Mageazon Author: Icewraith |
Version: 1.09 Page 1 |
|
Introduction
The mageazon has its humble beginnings in Diablo II Classic,
where it shone due to the tremendous power of stackable, long-lasting immolation
flames. With the huge nerf on immolation arrow, the variant style of play has
been weakened but the better gear available and the availability of charms
allowed the mageazon to remain a very much viable and strong way to play the
amazon.
The
principles of the mageazon are:
-
low strength and dexterity, since the bulk of the damage
would be from the elements
-
reliance on immolation arrow and either ice arrow or frozen
arrow for fire/cold damage
-
no mana leech items at all, instead relying on huge mana pool
and mana regeneration for survival
-
played and built like a sorceress, hence the name
mageazon!
With heavy reliance on the two elemental skills, there is no
need for a big bow that requires large strength. Likewise, the auto hit feature
of the elemental skills allow the mageazon to enjoy 100% hit rate without having
to bother with dexterity and attack rating.
Stats
Distribution
Strength and Dexterity
These
two stats are almost totally not useful to a mageazon. She doesn't need a big
damage bow and she certainly does not need to rely on high dexterity to get her good
damage, hence strength and dexterity should be kept to a minimal - 50 to 60 each in most cases as that figure would allow you to
equip almost all the best gear for a mageazon. Just for show, here's some of the
uber-gear that are strongly recommended for mageazons:
| Equipment |
Str |
Dex |
| Silkweave |
65 |
|
| Frostburn |
60 |
|
| Gloom's Trap |
58 |
|
| Que-Hagan's Wisdom |
55 |
|
| Elite Caster Boots |
50 |
|
| Harlequin's Crest |
50 |
|
| Magefist |
45 |
|
| Skin of Vipermagi |
43 |
|
| Razortail |
20 |
|
| Kuko Shakaku |
53 |
49 |
| Doomslinger |
40 |
50 |
| Stag Bow Runeword |
30 |
45 |
| Skystrike |
25 |
43 |
As you can see, with the exception of Silkweave (65 strength),
the rest of the best mageazon gear all has a maximum of 60 strength and 50
dexterity.
Vitality
In general, with most monsters frozen solid
or distracted by decoy and valkyrie, a mageazon has little fears, but more life
is definitely good, especially for HC mageazons. All spare points should go to
vitality upon reaching a decent mana pool.
Energy
A sorceress needs energy
to sustain her magic. A mageazon wielding magic with a bow likewise needs
energy, and lots of it too. A sorceress can spam high-level nova all day long
with a 1000+ mana pool but mageazon cannot do likewise because the sorceress has
warmth. A mageazon can only depend on a huge mana pool which will result in a
decent mana regeneration rate.
Main Offensive Skills
Key
skills will definitely be frozen arrow and immolation arrow. In the past, ice
arrow was an option for a main attack skill because frozen arrow had lower
damage then, so the chill time made a difference. Now, however enter the world
of charms and you can easily hit just the same amount of freeze time with frozen
arrow, while more damage and to multiple enemies.
One interesting perk about both frozen arrow and immolation
arrow (ice arrow too), is that there is a significant boost for the skills at
levels 8 and 16. Damage-up-per-level increased from 10 to 15 to 20 for FA and
from 10 to 20 to 30 for IA. This means that there is no reason NOT to max both
skills as damage only starts to get spectacular after level 16.
Ice Arrow (1 or Max points)
Ice arrow
auto-hits and freezes for a good amount of time even without much added cold
duration. The damage is lower than that of FA and can only hit a single target
but the big plus point of it is the light mana cost (less than 1/3 that of FA),
which allows you to manage your mana much better. Overall, a good choice if your
mana is somewhat restricted by gear choices to provide greater safety such as in
hardcore.
For a mageazon choosing maxed Ice Arrow over Frozen Arrow, I
would recommend a fast bow (ideally at 8/2) and as high +skills as possible. In
this way, you will be able to churn out as many Ice Arrows as possible during
the one-second cast delay of Immolation Arrows. However, even then, I would
still recommend 20 Ice Arrow and 10 Frozen Arrow for the mass freeze and cold
damage of Frozen Arrow.
| |
1 |
5 |
10 |
15 |
16 |
17 |
18 |
19 |
20 |
25 |
30 |
Cold Damage |
6-10 |
30-34 |
72-76 |
132-136 |
144-148 |
162-166 |
180-184 |
198-202 |
216-220 |
306-310 |
396-400 |
| Cold Duration |
2.0 |
2.8 |
3.8 |
4.8 |
5.0 |
5.2 |
5.4 |
5.6 |
5.8 |
6.8 |
7.8 |
| Mana Cost |
4.0 |
5.0 |
6.2 |
7.5 |
7.7 |
8.0 |
8.2 |
8.5 |
8.7 |
10.0 |
11.2 |
Frozen Arrow (1 to Max points)
An auto-hit
skill, FA does it's cold damage in a fixed splash radius of 3.3 yards and
freezes all hit for 2 seconds (boosted by items) in normal. With pierce and a
tight pack of monsters, it's easy for FA to be doing 4x the splash damage to
each monster in the radius. Chance to cast on attack items works fantastically well with this skill as the chance of releasing a charge is very high with FA
piercing and hitting so many enemies with one shot.
