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Diablo 4 Conjuration Sorcerer Endgame Build Guide
来自 A1ecW
[Last Updated]:
2024/07/27
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Discontinued Build Guide
This is a discontinued build guide from a past season. To see all current Sorcerer builds, check out the guide below.
Best Sorcerer Builds in Season 5
The Conjuration Sorcerer is an "Elementalist" Sorcerer build that specializes in the 3 Conjuration Skills: , , and . Wielding fire, cold and lightning simultaneously, the Conjuration Sorcerer enters battle ready to handle all types of enemies. With an assortment of conjurations as well as the enchantment to stymie large groups of foes, the Conjuration Sorcerer can jump straight into the thick of battle to deliver stunning blows with or sit back from a distance while letting the conjurations do the work.
Conjuration Sorcerer is best for speed farming and Nightmare Dungeons close to level, but may struggle with Nightmare Dungeon tier pushing and some Elite mobs.
Conjuration Sorcerer Overview in Diablo 4
Conjuration Sorcerer casting conjurations from a distance, then moving in for the kill with Arc Lash.
Although Conjuration skills have a low base damage compared to other skill nodes, they have a high lucky hit chance that the Conjuration Sorcerer build uses to advantage. This build relies on the enchantment (chance to cast on Conjuration lucky hit) to effectively crowd control enemies, making them frozen and vulnerable for more powerful strikes. The Conjuration Sorcerer's high durability, tri-elemental damage mix, and effectiveness against both Bosses and mobs make this build great for endgame.
Effects of Patch 1.3.0 on Conjuration Sorcerer
A number of changes from Patch 1.3.0 strengthen the Conjuration Sorcerer build. Most prominently, the addition of Aspect of Shredding Blades is a huge boost to and, along with the change to critical strikes, makes Vulnerable a much more significant factor in this build's gameplay. Furthermore, the damage increase to allows us to build around Conjuration skills as an actual source of damage, rather than as just a means of proccing . Conjuration skills are no longer "one-pointers."
A few other Patch 1.3.0 changes provide a modest benefit to the Conjuration Sorcerer: 1) now have an increased chance to proc Frost Nova when Frozen enemies die, and 2) bug fixes to and improve our skill bonus uptime and barrier generation, respectively.
Strengths and Weaknesses for Conjuration Sorcerer
Unlike most casters, the Conjuration Sorcerer uses little to no resource apart from an initial cast of -- mana-generating passives and gear are not a consideration. Instead, the only constraining factor is cooldown times. With the help of , along with CDR gear, the Conjuration Sorcerer can cut down cooldown time significantly and limit its main vulnerability.
Offensively, the Conjuration Sorcerer is not the highest-damage build but certainly holds its own when running all three conjurations, which will provide a boost from and frequently proc . provides the most damage of any Basic skill and packs a serious punch against frozen, vulnerable enemies.
Defensively, the Conjuration Sorcerer gains Barrier from as well as substantial damage reduction from .
Strengths
Weaknesses
Conjuration Sorcerer Skills in Diablo 4 Season 5
The main goal of this build is maximizing lucky hit chance in order to create as many crowd control effects as possible for dense mob management and Boss staggering. As it pertains to this goal, the build specializes in conjuration skills for a few reasons: 1) two of the three skills have decent lucky hit chance, 2) they are the only skills that can activate the enchantment, and 3) they cost little or no mana which allows the build to devote more gear and passives to damage rather than resource generation.
Although conjuration skills have low base damage, this build holds its own with numerous "+damage to crowd controlled enemies" bonuses and other status effects. Its frost skills will chill and freeze, and its shock skills will stun. This "throw everything at the wall and see what sticks" approach to combat ensures that at least one or two of these effects will be active at any given time, providing a level of protection when moving into melee range to mop up with .
Sorcerer Skills Overview
Conjuration Sorcerer Skill Tree
The Standard Endgame Build for Conjuration Sorcerer is the build you'll be using most of the time for a wide variety of content -- Tree of Whispers, Helltides, dungeons, and most other normal activities.
Conjuration Sorcerer Rotation
The rotation for this build is fairly straightforward. You should cast , and (in no particular order), hang back until one of them procs , then activate and dive in for melee combat.
- As long as all three of these skills are cast at the beginning of battle, the exact order does not matter.
– Cast this after your conjurations proc and move into melee range.
- Now that enemies are Frozen and Vulnerable for 3 seconds, hit them with Arc Lash as many times as possible during that time. With Unstable Currents active, you will spam lots of Lightning Spears, Ball Lightnings and Charged Bolts.
At this point, you may still be waiting a couple seconds for some of your cooldowns to end. Since has no cooldown, ensure that it stays active continuously so that there is always a chance to proc
Conjuration Sorcerer Active Skills
This section describes the Active skills you'll be taking for this build, along with any modifiers.
Arc Lash
(5/5)
Basic
Modifiers:
is our highest damage skill, can hit multiple enemies with each swipe, and deserves multiple points given its 4-5% damage increase per point.
gives you an additional swipe on critical strikes, allowing you to reach the 10 swipes necessary to trigger Stun more quickly.
The cooldown reduction from will contribute to much higher uptime on our conjurations and ultimate skill.
Teleport
(1/5)
Defensive
Modifiers:
is our only skill that grants Unstoppable and is essential for staying alive at higher levels. When things get ugly, pop on over to the other side of the screen! Let your conjurations damage the enemy while you make your escape.
If you're feeling bold enough to Teleport into a crowd instead of away from one, will grant you a nice little cooldown bonus.
Three seconds doesn't seem very long but will save your life when the going gets tough.
