TABLE OF CONTENTS
Character created for 3.0.2 patch (when Summon Wolf numbers became Soft Point).
April 2, 26: 3.0.7. guide created
April 18, 26: 3.0.7. updated after some farming
May 05, 26: 3.0.9. confirmed working.
1. INTRO
Following my habit of playing builds that, while functional without, use copious amounts of Heaven Facets to min-max; the Vengeance Summoning Sorc it’s an interesting melee build that make use of a very cool selection of items added in the last patch. I had a blast playing with it during the entire progression of the game, but of course extensive gear research for adaptations during leveling was necessary. I’ll leave that up to you, and I’ll present the outline of the char as I have it build now at the end of the game. Just keep in mind that she beat the entire game (aka, Uber Ancients on P8, just because) with the gear outlines, but without any corruptions or enchantments, and with mostly runes sub-in for PDR% and some fire facets instead of +all skill ones, meaning she isn’t one of those chars that only work with absurd gear. She is, even so, a melee character, so her clean speed is not fast as the more cookie cutter sorcs - but she is just a machine anyways in my opinion.
2. REASONS TO PLAY THIS VENGEANCE SORC
3. REASONS TO NOT PLAY THIS VENGEANCE SORC
4. MAIN STATS
Regular decades-old D2 stat logic. The bare minimum you need to equip gear on STR, whatever you feel you need on DEX (recommend aiming for max block due to sorcs relative reduced HP pool) and everything else on VIT.
Specially since Ragnarok Helm has such high requirements to equip (even at good increased requirements rolls), you will juggle a lot of stat points around during the game. At the end, with Torches and other Unique charms (Ogre King in particular), you can get away with low STR, but that is not the case for most of the time you will spend playing.
5. ENDGAME SKILL BUILD
During game progression, you can swap stuff around as you feel useful, in particular if you use some ctc weapons to lvl (I used a Lightning Naga axe for a LONG time), so you can swap masteries around to benefit most from them.
For lvl 100 with all extra skill points, this is the build to use:
At the end you will have Teleport form Anni, but obviously, during the gameplay while you don't have that, spend 2 points to get it.
6. GEAR SETUP
The build is very gear dependent, but that doesn’t mean you cant adapt during leveling. I will talk more about the endgame setup I’m wearing, but I will give one tip or 2 of leveling or entry-level gear to use, I just wont go into too much detail about it.
Similarly, the screenshots I’ll show will list the corruptions and enchants I’m using on them, but I wont go into much detail, because those kinds of gear enhancements are mostly down to whatever you can get on corruptions (if you are playing “fairly”) or gearing holes that arise due to tho gear randomness in the case of enchants. The only corruption that feels “necessary” is finding one Cannot Be Frozen is some slot, if you are using the listed items on the guide since you wont have that stat anywhere naturally after you phase out of Nightwing’s Veil. 1 All skills (and Iron Skin on gloves) are the best corruption on every slot, but they are 1% chance, so I wouldn’t bother trying to get them legitimately.
6.1. HELM SLOT – RAGNAROK
The endgame slot for this item is Ragnarok. It gives you fanaticism and 5 oSkill on both druid wolves. When rolling for this item, I would benefit low rolls on increased requirement stat over fanaticism level, but at the end of the day I would pick the item based on the best corruption unless its just absurd levels of increased requirements. On this screenshot, I got CBF on mine, and upgraded with generic 3ask. Upgrading it with 6 fire skill is good too, but I wanted the generic ones to help out the Wolves and Vengeance AR too, besides the Holy Shield and BC/BO setups too.
The thing about this slot too is that I absolute do not recommend using this before having a good amount of +all skills. The preferred spot I found was after killing Tristram Ubers and fully upgrading Anni and Torch for those +ask and bonus stats. Before that, your wolves will just die too much, you will feel the absence of Nightwing’s 2ask a lot, you might not actually have another source of CBF yet and your stat will feel too spread around for you to have the chonkyness you need to face tank the content.
Therefore, I recommend using a Nightwing’s Veil until that point. A Gillian’s Tiara could be another option too, but I felt Nightwing’s was just better. It is generic 2ask, it has CBF and it boosts your Frost Wyrm procs quite a lot. That helm will be your go-to for most of the content, and it is on the same base to Conversion Orb for as Ragnarok, so you are bound to get some that you can corrupt and use a lot, while you fish for a Ragnarok with good stats and corrupts. Its a pretty cool gearing dynamic for that stage of the game.