| |
1 |
5 |
10 |
15 |
16 |
17 |
18 |
19 |
20 |
25 |
30 |
| Cold Damage |
40-50 |
80-90 |
140-150 |
215-225 |
230-240 |
250-260 |
270-280 |
290-300 |
310-320 |
410-420 |
510-520 |
| Mana Cost |
9 |
13 |
18 |
23 |
24 |
25 |
26 |
27 |
28 |
33 |
38 |
Immolation Arrow (Max points)
Previously,
the power of immolation lies in its long burning duration and stackability. Now
nerfed down to only 3 seconds of burning with 1 second cast delay, it's only
chance of being a viable skill lies in the fact that its basic explosive damage
(1.3 yard radius) is significantly better than in the past (especially after
around level 20). The extra burning damage is just icing on the cake I
guess.
| |
1 |
5 |
10 |
15 |
16 |
17 |
18 |
19 |
20 |
25 |
30 |
| Fire Damage |
10-20 |
50-60 |
120-130 |
220-230 |
240-250 |
270-280 |
300-310 |
330-340 |
360-370 |
510-520 |
660-670 |
| per second |
8-10 |
31-33 |
60-63 |
90-92 |
96-98 |
101-104 |
107-110 |
113-116 |
119-121 |
148-151 |
178-180 |
| Mana Cost |
6 |
10 |
15 |
20 |
21 |
22 |
23 |
24 |
25 |
30 |
35 |
Guided Arrow (0 or 1 point)
You can say
that GA is usually for the big guns to take out bosses, yet it is also a very
nice skill for mageazons as well. When faced with a single boss, firing off your
big skills is extremely taxing on mana, since you are wasting a hell lot of
damage (cannot multiple hit and hence no multiple splashes). With decent
elemental bow (skystrike, kuko, 1-4xx lightning bow etc) and 100% pierce, even a
level 1 GA can do lots of quick damage to the boss at an affordable mana cost
(well covered by mana regeneration).
Other bow and crossbow skills are largely useless for a
mageazon and would serve at best as pre-requisite skills for the above mentioned
three skills.
Passive and Magic Skills
With
just a maximum of 47 (20 FA, 20 Immo and 7 prerequisites) points in the bow and
crossbow tree, and requiring only very little points in pierce and its
prerequisites, there's a whole lot of option available to pump into valkyrie or
the evasive skills.
Slow Missile (1-4 points)
Chaos Sanctuary is
the place of oblivion knights. High elemental damage with a whole lot of curses
as well. A slow missile cast here and there will allow you to easily move away
from the elemental bolts without fear since they simply travel so slowly.
Similarly, against lebs and using a KB bow on switch, the sm'ed le bolts will
not even come close to reaching you.
Dodge (1+ points)
Most of the melee monsters
you encounter are going to be either frozen or engaging your minions (Decoy,
Valkyrie or Merc). Chances are that the only melee you are going to face will be
stray members of a frenzytaur pack that comes your way and batters down your
poor Merc. In this case dodge might come in useful but not so much
otherwise.
Avoid (12+ points)
When standing still and
firing at enemies, there's always the chance of a stray big damage shot coming
your way. Also, with mixed melee/ranged enemies, the ranged attackers may not
always target your minions. Having around 12 points of avoid gives you the
chance to avoid the attack a good 60% of the time.
Evade (12+ points)
While dodge and avoid are
for an immobilized zon, evade is for the zon on the run. Beyond 12 in evade (50%
chance) gives you rather severely diminishing returns.
Decoy (1 point)
One of your best friends after
Valkyrie. Repeated casting of decoy in strategic locations can help you draw
attackers off your back while you retreat or help you tank against ranged
attackers while you pick them off with your bow.
Valkyrie (5, 10 or Max points)
A good level of
valkyrie can take a severe beating and may even do enough damage to kill
something on its own. Level 5 gives it a credible amount of life to tank with
and allow repeated castings without draining mana too much. Of course, with a
mageazon's good mana pool, having higher or even a maxed out Valkyrie can be
more useful since there should not be much mana problems recasting even a maxed
valkyrie.
Pierce (1+ points)
For a mageazon, it is quite
important to get maxed pierce, whether by items or by skill. Check the total
piercing of your items and get enough pierce (with +skills) to allow you 100%
piercing.
| |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
| Piercing % |
23 |
34 |
42 |
49 |
55 |
59 |
63 |
65 |
69 |
71 |
73 |
75 |
Other passives such as inner sight, critical strike and
penetrate are largely useless to the mageazon due to the low physical damage
output and auto-hit feature of the skills involved. Also, it is far more
important for a mageazon to max her offence skills and pierce before adding to
her defensive passives. Assuming enough gear for level 1 pierce to be
sufficient, a mageazon can actually max out her offensive skills and have 1
point in each passive at a mere level 49-54 depending on how many skill quests
have been done.
