This build pushes Ball Lightning to its limits, making it the main attraction and provides one of the highest DPS Sorcerer Builds currently available.
This guide is up-to-date for Season 4 and Patch 1.4.0.
Check our Diablo 4 Builds Catalog of uniquely crafted builds for each class.
This Sorcerer build guide assumes you’re at least level 50 and have completed enough of your Renown to have gained the 10 additional Skill Points available.
If you want a great leveling build to reach this point with, try our Arc Lash Leveling Build – A build that uses Arc Lash alongside Crackling Energy for great damage. If you want to level up as a Ball Lightning Sorcerer, at the end of this guide, we have a leveling section showing you how to develop a new character from level 1 with this build.
Table of contents
- Build Overview
- Skill and Passive Breakdown
- Skill Point Distribution
- Gearing and Stats
- Paragon Boards and Glyphs
- Leveling Order
Build Overview
This build uses Ball Lightning support by the Gravitational Aspect for very high and consistent DPS at close range. This gives it a lot of unique synergies with other skills and items to push the build into a much more powerful position beyond just supplemental damage from Unstable Currents.
This however also means we’ll be playing at a much closer range, which can make it both easier and harder to survive. Though the use of skills like Ice Armor and Flame Shield helps immensely with mitigating this in combination with the Vyr’s Mastery Key Passive. We’ll also get more benefits than usual from Damage Reduction to Close affixes.
This build does have two issues we need to solve with our gear, Mana Sustain and Cooldown Reduction. Ball Lightning is a mana-hungry skill, which can very quickly evaporate your mana pool if not managed well. A lot of our defenses will come from Ice Armor and Flame Shield so we’ll need those up as often as possible.
Skill and Passive Breakdown
In this section, we’ll be talking about each skill we use. This is the whys and hows of how the build works, and then we’ll cover the skill point distribution.
Skills
These are the main skills for the build. We’ll explain what purpose each serves and how they fit the build
Ball Lightning
Ball Lightning is our Main DPS skill, which with the Gravatation Aspect will spawn Ball Lightning that orbits our character. This makes Ball Lightning almost a melee skill, but much more reliable and controllable.
Flame Shield
Flame Shield is a great panic button. Not only does it block all incoming damage for a short time, it gives us a burst of movement speed, and recovers some of our missing life at the same time.
Ice Armor
Ice Armor gives us an instant, on-demand Barrier equal to a portion of our Maximum Life. while being a more defensive skill in nature, we’ll mostly be using it to enable effects like the Concieted Aspect.
Teleport
Teleport is our general mobility skill, as well as a reliable way to close distance. Combined with the effects of the Raiment of the Infinite Unique Chest and the Tibault’s Will Unique Pants, Teleport will be a great tool for both Mana Sustain and Burst Damage.
Ice Blades
Ice Blades are a nice supplemental summon we cna fit into the build with the extra points we end up with. This allows us to upgrade it to be a useful tool for lowering the cooldown of our Defensive skills, as well as another way to apply Vulnerable.
Unstable Currents
Unstable Currents pushes Ball Lightning’s DPS higher, as it will frequently cast Ball Lightning itself while active. Not only this, but it’ll also cast Chain Lighting for more Mana Sustain, as well as Lightning Spear to trigger Protection frequently.
Passives
Here we’re only going to talk about the main passives we want and our Key passive. There are unfortunately a couple we will need to take to get access to these though.
Key Passive – Vyr’s Mastery
Vry’s Mastery is a very easy call for the build, since we’re practically a melee-ranged builds. This provides a nice multiplicative damage bonus and Damage Reduction, both of which are increased when we Critically Strike. We’ll even add in Mage-Lord’s Aspect for more Damage Reduction.
Elemental Dominance
Elemental Dominance is one of the main reasons we want great mana sustain, as it will increase our damage while our Mana is above 50%.
Glass Cannon
Glass Cannon is one of the Sorcerer’s best damage-increasing passives for any build. While it means we need to stack up our defenses a bit more, this isn’t hard to do.
