[3.17] Wallach's Hierophant Freezing Pulse Totems (No Further Updates)
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fryderyknicze wrote:
Well,i just chaos spammed till had two of those bad boys, and now im preparing for life and rezists.
Im ultra unlucky for now tho, and its annyoing as hell.
Perhaps it's better to do fingerless silk gloves for that? I used a different base because I pared it down from another item, but if you're going entirely from scratch...
Problem with alt-spamming is, that you can't have the temple mod (cold res + 50% increased dmg against chilled)
the perfect gloves (multiple) are on sale for 45 ex, but i figure the guys want to make a nice profit. So there should be a cheaper (not as expensive as 45 ex) way to make them
16% increased Spell Damage (implicit)
--------
30% increased Spell Damage
+89 to maximum Life
+48% to Cold Resistance
+42% to Lightning Resistance
Culling Strike
50% increased Damage with Hits against Chilled Enemies
open Slot for crafting Prefix
Problem with alt-spamming is, that you can't have the temple mod (cold res + 50% increased dmg against chilled)
the perfect gloves (multiple) are on sale for 45 ex, but i figure the guys want to make a nice profit. So there should be a cheaper (not as expensive as 45 ex) way to make them
16% increased Spell Damage (implicit)
--------
30% increased Spell Damage
+89 to maximum Life
+48% to Cold Resistance
+42% to Lightning Resistance
Culling Strike
50% increased Damage with Hits against Chilled Enemies
open Slot for crafting Prefix
Prefix should probably be unnerve if you can get it. Dexterity also good - in Path of DPS League, we need some other mods too sometimes.
Last edited by NoImagination#6952 on Jul 7, 2020, 6:41:32 AM
Finished my wand. A bit dissapointed by the projectil speed roll but I wont try to remove it.
might work on an other one soon.
I just rekt my wand.
Worked on it pretty uch since beginning of league. Had one shitty non caster mod so i used "remove non cast mod, add new'', and it fucking deleted my perfect t1 spell damage.
Now im scared to use harvest crafting.
And about gloves - yeah, maybe, but i dropped those, so why not? Maybe ill change them in future. Altho i like to play aggresive, so def is preffered for me.
Finished my wand. A bit dissapointed by the projectil speed roll but I wont try to remove it.
might work on an other one soon.
I just rekt my wand.
Worked on it pretty uch since beginning of league. Had one shitty non caster mod so i used "remove non cast mod, add new'', and it fucking deleted my perfect t1 spell damage.
Now im scared to use harvest crafting.
And about gloves - yeah, maybe, but i dropped those, so why not? Maybe ill change them in future. Altho i like to play aggresive, so def is preffered for me.
how is everybody getting those wands with both +1 cold skills and +1 spell skills?
I'm using a Reflection setup now but thought I'd post a neat little crafting project I've got going on the side. Used the "cold modifiers are more common" reforge a few times until I hit the cold damage, cast speed, +1 cold gems, and a low-tier cold resist. Changing cold resist -> lightning resist let me use "add/remove lightning" until a nice tier was hit. Filling all suffixes then using "augment life" followed by "add/remove life" made it easy to hit a big life roll. Now I'm debating between going for another resist as the last suffix, or hitting with "Augment speed" to get +1 Minimum Frenzy Charges. Pretty nice shield either way, imo!
The shock that is applied via Cold Conduction is always a 15% magnitude shock regardless of how strong of a chill was applied to the target. So any increased effect of non-damaging ailments is applied against this 15% value.
That's absolutely bonkers. So with just 30% increased effect of non-damaging ailments, that's damage equal to 0.164% of enemy ailment threshold (normally their max Life, but less in the case of big bads like Shaper) to trigger a 19% shock. To get a shock of the same strength without Cold Conduction with the same 30% increased effect of non-damaging ailments, you'd need 30 times as much lightning damage. That does come with the downside of cold damage unable to break a 19% cap on effect vs trash mobs, but that's more than worth it for such a massive shock effect against rare and unique enemies with so little effort.
Additional investment in Increased Effect of Non-damaging Ailments makes for BOTH bigger Shocks AND an even lower damage threshold to achieve them. This is essentially double-dipping. At 200% increased effect, damage of just 0.02% triggers a 45% Shock, which would normally require 243 times as much lightning damage even with the same 200% increased effect.
I'm not saying you're wrong about what Cold Conduction does, but if you're right it should be nerfed without question and as quickly as possible. Something like "Your Damage that Chills always Shocks, with modifiers to Chill Effect also applying to Shock Effect / Your Damage that Shocks always Chills, with modifiers to Shock Effect also applying to Chill Effect" would be fine; you'd need the language regarding modifiers to ensure no Chills create Shocks below the 5% "discard" threshold and vice versa.
As such, I kinda hope you're wrong. That's not about evidence, it's about preference.
Seems to be how it works for these conditional Shock effects, like Skitterbots' aura or Vaal Lightning Trap. They always apply a 15% Shock effect (though in the case of Skitterbots they are minions, so they instead put increased effect of Shock on the gem itself for minions specifically).
They have different language for the kind of effect you're talking about, like on the Three Dragons helmet, which just says "Your Cold Damage can Shock", which would then calculate against the threshold like usual.
Yes, but you can't increase the Skitterbot Shock with increased effect of shock. Elementalist (Witch or Scion) can, but that's an entire Ascendancy notable. Interestingly, a notable with 30% increased effect of non-damaging ailments tacked on...
...so in short, it's 3 normal passive points and a Medium Cluster for roughly the same payoff as 2 Ascendancy points (Beacon of Ruin + 10% elemental damage in front of it). If that's not heinously overpowered, then Beacon of Ruin is heinously underpowered.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jul 7, 2020, 1:42:50 PM
If that's not heinously overpowered, then Beacon of Ruin is heinously underpowered.
Honestly I think it's the latter. Elementalist has been in a pretty bad spot for a long time now, as far as I'm aware. It's used pretty much exclusively for golem builds now, rather than any elemental spellcasting.