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

Blink, cast on dodge testing.

First, blink is great.

troll townsfolk blinking around town.
second, troll allies in a party, by frostwalls everywhere, and blink out of them.
Third. blink lets you go out of bounds in towns. go blink off into the lake!



Actual blink/cast on dodge..

in town. frost nova is being cast on dodge EVERY TIME.
however.. at start location, not end location..which.. is not what I wanted or expected.

Cast on dodge Frost wall does work in town as well... do with that information what you will...



Cost on dodge is giving way more energy then I expected.

cost on dodge+blink+ comet
42%. I have no energy passives. no inertia. 39% enrgy gain via level14 gem only.
126 energy on a single blink.
85% second blink.

gem+inertia+coment. 54%. its casting comet every other dodge.
162-165

about 92 per blink?
my blink is not 5meters. 4.6m
92/4.6= 20.

its not 2 per meter. its 20 per meter.

it does appear to be casting comet at target location.
frost bomb is at location. doesn't work well. always on cd for any double cast blinks.
frost bolt first from leaving location... ice trail starts midway, going off in perpendicular direction. not with the ball...
Frost nova is at start location as mentioned.
Last edited by Casia#1093 on Dec 14, 2024, 10:34:15 PM
And for the record.

While Cast on Freeze+comet is Stormweaver trash not befitting a Chronomancer.
Blink has a cooldown.

Therefor Blink+cast on dodge+comet is perfectly befitting a chronomancer.
blink has about a 2.5-.6 cooldown with 22% cdr in tree+crono+30% ingenuity support.

This build would really want temporal rift to get out of dodge.
But time snap to reset Blink also would be of great effect.
"
Casia#1093 wrote:
Heres my actual right now. lvl 61 act 3 cruel start.



(jewels suck. one minion, and spell crit. other is mark effect/speed.)

yes, I'd want 1500 min life before maps. ideally closer to 2k.
Already I have the 20% of damage taken from mana. 1 point for 24%.
2 points to all natural for the free resists. next.
+8 points to mental pers after. (might respec out of heart of ice to speed that up.)

mana is an issue at that/this point. adverse growth, and aspiring genius.


mom is still a major choice.. it would free up 12 points. then cost 2 for Mom, and 2 for EB. leaving 8 Free free.
7 could be the other arcane surge nodes...

feel like I am talking myself into it while I type..

I think I am. going to test it out at least. respec the 4 points out of lucidity, and go mom/eb.

pre respec. 814 mana, 101.9 mana regen. 443 ES.

post: 1184 mana, 76.5 regen. 0es.
(since, now the ES on gear matters more, I 20%'d them. 1231 mana, 79.5 regen)

79 is much lower then I would like. 101 was barely enough at 24% damage from mana.

Also to confirm some math.
my mana flask is 465 over 3.5s.
Which is 132.8/s normally.
with MoM its reduced to 66.4/s.
Then arcane Blossom is x1.15= 76.4mana/s from the flask.


Do you find not investing into damage nodes on the passive tree is slowing your clear speed down? Or is your weapon & skills doing more than enough?
"
Casia#1093 wrote:
Blink, cast on dodge testing.

First, blink is great.

troll townsfolk blinking around town.
second, troll allies in a party, by frostwalls everywhere, and blink out of them.
Third. blink lets you go out of bounds in towns. go blink off into the lake!



Actual blink/cast on dodge..

in town. frost nova is being cast on dodge EVERY TIME.
however.. at start location, not end location..which.. is not what I wanted or expected.

Cast on dodge Frost wall does work in town as well... do with that information what you will...



Cost on dodge is giving way more energy then I expected.

cost on dodge+blink+ comet
42%. I have no energy passives. no inertia. 39% enrgy gain via level14 gem only.
126 energy on a single blink.
85% second blink.

gem+inertia+coment. 54%. its casting comet every other dodge.
162-165

about 92 per blink?
my blink is not 5meters. 4.6m
92/4.6= 20.

its not 2 per meter. its 20 per meter.

it does appear to be casting comet at target location.
frost bomb is at location. doesn't work well. always on cd for any double cast blinks.
frost bolt first from leaving location... ice trail starts midway, going off in perpendicular direction. not with the ball...
Frost nova is at start location as mentioned.


