Cold Chronomancer Megathread. T16 (+2) video added.

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Casia#1093 wrote:
Also, I've not joined the cult of Comet.

But, did swap to cast on freeze Coldsnap. greatly speeds up clear speed.
I originally wasn't thinking you could run two actives of the same.

so have cast on freeze-Coldsnap, and self cast coldsnap.


I'm not sure this works so well because it doesn't trigger off simultaneous freezes. So if you freeze multiple mobs at the same time only one gets snapped, and the rest are harder to freeze the next time around. I tried this before switching to comet and it required a lot of manual cleanup. The AOE of Comet seems to make this less important.
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monik390#5560 wrote:
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I cleared first 3 acts bosses with freezing shards and bomb without much strugle. Freezing shards are actualy strong AF if you keep buying highest tier from vendors and giving it dps support. Hug boss, roll around him so he dont leave bomb and shotgun him. It can freeze boss in single cast.


Got it. My bad I put off my eyes from freezing shards bc I got about 100% increased spell+cold damage staff early, and was playing with it until current weapon. I thought i'd be better with more spell damage than with decent shards.
After a second thought, I was playing with shards/flame wall too, for a huge amount of time. And they clearly did more damage than bomb at that time.


Its just... You can buy it in town right after tutorial area and most ppl dont realise how broken it is. Ppl either spaming frostbolts or arc and complaining how is game hard. Most ppl dont know they could slap support gems on item spells, and dont know freezing shards can shotgun (for x7 dps). And it cost 0 mana. When i get to curses, i could pimp hypotermia and dont care it cost half of my mana.

At the end of act 3, i was still using shards cuz staves came with 3 sockets (guess its tied to weapon lvl, so endgame staves will come with 5 sockets) while i had only 2 on comet. And shards did more dps, cost nothing and it has some insane freezing multiplier. The only problem is it doesnt synergy with frostwall.

So frost mage has easymode since like lvl 3 or whenever you can get this staff. I somehow expect nerf, like removing multishot or lowering shard count.
Last edited by DwaneDibbley#4615 on Dec 10, 2024, 5:43:51 AM
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Casia#1093 wrote:
Also, I've not joined the cult of Comet.

But, did swap to cast on freeze Coldsnap. greatly speeds up clear speed.
I originally wasn't thinking you could run two actives of the same.

so have cast on freeze-Coldsnap, and self cast coldsnap.


I'm not sure this works so well because it doesn't trigger off simultaneous freezes. So if you freeze multiple mobs at the same time only one gets snapped, and the rest are harder to freeze the next time around. I tried this before switching to comet and it required a lot of manual cleanup. The AOE of Comet seems to make this less important.


My biggest issue with cast on freeze coldnap is how it ruins bosses/rares by instantly removing frozen state.
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I'm doing the build and having a much better time than I was with lightning.

Still wondering a couple things:

1) What should I invest in for defense if ES sucks in this game? Armor? ES for Eldritch Battery is fine and all, but I don't really find that I'm running out of mana now that I have it. I do find that I die in 1 or 2 hits to basically anything.

2) How do people damage bosses with this build? Given the long freeze times and the one-off cold snap damage, it's taking forever.

3) Have we identified the synergies with Chronomancer yet? I picked Chrono because I was like "man a time mage sounds cool!" Then I was like "oh you don't get to do a lot of time stuff." I like rewinding to my after image. I don't have the ascendancies to get to time freeze and stuff. How do we think this will pair with cold mage now that we've had a few days with it?


1. there are several strategies a few of us are trying.

first, defensive layer is freeze spells of course. Freeze buildup. walls at distance. frost nova+unleash+glaciation close. and frostbolt/eye of winter for middle/range.

Second, defensive layer is more complicated.

-I am going to be testing the recoup line. 30% life recoup in chorno. and 4s recoup in chronomancer. pliable flesh for 25% increased speed of recoup.
Then in the general passive tree. 34% of damage is taken from mana. (or MOM)
And 26% of damage recouped as mana, and 46% of damage recouped as life(with chrono included) taking eldritch battery of course.
I expect this to reduce any damage that gets through, to be chip damage, and recoup most over it over 3s.

-50% aoe slow line. slows are capped at 50%. we have 20% aoe slow in chronomancer. blasphemy temp chains, and "zone of control" which gives 100% increase area of curses, 8% inc effect, AND applies hindered at 15% slow. (hindered cap right next to zone also increases slow effect to ensure you hit 50%)

-time rift/time freeze option. directed controlled freeze with no buildup. and time rift to undo any time you take a hit.

3. Primary synergies are relatively short CD abilities. frost wall, frost bomb, explosive grenade, gas grenade, volt grenade, oil grenade, emergency reload, mana flare, are the ones I identified mostly.
especially the grenades and walls, which have 3 charges.
some synergy with the faster cast, and sigil of power/manatempest, but stormweaver's arcane surge is far better at that.

xbow chronomancer is 100% the other option.
cooldowns.

Thought I would just make a note.
12% cdr in chrono. 10% "forthcoming".
22% cdr

Timesnap 35.60 base CD.
with -30% from Ingenuity and -22% =23.42s CD.

Frost bomb. 3.5s base CD.
+50more via Second wind (7scd) -22%= 5.74 CD.

