news wise Diablo 4 Lightning Sphere Sorcerer Build for Endgame, Post Level 75
Choosing the right class and archetype is extremely important in Diablo IV. Between the skill tree, the passives and the identity, here is our complete Lightning Ball and Electricity focused build for the Lightning Ball Wizard in Endgame: Paragon, Aspects, we explain everything to you!
Summary
- playing style
- Skill Tree – Talent points to set
- passives
- Codex of the Sorcerer’s Power
- Wizard Identity: Enchantment
- Paragon
- Final optimization details of this build
playing style
Now that you’ve gotten into the final part of the game, the endgame where everything hurts more and everything has more hit points, you need a solid build, one of the best Diablo IV builds, to get through. get out without too much trouble. Whether you enjoy fighting in close quarters combat, crushing your opponents from afar, or taking cover behind an army of summoners, there are numerous builds available Here’s what the Lightning Sphere Sorcerer does best
Active skills to use
- Electric whisk
- teleportation
- ice armor
- Frost Nova
- lightning ball
- current unstable
Lightning Sphere Sorcerer build gameplay
- The Chain of Lightning build is a permanent firework between the damage you deal to enemies and the lightning orb. Obviously, to overcome the fragility of this class, you have many defensive talents like ice armor or frost nova (and teleportation, which really allows you to flee far).
- Compared to the engame, the build changes a bit. The enemies are getting tougher and you shouldn’t take too much damage in the middle of the sound and light show. With this improved version we no longer use Fireball or Firebolt, but they are selected. They are there independently of our will to access the tree’s next spells.
- Introducing the Magic lightning ball is a big increase in your damage and quite a big change from the leveled versions of the build.
Skill Tree – Talent points to set
- Electric whisk (5 counts), Reinforced Electric Whip, Sparkling Electric Whip
- teleportation (1 point), Improved teleportation, Blazing teleportation
- ice armor (1 point), Reinforced Ice Armor
- Frost Nova (1 count), Mighty Frost Nova, Mystic Frost Nova
- lightning ball (5 points), Reinforced Lightning Orb, Lightning Orb of Magic
- current unstable (1 point), Original unstable current
passives
- dragon and paper 3
- precision magic 3
- Alignment of elements 1
- protection 3
- mana shield 3
- Inner flames 1
- Devouring Inferno 3
- Static discharge 1
- electric shock 3
- Fiery wave 3
- direct current 2
- electric shock 3
- convulsions 3
- Virtuosity of Vyr 1
Codex of the Sorcerer’s Power
- Prayer of Vasily
- aspect of disobedience : Halls of the Damned (Kehjistan)
- Habit de l’Infini
- Elementalist Aspect : Livid Abyss (Dry Steppe)
- audacity
- legacy of Esu
- aspect of gravity : Peyrevielle (Scosglen)
- aspect of omnipotence : Campaign in dry steppes
- aspect of arrogance
- aspect of control: Sunken Library (Kehjistan)
Wizard Identity: Enchantment
- lightning ball : When you trigger a Lucky Strike, your critical damage has up to a 25% chance to summon a Lightning Ball
- firebolt : Direct skill damage applies the Ignite effect to targets hit, permanently triggering the Consuming Inferno talent
Paragon
It’s not just about “using the Paragon” anymore, you really need to invest time in honing it if you want to survive the forces of evil. Here is our proposal for the Lightning Sphere Sorcerer:
Final optimization details of this build
Finally, as usual, we’ll focus on the most interesting effects you can recreate over your material pieces. We recommend that you put up with the cooldown reduction essential to this build, the damage from critical hits, or even the intelligence.
As with any caster build, make sure you also pick up gear that gives you enough armor. If you underestimate this point, you risk getting into a sticky situation and struggling to survive in certain battles. When it comes to which gems to equip, here are our picks:
Weapons: Emerald for critical damage. Armor: Ruby for extra hit points. Jewelry: skull for armor
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