Fire Ball Nova Sorceress Guide

Introduction

Magic Find The Pit like a pro with the Fire Ball Nova Sorceress. With Nova for the Devilkins and Fire Immune Unique monsters, and Fire Ball for everything else, this hybrid Sorceress is unstoppable in this choice Max Level Area.

When it comes to Solo-farming, this build has little competition. High mobility, high Magic Find, strong Damage options, and smooth transitions make this build both exciting and effective. Even though she specializes in Elite Hunting in The Pit, this Sorceress can hold her own in almost any of the other Max Level Areas, including the challenging Worldstone Keep. With a few tweaks to the standard build, and strategic use of Static Field, the Fire Ball Nova Sorceress is even capable of beasting down monsters in Max Player Count games. Swapping between two different types of Elemental Damage, this build truly comes online once acquiring Infinity for the Mercenary. She's Electric...she's Fire...this is the Fire Ball Nova Sorceress!

Ideal Standard Setup
Fire Ball
Nova
Static Field
Teleport


This build guide assumes you have a Character at Level 75 before transitioning to it. Check out our Sorceress Leveling Guide and our General Leveling Strategies to reach Level 75.


Strong Solo Farmer
Fast-Paced Playstyle ✔
Two Primary Damage Types ✔


Low Top-End Damage
❌ Bad Early-Game Starter
Requires GG Gear For True Potential



Skills

The Fire Ball Nova Sorceress splits focus between Fire Ball and Nova, putting Skill Points in both the Fire and Lightning Skill Trees.

Put 1 Point into each of the following Skills:
1. Teleport
2. Telekinesis
3. Static Field
4. Lightning Mastery
5. Frozen Armor
6. Warmth

Max out the following Skills in this order:
1. Fire Ball
2. Nova
3. Meteor
4. Fire Bolt
5. Fire Mastery

Put anywhere from 5-10 additional Skill Points into Lightning Mastery for a stronger Nova.

Use the Scroll Bar to see Skill Point Progression

Damage

Fire Ball* is your Primary Damage Skill. Use against all monsters except for those that are Immune to Fire. When cast, shoots out a large fiery projectile following a straight path in the direction of your cursor. This projectile explodes upon impact, dealing Fire Damage in a small Area of Effect (AoE).

Nova* is your Secondary Damage Skill. Use against monsters that are Immune to Fire. When cast, creates an expanding ring of Lightning that deals Lightning Damage to all enemies within its AoE.

Static Field* uses Lightning Damage to lower nearby monster Life by 25% of their remaining Life with no limit in Normal difficulty, down to a limit of 33% of remaining health in Nightmare, and down to a limit of 50% in Hell. For this build, this Skill is particularly effective at weakening high Life, Fire Immune monsters.

* Faster Cast Rate Skills (FCR)

Utility

Teleport* is an essential Sorceress Skill (1-Point wonder) used for mobility. Using this Skill instantly repositions your Character and Mercenary to or towards your cursor. Can be repeatedly cast to cover long distances.

Telekinesis* allows you to use a Waypoint, enter a Portal (in most cases), or pick up utility items (Potions, Scrolls, or Gold) from a distance.

Frozen Armor* increases your Defense and briefly freezes enemies that use melee attacks on you. Doesn't work against ranged attacks. Requires renewal every couple of minutes.

Warmth* provides the Sorceress with passive Mana Regeneration based on its Skill Level.

* Faster Cast Rate Skills (FCR)
* Skills that do NOT utilize either FCR or IAS


Attributes

Strength
In this build, we allocate enough Stat Points to Strength as we need to equip all of our gear. Be mindful of how much Strength your gear needs and how much it provides when equipped. If the gear piece with the highest Strength requirement also provides you with additional Strength, you can use the Strength bug to equip that item. Check out the Mechanics Section below for details.

Vitality
After you put your points into Strength and Dexterity, make sure to check if it is recommended to put Stat Points into Energy. Meet the suggested amount of Energy and put any remaining Stat Points into Vitality.

Dexterity
In this build, we allocate enough Dexterity to equip all of our gear. Be mindful of how much Dexterity your gear needs and how much it provides when equipped.






Energy
In this build, we don't allocate any Stat Points into Energy. This build gets enough Mana from gear, buffs, Charms, and Mana Potions.


