[3.17] Wallach's Hierophant Freezing Pulse Totems (No Further Updates)

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Asag wrote:
Ok in this league I have crazy luck, it took me like 30 alts and 1 regal to make this:



Its really that much better than:




PoB says like 15k lower DPS but do not count culling strike. I will also lose some projectile speed.


You need to click 'is the enemy unnerved' in the PoB config. Just unnerve on its own is more dps for me than the second jewel and culling is really nice for bossfights
Last edited by Sttorr#4323 on Feb 4, 2021, 4:44:44 AM
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sephrinx wrote:
You can easily start the build with 15ex.

Get yourself a 6l Soul Mantle (6ex or so) and Viridi's Veil (20c), a decent sceptre or wand with ~80% spell damage, 80% Spell Crit, and +1 cold spell gems (1ex or so). You can find a pretty good amulet aside from Pandemonious for like 40c. Resists, life, and either cast speed and/or spell damage and/or crit multi.

You want a Magic Vermillion Ring. Use fossils on it to get 80 Life, having used Fertile Catalysts beforehand to get improved rolls. Then, using the crafting bench add a resist if you need.

Gloves with Life/Resist and "increased damage with hits against chilled enemies" I got mine for 80c, might have gone up since then I'm not sure.

Cowards Legacy belt is around 1.5-2ex, it's not mandatory to start out at all but it is a very substantial boost in damage.

Decent cluster jewels can be expensive, can get gg ones for 2ex a piece and never have to replace them. Since I'm a cheapskate, I just bought "decent enough" ones.

Here is my character so far - https://pastebin.com/K2wqPm8k

I've not spend much on this build and it absolutely shits on everything. The only thing I haven't been able to do was the Uber Breachlord encounter through the Maven Invitation thing, they would just ignore my totems and 1 shot me back to back, very annoying.

Dealing about 350k shaper dps per totem, with 7 totems, so that's math amount of dps. The fastest scaling return on investment of any build I've played so far. By dropping the shield and getting another weapon the dps per totem would push 550k+, but I like the defense it provides and don't really need the damage.


Sounds awesome thank you :D what kind of farming can this build do? I see alot of people spamming maven invitations for huge profit or they do 100% delirium maps..are either of those an option for us? I assume having HH would be mandatory for 100% delirium..

Anyway, I just want a build now I can chill with and clear all content, archmage is stressful, so it's getting binned LOL
HH not very useful for us.

I did a lot of T16 100% delirium maps in Harvest. You tend to die once every couple of maps because you can't take any hits at all. The DPS isn't a problem though.

Likewise, Maven isn't a problem.
Last edited by NoImagination#6952 on Feb 4, 2021, 6:18:01 AM
Ok so I have bought everything except the 2 wands so far... I'm really bad at crafting... can anyone please advise how I go about crafting a decent wand?
Last edited by Adjust91#3299 on Feb 4, 2021, 8:22:44 AM
Don't know why but i get one shot a LOT this season. Anyone can look my character and tell me if i missed something? First time i cannot make 20/20 simulacrum. Thx
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Adjust91 wrote:
Ok so I have bought everything except the 2 wands so far... I'm really bad at crafting... can anyone please advise how I go about crafting a decent wand?

Crafting wands is hard because there are so many caster tags. I'd probably try to fracture +1 all spell skill gems, then go from there. That's what's limiting me at the moment, and the ones on the market are in the 40ex range.

You are almost certainly fine to just buy a couple of 50c wands though. Cast speed, crit multi, crit chance, spell damage, probably in that order, are what you're after. +cold to spells and so on also useful.

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NoStRoMoSs wrote:
Don't know why but i get one shot a LOT this season. Anyone can look my character and tell me if i missed something? First time i cannot make 20/20 simulacrum. Thx

My first thought upon hearing 'one shot' is 'Pantheon'. Brine king is helpful.

It shouldn't be hard to get more life on your ring. Attribute quality probably lets you remove the +30 dex node you've taken too.

Otherwise, it's just about getting more and more DPS and playing cautiously if need be.
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Sttorr wrote:
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Asag wrote:
Ok in this league I have crazy luck, it took me like 30 alts and 1 regal to make this:



Its really that much better than:




PoB says like 15k lower DPS but do not count culling strike. I will also lose some projectile speed.