6.2. GLOVE SLOT – RUPTUROUS BLESSING
This was my choice of gloves for several reasons: I planned on using Corruption Coils set at the end so I knew I needed a lot of resists to offset that set of jewelry, even without that the overcap on resist was super useful to face Uber Ancients, and the resist aura helped the wolves to stay alive A LOT. Upgrade it to Vambrances since you will have more than enough Str to use it, even if the armor gain is low (they are Heavy Bracers base).
The best corruption on this slot is -5 all res or 5% elemental damage and 10FCR. If you get an Iron Skin corrupt and its not using Ogre's Embrace, don’t pass on it though. My choice of enchantments on most slots were Str/Vit or all stats because I wanted to equip that Ragnarok helm easier and also those upgrades ended up converting into enough life at the end, so I didn’t have to go for flat life enchants. I didn’t bother to get open wounds on this slot because I just re-gem Um runes in the weapon for Ubers when I want to kill them, but that could be an option if you want a generalist build that does everything with no swaps. Just do what you feel like it tbh.
Other options for this slot would be elemental crafts (theoretical best), or a 2ask Lachdanan’s (pretty good giving all skills, attack rating and some more stats), which I used a lot before I swapped my helm to Ragnarok.
6.3. ARMOR SLOT – SHADOWTRICK OR ARKAINE’S VALOR
The choice between these 2 armors will come down to what mercenary build you go for. If you can spare the slot on merc’s chest for Shadowtrick, Arkaine’s would be the better choice on a good roll. Since I chose the mercenary that I chose (more on it later), I went with a Shadowtrick.
For corruption, same thing as always, but this slot has one interesting option as in block chance/block rate. It is twice the value you can get with this corrupt on other slots, so it can be an interesting choice if not getting the always BiS +1ask. Block was what I got on my shadowtrick (that rolled kinda low on Conviction, but that hardly matters). Regarding enchants, I would say this is one of the 2 slots where I say the choice for enchants are virtually locked: do 5x PDR% enchants here, because they are worth double what they are on other slots.
The absolute pimped version of this you could target for is one that you make Ethereal BEFORE corrupting, and get an Indestructible + 100% E Defense corrupt. I'm never doing that again after how long it took to do on my old Tec Slam Bear Druid though, but good luck to you if you go for that.
A good leveling option I used was a Dread Runeword. By that point I was maxing Light Mastery because my leveling weapon was a Lightning runeword, so I got good benefits from the Charged Bolt Proc anyways and it gave me good Str and Dex to level.
6.4. BELT SLOT – OGRE'S EMBRACE OR LACHDANAN'S WRAP
Most of the game I used Ogre's Embrace for the STR boost that would enable me to equip my gear.
Then, before writing the guide, I chose Lachdanan's Wrap because it’s a good compromise between some chonkyness (with good range of all resists, leech and 20% faster block rate) and 1 all skill. Theoretical best is, as usual, an elemental craft, but I try to avoid those on most slots.
After doing some organizing on my gear post guide, and farming a few more Heaven Facets for my alternate weapons, I reverted back yet again to Ogre's Embrace after I got a good one with a good corruption.
Both these belts provide stuff you like at different stages, and both come from the same Converted base, so I say always keep multiple of these of different corruptions while you farm untill you hit one that feels good on your endgame gear profile.
Corrupt with whatever beneficial thing you get, on this one I got 10res/2max res. For upgrades, I went with Hp/Mp since the belt gave all the STR I needed by itself.
6.5. BOOT SLOT – CRAFTED ELEMENTAL
This is the only slot I didn’t feel good scaping from this damned elemental crafts. There is no other feel-good boot to use here, even though you can make it completely fine with Lustwanderers subbing in (the boots still give 1ask and decent resists, so they aren’t bad for a mile. Crafteds are just better though). You can use something like Zero Effect just fine if you need extra chonkyness while leveling and early gearing.
No hard requirements on corruption here, and same thing for enchants. I guess the theoretical best enchants would be %life, but I felt Str/Vit was good enough and since I was amassing stats for the Helm like I mentioned before, it made sense for me.
