[3.16] Coldslinger | Vortex | Creeping Frost | League Start | SSF | CI/LL

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I personally prefer to be a potato and press 1 button while I play. I hate the concept of flasks and 2-button builds


this is me
Any thoughs on putting Cold Snap into the Spellslinger Helmet over Creeping Frost, now that we switched to Power Syphon over Frenzy as our Spellslinger trigger? It would give us back the Frenzy charges while clearing, which is both damage and QoL (through higher attack speed).
It has lower base cold damage per second than CF, but has inbuilt Increased effect of Chill to increase the damage Bonechill grants to our main damage skill, Vortex, to make up for it.

In my experience from playing a classic Cold DoT Occultist a while back, the cooldown on Cold Snap was never an issue for clearing since it produced many times more Frenzy Charges than it consumed and on bosses you only need one cast every 5 seconds to refresh the frozne ground DoT duration.
Last edited by Inkaflare#2394 on Jan 15, 2021, 7:55:38 AM
So I played around with the LL version in PoB and I really wanted Mystic bullwark for the extra 6% spellblock. Turns out a large radius thread of hope gives you access to some juice nodes which boost DPS/ES so you end up with a bit more ES and the same DPS while having extra block.

You get access to Breath of Rime, Heart of Ice, Utmost Intellect, Snowforged and Arcane Focus. You save all the traveling nodes to get Breath of Rime.

https://pastebin.com/Ev865ejP
Last edited by Zerber#2188 on Jan 15, 2021, 8:53:31 AM
Does it make sense to have Wicked Ward and Vile Bastion?

Is there a certain point you look to grab Wicked Ward then? Since it'll lower your ES Regen.
It's better to be Lucky, than Good
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Outt wrote:
Does it make sense to have Wicked Ward and Vile Bastion?

Is there a certain point you look to grab Wicked Ward then? Since it'll lower your ES Regen.


wicked ward is mandatory for ES build. Every little damage will stop your regen and you'll have to wait the CD for it to began again ... it's deadly
Last edited by Inialla#7607 on Jan 15, 2021, 9:39:19 AM
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Clydehart wrote:
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haitike wrote:

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CooterTheWooter wrote:
Thanks a ton for the build. I haven't played a league in almost a year and this looks like it scratches an itch for what I wanted to play. I was looking at your LL More Damage Endgame POB and I have a few questions. They might be stupid.

I have usually always died from ground effects (explosions) and one shots from offscreen when I am picking up loot. I know GGG loves that stuff so with both the new league mechanic plus the new atlas boss fights I was wondering if I changed these gems, will it be effective or will Chris Wilson personally call me to tell me I am bad at his game?

My main thought process behind this is that since Power Syphon is an attack, if we get +# Lightning or Fire damage to attacks which is pretty easy to get on ring/glove/jewels/ or boots this would proc our EE. Then I can switch the following:

Wand: Frost Bomb, Void Sphere, Frost Wall - this would help group mobs for dots, remove corpses, Hinders mobs, and give me something to hide and cast behind.

Gloves: Charged Dash, Cast while Channeling, Frost Bolt, Arcane Surge (not sure what level). This gives me another move skill and all the Frost Bolts I want. Charged Dash also procs EE. You can easily channel in place from behind the Frost Wall.

Boots: Disciple, Vitality, Flame Dash, Power Siphon - this brings back vitality to help recovering from big boss hits and gives culling with Power Siphon

Ring: Frostbite on Hit. Losing max level Frostbite and a whole Elemental Weakness hurts but hopefully I can make up some damage by doing...

Drop Malediction Pick up Forbidden Power

From your Level 93 POB Tree 4 points gets Infused and Overcharge for 2 more Power Charges. 4 More points gets Discipline of the Forbidden for a 7th Power charge and another 8% damage per charge. These could also be picked up while waiting to afford the Cluster Jewels. Dropping a couple things like Might if you have Strength on gear or Arcane Vision helps us get there.

It seems like it might be safer for a little less damage but I am not sure. And feedback? Again, thanks for the build and the time you take to explain everything. hope you drop a Mirror this league.


You should be able to make a lot of mistakes and take quite a few hits with the tanky version. You won't be immortal (because you have no sustained regen), but you're also only 25% likely to die from a Shaper smash or really big hit.

The concepts should work, but I don't think they mesh with the playstyle of Spellslinger. With Spellslinger, you want to move around as much as possible and dodge things before they even come at you- you don't want to stand still. You'd be better to drop Spellslinger entirely if you want to do something like that. Power charges are not a good investment for DoT builds since they do not benefit from the % crit chance- the 8% damage + 6% damage per power charge isn't worth the opportunity cost.


Thanks bud. I was only around my computer with POB long enough to look at the first one. Will check the tankier one out today. Much appreciation for the feedback and best of luck. Frost Shield triggering our regen is pretty brilliant.
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Inialla wrote:
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Outt wrote:
Does it make sense to have Wicked Ward and Vile Bastion?

