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Diablo 4 Firewall Sorcerer Endgame Build Guide
来自 eXployt
[Last Updated]:
2024/08/01
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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
Firewall Sorcerer Overview in Diablo 4
The Firewall Sorcerer is that badass character in a movie that walks away from the explosion as chaos ensues behind them. The entire kit is designed to keep you on the move, setting the screen ablaze as burning damage ticks the enemies' health down and meteors from heaven come crashing down to finish them off.
The skill is synonymous with Fire Sorcerers in Diablo 2, a classic and effective skill. With Diablo 3, the Sorcerer and Spell saw a hiatus as the Wizard class took front and center. With the arrival of Diablo 4, we yet again get to utilize this blazing skill and set the world on fire! During leveling, works well when combined with a few other offensive spells. In the endgame, burns bright all on its own. Utilizing some defensive skills such as and and a couple Unique items such as , blazes through much of the endgame content without breaking a sweat.
While not as flashy as perhaps the Ice Shards build or as fast at killing mobs, the Firewall Build excels at maintaining steady resource levels, constant movement with , and surprising survivability. With Cooldown Reduction rolled on the proper gear this build does not stop moving, unlike other builds that need to "recharge". Due to the fact that does not Crit, having the right rolls on the gear is ESSENTIAL! Below we will cover beginning to end how this build functions, what strengths and weaknesses the build has, what substitutions can be made if pieces are missing, and some insight as you progress through the early levels of Endgame to the Min Max conclusion of this journey!
The end goal for this Build to turn the oven on and forget about it! Light everything on fire and let the Burning Damage do its work. Unfortunately, in its current state Fire is the weakest of the three elements at Sorcerers disposal; hopefully with Season 1 approaching, we'll see a change in our favor and this build will rise to glory!
"As above, so below; as below, so above."
This Firewall Build relies on the assembly of everything coupled with near perfect execution of the skills. A misstep at a higher NM Dungeon equals death; the benefit of the Firewall build is it is more forgiving than other Endgame Sorcerer Builds. Mana Resource is not an issue, we have a plethora of Crowd Control to keep our enemies from harming us, and a level of Health Regen and Barrier Renewal that allows us to push content not possible with other Sorcerer Builds.
Effects of Season 4 on the Firewall Sorcerer
The Public Test Realm (PTR) brought more changes in a single patch than any other has seen to date. With a complete overhaul to the Itemization in the game, we have seen sweeping changes to what could or couldn't roll on an item. While simplifying the affixes and what they do, the changes also brought along with it the importance of having the correct rolls on an item. This is magnified due to how high these stats can now reach with Greater Affixes and Masterworking. Maximum life can now virtually roll on everything, and with Damage Reduction and particularly Sorcerers Defensive Skills all seeing adjustments that lower our survivability, we must rely on Item Affixes to fill in the gaps.
Speaking of Defenses, here are some of the changes that directly impact our skills:
saw some love in the PTR Patch. The enchantment saw an uptick in Conjurations casting Frost Nova more often from 30% to 35%.
- had a complete change with Frost Nova no longer granting Mana immediately but based on Dodging. With the new Fractured Winterglass Amulet coming out for Season 4 focusing on Conjurations, these changes will fit perfectly around a Frost/Conjuration Build.
From top to bottom saw much-needed changes. Being a skill where we only invested a couple of points has now become a much more prominent and Diverse ability in our lineup. The two options now give us an interesting choice that can be based on what our build needs more at the moment. Survivability or Damage.
- Saw a 5% Increase in Mana Regen.
- Probably the most impactful change, now allows us to spam cast Ice Armor when spending Mana constantly. Allowing us it up essentially 100% of the time.
- A Huge change now chilling Close enemies for 20%, but more importantly giving us 15% more damage to Frozen Enemies.
was one of the casualties of nerfs in this PTR. For some reason, Sorcerer's Mobility was a focus point with this patch and unfortunately, Flame Shield was on that list.
