The Sorcerer has been iconic in many Blizzard games (Blizzard itself being a spell in the Sorcerer’s arsenal), and Diablo IV: Vessel of Hatred is no different. If you, like many before you, seek to bend the arcane and elemental forces to your will, this build guide will help, whether you’re just starting out or getting ready to tackle the endgame.
Beginner Leveling Build – Sorcerer
The idea behind this build is to become a terrifying, multi-target melee sorcerer that deals tons of electrical damage and spawns tons of minions (which deal damage of their own), all while never having to worry about mana.
You’ll spend mana on Charged Bolt and deal critical strikes often, which will Stun enemies and trigger more damage while reducing your defensive and offensive cooldowns. I’ll be honest, it’s some of the most fun I’ve had in Diablo. Enjoy!
Basic Skills
- Arc Lash 5/5 – Flickering Arc Lash
Core Skills
- Fireball 1/5
- Charged Bolt 5/5 – Greater Charged Bolt
- Potent Warding 3/3
- Elemental Dominance 1/3
Defensive Skills
- Elemental Attunement 1/3
- Teleport 1/5 – Shimmering Teleport
- Glass Canon 3/3
- Ice Armor 1/5 – Shimmering Ice Armor
Conjuration Skills
- Hydra 1/5 – Summoned Hydra
- Align The Elements 1/3
- Protection 3/3
- Conjuration Mastery 3/3
- Familiar 1/5 – Invoked Familiar
Mastery Skills
- Static Discharge 1/3
- Shocking Impact 3/3
Ultimate Skills
- Unstable Currents 4/4 – Prime
- Coursing Currents 3/3
- Conduction 3/3
- Electrocution 3/3
- Convulsions 3/3
- Evocation 3/3
- Elemental Synergies 3/3
Key Passive
Enchantments
Beginner Endgame Build – Sorcerer
The idea for this build is to summon tons of Conjuration helpers, such as Hydra and Familiar, all of which boost your damage. At that point, you’ll use Chain Lightning to hit as many enemies as possible, all of which explode when they die. Use Spark and Ice Armor to regain your MP, then cast Familiar immediately after casting Hydra, Ice Armor, or Chain Lighting to summon familiars of Fire, Ice, or Lightning, respectively.
As with all the builds here, there is a fair bit of flexibility in how you use your non-core points. Lean into further survivability if you need, and go further into damage if you want. It’s all gravy.
I also highly recommend bringing Aldkin with you and leaning into his Fire damage skills, because the more enemies are on fire, the better things will be for you. I also recommend using Aldkin’s skill which restores your mana while you stand in the firestorm he creates. More mana means more Chain Lightning.
Firebolts and lightning. Very frightening, indeed.
Basic Skills
- Spark 1/5 – Glinting Spark
Core Skills
- Fireball 1/5
- Chain Lightning 5/5 – Greater Chain Lightning
- Potent Warding 3/3
- Elemental Dominance 3/3
Defensive Skills
- Elemental Attunement 1/3
- Teleport 1/5 – Shimmering Teleport
- Glass Canon 3/3
- Ice Armor 1/5 – Shimmering Ice Armor
Conjuration Skills
- Hydra 1/5 – Summoned Hydra
- Align The Elements 1/3 – Protection 3/3
- Conjuration Mastery 3/3
- Mana Shield 3/3
- Familiar 1/5 – Invoked Familiar
Mastery Skills
- Icy Veil 3/3
- Inner Flames 1/3
- Devouring Blaze 3/3
Ultimate Skills
- Fiery Surge 1/3
- Warmth 3/3
- Coursing Currents 3/3
- Conduction 3/3
- Electrocution 3/3
- Evocation 3/3
- Elemental Synergies 3/3
Key Passive
Enchantments
Now that you are equipped with knowledge, weave a path of destruction through the forces of Hatred and bring peace (however short-lived) back to Sanctuary, Wanderer.
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