You need to click 'is the enemy unnerved' in the PoB config. Just unnerve on its own is more dps for me than the second jewel and culling is really nice for bossfights


Ofc I checked unerve in options after jewel swap and it shows me like 10k lower dps.
But I decided to use for now the curse jewel and gonna start my first big harvest project, unnerve/culling gloves. When I will get them then gonna swap the jewel again.

Not sure if for repeater/streamlined tho because I see alot of people use now sleepless sentries.
My intention is to get 100 and take 2nd cluster jewel slot, with streamlined + repeater. To me, it looks like it's the 3rd best medium cluster jewel.
What is better of the two?

Wish for Dath & Master of Fear

or

Cold Conduction & Astonishing Affliction

Really not sure and I am too stupid when it comes to using POB properly.
Looks like our numbers are increasing. Did a Chayula ROTA yesterday with two other cold Hiero's. I think this is one of the best off-meta builds, especially this league, and thought I'd make a short gameplay guide for newcomers.

Game Play Tips for Defense:

  • Replace Arcane Surge on your Frost Bomb 4-link with Phase Run. It is a great defensive and QoL skill. As long as you are frequently casting Frostbite you will have your arcane surge buff up almost all of the time, so there is no DPS loss.
  • Play around with frost wall in place of cold snap, especially if you are not running cold snap as a trigger skill. You can place the wall on top of you and your totems and be pretty much immune from melee damage. The wall can also trap you in though, so be careful. It can help with rituals and some boss fights, but there will be a DPS loss on bosses.


Game Content

Mapping: A+

This is one of the fastest mappings builds to play. Not quite S-Tier, but very versatile.

Using Phase Run is very helpful to maximize clear speed. It not only makes you faster, but also decreases the amount of time it takes for a mob to react or engage you. We make use of that delay to place our totems and let them get a shot off. By the time the mobs react to us, they are either dead or chilled/frozen.

Finding the balance of aggressiveness takes a bit of practice, but since including phase run in my mapping setup, I haven't died once on juiced T15/16 maps.

Maps with long, narrow chutes are ideal for our build. The general pattern for me is to summon one or two sets of totems at max distance, flame dash halfway to them, flame dash to the edge (or even inside) the mob pack, hit phase run, go through the mob pack, and as I'm exiting, summon another set of totems. If the mob pack has a rare or high hp, I'll drop frostbite right before I hit phase run.

Hopefully, there is another pack nearby and I can repeat. If I hear any dings of good drops, I'll reverse, drop my totems at the edge of the new pack and flame dash to the previous one to pick up loot.

On especially larger packs or super-rippy maps, I'll pause for a second at the edge, letting my totems get one cast of bolts in before moving on.

On wide-open maps I do the same thing except that I'm more careful about not ending my phase run inside of a pack with unknown terrain. The only times I've ever been in danger of dying is when my phase run ends and I flame dash into a wall or edge.


Ritual: A-

Most of the rituals are extremely easy. I take the coward's way out and just hide in a corner behind my totems. For the first two rituals in a map, it's usually perfectly safe to just drop totems on the altar and run around until stuff is dead. For larger rituals, I find a spot at the edge where I have at last partial cover, then just drop totems in front of me, far enough that they have LOS to the altar, but close enough that they will instant target and kill/freeze anything that spawns next to me. The only time I move is to avoid beams, exploding fireballs, etc.

The above works on around 75% of rituals. For once where there is no cover, or where I revert back to just being highly mobile with liberal use of phase run.


Legion: S-Tier

This is by far the best build I've ever played for farming Legion encounters. Clear a wide area around the monolith, try and guess where the chests/generals will be based on available terrain, then cast your totems about 3/4 screen width apart, from outside in. The last totem cast should be right on the encounter, which you then activate and begin moving towards the area where you lack coverage. Drop frostbite curses as you move. After the encounter starts, wait 2 - 3 seconds for your outermost totem to finish killing everything in its range, then cast again. Move and repeat.

Watch your surroundings closely and don't waste time killing already activated statues. At the same time, don't spam your totem summons. As it will take a couple of seconds for your totems to kill the statutes, especially if you can't apply Frostbite.

I've been farming legion encounters for some amazing currency. Other than some instances where indoor terrain made it hard to maneuver, I've managed to activate/kill everyone in almost every encounter.


