[3.7] Wallach's Hierophant Freezing Pulse Totems (Level 100! Final Build Thoughts Video Added)

Hey folks,

Welcome to my Freezing Pulse Totem guide for the Hierophant! This guide is currently updated for patch 3.7 (Legion league).

Two changes in 3.7 made me explore Freezing Pulse again for Spell Totem: the fix for Freezing Pulse getting blocked by doorways and other simple environmental objects, and the addition of the "Sanctum of Thought" passive skill tree notable which allows for us to easily get 100% reduced effect of Curses on ourselves. So the two big annoyances I previously had with this build are now eliminated, and it has become an extremely powerful and safe build with very few downsides. This build clears extremely well, has more than capable single target damage, completely ignores Curses and is very safe while doing all of it due to the consistent Chill and Freeze effects.

Below you'll find a full guide to getting started with the Freezing Pulse Totem Hierophant yourself, as well as video examples of this build against various pieces of endgame content. A video version of this guide can also be found in the video section below!

Update: Finally reached level 100 with this build! I've recorded some final build thoughts here: Link



Gear


Helm


A good Rare helm is your target here. Treat this slot as a defensive piece; you'll want life, mana, and resistances mostly. This is also one of the most ideal places to pick up your main Dexterity bonus. Fossil crafting with Frigid Fossils will allow you to potentially roll the affix "Nearby Enemies have -X% Cold Resistance" which would be a slight boost in overall DPS and optimal for endgame gearing; I recommend using a combination of Pristine and Frigid Fossils in 2-socket Resonators until you get something you are satisfied with, and hopefully have a spare suffix for you to be able to craft Dexerity on top of that (unless you are getting your Dexterity elsewhere).

For your helm enchant, pick up the Freezing Pulse +30% Projectile Speed if you can. Freezing Pulse drops off in damage and freeze chance the further it travels, so the faster you can make the projectile go, the more damage it will do at any given point in its travel path.

Example:





Body Armour


This build utilizes the Soul Mantle unique chest piece for two reasons: one it gives us another +1 to maximum totems, and two because we are going to actually make use of the fact that this chest piece applies Curses to us every time a totem dies (which also counts if you summon new totems beyond your maximum, as the oldest totems are destroyed). When we combine this chest piece with two Kikazaru rings and the Sanctum of Thought passive tree notable, we have a full 100% reduced effect of curses on us, meaning we no longer suffer the effects of any Curses applied to us whatsoever (even though they will still apply and appear on our character visually). We'll then turn these Curses into damage buffs via the Self-Flagellation unique Jewel, which grants +20% increased damage for every Curse effect on you. This chest piece is mandatory for this build guide to function properly.

Example:





Gloves


Rare Shaper gloves that have the "Socketed Gems are supported by level 18/20 Faster Casting / Increased Cast Speed" affix are ideal here. Item level 75 is needed for level 18 Faster Casting affix while 84 is needed for level 20.

Since that affix will provide global cast speed on top of the socketed gem bonus, the rest of your affixes should be defensive in nature. Life, resistances and mana if you still need to balance your mana pool for Mind Over Matter. This is also a decent slot to try and pick up some Dexterity for your skill gem requirements. You can also get the "Socketed Gems are supported by Level 16/18/20 Slower Projectiles", which won't do anything for the gem links since we slot our curse here, but that affix is paired with a Increased Projectile Damage bonus which does boost Freezing Pulse's damage.

As far as glove enchant, I personally like Commandment of Spite here to give you a slight defensive trigger that will chill enemies sometimes when you are hit. None of the glove enchants do much for us in general so don't worry too much about getting one.

Example:





Boots


Rare boots are my preference here as well; like the helmet slot I treat this mainly as a defensive piece, so life, resists and mana are the focus on top of getting as much movement speed as possible.

For the boot enchant, the best options here are "120% increased Critical Strike Chance if you haven't crit recently" or "Damage Penetrates 10% of enemy resistances if you have not killed recently". Since our totems do killing instead of us, we have these effects up permanently. The Critical Strike Chance version should be slightly more powerful than the Damage Penetration, if you are really trying to min-max your damage.

Example:





Weapon


A Rare Sceptre, Wand or Dagger will all work here. You're looking for standard "caster" stats - spell damage, elemental damage, cold damage, critical strike chance, and critical strike multiplier.

