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Nice explanation. I like your idea. One more thing I would like to add, is that each mastery of its own, should also give 0.5-1% absorb . The cold mastery gives cold absorb, fire gives fire absorb and lightning gives lightning absorb. These masteries would be awesome then.
I always thought it would be nice to gain an extra 1% of resistance for each respective mastery. You would think a spell caster that is a master of fire would know how to resist fire.
Except frozen orb does more damage if you have your blue ball deep in the enemy because it explodes when it stops. Part of the trick with orb is getting the distance correct to do maximum damage, making it go further or all the way to the end of the screen breaks this.
This was my first thought as well. It should get a sinergy from Charged Bolt (and sinergize it as well), and everytime it hit someone, it would cast Charged Bolt around the target it. (Not in a direction, but actually around, so you'd get a decent coverage.) It could also have a sinergy from Static Field, to either gain a chance to strike more than one target (or twice max in the same target if no other were available), or strike in smaller intervals. Honestly, Thunderstom had all the potential to be a great skill, but it was doing too well prior to LoD, and blizzard decided "you know what, fuck it, don't even touch it".
I'd like the Thunderstorm to be centered at the sorc's body, and synergyed with other skills like lightning, chain lightning... That way maybe we can have a super tanky ES-Thunderstorm build that destroys things just by standing near them
Seeing blizzards years of history, I highly doubt it. But I do hope potentially modders of original diablo 2 may implement these maybe. I don't know if mod support is in newer one.
I think Inferno could be improved by having it's damage increase, the longer it's active. So, the damage starts normal but gets stronger and stronger, the longer you cast it. Maybe have a visual effect to go with that and have the flame get bigger and brighter, to show it's getting hotter. Lightning tree could use some kind of ThunderClap spell that stuns enemies around you.
@@davidvondoom2853 he said to remove the bug, make it stronger and have reduced fire resistance the longer it was casted. which would do hell of a lot more dmg. also it was audio so I dont know how i would of read it.
@@andrevc85 no, I mean IAS. You don't *normally* build IAS on casters, and you don't need a lot of FCR on summoner builds; just HP, res and +skills. So why not mix things up a little.
Blaze is by far the best idea. Igniting all your teammates and watching the fire spread just makes sense and would be worth putting points into just to watch!
I remember that, on the first patches it would allow the sorc to have hydra for a much longer time. So a fire sorc would cast as many hydra's as her mana would allow, which could be something around 10-15 hydra (cant remember). It became too powerful on pvp and pve, so they nerfed to 10 seconds and added a limit, mentioned on the video.
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Frozen Orb and Blizzard are sufficiently different and useful in their own ways. A pure Cold Sorc would use Blizzard because of the highest damage output. A hybrid Sorc would use Frozen Orb due to the high base damage. It also feels better to use.
Putting it in other words: Frozen orb offers more benefit per point of skill invested. But there are are fewer synergies, so you can't min max on it alone. That's what blizzard is for! So, if you're going for more than one element, frozen orb is usually better.
ive tried both blizz and orb, and it seems like orb does more damage. Blizz has higher listed damage, but it hits a lot less often, whereas orb keeps hitting over and over. I'd take 500 damage hitting 3 times in a second over 2000 damage that only hits once every 2 seconds
A lot of very smart people with decades of play, all the possible gear and even cheats on already did their extensive testing, studied the game code, produced those nice spreadsheets and all the stuff. Bottom line is: with full-ice sorceress blizzard has a lot more raw damage, and the higher the monster density, the bigger the difference. There are some specific cases, like if you're farming mephisto/andariel a perfectly timed frozen orb (when it flies over the boss' center and explodes right on its back) can deal a shitton of damage. But blizzard will in most cases just be more damage
All sounds good to me. I generally stick with a Meteorb build for my sorcs (with a lean towards Fireball), and I've never used a Lightning sorc. I wasn't aware that it was so popular. I always saw the ridiculously low minimum damage values as well as the lack of AOE on most skills and thought it sounded way too gamble-y for me. Neat to hear so much praise for the tree. All I use is Static Field and Teleport from it.
I love all of these ideas, especially blaze, enchant and the ice armor skills, gives a bigger incentive for a supportress in making your buddies monsters, or a build focused on your merc
I thought it would be interesting if hydras could draw enemy aggro, and then split into smaller weaker hydras when they are damaged, would be good for a different crowd control option outside of the cold skills.
all trees need a passive or skill that actively lowers enemy resistances. in the lates patch you can already encounter IMMUNE enemies on NORMAL difficulty, as soon as act 2. Also all elemental immunities need to have the same breaking point. Atm ice immunity is unbreakable cause it got twice the resistance than fire immunes have. i forgot the exact numbers but ice immunes come with 190% resistance while fire "only" comes with 140% and lightning with 120% making lightning easy to break and cold immunity literally impossible to break
When I made a D2 mod years ago that completely reworked the classes, I removed inferno and replaced it with fire golem. It makes so much more sense for a sorc to summon a fire golem than a necromancer. I also did something similar to what you mentioned with blaze, I made it a personal aura that increased running speed but drained health and mana while it was active. Other changes I made to sorcs in that old mod: Faster baseline mana regen All level 1 spells (fire bolt, ice bolt, charged bolt) cost no mana, but hard capped at 5 points instead of 20 All spell damage received a damage synergy from points placed into Energy as well as character level, and points in Energy granted more mana per point than other classes All item-based sources of faster spell cast were removed, but the sorc received a new buff spell in the lightning tree that granted faster cast rate and faster hit recovery, with increased duration and effectiveness with more points placed Removed all the skill cooldowns Reworked the frozen/shiver/chilling armor spells to have secondary effects. Frozen armor granted flat physical damage reduction, shiver armor granted flat magical damage reduction, and chilling armor granted a slowing aura similar to holy freeze (minus the damage pulses) [edit: as well as granting the cannot be frozen mod to the sorc] It was a really fun mod, I wish I had kept the files. The necromancer changes were amazing.
I've always wanted thunderstorm to be the electric blizzard. You'd cast a cloud, basically, and lighting strikes randomly under the cloud. Increasing the level of it would either make the cloud bigger or last longer. Damage would increase per level as well.
I've always been a fan of Hydra. I think it would be neat if it synergized with your mastery. If you had cold mastery, it would be a frostbolt/icebolt spitting machine that would still pierce resistances. For lighting mastery, it would spit lightning bolts/chain lightning and benefit from the increased lightning damage from lightning mastery. For fire mastery, it would spit fire bolts/fire balls and benefit from increased fire damage and allow the hyrdra to pierce fire resistances.