The
Dressing Room
The mageazon is not an easy style of play to dress, if you
intend to be at least quite powerful. Most of the better gear fortunately isn't
that hard to get and if you are on closed Battle.Net, there really shouldn't be
much problems getting the basics since they are largely "junk" discarded by
those ignorant noobs.
The main properties a mageazon should be looking out for is
piercing, +mana, +mana regeneration and +skills. Resistance and +life should be
kept enough for survival but the key is still the above four properties...
offence is always the best form of defence (especially when your offence
involves getting enemies frozen).
In addition, the
+mana per kill mod is also highly prized,
though not many items have such a mod. Several uniques mentioned - que hagan's
wisdom, silkweave - have it, rare/magical jewels can also come with a "+1-3 mana
per kill" prefix while TIR rune adds +2 mana per kill. A mageazon built around
several such items can also go a long way, especially in lower difficulties
since lesser shots are needed to kill a whole mob of monsters.
Bows and Crossbows
Bows are
the most important piece of equipment for the mageazon, and you would want a bow
that's relatively fast and preferably with piercing, +skills or big fat
elemental damage. Some good bows are :
|
Kuko Shakaku Cedar
Bow Two-Hand Damage: (27-30) to
(75-84) Required Strength: 53 Required Dexterity:
49 Required Level: 33 Firing Speed: 13/3 (11/3
with shael) +150-180% Enhanced
Damage Fires Explosive Arrows or Bolts Piercing Attack (50) Adds
40-180 Fire Damage +3 to Immolation Arrow [Amazon Only] +3 to Bow
and Crossbow Skills [Amazon Only] |
Skystrike Edge Bow Two-Hand Damage:
(17-21) to (50-60) Required Strength:
25 Required Dexterity: 43 Required Level: 28 Firing Speed: 11/3
(10/3 with shael) +150-200% Enhanced Damage +1-250 Lightning Damage 2%
Cast Level 6 Meteor on Striking 30% Increased Attack Speed +100 to
Attack Rating +1 to Amazon Skill Levels +10 to
Energy |
Both of these bows can be found rather early in the game and
IMO, Kuko Shakaku is simply the best end-game bow for a mageazon due to its 50%
pierce, nice fire damage and +3 bow skills (+6 immolation) coupled with a decent
firing speed (11/3 with shael). On the market, both are not very expensive too,
unlike the unearthly price of the Buriza.
Yet, in SP mode, they are still hard to find. Cheaper
alternative is the Doomslinger unique
repeating crossbow, THE weapon of choice for Diablo II classic mageazons. +1
amazon skills, 35% piercing and 12/3 (11/3 with 5 more IAS) firing speed makes
it a real good mageazon weapon if not for the existence of the Kuko.
Zephyr
(OrtEth) and Melody (ShaelKoNef) are both decent runewords for
mageazons. Socketed into a +3 ashwood bow, you will have an 11/3 bow with either
fastwalk and a little lightning damage (zephyr) or a +6 bow skills and knockback. Also, a Zephyr'ed razor bow is equippable at level 21, does decent
damage and fires at a nice 10/3 speed.
Yet another no-hard-to-find bow is the magical
shocking bow (with 1-4xx lightning damage). With the
potential of 2 sockets and a good suffix (ideally cold damage for more freeze
time), this bow will make a good backup bow against fire/cold immunes and could
even hold its place among other good mageazon bows. Base bow type should have
low requirements, and either be fast (composite, hunter's, razor) or with
+skills (ie ashwood). Throw further lightning jewels or +mana/kill stuff in to
make it even more powerful.
All in all, most bows work fine, but the six bows mentioned
would really make a difference to a mageazon.
Armor
Again, the focus will
be on +mana, mana regeneration and +skills. This brings about two main
contenders for top armor:
| |
Que-Hegan's Wisdom Mage
Plate Defence: 542-681 (Base
225-261) Required Strength: 55 Required Level: 51 Durability:
60 +140-160% Enhanced Defence +1 to All Skill
Levels +3 to Mana After Each Kill 20% Faster Cast Rate 20% Faster
Hit Recovery Magic Damage Reduced by 6-10 (varies) +15 to Energy |
Skin of the
Vipermagi Serpentskin Armor Defence:
246-279 (Base 111-126) Required Strength:
43 Required Level: 29 Durability: 24 +120%
Enhanced Defence +1 to All Skill Levels 30% Faster Cast
Rate Magic Damage Reduced by 9-13 (varies) All Resistance +20-35
(varies) |
While not easy to come since they are exceptional
uniques,
Que-Hegan's Wisdom and Skin of the Vipermagi are both good +skills armor.