One advantage a Wand will have over the other two options is the opportunity to roll Projectile Speed as a possible affix, which is a powerful stat for Freezing Pulse as it not only increases the effective range but the damage the projectile will deal at any specific distance. In terms of raw damage, a Rare Shaper sceptre would be my choice with the prefix "19-20% Elemental Damage gained as Extra Chaos Damage". This affix requires an item level of 85 or higher, and is not an easy affix to isolate when crafting a rare sceptre, but makes for a powerful multi-mod weapon for endgame gearing. You can check the Path of Building item loadout for an example of a strong endgame multi-mod sceptre; Void Sceptres will make the ideal base for the 40% elemental damage implicit affix.

In terms of uniques, something like a Doryani's Catalyst until you can get ahold of a good rare, though it can take a while in a new league for the price of these to drop where it is economical compared to a rare weapon.

Example:





Shield


A Rare Shaper shield is your main goal here for the "+1 to number of maximum summoned totems" affix. This only requires an item level of 70 or higher to appear on Shaper shields so acquiring a base shield to craft isn't too bad. I recommend crafting on something like a Fossilised Spirit Shield base for the highest possible Spell Damage implicit bonus.

Otherwise, look for either defensive stats where you're currently lacking (life, mana, resists) or general offensive caster stats like cast speed, spell damage, or spell crit chance bonuses.

Example:





Rings


As mentioned in the Body Armour section, this build makes use of two Kikazaru rings to give us 80% reduced effect of Curses on us, with the final 20% coming from the passive skill tree. These rings are required to prevent the Curses that Soul Mantle will be applying to you from actually applying their negative effects. Thankfully, these rings are common and relatively cheap, so they shouldn't be hard to acquire even early into a league.

Example:





Amulet


A good Rare is my recommendation here, especially if you are running two unique rings as your resists will be harder to cap. Offensively the most important affix you can get in this slot is critical strike multiplier as it rolls higher in this slot than any other jewelry slot we have. Life should also be on this slot; beyond that pick up whatever resists you need patched and then grab more offensive caster affixes (critical strike chance, cast speed, spell & cold damage). You should also look for these stats on Jade, Citrine or Turquoise amulet bases, as that will give you some additional Dexterity towards your skill gem requirements.

The Pandemonius is also a good unique option that provides a large amount of damage through the cold penetration against chilled enemies and bonus cold damage, and applies blind to enemies when they are chilled for additional safety. It is also a Jade amulet base so you still get to pick up some Dexterity in this slot for your skill gem requirements. That said, it doesn't quite offer as much damage as a high-end Rare amulet, will deprive you of the opportunity to pick up any projectile speed or life bonuses, and can be extremely expensive due to being a very rare Breach-specifc drop from Tul.

Example:





Belt


Another Rare slot, but there are a couple good options here: either a Rare Stygian Vise for the abliity to socket a strong Abyss Jewel, or an Elder Rare belt which can roll extremely high life bonuses as well as increased life recovery, which will boost all sources of our healing.

Treat this like a standard defensive belt slot - as much life as you can get, resists, and flask bonuses. Increased damage from Veiled crafting is another good option for this slot. Fossil crafting with Frigid Fossils will allow you to roll a potential additional 30% Cold Damage affix.

Example:





Jewels




First Snow is the first unique jewel in this build, and one of your first priorities in gearing is to unlock your first two jewel slots to equip these as soon as you possibly can. Each of these threshold jewels will add 2 projectiles to Freezing Pulse, which massively improves the amount of enemies the skill can hit per cast. You also get minor damage bonuses in the form of +10% projectile damage and another +25% damage for 4 seconds after you shatter any enemy. These jewels are usually quite cheap, so it is worth trying to track down corrupted versions that have bonus implicits such as You Cannot Be Maimed / Hindered.



Self-Flagellation is the second unique jewel you'll want to have access to, which you can make use of once you have equipped your Soul Mantle body armour and Kikazaru rings. This jewel grants up to +20% increased damage for every Curse effect on you, which thanks to Soul Mantle you will have plenty of pretty much at all times. This is an enormous source of damage for this build, but don't worry about picking this up until you have your Soul Mantle setup equipped.



Clear Mind is the last jewel for this build and simply grants a nice chunk of mana regeneration and spell damage, so long as you are not reserving any of your mana pool. Since we are avoiding mana reservations to make use of our 40% Mind over Matter damage split, this jewel fits nicely into the build. This jewel should come as a last priority after the above three jewels are already in your build.





