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[2.6] The Curse Whisperer - Tri-Curse CI Whispering Ice Elementalist - Viable for Everything

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_phlv_ wrote:
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kazetsubaki wrote:
thanks for the reply!

i'm still struggling for get the RRRG color for boots, i can't find the method you said , but i'll use helmet for the RRRG atm till i can get RRRG on boots.

i'll try to upgrade my gears if i can!


Method is pretty simple on Vorici's workbench:

1) You do "two sockets" (cost 1 jeweler)
1a) If they're already red fine, if not go to 2)
2) You do "At least two red sockets" (cost 25 chromes)
3) You do "three sockets" (cost 3 jewelers)
3a) If third socket is red or green then fine - go to 4) otherwise do again "two sockets" (colors will be preserved) and go to 3) -> repeat until you'll get red or green
4) You do "four sockets" (cost 10 jewelers)
4a) If fourth socket is the remaining color - fine, you're done otherwise go to 3) and again go to 4) - repeat until you get color you need.

End of story.

One small tweak: step 2, instead of 2R, use 1R1G for 15 chromes.
There. I meant to do this ever since seeing the reddit post. Will add it to the guide as well.

I was playing around with the gear and realized that I may switch the two rings with opal rings.

Here are what I got:
Spoiler
Unavailable
Unavailable


The int I got from these two rings are slighly smaller than what I got from the Perandus signet, but I got a boost on spell damage. The downside is reduced mana regeneration. But this is not too bad since WM can leech mana.

btw, if my calculation is right, 10 int is somehow equal to 4-5% increased spell damage, if accounted for the general gear boost.

Any thought on this?
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"
MarvinMars wrote:
I was playing around with the gear and realized that I may switch the two rings with opal rings.

Here are what I got:
Spoiler
Unavailable
Unavailable


The int I got from these two rings are slighly smaller than what I got from the Perandus signet, but I got a boost on spell damage. The downside is reduced mana regeneration. But this is not too bad since WM can leech mana.

btw, if my calculation is right, 10 int is somehow equal to 4-5% increased spell damage, if accounted for the general gear boost.

Any thought on this?

An Opal ring can be slightly better or slightly worse than Perandus Signet, but it has to be MASSIVELY more expensive to be anywhere near. IMO that's really not worth the currency. And another downside: unlike Perandus, it won't scale with your level and gear. At lv 88 with decent gear you may get a little more DPS with it, and after getting a few levels and gear upgrades it falls behind Perandus.

10 Int gives roughly the same +DPS as 8-9% Inc Damage, at least at lv 90+ with decent items (not sure how much Int, probably about 1600). The math is complicated because Icestorm damage scales from Int in two ways, and there are 10 and 100 Int thresholds. But you can easily test it with a couple of blue jewels: roll one with an Int mod and one with a damage mod and compare what you get by inserting them.
Last edited by Kelvynn#6607 on May 12, 2017, 5:58:07 PM
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This looks like a fun and interesting build, except for one tiny item: Astramentis.
That one goes for ~80c and is therefore a wee bit expensive.

How bad is replacing it with Carnage Heart at least in the beginning?
>40 Int, prisma res, leech are all very good and useful stats.
"
HHLupus wrote:
This looks like a fun and interesting build, except for one tiny item: Astramentis.
That one goes for ~80c and is therefore a wee bit expensive.

How bad is replacing it with Carnage Heart at least in the beginning?
>40 Int, prisma res, leech are all very good and useful stats.

leech is completely useless since its phys attack leech.
the increased spell damage per int is kinda negligible. with 1.8k int, thats 180% inc spell damage. the difference between 1.8k and 1.6k int is 20% inc spell damage. on a build that sits at a total of something like 800% inc damage, this is nothing to worry about or to consider in calculations which are already complicated enough.

no, the true source of power for WI builds is that the damage dealt per icestorm, i.e. "avg damage x duration", scales quadratically with int even if we (for the reason outlined above) ignore the spell damage bonus per int. this metric, total damage per icestorm, is the quantity that determines if one icestorm per pack is enough and thus has a massive impact on the map clear speed. and total damage per icestorm is proportional to the dps of the build against bosses as long as they are facetanked. damage mostly falls off against bosses that tend to move out of the icestorms a lot, for example hydra.

if it weren't for the duration buffs gained by stacking int, there would be various other ascendancies and skill trees which stay at something like 1-1.2k int but yield similar damage and ES levels. but those would run around with a 4 secoond icestorm while "our" int stacking version has 5.8-6.2 seconds.
Last edited by Black_Gun#7476 on May 12, 2017, 10:15:13 PM
hi there! thanks again for the guide! you are lifesaver for newbie like me!
"
Kelvynn wrote:
"
MarvinMars wrote:
I was playing around with the gear and realized that I may switch the two rings with opal rings.

