Our current thinking is on a "Burning" Pyromancer, which would require no CC and should be effective vs bosses and trash alike by swapping one of the enchantments.
Skill Tree
Basic Skills
Fire Bolt: 1/5 points. Modifiers: Enhanced, Glinting.
Need two points each here for access to the Core skill tier. Firebolt has the most useful Enchantment effect, plus the +Burning damage is very appealing.
Core Skills
Fireball: 5/5 points. Modifiers: Enhanced, Greater.
Main Spender, It adds +10% of our burn damage as direct damage; also benefits if Fireball is enchanted. More on this later.
Defensive
Flame Shield: 1/5 points. Modifiers: Enhanced, Mystical.
Button when you get targeted with something. You should have +1 to ALL defensives by virtue of +1 Defensive roll on your Amulet, this just unlocks -25% mana and +25% movespeed, as they require hard points. You may have to spend points in Teleport and the like without a +1 roll to defensives on your amulet slot.
Glass Cannon: 3/3 points.
More damage, will work well with Ice Armor and a pant enchantment for -25% after casting a Basic Skill.
Conjuration
Hydra: 5/5 points. Modifiers: Enhanced, Summoned.
Hydra is easily one of the best skills in the Sorcerer class. Autotargeting, cheap, applies a burn.
Align the Elements: 1/3 points.
One point for -50% damage? Seems Worth.
Protection: 1/3 points.
All the defensives have a 10% of your life barrier, which includes Teleport, Frost Nova. Elemental Attunement can reset the cooldown on Teleport, Flame Shield and Frost nova. These points may not be ideal, but a lot of affixes work on having a "Barrier" up. which this would apply if "teremity" power is not available.
Mastery
5/5 Firewall; The skill you pick will likely be in your 30 Enchantment slot. The other option is Meteor, which doesn't look as good.
Inner Flames: 3/3 points.
Crippling Flames: 1/3 points.
Devouring Blaze: 3/3 points.
Fire damage with all the fixings'. The immobilize may complement a legendary aspect, if chosen.
Ultimate
Inferno allocated. Modifiers: Prime, Supreme.
The thinking here was this spell would pull everything together to take advantage of Firewall or Meteor procs. Will work very nicely with Fireball as well. It also removes the mana cost of spells for a high damage burst cooldown for Stagger periods.
Fiery Surge: 1/3 points.
Endless Pyre: 3/3 points.
Warmth: 3/3 points.
More +Fire damage, adds a bit of sustain with health. Interacts nicely with a Unique legendary power that adds +healing that isn't utilized, (AKA, Warmth) as a barrier, which activates various affixes.
Soulfire: 3/3 points.
-15% Fire spell mana cost. Use for mana sustain, may not be needed in practice.
Key Passive
Combustion: allocated.
Combustion adds 2% damage per burn, doubled if you have more than three burn effects. This build will have three pretty much static burns from Firebolt, Firewall, Hydra (+Burn damage), and possibly Flame Shield, which is a potential total of four simultaneous burns, or a possibility of +16% Burning damage. Replacing Fireball to FireBOLT (or something else, like Flame Shield) on bosses makes mathematical sense, as Fireball will do basically nothing on bosses.
Firebolt would apply another DoT from Fireball, which then Fireball would then see to increase it's own direct damage slightly. Would also apply a DOT from Inferno.
Offensive
Amulet or First Ring
Conceited Aspect (Legendary): Deal x{23/33}% increased damage while you have a Barrier active (Temerity)
Amulet or First Ring
Edgemaster's Aspect (Legendary): Skills deal up to x{24/34}% increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
2nd Ring:
Serpentine Aspect (Legendary): You may have 1.0 additional Hydra active, but Hydra's duration is reduced by {20/25}%.
Gloves
Gloves of the Illuminator (Unique): Fireball now bounces as it travels, exploding each time it hits the ground, but its explosion deals {65/75}% less damage.
Staff
Staff of Endless Rage (Unique): Every 3rd cast of Fireball launches 2 additional projectiles.
Defensive
Pants
Aspect of Might (Legendary): Basic Skills grant 25.0% Damage Reduction for {4/8} seconds.
Chest
Temerity (Unique): Effects that Heal you beyond 100.0% Life grant you a Barrier up to {50/100}% of your Maximum Life that lasts for 30.0 seconds.
Utility
Boots
Exploiter's Aspect (Legendary): You have +20.0% increased Crowd Control Duration and deal x{20/50}% increased damage to Unstoppable enemies.
Paragon Board:
Searing Heat: 1 legendary node allocated: "Casting Fireball or Meteor increases the Critical Strike Chance of further casts of that Skill by +5% for 5 seconds, up to +15%. Additional stacks do not refresh this timer."
Burning Instinct: 1 legendary node allocated: "Your Burning damage is increased by 40% of your Critical Strike Damage, further increased by 5% for every 20 Intelligence you have."
Enchantment Master: 1 legendary node allocated: "Your Enchantments are 20% stronger."
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