Gem Links


Primary damage links in order of priority:

Freezing Pulse -> Controlled Destruction -> Hypothermia -> Cold Penetration -> Increased Critical Strikes -> Added Cold Damage

Note that if you are not yet using a Soul Mantle you'll need to equip a Spell Totem gem to convert Freezing Pulse into a Totem; the support gems above are listed in order of priority so drop gems as needed to fit your current available links.

Offensive support 4-link:

Frostbite -> Arcane Surge -> Increased Duration -> Spell Cascade

This should be your priority for your first spare 4-link. Remember to level your Arcane Surge gem such that the mana cost of Frostbite is equal or higher than the trigger for Arcane Surge to grant its buff effect. You want Frostbite to grant Arcane Surge every single time it is cast; maximum uptime is worth more than slightly increasing Arcane Surge's buff effect. Spell Cascade allows you to both increase Frostbite's cost (to give you more room for a higher level Arcane Surge) and allows you to blanket a much larger area without increasing Frostbite's cast time.

The reason this gem link does not contain Faster Casting is that it is intended to be socketed into Shaper gloves that contain the affix "Socketed Gems are supported by level 18/20 Faster Casting" on them. Until you have such gloves, feel free to drop Increased Duration for Faster Casting.

For late-game purposes, Projectile Weakness will actually prove to be a stronger curse damage-wise than Frostbite, with two caveats; a much lower mana cost (making it harder to consistently trigger high-rank Arcane Surge) and a very high Dexterity requirement (155 Dexterity required for rank 20). As such, I recommend you stick with Frostbite from the outset and only in endgame once you have the flexibility and currency to start refining gear for minor stats like Dexterity, consider switching to Projectile Weakness. Just remember to keep an eye on your rank of Arcane Surge; you generally want to trigger that buff within 2 casts of your curse so that you are never without the Arcane Surge buff. Frostbite also does confer a significant boost to chance to freeze enemies, which in addition to the convenience of gearing, leaves me preferring Frostbite overall even though it is less damage.

Offensive support 4-link:

Frost Bomb -> Intensify -> Increased Area of Effect -> Increased Duration

This 4-link setup gives us access to Cold Exposure, an additional -25% Cold Resistance penalty that stacks on enemies on top of any other sources of penetration we are using. We can't actually deal damage with Frost Bomb, so we are only concerned with supports that improve this effect; Intensify and Increased Area give it a much larger radius and Increased Duration will improve how long the Frost Bomb remains to pulse its effect as well as how long the Cold Exposure lasts on enemies once applied.

Utility support 4-link:

Steelskin -> Cast When Damage Taken -> Increased Duration -> (Your Choice)

I've actually started running Steelskin over Immortal call as of late; even though we do generate Endurance Charges in this build, we have a low base amount of physical mitigation, and do not rebuild our Endurance Charges that consistently after Immortal Call eats them, which can leave us a bit vulnerable to physical damage once Immortal Call wears off if we are not fully out of danger. Steelskin doesn't consume our Endurance Charges when it triggers, so we get to keep the additional physical mitigation at all times. The downside of Steelskin is that it requires a much higher rank of skill gem to really be useful later, so you'll want to level up Steelskin and Cast When Damage Taken to relatively high levels. I personally run a level 17 Cast When Damage Taken and a level 19 Steelskin, which allows Steelskin to absorb up to around 2k damage during its buff effect.

The final link here is yours to decide; Vaal Righteous Fire would be my recommendation as it is a big damage increase when available. Just make sure whatever you slot here is high enough rank that it is not triggered autoamatically by Cast When Damage Taken unless you want it to be.

Damage support 3-link:

Cold Snap -> Cast When Damage Taken -> Bonechill

I run this 3-link setup in my weapon so that when enemies strike me, it will drop a Cold Snap chilling area under them that increases the cold damage they take thanks to Bonechill support. Keep Cast When Damage Taken at level 1 in this setup (which will allow you up to a level 7 Cold Snap) since we don't care how much damage Cold Snap itself does, so we want this to trigger as much as possible.

Movement support 3-link:

Flame Dash -> Lightning Warp -> Faster Casting

Not much to say here, you just want your movement skills to cast as fast as possible. If you don't find yourself using Lightning Warp much, consider replacing it with a Portal gem for the free portals.



