Frozen Orb Sorceress Dueling Strategy by Zharous
Last Revised: June 23, 2005
The strategy behind dueling with an Orb Sorceress is a difficult one to master. For
those who master it however, it still remains one of the most flexible and powerful
dueling classes there are. Experienced Dii players who have mastered other dueling
classes, including other types of sorceresses need to completely forget all they have
learned in order to do well at playing a Orb Sorceress, and this guide will attempt to
cover a few of the basics behind dueling with this class. Unlike most other dueling
strategies, typically stacked on at the end of a PVP guide with a paragraph or two
concerning how to duel typical opponents, this guide will be written
"backwards". It will cover all the basic dueling tactics, which more or less
apply to, just about any class duel, and then get into a few general guidelines for
specific characters.
Lets start out with a few basic guidelines. If you wanted to summarize this
entire guide in a single sentence, it would be this: Always duel completely offensively,
but be extremely defensive at all times. You want to remain on the offensive at all times,
backing your opponent up and forcing them to do what you want them to do, instead of
letting them take the initiative. Your attack spell, Frozen Orb, with its wide area
of damage and decently long duration is perfectly suited to act as a deterrent, forcing
people to retreat from it. At the same time you can take advantage of its auto-aiming
tendencies to ignore your aim almost completely and concentrate solely on any incoming
source of damage and your teleportation pattern.
Basic Requirements:
A good, consistent Internet connection with very low lag.
A decently equipped PVP Sorceress with a good sized mana pool, 105%+ cast rate, and
decently high orb damage.
Good reactions, the ability to randomize your teleport patterns, and dodge anything and
everything that comes your way.
Frozen Orb
Frozen Orb is your primary attack spell. In just about in all cases it will be your
only attack spell, so lets leave it at that. Even though the cookie cutter Orb
Sorceress has been a staple build in one form or another since Diablo II patch 1.0,
its surprising how few people really know how the spell actually works.
To start with, Frozen Orb shots a "orb" that does nothing by itself but
scatter small ice shards or ice bolts in a rough circular pattern until at a certain
distance the orb will "explode" scattering 16 shards outwards from a single
point. The explosion is often called the "apex" of the orb, and is the point
where frozen orb will do the most damage. Orb shards are stopped and absorbed as damage by
any hostile opponent it hits, but the "Orb" itself will actually travel through
any opponents and keep firing off ice shards before and after it passes through or near a
hostile monster or opponent. For this reason you can still hit with a shard or two an
opponent standing off to one side or even behind you, but if the orb passes over a hostile
target or if at best the orb "explodes" on a hostile target, it will do far more
damage.
Orb "explosions" are shot outwards in all directions, as seen here:
Orb Blast #1 - Orb
Blast #2 - Orb Blast #3
If your aim is absolutely flawless, all 16 shards will hit your target. (aim at where
your opponents feet will be) If slightly off to one side or another, only half the
number of shards or so will hit. The exact distance you need to stand away from your
opponent varies slightly depending on their angle, as seen here:
Orb Blast Down - Orb
Blast Left - Orb Blast Right
Frozen Orb like all other timered spells in 1.10 has a ½ period post-casting delay.
Unlike previous patches where you could immediately switch and start casting an untimered
spell directly after a timered one, the timer delay now prevents that from occurring. What
this means in real terms is that since the casting delay of Frozen Orb is 1 second, for
exactly ½ a second afterwards, you will be unable to cast any spell, even teleport to
dodge incoming attacks.
What you MUST do immediately after firing off a frozen orb is to run for a short
distance before teleporting away. The alternative is to sit there like a frozen duck and
let anything hit there while you stand around helpless, waiting for the teleport skill to
start working again. If this is done properly then most of the difficult duels for an orb
sorceress disappear. You can teleport into a field of traps, fire off an orb, walk
parallel to the traps to cause them to miss, and teleport off without a single shot
hitting you. You can also use this to dodge most melee tactics (walk, dont run to
dodge chargers and guided arrow, however you may frequently do better to run to dodge
whirlwinds and other melee attacks by running)
Orbing Strategies
The basic orbing strategy is very simple, and all variations lead off of this one.
Teleport to your target to the optimum orb distance, and throw a frozen orb at them,
hopefully bursting directly on top of them. If they are charging you, back up a bit
further and let them charge into the apex. If they are running from you, teleport closer
to them and let them run into the orb apex. If you are expecting them to dodge to one side
or the other, shoot a leading orb off in one direction or the other, forcing them either
to reverse direction quickly or take a lot of damage.
Many variations of this strategy exist. If you are fighting a ranged character that is
firing back at you directly (fire sorcs, other orb sorcs, bowazons for example) then you
typically want to chase them, firing an orb first on one side of them and then the other.