Could use the seeing stars mace for double energy generation. Comet on every blink :D

Not sure if it's worth giving up your weapon for though...
yeah lets see.

300 energy.

24% inc energy in Energize.
31% in Dynamsim.
40% impetus.
gem is 39-66%ish. level 14-23 gem.

Blink is 4.5 at 12, to 5m at 21-23.

So lets start at 14/14 gems.

134% increased energy combined at level 14, all passives.

4.6m x20= 92 base e. x134%= 215 energy. not enough.
5m blink would still only be 234

level 23 cast on dodge is another 27%.
161%

261 energy.
still 39 short.

A level 36 cast on dodge would be needed.

lvl30 blink 5.3m
level 30 cod. 182%
=299
level 31 cod would get you over.

I don't even know what the max possible in game gem levels are atm. vaal, +all spells.
blink and CoD are not cold spells of course. actually, CoD is not even a spell is it.


Other options.
Dual curse?

14/14 with no tree passives.
39%gem+40% impetus=164 energy. thats 2 .8s casts. Curses are .7s casts. 2 curses would be 140 energy required.

.. doesnt seem to be working. I cant identify why yet. took Whispers of doom to ensure I could double curse.
its listing 140 max energy, but only seems to be casting the second slotted curse.

still this is something the Blasphemy runners should consider. blasphemy is 60 spirit per curse.
this is 100 spirit flat. And does not reduce the effectiveness of the curse being cast.


emberfuse, and orb of storms are the only spells I got to double cast for some reason.
weird.. then it was not casting enfeeble at all..
And now its doing orb of storms and temp chains combined.

Flame wall+cold snap is working consistently.
Last edited by Casia#1093 on Dec 15, 2024, 8:44:44 AM
T8 map with the bossfight: https://youtu.be/5bWwMyVMrrE

Build update.

Switched to MoM after done with t7 maps.

- Lemme be honest, split damage taken is too demanding on passives. Yes, it solves entirely all mana problems, but damage just isn't there. Another related to passive points problem - can't really get Freeze-up much on a secondary weapon set (and Heavy Frost requires it).

With MoM all of those are solved now.

- Early MoM has problems tho, I started to hear "Out of mana" again, however not as frequently as with my previous Life/ES build.

- Good things about MoM-Archmage - damage is here. On my latest bossfight (here in the video) I saw almost 230k Comet, 95k Frost Bomb, and 130k Shatter combo (Frost Bomb on Frost Wall).

- Also, I finally started to use 2 weapon sets properly - the 1st with Critical hit passives,and the 2nd is for Freeze build-up. The former activates on the Forst bomb, Comet, Mana Storm, Cold Snap, and Sigil of Power. The latter is binded on Freezeng Shards and Frow Wall. Each weapon set passive tree use 15 points.

- Secondary weapon has high lvl of Freezing Shards, Cast Speed, and Freeze build-up:


___________________________

Current passive tree: https://maxroll.gg/poe2/passive-tree/jr90h0br

or



Skills:

Freezing Shards: Glaciation - Pierce (or Fork) - Arcane Tempo - Cold Penetration
Blasphemy: Temporal Chains - Magnified - Cannibalism
Frost Bomb: Second Wind - Spell Echo - Supercritical - Considered Casting
Comet: Elemental Focus - Hourglass - Inevitable Critical - Concentrated Effect
Frost Wall: Deep Freeze - Spell Cascade - Icicle
Cold Snap: Leverage - Execute - Cold Mastery
Mana Tempest: Inspiration - Arcane Surge - Premeditation
Archmage: Clarity
Sigil of Power: ...

Cold Penetration on Freezing Shards bc I usually use it to freeze the mob before Heavy Frost proc mostly, but I will probably reconsider it.

Spell Echo is the strongest support for us, so I put it to Frost Bomb (most used skill for me). With it FB kills magic packs alright. Sometimes, even rares.