- The 25% Movement speed bonus while active has now been replaced by a 50% Larger burn radius. Turning this node simply into a stepping stone to the more useful Flame Shield Nodes.
- We have lost Mana Cost Reduction and have gained a 3-second stun upon skills end with a Guaranteed Critical Strike with the next skill used. As of now, still appears to be the right choice, with its Healing Factor unchanged.
Our Bread and Butter Defensive Skill was probably the biggest victim of nerfs in comparison to the rest. With Sorcerer Mobility being knocked down a few pegs this upcoming season, our most prominent traversal skill was the main focus. still appears to be our choice as the Damage Reduction offered is more important than having Teleport deal more damage.
- is where we see the massive change. Losing the ability to lower Teleports cooldown with enemies hit we now get a 30% Movement Speed boost. While the Speed boost is helpful, the potential 3 seconds of Cooldown Reduction lost is noticeable. It is not until the endgame stages that are we able to counteract this wear Gear Rolls.
- Like the other Defensive skills, we are seeing damage additives to these skills. Mystical Teleport now deals 500% increased damage and forms Crackling Energy.
With our Defensive Skills now bringing some damage to the party, we move on to Offensive changes. The biggest change or addition has to do with Tags. Before we had two main categories of Damage Groups. Core and Mastery Skills. There were items, skill nodes, and affixes that directly benefitted each group. With the PTR Update, Mastery Skills are now considered Core Skills. This is MASSIVE. Passives like now buff our Mastery Skills.
In regards to our Offensive Skills:
- Both and Saw no changes directly in this PTR. Outside of being considered a Core Skill now. As such no changes in our Damage Rotation or Set up as of now.
- Passive Skills such as and saw buffs across the board and should continue to be used.
No Items or Aspects were changed or added to this PTR that would affect our current Setup. However, Affixes will now be much more essential to have rolled correctly. This may change with Season 4 and will update accordingly.
Effects of Patch 1.4.3 for Firewall Sorcerer
With Patch 1.4.3 we see an overall theme of Survivability adjustments. While they are slight changes individually the majority of Passives changed are used in most Sorcerer Setups and will compound to reflect a noticeable improvement. We also see a few Passives and Key Passives with damage increases. Key Passives have all been adjusted, some to the point it may be advantageous to switch to another depending on the content you are doing. Below we look at our Class Specific changes that affect this build.
- Increase to Overall Survivability.
- Barrier amount increased from 30% of Base Life to 25% of Maximum Life.
- Slight increase to Overall Survivability.
- Duration increased from 3 to 4 seconds.
- Slight increase to Overall Survivability.
- Additional damage taken reduced from 3/6/9% to 2/4/6%.
- Slight increase to Overall Survivability.
- Persistence duration increased from 2 to 3 seconds.
- Slight increase to Overall Survivability.
- Healing per Nearby Burning enemy increased from .3/.6/.9% to .5/1/1.5%.
- Healing per Nearby Burning Boss enemy increased from .6/1.2/1.8% to 2/4/6%.
- Damage increase that scales higher with more investment.
- Bonus damage while Healthy increased from 3/6/9% to 4/8/12%.
- Significant Damage increase, doubled from previous Unique Source of Burning Damage.
- Bonus damage per unique source of Burning increased from 2% to 4%.
For overall encompassing changes we see a large increase to Healing effectiveness in Potions and Paragon stat requirement changes that make unlocking Additional Bonuses on Rare Paragon Nodes realistically achievable on higher Board Counts.
Healing Potions
Minor Healing Potion
- Initial healing increased by 50%.
Light, and Moderate Healing Potions
- Initial healing increased by 100%.
Strong, Greater, Major, and Superior Healing Potions
- Initial healing increased by 200%.