Frost wall. 3s base CD
-22% = 2.74s CD


Cast on freeze. gain 100 energy on freeze once per skill use.
Has max energy = 10 max energy per .12s of BASE cast time per socketed spell.

comet has 1s cast. 83.333 energy
cold snap has .5s cast. 41.666 energy.

slotting BOTH would be 125 energy.
Hi, I play Chronomancer and read the messages in this post carefully.
I don't know much about mechanics, so I want to clarify a few questions.

1. if I am going to choose recoup (do I need to choose points in the mana skill tree and Life?)
That is, take both MOM and pliable flesh, as well as other large and small points to restore Life and Mana?

2. In this case, what important modifiers do I need to look for on armor and jewelry?

3. Can I see an approximate skill tree of up to 90 lvl, possibly a draft?
Last edited by Dont__Panick#6606 on Dec 10, 2024, 8:05:27 AM
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Casia#1093 wrote:

-50% aoe slow line. slows are capped at 50%. we have 20% aoe slow in chronomancer. blasphemy temp chains, and "zone of control" which gives 100% increase area of curses, 8% inc effect, AND applies hindered at 15% slow. (hindered cap right next to zone also increases slow effect to ensure you hit 50%)


Can vouch for this. Took both Zone of Control and Hindered Capabilities, with Roil for AoE. Feels really amazing.
However I definitely can feel lack of CD reset on bosses. My next asc point goes for it again.

Edit: after a second thought, a second weapon/passive set for other element could be an option here, instead of CD reset.

CD notes will add to the guide on a revision. Thanks.

Dunno, I still feel CoF-Comet being better than CS.

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Hi, I play Chronomancer and read the messages in this post carefully.
I don't know much about mechanics, so I want to clarify a few questions.

1. if I am going to choose recoup (do I need to choose points in the mana skill tree and Life?)
That is, take both MOM and pliable flesh, as well as other large and small points to restore Life and Mana?

2. In this case, what important modifiers do I need to look for on armor and jewelry?

3. Can I see an approximate skill tree of up to 90 lvl, possibly a draft?


1-2. Personally, I can answer it for now. I didn't think of getting recoup at all.

3. We are still figuring it out, bc a lot of things must be playtested.
Last edited by monik390#5560 on Dec 10, 2024, 9:43:49 AM
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monik390#5560 wrote:
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Casia#1093 wrote:

-50% aoe slow line. slows are capped at 50%. we have 20% aoe slow in chronomancer. blasphemy temp chains, and "zone of control" which gives 100% increase area of curses, 8% inc effect, AND applies hindered at 15% slow. (hindered cap right next to zone also increases slow effect to ensure you hit 50%)


Can vouch for this. Took both Zone of Control and Hindered Capabilities, with Roil for AoE. Feels really amazing.
However I definitely can feel lack of CD reset on bosses. My next asc point goes for it again.

Edit: after a second thought, a second weapon/passive set for other element could be an option here, instead of CD reset.

CD notes will add to the guide on a revision. Thanks.

Dunno, I still feel CoF-Comet being better than CS.

"
Hi, I play Chronomancer and read the messages in this post carefully.
I don't know much about mechanics, so I want to clarify a few questions.

1. if I am going to choose recoup (do I need to choose points in the mana skill tree and Life?)
That is, take both MOM and pliable flesh, as well as other large and small points to restore Life and Mana?

2. In this case, what important modifiers do I need to look for on armor and jewelry?

3. Can I see an approximate skill tree of up to 90 lvl, possibly a draft?


1-2. Personally, I can answer it for now. I didn't think of getting recoup at all.

3. We are still figuring it out, bc a lot of things must be playtested.


It would be great if they helped me at least in two points. Because I don't know the mechanics of recoup, I can't get myself a good equip yet.
Thank you!
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Hello people.

What stats attribute you pick between nodes? Int or dex/str? I see strange images here, hard to understand what attribute nodes picked. (From level 1 beginning)



The attributes in the passive skill tree are colour coded. Dexterity is green and Intelligence is like blue/purple
Last edited by Spritemystic#2366 on Dec 10, 2024, 11:00:05 AM
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It would be great if they helped me at least in two points. Because I don't know the mechanics of recoup, I can't get myself a good equip yet.
Thank you!


Ah, this I can explain.
Life recoup is the mechanic of life recovery over time when you get hit. The default time in PoE 2 is 8 seconds.

Meaning, if you take hit for 1000 damage, and you recoup is 30%, you will recover 300 life over 8 seconds.

With the Rapid River ascendancy node, it becomes 4 seconds instead of 8. Double recovery time.

So, if you manage to get 100% recoup, you will recover 1000 damage over 4 seconds. It's huge.

Problems are:
1) Damage mitigation. It is super hard to get as Cold Chronomancer. We are too squishy. Life recoup works the best on high armour/resists and some block, or damage taken conversion (phys to ele) + max resists. We don't have options to anything here. Without damage mitigation, there is almost no point in recoup.

2) Investment in Recoup, mostly passive points. From the gear, you can get life recoup only on amulets and jewels. On other gear, top priority comes to life+regeneration, armour, resists. Gearwise good armour pieces would require a lot of stength. And, if we are talking about passives, currently, I'm not at the point of thinking about taking recoup nodes.

Ofc, I can change my mind later if someone will make it work so well so I won't be able to ignore it.


Last edited by monik390#5560 on Dec 10, 2024, 11:17:14 AM

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