Our current thinking is on the "Burning" Pyromancer, which may require no CC and really should be effective vs bosses and trash alike by swapping among the enchantments.

Skill Tree

Basic Skills

Fire Bolt: 1/5 points. Modifiers: Enhanced, Glinting.

Need two points each for access to the Core skill tier. Firebolt has got the most useful Enchantment effect, as well as the +Burning damage is extremely appealing.

Core Skills

Fireball: 5/5 points. Modifiers: Enhanced, Greater.

Main Spender, adds +10% to our burn damage as direct damage; also benefits if Fireball is enchanted. More on this later.

Defensive

Flame Shield: 1/5 points. Modifiers: Enhanced, Mystical.

Button when you are getting targeted with something. You should have +1 to ALL defensives due to the +1 Defensive roll in your Amulet, this just unlocks -25% mana and +25% move speed, because they require hard points. You may have to spend points in Teleport and so on without a +1 roll to defensives in your amulet slot.

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Glass Cannon: 3/3 points.

More damage works well with Ice Armor along with a pant enchantment for -25% after casting a Basic Skill.

Conjuration

Hydra: 5/5 points. Modifiers: Enhanced, Summoned.

Hydra is easily among the best skills within the Sorcerer class. Autotargeting, cheap, applies a burn.

Align the Elements: 1/3 points.

One point for -50% damage? Seems Worth.

Protection: 1/3 points.

All the defensives possess a 10% in your life barrier, including Teleport, and Frost Nova. Elemental Attunement can reset the cooldown on Teleport, Flame Shield, and Frost Nova. These points might not be ideal, but many of affixes focus on having a "Barrier" up. which could apply if "termite" power isn't available.

Mastery

5/5 Firewall; The skill you choose will likely be inside your 30 Enchantment slot. The other choice is Meteor, which doesn't look of the same quality.

Inner Flames: 3/3 points.

Crippling Flames: 1/3 points.

Devouring Blaze: 3/3 points.

Fire damage with the fixings'. The immobilization may complement a legendary aspect if chosen.

Ultimate

Inferno allocated. Modifiers: Prime, Supreme.

The thinking here was this spell would pull everything together to consider the advantage of Firewall or Meteor procs. Will work very nicely with Fireball too. It also removes the mana price of spells for any high damage burst cooldown for Stagger periods.

Fiery Surge: 1/3 points.

Endless Pyre: 3/3 points.

Warmth: 3/3 points.

More +Fire damage, adds a little bit of sustain with health. Interacts nicely by having a Unique legendary energy that adds +healing that's not utilized, (AKA, Warmth) like a barrier, which activates various affixes.

Soulfire: 3/3 points.

-15% Fire spell mana cost. Use for mana sustain, might not be needed in practice.

Key Passive

Combustion: allocated.

Combustion adds 2% damage per burn, double for those who have more than three burn effects. This build may have three virtually static burns from Firebolt, Firewall, Hydra (+Burn damage), and perhaps Flame Shield, the industry potential total of 4 simultaneous burns, or perhaps a possibility of +16% Burning damage. Replacing Fireball with FireBOLT (or anything else, like Flame Shield) on bosses makes mathematical sense, as Fireball is going to do nothing on bosses.

Firebolt would apply another DoT from Fireball, which then Fireball would then look into increasing its direct damage slightly. Would also apply a DOT from Inferno.

Codex of Power

Offensive

Amulet or First Ring

Conceited Aspect (Legendary): Deal x23/33% increased damage while you possess a Barrier active (Temerity)

Amulet or First Ring

Edgemaster's Aspect (Legendary): Skills deal as much as x24/34% increased damage based on your available Primary Resource when cast, receiving the maximum benefit when you have full Primary Resource.

2nd Ring:

Serpentine Aspect (Legendary): You may have 1.0 additional Hydra active, but Hydra's duration is reduced by 20/25%.

Gloves

Gloves from the Illuminator (Unique): Fireball now bounces because it travels, exploding every time it hits the floor, nevertheless its explosion deals 65/75% less damage.

Staff

The staff of Endless Rage (Unique): Every 3rd cast of Fireball launches 2 additional projectiles.

Defensive

Pants

The aspect of Might (Legendary): Basic Skills grant 25.0% Damage Reduction for 4/8 seconds.

Chest

Temerity (Unique): Effects that Heal you beyond 100.0% Life grant a Barrier up to 50/100% of the Maximum Life that can last for 30.0 seconds.

Utility

Boots

Exploiter's Aspect (Legendary): You have +20.0% increased Crowd Control Duration and deal x20/50% increased harm to Unstoppable enemies.

Paragon Board:

Searing Heat: 1 legendary node allocated: "Casting Fireball or Meteor boosts the Critical Strike Chance of further casts of this Skill by +5% for 5 seconds, as much as +15%. Additional stacks don't refresh this timer."

Burning Instinct: 1 legendary node allocated: "Your Burning damage is increased by 40% of the Critical Strike Damage, further increased by 5% for each 20 Intelligence you've."

Enchantment Master: 1 legendary node allocated: "Your Enchantments are 20% stronger."

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