Paragon
- Stat requirements for non-main stats reduced from 90 to 60 per Paragon Board
Strengths and Weaknesses for Firewall Sorcerer
Firewall serves as a great leveling build that falls off near Level 50, requiring a lot more to shine at harder difficulties. It is more efficient to Respec to Ice Shards or something comparable while saving gear that supports this Build and then revisiting when you've assembled everything. Attempting to build up to this Build with pieces is not recommended as it is dreadful and ineffective.
Strengths
Weaknesses
Firewall Sorcerer Skills in Diablo 4 Season 5
The Firewall Sorcerer is that badass character in a movie that walks away from the explosion as chaos ensues behind them. The entire kit is designed to keep you on the move, setting the screen ablaze as burning damage ticks the enemies' health down and meteors from heaven come crashing down to finish them off.
The skill is synonymous with Fire Sorcerers in Diablo 2, a classic and effective skill. With Diablo 3, the Sorcerer and Spell saw a hiatus as the Wizard class took front and center. With the arrival of Diablo 4, we yet again get to utilize this blazing skill and set the world on fire! During leveling, works well when combined with a few other offensive spells. In the endgame, burns bright all on its own. Utilizing some defensive skills such as and and a couple Unique items such as , blazes through much of the endgame content without breaking a sweat.
While not as flashy as perhaps the Ice Shards build or as fast at killing mobs, the Firewall Build excels at maintaining steady resource levels, constant movement with , and surprising survivability. With Cooldown Reduction rolled on the proper gear this build does not stop moving, unlike other builds that need to "recharge". Due to the fact that does not Crit, having the right rolls on the gear is ESSENTIAL! Below we will cover beginning to end how this build functions, what strengths and weaknesses the build has, what substitutions can be made if pieces are missing, and some insight as you progress through the early levels of Endgame to the Min Max conclusion of this journey!
Sorcerer Skills Overview
Firewall Sorcerer Skill Tree
The Firewall Sorcerer Endgame Build is tailored toward more endgame content like Nightmare Dungeons Tier 60+ where the survivability of builds like Ice Shards begin to fall off. Because Helltides and World content cap at levels 102 and 95 Respectively, Ice Shards exceeds in ability to clear faster.
This build is not recommended for PvP as it does not fare well with mobile enemies that do not have easy to predict telemetries.
There is potential with Uber Lilith where our Stagger can gain an upper hand, but with the current state of Sorcerer, our survivability, and Single Target Struggles, it can prove difficult.
Firewall Sorcerer Rotation
Our rotation is more complex than that of many builds at this level, as most become streamlined to a 1-2 button mash setup. Our rotation has to be executed near-perfect every time or issues arise.
We start with always having , with serving as a filler and CC Break. Running into any mob without either of these active will end in tragedy. We pick a location to to that gathers as many enemies as possible utilizing , prioritizing enemies that grant Shields and Elites. If you are dealing with Elites with the Suppressor Affix, ensure you are pulling everything into their bubble.
As you land and pull enemies in, cast and begin laying down . The closer everything is gathered together, the more effective the Meteors coming down will be. can also be used to funnel enemies into an assembly line to get the desired density before / Combo. and subsequent / can be used if battle becomes prolonged. Your main goal should be to get in and out with the initial combom then kite them to next group as the burning damage picks off the stragglers.
This is a standard rotation for the Firewall Sorcerer. The goal is simple. Gather monsters, make a big fire, dance around the fire and watch them burn. As you begin to master the rotation, you will find yourself leaving groups of enemies before they die: understanding the remaining Burn Damage will finish them off will greatly improve your clear speed.
- needs be kept up at all times for survivability and to maintain
- Always survey the group before initiating with : pinpoint the best area to land, bringing them together with .
- The staple of essentially every Sorcerer Build. The Crowd Control and Vulnerable applied while allowing the damage to ramp is mandatory.
- Spam as often as possible; mana should not be an issue if built right.
Firewall and Meteor Enchantments Proc with this!
- Utilizing this between casts of to re-position and allow for free casting of Pyromancy Skills makes you a CC Commander of the battlefield
- This is your "Break in Case of Emergency" for CCs and to maneuver through crowds. Paired with , it becomes a CC, escape, and initiator.