6.6. WEAPON SLOT – FROST WYRM
This weapon is so cool (literally) and it was the reason along with the Ragnarok headpiece, that made me put this build together. It has 2 offensive procs (that I’ll detail better later), one that betters your clearing speed (Winter’s Pulse); and another one that betters your boss and elite killing capacities a lot (Comet). It also has a lvl 30 Frost Armor defensive proc that is SUPER helpful while gearing up. At the end, its proc is actually worse than your own Frost Armor, but its not by much and not having to care about it ever its actually cool.
The best corruption on this slot is -5 resist +5 elemental damage, but I was glad enough with my -5 resist 20 faster cast rate. Upgrades, doing 1 flat elemental 63-511 is basically OBLIGATORY (more on that in the Vengeance mechanics chapter), and for the other 4 I guess the most min-max would be 4x -2/2 fire enchants. I did 2x fire and 2x cold though because of my OCD.
With its innate 40% ias and any lvl of Fanatism, you should be frame capped for IAS (which is an abhorrent 10 frames for sorc using Zerk Axes, but the damage output from the build is still awesome, don't worry).
A good leveling weapon, that is super cheap and I used for A LONG time was a Lightning runeword. The lvl 1 Arc proc is actually very good even if it doesn’t sound like at first glance. Just put points into Lightning Mastery instead of Cold Mastery when using it.
6.7. SHIELD SLOT – KNIGHT’S DAWN
This slot is the one you use to get your Vengeance oSkill for attack. The reasons and mechanics that justify the use of Vengeance will be detailed later. This one was my priority on Conversion orbs spender while leveling.
On this slot I was fortunate enough to get my only +1ask corruption. When you are rolling for this slot, I’d say pick the one you get with the most benefitial corruption, followed by higher innate block chance, followed by Vengeance level. Getting extra Vengeance level is good, but it’s a lot less impactful than everything else. For enchants, this is the second slot I’d say is fixed: get 5x all res 1 max res in here, you will need it to try to reach as close as you can to the 95% resist cap.
Also, upgrade the bae shield to an Aegis (it’s a Tower Shield base) since you will have more than enough Str to use it because of Ragnarok.
6.8. JEWELRY SLOTS
6.8.1. PRE LVL 100 GEARING
Honestly, pre-lvl 100 just use whatever good rings and amulet you can find. These are pretty good slots to shore up resist shortage, getting CBF and other stats you need at this point.
I used a Sigil of Hope on neck slot because its just SO GOOD. Its CE proc does quite a lot of damage with all the extra fire damage and pierc you have, it gives a lot of res and 5 max res, which is just absurd. Also, attack rating, increased chance of blocking… This neckpiece is so perfect it’s the one thing that gave me pause about using Corruption Coils.
For rings, use the best you get. I think I used 1 Faerie Ring and 1 Fellowship’s Hope because they were the best all skill rings I could find.
Once again, probably the theoretical best here as lame elemental crafts, but I don’t bother with those.
6.8.2. LVL 100 – CORRUPTION COILS SET
Once I reached lvl 100, I went with the Corruption Coil set. This set does require you to skew your gearing a lot to accommodate for the drawbacks and the lack of stats the set has, but if you can do that, they are super good. Specially if you can leverage the %elemental bonus in multiple fronts, or in some imbalanced way. This build was super good towards achieving those goals, due to how well it could accommodate Rupturous Blessing into the glove slot, and how particular good the 40% cold damage affects the Frost Wyrm procs (it does good numbers on Enchant too, but if it was that alone, I wouldn’t force this set usage).
The neck corrupt best besides 1ask is -5resist 10FCR, which I was lucky to get. For rings, whatever you are short on. On neck upgrades, 2 +1 Sorc Skills is a no brainer, and on rings I went with all stats because of the aforementioned gearing philosophy I followed. The dex was particular good to get to help towards the block cap.
6.9. ALTERNATE SLOT
On alternate slot, for this build the uncontested swap is Warrior Untamed and Lachdanan’s Guard. Corruption is either 1 all skill, or it doesn’t matter. Enchants don’t matter. These bumps life and mana some, and your defense to huge levels; and make your doggos CHONKY AF so they survive no problem.
These combination provides you Battle Command, Battle Order, Shout and the most skills you can once you get to the very end of slapping Heaven Facets even on your shield. Before having to stack strength for Ragnaraok, you can use a low str Starlight shield if you want, since it will give you the 3 skills buffer anyway and you still wont make use of Lachdanan's opportunity cost for Heaven Facets.
6.10. JEWELS
6.10.1. UNIQUE JEWELS
Once you start amassing Unique Jewels, re-roll them using the 50 gem credit recipe until you get good ones.
