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

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MillenniumDH wrote:
Have fossil crafting and temple mods nerfs hit us hard? Is Void Battery back on the menu?


I'm gonna do a patch note video soon here still tonight, but I don't think the fossil or temple changes hit us very hard.

On the temple side, none of the weapon changes are relevant, as they only affect the physical weapon categories. Spell weapons with Tacati's or Topotante's will still be as desirable as they were in 3.9, though I don't know how much easier or harder they will be to acquire relative to how many were being dropped from Metamorphs. The one that does hit this build is Xopec's being removed from armor slots altogether and being restricted to amulet, which honestly I think is just the wrong move on their part. It'll probably die on the amulet slot even for these new build concepts trying to stack mana, due to it being a prefix. They should have left it on boots which would have kept it being a more competitive and generalized option, which I think fits better in the temple affix design space. Still, the loss of Xopec's on boots isn't exactly a big deal, as we have plenty of room to shuffle mana sources around.

The fossil crafting changes don't strike me as too big of a deal either. We'll still be wanting to fossil craft to weight desirable affixes in the helmet slot, and we didn't lose access to any desirable mods (in fact we gained at least one new option in Shaper's elemental resistance aura). What will be impacted is access to Labyrinth enchants, at least in trade league. We'll have to see how quickly Labyrinth farmers adjust and start primarily enchanting influenced helmets; so long as you get your Freezing Pulse enchant on some kind of influenced base, you at least have the option on the higher end to Awakener Orb a desirable influence into the helm base and fossil craft on that. Ultimately though, we are much less impacted than a lot builds with the fossil changes so it's hard to complain about it too much.

As far as how I'm currently thinking of trimming the tree for cluster jewels, I think it'd be something like this:


https://pastebin.com/ftkyUjDt


So I'm currently allocating ~13 skill points at level 95 for a cluster jewel path. My guess is that we probably won't want a full cluster chain with this build, but I'm just setting aside enough points to ensure I can do a solid L -> S or M -> S setup. We'll probably want a small island that has a decent life notable to avoid having to pick up Melding (ideally the 8% life / 10% mana notable I think), and then leftover points to invest in clusters leading to that. What those will ideally be is going to depend on how the cluster jewels actually roll which we don't have enough info to solve yet. My current best guess is that we'll probably want a medium jewel that has the unnerve & culling strike curse nodes, though I'm not 100% certain the culling node will work with totems (but it reads like it should to me).


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Wallach wrote:
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MillenniumDH wrote:
Have fossil crafting and temple mods nerfs hit us hard? Is Void Battery back on the menu?


I'm gonna do a patch note video soon here still tonight, but I don't think the fossil or temple changes hit us very hard.

On the temple side, none of the weapon changes are relevant, as they only affect the physical weapon categories. Spell weapons with Tacati's or Topotante's will still be as desirable as they were in 3.9, though I don't know how much easier or harder they will be to acquire relative to how many were being dropped from Metamorphs. The one that does hit this build is Xopec's being removed from armor slots altogether and being restricted to amulet, which honestly I think is just the wrong move on their part. It'll probably die on the amulet slot even for these new build concepts trying to stack mana, due to it being a prefix. They should have left it on boots which would have kept it being a more competitive and generalized option, which I think fits better in the temple affix design space. Still, the loss of Xopec's on boots isn't exactly a big deal, as we have plenty of room to shuffle mana sources around.

The fossil crafting changes don't strike me as too big of a deal either. We'll still be wanting to fossil craft to weight desirable affixes in the helmet slot, and we didn't lose access to any desirable mods (in fact we gained at least one new option in Shaper's elemental resistance aura). What will be impacted is access to Labyrinth enchants, at least in trade league. We'll have to see how quickly Labyrinth farmers adjust and start primarily enchanting influenced helmets; so long as you get your Freezing Pulse enchant on some kind of influenced base, you at least have the option on the higher end to Awakener Orb a desirable influence into the helm base and fossil craft on that. Ultimately though, we are much less impacted than a lot builds with the fossil changes so it's hard to complain about it too much.

As far as how I'm currently thinking of trimming the tree for cluster jewels, I think it'd be something like this:


https://pastebin.com/ftkyUjDt


So I'm currently allocating ~13 skill points at level 95 for a cluster jewel path. My guess is that we probably won't want a full cluster chain with this build, but I'm just setting aside enough points to ensure I can do a solid L -> S or M -> S setup. We'll probably want a small island that has a decent life notable to avoid having to pick up Melding (ideally the 8% life / 10% mana notable I think), and then leftover points to invest in clusters leading to that. What those will ideally be is going to depend on how the cluster jewels actually roll which we don't have enough info to solve yet. My current best guess is that we'll probably want a medium jewel that has the unnerve & culling strike curse nodes, though I'm not 100% certain the culling node will work with totems (but it reads like it should to me).





Nice reading I got there.

I'm glad you are already adapting the build to 3.10.

I've had a blast the last 3 leagues with FP totems, even if I felt a bit squishy at 3.9 endgame, so at the end ... I joined the meta zombie crowd for an easy challenge farming.

In 3.10 im 100% sure I will play FP, but also ED/con, just not sure where im starting.

Thanks for your good job Wallach.

We "the silent totem community" will be faith to you and your guides.
Hey one question if i have the option for

20 % projectile dmg
20 % spell dmg
or 20% elemental dmg is it the same Dmg increase?
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Hey one question if i have the option for

20 % projectile dmg
20 % spell dmg
or 20% elemental dmg is it the same Dmg increase?


