This build tries to stun as many enemies as possible as often as possible
We can have up to 6 Shock Familars out at all time (12 AoE stuns/sec)
The Lightning Spears do stun, but not that reliable in AoE (up to 12 stuns/sec)
Our Raiment Chest's power also stuns every time we teleport (up to 2 stuns/sec)
As long as the targets are crowd-controlable or a boss, we stun up to 26 times/s
Things to focus on to achieve this:
- Get your Resistance and Armor capped and enough life to survive
- Generate enough Mana via multiple sources to perma cast core skill
- Unstable Currents uptime via Orange Herald or Flickerstep (reach 100%)
- General & evade cooldown reduction to reach "1 attack : 1 teleport" ratio
How to optimize the damage output:
- In a farming scenario elites should be dragged with you and killed within 5 sec
- In a pushing scenario elites should be dragged to the next elite pack and killed
- Try to play around the 7.5 second unstoppable window (gather more)
1 - 60 Leveling
On Character creation: Start with the expansion campaign and complete every task it asks you to do!
From level 1 to 7 you can play anything you want (I recomment Incinerate as it does the most dmg early on)
Starting at level 7 you only need to press Familiar on cooldown. It will stun enemys every 0.5 seconds and thus will proc the 150% weapon dmg from Shocking Impact!
If you find the Prismatig Augments (weapon temper for additional Shocking Impact ranks), it will more than double the dmg output!
Similar goes for Conjuration Efficiency (ressource temper for Familiar duration).
At level 15 respec 4 points from Arc Lash to Fireball and use it in your first Enchantmentslot. It provides very good area dmg!
Now you only use lightning spells on your bar to get the double dmg bonus from Elemental Synergies (36% more dmg)
At level 20 you get your first Set of magic runes: 3 Ritual: Cem/Yax/Zan and 3 Invoking: Gar/Tal/Lum (always these 6), so I only included these guaranteed ones in the guide.
If you find Ceh (magic Invoking rune): It is very powerfull, as the wolves count as "summons" for Primordial Bindings, increasing dmg dealt by them and your movementspeed by up to 60%. The wolves also apply vulnerable (Icy Touch) and freeze enemys (Hoarfrost). Combine it with Yax for high boss dmg (spam potions once you are hit)!
If you are fortunate enough to find Neo (rare ritual rune) in your run, you can have 8 wolves permanetly! Cir (magic rune) also works great.
At level 23 you unlock the Key Passive: Overflowing Energy helping you to get your Familiar and Teleport cooldown down with Crackling Energies spawned by your Teleport.
At level 30 use Spark in your second Enchantmentslot to generate more crackling energy to reduce your shock cooldowns faster and keep convulsion up all the time.
You will reach level 45 by completing the Campaign. After that you do all Deeds Ormus asks you to do:
- Tenets of Depravity Side Quest + 3 Nahantu Nightmare Dungeons + Kichuk Stronghold you will reach level 48 after completing the quest.
- Kill a specific mob in the Undercity (first map!) you will reach level 52 after completing the quest.
- The Tree of Whisphers asks you to do 10 Grim Favors in Nahantu: 5 from a Dungeon + 5 from random Whisphers and you will reach level 54 after completing the quest.
- 5 Chests and kill the Maiden in Helltide (It can be base game HT as well!), switch to HARD for this and you will reach level 58 after completing the quest.
Now you want to do 1-2 XP-Tributes (if you have some) in the Undercity on HARD* to reach level 59+ **or jump directly into Helltide to collect as many Cinders as possible before reaching level 60. Once you are lvl 60, pay attention to the Helltide timer and open as many chests as possible for Ilvl 750 gear and more important: Artificers Stones!
They only start to drop at level 60 and you want them to complete a Pit 10 for the last Deed from Ormus and to switch to Torment 1 as soon as you completed it and start leveling your glyphs to level 15 (radius increase) in this order: Eliminator(to 15) - Charged(to 15) - Control(to 15) - Tactician(max) - Destruction(max) - Elementalist(max).
After reaching level 60: gamble for boots with "attacks reduce evade cooldown by X" implicit + Movementspeed and get your evade teleport enchants cooldown as low as possible through different means: Enchantment Master Legendary Paragon Note (-30% CDR), evade cooldown reduction temper on boots+amulet (~30%) and general CDR on gear (Helm, Amulet, Offhand). If you are lucky and you get Flickerstep boots - use them instead, as they have a higher "attacks reduce evade cooldown" implicit and they also reduce your Unstable Currents cooldown every time you TP on monsters!
This way you should reach the 2 attacks - 1 Teleport rotation fairly quickly to travel faster and generate more Familiars and Lightning Spears via Unstable Currents.
If you find Flickerstep Boots as a Chaos Armor on any other piece - use it and you will directly jumpt to perma Teleport as every attack reduces the evade cooldown by 4 secs then!
T2 - T4 progression
For T2/3, look what Aspects you got that are included in the T1 - T4 planner, otherwise get those in the 1 - 60 planner from dungeons!
Optimize your gear a bit to be able to do Torment 3 ladder bosses and boss tributes to get: ancestral Flickersteps, Tal Rasha Ring, Raiment of the Infinite and Hail of Verglas (CDR+Int+AS). With ancestral Flickerstep boots as chaos armor (4.0 sec evade reduce per attack) you should be able to play "1 attack 1 teleport" rotation, which allows you to move even faster, generate more Familiars & Lightning Spears via Unstable Currents, and have permanent uptime on Unstable Currents!
Now you should be able to do Pit 45+ Speedruns (~2-3mins) to upgrade your glyphs to 46+ (additional bonus and range) and get to Paragon 150+ for 5 boards.