Ascendancy


Pursuit of Faith -> Ritual of Awakening -> Conviction of Power -> Divine Guidance

Not much choice here for a totem build. Luckily all four of these nodes are very strong and make Hierophant the standard bearer for totem builds.



Flasks




Bubbling Divine Life Flask of Staunching - Your first flask slot should always be a life flask to help heal back from any big hits you might take. The ideal suffix here is Staunching so that you have the ability to remove dangerous bleed effects (such as the heavy bleeds put on you by Labyrinth spike traps) on demand. I personally recommend a Bubbling Divine Life Flask of Staunching, which will reduce the overall amount healed but grant some instant healing to help counter spike damage. Some folks prefer Seething prefix for purely instant healing at an even slightly lower value. Use whatever you're comfortable with here so long as it has the Staunching suffix for the bleed removal.



Wise Oak Bismuth Flask - This unique flask will grant us up to 15% Cold Penetration so long as our Cold Resistance is the highest of our three elemental resists. It will also grant some additional damage mitigation against whatever elemental damage type we have the lowest resist of. While quite difficult to do, if you can get all three of your Fire, Cold, and Lightning resists to the exact same number, you will get both of the flask's effect in all three elements (since all three resists will technically be both your lowest and highest elemental resists). Worth doing as a very endgame point of min-maxing, but for the most part you should be concerned only with ensuring your Cold Resistance is highest so that you get the Cold Penetration effect from this flask.



Chemist's Diamond Flask of Heat - Our most vital damage flask, as making your critical strike chance "Lucky" means it rolls twice to attempt to score a critical strike with every hit. This is also a good place for your Heat suffix to allow you a way to escape from being Frozen; you don't want to open any magic or rare strongboxes if you don't have a Heat flask handy, or they can be guaranteed death if they Freeze you upon opening. Chemist's prefix here gives us 2 uses from full charges with 10 charges left over, meaning you will get a 3rd use almost immediately.



Chemist's Silver Flask of Grounding - Another good damage flask that also grants movement speed. We take Grounding here since we don't need Curse removal on flasks with our build setup, and Shock can be dangerous in some situations so its nice to have access to Shock immunity. Chemist's affix will grant us 2 uses from full charges.



Chemist's Quicksilver Flask of Adrenaline - This isn't the fastest build around, so a Quicksilver flask is great for improving your mapping speed and general quality of life. Adrenaline affix here gives us even more movement speed than a regular Quicksilver, and Chemist's ensures we get 3 full uses at full charges, with a few charges to spare.



Pantheon


(Major) Soul of the Brine King - We don't get any stun immunity in this build, so Brine King helps prevent us from getting totally stunlocked in bad situations. The reduced Chill effect is also good for fights like Uber Elder where your Freeze flask can run out leaving you very vulnerable to Chill.

(Minor) Soul of Shakari - Honestly the Minor doesn't make too much of a difference in this build. I often leave Shakari on for the Poison immunity (once upgraded). Especially useful to be immune to the poison from dart traps in the Labyrinth. In the end, though, just use whatever you're most comfortable with here.



Bandits


Help Alira (5 Mana Regenerated per second, +20% to Global Critical Strike Multiplier, +15% to all Elemental Resistances)

Especially as a league starter, helping Alira is simply too beneficial to this build to take over 2 passive skill points. The resists and mana regeneration are super useful at the start of the game and remain good bonuses all the way through Uber Elder, while critical strike multiplier is weak early but the strongest offensive stat available to us at endgame. At the high end of things you can only get slightly more damage out of 2 passive skill points; the sacrifice of resistances and mana regeneration simply isn't worth it in my opinion.



Leveling Tips


Act 1


You initially acquire Freezing Pulse right at the start of the game, just after you defeat Hillock and enter Lioneye's Watch. As soon as you are able to, you should grab a couple 3-socket wands with blue sockets and purchase another 6 copies of Freezing Pulse from Nessa and socket them in your second weapon swap set. This will allow you to level additional copies of Freezing Pulse for the long term and allow you the chance to craft your own level 21 Freezing Pulse much later on when you're doing endgame content.

