[3.17] Wallach's Hierophant Freezing Pulse Totems (No Further Updates)
" yeah, the problem is before that haha I guess the real problem is that the tree doesn't have almost ANY dmg nodes ;/ That really hurts early on... On my test run i even got the 5 first dmg nodes instead of the life+mana ones... Last edited by nogenem on Mar 9, 2020, 2:31:04 PM
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" I am also between those two Builds, waiting for Patchnotes for more Information. Played ED/C in Metamorph to Level 98,7% and really want to get to 100 next league. The biggest struggle I had with ED/C is that you always need two Buttons and that its easy to miss bosses with the Projectile... I also think that the dynamically spawning Monsters can be better handled by Totems instead of recasting ED/C multiple times. It also seems that the Totems deal much more damage to bosses. Even with the amount of Currency I put into my build, bosses tend to need some time. Not sure if that will be harder for ED/C with the extra Bosses of the new League mechanic. I also had nearly the same struggle (between Spelltotem and Chaos Dot) last league where I decided to start with Soulrend and switched over to ED/C, so I think this league will be my Spelltotem League :-). Thank you Wallach Right now for the Build, seems pretty nice. Do you think its 100 viable, it seems pretty fast? Greetings Stefan |
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"You get 20 respec points for free, so yeah defo start with elemental damage instead of mana regen (mana flask is a must during levelling anyway), on nearly every class there's a defensive and offensive path out of the starting point and usually spec dps early and respec into life / es / whatever else later. If you're levelling with orb of storms you could pick Divine Judgement and Lightning Walker and unspec it later. You could spend the extra 4 travel points to get to Lightning Walker fast and then remove them later when you make the long path. "Getting to 100 is more about sheer perseverance in grinding, not dying, and farming high xp content (like breachstones, poorjoys, etc. no idea what's the current "meta"), after 95 you get progressively bigger and bigger xp penalties to the point how fast is the build won't matter as much, but dying will set you back hours of grinding. Last edited by Viktranka on Mar 9, 2020, 3:26:52 PM
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" Take damage nodes then respec. | |
Played this build the last two leagues and it has been great. Items were pricier this league though. One of the best builds I've ever played. Might change it up and do you Flame totem build this league.
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Made 500ex+ this league, cleared all content, all boss with this build and it's only my 2nd active league. I'm ready for Friday!! Thx again for a great build.
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Yeah, you can always just take the damage starting line if you want more early damage (or for endgame really). I thought I used to have that in the guide somewhere but it may have been clipped back when I was trimming the guide to fit within one post. It's not the fastest thing in the world, but you'll feel a lot of that pressure go away once you get your second labyrinth done, so in the grand scheme of things it's never struck me as a big deal.
On the topic of the cluster jewel notable list shown today, while I definitely think we'll be able to get some good value out of cluster jewels, there isn't anything that jumped out at me as immediately awesome for Freezing Pulse totems specifically. My first impressions were that I was most drawn to the two curse notables that allow you to apply unnerve and culling strike to cursed enemies. Totem placement range is also an interesting stat that I don't think they've ever used before. Ultimately though they all seem like fairly standard opportunity cost considerations - nothing "build changing" so to speak - so it's mostly going to come down to learning exactly how cluster jewels roll. That's not really exposed in the information shown today, so it's hard to know exactly what would be most efficient to plan around with the jewels just yet. For now I'm still going to plan to hold back around ~12-15 skill points from the level 95 skill tree plan, since for the most part I expect at least one large -> medium -> small route to be optimal compared to current skill trees. It's not something completely solvable prior to league start though. | |
I hope you keep the "normal" tree without this clusterfuck (literally). I had just enough points on my normal plays to fit everything. I dont think i will ever use clusters on this build at least.
The 3 wasted points alone to get this clustershit started is just ... well ... fail design at its finest. |
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" I saw a few that could be interesting/good. Streamlined (30% projectile speed and 20% projectile damage), Eye to Eye (25% projectile damage and 35% projectile damage vs nearby foes), and Shrieking Bolts could be interesting if it applies taunt to totems. A few of the cold/elemental ones looked ok, but seemed kinda vanilla. It'll most likely come down to what the passive nodes connected to the above notables give you. I agree the culling strike curse one looked good as well. Last edited by Zomphere on Mar 10, 2020, 3:26:47 AM
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" I don't think based on what I see that it would be a huge deal to ignore them altogether. Unless the actual passive tree changes in patch notes, you should be able to use the 3.9 tree in 3.10 just fine. That said, it's probably going to be optimal to cut part of the right side of the tree for a cluster chain since we already path by a 3 point jewel and we can make more "dense" node value in the cluster chain to more than offset the 3 point jewel cost (this is partially due to the fact that we can get 2 jewel sockets in large cluster jewel islands so it's a bit hard to "mess up" in that regard). Still, there is going to be a fair chunk of currency opportunity cost involved with acquiring these, so especially for league start you should probably just plan around the regular 3.9 tree and worry about changing it later into the endgame. Last edited by Wallach on Mar 10, 2020, 3:44:35 AM
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