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

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jaeds wrote:
you can also roll a +37% to cold dot multiplier on your sceptre or wand as a prefix. trigger a spell is crafted as a suffix for 3c or 4c.

i was able to buy a +36% cold damage over time wand with an open suffix space for under 10c, and at least for tooltip damage it should be more damage to the total than +70% increased (minion, or any other increased) damage. could anyone help confirm this?

for any wand/sceptre, just find one with +spell damage as the implicit


hey, yes and no..depends.
First of all i strongly suggest learning how to use path of building, because it will help A LOT with calculations like this (it will do it for you)...

Anyway, i was changing my gear 2 days ago and came to similar situation as you.

My conclusions were that Cold dot multi. is VERY strong stat, in fact so strong that it outweigh minion dmg or increased dmg when on full life in some cases... But in the end, it doesn't mean you should not get minion dmg.
In fact:
Get minion dmg + cold dot multi + ele dmg or spell dmg.

I went for wand, and this is my current one i use (bought it):


ideally i would also want one "increased cold dmg" or maybe elemental dmg (i think those are possible on wands). ;)
Last edited by AshenLuck#6206 on Mar 23, 2019, 7:28:09 AM
Is there anyone that can offer a crafting service for the trigger spell mod on a sceptre or wand?
So far i am having fun with this build, powerful and defensive but my mana keep running out.
Is it normal?
My profile is open for anyone to help check
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Deepalertz wrote:
So far i am having fun with this build, powerful and defensive but my mana keep running out.
Is it normal?
My profile is open for anyone to help check

The nodes Shaper and Arcane Will should be enough to solve most mana problems. As already mentioned, the boot enchantment "Regenerate #% of Life and Mana per second if you were Hit Recently" is a hefty boost to mana regen.

My personal twist for constant mana regen (as well as damage for that matter) is linking Arcane Surge with Phase Run. I use Phase Run way more often than Flame Dash and it is linked with Increased Duration. To top it off, if Phase Run consumes charges the extra duration affects the buff too, giving me over 15 seconds of arcane surge.
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Monti_Jones wrote:
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Deepalertz wrote:
So far i am having fun with this build, powerful and defensive but my mana keep running out.
Is it normal?
My profile is open for anyone to help check

The nodes Shaper and Arcane Will should be enough to solve most mana problems. As already mentioned, the boot enchantment "Regenerate #% of Life and Mana per second if you were Hit Recently" is a hefty boost to mana regen.

My personal twist for constant mana regen (as well as damage for that matter) is linking Arcane Surge with Phase Run. I use Phase Run way more often than Flame Dash and it is linked with Increased Duration. To top it off, if Phase Run consumes charges the extra duration affects the buff too, giving me over 15 seconds of arcane surge.


Wow thanks for the tip

how the hell am i suppose to make energy based item become 3 red and 1 green
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Deepalertz wrote:

how the hell am i suppose to make energy based item become 3 red and 1 green

The best way to get off color sockets on an items is using the crafting bench. For your gloves, first craft 3 sockets (yes, bring it from 4 down to 3). Then use 3 red socket craft to make them all red. Then craft 4 sockets on and see if you get green as the fourth socket. If not, craft 3 sockets again, then 4, and repeat until the fourth socket is green. Going from 4 to 3 keeps the first three sockets the same color, so it's actually pretty cheap and easy once you know the trick.


So how would I craft that (Multimod followed by ? I cant add all the relevant stats to PoB sadly (is there a way to add delve mods besides custom?)
[edited, answered own question]
Last edited by sutasafaia#1977 on Mar 23, 2019, 2:28:36 PM
Thats i nice build, but i dont understand 1 thing. When trigger spells from weapon, to proc ele equlibrium, you trigger cold and lightning dmg right? So monster will have +25% to cold and lightning res, and -50% to fire res? I dont get it.

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