The order of priority for them are, in my opinion Heaven Facets > Burnt/Summer Facets > Winter/Rime Facets > Diamond Facets (at start, when you need some chonkyness).
Put the Heaven Facet primarily on the Armor and Head slots, because they stay with you when you swap to your alternate buffing setup, and put the Burnt/Summer and Uber jewels on your weapon and shield first. You can also, at the very very very end slap Heaven Facets on your alternate setups too, to increase your buffs even more. But I would only do that after both me and my merc are all pumped with the best jewels.
Also, don't be afraid of slapping Amethysts on your weapon if you need Attack Rating. That stat is not very good on this build. I think I still had 2 of them on my gear at the point of this guide.
6.10.2. UBER COLOSSAL JEWELS
This is an interesting slot that may require some file fudging, if you feel like you want to do that.
For your mercenary, slapping a Protector’s Stone on your weapon is a no-brainer (don’t put it on other slots because of ED bug).
For you on the other hand, even though you are more fire-based than frost-based, the Defender’s Fire Uber Jewel loses a lot of value for you, since it procs lvl 40 Enchant. It won’t actually replace your higher level enchant, so it doesn’t gimp you in that way, but you lose the entire benefit of its proc. Even so, the double dip %elemental damage on it would lead to it being most likely the best choice damage-wise.
I went with another route due to “cool” factor and also to help out with my Attack Rating worries: Protector's Frost jewel.
The impact of the Cold Uber Jewel's damage on your Frost Wyrm cold procs is massive as well. But there is one thing though: that gem currently grands Korlic’s Fury chance on struck, and that skill is NOT FLAGGED for item proc currently. So you have 2 options: you either don’t benefit from it the same way you don’t benefit from the Defender’s Fire (but then it's hard to justify it); or you go into your files and activate it to work. Its not THAT BIG of a deal though, you get about 1.6k attack rating and like 1.5k cold damage (that basically triple pings on your Splash Charm, main attack and on your Vengeance; more on that later), but you can absolute live without it.
If you want to activate the gem effect, you have to use AFJ Sheet Editor to open your Skills.txt file, go to the row 152 (Korlic’s Fury) and to the column FM (ItemEffect) and add a “1” to it, enabling the skill to be able to proc on items, as it was intended (I think).
6.11. CHARMS
Honestly, all unique charms are good here. Every single one of them give you good benefits, and the +skill ones (Queen’s Call and Life & Death) are particularly good, alongside Annihilus and Obsidian Beacon.
Do not skip on Conclave of Elements. It adds even more damage than it looks like (more on that below).
For Life & Death draining life, it honestly wasn’t much of an issue for me. The life leech I had, coupled with 25 life after kill from Warmth self-synergy was enough to keep me alive even without a Prayer merc (I had a full on Blessed Aim merc till I reached lvl 100, to help out on the build attack rating).
For sunders, I use both Fire and Cold sunders. The more important one is the fire one, if you have to chose for some reason, but I’d say use both. No need for a lightning sunder, lightning contribution to your damage is only roughly 26% of your Enchant damage as lightning on the Vengeance damage, you don’t use gear focusing on it and also don’t have procs that are lightning based with this gear.
7. MERCENARY
During most of the gameplay, I used an A2 merc with Blessed Aim aura. I did that because at start, with little gear giving +ask and flat AR, your Vengeance barely has more Attack Rating than a regular attack. Enchant helps there, but not enough IMO. So having Emilio help with that glaring hole on stats is a must. Honestly, if you you think you are fine on AR without him, you can use basically whatever merc you like, EXCEPT for A3 ones. They are fucky with your enchant.
After I hit lvl 100 (but it could honestly have been a lot sooner, I just didn’t move my fat ass to get the items I needed), I swapped to an A2 triple prayer stacker. That just negated all the health drain this build had, and made my wolves immortal, making so they have even less uptime than before to get benefits out of them.
The fast easy way to assemble it is with the usual suspects in belt and boots, and a Celestial Unicorn as chestpiece for a source of Cleansing, and them using a Chiad ring for Holy Freeze. But I found a better way to go around with partial 3-pc Sine's Psionics Set (that was added in 3.0.7).
Below I will present a quick gear setup I put together for him, but wont go into too much details. I want his prayer ticks to be as high as possible, and for him to also have good aura-stacking benefits. So, same thing regarding corruptions, 1 all skill is the best on all slot, but I settled for anything marginally useful.
