General Overview
Gloves of the Illuminator are really the only piece you want to get this build online. They triple your Fireball damage by enabling it to bounce along the ground.
Gloves of the Illuminator make
Fireball bounce in a straight line and explode 3 times on the ground. There is overlap, so dependent on the enemy hitbox you can get 2-3 explosions to hit one enemy.
The
Esu's Ferocity Key Passive and the Searing Heat Legendary node provide us with 55% critical strike chance so we only need to hit 45% on the stat sheet.
Staff of Endless Rage is the cherry on top, providing up to 16 ranks to
Fireball and triple cast that deals. Every third cast of
Fireball will cast 3
Fireball's and deal 90% more damage.
Supreme Inferno has very good uptime with
Aspect of the Orange Herald and the
Inferno cooldown reduction temper. This is helpful to group enemies, apply vulnerable, and grant a large 50% damage increase to
Fireball.
Pit setup with Orsivane
This setup is a little wonky, but the numbers don't lie. The problem with
Staff of Endless Rage and the pit is you often can't utilize the triple cast because it fans out and your
Fireball's get eaten by walls.
Orsivane is the new unique Mace for Sorcerer. By not having any defensive skills on the bar you get 160% increased damage and each of their enchantments for Free! Because you lose the Chance for
Fireball to cast twice affix on
Staff of Endless Rage you really want to try and get an
Orsivane sanctified with chance to cast twice. Good luck.
Free Enchantments from Orsivane
•
Mystical Frost Nova enchant that procs off any Lucky hit for 15% damage
•
Ice Armor pop a potion for a 56% max life barrier
•
Mystical Teleport enchant gives a teleport evade every 3.5 seconds with enchantment master that makes crackling energy for
Convulsions damage
•
Flame Shield enchant gives you some immunity frames when you take too much damage, which then goes on a 30 second cooldown.
The free enchantments from
Orsivane do NOT grant additional damage from
Enchantment Master. This node only looks at your manually equipped enchantments.
Critical Strike Chance
You only need 45% stat sheet critical strike chance because the
Esu's Ferocity's key passive gives 40% and
Searing Heat gives 15%
Masterworking
- Masterworking an item adds 2-5 Quality per upgrade, up to a max of +25 quality
- Each quality point increases all affix values by 1%, so +25 quality = a 25% bump to all affixes
- Fully Masterworking an item to +25 quality now gives a 50% upgrade to a random affix or temper
- Masterworking will cost anywhere from 200-500 ish obducite to get to +25 quality
Tempering
- Tempering is done at the blacksmith and you manually add a single extra affix to an item from a list of temper manuals you obtain by killing monsters, completing activities, opening chests, or collecting whisper caches
- Temper manuals have different classifications; offensive, weapon, defensive, resource, utility, and mobility and different item slots can only apply certain temper classifications. Ex. Weapons can only have Weapon tempers or Offensive tempers
- The temper manuals themselves have a quality range from magic to rare to legendary, but it's not too difficult to acquire the max legendary manuals
- Each temper manual has 3-4 affix choices, but you get to choose the exact one you want (ex. Chance for
Frozen Orb to cast twice) - The temper affixes have a value range of say 25-30% Chance for
Frozen Orb to cast twice for a legendary manual. The magic and rare manuals will have a lower value - When you temper it will randomly apply a value within the given range, and if you don't like the value you can re-temper the item to try and get a higher roll
- If you apply a magic temper manual, when you get a rare or legendary manual you can re-apply the higher quality manual for a higher value
- If you change your mind about a temper you can re-temper to a different affix from any available to that item, even if it's a different classification, such as swapping your Amulet from Offensive: Cold Damage, to Resource: Unstable Currents Cooldown Reduction
- Tempering has a chance to apply as a greater affix which sets the value to the max in the range, then bumps that max value by 50%
- An item gets 6 chances to temper, which is increased by 1 for each greater affix on the item. Additionally once you are out of chances, you can reset the chances back to max one time using a Scroll of Restoration acquired from a variety of sources, with the most consistent being opening the Item Chest in Infernal Hordes
Seasonal Sanctification
Process: Sanctification is a process where after your item if fully complete, you can slam it into a slot machine that transforms the item by adding something random to it.
Finality: Once you sanctify, the item cannot be changed. You cannot imprint a new aspect, add additional sockets, re-temper, etc. The only thing you CAN do is change out the gems or runes.
But remember, if you forgot to add the gem/rune sockets to the item, you are screwed.
Example Outcomes:
• Adds 5-25 Quality Ranks (5%-25% bump to all affixes (Most frequent)
• Replaces an affix with a curated list of affixes (Legendary Items only)
• Adds an extra affix such as Cold Damage[x] or Intelligence[%]
• Adds a random Legendary Aspect from the list of available aspects the item can have such as adding
Aspect of Shredding Blades to
Orsivane (Low chance to occur)
Elixir/Incense
Elixir - Advantage II for 15% attack speed
Incense 1 - Sages Whisper for 100 Intelligence. Use 60 All stats one if you need to hit paragon reqs
Incense 2 - Reddamine Buzz for +750 max life or Song of the Mountain for +300 armor
Incense 3 - Soothing Spices for all resistance, max all resistance, and some armor