[2.1] Arctic Breath - Chilled to the Ground {Version 1.1, LEVEL 68 RIGWALD DOWN}

Hello, everyone!

Greetings!
Spoiler
If you're looking for a defensive build that doesn't include armour, want to play a more defensive build, and are not a fan of Cast on Critical Strike OMFG I GOT A MILLION DEEPS, this build might work for you. Many builds have a lot of flashy effects, or just use high payload spells (AKA Cast on Crit with like 4 spells). This build is not one of those.

The aim of the build is provide several defensive blankets without a huge hp pool, although the hp pool is still recommended. Its clear speed may be on the slower side, but still does very well. When combining all these defensive blankets, only one shots can really kill you, or poor playstyles.


Build Viability and Party Friendliness
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The build can benefit solo and in a party. Although I think most people have toaster computers, so don't take my word for it =/

I believe this build is totally hard core viable, but has yet to be tested.

Atziri viable? Still gearing towards it.
Rigwald viable? Totally. But I haven't tried anything higher than 68 yet.


WARNING: THIS BUILD INVOLVES GROUND EFFECTS. IF YOUR COMPUTER CAN'T HANDLE A LOAD OF GROUND EFFECTS, DO NOT TRY THIS BUILD.

Arctic Breath
Spoiler
Arctic Breath is a skull like projectile. As we all know, spell based projectiles are known to explode once they reach a certain distance OR hit an obstacle/monster. The skill also travels, on average, 2 screens off. That means this skill can hit reflect off screen. That's just a danger you'll have to live with.

Arctic Breath also does a neat little by product: Chilled ground. I will go into this shortly.


This build does not utilize crit. Why? Because we don't want to one shot ourselves on reflect. Although, I may consider making an alternate build for this.
I'm going with an Area of Effect Arctic Breath variant.

Defenses
- Freezing
- Chilled Ground
- Temporal Chains (Azenath's Gentle Touch)
- Blasphemy and Enfeeble
- Arctic Armour
- Kiting
- Cast when Damage Taken
- High HP Pool, damage mitigation conversion, and endurance charges

First Line of Defense: Freezing
Spoiler
As we know, freezing stops and immobilizes a mob instantly. The freeze is calculated depending on whether or not the attack critically strikes. In our case, we're using chance to freeze. There are several reasons for this:
- Critical strikes and reflect can KILL YOU
- If mobs are clustered together with reflect, and you critically strike, IT WILL KILL YOU
- We don't critically strike to begin with. Chance to freeze is the better option to avoid reflect, and still be able to freeze
- Every cluster of mobs are being hit MULTIPLE TIMES in the same cast. The explosions of the projectile overlap one another, giving you more than one chance to freeze a mob
Freezing a rare mob may prove to be a little troublesome, but that's why we have many other lines of defense.


WHY NOT FROSTBITE?
Spoiler
We don't have that many max curses. But a third curse is totally possible, as I am going to acquire a Windscream. The Windscream pair of boots provide armour, albeit not as much as an end game pair, but has the unique property to give us one additional curse. This means we can potentially TRIPLE Curse a mob. Unfortunately, where to fit is still up to question.


Second Line of Defense: Chilled Ground
Spoiler
Chilled ground is something almost unique to Arctic Breath. The only other ways to generate chilled ground is through Vaal Cold Snap, and the Freezing Shrine from the Domination League, which most of seen at least once. Chilled ground does what the chilled status ailment does.
- 30% less (or reduced) attack speed
- 30% less (or reduced) cast speed
- 30% less (or reduced) movement speed
Only Atziri in normal mode and Great Wolf Mode Rigwald are immune to these effects. Split Form Atziri and Human Mode Rigwald can also be chilled. These effects are NOT REDUCED, as bosses only reduce curse effectiveness.

All mobs standing on the chilled ground gets the chilled ground status ailment for as long as they stay on the chilled ground, or as long as the chilled ground stays. A level 20 Arctic Breath has a 1.75 second duration on the chilled ground. This can be augmented using increased duration or duration passive nodes. But there is not need, as you will constantly re-apply the ground effects.