Miscellaneous

Gear Options

While every Stat in the Desirable Stats column is useful for this build, we highlighted the Priority Stats in Teal so you can review the recommended Items and more easily identify the Most Important Stats on them.

Hover over any Item in the Item Options to see a pop-out with the full Item description.

Gear Notes: Any Items with specialized or niche uses have a superscript that refer to a Note listed here.
1)
Use a Lower Resist Charge Wand on Weapon-Swap to break monster Immunities or to lower monster Resistances in general if you do not have Infinity equipped on your Mercenary.

SlotItem OptionsDesirable Stats
WeaponEschuta's Temper
Tal Rasha's Lidless Eye
Wizardspike
Heart of the Oak Flail
The Oculus
Spirit Crystal Sword
+x to All Skills
+x to Sorceress Skills
+x% Faster Cast Rate

-x% to Enemy Fire Resistance
+x% to Fire Skill Damage
-x% to Enemy Lightning Resistance
+x% to Lightning Skill Damage

+x to Fire Mastery [Sorceress Only]
+x to Lightning Mastery [Sorceress Only]
+x to Attribute
+x Mana
Increased Maximum Mana x%
+x to Mana after each Kill
X Resist +x%
x% Better Chance of Getting Magic Items
Off-HandSpirit
Stormshield
Phoenix
Level 10-15 Redemption Aura When Equipped
+x to All Skills
+x% Faster Cast Rate

+x% Faster Hit Recovery
+x% Faster Block Rate
x% Increased Chance of Blocking

-x% to Enemy Fire Resistance
+x Life
+x Mana
X Resist +x%
Damage Reduced by x%
Weapon-SwapCall to Arms
Lower Resist Charge Wand1
+x to All Skills
+x to Battle Command
+x to Battle Orders

Level x Lower Resist [x/x Charges]
Off-Hand-SwapSpirit
Ethereal Spirit
Lidless Wall
Ancients' Pledge
+x to All Skills
+x% Faster Cast Rate
+x% Faster Hit Recovery
+x to Attribute
+x Life
+x Mana
X Resist +x%
HelmetsShako
Griffon's Eye
Rare Circlet
Tal Rasha's Horadric Crest
Tarnhelm
Lore
+x to All Skills
+x to Sorceress Skills
+x% Faster Cast Rate
-x% to Enemy Lightning Resistance
+x% to Lightning Skill Damage
+x Life
+x Mana
X Resist +x%
Damage Reduced by x%
+x to Mana after each Kill
x% Better Chance of Getting Magic Items
Body ArmorTal Rasha's Guardianship
Enigma
Chains of Honor
Skullder's Ire
Ormus' Robes
Ormus' Robes
Smoke
Stealth
+x to All Skills
+x% Faster Run/Walk
+x% Faster Cast Rate
+x% Faster Hit Recovery
+x% to Fire Skill Damage
+x% to Lightning Skill Damage
+x to Fire Ball [Sorceress Only]
+x to Nova [Sorceress Only]

+x to Attribute
Increased Maximum Life x%
Regenerate Mana x%
X Resist +x%
Damage Reduced by x%
Magic Damage Reduced by x
+x to Life after each Kill
x% Better Chance of Getting Magic Items
GlovesChance Guards
Magefist
Rare Gloves
+x to Fire Skills
+x% Faster Cast Rate

+x to Attribute
Regenerate Mana x%
X Resist +x%
x% Better Chance of Getting Magic Items
BeltsTal Rasha's Fine-Spun Cloth
Arachnid Mesh
Goldwrap
Thundergod's Vigor
Verdungo's Hearty Cord
+x to All Skills
+x% Faster Cast Rate

+x% Faster Hit Recovery
+x to Attribute
+x Life
+x Mana
+x% to Maximum Lightning Resist
X Resist +x%
+x Lightning Absorb
Damage Reduced by x%
x% Better Chance of Getting Magic Items
BootsWar Traveler
Aldur's Advance
Rare Boots
+x% Faster Run/Walk
+x% Faster Hit Recovery
+x to Attribute
+x Life
X Resist +x%
x% Better Chance of Getting Magic Items
AmuletsTal Rasha's Adjudication
Mara's Kaleidoscope
Crafted Amulet
Crafted Amulet
+x to All Skills
+x to Sorceress Skills
+x% Faster Cast Rate