Here are what I got:
Spoiler
Unavailable
Unavailable


The int I got from these two rings are slighly smaller than what I got from the Perandus signet, but I got a boost on spell damage. The downside is reduced mana regeneration. But this is not too bad since WM can leech mana.

btw, if my calculation is right, 10 int is somehow equal to 4-5% increased spell damage, if accounted for the general gear boost.

Any thought on this?

An Opal ring can be slightly better or slightly worse than Perandus Signet, but it has to be MASSIVELY more expensive to be anywhere near. IMO that's really not worth the currency. And another downside: unlike Perandus, it won't scale with your level and gear. At lv 88 with decent gear you may get a little more DPS with it, and after getting a few levels and gear upgrades it falls behind Perandus.

10 Int gives roughly the same +DPS as 8-9% Inc Damage, at least at lv 90+ with decent items (not sure how much Int, probably about 1600). The math is complicated because Icestorm damage scales from Int in two ways, and there are 10 and 100 Int thresholds. But you can easily test it with a couple of blue jewels: roll one with an Int mod and one with a damage mod and compare what you get by inserting them.


Thanks for the reply! I just can't wait for the test, so here it is ...

Here is the Jewels I got for the test:

Spoiler
Unavailable
Unavailable
Unavailable
Unavailable
Unavailable
Unavailable


This is all the possibilities, right? So either 10 int, or 10% increased of certain damage.

So what I did is to empty one jewel socket, and put one of them in and wrote down the int and basic Ice storm damage I got. I also tried different rings, so one set is with the opal rings:

Spoiler
Unavailable
Unavailable


The other is with Astra and Doedre's dream:

Spoiler
Unavailable
Unavailable


Here is what I got:

Spoiler


So it is 5% damage per 10 int, at least at 1500 int. I'm just not sure if I used the right number for Ice storm, I used Damage per Use.

But one thing for sure is that Opal rings do not boost damage too much, so Perandus is indeed the best for beginners.

Have a nice weekend!
Some items in this post are currently unavailable.
"
MarvinMars wrote:
Spoiler
"
Kelvynn wrote:
"
MarvinMars wrote:
I was playing around with the gear and realized that I may switch the two rings with opal rings.

Here are what I got:
Spoiler
Unavailable
Unavailable


The int I got from these two rings are slighly smaller than what I got from the Perandus signet, but I got a boost on spell damage. The downside is reduced mana regeneration. But this is not too bad since WM can leech mana.

btw, if my calculation is right, 10 int is somehow equal to 4-5% increased spell damage, if accounted for the general gear boost.

Any thought on this?

An Opal ring can be slightly better or slightly worse than Perandus Signet, but it has to be MASSIVELY more expensive to be anywhere near. IMO that's really not worth the currency. And another downside: unlike Perandus, it won't scale with your level and gear. At lv 88 with decent gear you may get a little more DPS with it, and after getting a few levels and gear upgrades it falls behind Perandus.

10 Int gives roughly the same +DPS as 8-9% Inc Damage, at least at lv 90+ with decent items (not sure how much Int, probably about 1600). The math is complicated because Icestorm damage scales from Int in two ways, and there are 10 and 100 Int thresholds. But you can easily test it with a couple of blue jewels: roll one with an Int mod and one with a damage mod and compare what you get by inserting them.


Thanks for the reply! I just can't wait for the test, so here it is ...

Here is the Jewels I got for the test:

Spoiler
Unavailable
Unavailable
Unavailable
Unavailable
Unavailable
Unavailable


This is all the possibilities, right? So either 10 int, or 10% increased of certain damage.

So what I did is to empty one jewel socket, and put one of them in and wrote down the int and basic Ice storm damage I got. I also tried different rings, so one set is with the opal rings:

Spoiler
Unavailable
Unavailable


The other is with Astra and Doedre's dream:

Spoiler
Unavailable
Unavailable


Here is what I got:

Spoiler


So it is 5% damage per 10 int, at least at 1500 int. I'm just not sure if I used the right number for Ice storm, I used Damage per Use.

But one thing for sure is that Opal rings do not boost damage too much, so Perandus is indeed the best for beginners.

Have a nice weekend!


the jewels used in your test are a joke. they are missing 15-30% inc damage or int. when you get so little %inc damage from your jewels, the ele damage on the opal rings logically gains value relative to int.

a trivial example: assume a build that has 1000 base int and 0% inc damage of any type. taking a 10% inc fire damage node on that build would boost the avg damage by 10%. taking a 10 int node on this build would boost the avg damage by 1%. now take a build that has 100 base int and 500% inc damage of the corresponding types. taking a 10% fire node would boost the build's avg damage by 2%. taking a 10 int node would boost it by 10%.

what those two educational examples show is that the tradeoff ratio between int and inc damage depends on how many of each your build already has. on a setup that is low on inc damage, inc damage is worth more int. this is exactly the case in your test since you are missing tons of inc damage on your jewels.
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