I will entirely remove Cold Snap later too, when I get more sockets on other skills. Rarely using it now.

The build in heavy need of CoF-Comet for clearing breaches and rituals. However, It's a very late upgrade, bc it requires way more spirit that we can easily get. I'm also considering to buy secondary lightning weapon for spark later.
Expedition is the best league mechanic for the build tho.
Last edited by monik390#5560 on Dec 15, 2024, 10:48:49 AM
"
monik390#5560 wrote:
T8 map with the bossfight: https://youtu.be/5bWwMyVMrrE

Build update.

Switched to MoM after done with t7 maps.



yeah, its hard to argue with how efficient mom+EB is.
mom nukes our flasks/mana/recoup regen.. but, EB nearly or does double our mana regen..

and with 100% of our damage going to mana, we can even just give up on the recoup entirely. aoe slow/time rift, or even faster cast..
no more plaible flesh etc. so many passives freed up.

you don't need adverse growth. the mana recoup is nice. but, its getting halved by MoM.

I do think heavy frost is a mistake. exposure is too strong, and easy to apply.
Either frost bomb, or via the exposure support. pretty sure exposure puts over 95% of the enemies into the negative alone. and with that exposure effect I think is one of the biggest dps boosts for us.

Cold pen is in fact something I've been consider dropping entirely, since exposure does the job, better.

Somethings for you to look at. the arcane surge nodes to the left. especially if you are going crit outright.
more cast speed, more mana regen, for 8s on crit... I mean. seems obvious.
Also the AoE nodes right next to them. without the reduced damage of ruin.

"Calibration" es+max mana.

"forth coming" is something I don't see others taking. Reduced skill effect duration makes frost bomb explode faster.
and that 10% cdr also benefits, given we are focusing on so many CD based skills.

ingenuity and patient barrier.
25 int+8 int is 66mana, base. Also frees up a TON of stat points.
75% increased ES for 2 point is also super efficient.

Ether flow. I specced out of that. I found I was actually standing still to spam casts on (permafrozen) bosses more then I was constantly moving.

the crit node to the right also reduces crit damage. when theres tons of other crit nodes available.

take a look at these passives and see if you think they'd work better.


points are high because I decided to add the crit nodes in without weapon swapping to show them all.

This is the stats without crit:
+115 to any Attribute
+10 to Strength
+83 to Intelligence
6% increased Intelligence
Damage
42% increased Cold Damage
8% increased Elemental Damage
60% increased Damage with Hits against Enemies affected by Elemental Ailments
30% increased Damage with Hits against Hindered Enemies
+1 to Level of all Cold Skills
10% chance to Gain Arcane Surge when you deal a Critical Hit
Ailments
85% increased Freeze Buildup
20% increased Freeze Duration on Enemies
30% increased chance to inflict Ailments against Rare or Unique Enemies
Other Offensive Stats
100% increased Area of Effect of Curses
8% increased Effect of your Curses
Mana
+20 to maximum Mana
21% increased maximum Mana
201% increased Mana Regeneration Rate
15% increased Mana Recovery rate
10% increased Mana Cost of Skills
Defences
+10 to maximum Energy Shield
223% increased maximum Energy Shield
15% increased Energy Shield Recharge Rate
20% slower start of Energy Shield Recharge
Other Survivability Stats
Debuffs you inflict have 24% increased Slow Magnitude
Misc
32% reduced Skill Effect Duration
70% increased effect of Arcane Surge on you
16% increased Cooldown Recovery Rate
Skills have 33% chance to not consume a Cooldown when used
Enemies you Curse are Hindered, with 15% reduced Movement Speed
40% increased Hinder Duration
Spell Skills have 68% increased Area of Effect
Enemies in your Presence are Slowed by 20%
"
Casia#1093 wrote:


you don't need adverse growth. the mana recoup is nice. but, its getting halved by MoM.


I'm using Midnight Braid. With MoM I have (20+50)/2=35% mana recoup.
However, if i go for Arcane Surge or speccin out of EB, than it probably would not be needed, yes.

