03-04-2004, 10:38 AM
Quote:but i thought -115% resists could take off immunities
I had an Orb/Fwall sorc in softcore and was turned off because cold immunes move too fast in hell to feel the full burn. That was before I discovered the joys of the holy freeze merc.
I also had maxed Cold Mastery and found that it does not break immunes. Conviction does and so does Lower Resist. Think about it, if Cold Mastery could break immunity why would anyone play a fire sorc?
Quote: the longer the fight goes on, the more likely I will get hit with an attack i didn't foresee/or get into a situation i wasn't ready for.
There are only a couple of things that will be able to hit a well played sorc. Offscreen archers, espcially a5 quill rats because their missles are practicly invisible, and melee damage from a bad teleport. Since this is hardcore I can assume I won't be making blind teleports that leaves archers. Quill rats/burning dead can be taken care of by teleporting past the missles and backing up a step so your merc takes the beating. Gloams/black souls are neutralized with maxed light resists. Piercing slingers are only in the act 5 surface areas so partying through those areas and never speaking of them again solves that problem.
I guess it is a matter of personal preference. I would rather take a hit and retreat than take the chance a hit will drain my mana ball and I won't be able to retreat, so surviving the first hit means dying the second one.
And since I'm playing hardcore, if I get into a situation where I need the 25-45% damage resist to save me I'm doing something wrong anyway.
Step 2: Acquire and train a monkey. This step may take some time.