Firewall Sorcer Active Skills
This section describes the Active skills you'll be taking for this build, along with any modifiers.
Fire Bolt
(1/5)
Basic
Modifiers:
Points invested in for this build are purely to get to the next skill tree.
Flame Shield
(5/5)
Defensive
Modifiers:
is the utility defense skill you will be staring at the most, waiting for it to come off cooldown - especially when an unexpected crowd control occurs. It will get you get out of some sticky situations.
Using this as a way to get around dungeons faster may seem like a good idea, but more times than not you will use this and then initiate afterwards, regretting it immediately as it sits on cooldown. Use sparingly and strategically.
A back pocket potion that is as good as the CC breaker is. All the more reason to use this skill when needed.
This build keys off three crucial Legendary aspects -- one that can be obtained completing Onyx Hold in Dry Steppes and two of which are dropped. These drop quite often, so shouldn't be an issue gathering. It also utilizes when moving through enemies to restore Mana as a bonus!
with synergizes with our rotation after inflicts Vulnerable and and bring up Barriers, allowing for a period of potential 20X more damage. (Obtained completing Onyx Hold)
operates just like the above Aspect without needing Vulnerable to be applied. Both stack, providing amazing damage output when a Barrier is active. (Dropped)
with allows you to move through all enemies while Immobilizing them. This can also be used on Bosses to help with the stagger gauge where multiple passes proc the Immobilize effect again. (Dropped)
Teleport
(5/5)
Defensive
Modifiers:
A staple in all Sorcerer kits, this skill checks all the boxes: Initiator, Escape, and Movement. With , it becomes our most relied on Defensive skill outside of . This ability enables you to jump through walls where doors to rooms have been opened, skipping interactive ladders and cliffs, and also disengaging The Butcher by distancing yourself far enough to despawn him. It is VITAL that your Pants have + to Skills for this skill along with Cooldown Reduction on gear to ensure this is up as much as possible.
gives us some much needed damage reduction when jumping into the middle of packs.
makes the critical even more critical, as the Cooldown reduction is vital!
is one of the most useful and impactful Aspects in the whole kit. Its damage boost can't be compared, and should be on an Amulet for the maximum benefit. Almost everything in this Build applies one of the three Crowd Controls for this to be active. causes Stun at the beginning of an initiation, followed by , meaning this Aspect will be active all the time during fights. (Obtained with completion of Sunken Library, Kehjistan)
Because does apply Crowd Control effects, it also utilizes to gain Mana back.
Ice Armor
(1/5)
Defensive
Modifiers:
is our main defense that needs to be active as much as possible. It provides protection, absorbing hits that would usually be one shots. While it is active, the damage we deal fuels it to increases its capacity. We cannot initiate without this skill. Because both enhancements don't provide much for the investment of a Skill point, we invest one point in and . This skill is purely to get us in close enough to begin our rotation while also taking advantage of the same aspects uses for damage boosts!
uses two Legendary aspects -- one that can be obtained completing Onyx Hold in Dry Steppes and one which is dropped.
with synergizes with our rotation. After inflicts Vulnerable and and bring up Barriers, it allows for a period of potentially 20X more damage. (Obtained completing Onyx Hold)
operates just like the above Aspect without needing Vulnerable to be applied. Both stack, providing amazing damage output when a Barrier is active. (Dropped)
Frost Nova
(5/5)
Defensive
Modifiers:
Much like , you will be hard pressed to find any Sorcerer build not utilizing this skill. There is so much synergy built into Freezing enemies, Vulnerability, and the damage boosts associated with those two afflictions that it single-handedly becomes your biggest damage steroid. Coupled with the Key Passive , the skill becomes invaluable. Its area of affect is large and when invested in with + to Skill points, Cooldown Reduction, and , you should be firing these off often. Almost every Legendary aspect on your gear either provides benefits to it or benefits from it.