Other important gems you want to pick up in this act are Arcane Surge Support from killing Hailrake, and Spell Totem Support & Flame Dash after killing Brutus. You'll also pick up Frostblink as a reward for unlocking the Lower Submerged Passage in the Mud Flats, which is a nice movement skill you can use until you get access to Flame Dash in Act 2. Added Cold Damage and Increased Critical Strikes can also be acquired this early, however the Templar does not receive these gems as quest rewards; you'll have to either create an alt or ask someone to buy it from the vendor for you (Witch, Shadow, Duelist and Scion can all purchase it from Nessa after they kill Brutus in this act). Finally, consider buying a Clarity aura gem from Nessa after killing Brutus, which will give you some additional mana regeneration and ease your reliance on mana potions until you have better mana regeneration.

In terms of the passive tree, your primary goal is to beeline for your first jewel socket to utilize your first First Snow threshold jewel, then picking up some good damage nodes like Light of Divinity before heading towards Ancestral Bond. Before you get to Ancestral Bond, Freezing Pulse can simply be used self-cast linked to Arcane Surge and Onslaught support for a bit more movement speed during this act. You can also link a second Freezing pulse to Spell Totem support for additional single target damage until you've switched over to totems full-time. Both Freezing Pulses can be attached to Added Cold Damage if you were able to acquire it from someone, otherwise you'l have to wait until Act 3 to pick it up yourself.

If this character isn't your league starter and you have some currency to splash on leveling gear, here are some uniques that can give you an early game boost:

Tabula Rasa body armour for immediate access to a 6-link
Goldrim helm for a large chunk of elemental resists to get you through the early game
Wanderlust boots for early game movement speed and chill / freeze immunity
Lifesprig wands or Axiom Perpetuum sceptres for damage

Skill point quests in Act 1 that should be completed:

The Marooned Mariner
The Dweller of the Deep
The Way Forward



Act 2


The main gem pickups you can get here are Controlled Destruction and Faster Casting supports from killing The Weaver.

I highly recommend helping Alira during this act instead of killing all bandits for 2 passive skill points, especially if you are using this build as a league starter. The resists and mana regeneration are very powerful when your gear is at its worst, and the critical strike multiplier is very strong so the Alira choice remains competitive with 2 skill points even at endgame, even just in the context of raw damage.

For the passive tree you should get to Ancestral Bond at some point during this act, after which you can abandon your self-cast Freezing Pulse link setup. Depending on how many links you have access to, your gem link priorities after taking Ancestral Bond should be Spell Totem -> Freezing Pulse -> Controlled Destruction -> Faster Casting -> Added Cold Damage. Whatever you cannot fit into your actual main link, you should try to level in other gear slots as you'll be using these gems for the rest of the game. You'll want to move your Arcane Surge over so it is connected to Flame Dash until you can link it to Frostbite later.

In terms of the passive tree, after you pick up Ancestral Bond, start heading towards Purity of Flesh for some added life and chaos resistance.

Skill point quests in Act 2 that should be completed:

None (unless choosing to kill all bandits instead of helping Alira)



Act 3


Your main two gem targets here are Frostbite from returning Tolman's bracelet in the Crematorium, and Cold Penetration & Hypothermia from returning the Golden Pages to Siosa in the Library. Also remember that if you didn't pick them up from someone else in Act 1, Increased Critical Strikes and Added Cold Damage can be bought from Siosa as well. All of the above gems are key damage supports which you should try to start leveling in some gear slot (even if they won't fit in your main Freezing Pulse link yet), however they also mark the point at which you need to start paying some notice to your Dexterity. As you continue to level these two supports for your Freezing Pulse damage links, you'll need an ever-increasing amount of Dexterity; if you are having trouble meeting the Dexterity requirements through gear, don't be afraid to grab the Agility +30 Dexterity node just above Mind Over Matter until you can get more Dexterity bonuses on your items. Also remember to take the Jade amulet option from Dialla if you turn in the optional Ribbon Spool quest during this act.

For your passive tree, after Purity of Flesh your main goal is to start pathing towards your second jewel socket to equip your second First Snow threshold jewel, then picking up Quick Recovery.

Somewhere around the end of this act or the start of act 4 you should be ready to hit the normal Labyrinth. For your first two points you'll want to take Pursuit of Faith.

Skill point quests in Act 3 that should be completed:

Victario's Secrets
Piety's Pets



Act 4


Immortal Call from killing Voll and Cast When Damage Taken from killing Malachai are the important gems in this act. You also gain access to Bonechill after killing Malachai; if you have the spare links you can set up the 3-link damage support of Cold Snap -> Cast When Damage Taken -> Bonechill, though this is low priority for now. You likely won't have the links or maybe even the sockets for any of these yet, so you can delay getting these until act 6 or later if you want. You also get the option to pick up a golem reward from killing Voll; I personally don't like using golems, but if you do I'd recommend using Summon Lightning Golem for this build. At this point you have access to all of the gems you'll need for the rest of the game.

