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

why in the essential section it says you have to get the north east +chance to add 2 proj, and then in the passive links not take it? is it rly needed? im thinking about switching and confused about tht
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This build may be good once you have some level of stuff and high level of gems, but the DPS is atrocious while leveling. I'm totally stuck at Act 3 normal with it, every boss fight takes way too long.


Personally I'm finding it very satisfying against (most) bosses, and I'm most of the way through Act 3 normal.

Have you picked up a decent wand/staff? I'm also assuming you have the unique gloves? Those are basically mandatory, IMO.

Definitely need a decent +Fire Gems weapon to keep the DPS up. There are probably better builds for boss killing, so it might also feel atrocious compared to other builds you've played rather than being specifically bad yourself. First build for me so I can't really say.
Is the new freeze nerf effecting this build? playing it in maps and having a ton of fun but was curious if I need to look into rerolling after the next update
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Is the new freeze nerf effecting this build? playing it in maps and having a ton of fun but was curious if I need to look into rerolling after the next update


From my understanding, and correct me if I'm wrong, the nerf is about re-freezing the same target so I think it'll effect the pre-map experience a lot more than the map experience.

I end up relying on multiple freezes on tankier mobs at the moment because I don't have tier 3 skills yet, so I lack a bunch of useful stuff for dealing with them more.
that was my thinking because I'm like mid maps and doing way more damage than needed for them so I kill everything in one hit. Also for anyone else try doing a hybrid of captainlance9 spark archmage for tankiness with CI MoM and EB (it's what I'm doing). It's a super tanky version with a ton of damage, only downside is the amulet is pretty expensive now for it but if you can get it it's big
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Zephryl#5929 wrote:
Are there other vitally important stats for Jewels, or are we mostly just aiming for the mana regen and whatever else good we can get?

Edit: By mana regen I mean mana on kill


I run 5 jewel slots which give a LOT of room for extra stats and to experiment with. I'm not gunna lie here I've dropped about 60 ex just messing with jewel setups.

2% mana on kill is GOAT for clearspeed.
Other handy jewel stats are definitely mana regen, Max ES%, ES recharge speed (My 3.5k es recharges to full in like 2.5 seconds, very comfy). ES recharge delay.

The name of the game in endgame is being able to survive errant big hits and then recover quickly to keep fighting. So, regen (MoM) and max ES really helps round out the defensive capabilities of the build.

Basically, you want your damage buffer to be as big as possible, and recover as quickly as possible.

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Anergin#4138 wrote:
why in the essential section it says you have to get the north east +chance to add 2 proj, and then in the passive links not take it? is it rly needed? im thinking about switching and confused about tht


the primary build uses them, the other builds underneath sacrifice projectile chance to add more defense or cast speed

In all honesty? The extra projectiles are total overkill most of the time. But I love overkill. I like totally subjugating the game and feeling like the boss character, while the monsters in it live in fear of my 1hit ko bullet hell.

I will be updating the build guide with a minmaxed version soon for what I think works best in red maps and endgame-endgame content. Stay tuned!
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Quick question, how are you utilizing mana tempest. I run out of mana almost instantly while running it.


That's a good question. Basically, it's a one shot ability to massively buff a full 2 charge unleash and maybe one followup cast.

So, you drop tempest, unleash fireball, cast one more time, then walk out. You use it to blow up the screen, or against a rare. I don't recommend sitting in it and spamming, because yes you will oom instantly.

This gives you a huge damage boost that is added onto all the proliferating projectiles from that full unleash.

If you drop tempest + sigil of power together, the effect is amplified massively. This is how you do a 'boss melt' with one fireball (if you get lucky). Or a huge chunk if you dont fish a wildshard proc, with ice walls placed around them.
Last edited by Konried#2763 on Dec 16, 2024, 9:13:13 PM
There's this ring that converts all lightning damage to cold damage, some freeze buildup on it too. Maybe useful to translate that archmage damage?
https://poe2db.tw/us/Call_of_the_Brotherhood
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This build may be good once you have some level of stuff and high level of gems, but the DPS is atrocious while leveling. I'm totally stuck at Act 3 normal with it, every boss fight takes way too long.


You can't just shoot fireballs at bosses starting out. You need to drop some frost walls around them or deliberately position yourself to take advantage of unleash+wildshards. Usually this means sitting right underneath or on top of them and casting. You will know you did it right when 1/4th or more of their health bar drains in a split second.

As I mentioned in the leveling section, I used several different spells in the campaign, because fireball doesn't have the power to do it all on its own yet.

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