helps us spam this more, so it is critical we kill enough Frozen enemies to take advantage of this addition.
is the bread and butter of how and why Frost Nova provides all of the benefits it has in the form of damage amplification. This is a MUST.
is one of the most useful and impactful Aspects in the whole kit. Its damage boost can't be compared and should be on an Amulet for the maximum benefit. Almost everything in this Build applies one of the three Crowd Controls for this to be active. The freeze and lower cooldown with means this is the peanut butter to 's jelly. (Obtained with completion of Sunken Library, Kehjistan)
Remember from the shields? This is where the Vulnerable comes into play, and since it is at the top of the rotation, this aspect is utilized with every cast. (Drops with completion of Onyx Hold, Dry Steppes)
will fix your resource pool looking a bit low in an extended fight: one cast of this on a group of enemies will fill your mana up in no time. (Drops with Champions Demise, Dry Steppes completion)
allows you to cast more often in a more strategic manner. It requires restraint to not use the two charges back-to-back, but timing them correctly allows to virtually never be on cooldown. Pay attention to when an enemy becomes Unstoppable, wasting both and going on Cooldown can be detrimental. Who said too much of a good thing is a bad thing? (Dropped)
On top of both and granting a Barrier, using on anything will also activate , allowing for a Barrier to almost always be active. (Drops with Lost Archives, Fractured Peaks completion)
Meteor
(1/5)
Mastery
Modifiers:
Our Enchantment skill. With Lucky Hit and the fact has such a high chance to trigger it, a falls from the heavens often. This skill is great for additional damage on densely packed mobs, where each individual tick from has a chance to summon one of them. With increasing the chance of more s fallingm the real reason we use this Enchantment comes down to : a stagger generator that can really lay down some Crowd Control in the form of Immobilize, especially when and are on cooldown and is still being cast from Burning damage.
Firewall
(5/5)
Mastery
Modifiers:
The namesake of the build. Everything in this build in terms of skills, aspects, enchantments, and gear is designed for the sole purpose to make this skill do as much damage as possible. Due to its inability to critically strike, the investment is even more important. Unlike other builds in the game where a Core Skill is the damage dealer, this one is the main focus. Not being as mana hungry as other spells allows us to spam this as much as we want with little to no mana issues. Moving around to recast will have the spell cast in different directions, allowing for more coverage. Pairing with and the Lucky Hit chance, suddenly becomes a Crowd Control, healing, and resource generator. A real One Man Army!!
takes multiple s and the addition of Burning Damage from , , and , to make all of that compounding damage hotter!
allows us to continue moving and kite leftover enemies to the next pack; it also helps when the enemy type is a mobile one where either the AI has them jumping around or they have the Teleport Affix.
Keeping everything under one of the needed crowd controls to activate while casting is VITAL. Keep a close eye on status effects to know when to reapply them, ensuring you are getting the most damage from . (Obtained with completion of Sunken Library, Kehjistan)
- Because of the low cost of , the benefits from this Aspect are always near the maximum. This synergizes well with , constantly activating from all of the Crowd Control you're dishing out, along with all the benefits provides. (Obtained with the completion of Oldstones, Scosglen)
will fix your resource pool looking a bit low in an extended fight: one cast of this on a group of enemies will fill your mana up in no time. (Drops with Champions Demise, Dry Steppes completion)
Inferno
(1/1)
Ultimate
Modifiers:
serves as another form of control in our arsenal to corral enemies and keep them clustered so our and can do their job. Applying another Burning DoT is just hot icing on the cake. Used as a filler when and are on cooldown, there should never be a time you are not dishing out some form of Crowd Control to keep enemies exactly where you want them - which should be together and away from you.
adds an additional few seconds of the enemies being clustered together. is not needed as Resource management is not an issue for this build.
Firewall Sorcerer Passive Skills
Passive skills are essential in complimenting the Active Skills we utilize as a Firewall Sorcerer. We take passive nodes from almost every tree as each has a place in this build to bring it all together.
