Im enjoying my cold fireball + frost wall build, but it is struggling somewhat when playing together with my coop buddy that plays a crossbow witch hunter. Oh and RIP framerate and being able to see anything onscreen. The fireballs is eye torture when gaming on a hdr oled screen.
Placing and shattering walls for trash is really suboptimal with a merc just running around and blasting everything. It works great on bosses though, with me turning them into a ice block while he gives them the boosted shock, and then we both nuke them.
I don't really see any easy way to make our trash mob mapping more efficient though, as me having to first put up walls and then blast them with fireball is much slower then his no setup just rush forward blasting. And frost bomb triggers Waay to slowly to be useful.
So for now were more or less clearing two separate groups, but still close to eachother for rares/xp, and bosses are a total joke at T5. Going to be even more silly when we get our third ascendancy points so i can time stop them.
Everythings bloody expensive though, so currently stuck with how im supposed to be able to upgrade my damage, but considering getting a wand+scepter to be able to use one of the cast on for some rare/boss sillyness. Everything on screen is more or less permanently frozen, so may try cast on freeze even though its been nerfed to being mostly useless. that or seeing if i can boost the fireballs even more, a cast on freeze frost wall/fortress could possible be a thing. but at the same time i kinda see that killing me many times over by blocking me and my friends movement. hees already massively annoyed by me dropping frostwalls on him as hes always ahead/at the edge of my screen.
Ofc Cold is for solo play. If you are comparing yourself to witchhunter with in-built explosions, than you need either spark/arc or explosions too =)
How about checking some fire builds? Pure fire, I mean, not convertion =) There are ignite proliferation and Fiery Death gems (60% chance to explode ignited on kill), so crit fireball build sounds like a good clear to me.
Welcome back. Do you have some mana on kill jewels? Mana drain is big af in your setup, regen won't help as much as on-kill recovery.
Thanks! Just watched your videos and build - it's really cool and seems to be much stronger than mine. Although I don't feel like I don't have enough damage or that my survivability is lacking overall, it's just that I feel like I can get surrounded by mobs any time and choke on mana, because my combo instantly drains all my mana pool as soon as my frostbolts freeze many grouped targets.
Damage is definitely there and survivability is okayish too, but when I run out of mana, my 44% "damage taken from mana before life" stop working, so I die pretty fast.
This happens quite often during these zerg rushes of mobs, like in breach for example. I kill some mobs, but then more come, surround me, I don't have mana, etc. I can recover my mana pool once with temporal rift, can kite a bit with blink and recover more mana with mana regen + flask. Sometimes I'm lucky to survive the initial burst and sometimes not. It's pretty unstable.
I don't have such jewels, I usually go for that "dmg from mana first" stat with them. I'll try to get some of those for % mana on kill.
I just changed my passives a bit and dropped some damage to reach Conservative Casting (16% reduced mana cost of skills). I notice the significant difference now, it's definitely better.
Perhaps I should try to allocate Mental Toughness on my amulet instead of Mental Perseverance.
Another thing which bothers me: I think that maybe there is overcap/overkill on damage and CoF energy gain/refunds. Maybe it's casting more abilities than it should, so I run out of mana quickly. Maybe this part could be optimized more, right now I just have a bunch of passives, jewels, support gems etc to make sure I have better energy gain and refunds.
For example:
On my cold snap CoF I have 50 max energy, 169% energy gain modifier and 25% chance to refund half energy.
And on my frost wall CoF I have 80 max energy, 126% energy gain modifier and 60% chance to refund half energy.
Maybe I don't need that much. Or maybe I can try gems with lower lvl if there is still enough damage.
Removed boss with 4.5m hp in 1 freeze (almost).
No damage supports on CoC. Just impetus, energy retention, and inspiration.
No sigil/mana storm.
Just frost wall to death with temporal rift abuse. Chrono power I guess.
Hopefully, won't get nerfed.
Edit: I think I need to update the guide.
ha. I didnt expect cast on crit to proc itself. hadn't quite thought that far ahead. yet.
I have been shifting my build over to crit/energy. but have been busy.
steamers have caught onto the busted cast on dodge stuff I was talking about. using temporalis.. but, chronomancer is mini temporalis. the 33% chance to not use a CD does work on hidden CD stuff. like choir of the storm, etc.
https://youtu.be/17_eBppkTlg?si=2kPVD4Ag5-0Yawxp
here he also talks about the oddity of where/when spells are cast. at the start versus end.
Thanks! Just watched your videos and build - it's really cool and seems to be much stronger than mine. Although I don't feel like I don't have enough damage or that my survivability is lacking overall, it's just that I feel like I can get surrounded by mobs any time and choke on mana, because my combo instantly drains all my mana pool as soon as my frostbolts freeze many grouped targets.
Damage is definitely there and survivability is okayish too, but when I run out of mana, my 44% "damage taken from mana before life" stop working, so I die pretty fast.
This happens quite often during these zerg rushes of mobs, like in breach for example. I kill some mobs, but then more come, surround me, I don't have mana, etc. I can recover my mana pool once with temporal rift, can kite a bit with blink and recover more mana with mana regen + flask. Sometimes I'm lucky to survive the initial burst and sometimes not. It's pretty unstable.
I don't have such jewels, I usually go for that "dmg from mana first" stat with them. I'll try to get some of those for % mana on kill.
I just changed my passives a bit and dropped some damage to reach Conservative Casting (16% reduced mana cost of skills). I notice the significant difference now, it's definitely better.
Perhaps I should try to allocate Mental Toughness on my amulet instead of Mental Perseverance.
