[3.5] Occultist Vortex/Cold Snap ES/CI - Deathless and Safe Uber Elder and T16's

i just loot the craft "trigger socket gem", but just want to know if mechanisme change or not.

now nothing change if i link socket or not, when i cast coldsnap, one of the 3 spell be cast, and when cast vortex, the second spell on my weapon be cast..and so on.. ,

there is no way to have instant the 3 skocket spell "auto-cast" when i just use my coldsnap ?

or this always do like this ?

edit:

and, the order of the gem do the order of the spell, so:

- have to put frot bomb first for débuf?
- or lightning spell firt for trigger more quickly EE ?
Last edited by laurent67#6296 on Mar 12, 2019, 6:25:04 AM
"
IllusiveGuy wrote:
What's the minimum ES for CI? I have 6.9k eHP or can go to 5.5k ES?

Thanks!


I switched when I got T2/T3 maps because the poison damage a lot of enemies does is pretty annoying. I only had 4.6k ES at that point and it went fairly good. Just gotta be careful.

If you're playing on HC I would probably run a hybrid life/es build until you got enough gear to switch to 7k+ ES.
"
laurent67 wrote:
i just loot the craft "trigger socket gem", but just want to know if mechanisme change or not.

now nothing change if i link socket or not, when i cast coldsnap, one of the 3 spell be cast, and when cast vortex, the second spell on my weapon be cast..and so on.. ,

there is no way to have instant the 3 skocket spell "auto-cast" when i just use my coldsnap ?

or this always do like this ?

edit:

and, the order of the gem do the order of the spell, so:

- have to put frot bomb first for débuf?
- or lightning spell firt for trigger more quickly EE ?


I would put frost bomb -> orb of storms -> storm brand in that order.

You use cold snap + vortex so it should trigger both debuff and EE.
"
rvaHammer wrote:
Ive been wondering this for awhile and given the recent topic of cold damage to spells on items, in the first place, does adds# to # cold dmg on lets say my sceptre do anything?


If a weapon only says "adds 6 to 10 cold damage" that is referring to the weapon itself. If you look up at the stats you'll see the cold damage listed under the normal physical attack of the weapon. It only applies to beating enemies in the face with your weapon.
"
rehababa wrote:
how am i gonna craft 3red+1green socket on a pure int item at the start of the league?


i am toying with the idea of going without a CWDT setup.
"
Iteken wrote:
Super quickly: Malevolence ?

Seems gnarly, and there is mana to spare.


No. 50% mana reservation is insane. Aspect of the spider is better.
"
zahlanzi wrote:
"
rehababa wrote:
how am i gonna craft 3red+1green socket on a pure int item at the start of the league?


i am toying with the idea of going without a CWDT setup.


You should be getting a fair bit of jewelry orbs. Just use the crafting bench to get colors you want. Make it 2 socket, use "get at least 2 red sockets" for 25 chromatic.
Then use "3 socket" craft and if third socket turns blue, use "2 socket" craft, then "3 socket craft" again and hope it turns red/green this time.

Repeat that until you have 2 red sockets and 1 red or green socket.
Then use "4 socket" craft and hope you get the last correct color.
Repeat "3 socket" -> "4 socket" until you have 4 correct colors. Then just link it.
"
arzate03 wrote:
if you guys need the trigger a socketed spell craft in softcore I can vouch for the maker of this thread:
https://www.pathofexile.com/forum/view-thread/2278821/page/1

easy peasy and only 3c for the craft!



Thanks for tip, glad such ppl exist. Finally my hands dont fall off :P
So I modified the tree a bit and I'm wondering if the changes are good or not? They seem good on paper to me but I figure it can't hurt to ask.

Original: https://pastebin.com/WhwJccuQ

Mine: https://pastebin.com/1tUibHw1

To start with, the original build had leftover points. Obviously planning all the way to 100 isn't always a good idea but I do like to plan things out as best I can. For starters, I removed a couple nodes:

Lord of the Dead and Arcanist's Dominion. They're only giving an average 13.3% spell damage per node, and the cast speed doesn't matter for Vortex. I also removed the minion damage node near EE because you can get far more damage elsewhere in the tree for a single point, at least based on the PoB I took from the OP. I also removed the two energy shield nodes near Arcane Focus and the energy shield/armor node near Faith and Steel.