In the passive tree your main targets are getting the Quick Recovery notable near Mind Over Matter and then progressing towards more life in Cruel Preparation. I don't recommend taking Mind Over Matter in this act.

Skill point quests in Act 4 that should be completed:

An Indomitable Spirit



Act 5


Your next passive tree steps here are heading over through the Heart and Soul line for more life and mana. After that is the earliest I would consider taking Mind Over Matter; mainly I think the Innocence fight is probably the first big difficulty spike in the game where it is worth considering. You will likely want to have at least Deep Thoughts for extra mana before doing so, and maybe Righteous Decree as well depending on how much mana you've managed to pick up on your gear. Remember that you want enough unreserved mana to try and cover your entire life pool; you can figure out how much mana that is with the following formula:

Mana / (amount MoM diverts) x (amount Life takes)

So if you had, say, 1,000 mana at this point, it would be:

1,000 / (.3) x (.7) = 2,333 life protected by your mana

Note that this formula is the same once you upgrade your Ascendancy with Divine Guidance, you'd just divide by .4 and multiply by .7 instead.

Skill point quests in Act 5 that should be completed:

In Service to Science
Kitava's Torments



Act 6


Once you kill Kitava at the end of Act 5, you are inflicted with a permanent 30% penalty to all of your resistances; your first priority in Act 6 is to do what you can to offset this penalty and get yourself back to 75% elemental resistances. Purity of Flesh that we took earlier grants us 20% chaos resistance which is more than enough for that damage type (as it balanced around the assumping you will have little to no chaos resistance unlike elemental).

Act 6 is also an opportunity to pick up any gems you didn't or couldn't fit in your gear prior to this; Lilly Roth will sell all available gems to you after you complete her initial quest to clear the Twilight Strand of undead. As your gem links expand you can always come back to her to purchase gems you skipped earlier in the game. Check the Gem Links section of the guide if you aren't sure what links you want to work towards.

Passive tree wise grab either Mind Over Matter or Righteous Decree if you didn't pick them up in Act 5, and then work towards either Arcane Will for more mana and mana regeneration to support Mind Over Matter.

Skill point quests in Act 6 that should be completed:

The Father of War
The Puppet Mistress
The Cloven One



Act 7


Not much to advise here other than passive tree stuff - pick up Arcane Willand start working towards our final jewel socket between the Witch and Shadow areas.

Around the end of Act 7 you'll have the opportunity to hit the Cruel version of Labyrinth for 2 more Ascendancy points. Once you complete it, you'll want to take Ritual of Awakening for another big boost in power for your totems.

Skill point quests in Act 7 that should be completed:

The Master of a Million Faces
Kishara's Star
Queen of Despair



Act 8


Passive tree progression here will be hitting the final jewel socket, grabbing Nimbleness and then picking up the Written in Blood wheel on our way towards the Shadow starting area.

Skill point quests in Act 8 that should be completed:

Reflection of Terror
Love is Dead
The Gemling Legion



Act 9


From here I recommend moving into Coldhearted Calculation, and then grabbing Lethal Assault before you move towards more life in Blood Siphon. Lethal Assault is not super efficient in pure damage at first glance, but projectile speed is a deceptively strong stat for Freezing Pulse, and you'll want to grab it for better clearing before you have access to other sources of projectile speed (such as a helm enchant or crafted amulet affix).

Skill point quests in Act 9 that should be completed:

Queen of the Sands
The Ruler of Highgate



Act 10


Your last goal in the passive tree should be to pick up Blood Siphon and Soul Siphon before moving on to crit-related nodes as you start getting into mapping. As you work your way towards the level 95 version of the tree, Shaman's Dominion should be your first pickup, then Annihilation and Arcane Potency.

You'll also find the Merciless Labyrinth trial in Act 10. I'd recommend trying to complete this before you fight Kitava and finish the campaign; you will get 2 skill points from killing Kitava, but you will also be inflicted with another permanent 30% resistance penalty on top of the one you received in Act 5. It'll likely be easier to defeat Merciless Izaro without that resistance penalty than it will with 2 more skill points, as there are a fair amount of possible elemental damage sources when facing Izaro depending on which version of Labyrinth is active that day.