6:20 Frozen Orb and Nova actually was the only thing back in the days for several years before 1.10 patch hit and made Blizzard with its synergies a thing. Occasionally you'd also see a fire sorc here and there, but probably 19 out of 20 would be a Nova sorc with also maxed Frozen orb. In fact every sorc out there had max Frozen Orb and would always use it as secondary attack having it permanently set on your left skill bar instead of Glacial Spike as it is today. You'd go to duels and only see multitude Orbs flying all over and nothing else. I have never heard or seen Blizzard before the 1.10 patch. And also most ppl put 1 skill into Thunder Storm as it did some dmg when you had 30+ all skills to Lightning from gear and charms, so it wasn't so useless as it is nowadays. P.S. fun fact - the closer your enemy is to you prior casting Frozen Orb, the more chance most projectiles it releases will hit target thus significantly increasing dealt dmg by it
Okay hear me out, I really like this concept: Thunderstorm: Lightning skills when cast create a debuff on enemy creatures that makes them "charged" (sparks around the enemies, could be seen as a curse gameplay-wise), which is active as long as Thunderstorm didn't proc yet. The moment the lightning storm activates, each enemy with the debuff gets hit. So if you have bolted one enemy beforehand, only 1 enemy gets hit by T.storm. Used a chain lightning on 4 enemies - 4 enemies get hit by Thunderstorm. This could also be stacked for more damage, so if you manage to hit one enemy multiple times before T.storm proccs (eg. 5x with the lightning spell), the amount of lightning damage done by T.storm is increased by a percentage. The debuff deactivate roughly a bit longer after 1 T.storm cycle at lvl 1 (so for instance, lvl 1 T.storm procs every 5 seconds; "charged" debuff lasts 6 seconds), but when upgrading T.storm the time for proc shortens, so lvl 20 it procs every 3 seconds, which gives you the chance to stack "charged" even more for the second proc before the first ones vanishes. This would enable a gameplay method where zapping out bolts afap could be considered a build (less damager per spell; more spell dps through stacks). It gives you either aoe damage which is weaker if you have many enemies, or a nice juicy single-target spell when fighting bigger enemies, and can create a spectrum of snyergies where at first glance you would not see any. Have charged bolt + Thunderstorm to hit many targets in quick succession for massive thunderstorm aoe damage (but low initial charged bolt damage). Have Lightning + Thunderstorm to focus less enemies with potentially massive damage beforehand and finish them off with the procc. Have ChainLightning + Thunderstorm for guaranteed stacks but maybe slower than charged bolt casts and less initial damage than Lightning (a mix of both previous skills in a way). In this scenario Thunderstorm + Nova sounds insanely good, tele-nova everywhere for procs and let T.Storm do the rest... To circumvent and balance this you could change the amount of "charged" stacks each skill gives when cast. Maybe a nova only gives one stack per hit, whereas charged bolt gives +3 to the stack, etc... that is something you would have to figure out with testing what would be balanced, but it would be an easy fix to weigh the different spells in the process. And Lightning Mastery every +10 Hardpoints maybe gives all spells +1 to "charged", so you can stack even more, quicker. This would encourage to experiment even more with different combos. And lastly, just to throw this idea into the ring as well: Maybe you could make a sort of utility-combo with T.storm + Mana shield as well, where you could make the lightning hit yourself and the energy fills up you mana again, a zap from your own spell to recharge your energy... thus getting "charged"? You know... like the "debuff/ curse" I mentioned above, but in this case it's actually a buff? So you could either go aggressive with T.Storm + Attack spells, or defensive with T.Storm + Mana shield (+Telekinesis: as hidden passive synergy with Manashield + Single target "charged" stacker for T.Storm) If you came this far, thx for reading :) What do you think?
Fire Mastery: 1.) Increases fire damage by even higher percent. 2.) Gives better penetration % 3.) At Rank 10 +1 to number of hydras. Also at rank 20. Only natural levels though! Then my Ultimate Fire set for Sorc. would have these 3 set bonuses: 2 piece bonus): Fire Absorb 5% +20 to all attributes plus 25% to fire damage. 4 piece bonus): Enemy fire resist -20 percent +150 to life and + 150 to mana. 6 piece bonus): Plus 3 to Max. Hydras. {Hydras cast fireball instead and Meteor on Crit!} 100% to M/F. (Set Gloves special ability: 25% faster cast.) (Set Helmet special ability: +2 to fire skills.) (Set Chest special ability: 50% all resist.) (Set boots special ability: 50% m/f.) (Set Belt special ability: Damage reduced by 20%) (Set Amulet: Spell Crit. chance +20%).
Most of these are pretty solid. The only issue I see is with the armors, as the defense and damage potential are all secondary to the real reason you use Frozen Armor: the ability to get out of dodge without getting interrupted. The freeze is all that matters.
Should be able to cast each armor without it replacing the other ones. As you mentioned, freeze is the most important. Playing hardcore without frozen armor is insanity.
OMG, your voice effects are killing me! :D I just love them! Every time you pew-pew-pew... :))) It's just so good that besides they are inspiring ideas, the video is still heavily entertaining!
I'd love to see +1 max fire/cold/lightning res per hard level of mastery. But if you make a hybrid with dual/triple masteries, they get you 0.25 only. Just to balance things up. That way you could become almost immune to the element ure master of. You could then create a build that has 95% fire res if ure pure fire sorc, add a dwarf star and poof ure technically immune to fire same with raven and wisp projector :D
what I will like for fire is to work like poison, I mean you can set someone on fire and then the monster burns for a period of time, there could bonus damage if the creature is not moving, and if it is moving then the damage reduces which will make it to have synergy with the cold skills.
As mentioned, Frozen Orb has a shatter effect. A couple of things though, I notice a lot of people comment about Hydra builds needing buffed. I feel spells like Hydra, Thunderstorm, Blizzard, The Ice Shields were meant more for extra utility damage. Like Hydras were meant to be turrets, T-Storm for added tick damage, Blizzard for something to throw out and cast spells while the blizzard is raining down (meteor is similar). I always used to run T-Storm with Frozen Orb, Cold Mastery, and a Cold Shield back before 1.10. When you mentioned about Blizzard and T-Storm together, it is harder to run skills like this together due to how deep they are in each respective tree and trying to balance synergies for damage. I'd like to see them rebalance synergies so they don't chew up so many skill points, while still incentivizing putting points into progression skills. For the Sorc, perhaps rather than having each skill have multiple synergies of other spells, just give each spell a flat synergy with all casted spells in the tree. IE, Frozen Orb gets 2% damage from ALL Cold Spells (Mastery isn't a spell) This way, if you decided to put 20 points into Icebolt to level until Orb, and you had 20 points into an Armor, you'd have 80% dmg + whatever skill points invested to unlock your spells. It would be a good way to utilize the main function of synergies (leveling progression skills rather than holding back points) while opening back up a more open ended skill system.
The cold armors could even 1) add max block chance and FBR like Holy Shield or 2) allow you to block without using a shield. Imagine how cool that would be. Unfortunately there are not really any good offhands or 2h weapons Sorc could use so people might still use Spirit Monarch, but if there were (dual wield orbs?) this would make cold sorc way different than other sorcs.
Hydra fix: Active Hydra increases your Firedamage by 5% At every 10 base levels, you are able to cast an additional hydra, that increases your overall Firedamage by another 3% The Hydra gains a 1% chance to hit with Fireballs at every Level Firemastery increases this bonus by 1% per each base level (so 40% total max) The projectyle speed increases with every level.
I love the Warmth effect of being doubled while standing in fire. Nice little risk/reward for taking the extra damage to be able to pump out more spells (assuming you still take fire damage). Actually that said, how many places in the map are there where you can willingly take fire damage from an enviromental effect?
I'd like to tell you that I think you are awesome. I think the biggest and easiest way they could increase the content is by adding a new difficulty that would be higher than Hell, so in total 4 difficulty levels, maybe 2x monsters density and 2x more damage mobs do, and or each boss has an aura including some of the defensive ones they never use, monsters can have up to 2 or 3 auras at once. Also add the option when you Hostile a person to select weather it's a final death hostile or a non lethal Hostile for hardcore, which would formally add a real ability in Hardcore to play duel with our dudes and dudettes.
The biggest problem is immunes. You can hybrid the build to try and help deal with that, and to a degree it does work, but the only viable build for that is Orb/Wall or Orb/Meteor, all because of how many points you have to dump into certain things to make it work. Blizzard gets the shit end of the stick because you have to commit to the whole tree to make Blizzard hit hard. Maxed out Cold Mastery reduces enemy cold resistance by like 130%. 100% Would be immune math wise but in D2 that isn't how it works. Kind of stupid but it is what it is.
Brilliant idea 💡. We have sets with items, synergy with skills, why not 'skill set synergy'? Combining sets of skills like the ice armors to get additional effects.