Que-Hegan's has good defence and generally more useful mods for a mageazon (+3
mana per kill, +15 energy) but Skin of Vipermagi has far better protection
against magic (35% resistance and 13 MDR). I must say that mage plates look much
better on zons than the iron-look of a serpentskin armor, though.
Another low-level unique missed is the
Spirit Shroud, another +skills armor but with cannot
be frozen property instead. For starters, Stealth
(TalEth) is a decent armor with 15% mana regeneration while
Smoke (NefLum) is also quite good with its 50% resistance
and +10 energy.
Runewords and uniques aside, good rares with
+mana, +life and
good resistances are also decent substitutes. In fact, if incredibly rare
jeweller's armor of simplicity can be found, a 4-socketed duskshroud could be
useful with say, 2 skulls and 2 sapphires in it.
For single-socket
uniques, the space would definitely go to a
perfect skull, mana regeneration is quite lacking in anything a mageazon can
wear and 19% mana regeneration in the armor slot would go a long way.
Helm
Like armor, the focus
is also on +mana, mana regeneration and +skills. One helm is the clear winner
here, but is an elite unique and very hard to find:
| |
Harlequin Crest Shako
Defence: 98-141 Required Strength: 50 Required Level:
62 Durability: 12 +2 to All Skills +(1.5 per
clvl) 1.5 to 148.5 to Life +(1.5 per clvl) 1.5 to 148.5 to
Mana Damage Reduced by 10% 50% Better
Chance of Finding Magical Items +2 to Strength +2 to Dexterity +2
to Energy +2 to Vitality |
Peasant
Crown War Hat Defence: 92-108
(Base 45-53) Required Strength: 20 Required Level:
28 Durability: 12 +100% Enhanced Defence +1
to All Skills 15% Faster Run/Walk Replenish Life +6-12
(varies) +20 to Energy +20 to
Vitality |
The harlequin crest's impressive array of +2 skills, huge
+mana
and +life as well as 10% DR has just about anything a mageazon wants (except
resists). Socketing it would be difficult as a perfect skull would definitely
devalue the shako, so perhaps a 15% res all jewel or um would be more fitting
for this elite item. IMO both the peasant crown and harlequin crest looks
terrible on an amazon though.
A rare circlet would probably look the best on an
amazon but a good
one would be hard to find. +2 skills would be great with some resistance and
maybe +life, +mana or any other icing on the cake. From a cheaper standpoint, a
2-3 socketed helm with a combination of perfect skulls and/or perfect sapphires
would likewise make a good mageazon helm.
Gloves
If not for the
presence of the two outstanding uniques, the caster craft would probably be the
best bet for the mageazon:
| |
Frostburn Gauntlets Defence: 43-48 (Base 12-15) Required Strength:
60 Required Level: 29 Durability: 24 +10-20%
Enhanced Defence +30 Defence +5% Enhanced Damage Increase Maximum
Mana 40% Adds 1-6 Cold Damage (2 Secs) |
Magefist Light Gauntlets Defence:
20-24 (Base 9-11) Required Strength:
45 Required Level: 23 Durability: 18 +20-30%
Enhanced Defence +10 Defence +1 to Fire Skills 20% Faster Cast
Rate Regenerate Mana 25% Adds 1-5 Fire
Damage |
40% max mana is simply huge and to have cold damage (2-second
cold duration) makes frostburn one of the best bet for mageazon gloves. Magefist
lose out a bit with only 25% mana regeneration but the big plus is the +1 Fire
skills, which boosts Immolation Arrow by 1 as well! These are normal uniques
too, making them very cheap to trade for and not all that difficult to find.
Caster crafts, on the other hand, are the alternative to go -
Perfect Amethyst, Ort, jewel and a magical leather glove (demonhide and bramble
mitts too) - would give you a nice crafted glove with: 4-10% mana regeneration,
+10-20 mana and +1-3 mana per kill. This can result in some nice resist gloves
with even the possibility of a +2 bow skills gloves with resists... woah!
Boots
Good mageazon boots
are hard to come by... Silkweave is good but does not provide mods that are
significantly better than a pair of caster boots and has a rather steep strength
requirement (65) too.
| |
Caster
Boots Perfect Amethyst Thul rune Jewel
(any) Leather, Demonhide or Wyrmhide Boots
Preset Mods: Regenerate Mana 4-10% Mana
+10-20 Max Mana +2-5% |
Silkweave Mesh Boots Defence: 95-130 (Base 37-44) Required Strength:
65 Required Level: 36 Durability: 16 +150-190% Enhanced Defence 30% Faster Run/Walk +5 to
Mana After Each Kill Increase Max Mana 10% +200 Defence vs.
Missiles |
Silkweave's bonus of 10% max
mana, +5 mana per kill and 30%
run/walk are the main highlights, yet it is possible to get a fast run/walk
caster boots with resistance. Tri-resistance boots are of course greatly useful
for a mageazon lacking in that department. IMO, the gloves, boots and belt slots
are about the best place to get resistance unless you chance upon a godly +2
prismatic circlet.