This "scissoring" pattern you can tighten up around them, forcing them basically
to run directly away from you and limiting their chances to fire back.
Another strategy, very effective vs. other teleporting casters is the "V"
defensive orb method. Similar to scissoring, which is the offensive form of the maneuver,
is to fire an orb initially towards the left, teleport back then teleport forwards to the
right and fire forwards again to the right. The defensive move of retreating will tend to
bring your opponent closer to you and as long as you keep the "field" up, your
opponent will be forced to charge either nearby or through a frozen orb to get to you.
For those very offensive characters who charge, teleport, or jump on you directly, such
as assassins, barbarians, wind druids, etc, most of the listed strategies above do not
work. Several methods exist to counter them, the simplest being your teleport speed. If
you teleport quickly close to them taunting them to attack you and then instead of orbing,
you teleport a second time and shoot behind you, youll often catch them directly
where you were a second ago. Another strategy is a bit more dangerous, and could be called
"teleporting along your orb". From a moderate distance, shoot a frozen orb
towards your opponent, and teleport quickly but short distances into the range of where
the orb is currently shattering ice shards. Your opponent will typically attempt to
teleport on top of you, landing in an orb shard blast and if you are quick enough, have
decent enough block, or lucky enough, can get away before taking too much damage.
At all times keep in mind that frozen orb is a very slow spell. You are not as much
hurling a fast moving bolt of damage at your opponent as laying a mine for them to either
trip over or walk into.
Due to Frozen Orbs ½ second teleport delay, you never want to teleport too close
to an dangerous opponent before firing off an orb. Always place your orb between yourself
and your opponent when possible for the orb to act as a deterrent, and always err on the
side of teleporting too far away rather then getting too close. The majority of Orb
sorceresses always will err on this one. Most battles will generally consist of
teleporting moderately close and then backing off a bit in a random direction to fire an
orb off, run/walk a short distance and continue teleporting.
Teleport Strategies
This may seem obvious, but think before you teleport. Plan a direction, pattern, and
landing point before you actually do it. Unlike the instant reaction based combat of most
other characters, you typically need to think before you act, and your opponents actions
should only modify the actions you plan to take, not determine it.
Enough has been said over the years about the element of randomness. Its obvious
that if you teleport in the exact same positions over and over again, your opponent will
know where to expect you. What cant be stressed enough is your "landing
position" or where you will end up when you fire off an orb. If you teleport like mad
but only fire an orb off when you are to either the left or to the right of your target,
guess where you will be expected? Practice teleporting to random positions, top, left,
bottom right, occasionally alternating from stopping at opposite sides to "orb"
your opponent, other times landing near the same place.
Also make sure you practice your aim as well. A good method is to pick a stationary
target, for example a rock, and teleport around, land at random positions and fire orbs
off at it as if it was an opponent and see how often the "apex" of the orb hits
the rock. As mentioned above, always avoid teleporting too close before firing off an orb,
and if the orb "apex" goes through and explodes past the rock, try to avoid
doing that again.
A good rule of thumb is to always teleport at least 3 times between every orb shot, and
vary the number of teleportation casts you do before you "land and fire".
Its one thing to teleport in random directions, and its another thing to shoot
orbs off and random angles, and its yet another to randomize the timing of your
orbs. Of course there are many times when you want to orb very offensively towards a
retreating opponent.
Basic patterns include circling your opponent, often switching back and circling the
other direction. Another ploy that works well if not overly repeated is the
"hook", to teleport and swing around one side of your opponent, teleport
instantly to the opposite side and orb backwards. Make sure for autoaimers and namelockers
that you frequently teleport away and out of visible automap range of your opponent,
especially when dueling FOH paladins. Keep in mind that diagonals let you teleport faster
then in straight lines, and to vary your range from time to time. Run a number of
"fake passes" where you do nothing but teleport by your opponent without
actually orbing,
Remember your skill as a dueler improves by how long you can successfully survive
against a skilled opponent who is trying to kill you. You do not improve your own skills
if you can slaughter your opponents easily. Often your best friend would be an opponent
who stacks on a ton of absorb (2 raven frosts, snowclash, 4-Psapphire shield) and becomes
invulnerable to your damage. Feel free to see how long you can survive against a dueler of
that type instead of worrying about who is winning. And beyond everything else, dont
ever worry about goldstealing. Id typically drop all the gold I have right before
dueling just to prevent the tendency of certain public duelers to naked-kill you.