Conjuration Mastery
Conjuration Mastery adds additional value to Ice Blades as well as the Lightning Spears summoned during Unstable Currents. Ultimately, it makes Unstable Currents a more powerful burst window.
Protection
Protection grants us a shield each time we use a cooldown, manually cast or otherwise. While this will stack with Ice Armor quite nicely, it’s mainly for added survivability during Unstable currents with how often it sends out lightning Spears.
Mana Shield
Mana Shield grants us a huge chunk of damage reduction any time we spend 100 Mana. With Ball Lightning’s high upfront costs, we’ll still activate this every few casts of Ball Lightning even after cost reduction.
Devouring Blaze
Thanks to the Firebolt Enchantment, we’ll be able to push our Critical Strike Damage even higher with Devouring Blaze.
Invigorating Conduit
Invigorating Conduit provides a nice bit of extra Mana Sustain from the effects of Wizard’s Ball Lightning. It’s not going to perfectly cover the mana costs, but that’s why Tibault’s Will and the Chain Lightning Enchantment exist.
Electrocution
Between stackign Critical Strike Chance on gear, the Coursing Currents passive, and Ball Lighting high attack rate, we’ll crit very often. This in turn will reduce the damage enemies deal, making us deceptively durable.
Skill Point Distribution
This is an easy-to-reference table for where we’ll be placing all of our Skill points. These are listed in the order they appear on the skill tree.
Icon | Skill Name | Skill Tree | Points |
---|---|---|---|
Fire Bolt | Basic | 2 | |
Chain Lightning | Core | 1 | |
Devastation | Core | 1 | |
Elemental Dominance | Core | 3 | |
Flame Shield | Defensive | 1 | |
Enhanced Flame Shield | Defensive | 1 | |
Shimmering Flame Shield | Defensive | 1 | |
Ice Armor | Defensive | 1 | |
Enhanced Ice Armor | Defensive | 1 | |
Teleport | Defensive | 5 | |
Enhanced Teleport | Defensive | 1 | |
Shimmering Teleport | Defensive | 1 | |
Glass Cannon | Defensive | 3 | |
Elemental Attunement | Defensive | 1 | |
Ice Blades | Conjuration | 1 | |
Enhanced Ice Blades | Conjuration | 1 | |
Summoned Ice Blades | Conjuration | 1 | |
Conjuration Mastery | Conjuration | 3 | |
Align the Elements | Conjuration | 1 | |
Mana Shield | Conjuration | 3 | |
Protection | Conjuration | 3 | |
Ball Lightning | Mastery | 5 | |
Enhanced Ball Lightning | Mastery | 1 | |
Wizard’s Ball Lightning | Mastery | 1 | |
Inner Flames | Mastery | 1 | |
Devouring Blaze | Mastery | 3 | |
Static Discharge | Mastery | 1 | |
Invigorating Conduit | Mastery | 3 | |
Unstable Currents | Ultimate | 1 | |
Prime Unstable Currents | Ultimate | 1 | |
Coursing Currents | Ultimate | 1 | |
Electrocution | Ultimate | 3 | |
Vyr’s Mastery | Key Passive | 1 |
Gearing and Stats
In this section, we’ll cover all the things you’d want to keep an eye out for to enhance the final build. This includes our Recommended Weapons, Enchantments, Aspects, and of course, Uniques.
Recommended Weapons
This build uses a Wand and Focus as it weapons of choice. The Wand grants us faster attacking animations and Lucky Hit Chance. The Focus grants us a ton of additional Cooldown reduction.
While a Staff could theoretically provide more damage potential, we don’t have an Aspect that provides a huge benefit in doing so. With the number of unique the build uses and can use, Aspect space is often very tight and a big limiter already.
Ideal Stats
The table below details the ideal stats for our gear, be on the lookout for gear that matches at least three of the four rolls below.