Belt
Mainly two best belts,
each of which would be THE choice depending on whether you have any pierce on
your bow:
| |
Razortail Sharkskin
Belt Defence: 85-107 (Base
31-36) Required Strength: 20 Required Level: 32 Durability:
14 16 Slots +120-150% Enhanced Defence +15
Defence +10 to Maximum Damage Piercing Attack (33) +15 to
Dexterity Attacker Takes Damage of (1) 1 to 99 |
Gloom's
Trap Mesh Belt Defence: 79-102
(Base 35-40) Required Strength: 58 Required Level:
36 Durability: 16 16 Slots +120-150% Enhanced
Defence 5% Mana Stolen per Hit Increased Max Mana 15% Regenerate
Mana 15% +15 to Vitality -3 to Light
Radius |
If you don't have pierce on your bow, get
razortail. Gloom's
mage bonuses are good but the difference between 70+% pierce and 100% pierce can
be very great. Razortail can also save you 15 stats points for energy if you had
planned ahead. Gloom's Trap, on the other hand, has good mana bonuses (15% max
mana and 15% mana regeneration) and +15 vitality too. While the mana leech is
juju, that really can't be helped (would just make you stronger with that bit of
leech :).
The less hard to find alternative would be to obsessively
gamble belts. With 60 strength, I would gamble for plated belts in normal
difficulty since it is a standard 4-tiers, rather than risk getting a 3-tiered
belt with real nice mods. For rares, DEFINITELY go for +cold damage with
resistances, life and/or mana. The cold damage will give you extra cold duration
and the resistance available could be nice too.
Amulet
Hard to choose, but
I give my vote to the Eye of Etlich... a simple looking but gorgeous amulet:
| |
The Eye of
Etlich Amulet Required Level: 15 +1-5 Light Radius (varies) +1
to All Skill Levels 3-7% Life Stolen per Hit (varies) Adds (1-2) to (3-5) Cold Damage (varies) Cold Duration: 2-12 secs (hidden) +10-40 Defence vs
Missiles (varies) |
The Rising
Sun Amulet Required Level: 65 +2 to Fire Skills 2% Cast Level 1-10 Meteor when
Struck (varies) +(0.75) 0.75 to 74 Fire
Absorb (based on clvl) Adds 24-48 Fire Damage Replenish Life
+10 +4 to Light Radius |
The Eye of Etlich can be worn real early and has a a
potentially HUGE 12 seconds built-in cold duration, allowing you to freeze
monsters for an extra 3 seconds in hell. This can make a difference if trying to
control a big swarm of monsters for a party. Party members would thank you for
all that frozen prey. +1 skills simply made it even more desirable.
The rising sun, with +2 fire skills gives a good +2 to the
non-spammable Immolation Arrow while not to Frozen Arrow. This may sound bad but
from a mana conservation point of view, it isn't. Spamming FA is very mana
draining at high levels, yet you want as much out of your IA as possible because
of it's 1 second cast delay. Rising sun allows you to keep a moderate FA level
while boosting Immolation by +2. The extra fire damage and fire absorb makes it
worthwhile too.
Two other uniques for consideration are Saracen's Chance and Mara's
Kaleidoscope. The Saracen's is good only if you plan ahead and decide
to use it for good. This will save you 24 stats points to place into energy,
effectively giving you +54 mana and +36 life with 15-25% resist all, not too
shabby for an amulet. Mara's, on the other hand, has a great +2 skills and
lightens your resistance burden a lot with 20-30% resist all. A little more
+stats wouldn't hurt.
Uniques aside (difficult to find), rare amulets with +2 skills,
resistance, +mana, +life and all sorts of other mods are a good bet for the
amulet slot. Finally, if you're really running low on mana and have nothing much
better to use, a Bahamut's Amulet (+100 over mana) does give you quite a lot of
ground mana-wise.
Rings
If resources are
available to you, there can be only one choice... a Stone of Jordan and a
Ravenfrost:
| |
The Stone of
Jordan Ring Required Level: 29 +1 to All Skill Levels Increases Maximum Mana 25% Adds
1-12 Lightning Damage +20 to Mana |
Raven
Frost Ring Required Level: 45 +150-250 to Attack Rating (varies) Adds 15-45 Cold Damage (4 secs) Cannot be
Frozen +40 to Mana Cold Absorb 20% +15-20 to Dexterity
(varies) |
It doesn't take a genius to tell you that
Stone of Jordan is
good. +1 skills and 25% max mana is something you will find nowhere else. Raven
frost on the other hand has all the mods a mageazon wants, most importantly
"cannot be frozen". You do not want to be caught trying to control a crowd with
a super slow firing pace and having monsters thaw out before you can take a
second shot. To add to the cake, there's more cold damage (and 4 more seconds),
+40 mana, 20% cold absorb and a good +dex which if you plan ahead can net you 20
more energy and hence an effective +70 mana on this godly ring.