As for lightning skills, I'm completely fine with your thoughts, The only thing I'd change is to increase also the dmg of Lightning nova. The only way for it to be really effective now is if the sorceress itself is holding an infinity runeword 😞 Fireskills : I don't like all the Hydra ideas. Keep in mind, some mobs use Hydra as there skill ( Act3-travincal and Act5-Wave3 ) Should the timer increase of this skill, Baal-runs will take longer to complete. This would make levelling even harder. I think Hydra's should use the caster's Firebolt dmg. but with a %chance to cast Fireball and Meteor (both also the dmg of the caster's abilities). Something like 3%chance to cast Fireball each level given in Hyrda and 1%chance for each level in Hydra to cast your Meteor skill. However for this to work, Meteor must be a prerequisite for Hydra instead of Fireball which is now. Cold Skills: The armors should indeed be modified. Syngeries should be kept, however, when you cast Frozen Armor, you should only get the bonus Freezes Enemies that hit you. When you cast Shiver Armor, you should get both Freezes Enemies that hit you + damages enemies that hit you ( this is already ) but when you cast Chilling Armor you should get the benefits from both Frozen Armor and Shiver Armor + the Icebolt that comes out of it. Also, the dmg of the Icebolt of your Chilling Armor should be based on the damage of your Icebolt skill while keeping the dmg bonusses from the armors. So lets say your Icebolt does 100dmg. You have 1 skill in each defence armor skill. ( counting with synergies ) , the Icebolt of your Chilling Armor should do 114dmg. Dmg increase of Frost Nova. I barely see anyone use this skill.... or at least give Frost nova more synergies so it does more dmg and that the nova range increases. Frozen orb: Same as for Chilling Armor. Initial dmg should be based on the Icebolts. Basically Frozen Orb is just an orb that launches Icebolt for you. Frozen Orb itself should give an extra dmg boost to these Icebolts. Cold Mastery, this skill should be adjusted as well. There are way to many monsters that are "cold immune". But even the pierce of 115cold res at level 20 does not break these immunes, even when joined with an infinity merc and/or a lower resist wand. the sorceress Cold Mastery skill should be able to break most of the immunes but not all. The game still needs multiple skills to kill certain monsters. I cannot imagine that the game that can be played only with 1 skill... Also every mastery skill should increase the sorceresses' maximum resistance of that type by +1% for each hard point put into, not from +items. That way it can only be maxed to 95% and also, I don't see anyone wasting 60 skills points just in these Mastery skills, you would have only 40skillspoints left to spend for other spells to attack. I say 40, but I know it is 50 but that's only when you get up to level 99! and level 89-90 is possible for everyone, just ask yourself the question, how many times have you ever gotten a level 99 champion by levelling it yourself only? That means no bots, not using any levelling services ( which are mostly also running by bots ) or by some guy in a different timezone that does exp runs for you when you sleep / work.
Blaze long time idea: if you run a loop the area enclosed shall light up, be set on fire. Move speed should be the other way around: faster run walk should give this skill increased damage. I like your thunderstorm idea.
Sorceress needs to summon something, like some elemental birds, as Articuno, Zapdos and Moltres. The Necro can summon a Golem of Fire and even the Amazon can summon a Valkyrie, however the Sorceress that is more related to magic cannot summon anything.
Her solo damage output is so ridiculously high though, and you get a merc. I feel like if she could summon anything too tanky it would break her. That's why her summon is the hydra. Would be cool to have 1 summon per element and something that enemies targeted, but I think it's fair that they remain stationary.
Honestly the only thing I’d add to lightning is up the minimum damage. I think no ability that’s casted should have a chance to hit for 1. I’m not saying have it be busted but every ability has a range so why have lightning do 1 damage . Like lightning mastery should up that. Like 100 per 5 or 10 levels.
Because that is lightning's thing. Cold has low max but high min, fire is balanced, lightning has high max but low min. If you look, most sources of lightning have either 1 min damage or very low min damage.
@@Silamon2 yes I know that’s lightnings thing. It’s just annoying to hit for 1-1-1-12k I’ve died so many times because I hit 3 even 4 1s in a row.. and I know you can run minimum damage charms and stuff to raise it up but it’s kinda odd that you can really make it hit more consistent. Just think it would be better if you could. Even on my trap sin I’ve died a lot because that same thing.
@@austinjohnson2714 Actually you can't run minimum damage charms for that, those are for physical damage only. If they raise the min damage for lightning, they would have to lower the max damage of lightning too. The reason you can have crazy high damage is that the crazy low damage balances it out.
Thunderstorm give blizzard lighting damge will be more reasonable(or at same time added cold damage to this one when added cold skills). Pal's skill tree already done similar thing. Inferno could shot in 4 directions ,like a cross of fire. It is still not powerful but will be much useful at the beginning. Also for firebolt, make it multi-shot with increase level, like shot 4 fire bolt at lv20 or something, so it's will be very useful at the early game. It also solve the hydra issue, shot multip firebolt at a time instead of just one, this make it a massive spwan killer. (and witout make it so powerfull that incresed act 3 diffiucite)
I always thought it would be cool if they gave the player more control of the bolts of lighting from thunderstorm. For example it could shoot down a bolt of lighting where the player clicks, or periodically rain down lightning and chain lightening where ever the player clicks. Please do Necromancer next, I am curious how you would change up their skills, thank you :D
Thunderstorm just needs to cast your rank of static field (without skill boosts?) centered on the target. Ranks in thunderstorm would increase the frequency, synergy would be inherent to static field ranks. Would absolutely be worth using then. Both single target vs bosses and AoE.
many ppl playing a light sorc put 1 point into thunderstorm. it works like an aura and can still do a couple thousands of dmg for one hard point if you have enough +skills.
Inferno - fix bugged damage and allow hard points at level 10 to cast double and level 20 to cast triple. Like a Venom Lord with the multiple hit affix. Same treatment for arctic blast. I wonder if this would make it viable as a shotgun skill or even just appropriate aoe skill :-)
t-storm seem ok but i may suggest this.....Ice Bolt....every 3 lvl shoot an additionnal projectile....at lvl 12 gain Pierce effect....synergy every 8 lvl make ice blast shoot out 1 extra projectile....every 5 lvl make glacial spike shoot out 1 extra projectile.......... while Hydra is nice looking...that wont improve performance the way you tweaked it :S....other reworks would be to unlink frost armors(as in not requiring previous armor to learn the next)....put teleport apart from kinesis///energy shield.....make kinesis and energy shield to be link to each other but cut off lightning and teleport requirements... enchant and wall no longer requiring fire bolt and fireball to learn......Inferno how to buff(wherever you aim with it leave huge patches of fire that burn over time)...patches of fire last for 15 seconds...thats the only way this skill become viable....how to make Blaze viable ? make the patches of fire it leave behind explode in 4 fireballs when the patch expire(or can set an interval of every 3 second shoot out fireballs from the patches)
0:35 You know the REAL problem here with Thunderstorm is... it is not part of a Synergy. It doesn't pay out to play Dual Element anymore... because of Synergies. And because Blizzard designed all Synergies AROUND Thunderstorm... like a few other spells/skills... those are left over.
some bonuses across skills trees for hybrid builds, currently hybrid builds are so weak compared to pure single element builds, this can be most noticed when playing with more than 3-4 players
I think the frozen orb travelling further is awful. One of the best things for Sorcs is to go for Fire and orb or Lightning and orb, because orb does great damage without synergies. One of the big reasons for this is the final explosion of ice hitting enemies many many times. This final blast would be impossible to aim if it exploded further away
I really like these ideas! I've always wished Hydra Sorc was viable, they are so cool! I think it would be cool if tornadoes would spawn randomly within the range of your Blizzard if you cast it while you have Thunder Storm active. I also think it would be cool if they implemented a "Chain Lightning" type effect to damage creatures that are within a certain radius of whatever gets struck by the lightning from your TS. It just makes sense. Honestly D2 could really use a lot of changes to skills/synergies. They should follow something like the PD2 model, where pretty much all skills have multiple synergies, and pretty much any build is viable. So, if you like a skill, you can build a Hell-worthy, powerful char around that skill. TL;DR - Lots of skills could use changes, so that more builds become viable. Like what they implemented into PD2.
