[1.07] Eve's Journey (Sorc) [Softcore | Level 22 | A1 Normal | RUSHED]

Hey, is the fire tree any good in 1.07? I've been saving the majority of my skill points, and honestly, I think a fireball Sorc would be really fun, but I have never tried one. Maybe I am just bored with the FO playstyle? I also know it's quite different in 1.07 than what I'm used to, in that you DON'T want the orb to pass through monsters like you do in 1.09 (see this thread for more on FO mechanics), but instead pass by them/close to them. I just don't know if I could get used to that, especially considering I have 100's of hours of FO muscle memory built up in 1.09, lol. Also, long term, once I've exhausted everything I want to do in 1.07, perhaps I can port her to 1.10, and take advantage of the synergies there. Thoughts, anyone?
 
@fearedbliss This is a good way to put it! I almost forgot too that telekinesis picks up items in this patch! Love that feature.
 
problem is there immune monsters with huge resistance and static cold skill gets the job done. mercys suck so cant really use em.
other then using a lower resist wand.

blizzard is random and i hate it thow it lasts like 42 second... or maybe that was classic? hmm

but i guess play it once get thow hell baal and probably reire it to lk chest / rack running and make a ww barb for everything els.
most likely get stuck your need a barb anyway. trave is 99% impossible with a socer

some skills max still wont do much damage.

or just get good son...

its that what will work patch not that i can build w/e i want...its not 1.09...
 
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@thrasher_565 yea... I will probably get stuck in Hell if I go the full fire route. Fire ball is a ton of fun to spam, lol, but probably not end game worthy in 1.07... :cry:
 
@thrasher_565 yea... I will probably get stuck in Hell if I go the full fire route. Fire ball is a ton of fun to spam, lol, but probably not end game worthy in 1.07... :cry:
ied have to test what skills can be used for what but kinda pointless kill bosses over and over so...dont need to do countless, cows wast of time, i no some fire skills were good in some patch and bad in others...and it maybe like fire skills can only be used in this section.

when you get there it be mf stcking on socer or barb and killing stuff for tc66 drops once you got all ytou want then its racking or lk chest. for barb use it to rush others in tuff spots or trav runs with find item. thats basely it.

you could i guess stack mf for rares but i think classic has better rares. really for crafts, shop magic and socket.

you can see what build works and dosent i guess of each class but i dont think anything compares to socer or barb. amp damge would work on other meel too i guess. i miss running a zeal pally...

1.00 ww barb, mancer, 1.07 socer barb, 1.08 socer barb, 1.09 socer cant rember what els. 1.10 socer for bk ring from 1.09 fire ball. some you can do a zon with cb too. a brake from the hammer din in 1.10+

think 1.05b is ww barb again i think. but dont really now the builds past 1.00 think 1.04 has some other builds like zon?

you might be able to do mephisto for some items at the beginning but been a while since i started 1.07. wall of eyes is like end game shield.
 
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You really need to get an act 5 merc the second you get to act 5, imo. You can't easily give pots to mercs in 1.07, and they cannot leech either. Act 5 mercs have a "bug" however where they periodically regenerate all their health very fast. You'll need the merc to help take care of immunes. Lower resist wand will help you as well with tough ones like the Council.
 
You really need to get an act 5 merc the second you get to act 5, imo. You can't easily give pots to mercs in 1.07, and they cannot leech either. Act 5 mercs have a "bug" however where they periodically regenerate all their health very fast. You'll need the merc to help take care of immunes. Lower resist wand will help you as well with tough ones like the Council.
Wow, I didn't know about this bug, thank you! I love Act 5 mercs for their tankiness, but that life regen sounds awesome. I use an Act 5 merc on my MF sorc in 1.09, so in a sense it will be just like home. xD
 
Yea A5 mercs are the best in 1.07-1.08 I would say. I believe the bug @galaxyhaxz is talking about is the one where the player count affects the regeneration rate. So if you run players8 in Singling for those versions, you should notice that their “tankiness” changes a lot and they don’t lose HP as fast/much. But I also like using them in 1.09b as well, and sometimes I use the A2 Holy Freeze Merc from NM difficulty.
 
I was unaware of player count affecting hireling life, I only know that in pre 1.10 it affects certain summons life such, which makes them super tanky on players 8 especially as the player bonus was a flat +100% per player (and also difficulty bonus too).