Given a lack of resources, a bahamut's or great wyrm's ring
would have to do as well. Adding to base mana, these can work out real well with
the right gear (ie. +100 mana with frosties is +140 effectively). If you have
two stones of jordans, replacing one SoJ with a Bahamut's ring could actually
yield you better mana and less intensive mana usage (lower FA level). However,
IMO, the SoJ combined with the effectively +70 mana Raven Frost is the best
combination you can have on a mageazon.
Charms
Everyone knows what
charms are good. Charms of vita, resist charms, good elemental charms are all
standard issues with the mageazon just like any other characters. However, do
keep every single one of those small cold damage charms (especially those with
both cold damage prefix AND suffix). Each of these small charms, no matter what
damage, adds 1 second to your freeze duration - even 2 seconds if it was a
double cold damage charm. This may seem little, only 1/4 second in hell, but
with the right gear and a decent number of charms, the result is simply
outstanding. Just giving an example:
| |
Frozen Arrow Kuko
Shakaku Frostburns Belt of Glaciers Eye of Etlich Raven
Frost 12 cold charms
|
2 0 2 2 12 4 12 ------ 34 |
.seconds (8.5 secs in Hell) |
That's a very long freeze time you have there. Without the
charms, you would be left with 5 seconds, thanks to 3 full seconds from the Eye
of Etlich. Take that out for another amulet and you would be left with a measly
2 seconds without the charms.
Conclusion
Basically,
that's about it for dressing up. All the gear I can think of that fits has
already been shown and explained. Any that I have left out pls email me here.
Mageazon
Strategy
Mana Management
Mageazons are an extremely
mana-hungry
style to play. Managing mana would be no easy task, with two skills having very
high mana costs. Even a 1000 mana pool will not last forever if you have a ton
of +skills, especially since an amazon does not have huge mana regenerating
skills like warmth or meditation to help.
There are four main ways you can recover
mana:
(i) potions, either rejuvenation or mana pots,
(ii)
returning to town for refill, (iii) natural recovery, (iv) mana per kill
or damage taken goes to mana.
Potions are of course the simplest way out but mana or
rejuvantion potions don't always drop from the sky and it would be very
important to have a good control over your rate of mana consumption. Returning
to town constantly for refills can often prove to be tedious and irritating to
do.
Mana regeneration takes place all the time, the speed of which
is dependent on your mana pool as well as any +% mana regeneration you might be
wearing. Check out this site
for a calculation of how much mana you are actually regenerating each second and
try to find a good balance between +mana and +mana regen gear to use.
Other gear option to try out are
+mana per kill and damage
taken goes to mana. The former would add a substantial amount of mana each time
you kill a monster (especially if you take very few arrows to kill each on
average). The latter would add mana based on the amount of damage you are
taking, which would at least ensure that you don't run out of mana at a time
when you're somehow getting pummeled.
If after maxing out the amount of mana you can regenerate each
second, you still find yourself burning a whole lot of pots, I'd recommend you
tone down on your FA's skill levels to a level where you can comfortably keep up
a sustained rate of fire. Potential choices are the use of items like Rising Sun
or Magefists which adds to your Immo level without bumping up your FA level.
While this leads you to a lower damage with FA, you will at least not face any
mana shortage problems.
Mercenary
Act 1 has the
wonderful rogue merc with a nice +3 lightning hose. This can, and will give you
a good tri-elemental damage team hiding behind a meat shield (Valkyrie and
decoy). Armed with +3 skills and a relatively fast bow, she can do devastating
lightning damage to enemies immune to either of your elements. The choice
between fire and ice isn't that important.
Act 2 mercs come in 6
flavours.... prayer, blessed aim,
defiance, thorns, holy freeze and might. Yet only two are useful to the mageazon
in hell. Blessed aim with auto-hit skills? Defiance on a 100 defence outfit?
Thorns on a not-gonna-be-hit character? And might on a cracked hunter's bow?
Holy freeze slows down monsters to a crawl so that they can less of a threat.
This is particularly useful against cold immunes which cannot be frozen. Frozen
Arrow is at least able to control those vulnerable to freezing. Arm the man with
a big pokie with a lightning armor (potentially 1-3xx lightning damage) and
he'll be doing high physical and lightning damage.
If however, you intend for your merc to be an effective
standalone, might and defiance would both be good choices to have. Might would
give a huge damage boost to the merc (although you usually wouldn't need him all
that much) whereas defiance would keep the merc alive longer in areas where
there are hard-hitting physical attackers.
Act 3 mercs has fire, cold and lightning, all single elemental.
Since you already have good cold and fire damage, lightning would be a better
choice among the three but I would still not recommend it. After all, it is pure
lightning no physical. Hence mercs from all the other acts are all superior in
this aspect as they can deal both high physical and lightning damage.