Hydra could use inferno on stuff close to them too ( They do have 3 heads ) And maybe bodyblock too so you can use them as a defense mechanism, but maybe thats going too far. Or have them follow you around like mobile turrets, makes it less annoying to use and recast. Thunder storm could just last a long time and stay centered on you so it's more a moving area dot, I like the idea of it targeting low HP enemies, considering the annoying 1-x dmg lightning spells. And damn people like to hate on frozen orb but for me it's the best spell ever, I'd just give it better synergy bonuses so it scales a bit better in raw damage.
Lot of that sounds fun. I thought it’s be cool having an Enchantress who uses the ice armors, Blaze, Enchant, and Thunderstorm. Multi-tree stuff always feels hard to pull off though.
Thunderstorm killing people below x% might synergise just a little too well with Static Field. But I like the idea of it simply hitting more/all enemies, to supplement the damage you're doing with your main spells. Another option could be simply huge single target damage, or maybe it lowers the resistance of those it struck for a short duration?
Thunder bolt should be able to reduce lighting res, and at level 35 or something it can remove lighting immune status. Remove it's dmg and leave it as a one point wonder like warmth unless you can hit that high end game break point. 20 hard points with +15 skills should be comparable to infinity imo. Also, fire bolt or fire mastery should have a DoT that synergizes with fire skills or Proc weakness on burn enemies. This would make an enchantress much better.
I love everything listed in this video! Maybe add some buff to meteor because it is a nightmare to precisely hit enemies with it. Meteor should fall sooner or have bigger aoe with more levels.
Current thunderstorm is very nerfed compared to old version. Frozen orb had many nerfs such as one patch cut its travel distance in half to what it is today damage has been reduced 5 differnt times
Pretty sure Thunderstorm could be actually a one vertical lighting hit that does a single target damage on targets hit, like the Lunar flare of Tyrande in HotS. The problem I see isn't in the ability itself, it's that can't be cast repeatedly, but it must be a strictly 1 target ability. For the sake of fun can make it cost mana only when you miss :)
Thunderstorms should also have a rain effect that heals you and your allies. While Thunderstorm is active, all enemies lightning resistance goes down. Ice armour spells should also give +cold damage to the target and synergize with warmth, where warmth would get a chance to cast multi firebolts when being struck. Hydra should get bonus from enchant, as in enchant would give Hydra pierce fire resistance and vice versa>> If all this happen, I can make a proper BATTLE MAGE PLS BLIZZ.
Honestly the trick for hydra is what they did in d3, d3's hydras were really good and able to compete with top builds. Like they dont need a global cool down like they have and maybe more fire % dmg or fire pierce and they are perfect. D3's hydras are the implementation on what d2 hydras should be lol
They could replace ice bolt into frost bite similiar like crystal maiden skill from dota but does aoe damage. As the armor maybe shiver armor turn sorcerer bodies into ice and completely block cold damage for the period of time.
I thought about Telekinesis and Psychic Hammer too. Cool thing they could add is that it is considered an 'attack' for all the 'chance to on attacking and chance to on striking' That could make it its own build right there :D
Meteor should be part physical or have physical dmg alongside the massive fire dmg. Its the only spell with an actual casting delay. And well its meteor.
I belive LlamaSC (or someone on his stream/vod) suggested that idbecoolif thunderstorm also triggered Nova on a target. Would make this spell way more interesting and lil bit stronger
I remember when we used to play D2 back in the day me and my buddy were getting hammered in the last chapter and my missus popped in to help us with her Sorc and she just twin-beamed EVERYTHING to death. It was terrifying.
It will be great if Thunderstorm auto cast nova , damage = 100% of nova and each skill point of thunderstorm add 4% damage bonus for nova For hydra , i think instead of + sec , replace it will trap mechanic , limited to 5 hydra but each 2 or 3 level + 1 more shoot Frozen orb turn into hydra mechanic , place in ground and it keep spin for 4 or 5 few seconds .
don't know about most of the ideas.. some interesting points you raised.. but for hydra i would prefer if each hydra shot out fire like pit lords or those imps when they hop on those guys.. um.. (like Threshsocket)... and they cast a fire stream down on ya.. like that.. if the hydras did that for anything close range to them...while still being able to cast fire balls to far targets as they do now.
It's been around 15 years since I played diablo 2, but if I recall correctly Thunderstorm had its use in Pvp, It was used as an interrupt skill. I'm pretty sure it could stop paladin in the middle of a charge. I wonder if it can interrupt sorceresses between teleports.
All: The masteries should automatically get a point for every point you put in that skill tree. Lightning: Teleport should have a cooldown which goes down with more points (Enigma nerf). To give it back its power, it should also have a chance to auto-cast one of your Nova spells based on how many points you've put in that/those skills. Telekinesis should be replaced, maybe by some skill that damages enemies that get too close or some skill that would work with an enchant sorc.
Making FO fly farther might make it much, much weaker in one way since you couldn't target elites or bosses nearly as easily. I've played a few CL/FO and Meteor/FO sorcs, and positioning to have the orb pop inside the elite/unique/boss is paramount for those dual spec builds.
Have you heard PPF's cover of Outset Island? I love that guy/channel! I had a hard time telling if it was the OST track or his composition because I have listened to his version so much more than the original! xD
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Just fix the game first, and interact with the fans.
Blizzard sucks now.
7:03 wayment
the white screen hurts my eyes
Nice explanation. I like your idea. One more thing I would like to add, is that each mastery of its own, should also give 0.5-1% absorb . The cold mastery gives cold absorb, fire gives fire absorb and lightning gives lightning absorb. These masteries would be awesome then.
I always thought it would be nice to gain an extra 1% of resistance for each respective mastery. You would think a spell caster that is a master of fire would know how to resist fire.
this
Definitely. Always kinda thought the same thing.
@@vormarsch yeah, make the sorc even more OP. Good idea 🙄
Tell that to most fire witches in d2, they all use fire and are immune to cold instead of fire
I always thought that, too!
Except frozen orb does more damage if you have your blue ball deep in the enemy because it explodes when it stops. Part of the trick with orb is getting the distance correct to do maximum damage, making it go further or all the way to the end of the screen breaks this.
So have it explode when you hit the button again
Or mouse distance controls explode distance, kinda like controlling spread on teeth/chargebolt/multishot
@@nicholasheath2473 NO! I'm right cause Carbot liked my comment! 😜
@@faisalal-humoud4858 you're a genius. Being able to control when it explodes would make it really comparable I think.
@@faisalal-humoud4858 Holy shit that would be sweeet
For the thunderstorm I would like to see an autocast of the current charge bolt at the hit location.
This was my first thought as well. It should get a sinergy from Charged Bolt (and sinergize it as well), and everytime it hit someone, it would cast Charged Bolt around the target it. (Not in a direction, but actually around, so you'd get a decent coverage.) It could also have a sinergy from Static Field, to either gain a chance to strike more than one target (or twice max in the same target if no other were available), or strike in smaller intervals.
Honestly, Thunderstom had all the potential to be a great skill, but it was doing too well prior to LoD, and blizzard decided "you know what, fuck it, don't even touch it".
@@hitlord I think pd2 did something like this.. but I could be wrong.. I don't play light sorc often
Have it drop a nova instead and have those two synergise or even static field
this is a cool idea!
I'd like the Thunderstorm to be centered at the sorc's body, and synergyed with other skills like lightning, chain lightning... That way maybe we can have a super tanky ES-Thunderstorm build that destroys things just by standing near them
I hope Blizzard watches these, I loved your mercenary idea.
Seeing blizzards years of history, I highly doubt it. But I do hope potentially modders of original diablo 2 may implement these maybe. I don't know if mod support is in newer one.
Why dun u play Diablo: Immoral instead? Dun u have phones?
I think Inferno could be improved by having it's damage increase, the longer it's active.
So, the damage starts normal but gets stronger and stronger, the longer you cast it. Maybe have a visual effect to go with that and have the flame get bigger and brighter, to show it's getting hotter.
Lightning tree could use some kind of ThunderClap spell that stuns enemies around you.
So the same thing he said , but less effective ? :O
@@ericshun3331 He didn't say anything like that. I think you need to improve your reading comprehension skills.