Is there a certain point you look to grab Wicked Ward then? Since it'll lower your ES Regen.


wicked ward is mandatory for ES build. Every little damage will stop your regen and you'll have to wait the CD for it to began again ... it's deadly


Does that make Vile Bastion less attractive though? Which I guess was my question, and instead pick up Profane Bloom or something for clear.

Damage stops your recharge, but Regen still happens, Ward cuts it in half so Bastion goes down to 20 flat and 5% at max stacks instead of 40 & 10%

So is the Cannot be Stunned the main reason for taking it then?
It's better to be Lucky, than Good
Hey there, great guide!

How is the boss killing with this build? And how is it compared to selfcast Vortex/ColdSnap?

Thanks!
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Inkaflare wrote:
Any thoughs on putting Cold Snap into the Spellslinger Helmet over Creeping Frost, now that we switched to Power Syphon over Frenzy as our Spellslinger trigger? It would give us back the Frenzy charges while clearing, which is both damage and QoL (through higher attack speed).
It has lower base cold damage per second than CF, but has inbuilt Increased effect of Chill to increase the damage Bonechill grants to our main damage skill, Vortex, to make up for it.

In my experience from playing a classic Cold DoT Occultist a while back, the cooldown on Cold Snap was never an issue for clearing since it produced many times more Frenzy Charges than it consumed and on bosses you only need one cast every 5 seconds to refresh the frozne ground DoT duration.


You could definitely do that, and it should work out well! I think once you get to a level of investment where not having the sustainable damage of Creeping Frost matters in packs, I'd opt for a Frostbite on hit ring and revert to the Frenzy + Hextouch + Enfeeble + GMP setup if you want Frenzy charges. It should be a near equivalent amount of damage (if not a little more), but requires more investment.

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Zerber wrote:
So I played around with the LL version in PoB and I really wanted Mystic bullwark for the extra 6% spellblock. Turns out a large radius thread of hope gives you access to some juice nodes which boost DPS/ES so you end up with a bit more ES and the same DPS while having extra block.

You get access to Breath of Rime, Heart of Ice, Utmost Intellect, Snowforged and Arcane Focus. You save all the traveling nodes to get Breath of Rime.

https://pastebin.com/Ev865ejP


This is a really awesome option, I like it! I'll modify the LL/end-game tree to have this, thank you!

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Outt wrote:
Does it make sense to have Wicked Ward and Vile Bastion?

Is there a certain point you look to grab Wicked Ward then? Since it'll lower your ES Regen.


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Outt wrote:
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Inialla wrote:
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Outt wrote:
Does it make sense to have Wicked Ward and Vile Bastion?

Is there a certain point you look to grab Wicked Ward then? Since it'll lower your ES Regen.


wicked ward is mandatory for ES build. Every little damage will stop your regen and you'll have to wait the CD for it to began again ... it's deadly


Does that make Vile Bastion less attractive though? Which I guess was my question, and instead pick up Profane Bloom or something for clear.

Damage stops your recharge, but Regen still happens, Ward cuts it in half so Bastion goes down to 20 flat and 5% at max stacks instead of 40 & 10%

So is the Cannot be Stunned the main reason for taking it then?


You have to have both in the end, so it's really up to personal preference when you grab each. Vile bastion is for stun immunity (and not dying to ignite/bleeds as quickly), but you don't pick it up until A10. The regen from Vile Bastion is not as reliable as Wicked Ward. By the time you grab Wicked Ward, you should have a pretty good chunk of ES (~1-2k), and it should make your recharge feel pretty good.

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Bekse wrote:
Hey there, great guide!

How is the boss killing with this build? And how is it compared to selfcast Vortex/ColdSnap?

Thanks!


Take a look at videos for a rough idea. Below is your answer for a comparison to self-cast, it was discussed a little earlier in the thread.

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Bizzlington wrote:
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heishe wrote:
I don't actually know about this build specifically, but all other spellslinger builds I've seen were like this: The self-cast versions are better, just feel worse to play.

The added wand-based damage from spellslinger usually isn't enough to make up for the difference of having one more multiplier from the extra link and lacking damage auras.

I would bet that you're just seeing PoB shenanigans. But who knows, maybe someone else can chime in who actually played both builds.


The Vortex itself is self-cast (ie, it's a full 6-link not triggered by spellslinger) so my assumption is that the damage of this build should be pretty much the same as the standard vortex builds.

The spell slingers just add a lot of extra damage and utility (creeping frost, hypothermia, etc) and allows the vortexes to be triggered on top of the frostbolts.

Haven't really played it myself - but that is my takeaway from research.
Coldslinger: https://www.pathofexile.com/forum/view-thread/2797749
I saw you updated the hextouch links, how does the build work now with regular hextouch support linked to 2 curses (frostbite and enfeeble)? I thought we only get 1 curse we can apply and need awakened hextouch for 2 curses? Just wondering! First time playing a build like this and thanks for all your hard work on the guide.

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