Your Best Nightmare Dual Mix
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Please respect others users' wishes to not be spoiled, especially pertaining to leaked materials. 3. Please don't spoil any other, non-Dragon Age media released within the last yearHow to use spoiler tags: !spoiler here! Hey I've played all 3 classes to level 10, some minor feedback.Warrior - Sword and board: Pretty simple, the main character is the best tank in the game afaik.Pros: Survivable, get to explore using your character (instead of running around as Cass or Blackwall, getting all the aggro at the start can literally ruin a fight for you). Being left 1 on 1 after an intense fight feels great. It's my favorite class to duel with.Cons: Rogue AI is terrible in this game. You'll spend a lot of time running in with your character, getting set up, then spending the rest of the battle with one of your ranged classes, probably the rogue.
Don't expect to turn a fight using interactions, you'll always have aggro and there's no way you're getting a channelled interaction off.Warrior - 2h: Not great so far. Big numbers if enemies are knocked down. For heavy armor you're super fucking squishy. I've heard the 2h is a class that picks up speed in later levels and with certain loot.Pros: AoE damage. Look awesome.
Great to duel with, better than sword + board. Decent objective control (won't normally have all the aggro so in interact fights you'll have some more freedom).Cons: Tough to micro manage. Great fun when you're focused on your Warrior rolling around and hitting things left right and centre. Don't often get that much flow, will spend a lot of time in tactical mode.
When you don't get to control your character, you'll often find they get dropped.Rogue - Daggers - Hard. You're super squishy, a lot of enemies have untelegraphed AoE.
You will tear through potions. That said, fun class to play, great for taking out adds.Pros: Good objective control.
Good fight control (taking out desired targets). Big numbers.Cons: Can be tough to DPS most bosses. They normally protect themselves with AoE and the way the bosses work seems to be safer to just stay out of the fight and go for a slower DPS rate until adds spawn.Rogue - Archer: Probably the easiest class. Requires relatively little micromanagement and it's more about you carrying the fight while maintaining constant DPS. You can do big damage from stealth to assassinate then step back and lay down DPS from range.
Not as much burst as Daggers but more reliable damage output, especially in boss fights.Pros: Constant dps, relatively survivable, still able to stealth and pick off annoying targets. Will spend a lot of time actually controlling your character in game.Cons: Not many. Can be repetitive I guess but honestly you can mix up the archer class quite well to give you a mix of melee assassination and ranged DPS.Mage - Other choice for the best option. Slow to start and quite a few tough encounters. When you find your flow and pick up a few skills you'll be doing reliable damage and will be the sole reason your party lives or dies. It's also the most customisable class, with Rogue - Archer a close second.Pros: Can be pretty much anything you want and mold a party around it. Provides most utility in the game.Cons: Will find yourself exploring areas with your companions a lot to stop you taking all of the aggro at the start of an encounter.
Weak at earlier levels.FINAL NOTE - You can switch between specs relatively cheap and easily. Respeccing in this game is not expensive. If you go sword and board and decide you'd rather play 2h later it's easy to do. I played rogue with daggers to start but switched to archer later down the line.EDIT - Should also note that the Warrior (Tank) is probably the best AI in the game. They'll do a great job for you.
Sorry been at work. Knight Enchanter will most likely be your mobile DPS as opposed to rogues.
Although I think having 2 mages as a turret is pretty key in Nightmare your KE will be very survivable. Compared to your rogue they're pretty much on par (Rogue shouldn't ever have aggro if you use stealth right, Knight enchanter is ridiculously tanky with their Barrier regen). The only downside is not being able to drop aggro with stealth, so if your tank dies you'll be flailing.Rogues also have better single target DPS, which is why I like to control them early in a fight, to make sure the right targets go down.Bonus is KE can trigger off combos like there's no tomorrow. You'll do a lot of DPS and bring a lot more utility to keep the fight in your favour, but rogue (archer) will be a lot better for the fights where they start going wrong due to stealth and it being able to shift aggro away from you.All voids can be filled with your party, just expect to be controlling Varric / Sera if you're in a tough fight, unless you're a Knight Enchanter in which case you'll approach things a little different.EXAMPLE (SPOILERS) - First two bosses on nightmare.If you choose the mages the rogue stealth will clutch a fight by wiping the aggro and interacting with the crystal. Pretty straight forward boss fight of ranged DPS and keep your distance on the actual boss, but when he summons a rift crystal it's pretty tough. There's smaller mechanics like which colour circle you stand in but on the whole the biggest factor in nightmare will be being able to stun and damage all the enemies by interacting with the crystal as your main character.