+x to Attribute
+x Life
+x Mana
Regenerate Mana x%
X Resist x%
x% Better Chance of Getting Magic Items
RingsFortuitous Ring of Fortune
Nagelring
Rare Ring
Rare Ring
The Stone of Jordan
Wisp Projector
+x to All Skills
+x% Faster Cast Rate

+x to Attribute
+x Life
+x Mana
Increased Maximum Mana x%
X Resist x%
Lightning Absorb x%
+x to Mana after each Kill
x% Better Chance of Getting Magic Items
CharmsShimmering Small Charm of Good Luck
Shimmering Small Charm of Balance
Shimmering Small Charm of Vita
Serpent's Small Charm of Vita
Small Charm of Good Luck
Shimmering Small Charm
Small Charm of Vita
Resistance Small Charm
Burning Grand Charm of Vita
Burning Grand Charm of Balance
Burning Grand Charm
Sparking Grand Charm of Vita
Sparking Grand Charm of Balance
Sparking Grand Charm
+x to Fire Skills [Sorceress Only]
+x to Lightning Skills [Sorceress Only]
+x% Faster Hit Recovery
+x Life

+x Mana
X Resist +x%
x% Better Chance of Getting Magic Items
Unique CharmsAnnihilus
Hellfire Torch
Gheed's Fortune
+x to All Skills
+x to Sorceress Skills
+x to All Attributes
All Resistances +x
+x% to Experience Gained

x% Extra Gold from Monsters
x% Better Chance of Getting Magic Items
Reduces all Vendor Prices x%

+x to Light Radius

Farming Spots

The areas below are well suited for this build to farm efficiently. While this build can also farm other areas, we’ve selected these specific areas to make the most use of the build’s strengths. Please take special note of the danger level, clear speed, item types, and Immunities that define these areas.

Anything that has a in the "Starter" column can be farmed with the lower-end gear listed in "Gear Options".
While there are other Farming Spots in the game, some Builds struggle to efficiently farm those Areas. This may be because the Monsters in the Area are Immune to your primary Damage type, or the Build lacks mobility to quickly progress to its objectives.

Act 1:

AreaStarterDangerRewardsImmunities
The Countess
(Forgotten Tower Level 5)
MediumRunes
Key of Terror
Fire, Cold
The PitMediumAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Andariel
(Catacombs Level 4)
LowUniques
Sets
Jewelry

Act 2:

AreaStarterDangerRewardsImmunities
Ancient Tunnels-MediumAll item types
Max Area Level
Leveling
Magic, Fire, Lightning, Cold
Maggot Lair-MediumAll item types
Max Area Level
Physical, Lightning, Poison
Summoner
(Arcane Sanctuary)
LowKey of Hate

Act 3:

AreaStarterDangerRewardsImmunities
Lower KurastLowRunes
Runeword Bases
Charms / Gems / Jewels
Jewelry
Fire, Lightning
Mephisto
(Durance of Hate Level 3)
-MediumUniques
Sets

Act 5:

AreaStarterDangerRewardsImmunities
Eldritch the Rectifier
(Frigid Highland)
LowGearing
Gold
Leveling
Cold
Shenk the Overseer
(Bloody Foothills)
MediumGearing
Gold
Leveling
Cold
Pindleskin
(Nihlathak's Temple)
HighGearing
Gold
Leveling
Poison
Thresh Socket
(Arreat Plateau)
LowGearing
Gold
Cold
Drifter Cavern-HighAll item typesFire, Lightning, Cold
Worldstone Keep / Throne of Destruction-HighAll item types
Max Area Level
Leveling
Physical, Magic, Fire, Lightning, Cold, Poison
(Depends on monster spawns)

Mercenary

Your Mercenary can serve an incredibly important role to the overall success of your build. Whether it’s serving as a front line tank, bringing a pivotal Aura to your arsenal, or employing Physical Damage to kill monsters with an Immunity to your skillset.


Act 2 Desert Mercenary
The Act 2 Desert Mercenary can be hired from Greiz.
He can be equipped with a Spear or a Polearm, a Body Armor and a Helmet. 
Every Act 2 Mercenary has access to an Aura and uses Jab as his base Attack. The Aura activates once the Mercenary has engaged in combat and remains active between traveling to and from town. The Auras available are based on what difficulty you hire the Mercenary from.

