Introduction
This is for poor/new-ladder legit players wanting an efficient and durable MFer.
Assumptions: untwinked, no-trade, solo hardcore play (softcore too). Shako, COH/HOTO/CTA,
torches etc. are shiny but unnecessary. This text is laid out to help you understand the
delicate underpinnings of this super-efficient magic finder.
NOTE: Already an expert? Never die teleporting? Skip to the build in the next post.
Then again, if youre already 1337, why are you reading a guide? Nooblet.
Blind-Teleporting
Correct teleporting means holding down teleport and watching the mini-map, ignoring all else.
Blind-Teleporting is the absolute fastest way to travel. With adequate faster cast rate (FCR),
faster hit recovery (FHR), faster block rate (FBR), and mana cost-to-regeneration ratio, it's also
the safest way.
Basic MF tenets
I hate MFing, so I maximized efficiency and minimized boredom, best expressed by my
super-aggressive playstyle. I blind-teleport exclusively in hardcore and have never lost an
MFer to it. Tenets:
Profit
Survival
Speed
Kill fast, live, and get drops worth the time invested.
1. Profit
Don't run Pits/Tunnels if you want volume finds. Great stuff drops, but very rarely. The Pits
may have the same arealvl as WSK, but Baal and minions drop exponentially better. I don't
recommend solo Baals unless you're an Enigma-din or Infinity user. If you have this stuff; stop
reading. Why do you still MF? Untwinked dual-element casters can Baal, but lack optimal safety.
that said.
Hell Mephisto dies easily, doesn't need much MF for AWESOME drops, and has excellent
TC categories. Major deterrent? The journey from Durance 2 to Durance 3.
Note: "Glitching" bosses is very profitable. Make games with a character that's already
killed the boss for quest; kill the boss with a character that hasn't. This yields an enhanced
quest drop every time. Guaranteed.
a. Teleporting
*Barebones, a well-equipped teleporter has:
4-6 mana cost Teleport, 63% FCR, 30% FHR, 27% FBR, decent resistances, 75% block
*Ideally, a well-equipped teleporter has:
2-4 mana cost Teleport, 105% FCR, 60% FHR, 27% FBR, stacked resistances, 75% block
b. Mephisto
You only need cold/light resistance to run Hell Mephisto. Specialize. Don't fight every
monster
in the game. Fire/Poison resists aren't useful for teleporting through Durance 2.
c. Why most die to (a), some to (b), and what to learn from their mistakes
i. Section c. Part 1
Most die teleporting due to lag or "teleport lock," i.e. when something stops
you from teleporting.
You're swarmed by fanatic/extra strong/cursed dolls, RIP.
Teleport lock causes #1: getting hit and #2: blocking hits
Frame 13 12 11 10 9 8 7
FCR 0% 9% 20% 37% 63% 105% 200%
At 63% (9-frame) or 105% (8-frame) casting, most enemies won't complete their
attack animation before you've teleported away. I hold down teleport, watch
the mini map, and keep an eye on life/mana. 99% of the time, nothing hits me
because I don't stop to chat. If I do get hit, fine. Tap '2' or '3' for life. Don't panic.
If manaburned, tap '4' for mana and dont break stride.
Frame 15 14 13 12 11 10 9 8 7 6
FHR 0% 5% 9% 14% 20% 30% 42% 60% 86% 142%
If hit, you'll need 30%+ FHR to avoid teleport lock (#1). Higher is better. This
speeds up your hit recovery animation when hit for a certain % of life.
Match/beat your teleport cast rate to prevent hiccups. Think Bloodfist and rare
FHR boots/belts.
Frame 9 8 7 6 5 4 3
FBR 0% 7% 15% 27% 48% 86% 200%
With a slow block rate and multiple fast-hitting/high AR monsters, you're likely
to get stuck in block animation from all the hits, aka "block lock." To avoid this,
you need a shield with FBR. Rhyme's ok, but upgraded Mosers
Circle/Visceratuant or Whitstan's Guard are superior. In a bind, a bone shield of
deflection (30% FBR / 20% increased blocking) with resists will do.