Due to the width of the table, we highly recommend mobile users rotate their devices to view it properly.
Slot | Stat 1 | Stat 2 | Stat 3 | Stat 4 |
---|---|---|---|---|
Weapons | Critical Strike Damage | Lightning Critical Strike Damage | Vulnerable Damage | Intelligence |
Helm | Cooldown Reduction | Maximum Life | Total Armor | Maximum Mana |
Chest (Before Raiment) | Maximum Life | Damage Reduction | Total Armor | Damage Reduction from Burning |
Gloves | Critical Strike Chance | Lightning Critical Strike Damage | Lucky Hit Chance | Attack Speed |
Pants (Before Tibault) | Maximum Life | Damage Reduction | Total Armor | Damage Reduction from Burning |
Boots (Before Flickerstep) | Movement Speed | Resource Cost Reduction | Ranks of Teleport | Resistance |
Amulet | Cooldown Reduction | Ranks to Devouring Blaze | Ranks to All Defensive Skills | Resource Cost Reduction |
Rings | Critical Strike Chance | Lightning Critical Strike Damage | Lucky Hit Chance | Critical Strike Damage |
Recommended Gems
This build uses Emeralds in our Weapons, Rubies in our Armor, and Skulls in Jewelry.
We opt for Emeralds in our Weapons as we have multiple ways to apply Vulnerable, which just increases the damage of our Critical Strikes.
We use Rubies in our Armor, as the extra Maximum Life also increases the strength of our barriers. This also lets us forgo getting Life on everything but our Helmet and still end up with a good amount of Maximum Life
We go with Skulls for Our Jewelry as Sorcerers don’t have nearly the same access to Armor as other classes. Ball Lightning especially needs this to be able to take hits from melee enemies.
Vampiric Powers
During the Season of Blood, we’ll have access to Vampiric Powers, which allow us to slot up to five unique powers into our Sanguine Circle to increase the power of the build. We’ll include more than the maximum in the selection below to offer alternatives, but they will be listed in order of their relative strength.
Name | Effect | Reason |
---|---|---|
Metamorphosis | Evading turns you into a cloud of bats, making you Unstoppable for a short duration. Evading through enemies with this effect applies Vampiric Curse and deals Physical Damage. | This pairs extremely well with Tibault’s Will, with both effects having a very similar duration and cooldown. |
Anticipation | Reduce Ultimate Skill Cooldown. Increases Ultimate Skill Damage for each nearby enemy, afflicted with a DoT. | More Uptime on Unstable Currents is great, and this lets us reach 100% uptime with good Cooldown rolls elsewhere. |
Domination | Incerases damage to enemies that are Stunned, Immobilized, or Frozen. Executes instead if they are Injured Non-Elites. | This pairs exceptionally well with Raiment of the Infinite’s Stun for even more burst damage. |
Prey on the Weak | Increases Vulnerable Damage. Applying vampiric Curse also applied Vulnerable. | Allows Metamorphosis to apply Vulnerable as well as boost all sources of Vulnerable. |
Resilience | Increases Damage Reduction based on Missing Maximum Life. | This helps a ton when it comes to getting more value out of our barriers. |
Ravenous | Chance to Increase Attack Speed based on Total Movement Speed. | This can allow us to cast faster and deal more damage, but also requires more Mana Sustain. |
Call Familiar | Casting a Mastery Skill calls a Bat Familiar that deals Physical damage with a chance to Stun the enemy it hits. | Nice bit of extra damage, and provide additional Mana Sustain paired with Feed the Coven |
Feed the Coven | Conjuration and Bat Familiar attacks have a chance to restore Mana and increase damage for a short time. | Paired exclusively with Call Familiar for added Damage and Mana Sustain. |
Enchantments
This build’s Primary Enchantments are Firebolt and Chain Lighting. Other options provide interesting choices but just don’t replace these two in terms of damage and utility.