Might Infinity

Infinity, Might
We recommend the Might Aura version as it provides us with a Mercenary that can deal with enemies that are immune to our main damage source.
Infinity will provide us with a massive damage boost as it reduces the enemies Resistances and Defense due to its Conviction Aura. This Aura is also capable of breaking some Immunities including both Fire and Lightning (Immunities Resource).

Gear Progression

Early-GameMid-GameEnd-Game
Insight
(Any Polearm)
Insight
(Any Polearm)
Infinity
(Ethereal Elite Polearm)
Smoke
(Any Body Armor)
Treachery
(Any Body Armor)
Fortitude
(Ethereal Bugged Body Armor, 700++ Base Defense)
Wormskull
(Helmet With Life Leech,
Resistances, and/or Life)
Tal Rasha's Horadric CrestAndariel's Visage
(Preferably Ethereal)


The Mercenary is hard to keep alive until you have the minimum gear recommended in this guide. To help survive various scenarios, remember you can drag Healing Potions onto the portrait, or shift + 1/2/3/4 to directly feed them a Healing Potion from your belt. The Mercenary also gains bonus Resistances from Thawing Potions and Antidote Potions.

If your Mercenary dies in battle, you can revive them from any of the Mercenary NPCs in each Act. This does come with an increasing cost, capping at 50,000 Gold. So keep that in mind and decide if the Mercenary is currently worth the cost.

Playstyle

General:

  • Cast Telekinesis on Waypoints to activate them, on Town Portals to get out of town, and on certain Red Portals to go through them. Getting into the habit of this allows you to travel a lot quicker through the game. Telekinesis can also be used to open chests and pop other clickables for loot.
  • Before starting your Magic Find/Experience run, cast Frozen Armor once. Make sure to continually refresh this buff as soon as it expires (approx. every 2-3 minutes).
  • Use Teleport to advance towards your Farming Spot or to jump from Elite Pack to Elite Pack while already inside it. This mobility Skill relies heavily on Faster Cast Rate!
  • Engage most Elite monsters with Fire Ball. In Solo gameplay, it will usually take 1-3 casts to kill them.
  • Engage Fire Immune monsters, such as the Devilkins in The Pit, with Nova in close range. Since Nova deals significantly less damage than Fire Ball, expect it to take anywhere from 3-10 continuous casts to kill an Elite monster.
  • Teleport directly on top of Elites to add your Mercenary's damage to your own for quicker kills.

For Solo Gameplay:

  • For maximum Solo-farming efficiency, target and kill Elite monsters with Fire Ball or Nova, and then immediately proceed to the next Elite monster(s). Don't waste time clearing minions or regular mobs with only 1 Player in the game or on /Players1 in Single Player.

For High Player Count:

  • When encountering Fire Immune monsters with high Life, first cast Static Field 1-3 times at close range, and then finish them off with Nova.
  • Against high Life monsters that are neither Immune to Fire nor Lightning, use Static Field before finishing them off with Fire Ball.

For Act Bosses:

  • Weaken Act Bosses (like Andariel) down to the 50% Life cap (in Hell) by using Static Field at close range. Proceed to finish the Boss off with Fire Ball.

Immunities:

  • For Unique monsters that are both Fire and Lightning Immune, "Telestomp" them with your Mercenary to kill them with his Physical Damage Jab attack. Alternatively, you can skip these monsters.

Late-Game:

  • Start your Magic Find/Experience run by buffing yourself with Battle Command 2 times and afterwards with Battle Orders from Call to Arms. Make sure to continually refresh these buffs as soon as they expire (approx. every 2-3 minutes).
  • Use Teleport to reposition your Mercenary close to the enemies you are aiming for to benefit from reduced Resistances and broken Fire and Lightning Immunities from the Conviction Aura provided by his Infinity.

Optimal Loot/Experience Farming Strategies:

  • The Pit with 1 Player in the Game (Solo) - This build is specifically designed for Solo success in this Max Level Area. The Pit has universally low Life monsters that advantage this high mobility, hybrid build made for quickly executing Elites. Nova makes short work of hoards of Devilkins, while Fire Ball decimates most everything else. This specialized Sorceress smoothly alternates between these two Skills to efficiently farm this prime Farming Spot for all item types.

Breakpoints

For more information on the mechanics involved, check out our in-depth Resource: Breakpoints.