Third Line of Defense: Temporal Chains
Spoiler
We can very much do a triple curse on hit Arctic Breath, but our damage would take a hit. That is why I have employed the use of Azenath's Gentle Touch, which allows any damage we deal to apply Temporal Chains on hit. A level 1 Temporal Chains slows a mob for 20% attack, cast, and movement speed. THIS IS NOT ADDITIVE TO THE CHILLED GROUND EFFECT. It will reduce 20% of the 70% left over, so it doesn't go super slow-mo. But that 20% could mean life or death is some situations. Even though it'll only slow a boss for about 8%, that's something. 8% could also save you a RIP.

Azenath's Gentle Touch could be replaced with a well-rolled rare with a corrupted implicit of a level 10-12 Temporal Chains on hit. This increases survivability DRAMATICALLY.


Fourth Line of Defense: Aura of Enfeeble
Spoiler
Due to Area of Effect nodes also affecting curse radius, this also affects the blasphemy radius. At around level 16, Enfeeble starts to affect ranged mobs, thus reducing damage taken at range. All mobs, with a level 16 enfeeble, reduce damage taken by 28%. Note this effect is reduced by 60% against act and map bosses, but hits with full effectiveness against exiles. If you're hit by ANYTHING, you'll take only 80% of the damage, with bosses only being 90% or so. It's still reduction, despite how small the number is. Note this enfeeble applies to both spells, projectiles, and melee attacks.


Fifth Line of Defense: Arctic Armour
Spoiler
Arctic Armour may not be as good as before, but at level 20, 12% LESS damage can go a long way. Also, you're not using your mana for much else other than casting. This reduction does not stack with Enfeeble. I may need the help of GGG to determine priority of damage reduction. The skill reserves 25% mana, which you don't really need, and leaves a trail of chilled ground. This trail almost acts like a cushion, should you need to move. The less fire damage property is gravy. But we'l take all we can get.


Sixth Line of Defense: Kiting
Spoiler
Now some people may not agree that kiting is a defensive mechanic, but it is. Moving out of the way of things is detrimental to survival, and the amount of slowing you do provides ample time to actually MOVE out of the way of melee attacks, thus missing. The monsters are so slowed down that if a melee attack animation started, and you moved while it's in motion, they could technically miss because you're not actually there. None of this ghost hitting, as they're out of range. Kiting is also considered a line of offense. Besides, you should always be moving due to various environmental effects and area of effect spells.


Seventh of Defense: Cast when Damage Taken
Spoiler
This gem is well... a gem. We can attach various spells to ward off attackers, or block off projectiles. Here are some options:
- Frost wall: To push back some melee attacks, and block projectiles (Probably the best gem to slot in)
- Greater Multiple Projectiles -> Arctic Breath: A Secondary attack to only spread more chilled ground, and chance to freeze
- Molten Shell: Additional Armour
- Cold Snap: To freeze the one bastard that went the smart way to the back
- Greater Multiple Projectiles -> Blind -> Ball Lightning: To blind things: If there is a chance that you can evade, blind will increase that chance by 50%. It's something.
- Discharge: If you're using Ice Bite, discharge can become an option. A chance to freeze or outright kill something is not to be taken lightly.
- Phase Run: I never thought of this as an option, but it is technically a spell. You have reduced visibility, meaning, some mobs will completely ignore you, you have increased movement speed to GTFO, and you have the Quartz Flask effect, which means your movement is not blocked by enemies. Frenzy charges increase the duration, which can potentially save your life.


Final Line of Defense: High HP Pool, Additional Damage taken Conversion and Endurance Charges
Spoiler
We start as a witch for spell damage, but we can also start as a templar for a more defensive option, or a Scion for a more well-rounded build. Just note that Dexterity is a little bit of a problem, as we employ Greater Multiple Projectiles, which requires 130+ Dexterity. With some well-rolled jewelry, the dex nodes from the tree (60 Dexterity) can be replaced with more noteworthy nodes.

