(Stormweaver) Max projectiles cold converted fireballs. Cheap, easy, powerful, FUN! (T16+ ready)

single target with this just got nuked
How important, in the endgame, is getting + Spell Skills on other gear?

Is it a nice to have, or a get the + skills and the best other stats you can?

(This is assuming the +Spell rolls stack with the +Fire Gem rolls anyway)
Seems to be okay. Had to change up some gear because of mana issues. Tried getting rid of heart of the storm because the 8 second timer for it to fully work seemed like a bummer, but I am squishy.

A six-link would be a game changer. I have tried using rising tempest, but the cost gets too high even with %mana on kill from gems and 1600+mana, high-ish regen. Would also love to properly try energy barrier w/o a stone charm, but I really need to use inspiration I feel for this to be effective. Not sure if I am doing something incorrectly though.

Any feedback would be amazing. Res mostly capped, chaos at 50%.
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single target with this just got nuked


Yeah, probably can no longer rely on the projectile stream to do the work. However max damage frost walls on top of bosses and shotgunning them does work. We can get 5x3 fireballs (10 fireball cicle from wildshards+scatter + unleash) to hit the boss at the same time with frost walls on top of them.

Just did a series of T14 bosses and it was fine. I will miss the giga nuke though. This is a lot more consistent for league content also, instant shooting is HUGE.
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Seems to be okay. Had to change up some gear because of mana issues. Tried getting rid of heart of the storm because the 8 second timer for it to fully work seemed like a bummer, but I am squishy.

A six-link would be a game changer. I have tried using rising tempest, but the cost gets too high even with %mana on kill from gems and 1600+mana, high-ish regen. Would also love to properly try energy barrier w/o a stone charm, but I really need to use inspiration I feel for this to be effective. Not sure if I am doing something incorrectly though.

Any feedback would be amazing. Res mostly capped, chaos at 50%.


Pick up exposure in the ascendency instead and automate it with our cast on freeze setup (frost wall with inevitable critical and cold exposure and impetus).

Tempest is for 1 full unleash into a pack, then you step out. I actually stopped using it because it's unnecessary with my current damage level.

I suggest adding a sigil of power on a staff swap.

For bossing we are now going to be using full damage and cooldown support frost walls and doing Frost wall -> fireball repeat at close range for maximum shotgunning.
Last edited by Konried#2763 on Dec 17, 2024, 10:02:25 PM
Am I crazy or GGG nerfed wildshards? Pretty sure it was like 8 by 8 projectiles, and now it's actually behaving as intended?
Is it worth trying to pick up Self Mortification and/or Ascetescism on the passive tree? I'm not sure how stun threshold actually works, and if it would be worth it, but it sounds like a handy thing to have.
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Am I crazy or GGG nerfed wildshards? Pretty sure it was like 8 by 8 projectiles, and now it's actually behaving as intended?


Previous wildshard added total added projectiles onto each wildshard, as if creating a new spell at each 8 points, causing the massive stream of projectiles we got used to using.

"Fixed" wildshard acts as 8 additional projectiles to the spell, fired from 8 points around the character immediately, and fires in sequence only with unleash repeating the spell. This acts better as a shotgun with added projectile modifiers and using spell echo walls, because it has more projectiles in our frontal arc.

Honestly? It feels more reliable this way. I've been doing T15 maps with it easily and have done +4 difficulty tier 12-13 bosses without damage problems, but frost wall shotgunning. 75k+ damage chunks per frost wall -> fireball sequence. Way more if properly buffed.
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Konried#2763 wrote:
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Am I crazy or GGG nerfed wildshards? Pretty sure it was like 8 by 8 projectiles, and now it's actually behaving as intended?


Previous wildshard added total added projectiles onto each wildshard, as if creating a new spell at each 8 points, causing the massive stream of projectiles we got used to using.

"Fixed" wildshard acts as 8 additional projectiles to the spell, fired from 8 points around the character immediately, and fires in sequence only with unleash repeating the spell. This acts better as a shotgun with added projectile modifiers and using spell echo walls, because it has more projectiles in our frontal arc.

Honestly? It feels more reliable this way. I've been doing T15 maps with it easily and have done +4 difficulty tier 12-13 bosses without damage problems, but frost wall shotgunning. 75k+ damage chunks per frost wall -> fireball sequence. Way more if properly buffed.


I see, thanks! checked the notes, saw the update but it didn't mention this change. They did mention changing the pattern, but not the other part. Too bad, I've been using my version without cold conversion on t10 maps, but now it feels too unreliable for me :( I guess it's time to switch to your setup!
Have anyone tried raging spirits?

We got constant 10 spirits with this build.

Im not sure if the damage is reliable.

So far im using archmage + blasphemy (hypotermia) with success.

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