I think the bug I'm referring to is different. In Pre LoD, mercenaries either don't heal at all or it's abysmally slow (can't remember which) which carried over into 1.07. When they added the Barbarians, they did add healing to them but not to the rest yet. The healing they gave to the barbs works much differently in 1.09+, in that it periodically restores them to full life. Even if they have like 3000 life and are depleted to 100, out of nowhere, you will all the sudden see them regenerate full health in just 1-2 seconds. In 1.09 they added regeneration to all merc types and made it more linear, where AFAIK after not taking a hit for a moment they heal a small amount, but you also have leech there which is arguably better.
 
The healing they gave to the barbs works much differently in 1.09+, in that it periodically restores them to full life. Even if they have like 3000 life and are depleted to 100, out of nowhere, you will all the sudden see them regenerate full health in just 1-2 seconds.
This is awesome!
In 1.09 they added regeneration to all merc types and made it more linear, where AFAIK after not taking a hit for a moment they heal a small amount, but you also have leech there which is arguably better.
So mercs in 1.07 can't leech?
 
Correct, leeching, regeneration, and the hotkey to give mercenaries potions were all added in 1.09, which makes the barbarian the only worthwhile one in 1.07/1.08. Due to the way they heal as I described, they are basically in god mode if you give them the right gear. A typical gear setup for a barb might look like:
- Blackhorn's face: light absorb helps tank MSLE
- Shaftstop: 30% DR is a clear winner
- Bul-kathos Sacred charge: High CB% helps take care of things
Vampire Gaze might have 8% LL and 25% DR, but you'll thank me later when you run into an MSLE mob for using Blackhorn. For the weapon, you can ignore leech and focus entirely on damage. You can get Blackhorn/shaftstop normally, you'll have to rack bul-kathos but since it's a set item it's very quick and easy (1/125 vs 1/1000) and beats grandfather for merc.

EDIT: you could also hypothetically craft a godly sword and slam 3xBer in it, but good luck finding those in 1.07 rofl.
 
I am having so much fun in 1.07, even though there are some goofy things and buggy things, it feels like the wild west in here, lol. I just noticed there isn't any sound effect when you are refilling your belt from your inventory with new potions using shift + click. Also the chime sound effect for gems is neat, but I can see why they changed it, lol.

@galaxyhaxz I was going to ask about barb merc gear... you rock... thank you! <3

Also, are there no FCR shields for Sorc in 1.07? I noticed Lidless Wall isn't as good in 1.07 :cry:: https://diablo2.diablowiki.net/Lidless_Wall
 
You still have Wall of the Eyeless in 1.07 which is identical to pre lod (20% FCR, 5 MPK), but yeah Lidless and many exceptional uniques are weaker (but some are stronger, like Wizardspike and Chromatic Ire). You can also craft an elite caster shield and larzuk that for some sockets to put perfect diamonds/Ums into (can get Um from hellforge runs).

You could also technically dual wield two weapons, like 2xWizardspike, but this is quite cheesy much like buying infinite rejuvs lol
 
Holy shit, two Wizzy's?! So combined it would be +190 all res / +100% FCR... :eek: That'd be so OP, lol... but nah, I like a shield on my lady, lol. 🌹🛡️

And yeah, the rejuv trick is def pretty cheese, lol... 😅
 
I was unaware of player count affecting hireling life, I only know that in pre 1.10 it affects certain summons life such, which makes them super tanky on players 8 especially as the player bonus was a flat +100% per player (and also difficulty bonus too).

I think the bug I'm referring to is different. In Pre LoD, mercenaries either don't heal at all or it's abysmally slow (can't remember which) which carried over into 1.07. When they added the Barbarians, they did add healing to them but not to the rest yet. The healing they gave to the barbs works much differently in 1.09+, in that it periodically restores them to full life. Even if they have like 3000 life and are depleted to 100, out of nowhere, you will all the sudden see them regenerate full health in just 1-2 seconds. In 1.09 they added regeneration to all merc types and made it more linear, where AFAIK after not taking a hit for a moment they heal a small amount, but you also have leech there which is arguably better.
Yup, hireling life regen* to be specific. This is what the 1.09 patch notes say:
  • Fixed a bug where hireling health regeneration was dependent on the number of players in game.
1.09 also added health regeneration to the rest of the mercs since only the A5 merc had regeneration from my understanding when introduced in old 1.07-1.08. So the player count fix for health regeneration would only have affected the A5 merc it seems and only in 1.07-1.08.

I’ve also noticed that you’ll leech a lot more life in prelod (and maybe 1.07-1.09) when you have a player count. I guess it makes sense given that if the monster has 100 hp at players 8 vs 10 hp at players 1 for example, leeching 5% in both of those scenarios is different. So if you could get your damage to kill monsters at a good enough speed, you should play at a higher player setting for the additional leech gains.
 
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