If fear and paranoia is a thing for you, you may also employ the lovely Lightning Coil for further physical damage mitigation. There are many other armour you can employ, such as:
- Carcass Jack for some more damage overlapping
- Belly of the Beast for % based life
- A proper rare to plug up resistance holes
- Daresso's Defiance for endurance charges on kill

Endurance charges increases physical damage mitigation by 4% per charge, and we can have a maximum of three at any given time. That's 12% physical, 12% elemental mitigation when we need it. Enduring Cry is an amazing gem, not matter how many times they change it.


Total Damage Reduction
Spoiler
Enfeeble (29%) * 30 increased effectiveness on curses = 37.7% Reduced Damage
Monster Damage (100%) - Reduced damage (37.7%) = 62.3% damage from monsters
12% Less Physical Damage from Arctic Armour, so:
62.3% * 88% (As damage is less from Arctic Armour) = 54.92% damage from monsters

I hope that's correct, don't take my word though

Which means from physical and fire damage, we take 55% damage (Rounded up).
Lightning and Cold, we take 62% damage (Rounded down).

If anyone else knows the proper calculation for this, let me know. I'm doubting that's the right number)


THE TREE


BANDIT REWARDS
Spoiler
Oak (40 Life), Kill all (Skill point), Kill all OR Oak (Endurance Charge)


Current Gear
Spoiler


I'm also use a Poacher's Aim Jewel from Cruel Golden Hand quest for 15% pierce chance and 10% projectile damage


I'm using a bitterdream because it is essentially an 8 link skill, although I find it's not optimal. At my current level, 86 mana is a huge chunk of mana, and you can't 'spam' it.

Optimal Gear (Standard League) This gear can be used if you want even MORE mitigation
Spoiler


Or any of the Warbands modded gear.

Current Flasks
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Links
4 Link: Arctic Breath -> Greater Multiple Projectiles -> Spell Echo -> Cold Penetration
5 Link: Hypothermia
6 Link: Ice bite (For Frenzy Charges) OR Increased Area of Effect for more chilled explosions OR Conc Effect for damage
I never thought I'd suggest Mana leech, but that is fine as well if you don't have mana regen to sustain the cost. A 5 link for me right now is 86 mana a CAST

SHOTGUNNING
Spoiler
Now, we all know we can't hit the same target with the same projectiles of the same cast. This DOES NOT however stop EXPLOSIONS from overlapping each other. If you pin a boss or monster to a wall (or a frost wall), you can shoot off screen to condense the cone of fire, and have the explosions overlapping each, effectively shotgunning a mob. It takes practice, and a bit of patience, but rewarding.


Mapping/End Game
Spoiler
A couple things I've noticed is that reflect hits VERY FAST. I recently did a 13% reflect elemental equilibrium map and that nearly killed me and a friend of mine. Note it was also a rare map, I do not remember the other mods. To alleviate this, you can swap out the regeneration pots for Catalysed Eternal flasks or seething/Bubbling Divine flasks

With proper kiting mechanics, and proper use of stutter stepping and orb walking, I killed Merciless Malachai with 2 deaths, both on the initial stage. The first was me getting out of the portal spawn, but got hit by something... I don't know what, and the second was from a desync mace slap in the face. The deaths were back to back. Other than that, it's just a dodging competition. Fight took about 15 minutes though =/


CURRENT ISSUES
Spoiler

- Arctic Breath Mana cost is THROUGH THE ROOF. A 5 link can cost up to 86 base mana. Current regeneration isn't keeping up, but this can be circumvented by stutter stepping. Attack, move, attack, move.

This issue is slowly being solved, up to the point where it is solved.

- Current gear SUCKS. Must replace soon.

- Single Target isn't linked properly. I'm using Glacial Cascade, but I'm thinking a single projectile freezing pulse or Ice spear. Still thinking about it.

(Solved, Stuck to Cascade as the AoE still affects it.)