Firebolt Enchantment allows all of our damage to apply Burning. This makes the faster hit of ball Lighting stack Bruning up very quickly as well as enables the Devouring Blaze Passive for increased Critical Strike Damage.
Chain Lightning Enchantment provides a good bit of Mana Sustain when paired with a well-rolled Recharging Aspect. Additionally, when we get into the Paragon Boards, we get further Mana Sustain and a fairly regular Vulnerable trigger as well from Static Surge. It’ll also be the main way we trigger Accelerating Aspect as well, for the rare times Unstable Currents isn’t active.
Aspects
We’ll cover the Aspects recommended for maximizing the build’s potential. We’ll also suggest which gear slot you should look to place them in.
All Aspects listed with an asterisk (*) next to them are temporary Aspects to round out the build until desired Uniques are gotten.
Gravitational Aspect
Gravitational boosts the damage of Ball Lightning, while also making it more reliable by having it orbit us instead of traveling in a straight line. This grant us far more control over its damage and drastically improves its DPS.
We’ll place this on our Gloves, as we don’t have any need to boost it further. We can optionally place it in our Amulet until we need to move Disobedience there instead.
Accelerating Aspect
Accelerating increases our Attack Speed when we Critically Strike with a Core Skill. Thankfully we’ll have two different Core Skill going of during unstable Currents. Additionally, we’ll also trigger this with the Chain Lightning Enchantment often as well.
We’ll place this on one of our weapons, as we don’t need to boost it and it won’t be something we have 100% uptime on outside of Unstable Currents.
Conceited Aspect
Conceited boosts our damage when we have a Barrier. This makes Ice Armor an on-demand damage boost, on top of any barrier we get through Lightning Spear triggering Protection during unstable Currents.
We’ll place this on one of our weapons, as we don’t need to boost it and we also won’t have high uptime on.
Aspect of Control*
Aspect of Control is a temporary Aspect we can use for some extra damage that works well in combination with the Raiment of the Infinite Unique Chest.
We’ll temporarily place this in our Amulet, as it’ll be a strong damage bonus to use until we need to move Disobedience over. You can place this on a Weapon Instead if you opt to place Gravitational on the Amulet until the swap.
Recharging Aspect
Recharging Aspect restores Mana for each bounce of Chain Lightning. Though Unstable Currents and the Chain Lightning Aspect, this grants us plenty of extra Mana Sustain.
We’ll place this in one of our Rings, as Rings are the only slots that can support Resource Aspects.
Prodigy’s Aspect*
Prodigy’s Aspect restores mana each time we use a Cooldown. You’d think with similar wording to Protection that Lightning Spears would just be constantly filling out Mana up during unstable, but sadly they don’t. It does however add more utility to Flame Shield, Ice Armor, Ice Blades, and Teleport.
We’ll temporarily place this in one of our Rings, as only Rings can support Resource Aspects.
Ghostwalker Aspect*
Ghostwalker is an exceptionally good mobility boost when we become Unstoppable. With Teleport Low Cooldown, this Aspect often cover the short bit of time that Teleport is on cooldown, giving us much-needed mobility to position Ball Lightning after Teleporting in.
We’ll temporarily place these in our Boots, as we don’t need to boost this effect. They’ll be dropped in favor of using Flickerstep later on.
Aspect of Disobedience
Aspect of Disobedience is a great defensive Aspect that boost Armor each time we deal damage. Between Ball Lightning’s fast hits and the burn from Firebolt Enchantment, we’ll have max this out very early into an encounter and keep it there until everything is dead.
We’ll end up having this in our Amulet in the final setup, as it really helps to alleviate Sorcerer’s lack of Armor sources. Before then, we can place it in our Chest or Pants to pen our Amulet up for another offensive Aspect.
Mage-Lord’s Aspect
Mage-Lord’s adds additional Damage reduction for each close enemy when we have Vyr’s Mastery as a Key Passive. This results in a great defensive boost when we dive into a pack with Teleport.
We’ll place this in our Helmet, just so we don’t need to move it later. It could be placed in your Chest of Pants if you don’t mind swapping it around later.