Good luck with that as a warrior.If you choose templars you'll be fighting the Envy demon. The only way I managed to do this on Nightmare was to set up everyone spaced out in a diamond in 'hold your position'. You can either tank the fight perfectly and keep your tank alive as the aggro holder and hope your AI utilises it's DPS properly (so works out pretty fun as warriors), or use your rogue and be mobile. I found it easier having the AI controlling the tank and just controlling him for the ranged projectiles due to changes in the encounter where being mobile DPS was more useful. I spent most of the fight controlling the rogue to maximise DPS on the boss and pick off key targets when the councounter shifted phases. If you make it to the final phase it's pretty easy because an immortal AI helps you fight him. All 3 of your 'turrets' (tank / mage / mage) die and you wipe aggro as your rogue (stealth), guess who takes the aggro?
The immortal NPC.All in all I'd say the rogue ability to wipe aggro, be a res bot and lay down good ranged DPS makes them the best class. The downside is if you run 2 mages (quite common) or 2 War (wouldn't recommend on nightmare), you're missing out on Varric and Sera, who are hella fun. You can easily get away with 2 rogues using the 'turret' method, they just aren't as survivable.EDIT - Missed a sentence. I'm trying something similar to your build, level 13 for now, so don't have access to all the skills I'd like.
However, it seems that fade out+fade shield negates the need for the spirit tree. Works well, I can run around solo killing everything. Spirit blade does a ridiculous amount of damage by itself.I'm also in the search for a staff that does spirit damage. The energy barrage upgrade will make the sword do even more damage.Also, I think there's a proc bug. I noticed that Chaotic Focus + Fade Shield does not always trigger.
I've tried creating (with character editor) a longish series of characters for Diablo II's nightmare hell difficulty for solo play, and have universally, i.e. With any build I've tried, faced serious trouble keeping sorceresses alive because they couldn't handle groups of monsters with mixed immunities.Is it hopeless, or am I missing something? The difficulty keeping a sorceress alive with the kind of build that just mows through levels on easier difficulties, compared to a much less buffed paladin or necromancer, is dramatic.I've used the character editor to create characters with different skill trees, even 'impossible' ones, but with only money for items.Edit Originally the question asked about nightmare difficulty, which is indeed easy. I meant hell difficulty. Fortunately, most of the answers tackle hell difficulty. You cannot survive even Normal difficulty with a Sorc that focuses on one skill, at least not without help (and help is rare in D2 nowadays; most have moved on to D3).
By the end of Act V Normal, you will have faced at least one powerful Cold-immune (Frozenstein, and Duriel in Act II also has high Cold resistance in Normal and is immune in NM/H) and several immune monsters in the gauntlet that you face when confronting Baal. A dual-tree Sorc is typically your best bet, and you can usually get away with select skills from all three.As another answer mentions, the MeteOrb build is the best choice for a Sorc looking to be independently effective through Hell difficulty. This build maxes Frozen Orb, Meteor, Fire/Cold Masteries, and as many synergies as possible (mostly on Meteor; FO's only synergy is rather weak). You'll also want a decent hireling as a meat shield; the most common choice is an Act II Defensive merc, because their Holy Freeze aura will slow even Cold-immune enemies. The basic tactic is to FO everything that isn't cold immune, and Meteor everything that is.
The trick is to lead the target with the Meteor; most guides say to basically cast it on yourself as you retreat, and watch them walk into it (for thousands of points in damage). Large groups of monsters with no immunities can be given a one-two punch of slowing them with FO, then slamming a Meteor into the mob (hopefully centered around your hireling and not you).
High-hit-points enemies like bosses are generally handled by having your hireling toe-to-toe it with them while you alternate FO and Meteor. The biggest problem with this build is that both of your primary skills have a cooldown, which throttles back the amount of pain you can inflict over time.