All builds rely on specific Breakpoints for effectiveness throughout the game. Meeting Breakpoints for Cast Rate, Hit Recovery, and Block Rate increases the rate of casting spells, recovering from big Damage, and blocks by 1 Frame per Breakpoint.

Faster Cast Rate (FCR)
Faster Cast Rate controls how fast our Character casts Spells. In this build we aim for 105% Faster Cast Rate, which is achieved with the suggested gear. Note: Faster Cast Rate only controls the animation speed of the Character, and not any internal or global Cooldowns your spells have.

Cast Rate Breakpoints

Increased Attack Speed (IAS)
We do not target a specific Attack Speed Breakpoint. We do not rely on attacks to deal damage.

Faster Hit Recovery (FHR)
Faster Hit Recovery controls how fast our Character finishes the Hit Recovery animation. In this build we aim for 60% Faster Hit Recovery, which is achieved with the suggested gear and Charms.

Hit Recovery Breakpoints

Faster Block Rate (FBR)
We do not target a specific Block Rate Breakpoint. We do not rely on Chance to Block in this build.

Faster Run Walk (FRW)
There are no Breakpoints for Faster Run / Walk. With the recommended gear you reach 25% Faster Run / Walk.

Hardcore

For all Hardcore gameplay, your primary concern is increasing your Resistances, Damage Reduction, Chance to Block and Maximum Life. This can mean sacrificing overall power level for a more secure playstyle.

The Fire Ball Nova Sorceress can become Hardcore viable with key changes to the Gear and Stat Point allocation. Review the changes below before building this character in Hardcore, as some of these changes differ significantly from the standard version of this build.

Gear Changes:

  • Stormshield instead of Spirit: The % Damage Reduction and Increased Chance of Blocking granted by Stormshield both drastically improve your survivability. We reach 45% Damage Reduction with a combination of Stormshield and Shako. There is no better way to keep your Hardcore Fire Ball Nova Sorceress alive.
  • Faster Cast Rate: In order to achieve 105% Faster Cast Rate while using Stormshield, it is recommended to use Wizardspike, Magefist, and an extra Faster Cate Rate-granting Rare Ring in place of gear shown on the standard version of the build. Wizardspike additionally offers a great deal of Mana and Resistances which further improves survivability and quality of life, while Magefist also adds a + to Skill for Fire Ball.
  • Stacking Resistances: If possible, and when necessary, make sure your Fire/Light/and Cold Resistances ("Res") are stacked beyond their default maximum values of 75 each (175 total Resistances in Hell) to guard against Elite monsters with Conviction Aura. Stacking these Resistances 85 past their 75 default maximum (260 total Resistance) completely negates the Conviction Aura of any enemy. When choosing to stack Resistances, keep in mind the primary damage type(s) of the monsters in the area you want to farm. Switching to Wizardspike already accomplishes a great deal in this regard. High X Resist +x% or All Resistances +x granting Grand and Small Charms, Boots, Jewelry can also shore up your Resistances for this purpose.
  • Faster Hit Recovery: If possible, aim for at least the 20 or 30% Faster Hit Recovery Breakpoints with Charms and/or Boots to make up for losing Spirit. Faster Hit Recovery is not as important when going for maximum Chance to Block (75%). We mainly rely on the 48% Faster Block Rate Breakpoint attained by Stormshield with a Shael Rune in it instead. 

Stat Point Changes:

  • Allocate enough Stat Points into Strength to wear Stormshield using the Strength bug explained in the Mechanics Section below.
  • Allocate enough Stat Points into Dexterity to achieve maximum Chance to Block (75%) while having Stormshield equipped.
  • Put all remaining Stat Points into Vitality.

Skill Point Changes:

  • There are no recommended changes to Skill Point allocation for a Hardcore Fire Ball Nova Sorceress.

    See the "Hardcore" Build Variant below for additional suggestions and visuals.

Build Variants

Flexible

Setup
This variant makes clever use of 4-Piece Tal Rasha's Set to increase the Fire Ball Nova Sorceress' versatility. Using every Tal Rasha's Set item except for Tal Rasha's Horadric Crest allows this build to maintain extremely high Magic Find while having both -x% Enemy Fire Resistance and -x% Enemy Lightning Resistance, and achieving the 86% Faster Hit Recovery Breakpoint. Magefist allows this variant to maintain 105% Faster Cast Rate while also improving Fire Ball damage. The "Flexible" variant performs better than the standard build in a greater variety of Farming Spots. Solo-farming Worldstone Keep (or /Players1 in Single Player) is a great strategy for this setup. Solo-farming The Pit is almost just as optimal with this setup as the standard setup due to its high effectiveness against Elite monsters Resistant or Immune to Fire or Lightning. However, this variant has slightly less Magic Find and Damage compared to the standard Fire Ball Nova Sorceress.