Everliving Aspect*
Everliving grants increased Damage Reduction against Crowd Controlled or Vulnerable enemies. While our Main Crowd Control is a Stun, we’ll still be able to keep enemies vulnerable if they’re Immune to Stun or just become Unstoppable.
We’ll temporarily place this in our Chest or Pants, as it’s the Unique effects we gain from either outweigh the bonus this grants.
Unique Items
We’re only going to talk about the few that offer the strongest effects on the build. While there are others that help, these are the ones you really want to slot into your build if you get the chance. These will drop starting in Tier 3 content, but decent upgrades for the build once you get them.
Raiment of the Infinite
The Raiment of the Infinite is a Unique Chest Armor that grants a ton of damage bonuses. It also has the Unique Effect that using Teleport will group enemies on top of you and Stuns them, which supports Ball Lightning very well.
Tibault’s Will
Tibault’s Will is a pair of Unique Pants that increase our damage while Unstoppable and a short duration after. They additionally restore our mana when we gain Unstoppable (does not count if we reapply it while it’s still active), which helps to alleviate most of our Mana concerns thanks to Teleport.
Flickerstep
Flickerstep is a pair of Unique Boots that provide a lot of useful stats. More importantly, they reduce the cooldown of Ultimate Skills when we evade through enemies, allowing for much higher uptime on Unstable Currents.
Tal Rasha’s Iridescent Loop
Tal Rasha’s Iridescent loop is a Unique Ring that has many valuable stats for the build, including Cooldown Reduction which normally is not found on rings. It’s Unique effect also increases our damage for each type of Elemental damage we deal, which we deal a minimum of three between Ball Lightning, the Firebolt Enchantment, and Ice Blades.
Godslayer Crown
Godslayer Crown is a Unique helmet that has most of what we need from a typical Helmet, with the added damage bonus against Elites and Bosses. It’s a great swap to have on hand for taking on Bosses, but not something you want to wear all the time due to how poor the uptime is on the Unique effect.
Paragon Boards and Glyphs
These two endgame options are part of the Paragon System which is available starting at level 50.
Paragon Boards
Paragon Boards are a feature that becomes available at level 50. These boards allow us to spend the Paragon points we earn for leveling and Renown to strengthen our character. Each of these has a single Glyph Slot to place a glyph of our Choice.
Starter Board
Like all starter boards, this one offers generic damage and defenses.
As usual, we’ll path up the right side through Elementalist to our Glyph Node, then continue up the left side through Elemental Balance and head to the next board. We’ll also want to grab the Dexterity next to the Glyph Node, and path through the four Dexterity nodes on the left side for our Glyph. We can also spend a couple of extra points to grab Erudite as well.
Static Surge
Static Surge allows us to gain a way to Apply, Vulnerable and some extra Mana Sustain by using the Chain Lightning Enchantment and Unstable Currents. We’ll additionally grab some Elite Damage here as well.
Rotate the board so that Overwhelming is in the bottom right. We’ll path straight up to the Incapacitate cluster for its damage and Dexterity bonuses. Then we’ll grab our Glyph Node and the nearby Dexterity for for out Glyph. From our previous path, we’ll path over and up to Static Surge, then path through the Overwhelming Cluster as we head to the right side gate.
Burning Instincts
Burning Instincts only offers us a Glyph Node, but we can take advantage of the Damage to Burning and Damage Reduction from Burning thanks to the Firebolt Enchantment.
We’ll rotate the board so that out Glyph Node is in the upper left. We’ll path straight up to the Glyph Node, taking the Dexterity along the way. Then we’ll grab the Smoldering Embers cluster before wrapping under the Glyph Node to grab a bunch of Dexterity on our way to Cinders before heading to the upper gate.
Later on, we can come back to pick up Kindling but only the Rare node and Elite Damage. We can also grab the Safeguard cluster for added defenses against Elites.