A2 Prayer Merc:
8. GAMEPLAY LOOP
Regular gameplay loop consists of:
Theres considerable setup time, but very low maintanance after you stack a bunch of + skills.
9. MECHANICS
9.1. VENGEANCE
Vengeance is a very particular skill. In its purest form, here is what it does. It consistes of an attack on the main target. This attack physical portion gets boosted by the skill ED (base skill and synergies). Then, that that damage + whatever elemental weapon damage you have get all added up, and 26% of that number gets aplied to 3 hidden explosions that each deal fire, cold and lightning damage.
The very important parts to mind here are: 1) elemental weapon damage is carried to the AOE and 2) it hits once on the main target, then 3 times again on everyone in range (including also the main target).
These extra elemental explosions each trigger chance to cast on strike, and, I assume, other attack effects too.
The “elemental weapon damage” part is what justify the Conclave of Elements and the Flat 63-511 triple elemental enchant importance on this build: these damage (and whatever else you have, like Enchant and Facet damage) get all added up, doesnt matter their type, and then 26% of this total gets applied as a particular element on the Vengeance AOE. Which means the benefit of your flat elemental damage gets a 78% bonus on this conjecture. But it doesnt stop there…:
9.2. ENCHANT
Enchant has multiple layers of “stuff” going on. Starting with the “regular” shenanigans?
Enchant double dips masteries bonus. What is meant by that? Lets say you have 300% fire damage. That % multiplies the base Enchant damage as normal, and then when you hit a mob, it multiplies again. This is old thing known for very long time in D2, and the D2R tooltips try to reflect that, which explains why when you enchant yourself with, lets say, your 4k enchant tooltip fire damage, the character sheet will show like 15k damage increase (numbers as example). This second dip of % damage actually multiplies all the skill damage, including the synergy damage, which explains why enchant base damage have to be extremely low (same interaction happens with paladin holy-damage auras btw, wink wink). This is the actual damage you are applying on an attack (ping 1 single target).
Now there is the Splash Charm layer of shenanigans:
The splash charm works by getting your physical damage with no Skill ED applied (barely relevant on this char in particular), and adding up all your elemental weapon damage, and applying it to the Splash radius. This hits your main target (ping 2 single target) as well as stuff on the aoe (ping 1 AOE).
THEN you have the Vengeance layer:
All your enchant, physical damage modified by skill ED and elemental weapon damage modifiers all added up, and then multiplied like explained on the last chapter. This also hits your main target (ping 3 on single target) and then stuff in the Vengeance aoe (ping 2 AOE).
Stuff like this happen for every attack modifier (like the fire damage added to attack by Holy Fire, for example), and with every AOE melee skill with innate AOE. So for example, if you think of a paladin: a Zeal pally will double ping the Holy Fire attack damage on its main target, and deal it once on the splash charm aoe. Now, a Vengeance pally will deal that + also deal its entire Vengeance ED physical and the Holy Fire attack damage on the 78% Vengeance innate aoe. Or, even on a Tectonic Slam, for example, if they decide to use that spell. Or Carnage. Or on Zon's Impale. Or Fend. Or druid's shockwave (and there there is also the Maul and Bear Form state ED that I'm pretty sure adds to Splash Charm because it acts differently than straight Skill ED% that doesnt).
You can use this to levarage elemental damage on several melee builds. They will deal multiple times more damage than what is shown on character page.
9.3. CTC SPELLS
There is 2 CTC spells that also play into this build damage output:
Noting the base damage is important because this entire damage gets just straight multiplied by the Sorc's Masteries and the relative element % bonus damage on the gear. Normal spells usually have low base damage (that is what is multiplied by Sorc's Masteries and %Damage), but have - usually - huge synergy bonus on top of them. That means that usually these masteries and %damage bonus don't impact the spells as much as you would expect, but they absolute do for these new CTC spells. This leads to big damage when you stack a bunch of multipliers.
Below you can see the Cold Damage % numbers, and kinda math out how much these spell are actually doing.
10. SCREENSHOTS
Below is just a simple screenshot for my finished char.
And here a screenshot of the main skils used:
11. CONCLUSION
Well, if anyone decides to do this build, hope you have fun. I tried to present good options for it, but I'm sure there are other cool ways to build similar characters utilizing the same mechanical layerings.