@@davidvondoom2853 that part that part that part that part AYE
@@davidvondoom2853 he said to remove the bug, make it stronger and have reduced fire resistance the longer it was casted. which would do hell of a lot more dmg. also it was audio so I dont know how i would of read it.
Fix for Hydra.
The rate at which it 'fires' is based on your attack speed, including IAS from gear.
That's an interesting idea, I like it
You mean FCR right ? Casters usually don't have high IAS
@@andrevc85 no, I mean IAS.
You don't *normally* build IAS on casters, and you don't need a lot of FCR on summoner builds; just HP, res and +skills. So why not mix things up a little.
That'd be interesting because I believe there is a melee sorc build
Blaze is by far the best idea. Igniting all your teammates and watching the fire spread just makes sense and would be worth putting points into just to watch!
I remember that, on the first patches it would allow the sorc to have hydra for a much longer time.
So a fire sorc would cast as many hydra's as her mana would allow, which could be something around 10-15 hydra (cant remember).
It became too powerful on pvp and pve, so they nerfed to 10 seconds and added a limit, mentioned on the video.
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Frozen Orb and Blizzard are sufficiently different and useful in their own ways.
A pure Cold Sorc would use Blizzard because of the highest damage output.
A hybrid Sorc would use Frozen Orb due to the high base damage. It also feels better to use.
Putting it in other words: Frozen orb offers more benefit per point of skill invested. But there are are fewer synergies, so you can't min max on it alone. That's what blizzard is for!
So, if you're going for more than one element, frozen orb is usually better.
yeah i used frozen orb all the time as mixed sorc
Your mom feels better to use.
ive tried both blizz and orb, and it seems like orb does more damage. Blizz has higher listed damage, but it hits a lot less often, whereas orb keeps hitting over and over. I'd take 500 damage hitting 3 times in a second over 2000 damage that only hits once every 2 seconds
A lot of very smart people with decades of play, all the possible gear and even cheats on already did their extensive testing, studied the game code, produced those nice spreadsheets and all the stuff.
Bottom line is: with full-ice sorceress blizzard has a lot more raw damage, and the higher the monster density, the bigger the difference.
There are some specific cases, like if you're farming mephisto/andariel a perfectly timed frozen orb (when it flies over the boss' center and explodes right on its back) can deal a shitton of damage. But blizzard will in most cases just be more damage
All sounds good to me.
I generally stick with a Meteorb build for my sorcs (with a lean towards Fireball), and I've never used a Lightning sorc. I wasn't aware that it was so popular. I always saw the ridiculously low minimum damage values as well as the lack of AOE on most skills and thought it sounded way too gamble-y for me. Neat to hear so much praise for the tree. All I use is Static Field and Teleport from it.
If you can get an infinity on your merc Lightning is great but I'm not convinced it's the best until that point.
I was surprised to hear this too, I was under the impression that the biggest light user was the javazon
I love all of these ideas, especially blaze, enchant and the ice armor skills, gives a bigger incentive for a supportress in making your buddies monsters, or a build focused on your merc
I thought it would be interesting if hydras could draw enemy aggro, and then split into smaller weaker hydras when they are damaged, would be good for a different crowd control option outside of the cold skills.
Or even grow more heads at higher levels, shooting more fire balls per second for higher dps. Maybe they max at 6 heads?
all trees need a passive or skill that actively lowers enemy resistances. in the lates patch you can already encounter IMMUNE enemies on NORMAL difficulty, as soon as act 2.
Also all elemental immunities need to have the same breaking point. Atm ice immunity is unbreakable cause it got twice the resistance than fire immunes have. i forgot the exact numbers but ice immunes come with 190% resistance while fire "only" comes with 140% and lightning with 120% making lightning easy to break and cold immunity literally impossible to break
bishibosh is immune to fire.
When I made a D2 mod years ago that completely reworked the classes, I removed inferno and replaced it with fire golem. It makes so much more sense for a sorc to summon a fire golem than a necromancer. I also did something similar to what you mentioned with blaze, I made it a personal aura that increased running speed but drained health and mana while it was active.
Other changes I made to sorcs in that old mod:
Faster baseline mana regen
All level 1 spells (fire bolt, ice bolt, charged bolt) cost no mana, but hard capped at 5 points instead of 20
All spell damage received a damage synergy from points placed into Energy as well as character level, and points in Energy granted more mana per point than other classes
All item-based sources of faster spell cast were removed, but the sorc received a new buff spell in the lightning tree that granted faster cast rate and faster hit recovery, with increased duration and effectiveness with more points placed
Removed all the skill cooldowns
Reworked the frozen/shiver/chilling armor spells to have secondary effects. Frozen armor granted flat physical damage reduction, shiver armor granted flat magical damage reduction, and chilling armor granted a slowing aura similar to holy freeze (minus the damage pulses) [edit: as well as granting the cannot be frozen mod to the sorc]
It was a really fun mod, I wish I had kept the files. The necromancer changes were amazing.
Carbot: If you want suggestions for the other classes you haven't covered yet in videos, I can mention the changes I made to those classes.
I've always wanted thunderstorm to be the electric blizzard. You'd cast a cloud, basically, and lighting strikes randomly under the cloud. Increasing the level of it would either make the cloud bigger or last longer. Damage would increase per level as well.
I've always been a fan of Hydra. I think it would be neat if it synergized with your mastery.
If you had cold mastery, it would be a frostbolt/icebolt spitting machine that would still pierce resistances.
For lighting mastery, it would spit lightning bolts/chain lightning and benefit from the increased lightning damage from lightning mastery.
For fire mastery, it would spit fire bolts/fire balls and benefit from increased fire damage and allow the hyrdra to pierce fire resistances.
Yeah similar to diablo 3s
If you have all 3 it could shoot 3 different bolts
You are the literal single creator whose sponsorships I actually watch!
6:20 Frozen Orb and Nova actually was the only thing back in the days for several years before 1.10 patch hit and made Blizzard with its synergies a thing. Occasionally you'd also see a fire sorc here and there, but probably 19 out of 20 would be a Nova sorc with also maxed Frozen orb. In fact every sorc out there had max Frozen Orb and would always use it as secondary attack having it permanently set on your left skill bar instead of Glacial Spike as it is today. You'd go to duels and only see multitude Orbs flying all over and nothing else. I have never heard or seen Blizzard before the 1.10 patch. And also most ppl put 1 skill into Thunder Storm as it did some dmg when you had 30+ all skills to Lightning from gear and charms, so it wasn't so useless as it is nowadays.
P.S. fun fact - the closer your enemy is to you prior casting Frozen Orb, the more chance most projectiles it releases will hit target thus significantly increasing dealt dmg by it
Okay hear me out, I really like this concept:
Thunderstorm:
Lightning skills when cast create a debuff on enemy creatures that makes them "charged" (sparks around the enemies, could be seen as a curse gameplay-wise), which is active as long as Thunderstorm didn't proc yet. The moment the lightning storm activates, each enemy with the debuff gets hit. So if you have bolted one enemy beforehand, only 1 enemy gets hit by T.storm. Used a chain lightning on 4 enemies - 4 enemies get hit by Thunderstorm.
This could also be stacked for more damage, so if you manage to hit one enemy multiple times before T.storm proccs (eg. 5x with the lightning spell), the amount of lightning damage done by T.storm is increased by a percentage.
The debuff deactivate roughly a bit longer after 1 T.storm cycle at lvl 1 (so for instance, lvl 1 T.storm procs every 5 seconds; "charged" debuff lasts 6 seconds), but when upgrading T.storm the time for proc shortens, so lvl 20 it procs every 3 seconds, which gives you the chance to stack "charged" even more for the second proc before the first ones vanishes.
This would enable a gameplay method where zapping out bolts afap could be considered a build (less damager per spell; more spell dps through stacks).
It gives you either aoe damage which is weaker if you have many enemies, or a nice juicy single-target spell when fighting bigger enemies, and can create a spectrum of snyergies where at first glance you would not see any.