Mercenary
All Best in Slot (BiS) Fire Ball Nova Sorceress variants use a Might Mercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor.

Skills
The Fire Ball Nova Sorceress splits focus between the Fire and Lightning Skill Trees.

Put 1 Point into each of the following Skills:
1. Teleport
2. Telekinesis
3. Static Field
4. Lightning Mastery
5. Frozen Armor
6. Warmth

Max out the following Skills in this order:
1. Fire Ball
2. Nova
3. Meteor
4. Fire Bolt
5. Fire Mastery

Put anywhere from 5-10 additional Skill Points into Lightning Mastery for a stronger Nova.

Use the Scroll Bar to see Skill Point Progression

Attributes
Only put enough Stat Points into Strength to wear Spirit. The rest go into Vitality.

High Damage

Setup
This variant focuses much more on Damage than Magic Find for better performance/faster kills in High Player Count games or /Players5-8 in Single Player. Griffon's Eye socketed with a 5/5 Fire Rainbow Facet provides increased damage for both Nova and Fire Ball. A Rainbow Facet in an Eschuta's Temper also achieves this purpose. + to Skill gear options such as Enigma, Mara's Kaleidoscope, Arachnid Mesh and The Stone of Jordan further increase this variant's damage. + to Fire or Lightning Skill Grand Charms replace Magic Find Charms for even more damage! Static Field is often used on the "High Damage" variant to quickly train down high monster Life, especially before using Nova.

Mercenary
All Best in Slot (BiS) Fire Ball Nova Sorceress variants use a Might Mercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor.

Skills
Even with increased reliance on Static Field to train down the Life of beefy High Player Count monsters, Skill Point allocation remains the same as the standard build.

Put 1 Point into each of the following Skills:
1. Teleport
2. Telekinesis
3. Static Field
4. Lightning Mastery
5. Frozen Armor
6. Warmth

Max out the following Skills in this order:
1. Fire Ball
2. Nova
3. Meteor
4. Fire Bolt
5. Fire Mastery

Put anywhere from 5-10 additional Skill Points into Lightning Mastery for a stronger Nova.

Use the Scroll Bar to see Skill Point Progression

Attributes
Only put enough Stat Points into Strength to wear Spirit. The rest go into Vitality.

Hardcore

Setup
On the "Hardcore" mode variant, we aim for 50% Damage Reduction, maximum Chance to Block (75%), and stacked Fire/Light/Cold Resistances if possible to guard against taking extreme amounts of Physical and Elemental Damage while attacking or casting Teleport. We also aim to maintain high Magic Find for this build to perform to its core function. For detailed information about the "Hardcore" Fire Ball Nova Sorceress variant, consult the "Hardcore" section above. All recommended Hardcore changes are visually displayed in the planner to the right.

Mercenary
All Best in Slot (BiS) Fire Ball Nova Sorceress variants use a Might Mercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor. Alternatively, a Defiance Aura Mercenary may be used here for the massive Defense boost that it provides.

Skills
The Fire Ball Nova Sorceress splits focus between the Fire and Lightning Skill Trees.

Put 1 Point into each of the following Skills:
1. Teleport
2. Telekinesis
3. Static Field
4. Lightning Mastery
5. Frozen Armor
6. Warmth

Max out the following Skills in this order:
1. Fire Ball
2. Nova
3. Meteor
4. Fire Bolt
5. Fire Mastery

Put anywhere from 5-10 additional Skill Points into Lightning Mastery for a stronger Nova.

Use the Scroll Bar to see Skill Point Progression

Attributes
Only allocate enough Stat Points into Strength to wear all of your gear. Then allocate enough points into Dexterity to achieve maximum Chance to Block (75%). The number of Dexterity Stat Points required for this is based on your Shield and Character Level. Finally put all remaining Stat Points into Vitality for as large of a Life pool as possible.

