A Cold Crit Witch Guide 2.0 (RE-DONE!) Check it out!

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Xobeh wrote:

i had the cast speed nodes specced but changed em. even with 650 mana(after auras) and tons of manareg i still run dry from time to time with 5l (67 mana cost) fp at 0.4 castspeed. also often you cant just stand there and fire away so the dps from castspeed is wasted while pure dmg always matters.
also after i planted my totem and casted 2-3 times normal enemies are dead anyways.

btw build is awesome. ive started soloing docks at 60, 66 maps at 65 and now dabbling into 67 and 68 maps with 67. 3k es(ci), max resists & 3300dpsx3 on fp. i need more es but so far i havent rolled more then 250 on my chest :P



Some of the people in this thread are talking about wanting at least 3 FPs per second, and getting extra frenzy charges in the skill tree/ Others say that we should never be in range of the frenzy charges (thus my question about the one just past Nullification). So this might be a case where a bandit quest reward is actually more beneficial than the passive point.

So then, the question becomes one of whether we should just get casting speed from items rather than the tree, or what the best way is to make sure we can bust it out really quickly when needed.

Sure, it would take some mana, but instead of taking those points back, why not just clear a bunch of enemies quickly, and then pause for a second to refill some mana? That way, when you really need to fire quickly, you can. Or did you just mean that there were more important nodes to get, and so those weren't as useful?

Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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saked_ wrote:
Hi, thanks for the guide.

I was wondering if Frost Nova == Ice Nova?

(see spells section)


yeah, sorry about that. It's just that almost no one uses it. If they do, they didn't read that section of the guide, that or they don't care. lol

I'll fix it
IGN-Shibloble

Got some spare time? Come check out my youtube channel
http://www.youtube.com/user/Shibloble?feature=mhee
"
VideoGeemer wrote:
"
Xobeh wrote:

i had the cast speed nodes specced but changed em. even with 650 mana(after auras) and tons of manareg i still run dry from time to time with 5l (67 mana cost) fp at 0.4 castspeed. also often you cant just stand there and fire away so the dps from castspeed is wasted while pure dmg always matters.
also after i planted my totem and casted 2-3 times normal enemies are dead anyways.

btw build is awesome. ive started soloing docks at 60, 66 maps at 65 and now dabbling into 67 and 68 maps with 67. 3k es(ci), max resists & 3300dpsx3 on fp. i need more es but so far i havent rolled more then 250 on my chest :P



Some of the people in this thread are talking about wanting at least 3 FPs per second, and getting extra frenzy charges in the skill tree/ Others say that we should never be in range of the frenzy charges (thus my question about the one just past Nullification). So this might be a case where a bandit quest reward is actually more beneficial than the passive point.

So then, the question becomes one of whether we should just get casting speed from items rather than the tree, or what the best way is to make sure we can bust it out really quickly when needed.

Sure, it would take some mana, but instead of taking those points back, why not just clear a bunch of enemies quickly, and then pause for a second to refill some mana? That way, when you really need to fire quickly, you can. Or did you just mean that there were more important nodes to get, and so those weren't as useful?



both. in general if other nodes bring me same dps but without increasing manadrain i take those. also i doubt its worth it getting frenzy nodes. you can get almost as much castspeed permanently spending that many points.

for frenzy reward i guess its a matter of choice. im sub 0.4 with frenzys up without any major points spend in castspeed or on eq anymore. if you really want that 4th charge and plan to solo alot then just go for it. after thinking about it for some time i went for the passive point since there are sooo many nodes in reach that all straight increase dmg or survivability.
so IF you run alot solo,IF you really need those fast casts, IF you can support those fast casts and IF you cant get that speed from eq then go for the frenzy reward. otherwise passive point.

/edit i run gmp spear totem with proliferation as support so i might care less about the disabling part of my fp then others
ign: Lucador / Zashah
Last edited by Xobeh#7095 on Mar 5, 2013, 11:08:40 PM
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VideoGeemer wrote:


Some of the people in this thread are talking about wanting at least 3 FPs per second, and getting extra frenzy charges in the skill tree/ Others say that we should never be in range of the frenzy charges (thus my question about the one just past Nullification). So this might be a case where a bandit quest reward is actually more beneficial than the passive point.

So then, the question becomes one of whether we should just get casting speed from items rather than the tree, or what the best way is to make sure we can bust it out really quickly when needed.

Sure, it would take some mana, but instead of taking those points back, why not just clear a bunch of enemies quickly, and then pause for a second to refill some mana? That way, when you really need to fire quickly, you can. Or did you just mean that there were more important nodes to get, and so those weren't as useful?



You don't take frenzy as a reward unless the core feature of your char is build around it (for example playing a physical ranger that uses the skill frenzy as main attack. THEN you take extra frenzy charges). For an ice witch using blood magic is an endgame feature (of limited use). With the extra 5% speed you could clear the docks 9.753 seconds faster. Big deal. You want extra kills/second? Get more MOVEMENT speed.
My witch is level 72 atm. I'm running FP-faster projectiles-cold penetration-lmp at 54 Mana/cast and 0.57 casts/sec. I have 7% cast speed on gear and 6% from the tree (Prestidigitation). I have 120% manareg from the tree and 46% on gear. I'm running Clarity at level 17 (17,3 mana/sec) which gives me a total of 100,7 mana/sec.
ATM mana usage is nicely balanced. Once i use blood rage i run out of mana, thereby completly neutralizing the cast speed.
here is my tree at level 72:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAW8C_gVCBVsHYwx9DkgQfxEtES8RUBGWFr8XVCKBJ6kpTyycLL8y0TQKOtg74TyOQZZCw0VHRtdN2FZKVytXyV3GXfJgbW0ZcFJw1XNTfIN-WX_GghCCm4RIh9uIQot6i4yMNox2jjyOZI6-lQSZmp2jnqGio6crrrOvm7UEtve2-riTu9bAUcBUwcXB88Ntxp7N-t3z34TfsOFz4vfjhOQi5oHrY-vu7BjsOO0g8h3z6vem_Ks=

Btw "when would you really need to fire quickly", as you say? Not against the bosses as you will not stand in front of them and spam fp without moving. Because you get facerolled by some mobs because you can't freeze them? Then the root of the problem is a lack of crit.chance not a lack of cast speed.
Why do crit strike multiplier increases dps? i mean it should give more damage IF you crit. But it just adds to default DPS.