Once you do complete Merciless Labyrinth and receive 2 more Ascendancy points, they should go into Conviction of Power for easy generation of both Power and Endurance charges, as well as a bit more damage and mitigation for generating them.

Skill point quests in Act 10 that should be completed:

Vilenta's Vengeance
An End to Hunger





High Budget Options


Once you've accumulated fat stacks of currency with this build, you can turn around and invest back into your character to really kick things up to the next level.

The first thing you'll need is the Atziri's Reflection unique shield:



This Prophecy-upgraded version of Atziri's Mirror is extremely rare and pretty costly, though not nearly as expensive as it has been in past leagues (in which this item was nearly Mirror of Kalandra rarity). If you can afford one of these however, it opens up a lot of new scaling options for us, as it has the affix "Unaffected by Curses" which eliminates our need for the Kikazaru rings or the Sanctum of Thought passive tree notable. It does however cost us the +1 to maximum totems our Shaper shield normally provides, so we need to use these options to get that damage back - which we can do and them some.

First off, you'll want to swap one of your rings over to an Essence Worm and slot the Hatred aura gem into it. This will give us up to 19% more Cold damage without reserving any of our mana.



Your other ring slot should probably be used on a Rare ring with some Dexterity and any other defensive stats you might need. If you can fit some more damage here - great. Here's what I'm currently wearing:



We can also get a lot more damage out of our belt slot via the Coward's Legacy unique belt:



This belt increases the effect of curses on you by 50%, which is why it isn't an option when using Kikazaru rings (since our 100% reduced effect of curses would get pushed back to 50% with this belt equipped). It also applies a permanent level 20 Vulnerability curse to you so long as it is equipped, but this is no problem with Atziri's Reflection equipped (if anything it is a good thing). The real reason we want this belt is that so long as you are affected by that Vulnerability curse (which is 100% of the time since we are not using any Curse Immunity effects that might temporarily remove it) you are considered at low life, which means we can take the Pain Attunement keystone which grants 30% more spell damage whenever you are at low life. Essentially this results in us gaining a permanent 30% more spell damage boost while wearing this belt!

You can still go even further, however - since you are now using Hatred this opens up the opportunity to utilize the Watcher's Eye unique jewel:



If you can only afford a single-affix Watcher's Eye to start, prioritize the 10-15% Cold Penetration affix. The added flat Cold Damage affix makes for the second-best option on this jewel.

Since we no longer need the Sanctum of Thought notable to deal with curses, you can freely remove those 4 skill points and use them to pick up Pain Attunement and the jewel socket for the Watcher's Eye without needing any additional skill points or re-routing. I recommend taking the 3-point elemental damage jewel socket between the Templar and Witch areas near the top of the skill tree, which you can see in the following Path of Building pastebin import:

https://pastebin.com/6ZD9a9DQ

Another straightforward way to boost your overall damage is to replace the Added Cold Damage gem in your primary 6-link with a rank 4 Empower. This should be a 6-8% DPS upgrade, though not cheap as rank 4 tends to run around 4ex. Don't use a rank 3 as it isn't a DPS upgrade.

Finally, one of the most expensive but largest DPS upgrades you will be able to manage at this point in gearing is a corrupted 6L Soul Mantle that has the +2 Projectile corrupted modifier. A double-corrupted is ideal, with the dream being +2 Projectile / +1 all gems.



One other thing to note: since you will need to increase your Dexterity to equip the shield anyway, once you switch over to this setup it's a good time to change your main curse over to Projectile Weakness since you'll be able to run a higher rank version that won't require you to use such a low level Arcane Surge support (also seen in the Path of Building pastebin import link above).





Thanks for reading! If you want to check out my other Hierophant totem build for Holy Flame Totem, you can find that build thread here:

https://www.pathofexile.com/forum/view-thread/2452308

Also, feel free to stop by my Twitch stream when I'm online if you have any questions about either build, or just want to chat:

http://www.twitch.tv/wallachtv
Last edited by Wallach on Jul 5, 2019, 7:09:08 PM
Last bumped on Jul 19, 2019, 8:40:53 AM
Getting a little bored of softcore, I think I'll use this build for my HC starter build. Nice write up!
"your gem link priorities after taking Ancestral Bond should be Spell Totem -> Freezing Pulse -> Arcane Surge -> Controlled Destruction -> Faster Casting -> Added Cold Damage. Whatever you cannot fit into your actual main link, you should try to level in other gear slots as you'll be using these gems for the rest of the game."