- Atziri not dead yet. Must get sets to run x.x

- If someone could craft a semi-gg elreon ring, that would be amazing :( With a resistance base ring please, Topaz preferred :3

Solved, as a bit of point redistribution solved the mana issues

- Dexterity. If I could get some better gear with some prefixes open, crafting dex won't be a problem.

- Fire resistance hole. This can be fixed with gear shopping. Arctic Armour currently plugs the hole, but not as well.


VERSION UPDATES:
Spoiler

Version 1.0
- Created Build Guide

Version 1.1
- Re-ordered lines of defense
- Added Mapping Section
- Added CURRENT ISSUES Section
- Added Bandit Rewards
- Fixed various spelling errors

Version 1.2
- Took off three life nodes to get Righteous Decree. A loss of about 160 life to make the casts more sustain makes it amazing.
- Mace is soon to be replaced. Stay tuned! (It's quite possible to keep the mace as a swap. This way you can utilize other sockets for other things, an example being a second frost wall.
- Removed Poacher's Aim in favour of a better jewel. This way we're hitting the frost wall, making explosions to overlap further, increasing DPS output on harder to kill mobs
Unique Map Making~

http://www.pathofexile.com/forum/view-thread/1174961

I like music. Do you like music? Cause I sure as hell like a lot of random music.
Last edited by SerythXavier#1012 on Dec 20, 2015, 10:15:04 PM
Last bumped on Mar 7, 2016, 4:19:35 PM
Hey, I wanted to play some Artcic Breath and I was wondering if the non crit version will do - so thanks for posting your build, will you do some videos of maping?
"
nukha wrote:
Hey, I wanted to play some Artcic Breath and I was wondering if the non crit version will do - so thanks for posting your build, will you do some videos of maping?


The non-crit works just fine, as the chance to freeze practically replaces the crit. Unless you like to shake the screen so much you're practically on a roller coaster.

When I get to level 80, and get some better gear, especially a new wand or mace, I'll consider getting a video up or two on maps. What tiers would you like to see? Of course, barring some of the higher end maps.
Unique Map Making~

http://www.pathofexile.com/forum/view-thread/1174961

I like music. Do you like music? Cause I sure as hell like a lot of random music.
Last edited by SerythXavier#1012 on Dec 19, 2015, 2:37:23 PM
Bump. Just hit level 80, gonna do some gear shopping sometime in the next couple weeks. Probably gonna replace the temp chain gloves for something else, or replace a herald with another curse. Mana cost is HUGE, gotta get mana regen or elreon stuff.
Unique Map Making~

http://www.pathofexile.com/forum/view-thread/1174961

I like music. Do you like music? Cause I sure as hell like a lot of random music.
I am 83 and running arctic breath as well. I have a couple thoughts for your build that I am currently doing.

1)Pledge of hands staff. Currently only a 5 link but the bonuses on PoH has been great. AB, FC, GMP, Cold pen, and since non crit my 5th is controlled destruction. It provides such a large dmg boost, I don't worry about hypothermia or ice bite. If I ever 6 link I will consider adding one of those.

2) I blood magic a clarity. Even at max it's only 600 hp. I currently have 4300 after reserve.

My biggest complaint with this build is the single target dmg. Have not come up with a good solution yet.
I will try and get a link to my tree later.
I did a Crit Arctic Breath Build in Warbands.

The biggest mistake I made was going crit on a 5% spell with low cast time.
Arctic Breath is very good non-crit as it has very high base damage.

The DPS was about 10k. It good in low lvl maps but I didn't like the survivability.

I did it as EB/MoM/ZO with Restless Ward.

Maybe that's why you will never see a Crit AB guide on the forums. It's just bad.

Crit is good if the spell has either at least 6% crit or hits very fast (like Ball Lightning) or both (like Freezing Pulse).
Hi,

I'm interested in your build. Do you plan on updating it anytime soon? :)
I also want to try this build in the new League. Could you possibly update it? :o

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