Auto-Aimers are your best friends. If you meet a typical auto-aiming or name locking
opponent, you will either lag slighly and die almost instantly, or have a chance to hone
your skills on a perfectly consistent, perfectly predictable opponent. Always run parallel
to the AAer, always orb directly at them, and teleport less often, orb more often.
AAing Druids, Blessed Hammers, Barbarians are typically a bit more dangerous then
ranged-attack AAers, but then you can always know exactly what they are going to do.
Expect them to teleport directly on top of you at the first opportunity when you happen to
get close enough. Teleport off their automap, teleport back on, orb once or twice, and
repeat.
FAQ
Cold Resist stacking by your opponents reduces cold spell damage by a factor of 8X (or
87.5%). (-100 resists to 75% resists, or 200% damage taken to 25% damage taken).
A raven frost reduces all cold damage by 40%, a second raven frost reduces it by 80%.
Snowclash or other +max cold resist gear is either totally worthless if used by itself,
or overkill when combined with enough +Cold resist stacking.
Damage to Mana equipment is nearly worthless for most PVP ES Sorceresses, as it only
applies to physical damage that actually gets past your energy shield.
For those with a mana pool > 1800, increase warmth. For 1500 or less, first get
+teleport up to level 24 (1 mana cost per teleport with lidless, as you dont need
mana as much with a blocking shield). If you teleport a lot at a high cast rate, the
benefits of adding to +teleport further increase.
Telekinesis should ALWAYS be maxed. With 0 pts of telekinesis, every 1 damage diverted
to mana reduces your mana pool by 2. With 20 actual real skillpoints into telekinesis,
every 1 damage diverted to mana reduces your mana pool by 0.75.
Energy Shield can be "pre-buffed" in town with a lot of +skill/+lighting
skill and +energy shield items.
Energy Shield is typically 4X more effective against physical or pure magic damage then
vs elemental damage. Your character therefore should be built to counter your most
difficult duels. (large mana pool/mana regen helps more then stacking damage reduce
equipment and MDR/PDR)
There is no absolute guideline on going with a very high +eshield and low mana
regeneration vs a moderately low eshield and higher mana regeneration. If you typically
die due to small amounts of damage over a very extended period of time, a higher eshield
level is better. In my dueling experience, typically its the rare but massive
amounts of damage that generally are more deadly, so I generally build low +ES level
sorceresses these days.
Very skilled wind druids, absorb+cold resist stackers and extremely defensive casters
should be your only difficult or impossible duels.
A good life/mana ratio is 1:2.5. For physical duels you can easily take that nearly
down to 1:1, and swapping on magefist + a blocking shield reflect this. For
elemental/magic duels a good 1:3 is just about perfect. (Frostburn + Spirit or Frostburn +
Lidless)
Current Setup
For all other character build strategies, alternative equipment builds, discussion of
skills, stats, and equipment mods, see my existing "PVP Energy Sorceress Guide".
Primary Hotkeys:
F2: Frozen Orb
F4: Teleport
Never use leftclick, I keep it on ice blast for the few occasions that warrant it.
Press your Frozen Orb hotkey a second before you fire it, and instantly switch back to the
teleport hotkey even before the orb has traveled anywhere to prepare you for the next
direction you are going.
F1: Glacial Spike
F3: Static Field (memory staff only)
F5: Energy Shield (memory staff only)
F6: Chilling/Shiver/Frozen Armor (memory staff only)
F7: Enchant (memory staff only)
USWest Battle.Net: *Zhduels (Crystallys)
Helm: Cold Facet Nightwings Veil / Thul Kiras Guardian
Amulet: +2 Sorc 18% cast, 102 mana, 25% fire resists
Weapon: Cold Facet Deaths Fathom
Alternative Weapon: CTA or a +9 Energy Shield Staff
Armor: Cold Facet Vipermagi
Shield: Whistans Guard (see alternatives)
Gloves: Magefist/Frostburn/Deaths Hand
Belt: Arachnid Mesh
Rings: 2 Sojs
Boots: Resist Boots/Waterwalk/Sandstorm Trek
Alternative Shields:
Um Whistans
3-socket Ptopaz Tower Shield
Sanctuary Shield
Pemerald Whistans
Cold Facet Whistans
Um Lidless
Sur Lidless
Str: 96 after +str gear
Dex: (enough for 75% blocking, currently at 172)
Vit: None
Energy: (Rest, currently at 368)
Orb: 20 Pts
Cold Mastery: 20 Pts
Ice Bolt: 20 Pts
Teleport: 11 ~ 24 pts after +skill items with lidless
Warmth: (Rest, currently at level 7)
Other reference materials can be found at www.d2tables.com
including tables for sorceress cast rate, hit recovery, and cold stack/mastery damage, and
other calculators and reference materials.