For things that were added: I finished filling out the Fingers of Frost wheel since each of those two nodes added over 3.5% dps. Arcane Will was added which is scaling energy shield with mana, far more useful than the other energy shield nodes that were removed if you have enough mana. Added lethal assault since it's a single point that gave 18% damage and increased AoE, no real reason not to take it. Arcane Expanse, more AoE, more damage, and even more AoE after killing which Vortex does more or less constantly. Also grabbed Arcane Guarding since it offers spell block, even more damage, and doubles the ES provided from whatever shield we are using. The replacement I chose for Lord of the Dead and Arcanist Dominion is down near EE, that being Ash, Frost and Storm. The damage difference is very, very slightly in favor of AD + LotD but you get an extra 12% resist all which eases up requirements for your gear, a trade off I will 100% take. It can also be changed out later if you find you simply don't need the extra resists.

Now obviously these may not all end up being the best trade offs in your build since the calculated damage changes can only be done based on whatever gear you have, I was basing it on the OP build as an experiment to see what I could maybe improve. In theory you could also use the str/dex nodes on the left side of the tree to get +30 str/dex if you find you need them and leave out finishing the Finger of Frost wheel until later on. Personally I'm finding far more trouble with my str/dex than I am with resists since the tree gives you virtually nothing for either one.

Anyway, let me know maybe? Maybe you'll see better pathing for something I missed, or maybe you just flat out disagree with some changes/additions?

"
sutasafaia wrote:
So I modified the tree a bit and I'm wondering if the changes are good or not? They seem good on paper to me but I figure it can't hurt to ask.

Original: https://pastebin.com/WhwJccuQ

Mine: https://pastebin.com/1tUibHw1

To start with, the original build had leftover points. Obviously planning all the way to 100 isn't always a good idea but I do like to plan things out as best I can. For starters, I removed a couple nodes:

Lord of the Dead and Arcanist's Dominion. They're only giving an average 13.3% spell damage per node, and the cast speed doesn't matter for Vortex. I also removed the minion damage node near EE because you can get far more damage elsewhere in the tree for a single point, at least based on the PoB I took from the OP. I also removed the two energy shield nodes near Arcane Focus and the energy shield/armor node near Faith and Steel.

For things that were added: I finished filling out the Fingers of Frost wheel since each of those two nodes added over 3.5% dps. Arcane Will was added which is scaling energy shield with mana, far more useful than the other energy shield nodes that were removed if you have enough mana. Added lethal assault since it's a single point that gave 18% damage and increased AoE, no real reason not to take it. Arcane Expanse, more AoE, more damage, and even more AoE after killing which Vortex does more or less constantly. Also grabbed Arcane Guarding since it offers spell block, even more damage, and doubles the ES provided from whatever shield we are using. The replacement I chose for Lord of the Dead and Arcanist Dominion is down near EE, that being Ash, Frost and Storm. The damage difference is very, very slightly in favor of AD + LotD but you get an extra 12% resist all which eases up requirements for your gear, a trade off I will 100% take. It can also be changed out later if you find you simply don't need the extra resists.

Now obviously these may not all end up being the best trade offs in your build since the calculated damage changes can only be done based on whatever gear you have, I was basing it on the OP build as an experiment to see what I could maybe improve. In theory you could also use the str/dex nodes on the left side of the tree to get +30 str/dex if you find you need them and leave out finishing the Finger of Frost wheel until later on. Personally I'm finding far more trouble with my str/dex than I am with resists since the tree gives you virtually nothing for either one.

Anyway, let me know maybe? Maybe you'll see better pathing for something I missed, or maybe you just flat out disagree with some changes/additions?



You can actually save 2 points by pathing below Unnatural Calm. Otherwise all the changes look reasonable and looks quite similar to the tree I planned for my character.

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