Does that means my every attack has bigger dps?
I swear if they make some maven "Simon says" insta-death minigame, sirus, exarch ball minigame then i wont play poe2.
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webas wrote:
Why do crit strike multiplier increases dps? i mean it should give more damage IF you crit. But it just adds to default DPS.

Does that means my every attack has bigger dps?


The DPS you see is not the ACTUAL damage you're dealing, but a theoretical number. It shows the AVERAGE DPS. If your base damage is 100, without any modifiers you would do 100 damage 94 times and 150 damage 6 times (crit chance on spells is 6%) on 100 attacks. The DPS you see would then be 94x100 + 6x150 / 100 = 103.
I am planning on making a CI/GR/VP Witch, is that even viable?

Here's the core build:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMAAW8C_gVCB2MMfQ_EEH8RLxFQFr8XVBpsHNwfAiKBKPoqOCycLKYsvy1HNAo2xTdmN4M7fDvhPI5Bh0GWQsNHBlBCVkpXK1fJWqZd8l76X2ptGXBScNV6uH_GghCCx4RIh9uIQot6jDaOPI5kj_qTJ5UEmZqdrp6hoqOm66cIpyuuk66zr5u297b6uJO4yrvWwFHAVMHFwfPDbcae2CTb59zH34TfsOL35CLmgeq662Pr7uwY8h3z6vem_Ks=


Am I missing out on some important nodes? I know that the Templar starting area is usually travelled to, but I really think getting VP and GR together would be awesome.

Thoughts?
ign: PhrozenFlame
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Nevzat wrote:
Erm

your items are horrific... even pure melee items would give you better stats and imho your linking is completely off.


like what melee items are u talking about ?

and what linking is off ?
https://www.pathofexile.com/forum/view-thread/1462987
Last edited by azamantes#2847 on Mar 6, 2013, 1:57:35 PM
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cocomoloco wrote:
I am planning on making a CI/GR/VP Witch, is that even viable?

Here's the core build:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMAAW8C_gVCB2MMfQ_EEH8RLxFQFr8XVBpsHNwfAiKBKPoqOCycLKYsvy1HNAo2xTdmN4M7fDvhPI5Bh0GWQsNHBlBCVkpXK1fJWqZd8l76X2ptGXBScNV6uH_GghCCx4RIh9uIQot6jDaOPI5kj_qTJ5UEmZqdrp6hoqOm66cIpyuuk66zr5u297b6uJO4yrvWwFHAVMHFwfPDbcae2CTb59zH34TfsOL35CLmgeq662Pr7uwY8h3z6vem_Ks=


Am I missing out on some important nodes? I know that the Templar starting area is usually travelled to, but I really think getting VP and GR together would be awesome.

Thoughts?


VP is taken that often. Simply due to the amount of points needed to get to it. Would be more useful to use the points elsewhere, such as the templar tree.
IGN-Shibloble

Got some spare time? Come check out my youtube channel
http://www.youtube.com/user/Shibloble?feature=mhee
"
Bada_Bing wrote:

You don't take frenzy as a reward unless the core feature of your char is build around it (for example playing a physical ranger that uses the skill frenzy as main attack. THEN you take extra frenzy charges). For an ice witch using blood magic is an endgame feature (of limited use). With the extra 5% speed you could clear the docks 9.753 seconds faster. Big deal. You want extra kills/second? Get more MOVEMENT speed.


But ... then why take damage nodes at all? Because we want to kill things faster, right?

Casting speed, I just found out, is a LOT BETTER than the 3% the nodes say, because it's (3 + all damage passives + all gear damage and bonuses) percent. So the best way to boost damage is to take the strong damage nodes and then apply faster casting.

Each frenzy charge gives 5% more casting speed. That's a pretty huge damage increase, if you have a lot of damage passives and bonii on your gear.

It's not as much about clearing areas, it's about not getting killed. :)

With this in mind, would you still say that movement speed is more important?


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My witch is level 72 atm. I'm running FP-faster projectiles-cold penetration-lmp at 54 Mana/cast and 0.57 casts/sec. I have 7% cast speed on gear and 6% from the tree (Prestidigitation). I have 120% manareg from the tree and 46% on gear. I'm running Clarity at level 17 (17,3 mana/sec) which gives me a total of 100,7 mana/sec.
ATM mana usage is nicely balanced. Once i use blood rage i run out of mana, thereby completly neutralizing the cast speed.


Hmmm...

So then your point is that it's better to have a more naturally fast cast rather than one which needs to be constantly fed, because constantly feeding it means you just run out faster and don't have time to refill?


"
Btw "when would you really need to fire quickly", as you say? Not against the bosses as you will not stand in front of them and spam fp without moving. Because you get facerolled by some mobs because you can't freeze them? Then the root of the problem is a lack of crit.chance not a lack of cast speed.


Well, you could shoot a shitload of Ice Spears at it instead of just FP.

Invited to Beta 2012-03-18 / Supporter since 2012-04-08

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