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

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Purdurabo12 wrote:
Could a well rolled greatwolf talisman with say 30% increased attributes possibly give more stats than astramentis?


That would be insane for INT but you'd have to get STR/DEX on a bunch of rare pieces. You might end up with a bunch of STR/DEX jewels instead...
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Xslayers wrote:
Hello recently started leveling as this build and have been finding it amazingly enjoyable. I discovered this unique helm that has really helped the process do you think it would be worthy of adding to leveling section?



level 39 helm so fits in with the gear switch.


I also found that helmet today and it's a great fit. I have my blasphemy setup in it now.
How are people handeling the nerf to warlords mark -blasphemy readious?
How do you stay alive in the 60's? I do not have the best gear for sure but i am being one shotted by ranged things constantly. Any tips?
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mace2k wrote:
How do you stay alive in the 60's? I do not have the best gear for sure but i am being one shotted by ranged things constantly. Any tips?


Well, for one, you should wear body armor 8-).

More seriously, the key to surviving is to have a leech running. So just fire ahead of you before you move into a new area.


This is my gear a week into the league have around 5-6k tool tip and havent had any trouble with content so far, im currently using lightning warp instead of leapslam it's just quality of life for me, ill try guardians later in the week.
@Kelvynn
Thanks for posting this guide. And for continuing to post, helping the GGG community enjoy this build.

I do have a suggestion which, prima facie, would seem to improve DPS against any boss/mob that remains stationary for more than 2 seconds at a time.

Instead of pathing towards Coldhearted Calculation and the jewel slot below Ghost Reaver, why not path towards the second skill duration cluster, eventually picking up 45% additional skill duration at the cost of 8 skill points?

The 45% increased duration effectively is a "more" multiplier to tooltip damage - this is going to be much more damage than Coldhearted and the jewel socket - yes the evasion nodes en route to the 2nd Skill Duration cluster are wasted - but effectively having 45% more damage against most bosses seems too good to pass up.

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hankinsohl wrote:
@Kelvynn
Thanks for posting this guide. And for continuing to post, helping the GGG community enjoy this build.

I do have a suggestion which, prima facie, would seem to improve DPS against any boss/mob that remains stationary for more than 2 seconds at a time.

Instead of pathing towards Coldhearted Calculation and the jewel slot below Ghost Reaver, why not path towards the second skill duration cluster, eventually picking up 45% additional skill duration at the cost of 8 skill points?

The 45% increased duration effectively is a "more" multiplier to tooltip damage - this is going to be much more damage than Coldhearted and the jewel socket - yes the evasion nodes en route to the 2nd Skill Duration cluster are wasted - but effectively having 45% more damage against most bosses seems too good to pass up.




your math is wrong in one crucial point: increasing the duration of our icestorm only starts increasing the single target dps once the first icestorm would end without it. with endgame int levels, this is somewhere between 5 and 6.5 seconds. so you would have to have the target stand still for at least 5 seconds before the additional duration cluster would have any effect on the single target dps. and then some to make up for the lost damage from not getting int with those 8 skill points... everything from normal twilight strand to t15 bosses dies in that timeframe. so it would only be noticable on guardians, shaper or uber, and only if you can facetank them for more than 5 to 6.5 seconds in a row. which is unrealistic.

so in the end, wasting that many skill points for such a minor gain in such a limited amount of cases is just not worth it.
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Black_Gun wrote:
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hankinsohl wrote:
@Kelvynn
Thanks for posting this guide. And for continuing to post, helping the GGG community enjoy this build.

I do have a suggestion which, prima facie, would seem to improve DPS against any boss/mob that remains stationary for more than 2 seconds at a time.

Instead of pathing towards Coldhearted Calculation and the jewel slot below Ghost Reaver, why not path towards the second skill duration cluster, eventually picking up 45% additional skill duration at the cost of 8 skill points?

The 45% increased duration effectively is a "more" multiplier to tooltip damage - this is going to be much more damage than Coldhearted and the jewel socket - yes the evasion nodes en route to the 2nd Skill Duration cluster are wasted - but effectively having 45% more damage against most bosses seems too good to pass up.




your math is wrong in one crucial point: increasing the duration of our icestorm only starts increasing the single target dps once the first icestorm would end without it. with endgame int levels, this is somewhere between 5 and 6.5 seconds. so you would have to have the target stand still for at least 5 seconds before the additional duration cluster would have any effect on the single target dps. and then some to make up for the lost damage from not getting int with those 8 skill points... everything from normal twilight strand to t15 bosses dies in that timeframe. so it would only be noticable on guardians, shaper or uber, and only if you can facetank them for more than 5 to 6.5 seconds in a row. which is unrealistic.

so in the end, wasting that many skill points for such a minor gain in such a limited amount of cases is just not worth it.

Good point - I missed the "Skill 0.15 seconds increased skill effect base duration per 100 intelligence" - part of Icestorm's description.

Let's revisit this though - does this build have any trouble whatsoever against sub T16 bosses?

Obviously not.

So, for T16 bosses that are stationary for say 6 seconds at a time or so, increased duration is going to help out.

Shaper, Minotaur and Hydra will all be easier - Phoenix moves too much and although Chimera moves often, you can stack up ice storms against the adds.

I'm still of the opinion that the 2nd increased duration cluster is probably more helpful for endgame.
Last edited by hankinsohl on Mar 10, 2017, 7:11:17 AM
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GtHChester wrote:
I have a question about passive tree. Before taking "Snowforged" you picked 10% cold damage.
Why not 10% fire damage node? I checked both and seems fire give a little bit more damage.

Because at that point you are doing only cold damage with Freezing Pulse.

Actually, in 2.6 I leveled with Firestorm and liked it, and it's a good way to get used to the *storm play style. So I'm going to change the guide to use Firestorm from lv 12 to 39 and take the fire node.


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Purdurabo12 wrote:
Could a well rolled greatwolf talisman with say 30% increased attributes possibly give more stats than astramentis?

Yes. But good luck getting one of those. At the end of the Talisman league where EVERYBODY was making the talismans, there were something like 3 or 4 of these in existence.

If you think getting a +1 curse Astramentis is hard, that's nothing compared to getting that talisman.


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Purdurabo12 wrote:
How are people handeling the nerf to warlords mark -blasphemy readious?

You have to look REALLY hard to notice a 3% change in the aura radius.


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hankinsohl wrote:
So, for T16 bosses that are stationary for say 6 seconds at a time or so, increased duration is going to help out.

Shaper, Minotaur and Hydra will all be easier - Phoenix moves too much and although Chimera moves often, you can stack up ice storms against the adds.

I'm still of the opinion that the 2nd increased duration cluster is probably more helpful for endgame.

Only the Minotaur stays in 1 place longer than 5 sec. All of the Shaper's attacks are 5 sec duration, then he moves. Hydra moves all the time, she won't stay put for longer than 2-3 sec even for her longest animation.

Your idea is wrong mostly because of the assumption that 45% increased duration would equal 45% MORE damage against a stationary target. But that's incorrect. It would be the case if it was the only duration modifier, but we already have Potency of Will and Icestorm's own Int-based duration property. Spending 8 skill points to get the other cluster would not give you anything like 45% MORE damage, but it would also mean not getting a significant amount of Int - and losing base damage as well as some of the duration.
Last edited by Kelvynn on Mar 10, 2017, 1:54:13 PM

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