[3.25] Ice Dancing Queen - Icestorm/Cyclone/CI - Viable For Everything
" The 2nd anointment has always been worth sacrificing some stats on the boots. I don't see that changing. And don't forget about the massive CDR on Frostblink. |
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" I think I've saved enough footage to make a video for it. Just never got to make one. Probably should. |
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" Anathema lets you annoint something like Serpent's Stance (12-15% more damage IIRC) or a defensive annoint. You also can fit in a third curse on a six-link on chest (Elemental Weakness, probably) if you give up the flex gem slot (the one usually used by Frost Shield), which further boosts your damage. In the absolute with infinite currency, it's a good chunk of additionnal damage if you have a corrupted version with 6% int. You could even have a double corrupted version with one of the auras to get back the gem slot, if you really have infinite currency. Realistically, we already have enough damage and you have to consider the suffix pressure we're under. If we're using a unique ring with no resistances, str or dex, we've got six items with affixes (chest, helmet, ring, amulet, gloves and belt). We need int on each one, so that's 2*6 available suffixes, so 12 suffixes. We need two for str and dex, so that's 10 suffixes for resistances. Remove one for the 6% attributes on chest and another for the %int on helmet, you're down to 8. You now need to solve 135% to each elemental resistance with Purity + 2.66 suffixes. Crafted suffixes give 30% and T1s 40%. Now every rare item you're using needs 1 well-rolled resist suffix + well-rolled int + nice prefixes + crafted suffix. That's very harsh. Plus, remember that crafting 6 affixes of your choices is extremely unlikely, especially on hunter helmet. If you want to overcap a bit to prevent sudden spikes in damage from curses or map mods, it's even more complicated. So is it theorically more damage? Yes. Is it worth the hassle? Probably not, unless you are super rich. Last edited by WinterHiko#1542 on Dec 6, 2023, 4:54:18 PM
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" I've done some testing in Standard, and the winner is... CWDT lv 1 - Cold Snap lv 1 - Bonechill - Unbound Ailments If fires when you take 528 damage, same as the curse link, but with a 3 sec cooldown instead of 2 sec. The chilling ground lasts 5 sec and expands. Good enough. It chills at range, no need to get close to the boss. Which is great for mobile bosses like Maven or Sirus. And it's 1 less key to press. Automatic = awesome. Technically, you could use CWDT lv 2 + Cold Snap lv 8 to get some of the new MORE chill effect. But it's not really significant since it adds only 1 or 2% total chill effect. The mana cost becomes problematic though. So keeping it at lv 1 seems to be the best. What makes Cold Snap really better than Creeping Frost is the chance to get frenzy charges. In a juiced T16 map, or Delve, or Delirium, or Expedition - any place where there are lots of mobs that manage to hit you before dying - you get 3 frenzy charges pretty consistently. And that's 12% MORE damage. This does take an extra gem slot. Likely from Frost Shield. Then again, Frost Shield can be put into that same link instead of Unbound Ailments for some boss fights where it makes sense. Last edited by Kelvynn#6607 on Dec 7, 2023, 2:57:14 AM
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Build updated for 3.23.
- No major changes. We are still gucci. - Replaced Vortex with Cold Snap. - Updated PoB with some minor changes based on how it went in 3.22. Going to add new 3.23 stuff when it becomes available. |
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Thanks, I'll give this a try this league!
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Thanks Kelvynn. Good luck everyone!
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" Yo! i see that you tried to play with low life stuff.. without helmet enchant... how wos it? it wos successful? |
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My personal highest Icestormer in std only with gear out of the leagues i made myself over the years. ;-)
https://imgur.com/a/khrCCDm |
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Are we going for primalist?
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