FO also has only one synergy (besides CM), and it's not very powerful, so you'll find that FO becomes much less powerful (relatively) beginning about Act V Nightmare.Other variants on the 'fire and ice' theme include:. BlizzBall - Blizzard/Fireball combination. Cast the Blizzard between you and the oncoming horde, then follow up by tweaking Fire Balls on any stragglers. Advantages over Meteorb are relatively quick access to these 'final' spells, serious DPS from Blizzard, a tweakable fire spell, and a large number of synergies for your '+X to All Skills' items. Biggest disadvantage is that you'll need more skill points than you get to fully buff all synergies of both final spells, so you'll have to choose between favoring fire or ice which will eventually hurt you either way. Get as many All Skills buffs as you can, and also bump casting speed as much as you can. Meteor Spike - Stick with Glacial Spike over FO.
GS has a smaller area of effect and less total damage, but freezes non-resistant enemies completely for the fire from above, and because it doesn't have a cooldown you can tweak it in between Meteor casts. You'll want tons of Energy stats and + to Mana items for this build as you'll burn Mana very quickly; some casting speed improvements are always welcome, but the faster you tweak the more blue and purple potions you'll be gulping down. HydraOrb - FO/Hydra. Hydra gives you a 10-second turret spewing fire bolts at nearby enemies dealing up to 161 damage per bolt (plus bonuses from synergies, + to skills and FM). Advantage over Meteorb is less aiming required than Meteor, the ability to easily hide or run from large groups or powerful bosses while the Hydras do their thing, and the best overall build for dealing with spread-out groups like ranged attackers and fleeing monsters. The biggest disadvantage is Hydra's 2-second cooldown, which will also prevent you casting Frozen Orb.
Your Best Nightmare Dual Mixer
Coupled with FO's one-second cooldown, this build will put a hard limit on your cast rate. You'll probably find yourself simply spamming one or the other spell in any given fight, depending on the exact situation. + to All Skills, of course, casting rate and mana are less important as Warmth's boost to mana regen coupled with the cooldowns should keep your blue orb fairly full by the time you arrive at this combo. HydraSpike - Trades FO for GS on a HydraOrb build, giving you a zero-cooldown and thus 'tweakable' primary ice spell to mix with the auto-turret fire damage of Hydra. Decent for crowd control, with the area-effect freezing of GS and Hydra's AI, it's best against high-hit-point bosses that you don't want to stand toe to toe with (which is virtually all of them); Start with a GS to slow their approach, cast a few Hydras, and run circles around them, keeping a group of Hydras going and re-freezing the boss every few seconds.Pretty much all of these will give you a formidable build for Hell difficulty.To this basic stew of fire and ice, you typically add two skills from the Lightning tree. Teleport (which requires Telekinesis) allows you to get around the map very quickly, including across chasms and moats, and is pretty much a must for boss runs (repetitively creating new games on B.Net to kill the same baddie over and over for item drops) including the popular Mephisto run, which requires exploring the largest single dungeon floor in the game (Durance of Hate Level 2, Hell difficulty). It's also useful for 'kiting'; staying in front of a large, powerful enemy who has to get close to do the most damage.
Static Field is also a powerful friend for enemies with high hit points and resistances; it takes a flat 25% off of the HP of any enemy in range that isn't fully Lightning-immune (think of an enemy like Diablo, with 1,000,000 HP, and imagine executing an attack that takes off 250,000 HP in one blow).Now, don't go crazy putting points in either of these. Neither skill benefits much from maxing it; Teleport's mana cost goes down, while Static Field's radius increases. The most versatile sorc build I've come across is the Meteorb sorceress (meteor and frozen orb). Whenever I start fresh on a ladder this is my first character.
She can get through hell with minimal gear. Here is an example skill build for a sorceress starting nightmare:The dual elemental damage allows you to handle a majority of mobs with only the dual fire/ice immune giving you trouble. As Blem said, having a merc with good physical damage is key to handling these packs. If you don't have a decent merc, just avoid them.As far as keeping her alive, make sure you pump vitality (no energy and just enough str and dex to use the gear you want) and use teleport liberally. You shouldn't be letting monsters reach melee range and you should keep as few ranged monsters in line of site as possible. Here is my blizzard/lightning build, with firewall for enemy immunity. I have used this build to run all bosses on hell, in under 10 minutess per run.