Have charged bolt + Thunderstorm to hit many targets in quick succession for massive thunderstorm aoe damage (but low initial charged bolt damage).
Have Lightning + Thunderstorm to focus less enemies with potentially massive damage beforehand and finish them off with the procc.
Have ChainLightning + Thunderstorm for guaranteed stacks but maybe slower than charged bolt casts and less initial damage than Lightning (a mix of both previous skills in a way).
In this scenario Thunderstorm + Nova sounds insanely good, tele-nova everywhere for procs and let T.Storm do the rest...
To circumvent and balance this you could change the amount of "charged" stacks each skill gives when cast. Maybe a nova only gives one stack per hit, whereas charged bolt gives +3 to the stack, etc... that is something you would have to figure out with testing what would be balanced, but it would be an easy fix to weigh the different spells in the process.
And Lightning Mastery every +10 Hardpoints maybe gives all spells +1 to "charged", so you can stack even more, quicker. This would encourage to experiment even more with different combos.
And lastly, just to throw this idea into the ring as well: Maybe you could make a sort of utility-combo with T.storm + Mana shield as well, where you could make the lightning hit yourself and the energy fills up you mana again, a zap from your own spell to recharge your energy... thus getting "charged"? You know... like the "debuff/ curse" I mentioned above, but in this case it's actually a buff?
So you could either go aggressive with T.Storm + Attack spells, or defensive with T.Storm + Mana shield (+Telekinesis: as hidden passive synergy with Manashield + Single target "charged" stacker for T.Storm)
If you came this far, thx for reading :)
What do you think?
Fire Mastery: 1.) Increases fire damage by even higher percent. 2.) Gives better penetration % 3.) At Rank 10 +1 to number of hydras. Also at rank 20. Only natural levels though! Then my Ultimate Fire set for Sorc. would have these 3 set bonuses: 2 piece bonus): Fire Absorb 5% +20 to all attributes plus 25% to fire damage. 4 piece bonus): Enemy fire resist -20 percent +150 to life and + 150 to mana. 6 piece bonus): Plus 3 to Max. Hydras. {Hydras cast fireball instead and Meteor on Crit!} 100% to M/F. (Set Gloves special ability: 25% faster cast.) (Set Helmet special ability: +2 to fire skills.) (Set Chest special ability: 50% all resist.) (Set boots special ability: 50% m/f.) (Set Belt special ability: Damage reduced by 20%) (Set Amulet: Spell Crit. chance +20%).
Blizzard skill update: still does cold damage, but instead of mana you get hit with sexual harassment lawsuits and lose half your gold
😂😂😂
Most of these are pretty solid. The only issue I see is with the armors, as the defense and damage potential are all secondary to the real reason you use Frozen Armor: the ability to get out of dodge without getting interrupted. The freeze is all that matters.
Should be able to cast each armor without it replacing the other ones. As you mentioned, freeze is the most important. Playing hardcore without frozen armor is insanity.
make 1 hydra cast fireball and the others cast firebolt, receive bonuses from both, no more cast delay and allow max of 6-8 hydras
OMG, your voice effects are killing me! :D I just love them! Every time you pew-pew-pew... :)))
It's just so good that besides they are inspiring ideas, the video is still heavily entertaining!
I'd love to see +1 max fire/cold/lightning res per hard level of mastery. But if you make a hybrid with dual/triple masteries, they get you 0.25 only.
Just to balance things up.
That way you could become almost immune to the element ure master of.
You could then create a build that has 95% fire res if ure pure fire sorc, add a dwarf star and poof ure technically immune to fire
same with raven and wisp projector :D
what I will like for fire is to work like poison, I mean you can set someone on fire and then the monster burns for a period of time, there could bonus damage if the creature is not moving, and if it is moving then the damage reduces which will make it to have synergy with the cold skills.
As mentioned, Frozen Orb has a shatter effect. A couple of things though, I notice a lot of people comment about Hydra builds needing buffed. I feel spells like Hydra, Thunderstorm, Blizzard, The Ice Shields were meant more for extra utility damage. Like Hydras were meant to be turrets, T-Storm for added tick damage, Blizzard for something to throw out and cast spells while the blizzard is raining down (meteor is similar). I always used to run T-Storm with Frozen Orb, Cold Mastery, and a Cold Shield back before 1.10. When you mentioned about Blizzard and T-Storm together, it is harder to run skills like this together due to how deep they are in each respective tree and trying to balance synergies for damage. I'd like to see them rebalance synergies so they don't chew up so many skill points, while still incentivizing putting points into progression skills. For the Sorc, perhaps rather than having each skill have multiple synergies of other spells, just give each spell a flat synergy with all casted spells in the tree. IE, Frozen Orb gets 2% damage from ALL Cold Spells (Mastery isn't a spell) This way, if you decided to put 20 points into Icebolt to level until Orb, and you had 20 points into an Armor, you'd have 80% dmg + whatever skill points invested to unlock your spells. It would be a good way to utilize the main function of synergies (leveling progression skills rather than holding back points) while opening back up a more open ended skill system.
I REALLY look forward to episodes in this series. I am thankful for them on Thanksgiving 2021!
The cold armors could even 1) add max block chance and FBR like Holy Shield or 2) allow you to block without using a shield. Imagine how cool that would be. Unfortunately there are not really any good offhands or 2h weapons Sorc could use so people might still use Spirit Monarch, but if there were (dual wield orbs?) this would make cold sorc way different than other sorcs.
Hydra fix:
Active Hydra increases your Firedamage by 5%
At every 10 base levels, you are able to cast an additional hydra, that increases your overall Firedamage by another 3%
The Hydra gains a 1% chance to hit with Fireballs at every Level
Firemastery increases this bonus by 1% per each base level (so 40% total max)
The projectyle speed increases with every level.
I love the Warmth effect of being doubled while standing in fire. Nice little risk/reward for taking the extra damage to be able to pump out more spells (assuming you still take fire damage). Actually that said, how many places in the map are there where you can willingly take fire damage from an enviromental effect?
A lot more than the other elements!
I'd like to tell you that I think you are awesome. I think the biggest and easiest way they could increase the content is by adding a new difficulty that would be higher than Hell, so in total 4 difficulty levels, maybe 2x monsters density and 2x more damage mobs do, and or each boss has an aura including some of the defensive ones they never use, monsters can have up to 2 or 3 auras at once. Also add the option when you Hostile a person to select weather it's a final death hostile or a non lethal Hostile for hardcore, which would formally add a real ability in Hardcore to play duel with our dudes and dudettes.
stacking numbers? lame. make the monsters more intelligent.
@@mrosskne That would be asking too much from Blizz lol.
The biggest problem is immunes. You can hybrid the build to try and help deal with that, and to a degree it does work, but the only viable build for that is Orb/Wall or Orb/Meteor, all because of how many points you have to dump into certain things to make it work. Blizzard gets the shit end of the stick because you have to commit to the whole tree to make Blizzard hit hard. Maxed out Cold Mastery reduces enemy cold resistance by like 130%. 100% Would be immune math wise but in D2 that isn't how it works. Kind of stupid but it is what it is.
I like your Fire ideas. Simple fix is to make Hydra cast your Inferno, so you have reason to level it
I like all of your ideas. I wonder though - should the cold armors prevent the target from using Blaze/Enchant and vice versa?
Brilliant idea 💡. We have sets with items, synergy with skills, why not 'skill set synergy'? Combining sets of skills like the ice armors to get additional effects.
As for lightning skills, I'm completely fine with your thoughts, The only thing I'd change is to increase also the dmg of Lightning nova. The only way for it to be really effective now is if the sorceress itself is holding an infinity runeword 😞
Fireskills :
I don't like all the Hydra ideas. Keep in mind, some mobs use Hydra as there skill ( Act3-travincal and Act5-Wave3 ) Should the timer increase of this skill, Baal-runs will take longer to complete. This would make levelling even harder. I think Hydra's should use the caster's Firebolt dmg. but with a %chance to cast Fireball and Meteor (both also the dmg of the caster's abilities). Something like 3%chance to cast Fireball each level given in Hyrda and 1%chance for each level in Hydra to cast your Meteor skill. However for this to work, Meteor must be a prerequisite for Hydra instead of Fireball which is now.
