02-28-2003, 02:35 PM
(This post was last modified: 02-28-2003, 02:44 PM by Albion Child.)
You should max enchant. Why?
1.) adds signifigant extra damage
2.) Will allow you to be effective if you run out of fire damage ammo against a lightning immune.
3.) If you plan to use a merc, They get very nice benefits! Act 1 and 2 mercs each get double enchant bonus, while act 5 mercs bet triple bonus (only with 2h sword, returns to double with 1h.)
This is because each mercenary has a base damage AND a weapon damage. The Effect from enchant is added to BOTH.
One thing to keep in mind is Mercenaries do not benefit from Fire mastery, so they get the bonus of enchantment as if you had no points into fire mastery. (you could use Chippydips site to determine this damage.)
http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html
I disagree with WarBlade's suggestion to use Energy Sheild. Though he is correct in his thinking (I assume) that since you won't need mana, energy sheild won't hurt since depleting your mana pool won't hurt you. However, your mana ball will be so low, that the amount of damage absorbed by the sheild would be barely worth the skill point investment.
As for dealing with Light/fire immunes? I would use frost nova. Yes the damage is pathetic, but it's usefulness would extend beyond just dealing with these immune creatures (which would probably show up once in a blue moon anyway. I played a Hydra/Nova/TS sorceress, and the only time I remember a monster of this type was one of the ancients and a council member.)
1.) adds signifigant extra damage
2.) Will allow you to be effective if you run out of fire damage ammo against a lightning immune.
3.) If you plan to use a merc, They get very nice benefits! Act 1 and 2 mercs each get double enchant bonus, while act 5 mercs bet triple bonus (only with 2h sword, returns to double with 1h.)
This is because each mercenary has a base damage AND a weapon damage. The Effect from enchant is added to BOTH.
One thing to keep in mind is Mercenaries do not benefit from Fire mastery, so they get the bonus of enchantment as if you had no points into fire mastery. (you could use Chippydips site to determine this damage.)
http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html
I disagree with WarBlade's suggestion to use Energy Sheild. Though he is correct in his thinking (I assume) that since you won't need mana, energy sheild won't hurt since depleting your mana pool won't hurt you. However, your mana ball will be so low, that the amount of damage absorbed by the sheild would be barely worth the skill point investment.
As for dealing with Light/fire immunes? I would use frost nova. Yes the damage is pathetic, but it's usefulness would extend beyond just dealing with these immune creatures (which would probably show up once in a blue moon anyway. I played a Hydra/Nova/TS sorceress, and the only time I remember a monster of this type was one of the ancients and a council member.)
"Once you have tasted flight,
you will forever walk the earth with
your eyes turned skyward, for there
you have been, and there you will
always long to return."
-Leonardo da Vinci
you will forever walk the earth with
your eyes turned skyward, for there
you have been, and there you will
always long to return."
-Leonardo da Vinci