Arcane surge doesn't support totems
"
myprism wrote:
"your gem link priorities after taking Ancestral Bond should be Spell Totem -> Freezing Pulse -> Arcane Surge -> Controlled Destruction -> Faster Casting -> Added Cold Damage. Whatever you cannot fit into your actual main link, you should try to level in other gear slots as you'll be using these gems for the rest of the game."

Arcane surge doesn't support totems


Yeah, not sure why I put Arcane Surge in that link. I'll just remove it as I don't think people will have above a 4-link at that point anyway. Thanks for the catch.
Added a couple videos for The Shaper and the 4-Emblem version of Domain of Timeless Conflict. Shaper was pretty trivial (other than perma-freezing mini-bosses who were trying to phase), and managed to rack up 24 generals in the 4-Emblem Domain encounter. I'll add an Uber Elder kill whenever Elder decides to cooperate again.
Thank you for writing this build. It came at the right time. I played melee char ( EQ slayer) but its annoying .. Its better for me play as totem hiero :)

Now i am leveling char, selling my gear (i will have +- 12ex) ... looking forward for better and safer play for me.
favourite build: spell totem hiero
"
HELLERcz wrote:
Thank you for writing this build. It came at the right time. I played melee char ( EQ slayer) but its annoying .. Its better for me play as totem hiero :)

Now i am leveling char, selling my gear (i will have +- 12ex) ... looking forward for better and safer play for me.


Nice, good luck mate. That much currency will get you into a pretty strong setup for this build I think.

Elder decided to show up before I logged off so I got after him and finally got that fight deathless. Only killed him a handful of times last league but was annoyed he managed to kill me at least once every time.

Not sure what other videos to add for this build, other than maybe a 5-emblem Domain whenever I get the Maraketh splinters together again. It should do okay in there judging by the 4-emblem performance (though not going to impress anyone running around with a Headhunter in there).
Hi, first of all thanks for your guide!
This is my first FP build and I don't know the mechanics very well. I know that the damage falls off as the projectile travels. Is this really important? Do I have to put the totems just in front of yellow and unique mobs?

The cycle of life and death continues. We will live, they will die.
"
Pesgamer10 wrote:
Hi, first of all thanks for your guide!
This is my first FP build and I don't know the mechanics very well. I know that the damage falls off as the projectile travels. Is this really important? Do I have to put the totems just in front of yellow and unique mobs?


Both the damage and base chance to freeze go down as the wave travels. That is part of the reason for all the projectile speed bonuses; the wave will travel much farther in the same amount of time, so at the same distance from an enemy it will do more damage.

Against really tanky bosses you will want your totems closer if possible, but it isn't that vital to be honest. As you get more and more projectile speed distance becomes much less of a limiting factor. Quality on your Freezing Pulse gem is vital for this reason. Even early game it isn't something you need to be very thoughtful about.

I'll upload a video of a T16 map clear to give you an idea of what it looks like in general mapping (in high end gear anyway). For the most part totem placement isn't even relevant because the projectiles will travel so fast that they are shooting off-screen.
"
Wallach wrote:
"
Pesgamer10 wrote:
Hi, first of all thanks for your guide!
This is my first FP build and I don't know the mechanics very well. I know that the damage falls off as the projectile travels. Is this really important? Do I have to put the totems just in front of yellow and unique mobs?


Both the damage and base chance to freeze go down as the wave travels. That is part of the reason for all the projectile speed bonuses; the wave will travel much farther in the same amount of time, so at the same distance from an enemy it will do more damage.

Against really tanky bosses you will want your totems closer if possible, but it isn't that vital to be honest. As you get more and more projectile speed distance becomes much less of a limiting factor. Quality on your Freezing Pulse gem is vital for this reason. Even early game it isn't something you need to be very thoughtful about.

I'll upload a video of a T16 map clear to give you an idea of what it looks like in general mapping (in high end gear anyway). For the most part totem placement isn't even relevant because the projectiles will travel so fast that they are shooting off-screen.

Thank you very much for the explanation! Looking forward for the video
The cycle of life and death continues. We will live, they will die.

Report Forum Post

Report Account:

Report Type

Additional Info