage. It is fairly mana intensive, so many mana pots will be used so the character should be stocking up their inventory with them for each venture into the wilds.

Fireball - 7
Teleport - 1
Glacial Spike - 1

At level eighteen both Teleport and Glacial Spike become available. Teleport is another utility spell that won't see much action early on. It will mainly be used to escape danger and reposition the mercenary to better tank the monster hordes. This is especially true in the Chaos Sanctuary as way to avoid death for the melee mercenaries. Glacial Spike is uses as a good way to dispose of corpses, of avoid resurrection, as well as freeze packs of monsters in their tracks.

Fireball - 13
Blizzard - 1

At level twenty-four the other main attacking skill becomes available, Blizzard. Even at one point it is a viable way to deal with packs of monsters, and those that are fire resistant. Blizzard is a quirky spell in that the areas it hits are very random and make it very possible for monsters to walk through a Blizzard wall without being touched. As such it is best to cast multiple times in slightly different spots to ensure that all areas are covered and no monsters gets by untouched. By this point Fireball is doing significant damage and monster packs don't last long, as long as the character has mana pots available.

Fireball - 19
Fire Mastery - 1
Cold Mastery - 1

At level thirty a single point is added to both fire and cold mastery, to give both main spells a boost to their damage. A single point is how they will both stay for the rest of the game, plus skill mods will have to make up any difference needed. By level thirty-one Fireball is now maxed and dealing very good damage, wiping out packs of monsters with only a few casts.

Fireball - 20
Blizzard - 20

At level forty-seven Blizzard is also maxed out and the character has two completely different ways to wipe out all of the monsters in Nightmare. Both deal enough damage to deal with any pack in short order. If the character is pressed a few SF casts and a Glacial Spike or two should slow any packs down enough to either retreat or reposition the character to better deal with them.

Firebolt - 20

Now it is time to max out the synergies for our main skills. At level sixty-three Fireball's synergy Firebolt is maxed out giving that skill an extra boost. As Meteor gives the same amount of bonus but requires a few extra skill points to reach, it is bypassed for Firebolt as skill points are at a premium with this build.

Glacial Spike - 20

At level eighty Blizzard's main synergy of Glacial Spike is maxed out. All of they synergies for Blizzard provide the same bonus, but Glacial Spike has the added bonus of being able to affect multiple monsters with it's splash damage when used. As such it can be used against monsters to freeze them in place to be dealt with by other skills. Glacial Spike by itself won't have enough power to take out many monsters in Nightmare/Hell.

From here on skill points can be used in a few different ways. Cold Mastery could receive the rest of the points to make Blizzard more dangerous. If CIs are causing issues then Fire Mastery or Meteor could receive the points to balance the character's damage out. It depends on where problems are being encountered for where to put the last few points.

Final Skill Distribution:

Blizzard - 20
Glacial Spike - 20
Fireball - 20
Firebolt - 20
Cold Mastery - 1
Fire Mastery - 1
Static Field - 1
Frozen Armor - 1
Teleport - 1

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