Potent Warding
(3/3)
Core
Due to this being a non-Basic Attack build, everything we cast benefits from this Passive, and any form of survivability helps. Plus, we also need to get to the meat and bones of the build farther down the tree, so investing 3 points here makes sense.
Devastation
(1/3)
Core
This really is just a throwaway point. We really don't need the extra Mana, but need last point in the Core tree to get down to Defensive.
Elemental Attunement
(1/3)
Defensive
Because doesn't crit, there isn't much reason to invest much of anything in this passive; however, on the off chance it procs, having one of your Defensive skills come off cooldown is like finding a curly fry or onion ring in your normal fries.
Glass Cannon
(3/3)
Defensive
The double edge sword that is . We cannot ignore the benefits of the damage it provides and just have to play smarter. Maximizing this passive is necessary.
Align the Elements
(1/3)
Conjuration
This is merely a gateway to the juicy stuff behind it. Using all of your Crowd Control should have this stack up a bit to help mitigate some of the damage from the nasty Elites.
Protection
(1/3)
Conjuration
One point in this is sufficient enough to help bolster the Barriers you are creating with and , ensuring and stay active.
Mana Shield
(3/3)
Conjuration
Absolutely cannot beat flat damage reduction, and since we are spamming , it's a welcomed survivability Passive to keep us alive.
Inner Flames
(1/3)
Mastery
Another gateway to the good stuff behind it. Can't beat the flat 3x damage increase while healthy. If you find yourself always healthy, investing in this for more damage over something like won't hurt!
Devoruing Blaze
(3/3)
Mastery
Hands down the best Passive node on the whole tree. The damage boost of 75X against Immobilized being converted by into Burning damage is amazing!!
Crippling Flames
(3/3)
Mastery
Going hand in hand with , you are just adding more crowd control to your arsenal. When everything is working in harmony, nothing on the screen should move. It's that good of a build. Who thought Fire would be the thing that freezes everything?
Fiery Surge
(1/3)
Ultimate
One point in this to get some Mana Regeneration before making our way to our final Passive in the Ultimate Tree.
Endless Pyre
(3/3)
Ultimate
I hope you like your S'mores Burnt! This just encapsulates what the build is made to do: keep everything on fire until they turn to ash and die. Tying into , we want the Burning Damage to never fall off.
Shatter
(1/1)
Key Passive
Currently, there's a debate among the community on what Key Passive to take. While has been bugged for the longest time (claimed to be hotfixed), the damage gain isn't noticeable sadly. If at some point it is buffed, or Burning Damage ticks are changed, then it will take priority. However, currently remains the best choice as the damage accumulated exceeds any other option currently available for .
Firewall Sorcerer Endgame Skill Changes for Specific Content
Currently, this entire build is designed to tackle the glaring issue with Sorcerers: Endgame Content in higher Nightmare Dungeon tiers. Our survivability isn't great, and the rotations needed to dish out damage and survive are so far behind classes like Barbarian and Druid that we need to adapt - even if it's not as flashy and slower. Unfortunately, much like the Paragon Board, our skills and Passives for this build have little to no room to deviate unless changes are made to how the class operates.
Firewall Sorcerer Enchantment Selections
Enchantments help compliment what the build already does, with some free casts and some extra damage from . With that needed Stagger on Bosses, it gives that extra push we need to stay in the game and push.
: 5% when enemies take Burning Damage to spawn an additional 2 s is all the firepower we need!
: Lucky Hit: Up to 8% chance for a to fall on enemies. With the crazy high Lucky Hit Chance on , this is a must! The s benefit from the mods we've picked up, helping with that stagger.
For more information about Enchantments, please see our guide:
Sorcerer Enchantments
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评论
评论来自
Stanzilla
I think you forgot to include Ice Blades in your spec, you have the aspects for it but don't have the skill equipped. This build relies on it for CDR.
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