He obviously got confused and didn't pump the synergies. You can get a bit over 40k fireball with endgame gear. Meteor is probably the best boss killing sorceress skill(I'd wager blaze could out DPS it, but no where near as safe and effortlessly as meteor). Of course this is assuming the boss is static, and not a tele boss.
One of my biggest gripes about the still OP A1 mercs is they make the majority of elemental AOE characters worthless. Seeing as elemental damage is terrible vs act bosses and average against sub-bosses, there is simply no place for most elemental AOE skills. A1 mercs outclass most sorc skills in AOE and single target damage. Why bother making a build like blizz for example, when you could simply use an A1 merc and clear trash and sub bosses safer and more efficiently. Also, probably getting off topic here, but has anyone else noticed A1 mercs GA piercing twice? They hit, swing around behind for another hit, then come back out front again for a total of three hits. Next delay might make it not matter, can't be bothered doing the math.
Risiko wrote:
That is a good point about Amp always being used over LR. Maybe to balance things in a party they could rework those curses. Make amp also apply a 1/2 strength LR, and LR add a 1/2 strength Amp. You still have to pick one or the other, but it wont leave half the party out in the cold.
I always thought it would be cool to add resist piercing affects to the less used curses. Something like confuse also reducing physical resists, or weaken/attract being a mini LR type curse.