"
Casia#1093 wrote:
I do think heavy frost is a mistake. exposure is too strong, and easy to apply.


If I would focus only on 1 element - I'd go for it.

My current ele damage distribution is 7% Fire, 43% Cold, 50% Lightning.
That's before Climate Change, Mana Storm, and Sigil of Power.

So, for my current situation, there are always better gems than anything exposure related. Same goes for passives.

UPD. Heavy frost negates "monsters have xx% elemental resistances" mapping mod. Magic rarity I saw starts form 40%.

"
Casia#1093 wrote:


Somethings for you to look at. the arcane surge nodes to the left. especially if you are going crit outright.
more cast speed, more mana regen, for 8s on crit... I mean. seems obvious.



Noted. Worth getting for sure. Cost in passive points is the problem tho.

"
Casia#1093 wrote:
"Calibration" es+max mana.


ES nodes doesn't work with EB. I tried Calibration. Adds 100 mana. for 6 points.
Same goes for every ES node you mentioned, like patient barrier.

"
Casia#1093 wrote:

"forth coming" is something I don't see others taking. Reduced skill effect duration makes frost bomb explode faster.
and that 10% cdr also benefits, given we are focusing on so many CD based skills.


Somehow i don't mind Frost Bomb explosion duration. Good node, but also reduces Sigil of Power, this i don't like.

"
Casia#1093 wrote:


Ether flow. I specced out of that. I found I was actually standing still to spam casts on (permafrozen) bosses more then I was constantly moving.


Will respec out of it when i have enough mana regeneration. Atm it's very efficient, and i only need to move a bit.

"
Casia#1093 wrote:
the crit node to the right also reduces crit damage. when theres tons of other crit nodes available.


It is "reduced", not less. Can be almost negated by 1 small 15% passive.
More often i crit - better uptime of Sudden Escalation and Shock i have.

Carefull Assassin adds 5-7% to crit chance to skills. Quite important for the "Supercritical" support btw. It becomes better with more crit chance.

Same goes for the Roil. It's "reduced" damage is so low that it's not worth mentioning. That goes also for Erraticism node, that reduced crit chance is nothing compared to 16% cast speed for spammers.

Anyway, thanks for mentioning.

Definitely got interested in Crit and Arcane Surge wheels on the left side.

UPD. Yep, my current tree is under revision. Need more gold T_T
Last edited by monik390#5560 on Dec 15, 2024, 2:44:55 PM
what vial of draught do we pick for chronomancer?
"
monik390#5560 wrote:
[
"
Casia#1093 wrote:
I do think heavy frost is a mistake. exposure is too strong, and easy to apply.


If I would focus only on 1 element - I'd go for it.

My current ele damage distribution is 7% Fire, 43% Cold, 50% Lightning.
That's before Climate Change, Mana Storm, and Sigil of Power.

So, for my current situation, there are always better gems than anything exposure related. Same goes for passives.


"
Casia#1093 wrote:
"Calibration" es+max mana.


ES nodes doesn't work with EB. I tried Calibration. Adds 100 mana. for 6 points.
Same goes for every ES node you mentioned, like patient barrier.

...
Definitely got interested in Crit and Arcane Surge wheels on the left side.

UPD. Yep, my current tree is under revision.


huh. could have sworn ES nodes applied before conversion. Thanks. going to have to reevaluate myself for sure.


One of the interesting things for exposure imho is it is more universal.

overexposure/stormbreaker. 40% increased exposure effect. all 3. (can +1 point for another 10%)
+1 for 12% cheance to each, into +1 for 15% increased damage very each type of elemental ailment. 60-75%. chill, freeze, ignite, shock, and electricute. 5 ailments.
instead of cold pen on freezing shards, could be running lighting exposure.
(edit, nope. needs a lighting skill)

in fact, if you are splitting damage that much, stormcharged/all nat/breaking point.
explosive impact.

Also, drenched might be worth.
Last edited by Casia#1093 on Dec 15, 2024, 3:17:43 PM

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