Frigid Fate
Frigid Fate offers us some nice bonuses against Vulnerable Enemies, both dealing more Vulnerable Damage and taking less damage from them.
We’ll rotate this board so that Oppressive is in the lower left. We’ll path straight up to our Glyph Node, pathing through as much Dexterity as we can for our Glyph. We’ll also grab Chilling as well for access to its Dexterity nodes and Weakness as it’s on our way out to the left gate. We can also grab the Damage Reduction of the Guarded cluster on our way out as well as the defensive nodes of Oppressive at a later time.
Enchantment Master
Enchantment Master is primarily just a Glyph Node, but we also get some generic Damage and Defenses from it as well.
Rotate the board so that the Glyph Node is in the upper right. We’ll path through the Elemental Balance cluster on our way to the Glyph Node itself. Then we’ll take the Erudite cluster and some extra Willpower nodes below it for our Glyph. Then head out the upper gate.
Searing Heat
Searing Heat is another Glyph Node, but we can squeeze a bit of extra Fire REsistance out of it as well.
Rotate the board so that the Glyph Node is in the lower right. We’ll path through the Ashes cluster to our Glyph Node, taking one of the Dexterity nodes in the cluster as well. Then we’ll head up and grab the three Dexterity nodes directly above our Glpyh Node before heading to the right side gate.
Elemental Summoner
Elemental Summoner is just another Glyph Node, but we get some generic defenses and a bit of extra damage for Ice Blades and Lightning Spear as well.
Rotate the board so that Keeper of the Elements is in the top right. We’ll path along the top side toward our Glyph Node, taking every Intelligence node along the way. From our Glyph Node, we’ll quickly just grab the rare nodes Erudite and Conjurer for their Intelligence as well. Then we’ll also grab the four Intelligence nodes just to the right of the Glyph Node to better support our Glyph.
Glyphs
Each of our Paragon Boards has a Glyph Slot, where we can socket one of our Glyphs. These Glyphs provide powerful bonuses that can be leveled up by completing Nightmare Dungeons to increase their power. Below are the Glyphs we recommend and what board to place them on.
Unless stated otherwise, all glyphs below will be required to be Level 15 to activate their effects with our Paragon setup.
Control
Control increases our damage dealt to Crowd Controlled Enemies for every 5 Dexterity allocated in range. With 25 Dexterity allocated in range, we’ll deal increased damage to enemie that are Slowed or Chilled, or a larger bonus to Stunned or Frozen Enemies.
We’ll place this on our Starter Board, as it has a lot of conveniently placed Dexterity to easily activate this glyph fully.
Flamefeeder
Flamefeeder increases our damage against Burning Enemies for every 5 Dexterity allocated in Range. With 25 Dexterity allocated in range, we gain a further multiplicative damage bonus against Burning Enemies.
We’ll place this in Static Surge, as the Glyph Node has plenty of convenient Dexterity thanks to the Incapacitate cluster.
Destruction
Destruction increases our Critical Strike Damage for every 5 Dexterity allocated in range. With 25 Dexterity allocated in range, Critical Strikes against an enemy grant a stacking multiplicative damage increase to that enemy.
We’ll place this in Burning Instincts, as it has the most Dexterity of any of our boards and we’ll take every bit of it to boost our damage.
Exploit
Exploit increases our Vulnerable Dmage for every 5 Dexterity allocated in range. With 25 Dexterity Allocated in range hits against a Vulnerable enemy apply a stacking multiplicative Damage increase to that enemy.
We’ll place this in Frigid Fate, as our pathing through the glyph area in combination with th Chilling Cluster gives us more than enough Dexterity to activate the glyph fully.
Reinforced
Reinforced increase the effects of allocated Rare Nodes in range, in this case granting us increases to Non-Physical Damage and Resistance. With 25 Willpower allocated in range, we’ll gain 15% Damage Reduction while we have an active Barrier.