Frost Nova
(1/5)
Defensive
Modifiers:
is critical to the Conjuration Sorcerer build, but only for its Enchantment (discussed in a later section). Three seconds of Freeze will greatly increase survivability since requires close quarters combat. Furthermore, this skill will greatly increase your damage as you acquire +% Damage to Frozen/Chilled/Crowd Controlled Enemies gear at higher levels.
We take only as a prerequisite for . We aren't using Frost Nova as an active skill, only the enchantment, so no need to worry about its cooldown.
is a significant damage boost for this build. Ideally, will proc frequently enough that most enemies onscreen will be Vulnerable for the entire battle.
Hydra
(5/5)
Conjuration
Modifiers:
As the name suggests, the Conjuration Sorcerer will use all three skills in the Conjuration node. Notably, is the only one of these three that has a mana cost rather than a cooldown, which means you will always be able to keep at least one conjuration active at all times. This matters because you will always have a chance to proc a as long as you keep your active. The damage isn't too bad, either.
will give you an extra head if you are Healthy, so cast early in the battle.
provides a massive critical strike bonus. You should be critically striking often enough to keep this bonus active almost continuously.
Ice Blades
(5/5)
Conjuration
Modifiers:
Our second Conjuration skill, , makes the list not for its mediocre damage but for its decent lucky hit chance and its ability to make enemies Vulnerable. This is a great support skill that will proc quite often and will benefit from Frost passives that we will take later on.
Cooldown reduction is the name of the game with the Conjuration Sorcerer, so should allow you to keep your blades going quite often.
Since you will take the enchantment that adds additional blades, can notably decrease the rest of your cooldowns.
Lightning Spear
(5/5)
Conjuration
Modifiers:
Like the other Conjuration skills, we are more interested in 's modifier effects than its damage, including the Vulnerable addition from Patch 1.3.0. Unfortunately, its lucky hit chance is the lowest of the three, so don't count on too many procs from this skill.
While primarily concerned with lucky hit chance, Conjuration Sorcerers should pay attention to critical hit chance as well. The boost to critical strike chance from will help to trigger as well as other Lightning passives in the Ultimate node.
The Stun from makes up for the low chance of proc. It's nice to have a backup plan if you aren't freezing enemies often enough.
Unstable Currents
(1/1)
Ultimate
Modifiers:
is the best Ultimate skill choice because it grants 10 seconds of Lightning Spear spamming while active. As you hit enemies with Arc Lash, you should spawn several more Lightning Spears that will drive up your Conjuration Mastery bonus.
simply increases your attack speed while the skill is active. A nice bonus to help you make the most of your 10 seconds.
We don't take since this is not a Crackling Energy build.
Conjuration Sorcerer Passive Skills
Passive skills are important for tying a build together, as well as building on the synergies for the Conjuration Sorcerer build.
Elemental Attunement
(1/3)
Defensive
gives you a decent chance of resetting your Teleport cooldown due to the decent lucky hit chance of Conjuration skills. Worth one point.
Precision Magic
(3/3)
Conjuration
This is a critical passive for the Conjuration Sorcerer. You will become overwhelmed if you are not proccing the enchantment often enough. You'll also take other passives that rely on lucky hit later on.
Conjuration Mastery
(3/3)
Conjuration
Since you'll be running all three Conjuration skills at once, Conjuration Mastery will provide a solid damage bonus.
Align the Elements
(3/3)
Conjuration
Although the Conjuration Sorcerer can handle large mobs quite easily, it is not the strongest Boss killer. Any extra protection during Boss battles is helpful (Bosses count as Elites for the purposes of this skill).
Protection
(3/3)
Conjuration
Your Conjuration Sorcerer will be casting cooldown skills constantly, so should provide a near-permanent barrier. Although will prevent you from being hit in most cases, you still need something that will minimize the damage should you take a harsh blow.
Permafrost
(1/3)
Ultimate
This passive is a prerequisite only. We don't rely on for significant damage, so the Frost skill damage boost is unremarkable.
Hoarfrost
(3/3)
Ultimate
is a great offensive passive for the Conjuration Sorcerer. If you're playing the build correctly, you should hit lots of Frozen enemies with . The extra 18% increased damage will help you make quick work of them.
Coursing Currents
(1/3)
Ultimate
Since is our primary offensive skill, this passive will rapidly increase your critical strike chance. Investing in means you don't have to dedicate too much of your gear to +X% to critical strike chance.
Electrocution
(3/3)
Ultimate
and complement each other well, so taking the former makes it worth taking the latter. Damage reduction is essential when you're getting up close and personal with .
Shatter
(1/1)
Key Passive
This Key Passive offers tremendous AoE damage, which this build lacks otherwise. Once Frost Nova procs, killing one frozen enemy will set off a chain reaction that will a room full of trash mobs in seconds. Unfortunately, this skill is useless against most Bosses, so consider switching to for Boss battles.
Conjuration Sorcerer Enchantment Selections
- Lucky Hit: Your Conjuration skills have up to a 30% chance to unleash a when hitting enemies.
– For every 40 seconds in Cooldowns you spend, you spawn an on a random enemy.
The enchantment is absolutely essential for this build, providing both damage and survivability against large packs. With skills and gear, your conjuration spells will reach high levels of lucky hit chance ( can even hit 100%) and should proc every few seconds.
There is more flexibility with the second enchantment slot, but the enchantment will probably be your best bet. Casting all of your skills at the beginning of a battle will create enough cooldown time to grant you two additional . While the blades themselves won't provide that much additional damage, having two additional conjurations on the field will add to your bonus and produce more s.
For more information about Enchantments, please see our guide:
Sorcerer Enchantments Guide
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评论
评论来自
Sawt0othGrin
Hey, big fan of this build! Any thoughts on the upcoming vampiric aspects and how they could be used to better the load out? Also said they were buffing Conjuration abilities but not specific on what. Excited to see this!
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