If they all say "increased (X) damage" then it's all essentially the same, yeah. If they say "more (X) damage" it means those are multiplicative bonuses and will be more powerful.
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Wallach wrote:
"
MillenniumDH wrote:
Have fossil crafting and temple mods nerfs hit us hard? Is Void Battery back on the menu?


I'm gonna do a patch note video soon here still tonight, but I don't think the fossil or temple changes hit us very hard.

On the temple side, none of the weapon changes are relevant, as they only affect the physical weapon categories. Spell weapons with Tacati's or Topotante's will still be as desirable as they were in 3.9, though I don't know how much easier or harder they will be to acquire relative to how many were being dropped from Metamorphs. The one that does hit this build is Xopec's being removed from armor slots altogether and being restricted to amulet, which honestly I think is just the wrong move on their part. It'll probably die on the amulet slot even for these new build concepts trying to stack mana, due to it being a prefix. They should have left it on boots which would have kept it being a more competitive and generalized option, which I think fits better in the temple affix design space. Still, the loss of Xopec's on boots isn't exactly a big deal, as we have plenty of room to shuffle mana sources around.

The fossil crafting changes don't strike me as too big of a deal either. We'll still be wanting to fossil craft to weight desirable affixes in the helmet slot, and we didn't lose access to any desirable mods (in fact we gained at least one new option in Shaper's elemental resistance aura). What will be impacted is access to Labyrinth enchants, at least in trade league. We'll have to see how quickly Labyrinth farmers adjust and start primarily enchanting influenced helmets; so long as you get your Freezing Pulse enchant on some kind of influenced base, you at least have the option on the higher end to Awakener Orb a desirable influence into the helm base and fossil craft on that. Ultimately though, we are much less impacted than a lot builds with the fossil changes so it's hard to complain about it too much.

As far as how I'm currently thinking of trimming the tree for cluster jewels, I think it'd be something like this:


https://pastebin.com/ftkyUjDt


So I'm currently allocating ~13 skill points at level 95 for a cluster jewel path. My guess is that we probably won't want a full cluster chain with this build, but I'm just setting aside enough points to ensure I can do a solid L -> S or M -> S setup. We'll probably want a small island that has a decent life notable to avoid having to pick up Melding (ideally the 8% life / 10% mana notable I think), and then leftover points to invest in clusters leading to that. What those will ideally be is going to depend on how the cluster jewels actually roll which we don't have enough info to solve yet. My current best guess is that we'll probably want a medium jewel that has the unnerve & culling strike curse nodes, though I'm not 100% certain the culling node will work with totems (but it reads like it should to me).




Huge requset, but when you update for 3.10 any chance in adding a section that goes into a bit more detail on the crafting for those of us who are still somewhat ignorant to the more advanced crafting options?
I would like to get your thoughts on ARCANE CLOAK, it looks like it could be a replacement for immortal call or steelskin and give this build a damage boost?
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binkyboy wrote:
I would like to get your thoughts on ARCANE CLOAK, it looks like it could be a replacement for immortal call or steelskin and give this build a damage boost?


I talk a little about this skill in the patch notes video I just uploaded this morning - it seems like it could be a good skill, but is something you're going to have to cast manually because of the way the buff effect scales. CWDT triggers don't cost any mana, so it won't grant any buff scaling if you use it that way and would render it mostly pointless. We should get the gem details later today so we can get a better idea of how exactly it scales and what it costs, but I think having to manually cast your guard skill will turn off a lot of people.
Hey Wallach,

Just looking for some advice, done a practice run with holy flame totems with freezing pulse self cast and it felt dire, even with frost bite and frost bomb reducing resists it has felt like I had no damage (Currently act 6).

I switched over to test out FP totems as soon as i got the jewel, I understand this build is focused mainly around having soul mantle + rings before switching to FP. You have probably answered this but I don't fancy going through 100 pages, would this build be best to level with something like storm brand until Tabula / Soul mantle then switch to FP?
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would this build be best to level with something like storm brand until Tabula / Soul mantle then switch to FP?
I think someone asked similar question 3 pages ago or so, you can level with whatever is comfortable for you, if that's storm brand, orb of storms or other "well tested levelling skill" go for it, spec into some extra damage nodes early and unspec it later.

You can also level with stormblast / icicle mines. Mines got nerfed on throwing speed but very little and except pyroclasm mines rest were untouched.
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Hey Wallach,

Just looking for some advice, done a practice run with holy flame totems with freezing pulse self cast and it felt dire, even with frost bite and frost bomb reducing resists it has felt like I had no damage (Currently act 6).

I switched over to test out FP totems as soon as i got the jewel, I understand this build is focused mainly around having soul mantle + rings before switching to FP. You have probably answered this but I don't fancy going through 100 pages, would this build be best to level with something like storm brand until Tabula / Soul mantle then switch to FP?


To be honest I never think all that much about the earliest leveling portion because it's pretty easy any way you go about it, but you can totally level however you want if you find it slow. Once you get the second labyrinth out of the way things become pretty trivial, so just focus on getting there by whatever means feels most comfortable (and maybe doesn't cost you too many respec points to switch over). Even at league start it shouldn't be hard to accumulate a bit of currency to get a 4-link Soul Mantle and a pair of Kikazarus up and running before you finish the story (assuming you're in trade league), and that's all you really need to start cruising.

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