We’ll place this Enchantment Master, as the base effect provides a nice bonus to generic damage and defenses, while the Erudite Cluster and the nearby Willpwoer make it very easy to active the bonus effect.
Territorial
Territorial increases our damage against Close Enemies for every 5 Dexterity allocated in range. With 25 Dexterity allocated in range, we gain additional Damage Reduction against Close Enemies.
We’ll place this in Searing Heat, as the Ashes cluster and the small cluster of Dexterity above our Glyph Node make this easy to activate.
Adept
Adept increases the damage of our Mastery Skills for every 5 Intelligence allocated in Range. With 40 Intelligence allocated in range, It increases the AoE of our Mastery Skills.
We’ll place this in Elemental Summoner, as it has plenty of Intelligence in range to boost the glyph and the clusters don’t offer much worth grabbing to allow further stacking.
Leveling Order
If you want to play this build from level 1, the next segment of this build guide is for you. Below you will see the exact leveling order in which you should acquire your skills and passives to maximize damage and overall performance.
Levels | Icon | Skill | Purpose |
---|---|---|---|
2-3 | Firebolt | Basic Skill taken to progress further into the tree. Used as an Enchantment in final build. | |
4-6 | Chain Lightning | Upgraded to Greater Chain Lightning and used as main skill until Ball Lightning. Also used as an Enchantment in final build. | |
7 | Devastation | Taken for access to Elemental Dominance later. | |
8-10 | Teleport | Early Mobility, Upgraded to Shimmering Teleport for Damage Reduction. | |
11-12 | Ice Armor | Upgraded to Enhanced for Mana Regeneration. | |
13-15 | Flame Shield | Upgraded to Shimmering for Movement Speed and Life Recovery. Apply Chain Lightning Enchantment | |
16 | Align the Elements | Great single-point passive for reducing Elite damage. | |
17-19 | Protection | Grants Barrier when using any Cooldown. | |
20-22 | Ball Lightning | Upgrade to Wizard’s Ball Lightning for Crackling Energy. | |
23-25 | Mana Shield | Increased Damage Reduction from spending Mana. | |
26-27 | Unstable Currents | Ultimate Skill, upgraded to Prime Unstable Currents for Attack Speed. | |
28 | Coursing Currents | A great single-point passive that allows for more consistent Critical Strikes. | |
29-31 | Electrocution | Reduces incoming damage from enemies we Critically Strike. Apply Firebolt Enchantment | |
32 | Static Discharge | Helps generate additional Crackling Energy for invigorating Conduit. | |
33-35 | Invigorating Conduit | Restores Mana when collecting Crackling Energy. | |
36 | Vyr’s Mastery | Key Passive, Increases our damage to Close Enemies as well as reduces damage taken from Close Enemies. | |
37-39 | Elemental Dominance | Increased Damage with Ball Lightning | |
Respec | Chain Lightning | Remove Chain Lightning’s Upgrades to be placed in Ball Lightning. | |
40-41 | Ball Lightning | Finish maxing Ball Lightning. | |
42-44 | Glass Cannon | Increases Damage. | |
45 | Elemental Attunement | Critical Strikes can reset our Defensive skills like Ice Armor. | |
46-48 | Conjuration Mastery | Increases our damage during unstable Currents. | |
49 | Inner Flames | Taken to Reach Devouring Blaze. | |
R1-R3 | Devouring Blaze | Huge Critical Strike Damage Boost. | |
R4-R6 | Ice Blades | Upgrade to Summoned Ice Blades for Cooldown Reduction. | |
R7-R10 | Teleport | Max Teleport for heavily reduced Cooldown. |
To learnhow to maximize your damage in Diablo 4, consult with our guide on that topic. Learning how to deal the highest possible damage with your build is crucial to succeeding in the Endgame and highest tiers.
This concludes our Diablo 4 Sorcerer Build focusing on the Ball Lightning skill. You can find moreleveling and endgame Diablo 4 buildshere on VULKK.com to try new things with your characters and spice up your gameplay.