Act 5 barbarians have the life and the resistance to tank, and
it's a close fight between a HF or defiance merc and the barb for a merc who
will be the third shield (after Valkyrie and decoy) for you. A high lightning
armor, with a high physical sword and good leech should be enough for this beast
to tank most creatures including the most feared frenzytaurs.
Very hard to choose, but my pick goes to the HF merc for his
ability to slow down non-cold immunes or prayer mercs for their life recovery
aura.
Valkyries and Decoy
Deployment
Your two best friends in single-player environment are
decoy and valkyrie. They tank for you and draw all the missile fire away from
you while you take out all the baddies for them. To utilize them well, you have
to know where to position them so that they will be of best use to you. Below
are just some of the ways you can position your minions in different
situations:
Purely Melee Monsters
For purely melee enemies,
I would throw Valkyrie into the heat of the battle and cast
decoy a bit further back in case a few of the creatures break away from valkyrie
and make its way towards me. Also, should Valkyrie die, the enemies will swarm
towards decoy first, buying me some time to recast valkyrie.
Ranged enemies tend to spread out more, so valkyrie can
only entertain a small portion of them, the rest would be shooting at either my
minions or me. By pulling back a little and casting decoy 2-3 squares in front
of me, most of the shots would be directed at val while decoy will take any
stray shot that comes this way.
Mix of Melee and Ranged
Monsters
For a mix of monsters, the strategy is much the same as
the previous one, just that i don't fall fall back as much. Valkyrie will again
bear the brunt of the attacks with the decoy there to take any stray shots.
Swarming
from Both Flanks
When somehow engaged
on two flanks, valkyrie is left on one flank while i cast a decoy and proceed to
clear the decoy side of enemies first since decoy never last as long as valkyrie. Of course, valkyrie's life is always kept in check and when it runs
low, i would recast valkyrie and come to her help after decoy's side is clear.
Boss Fight
When
fighting a boss, the surrounding critters are first cleared off. Then Valkyrie
is positioned between the bowazon and the boss. Decoy would be placed next to
the boss so that the boss will attack the decoy first. This helps to extend the
lifespan of Valkyrie and prevent you the trouble of recasting her again.
Lightning
Enchanted Boss (LEBs)
This is my
preferred method of dealing with lightning enchanted boss. Somehow, i find that
standing at the top or bottom of the boss allowed me to avoid most of the
lightning discharges as compared to when i am standing at the left or right of
the boss.
Biggest Threats
The mageazon has two major offensive
skills - Frozen Arrow and Immolation Arrow - and guided arrow as a backup
support skill. In normal cases, fire immunes can be frozen solid and pinged upon
by either FA or just GA with a high elemental weapon. Cold immunes on the other
hand cannot be frozen but can be kept busy with a Valkyrie and toasted by
immolation fire. Both are easy to handle. Eventually, there are only two kinds
of enemies you have to worry about: a fire/cold dual immune boss and those fire
immune frenzytaurs.
The boss can be handled by first getting rid of it's minions,
leaving a 3v1 fight with it against you, valkyrie and merc. Valkyrie can hold
the boss in place while your merc hits with either a high physical or high
lightning weapon (better still, both). You can also chip in with some GAs using
your alternate weapon switch (hopefully a high lightning weapon such as
skystrike or arcing bow).
Fire immune frenzytaurs are fearsome for a mageazon. Cannot be
frozen means that it can deal massive damage, even killing your high level
valkyrie in just a few hits and immolation arrow just doesn't work. Two
solutions: (1) Get a high elemental weapon with knockback (ie. Nef'ed lightning
bow) and GA to pin and push the minotaur packs away from your valkyrie to
protect her, (2) Do 1 and get yourself a Holy Freeze merc to slow them down.
Correct me if I'm wrong, but I do remember that HF does work on
frenzytaurs...
Act Boss Fights
For a
mageazon, boss fights are perhaps the hardest. Your main skills are made to
handle mobs, no powerful single entities that can take out your minions with
relative ease. If you have a HF merc, he will move in for the kill (usually to
be killed rather), so hopefully the boss will target your valkyrie or decoy
instead. For yourself, throw out an Immolation and let it burn. In the mean
time, FA or GA with elemental weapon to pass the 1 second mark before releasing
another immolation arrows. Just keep the immolation burning while the boss is
stuck fighting your minions, recasting decoy, valkyrie when needed. Sometimes,
the boss will break free and advance towards you. Simple solution is to throw a
decoy where you are standing (possibly valkyrie as well) and back off. This way,
the boss will reengage itself with your minions and you can repeat the
immolation progress.
Lightning Enchanted Boss
(LEBs)
Immolation might not be that good an idea since it sparks
off bolts like firewall (correct me if this is wrong). If your merc can take the
beating, slow missile the LEB and either FA (mana intensive) or GA with an
elemental bow (cheaper) from far while keeping the LEB under SM all the way.
Else, use a knockack bow to pin the boss against a wall or something, stand FAR
away and use immolation arrow while the boss is under the effect of SM.
