(Stormweaver) Max projectiles cold converted fireballs. Cheap, easy, powerful, FUN! (T16+ ready)
" I have no idea tbh, I was assuming that since fireball is converted to cold damage, then when it actually hits a frozen target, we got the bonus. I was assuming that there was synergy here since resists of frozen enemies are zero, but it's also totally possible that it doesn't work at all, and the raw spam potential of fireballs makes it difficult to notice. Even if that's not the case, the freeze buildup still makes it pretty good. One of the things I like the most about the build is how random stray projectiles can lock down stuff approaching me from all sides. I would love some real mathed out information about how some interactions work. One of the things on the chopping block for 'raw dps' setup are some of the freeze nodes. Freeze is great for progression in mapping, but when you are at the point where you can kill bosses in a single freeze window, you just dont need that much of it anymore. Last edited by Konried#2763 on Dec 22, 2024, 2:04:47 AM
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" If it doesn't work, we can grab the nodes towards "Shattering" for the same investment which has, I believe, 5% more freeze buildup and some extra chill magnitude. Or drop them entirely for other DPS/etc nodes, but not sure how significant 65% freeze buildup is. Could be something to respec at higher levels, since earlier on Freeze is also a big defensive tool |
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Just want to thank you for posting this build!! Having a great time - was struggling a lot prior, doing some random build I did on my own until I hit a wall. THANK YOU <3!!!
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" you're welcome dude have fun |
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Cooked up something for those progressing/using the build in endgame. It feels pretty good and doesn't have any real downsides except noticable less freeze buildup on packs while clearing. Increased AOE is more of a game changer than I thought.
Without knowing the math, I'm going off of pure 'feel', and it 'feels' more potent. Then again, I am just a fan in general of huge screen wide explosions, and more aoe gives me that. Hoping some of you will try it out and report back. MAX AOE/MAX PROJECTILES tree: https://maxroll.gg/poe2/passive-tree/p2j1o0vz Fireball gem change: swap arcane tempo for magnified effect. Boss skill swap: drop cast on freeze for blasphemy hypothermia or enfeeble We lose some freeze chance, climate change, 1 jewel slot, and the 'heavy frost/thin ice' nodes, and in return we gain 134% increased area of effect and some AOE damage. My fireball explosion radius is now 2.9m. Concept here is scaling the damage further by ensuring that our significant number of explosions always overlap for multi hits. So far this has excellent results and is in line with what goes on in PoE1(or any ARPG) with circular aoe dispersion/overlap in terms of actual dps gain. - More fireballs overlap on packs, resulting in instant rare detonation more often and in general less spammy but more reliable damage. - Better terrain detonation coverage in 'closed' maps (IE: crypt) - One fireball cast detonates an entire cascade frost wall placement, without leaving any 'spares'. Those frost walls have huge aoe also so get overlap as well. - Bigger coverage for all of our utility spells like cast on freeze exposure, and frost bombs. - Better/bigger/more consistent 'chunks' in boss fights. - Apparently no downsides I can see or feel from dropping the nodes mentioned. It was questionable if 'climate change' was working at all. - Bonus: ember fusillade now has enough AOE to noticeably shotgun. Downside so far is even more of a pronounced seizure inducing strobe effect. So w/e. Last edited by Konried#2763 on Dec 22, 2024, 4:23:43 AM
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I don't have the level to remap entirely to that, so I've done a partial rework to try it out. Missing Roil and Reverberation, but focused on what looked to be the highest value passives and more area nodes. I also don't have a 5L for Magnified Effect yet.
Also no curse aura, since I don't have a 20% Blasphemy yet. That said, it already feels great just with those changes. More oomph when the walls aren't up, which is nice. Is there anything to put into Firewall to replace the Magnified Effect moving to Fireball? I'll be keeping this version of the build I think, definitely enjoying it a lot. Also if the loss of Heavy Frost ends up being significant, it's an Anoint option (Though not a cheap one) |
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" well tbh the increased aoe on the tree basically creates the same effect we had on firewall, it's pretty usable just with fortress and 130% increased aoe lol dont know what else to throw on there to get any value in the build tbh, maybe a +1 fire gem actually for just a bit more projectile damage, or put arcane tempo on it you're still using it a lot Last edited by Konried#2763 on Dec 22, 2024, 4:30:27 AM
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" Ah, that's a good point yeah. Fire Mastery I guess is the way to go for it, might as well if we're not using that anywhere else. Does Firewall get any value out of mobility? Was looking through the list and couldn't really see anything else of value. Briefly thought of Culling, but, then realised Firewall doesn't actually do any hits, can just ignite. Oh well lol. |
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" My build is a lot different than OPs and honestly, after having done 15 maps all day today, it's definitely going to fall off because at one point you need more utility and defense than you do PURE damage. It's like playing a Ranger and having mid tier gear and trying to survive. You need INSANE DPS (which I don't think is going to be super achievable for someone like myself who's not uber rich) to run a Ranger/Sorc and go pure glass cannon IMO. It's been working real well for me up until juiced 15s and one shot mechanics that you NEED higher life pools/ES to survive. I have 4.1k mana and I easily get one shot in juiced maps by random shit. Very annoying... I know Kon has been going hard trying to make the build more end game viable by adding said utility and other niche things to the build. I'd ignore the fact that my fireball does so much, it's purely because I'm playing a completely different variation. |
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" you may need to adapt your playstyle a bit then we pretty much know where mobs are going to be in this game, so you can just whip a fireball down a hallway, into the distance, or around the corner before you enter to get some freeze out we can offscreen lots of stuff something I noticed myself doing instinctively now is that I have adopted a type of eratic movement that throws off projectile monsters tl;dr is that you hold down fireball and then 'evade' by letting up on casting, and repeat that movement style to dodge, kind of like ADAD strafing in a shooter when confronting somebody it only works with 30% movespeed boots, anything under that and mob projectile tracking seems to be able to keep up with you it's also much more effective with higher cast speeds, my survivability and ability to deal with crisis situations scaled dramatically when I got as much cast speed as possible, which allowed this evasive movement to work this works against all monster types, really, and you can remain in melee with almost anything indefinitely if you 'dodge' by stopping your casting to regain you full movespeed, rather than dodge rolling I'm honestly thrilled at the amount of skill expression with the movement in this game. It's nothing like POE1 where you just sort of click around to kite, it feels great to me. Very satisfying and engaging to push the limit. It is absolutely killing my fingers though. Might go try out a controller and do some chill farming for a bit. Last edited by Konried#2763 on Dec 22, 2024, 6:03:39 AM
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