Blight: S-Tier

Blight encounters and maps are almost trivial. You can usually stack totems on your pump and never even bother building. But that's no fun. One of our biggest strengths is being able to do damage while moving. Place totems on the pump, then go around building whatever towers you want. Someomes I move the totems to target lanes, sometimes I just leave them around.

On blighted red maps, you have to be a little more involved with tower creation, but not much.


Bossing: A-

This one is a bit of a mixed bag. On open maps or large areas, we are amazing. When maps where the boss is not in a dedicated arena, I almost always kill him/her before they are even insight. Just drop totems, wait two seconds, pick up loot. Sometimes I'll dart in and throw frostbite and frost bomb, but for normal mapping bosses (even on red maps) that usually isn't needed.

For bosses with smaller arenas, it can be hard. Especially bosses that have unavoidable phases or high AoE. Chimera's smoke clouds are especially annoying, as you can't reveal them with your totems. Minotaur is fine as long as you avoid the slam. For these situations, controlled mobility is key. While mapping the name of the game is to always jump from pack to pack, as quickly as possible. Dial that back for small boss arenas. You want your movements to be more controlled, deliberately responding to something. Place your totems on the boss, pause, and plan out your next move. Maybe that is renewing a curse/frost bomb, or maybe it is flame dashing to a corner.

Our playstyle lets us learn boss mechanics easily, and we need that knowledge since we are basically glass cannons, able to survive at most one hit from a strong attack.


Maven: ??

I'm reluctant to give this area a rating, as while I've completed almost all of the Maven content, it is still too new to get a feeling for difficulty. The regional 3, 4, 5, ... 10 boss fights are a walk in the park. Just place your totems on one of the boss spawn, drop curses, then move in the opposite direction. I think I died once on a semi-juiced 10-boss fight, but that was it.

Empowered (witnessed) encounters can be challenging, especially at lower DPS levels. Buffed Minitour was especially annoying and the fight took a long time because I kept having to lure the Minotaur into my totems.

One of the biggest issues people have with Maven content is the heal/regen she gives out. Thankfully this is a non-issue for us as we have very high DPS, and are already using frostbomb naturally in our setup.

The hardest fight is the four breach lords. The fight is phased, with two of them being released, and then 20 seconds later the other two. You absolutely want to take out at least one during the first phase. The problem is that Maven buffs him/her really hard. This is where knowing your damage rotation will become important. Understand what things contribute the most to your damage, and priority not wasting any actions.

I've only done this fight on white maps so far, and have completed it twice without dying. The other three or four times I would usually lose one portal to an AoE spell that I couldn't dodge.

Maven herself is great. Not quire Sirus levels of mechanics knowledge, but enough to make it interesting. There are a lot of insta-kills we need to avoid, but that is true for most builds that fight her. I didn't fight her until I already had ~20ex invested, and I had enough damage to keep the phases very short.

The only Maven content I haven't been able to complete is Maven buffed Uber Atziri. The flames manage to kill me every time, but I think that is more a matter of skill than the build. I also haven't tried since my last round of upgrades and I might have enough damage now to instant phase her.


Delerium and Stones: B-

Any kind of content that is designed for us to move to the mobs is going to be harder. Even with very high damage, I had trouble running a pure Chayula solo. The stutter-step of having to move/cast/move/cast, along with the slight delay between casting a totem and having it kill mobs, meant that to keep up with the timer I needed to dash/phase into packs instead of just being able to stay on the edges. Totem management is very important, as you need high APS to be able to stay ahead of the time (something I'm not great at).

Delerium is more of a personal weakness than it is the build. I know people have been running 100% T16 maps, but I never played in the league and haven't done much of its content. On normal delirious maps, I usually can only manage about 1/3 - 1/2 of the map before time runs out. Again, the stutter-step tyle of having to move/drop/move/drop, combined with needing to activate the pods, makes us less suited to this than other classes.


Delve: B+

I haven't delved very deeply this league, but have done so in the past with a few different builds, and have played this one enough to anticipate how it will do. When sitting on nodes it does great. The nodes are just another ritual, with mobs coming to you. Just move to the edge of the encounter, clear anything behind you, then just sit there and ride out the encounter, keeping totems in front of you for protection.

The hard part is going to be escorting the cart. At mid and higher depths there is going to be a ton of damage coming at us and the only protection we have is to make sure we keep a rolling line of totems summoned, leapfrogging in front of the cart. It will be difficult to be able to race very far ahead, and so escorting will be kind of slow I thinl.

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