Start T4 once you have ancestral items with "stars" on the right affixes and start masterworking them to 8/12 trying to have at least the first hit, hit the right affix (if your gold allows you to do so). Then you can switch to the multi-element setup for speedfarming with the Tal Rasha Ring, increasing your dmg and survivability by a lot to have a smooth transition.
With the T4 Speedfarm+Bossing Version you can start farming Paragons and the Mythic that you need to push even further in the Pit: Ring of Starless Skies.
With Ring of Starless Skies you should be able to speedfarm Pit 65+ in around 2 mins to lvl your glyphs further and get to Paragon 250+
Now you reached the "endgame" and can start grinding your way up to Pit 100+ and upgrade all your Glyphs to 100
If you want to push as high as possible with Shocking Impact I can recomment my Pushing Guide:
https://mobalytics.gg/diablo-4/builds/sorcerer/familiar-sorc
Tip: If you move to a higher tiers, use Incenses to get Resi+Armor cap and all stat Elixiers to unlock important rare Paragon Notes for additional perks.
How do I reach permanent teleport?
- In S10 you can get -4.0 sec per attack having Flickerstep Chaos Armor
- This allows you to perma TP even with very low cooldown reduction!
- There are breakpoints depending on which boots you use +TP skillranks
- Rule of thumb is you get around 4-5% cooldown on top per teleport rank
- This means you can multiply your TP Enchant CD times 0.82 with 5/5 TP
- For Flickersteps you want your Teleport Enchant to show 3.3 sec(5/5 TP)
- For Legendary boots with 1.5 Implicit you want to reach 2.0 sec(5/5 TP)
- If you only have the base point in Teleport, you want at least 2.7 or 1.7
- Blizzards tooltip doesn't show cooldown reduction you get from ranks
Example:
Tooltip says 2.3sec in town, you have 5 points in Teleport and you use Vex:
Only added ranks count, therefore you have +7 in your Teleport skill, so you get another 26% cooldown reduction on your enchantment:
2.3 multiplied by 0.74 (1-0.26) = 1.702
This means even if you attack 5 times per second (every 200ms/12 Frames) you will have permanent Teleport
Simply multiply your tooltips cooldown by the number shown below:
+1 Rank = 0.95 (5% CDR): TP Skillpoint
+2 Ranks = 0.90 (10% CDR): TP Skillpoints
+3 Ranks = 0.86 (14% CDR): TP Skillpoints/Vex
+4 Ranks = 0.82 (18% CDR): TP Skillpoints/Shako
+5 Ranks = 0.79 (21% CDR): TP Ranks on Chest
+6 Ranks = 0.76 (24% CDR): TP Ranks on Chest
+7 Ranks = 0.74 (26% CDR): TP Skillpoints+Vex
+8 Ranks = 0.72 (28% CDR): TP Skillpoints+Shako
+9 Ranks = 0.70 (30% CDR): TP Skillpoints+Shroud+Shako
+11 Ranks = 0.66 (34% CDR): TP Skillpoints+Shako+Vex
+12 Ranks = 0.65 (35% CDR): TP Skillpoints+Shako+Vex+Shroud
+15 Ranks = 0.62 (38% CDR): TP Skillpoints+Shako+Vex+TP Ranks Chest
+19 Ranks = 0.60 (40% CDR): (maximum)
Runes
Recommended Rune Setups:
- CEM+THUL is a powerhouse as it gives 15% damage AND Freezes!
- CEM alows Thul to proc every 2 secs (1 big and 1 small Nova)
- Freeze benefits: (Hoarfrost)
- The Other Runecombo is more of a flex spot depending on the activity:
- CIR/Nagu+ZEC: for bossing/T4 farm to get Unstable currents up faster
- Cir+Vex: To reach perma Teleport if not enough CDR (no dmg increase)
- AHU+QAX: for pushing or doing hard content
- Cem/Nagu+Ohm: Flat 15% damage increase
I also tested TUN (Rogue Stun Grenades), but it could not keep up with
15% damage from OHM. Best combo is NEO+TUN for 8 stuns every 2s
How to survive?
Reach resistance cap of 75% and armor cap of 1000 on the difficultie you are playing on.
- Use a potion and up to 3 incenses to get your resistance+armor capped
- Potion: Elixir of Fortitude II (+20% life)
- Incense 1: Spiral Morning (+60 All stats to reach rare note requirements)
- Incense 2: Song of the Mountain (300 Armor)/Reddamine Buzz (750 Life)
- Incense 3: Soothing Spices (10%Resi+150Armor)
If your mana is fine you can swap Mystical to Shimmering Teleport (30%DR)
Grab as many life% and general/healthy damage reduction notes (Paragon)
How do I fix the Manacosts of my spender without Starless Skies?
- Elixir of Resourcefulness
- Each Crackling Energy you pick up gives 12 Mana (Invigurating Conduit)
- Primordial Bindings gives you 120% Manaregen (10 Summons out)
- Static Surges Legendary note gives 30 manareg per second
- If that is not enough you can put the Umbral Aspect on your ring
How does the unstoppable mechanic work?
- Elite Monsters are crowdcontrolable for 5 sec no matter your cc duration
- After that, they become unstoppable for 7.5 sec and you do 0 damage
- Normal Monsters are crowdcontrolable for 10 secs
- It does not matter how many crowdcontrols we apply during that window
Why Beast Cornered and Marred Guard Season "Perks"
- Beast Cornered combined with Marred Guard is a 2x damage multiplier
- If you do harder content you can go as low as only 10% HP to get 2.8x
- Marred Guard gives double barrier which is nice and ther is nothing else