Cold Skills:
The armors should indeed be modified. Syngeries should be kept, however, when you cast Frozen Armor, you should only get the bonus Freezes Enemies that hit you. When you cast Shiver Armor, you should get both Freezes Enemies that hit you + damages enemies that hit you ( this is already ) but when you cast Chilling Armor you should get the benefits from both Frozen Armor and Shiver Armor + the Icebolt that comes out of it. Also, the dmg of the Icebolt of your Chilling Armor should be based on the damage of your Icebolt skill while keeping the dmg bonusses from the armors.
So lets say your Icebolt does 100dmg. You have 1 skill in each defence armor skill. ( counting with synergies ) , the Icebolt of your Chilling Armor should do 114dmg.
Dmg increase of Frost Nova. I barely see anyone use this skill.... or at least give Frost nova more synergies so it does more dmg and that the nova range increases.
Frozen orb: Same as for Chilling Armor. Initial dmg should be based on the Icebolts. Basically Frozen Orb is just an orb that launches Icebolt for you. Frozen Orb itself should give an extra dmg boost to these Icebolts.
Cold Mastery, this skill should be adjusted as well. There are way to many monsters that are "cold immune". But even the pierce of 115cold res at level 20 does not break these immunes, even when joined with an infinity merc and/or a lower resist wand. the sorceress Cold Mastery skill should be able to break most of the immunes but not all. The game still needs multiple skills to kill certain monsters. I cannot imagine that the game that can be played only with 1 skill...
Also every mastery skill should increase the sorceresses' maximum resistance of that type by +1% for each hard point put into, not from +items. That way it can only be maxed to 95% and also, I don't see anyone wasting 60 skills points just in these Mastery skills, you would have only 40skillspoints left to spend for other spells to attack. I say 40, but I know it is 50 but that's only when you get up to level 99! and level 89-90 is possible for everyone, just ask yourself the question, how many times have you ever gotten a level 99 champion by levelling it yourself only? That means no bots, not using any levelling services ( which are mostly also running by bots ) or by some guy in a different timezone that does exp runs for you when you sleep / work.
Blaze long time idea: if you run a loop the area enclosed shall light up, be set on fire. Move speed should be the other way around: faster run walk should give this skill increased damage.
I like your thunderstorm idea.
Sorceress needs to summon something, like some elemental birds, as Articuno, Zapdos and Moltres. The Necro can summon a Golem of Fire and even the Amazon can summon a Valkyrie, however the Sorceress that is more related to magic cannot summon anything.
Her solo damage output is so ridiculously high though, and you get a merc. I feel like if she could summon anything too tanky it would break her. That's why her summon is the hydra. Would be cool to have 1 summon per element and something that enemies targeted, but I think it's fair that they remain stationary.
@@shawnaeatscats She is good for starters however she is pretty useless in the inferno level. All enemies are inmune to elemental skills
Honestly the only thing I’d add to lightning is up the minimum damage. I think no ability that’s casted should have a chance to hit for 1. I’m not saying have it be busted but every ability has a range so why have lightning do 1 damage . Like lightning mastery should up that. Like 100 per 5 or 10 levels.
Because that is lightning's thing. Cold has low max but high min, fire is balanced, lightning has high max but low min.
If you look, most sources of lightning have either 1 min damage or very low min damage.
@@Silamon2 yes I know that’s lightnings thing. It’s just annoying to hit for 1-1-1-12k I’ve died so many times because I hit 3 even 4 1s in a row.. and I know you can run minimum damage charms and stuff to raise it up but it’s kinda odd that you can really make it hit more consistent. Just think it would be better if you could. Even on my trap sin I’ve died a lot because that same thing.
@@austinjohnson2714 Actually you can't run minimum damage charms for that, those are for physical damage only.
If they raise the min damage for lightning, they would have to lower the max damage of lightning too. The reason you can have crazy high damage is that the crazy low damage balances it out.
Thunderstorm give blizzard lighting damge will be more reasonable(or at same time added cold damage to this one when added cold skills). Pal's skill tree already done similar thing. Inferno could shot in 4 directions ,like a cross of fire. It is still not powerful but will be much useful at the beginning. Also for firebolt, make it multi-shot with increase level, like shot 4 fire bolt at lv20 or something, so it's will be very useful at the early game. It also solve the hydra issue, shot multip firebolt at a time instead of just one, this make it a massive spwan killer. (and witout make it so powerfull that incresed act 3 diffiucite)
I always thought it would be cool if they gave the player more control of the bolts of lighting from thunderstorm. For example it could shoot down a bolt of lighting where the player clicks, or periodically rain down lightning and chain lightening where ever the player clicks.
Please do Necromancer next, I am curious how you would change up their skills, thank you :D
Thunderstorm just needs to cast your rank of static field (without skill boosts?) centered on the target.
Ranks in thunderstorm would increase the frequency, synergy would be inherent to static field ranks.
Would absolutely be worth using then. Both single target vs bosses and AoE.
many ppl playing a light sorc put 1 point into thunderstorm. it works like an aura and can still do a couple thousands of dmg for one hard point if you have enough +skills.
OMG! That Zelda Wind Waker music sure brings that fuzzy feeling inside! ❤️
I checked to see if anyone else noticed. Now I have to go find my gamecube.
@@donniboy6783 I wish I had one.. They should definitely release it on Switch.
Inferno - fix bugged damage and allow hard points at level 10 to cast double and level 20 to cast triple. Like a Venom Lord with the multiple hit affix. Same treatment for arctic blast. I wonder if this would make it viable as a shotgun skill or even just appropriate aoe skill :-)
t-storm seem ok but i may suggest this.....Ice Bolt....every 3 lvl shoot an additionnal projectile....at lvl 12 gain Pierce effect....synergy every 8 lvl make ice blast shoot out 1 extra projectile....every 5 lvl make glacial spike shoot out 1 extra projectile.......... while Hydra is nice looking...that wont improve performance the way you tweaked it :S....other reworks would be to unlink frost armors(as in not requiring previous armor to learn the next)....put teleport apart from kinesis///energy shield.....make kinesis and energy shield to be link to each other but cut off lightning and teleport requirements... enchant and wall no longer requiring fire bolt and fireball to learn......Inferno how to buff(wherever you aim with it leave huge patches of fire that burn over time)...patches of fire last for 15 seconds...thats the only way this skill become viable....how to make Blaze viable ? make the patches of fire it leave behind explode in 4 fireballs when the patch expire(or can set an interval of every 3 second shoot out fireballs from the patches)
0:35 You know the REAL problem here with Thunderstorm is... it is not part of a Synergy. It doesn't pay out to play Dual Element anymore... because of Synergies. And because Blizzard designed all Synergies AROUND Thunderstorm... like a few other spells/skills... those are left over.
some bonuses across skills trees for hybrid builds, currently hybrid builds are so weak compared to pure single element builds, this can be most noticed when playing with more than 3-4 players
Such a fun entertaining video.
And then I noticed the Wind Waker music! You have very good taste! ^^
I think the frozen orb travelling further is awful. One of the best things for Sorcs is to go for Fire and orb or Lightning and orb, because orb does great damage without synergies. One of the big reasons for this is the final explosion of ice hitting enemies many many times. This final blast would be impossible to aim if it exploded further away
Can't wait for other classes, Carbot
I really like these ideas! I've always wished Hydra Sorc was viable, they are so cool! I think it would be cool if tornadoes would spawn randomly within the range of your Blizzard if you cast it while you have Thunder Storm active. I also think it would be cool if they implemented a "Chain Lightning" type effect to damage creatures that are within a certain radius of whatever gets struck by the lightning from your TS. It just makes sense. Honestly D2 could really use a lot of changes to skills/synergies. They should follow something like the PD2 model, where pretty much all skills have multiple synergies, and pretty much any build is viable. So, if you like a skill, you can build a Hell-worthy, powerful char around that skill. TL;DR - Lots of skills could use changes, so that more builds become viable. Like what they implemented into PD2.