Teleport lock causes #3: getting hit, manaburn and #4: running out of mana
Invest in teleport (points in teleport > warmth; invest at a 4 or 3:1 ratio only if
you have to). The Orb/TK build can do this without losing too much efficiency.
With a 2-6 mana cost teleport, decent (100%+ish) mana regen, and 4-600 mana
from base energy (use charms if needed), you'll regenerate fast enough to
teleport indefinitely - even if manaburned. Still, chug blues just in case.
Teleport lock cause #5: clicking on an item
Hold spacebar ("show items" key) while teleporting. This disables the cursor
from registering items. Alternatively, type /nopickup in the chatbox (great for
anyone killing Baals minions!).
Running Debates
Frame 15 14 13 12 11 10 9 8 7 6
FHR 0% 5% 9% 14% 20% 30% 42% 60% 86% 142%
Realistically, with starting gear, you'll have 10 or 9-frame hit recovery, max.
Frame 9 8 7 6 5 4 3
FBR 0% 7% 15% 27% 48% 86% 200%
Insight vs. Kelpie Snare vs. Teleport vs. Energy Shield vs. Ice Bolt
First off, I don't like being dependent on a mercenary for survival. If you rely on
Insight and don't invest in Teleport, fast-hitting manaburn mobs will kill you.
With 2-6 mana cost Teleports and decent mana regen, manaburn is a joke, even
without a mercenary.
Second, unless he's very well-dressed, Emilio will die vs. Andariel without a
source of slow or decrepify. With Kelpie Snare, he has a much better chance of
survival, so tack on another boss you can easily MF. Kelpie Snare + Blackhorn's
Face = 95% slow. Wow.
Energy Shield, like blocking, is just a buffer between damage and life. 55%
absorb coupled with fast mana regen/cheap teleports is enough to save you
from most teleport lock scenarios. Truth be told, Energy Shield is unnecessary -
but if you're untwinked... don't chance it. You'll end up whining.
>>> Let me be clear: I don't use Energy Shield on any sorceress I make (I only
play hardcore). Its mechanics scream "kill me" for a small handful of scenarios.
Not common, but prevalent. Thus.
The ONLY instance I will ever recommend the use of Energy Shield is for this
sorceress. This penniless, built-to-get-gear-for-other-characters, "I wear what I
found" sorceress. And only for teleporting through Durance 2. And only for
less-than-regen-mana-cost-cast teleport. And only with maxxed Telekinesis.
And perhaps if you have a less-than-broadband internet connection (~150++
ping).
Regarding Ice Bolt debates, here's an old (slightly modified) post of mine from
long ago:
You waste 19 points in Ice Bolt to save yourself 3-4 casts of Frozen Orb
to kill Mephisto.
Note that the analysis above is based on low-to-no +skill Frozen Orbs. I
absolutely recommend putting points into Ice Bolt: but only when you're filthy
stinking rich enough to make it worthwhile. Increasing 300 damage by 40%
(+120 damage) isn't much to brag about; increasing 600 damage by 40% (+240!
damage) is. Recap: points in Ice Bolt only "worth it" with a ton of +skills and +%
cold damage gear. Read this to see what 40% damage can help you get to.
20 Ice Bolt
01 Frost Nova, Ice Blast, Spike, Blizzard, Frozen Armor, Shiver Armor
20 Frozen Orb
20 Cold Mastery
20 Warmth
10 Teleport
01 Telekinesis
01 Static Field
Q: Skills?
A: 14 or 17, depending on gear setup. 15 or 18 with Battle Command.
Hints!
-----
- 8-frame cast rate
- no dupewords
- lightning absorb
- around 1.1k-1.25k damage per shard
- meets or exceeds all breakpoints save for [B]one[/B] glaring omission!
Skill Setup
1 Ice Bolt, Frost Nova, Ice Blast, Spike, Blizzard, Frozen Armor, Shiver Armor
20 Frozen Orb
20 Cold Mastery
20 Telekinesis
1-5 Static Field (untwinked, this knocks out levels 6-30 *fast*)
10-20 Teleport (enough for ~2-6 mana cost)
1 Charged Bolt, Lightning, Chain Lightning
1-5 Energy Shield (~55% after +skills)
1-5 Warmth
Build done ~level 72 - 94, depending on the awesomeness of your end-game gear
*Note: Infinicast = able to cast ad infinitum without losing mana.
