Cold Chronomancer Megathread. All content cleared. Leveling guide added. Low-budget build added.

For Charms, I think frozen is a given. What else? Stun and golden? Is stun so important?
With only 2 resistance on the belt, it put more strain on helmet and boots. I like having Int on helmet but it become al’ost impossible to get boots for the rest. Nd great boots are crazy expensive

Just finished waypoint 15 quest
hey guys I respecced to this build last week and the experience was fun. Kinda tweaked the build a bit but still similar to this.

Question: Do we really need "increased rarity of items found"? Kinda hard to get gears with this especially in trade league where gears are expensive.
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For Charms, I think frozen is a given. What else? Stun and golden? Is stun so important?
With only 2 resistance on the belt, it put more strain on helmet and boots. I like having Int on helmet but it become al’ost impossible to get boots for the rest. Nd great boots are crazy expensive

Just finished waypoint 15 quest


Stun (Stone charm) > Slow (Silver charm) > Frozen (Thawing charm).

Stun is the most important to get immunity against. You die in breaches bc you get stunned most of the time when swarmed by monsters.

Slow charm comes before freeze charm bc you always get chilled before you freeze on the next hit.

Freeze charm is the last layer of defense against freeze. You'll rarely notice it working.

Builds with high max ES always take Icebreaker anoint, but with 1.5k max ES it's just a waste of anointing.

Charms work like a...charm O_o
Last edited by monik390#5560 on Feb 3, 2025, 1:07:06 AM
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For anyone who hasn't invested in it, comet level 21 is a big damage boost for extremely low investment. They're like 300-350ex.


I would say, 'It depends'.
Like... I have lvl 19 comet with +6 lvl from wand+amulet, it states 356528 average damage per use and costs 368 mana. I have 4353 mana and 430 mana regen.
That means that one full mana bar on boss will generate (I consider that cast will take at least 1 second, so +430 mana):
(4353+430)/368*356528=4633895 of damage (without buffs, debuffs, just raw values from the game calculations)
With lvl 21 comet the total lvl will be 27 and 471 mana per cast and 446858 damage per use
So: (4353+430)/471*446858=4537838



And we see the 96057 of the raw damage difference per full mana bar and lvl 19 gem wins.
BUT as I said it depends, and if you have Melting Maelstrom and can refill mana right in the process of comets spam.. well, lvl 21 will win definitely.
I sincerely hope I calculated it correctly :)


"
hey guys I respecced to this build last week and the experience was fun. Kinda tweaked the build a bit but still similar to this.

Question: Do we really need "increased rarity of items found"? Kinda hard to get gears with this especially in trade league where gears are expensive.


Even +50 of rarity feels much better in the long term.
Last edited by Sairef#3190 on Feb 3, 2025, 12:36:31 AM
"
Sairef#3190 wrote:
"
For anyone who hasn't invested in it, comet level 21 is a big damage boost for extremely low investment. They're like 300-350ex.


I would say, 'It depends'.
Like... I have lvl 19 comet with +6 lvl from wand+amulet, it states 356528 average damage per use and costs 368 mana. I have 4353 mana and 430 mana regen.
That means that one full mana bar on boss will generate (I consider that cast will take at least 1 second, so +430 mana):
(4353+430)/368*356528=4633895 of damage (without buffs, debuffs, just raw values from the game calculations)
With lvl 21 comet the total lvl will be 27 and 471 mana per cast and 446858 damage per use
So: (4353+430)/471*446858=4537838



And we see the 96057 of the raw damage difference per full mana bar and lvl 19 gem wins.
BUT as I said it depends, and if you have Melting Maelstrom and can refill mana right in the process of comets spam.. well, lvl 21 will win definitely.
I sincerely hope I calculated it correctly :)


"
hey guys I respecced to this build last week and the experience was fun. Kinda tweaked the build a bit but still similar to this.

Question: Do we really need "increased rarity of items found"? Kinda hard to get gears with this especially in trade league where gears are expensive.


Even +50 of rarity feels much better in the long term.



Thanks! Currently running 60% rarity find on overall gear.
"
monik390#5560 wrote:
"
For Charms, I think frozen is a given. What else? Stun and golden? Is stun so important?
With only 2 resistance on the belt, it put more strain on helmet and boots. I like having Int on helmet but it become al’ost impossible to get boots for the rest. Nd great boots are crazy expensive

Just finished waypoint 15 quest


Stun (Stone charm) > Slow (Silver charm) > Frozen (Thawing charm).

