Hi guys , here is a Heroes of Hammerwatch 2 Sorcerer Build and Fire Sorcerer will in all probability feel pretty bad ahead of time on until you get some cast speed / cooldown reducing , as it has much dull clear speed . I would recommend stay to Lightning or Ice until at least ng2/3 unless you relish the playstyle already .
This is intended for push high ng . Fire Sorcerer benefit from the Healing Flames rise , granting 1/2/4 % of your HP when hit a spell decisive hit . This is one of the better sustain upgrade in the game , combined with persistent abilities in Flame Wall and Elemental Orb , touch off the healing many , many sentence per attainment use .
Heroes of Hammerwatch 2 Sorcerer Build
Skill upgrade priority
MAX : Fire Mastery + Flame Wall with at least 1 point into Innate Power and Elemental AffinityMAX : Innate Power + Elemental AffinityMAX : Discharge + Elemental Orb , your preference here . Discharge is more dps / unclouded , but Elemental Orb will make the wisp flooring much quicker .
Stats
You want to invest into Focus until you run across your cape ’s requirement ( you will need high focusing to discover better capes however )
You require to invest into Intelligence until you at least see your gear ’s demand . If you require more damage , invest more here .
You want to invest into Vitality to bolster up your hp , both to increase your maximum hitting take , and to increase your healing through Healing Flames .
Previous Post
There is no specific best ratio , this comes down to how you find about your runs .
Equipment
Mainhand ( dirk , wand ): Powerful | DestructionOffhand ( any tome ): Powerful | DestructionHelmet : Keen / Stout | AlacrityBody : smashing | CelerityGloves : Stout | CelerityBoots : Insightful | SpeedCape : Stout | Supremacy
you may move 1x Insightful around , so long as you have it somewhere . If your int gear requirements are too high to equip before Keen utilize , replace with 2x Insightful and invest your attribute into int rather .
you may experiment with alacrity / celerity , 2x celerity + 1x alacrity feels safe to me .
Chapel
Blessing of Prowess if you have mana issuesBlessing of Might if you lack damageBlessing of Protection if you require to be safer
Magic Shop
I always start with Healing Flames for safe , but if you do n’t heed taking on a bit more risk of infection , you could instead begin with Mana Surge for your mana corroborate . Scorching Ray is technically the good starter option as it get rid of two other pick from the pool , if you do n’t mind having to find both Healing Flames and Mana Surge .
Drinks
primary Breakfast / Hearty Meal
ng0 : Impetuous Apprentice ( 25 % cdr / cast speed ) + Ambitious Adept ( 25 % spell crit ) + Gulch Burner ( 25 % flame damage )
ng1 + : Impetuous Apprentice ( 25 % cdr / shed speed ) + Ambitious Adept ( 25 % spell crit ) + Dark Desire ( 20 % damage )
gamey ng : Impetuous Apprentice ( 25 % cdr / cast swiftness ) + Ambitious Adept ( 25 % turn crit ) + Sudden Death ( 50 % magical spell harm , misplace hp on casting )
Orb upgrades
Your priority will vary reckon on your NG tier .
DO NOT PICKVolatile flame : This does NOT descale with anything . Worthless .
MUST beak
Mana Surge is always a must pluck if you did not embark on with it . Healing Flames levels are slap-up to ameliorate your hp / sScorching Ray is a must to allow your Discharge scale with your element . Adaptive Orb lets your Elemental Orb use only your Fire element , increase your DPS .
From here , everything else mostly arrive down to preference . Feel it out !
Playstyle
Early in the run , you will mostly be using Flame Wall to kill monsters . Drag them into it , circulate around them . Once you find Mana Surge , you may commence spamming your Discharge for faster exonerated , which will either well be sustain by itself if you have a big mana pool , or by using Flame Wall to refill your mana .
This build can play safely by corner camping , or rushing through level deck spells on enemies to keep your horsepower up .
wisp
Sorcerer ’s bad nightmare , these small guy wire have 2000 base resistance to their own element , scaled by 33 % per NG story . The most dependable style of dealing with Fire wisps , if you have Adaptive Orb , is to use your Elemental Orb without regorge firing spells , take away your Affinity . It still sucks , but what can you do .
Alacrity VS Celerity
What ’s the difference between Cast Speed and Cooldown Reduction ?
Ccast speed affects two thing : the frame wait between clit press and attainment activating , as well as the refresh pace of spells . 100 % cat f number effectively “ accelerate up time ” by 2x for spell cooldowns , and thus works as cooldown reduction . Sources of mold speed are linear .
Cooldown reduction straight reduce a magic spell ’s total cooldown , as you ’d expect . Sources of CDR are multiplicative .
vomit up speed and cooldown decrease are multiplicative with each other , and so you want both . CDR on suffixes is generally better than cast speed , unless you use charging accomplishment . Below are case formula .
Cast velocity : 40 % body , 20 % cape = 1 + 0.4 + 0.2 = 1.6CDR : 15 % helmet , 15 % gloves = 0.85 * 0.85 = 0.7225
Spell cooldown = 10,000ms = 10000 * 0.7225 / 1.6 = 4,516ms ( rounded up)Spell castpoint = 300ms = 300 / 1.6 = 188ms ( fill out up )
We optimally need CDR on helmet , glove and body , and boss damage on mantle .
steer
you may bind Discharge and Elemental Orb onto the same key to spam both ( if you may nurture the mana monetary value ) .
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