Oh! Maybe the things that get struck down also emit charged bolts!
Hydra could use inferno on stuff close to them too ( They do have 3 heads ) And maybe bodyblock too so you can use them as a defense mechanism, but maybe thats going too far. Or have them follow you around like mobile turrets, makes it less annoying to use and recast.
Thunder storm could just last a long time and stay centered on you so it's more a moving area dot, I like the idea of it targeting low HP enemies, considering the annoying 1-x dmg lightning spells.
And damn people like to hate on frozen orb but for me it's the best spell ever, I'd just give it better synergy bonuses so it scales a bit better in raw damage.
Lot of that sounds fun.
I thought it’s be cool having an Enchantress who uses the ice armors, Blaze, Enchant, and Thunderstorm.
Multi-tree stuff always feels hard to pull off though.
Thunderstorm killing people below x% might synergise just a little too well with Static Field. But I like the idea of it simply hitting more/all enemies, to supplement the damage you're doing with your main spells. Another option could be simply huge single target damage, or maybe it lowers the resistance of those it struck for a short duration?
Thunder bolt should be able to reduce lighting res, and at level 35 or something it can remove lighting immune status. Remove it's dmg and leave it as a one point wonder like warmth unless you can hit that high end game break point. 20 hard points with +15 skills should be comparable to infinity imo.
Also, fire bolt or fire mastery should have a DoT that synergizes with fire skills or Proc weakness on burn enemies. This would make an enchantress much better.
I love everything listed in this video! Maybe add some buff to meteor because it is a nightmare to precisely hit enemies with it. Meteor should fall sooner or have bigger aoe with more levels.
You only touched in it for like half a second but the standing in fire thing is an awesome idea and might pair exceptionally well with blaze.
Current thunderstorm is very nerfed compared to old version. Frozen orb had many nerfs such as one patch cut its travel distance in half to what it is today damage has been reduced 5 differnt times
The issue with thunderstorm killing 10% hp enemies is... spam static with thunderstorm activated and you don't need any other skills.
Pretty sure Thunderstorm could be actually a one vertical lighting hit that does a single target damage on targets hit, like the Lunar flare of Tyrande in HotS. The problem I see isn't in the ability itself, it's that can't be cast repeatedly, but it must be a strictly 1 target ability. For the sake of fun can make it cost mana only when you miss :)
Thunderstorms should also have a rain effect that heals you and your allies. While Thunderstorm is active, all enemies lightning resistance goes down.
Ice armour spells should also give +cold damage to the target and synergize with warmth, where warmth would get a chance to cast multi firebolts when being struck.
Hydra should get bonus from enchant, as in enchant would give Hydra pierce fire resistance and vice versa>>
If all this happen, I can make a proper BATTLE MAGE PLS BLIZZ.
Honestly the trick for hydra is what they did in d3, d3's hydras were really good and able to compete with top builds. Like they dont need a global cool down like they have and maybe more fire % dmg or fire pierce and they are perfect. D3's hydras are the implementation on what d2 hydras should be lol
I like summoning multiple Hydras though.
I cant express how much i love the Zelda Windwaker soundtrack in the background of the video
enchant should either be splash damage or affect skills like in d3
All of those ideas a really nice ways to open doors to new builds. It would be refreshing!
They could replace ice bolt into frost bite similiar like crystal maiden skill from dota but does aoe damage.
As the armor maybe shiver armor turn sorcerer bodies into ice and completely block cold damage for the period of time.
Fire Walk + Barbarian Leap = Stitche's R Bile + Dragonknight's kick.
Raining S... Fire! Raining fire!
I love seeing your ideas! I don't see them getting into the game, being an old game and D2R being out, but they're really cool ideas.
Telekinesis can be buffed to push a wave away in an arc and damage based on %
I love the idea for Enchant. NECRo skelly and mage blaze would be nuts. And golem. And revive.
Ice armors would all go on the merc. Tank op.
Would love to see this kind of video for the paladin :)
I thought about Telekinesis and Psychic Hammer too.
Cool thing they could add is that it is considered an 'attack' for all the 'chance to on attacking and chance to on striking'
That could make it its own build right there :D
err so you'd need attack rating in order to hit anyone with it
Meteor should be part physical or have physical dmg alongside the massive fire dmg. Its the only spell with an actual casting delay. And well its meteor.
I can't decide what path to choose. Fire, lightning and cold all have preety cool skills.
I belive LlamaSC (or someone on his stream/vod) suggested that idbecoolif thunderstorm also triggered Nova on a target. Would make this spell way more interesting and lil bit stronger
Id like to see bounce or ricochet on frozen orb.. like it hits a wall and bounces off to keep going.
I remember when we used to play D2 back in the day me and my buddy were getting hammered in the last chapter and my missus popped in to help us with her Sorc and she just twin-beamed EVERYTHING to death. It was terrifying.
i like it. The frost armor and the blaze sounds very nice.
It will be great if Thunderstorm auto cast nova , damage = 100% of nova and each skill point of thunderstorm add 4% damage bonus for nova
For hydra , i think instead of + sec , replace it will trap mechanic , limited to 5 hydra but each 2 or 3 level + 1 more shoot
Frozen orb turn into hydra mechanic , place in ground and it keep spin for 4 or 5 few seconds .
don't know about most of the ideas.. some interesting points you raised.. but for hydra i would prefer if each hydra shot out fire like pit lords or those imps when they hop on those guys.. um.. (like Threshsocket)... and they cast a fire stream down on ya.. like that.. if the hydras did that for anything close range to them...while still being able to cast fire balls to far targets as they do now.
should i be playing dual elements for late game?
There shouldn't be any monsters that are 100% immune to anything, that's just dumb...95% at best.
Literally the two loud purists that are afraid of cool new things and content < CarBot and his D2 fan army who want the game to feel fresh! 💕
It's been around 15 years since I played diablo 2, but if I recall correctly Thunderstorm had its use in Pvp, It was used as an interrupt skill. I'm pretty sure it could stop paladin in the middle of a charge. I wonder if it can interrupt sorceresses between teleports.
All:
The masteries should automatically get a point for every point you put in that skill tree.
Lightning:
Teleport should have a cooldown which goes down with more points (Enigma nerf). To give it back its power, it should also have a chance to auto-cast one of your Nova spells based on how many points you've put in that/those skills.
Telekinesis should be replaced, maybe by some skill that damages enemies that get too close or some skill that would work with an enchant sorc.
Why the heck do you want TK replaced, it has so many uses :O
@@ericshun3331 I never see it used with high level players unless I'm missing something and they use it to stun lock ubers.
@@Liwet. it's constantly used on sorcs i see it all the time. Open chests, go thru wps, go thru tps, pick up potions ect ect
I think these kinda changes would be cool for ladder only. Every reset have different changes
I love the Hydra idea, since monsters and players both use the same skills, Travincal would be the best test of awareness. XD
Making FO fly farther might make it much, much weaker in one way since you couldn't target elites or bosses nearly as easily. I've played a few CL/FO and Meteor/FO sorcs, and positioning to have the orb pop inside the elite/unique/boss is paramount for those dual spec builds.
Why didn’t you draw Greenland??
Have you heard PPF's cover of Outset Island? I love that guy/channel! I had a hard time telling if it was the OST track or his composition because I have listened to his version so much more than the original! xD
Very nice ideas
Using Blaze on allies idea and animation made me remind of Tron, like fiery Tron (?)
Fixing Blizzard as a skill is not really needed. Blizzard the company, on the other hand...
1 min into the video and I can already tell this is going to be great with the sound effects.
Ye your thunderstorm and static field would be an interesting combination
Ohh ohh! IdBeCoolif you did Druid next! (he needs it a lot)