Stun is the most important to get immunity against. You die in breaches bc you get stunned most of the time when swarmed by monsters.

Slow charm comes before freeze charm bc you always get chilled before you freeze on the next hit.

Freeze charm is the last layer of defense against freeze. You'll rarely notice it working.

Builds with high max ES always take Icebreaker anoint, but with 1.5k max ES it's just a waste of anointing.

Charms work like a...charm O_o


Thanks, I will hunt for a belt today then. And look for helmet after. It is gonna be hard to max those resist with only 2 resist on the belt.
I think I can invest 2 div in a belt but would rather not more.
"
hey guys I respecced to this build last week and the experience was fun. Kinda tweaked the build a bit but still similar to this.

Question: Do we really need "increased rarity of items found"? Kinda hard to get gears with this especially in trade league where gears are expensive.


I was running with 0 rarity last month. Didn't notice any difference in divine drops in comparison to 100% rarity I was running earlier. Less exalts for sure, but that's it.

You can just farm harder content to get more currency with better gear instead of gutting your build with rarity.
Last edited by monik390#5560 on Feb 3, 2025, 1:16:50 AM
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monik390#5560 wrote:
"
hey guys I respecced to this build last week and the experience was fun. Kinda tweaked the build a bit but still similar to this.

Question: Do we really need "increased rarity of items found"? Kinda hard to get gears with this especially in trade league where gears are expensive.


I was running with 0 rarity last month. Didn't notice any difference in divine drops in comparison to 100% rarity I was running earlier. Less exalts for sure, but that's it.

You can just farm harder content to get more currency with better gear instead of gutting your build with rarity.


Thanks Monik! I'll keep that in mind.
"
"
monik390#5560 wrote:
"
hey guys I respecced to this build last week and the experience was fun. Kinda tweaked the build a bit but still similar to this.

Question: Do we really need "increased rarity of items found"? Kinda hard to get gears with this especially in trade league where gears are expensive.


I was running with 0 rarity last month. Didn't notice any difference in divine drops in comparison to 100% rarity I was running earlier. Less exalts for sure, but that's it.

You can just farm harder content to get more currency with better gear instead of gutting your build with rarity.


Thanks Monik! I'll keep that in mind.


That doesn't make much sense those. I am not sure how rarity works but I would assume 100% rarity means double chance to get divine or so on. Any actually idea how it works.

I was running 200% rarity and went down to 50 and got no divine in 4 days
"


I am not sure how rarity works but I would assume 100% rarity means double chance to get divine or so on.



True, you got it right. But the divine drop chance is so low that it's still a lottery.

Now let me elaborate.

I have 0 rarity on my gear, but my maps were with ~120-160% rarity on them pretty often. Each map is delirious, means more monsters. Higher delirium % - harder the map, but it also adds more monsters too. More delirious % also means harder breachs/ritual/expedition too.

Better gear = more damage/survivability, it opens harder content which is more rewarding than just some divine lottery drop.

>900% increased waystone drop chance offer 3 fragments on a citadel instead of 1 with <300%.

But what are the mods on those maps?

60-70% extra damage per element, >40% penetration, >50% increased monster damage, 18-20% reduced maximum res, 65-70% monster ele res, >100% increased life, etc.

Imagine getting 1 shot by a rare you couldn't kill bc you have 3.5k mana instead of 3.8k. Simply bc your helmet has rarity on it instead of more ES/mana. That extra damage could help. That extra mana could make you survive.

So, what's the point of rarity when it guts your build to the degree you can't complete Simulacrum or do harder and more rewarding content, instead of alch%go t15s where rarity actually makes the hugest difference?

I had plenty of divines drop last week (5 in 50 maps). But it was just a small part of the net gain in comparison to other stuff (citadel frags, logbooks, ritual crap, simulacrum shards and drops from it).

That's it.

Edit: Forgot to mention, but with more rarity on your gear you get less normal rarity Stellar Amulets (120-130 ex) and valuable lvl 81 bases which are better to craft exactly from normal rarity.

Anyway,
"
Sairef#3190 wrote:


I would say, 'It depends'.
Last edited by monik390#5560 on Feb 3, 2025, 3:44:01 AM

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