Pick up and sell anything worth more than 400 gold (throwing weapons for the win) and
FILL YOUR INVENTORY WITH MANA POTIONS. I cannot stress this enough. It'll make you a
decent caster early on. Don't be lazy.
Random Dirt-Cheap Equipment Suggestions (superior | inferior)
Weapon:.... Wizardspike (huge FCR, huge res) | Spirit | Spectral Shard
Shield:*.... Upgraded Mosers Circle/Visceratuant | Whitstan's Guard
Switch:.... Gull + "Rhyme" Shield (MF) | Ali Baba + Milabrega's Shield
Head:*.... Rockstopper (Shael it!) | Tarnhelm | 3 p-topaz mask | Rare**
Armor:*.... Vipermagi (skill, FCR, res - hands down best) | Smoke Armor | "Stealth" Armor
Hands:.... Magefist (FCR) | Bloodfist (FHR) | FHR/res rare
Belt:.... Bladebuckle (FHR) | Tal's belt | 16-slot FHR dual/tri-res Rare**
Amulet:.... +skill/fcr/res | Tancred Amulet/Boots combo | Nokozan Relic | MF/FCR/res Rare**
Rings 1/2:.... MF/mana/life/res Rare (get what you can; I used FCR/Mana)**
Feet:.... Hotspur | FHR/FRW/MF dual/tri-res Rare** | Tancred Amulet/Boots combo
Inventory:
Life/mana charms, FHR/resistances to reach breakpoints. Torch/annihilus are great but unnecessary.
Untwinked/no-trade folks shouldnt plan around notoriously hard to get items since the build
functions just fine without them anyway.
Side note: Ive soloed the Diablo Clone with this build at least 5 times its a long test of potions and
patience. Half-hour kill, anyone? Spawn him in the Den of Evil to avoid surprises. This character isn't
built for clone-killing; avoid unless you're reckless like me.
*Poison negates enemy healing. Ignore if using Treachery [Venom cancels duration]
Normal A2 Defiance merc, level 95, perfect hit, perfect %ed Kelpie Snare and perfect 20%ed
Duress Armor
Bone Fetish (exploder) types have 27896249 life in 1-player hell games
A 1-hit killed monster (~2900 life) exploding for 100% life vs. a 55% energy shield 75% fire-resist sorc
does 1595 mana damage and 815 life damage. Moral: Don't use Up'd Eth Perfect Kelpie Snare unless
you have a ton of HP (1000++) to spare.
Note: Ironically, this build gets safer with more players in game. More players in the game makes it
impossible for your merc to 1-hit kill anything. If you have someone to BO/split drops with or an extra set
of CDkeys, congratulations. Youve got it made.
1. Mercenaries take increased damage from Act Bosses. From the Arreat Summit:
2. There are four variables in the chance to hit of an attack. Attacker Level, Attacker
Attack Rating, Defender Level, and Defender Defense Rating. The formula heavily
weighs in attacker/defender level variation. Outside a certain range, if attacker level is
higher than defender level, the attacker's chance to hit (and conversely, defender's
chance to avoid being hit) skyrockets.
From diabloii.net's Facts & Formulae Archive:
Chance to Hit
100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense
Rating
3. The longer it takes you to kill Mephisto, the more likely your mercenary will die.
Smart. Through curses; i.e. Decrepify from Reaper's Toll. This reduces dealt damage by
50%
so it's really 'only' 500% damage.
General Killing
Put Orb on the left mouse button (LMB) and leave it there. Use shift (stand still) to stationary-cast.
Hotkey everything else to the right mouse button (RMB). When you can afford the mana cost, dont
walk or run only teleport. Its faster and safer: it accurately indicates lag and maintains 75% block all
the time. Make this a habit. Orb first, talk later. Cast Static Field between Orbs until its useless, then
cast Glacial Spikes to freeze enemies for increased safety while 'sweetspotting'.
Enjoy!
- Socialism / Sunforge