Can't really think of anymore at the
moment, more will be added as the ideas come. Basically, playing the mageazon is
easy. Freeze those guys, immolate them, spam FA, immolate them, spam FA,
immolate them... rinse and repeat.
Last note, in case you still didn't catch it, other than your
main weapon (ideally Kuko Shakaku), get yourself a high lightning weapon
(skystrike or magical 1-4xx lightning bow) and Nef it for control purposes.
Conclusion
Character Development
Most of the best starter gear
involves socketed items. Jewels of envy does 20 poison damage over 2 seconds and
can be used in armor and helm as well. With 2-socketed armor and helm of envy
and a 3 or 4 socketed hunter's bow with assorted chipped gems, damage done is
very significant and you shouldn't have much problems leveling until you get
exploding arrow at level 12. From then on, normal arrow against normal monsters
and exploding arrows against mobs or strong bosses should be plain sailing.
If at all possible, get an Eye with at least 7-8 seconds of
chill time. By the time you get ice arrow, you will have a real solid >10
seconds of freeze time. Throw on the freeze and shatter their corpses so that
reanimators can no longer work properly. This should solve most of the problems
you will face in act 2 especially in Tal Rasha's Tomb with so many reanimators
around.
Fast forward to level 24, getting immolation arrow. This is the
first of your offence skill, but at the current level, it is still weak,
becoming stronger at level 8 and starting to overtake frozen arrow's damage at
level 16. Max this as soon as possible (at level 43) and it will serve you for
life.
Level 30 will be yet another benchmark, where you will get
frozen arrow, Valkyrie and PIERCE.... the skill that made mageazons almighty. If
you have a piercing bow like Kuko waiting, one point in pierce with +skills will
suffice for now. You will want to max out Immolation as soon as possible and FA
as well if you can manage your mana. Assuming 1 point in each passive and no
strafe, such a setup will require 57 skill points - achievable at level 50 if
you had completed all the skills quests in normal and nightmare.
After that will be a matter of personal preference for people.
Some like low Valkyrie and high evasive skills, while others go for max Valkyrie
and lower evasive skills. All of them work to their strengths and have their own
pros and cons. It's just up to the player to choose the style that suits him
best.
Softcore vs Hardcore
Most
of the suggestions and strategies have been for softcore play, thus there have
been recommendations that does not quite suit that of a hardcore player.
For one thing, a hardcore mageazon would likely to want more
life and resistances to prevent any accidental mishaps. This could lead to some
gear or skill sacrifices as a hardcore mageazon goes a bit more defensive. For
example, while a softcore mageazon could quite easily get away with going all
energy (after meeting str/dex requirements), it's unlikely that a hardcore
mageazon would follow suit. She's more likely to add more to vitality or spend a
larger proportion of her charms and gear adding life and resists to make up the
shortfalls.
This means that mana management will become even more important
and it's not uncommon to see hardcore mageazons giving up some +skills gear for
resistances or life; or even leave FA way less than max in order to maintain the
ability to keep up continuous firing of FA and IA without running out of
mana.
Vamps and Mageazons
A
subclass similar to mageazons is the 'vamp', which also uses high levels of FA
and IA for damage but relies on leech to recover the mana instead of mana
regeneration and mana per kill. These 'vamps' typically has less need for energy
and could thus afford more points into str and dex, making some of the bigger
bows available. Correspondingly, their reliance on leech means that they would
have a weakness against physical immunes much like their cookie cutter physical
damage counterparts.
One possible way to resolve it is to find a balance between
mana regeneration and mana leech. This would usually entail some investments
into energy or heavy +mana gear to provide the base mana needed to recover mana
against physical immunes. At the same time, damage and leech should also be kept
high to provide a smooth and flawless execution when faced with monsters you can
leech from.
Some possible outstanding gear deviations would be the
Lycander's Aim and Razortail. The former has good damage, +skills and leech for
a very decent str and dex requirement. The latter would provide the pierce that
would be needed for the amazon to still hit max pierce while using non-piercing
bows. Of course, there are a whole range of other possible gear to choose from
but that would be up to the individual player to experiment and try out for
themselves which works best for them.
Tri-Elemental Hybrids
If
you're not fully into the evasive skills, a mageazon might find herself with
quite a ton of skill points to spare. What better way to increase her offensive
capabilities by adding another element to her attacks - Lightning Fury. There's
no need for any fanciful javelins such as Titan's Revenge since all you're
looking for is +skills... With that in mind, a good choice for gear could be
Lancer's maiden javelins, with a max of +6 to javelin
skills and Lidless Wall (58 strength). Razortail belt would also allow you to hit max pierce with
level 9 pierce while throwing out lightning fury.
For those deviating into the 'vampish' route, titan's revenge
would of course be a good choice with its fantastic mods and such. Various gear
such as Lycander's Aim (mentioned above) and Thundergod's Vigor would also make
their way into the list of uber gear to look out for.
With that, I thank you for listening with an open mind. All
the best collecting uber-mageazon gear and happy playing!
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