Standard

Setup
This is the "Standard" Best in Slot (BiS) Fire Ball Nova Sorceress featured in the beginning of the guide. This Sorceress is designed for maximum Solo-farming efficiency in The Pit (/Players1 in Single Player). Swapping between using Fire Ball and Nova allows this build to quickly target and destroy all Elite monsters in this optimal Farming Spot. Extremely high Magic Find and mobility make this Sorceress one of the overall top builds for farming rare Unique and Set items.

Mercenary
All Best in Slot (BiS) Fire Ball Nova Sorceress variants use a Might Mercenary with Infinity, Fortitude, and Andariel's Visage socketed with a Ruby Jewel of Fervor.

Skills
The "Standard" Fire Ball Nova Sorceress splits focus between the Fire and Lightning Skill Trees.

Put 1 Point into each of the following Skills:
1. Teleport
2. Telekinesis
3. Static Field
4. Lightning Mastery
5. Frozen Armor
6. Warmth

Max out the following Skills in this order:
1. Fire Ball
2. Nova
3. Meteor
4. Fire Bolt
5. Fire Mastery

Put anywhere from 5-10 additional Skill Points into Lightning Mastery for a stronger Nova.

Use the Scroll Bar to see Skill Point Progression

Attributes
For the "Standard" Fire Ball Nova Sorceress, only put enough Stat Points into Strength and Dexterity to wear all of your gear. The rest go into Vitality.


Video Guide

Video Guide by DarkHumility

Mechanics

Strength / Dexterity Bug

  • The Strength or Dexterity Bug refers to a state where an item "holds itself".
  • This means that you wouldn't reach the minimum requirements of the item without the added Strength and/or Dexterity of the item itself.
  • You have to follow the following steps to achieve this (Example: Stormshield):
    • Get to 126 Strength with Attributes and gear.
    • Gain 30 Strength from other sources like Jewelry or Charms to meet the requirement for Stormshield.
    • Equip Stormshield and remove the items you used to meet the requirements. It "holds itself" now.

Teleport

  • Teleport instantly moves you to a selected square on the visible screen in which you can stand. The game tries to to place you within a small radius around your cursor even if it would be impeded normally.
  • Teleport is not obstructed by walls or other impediments but can fail if your cursor is not completely passed those impediments when cast. Your Mercenary and Minions teleport with you, Traps do not.
  • Certain Minions in large quantities can become “stuck” in position after teleporting. Move away from that position to give them the chance to spread out.
  • You can “extend” the visible screen by opening UI-windows like the Inventory or the Character screen. Continuously cast Teleport and drag your mouse to the edge of your screen.
  • The Mana cost of Teleport decreases with additional Skill Levels down to 1 Mana per cast.
  • You can use “ESC” to open the menu in single player to pause the game after a Teleport to determine if you are safe.
  • Teleport casting speed is affected by the Faster Cast Rate Breakpoint that you achieve with your gear.

Static Field

  • Static Field range scales with each Skill Point.
  • In the Nightmare and Hell difficulty you can't reduce a monsters' life past certain thresholds. For Nightmare this threshold is at 33%, in Hell it is at 50%. You can get a little bit past this threshold if your enemy is at negative Lightning Resistances.
  • In Normal difficulty you can bring a monster down to "1 Life". Static Field can't deal the final blow on a monster.
  • Static Field works on any monster you encounter that is not Lightning immune, including all Act bosses.
  • Static Field reduces the current life of a monster by 25%. The Lightning Resistances of a monster will reduce the effectiveness.
  • Damage calculation: Monster Life = Current Life - ((Current Life * 0.75) * ((100-Lightning Resistance) / 100))

Summary

  • The Fire Ball Nova Sorceress is a hybrid Sorceress build that specializes in Solo-farming The Pit.
  • Use Nova to kill Fire Immune monsters such as the Devilkins in The Pit, and use Fire Ball to kill everything else. Use your Mercenary to kill monsters that are Immune to both Fire and Lightning.
  • While The Pit is her best Farming Spot, this Sorceress can comfortably Solo farm most areas.
  • With adjustments to gear and playstyle, this build is even viable with a full 8 Players in the game and in Hardcore.

Guide by DarkHumility. Inspired by Enpherno.

We hope you enjoy this build! With both Fire and Lightning, this build is sizzling hot. Dominate The Pit and find all the GG loot!

Good luck!