Another thing which bothers me: I think that maybe there is overcap/overkill on damage and CoF energy gain/refunds. Maybe it's casting more abilities than it should, so I run out of mana quickly. Maybe this part could be optimized more, right now I just have a bunch of passives, jewels, support gems etc to make sure I have better energy gain and refunds.
For example:
On my cold snap CoF I have 50 max energy, 169% energy gain modifier and 25% chance to refund half energy.
And on my frost wall CoF I have 80 max energy, 126% energy gain modifier and 60% chance to refund half energy.
Maybe I don't need that much. Or maybe I can try gems with lower lvl if there is still enough damage.
I got a lot stronger during past few days several times. Mostly, mechanical things. Todays CoC with sceptre implementation is just ridiculous power spike against bosses. I don't need to bother with Freeze build-up anymore, sigil of power, mana storm, comet, and repeat, etc. All I need to do is just spam frost wall and temp rift for mana =)
No map boss I met today was able to survive past 1st freeze =)
Anyway, back to business.
There is the problem of Cold Snap - you are basically on a spot when you need to freeze 2 regular mobs per cast (about 27 energy gain per freeze).
Idk how much mana does it cost for you, bit for me it's more then double of Comet cost per 300 energy.
CoF-Cold Snap truly speeds up trash clear way more than Comet (I just tested it by myself), but it comes for ridiculous mana cost if you ain't running with big mana pool.
You absolutely must to get % mana on kill more than CoF-CS cost per cast. Personally, I have about 260 mana per kill, the cost of CS for me is 130 mana. This way it's very comfortable to use.
Welcome back. Do you have some mana on kill jewels? Mana drain is big af in your setup, regen won't help as much as on-kill recovery.
Thanks! Just watched your videos and build - it's really cool and seems to be much stronger than mine. Although I don't feel like I don't have enough damage or that my survivability is lacking overall, it's just that I feel like I can get surrounded by mobs any time and choke on mana, because my combo instantly drains all my mana pool as soon as my frostbolts freeze many grouped targets.
Damage is definitely there and survivability is okayish too, but when I run out of mana, my 44% "damage taken from mana before life" stop working, so I die pretty fast.
This happens quite often during these zerg rushes of mobs, like in breach for example. I kill some mobs, but then more come, surround me, I don't have mana, etc. I can recover my mana pool once with temporal rift, can kite a bit with blink and recover more mana with mana regen + flask. Sometimes I'm lucky to survive the initial burst and sometimes not. It's pretty unstable.
I don't have such jewels, I usually go for that "dmg from mana first" stat with them. I'll try to get some of those for % mana on kill.
I just changed my passives a bit and dropped some damage to reach Conservative Casting (16% reduced mana cost of skills). I notice the significant difference now, it's definitely better.
Perhaps I should try to allocate Mental Toughness on my amulet instead of Mental Perseverance.
Another thing which bothers me: I think that maybe there is overcap/overkill on damage and CoF energy gain/refunds. Maybe it's casting more abilities than it should, so I run out of mana quickly. Maybe this part could be optimized more, right now I just have a bunch of passives, jewels, support gems etc to make sure I have better energy gain and refunds.
For example:
On my cold snap CoF I have 50 max energy, 169% energy gain modifier and 25% chance to refund half energy.
And on my frost wall CoF I have 80 max energy, 126% energy gain modifier and 60% chance to refund half energy.
Maybe I don't need that much. Or maybe I can try gems with lower lvl if there is still enough damage.
I may be giving up on recoup and damage taken from mana on hit.
mana scaling is a problem. and, its a struggle to get enough mana on gear. int, mana on everything.
but in the end, 500-600 ES on chest, 200 on helm/gloves/boots is going to be just too large a value. its going to be easier to double or more your Mana via eldritch battery then gear for mana without it. so, then mana is just so much easier to get via ES, then EB/mom is just so much more passive point cheaper as well.
yeah, your 2k mana is not enough for 44% or 100% damage taken from mana, and to pay for skills at the same time.
stun. in poe 1, stun % was based on max life.
and es then provided a base 50% chance to avoid stun, as long as you have ES.
by taking EB, you are removing that passive layer of stun avoidance. and leaving only stun defense via that limited life pool.
(obvious cheese is to use ghostwraith or other items that give ES AFTER Eb converts eS into mana..)
Last edited by Casia#1093 on Dec 24, 2024, 2:02:16 PM
You absolutely must to get % mana on kill more than CoF-CS cost per cast. Personally, I have about 260 mana per kill, the cost of CS for me is 130 mana. This way it's very comfortable to use.
Thank you, I'll give it a try, this sounds promising.
yeah, your 2k mana is not enough for 44% or 100% damage taken from mana, and to pay for skills at the same time.
stun. in poe 1, stun % was based on max life.
and es then provided a base 50% chance to avoid stun, as long as you have ES.
by taking EB, you are removing that passive layer of stun avoidance. and leaving only stun defense via that limited life pool.
(obvious cheese is to use ghostwraith or other items that give ES AFTER Eb converts eS into mana..)
Yeah, and it's 2.4k mana with EB and a lot of max mana gear. Maybe if I go all-in on max mana I could get it closer to 3k.
I dropped Blink and Temporal Rift to try Blasphemy + Temporal Chains with Apex of the Moment to help me a bit in those situations. It definitely helps! Feels weird playing without blink though.
Also I dropped some of my damage to get Conservative Casting (so -16% reduced mana cost). It also helps.
Regarding stuns - I have only 310 stun threshold. Not sure if I should aim to get more or if there is any cap at all. I'm also rocking 3 charm slot belt for chaos res, anti-stun and anti-freeze charms. With my recent changes to get more slows on nearby enemies I rarely get into troubles where I get surrounded and stunned.
Do you know if stun threshold is useful and what amount we should go for?