.4 Chrono discussion
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Cold chrono- more buffs to comet for some reason..
chrono itself is relatively unchanged. just that buff to agonys pop. paintmaster updated his standard crit cold chrono with .4 projections. https://mobalytics.gg/poe-2/builds/cold-cast-on-crit-archmage-paintmaster Chrono's slow aura, timestop, and temp shift are all fairly melee friendly. even the recoup... Its possible, chrono will mesh with Shapeshifting very well. new spells" Lightning storm. minor lighting damage. drenched debuff. 25% more freeze buildup, 50% more shock chance. I don't see it really fitting into any standard cold/lit builds. Entangle. this one I think is interesting. physical damage. ground and vines. aoe 3 vines per target. 1 fissure, +3 vines for 4multihit. +2 vines overgrowth. 6 multihit. 15% slow. Another slow source. "EACH attached vine slows 15%". so it stacks too? 45% slow, and 75% slow overgrowth? "Plant" and can overgrow. what other sources for overgrowth aside from lighting storm? Entangle might be easy mode slowmancer. volcano. eh? hybrid skill. might be useful or hammer of the gods builds. but, is just more damage? not a lot of utility? spell totems never found a way to gen charges I liked... spell totems can't be used on skills with CD's. so no particular synergy comes to mind. weapon swap totems for something. but what? I'll probably be looking into if plant witch will be a thing too. Will plants have enough support, or is classic cold comet the only real option. Last edited by Casia#1093 on Dec 8, 2025, 11:46:32 AM Last bumped on Dec 14, 2025, 9:16:16 AM
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My picks for Chrono in 0.4 are either Entangle or Lunar Wolf. Entangle seems interesting for slowmancer, but I'm curious to see how Lunar Blessing will interact with the Chrono's cooldown stuff.
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Personally, I want to look into whether The Whispering Ice can be made viable. It got some massive buffs (+7 cold spell levels, 60% exposure), and it fits the fantasy of cold chrono super well. I have a few ideas floating around as to what to combo with it, I'll settle on something as I level.
Thanks for keeping the chrono discussion going, Casia. |
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Entangle seems like the main thing to use for the slow. However I think the damage might be lackluster as they want you to cast Thunderstorm to make the vines stronger (and even then the damage might not be great). So mapping with it will probably feel clunky.
So I feel like Entangle will just be used as an extra slow for bosses. Like on an ED+Cont build, just throw down an Entangle vs the boss. It's an extra 22.5% slow vs bosses with 3 vines attached. And since they do phys damage you can make them poison to enable other effects (like ailment consumption). Could also try a poison stacking build with Entangle but it's a bit awkward as all the poison stacking nodes are on the right hand side of the tree. Plus the Thunderstorm does lightning damage. Last edited by SaiyanZ#3112 on Dec 9, 2025, 5:43:22 AM
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yeah, for Plant/phys Entangle. Apparently there is another spell coming. Vine slam?
That sounds like a more damage focused spell. Id assume like the act 1 plant boss slam... And yeah, not sure raw phys scaling can work. but, bleed, poison or chaos conversion. passive tree. - 30% chance to impale in Cut to the bone. - 10% bleed, and 45% dam ail mag in Blood tearing. - 10% bleed, and enemies cant regen. Hemoraging cuts. - 5% bleed, and 40% bleed mag versus pinned targets. Ruptring pins - phys spell crit hits build pin Bone chains Now, obviously this is all built for bloodmage witches... so yeah.. they also said the Overgrowth mechanic is being added to existing plant skills.. which are all Ranger attacks. Poison nodes are all down in ranger. we have access to chaos though. And I have to assume new physical/plant based nodes are being added to druid. Accelerated growth support causes physical damage aoe explosions on plant abilities. scales with gem level. "Tornado" ?? spell? attack? Tornado is by default on location. sucks up ground effects. advancing storm support can make it move. The druid is using a staff. is in ww form, shifts back to caster, and casts it. ------------- old builds. I don't see anyone discussing the changes to the Archons. And the changes to EE. now a Round Robin, instead of a RNG. " So this is huge for our old Cold Chronos. and paintmasters. The good. frostbomb is creating fire infusions for comet. As well as ALL our cold/freezes with siphon elements. the bad, need fire infusions for Lightning frost walls. and solar orb is a PITA. so only relying on ignites and siphon elements here. Same with lighting>cold infusions for ice nova. (I don't think he was really using ice nova anyway. I was using nova as my main. and didn't take EE that time either.) the slower cast ice nova is a really stupid change. no idea why they think thats a good idea. freezing AOE knockback, CC skill. lets make it slower to cast when you are surrounded.. " I didn't like the Archon pendulums much. but, changing them to be Elemental is interesting. the trigger conditions for them were not balanced at all previously.. Last edited by Casia#1093 on Dec 9, 2025, 9:43:46 AM
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the spell totems..
seriously. requires builder in power or end charges.. anything we would want to put in there, has a cooldown. except Comet. like, spell totem frost jarts, while we drop flamewalls, etc sounds good.. but the charge requirement kills it. ice nova totem? that actually.. maybe. |
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Thanks to the 0.4 update on Incinerate:
"that makes it better, I'm going to try something similar to https://www.reddit.com/r/PathOfExile2/comments/1pjaeoi/immortal_pyromaniac_poe_2_chronomancer_final/ (maxroll, no pob: https://maxroll.gg/poe2/planner/hfkl0ydm) I'm so glad to play builds that use Chronomancer skills other than timefreeze (my last "league" was 0.2). [Edit] More from patch notes: " From Jonathan and Talkativetri (37:00) about ignite on Wyvern new skill and on Incinerate only: " Last edited by Paperaland#5576 on Dec 10, 2025, 6:08:50 PM
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Yeah, that looks fun.
note. " That build/showcase has 5 of them. 3 in boots with 100% increased effect corruption, and 2 in belt with 97% increased effect. https://poe2db.tw/us/Farruls_Rune_of_Grace 6% reduced Movement Speed Penalty from using Skills while moving so, with out a new source of movement speed, its going to be WAAAAY slower. |
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patch update hit a number of things we used.
Curse area passives took a hit. and zone of control. weak. " " " " I don't remember what the previous version was. I imagine the numbers were adjusted? " oh wait. the +.5s cast time is gone. they nixed that idea. good. " same here. is the 5s cap new to this update? edit:yeah, the bold is new. Really hits that incinerate build.. Last edited by Casia#1093 on Dec 10, 2025, 9:54:25 PM
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Even without the incinerate rework/update, the gear on the build I linked from Redit was not easily obtainable, as you pointed out Cassia, ty. So, this wasn't a viable leaguestart from the start :astronaut meme:.
I want temporal rift to turn back time, to the good old days of incinerate °3° Jokes aside, now I have no idea how to enhance a build using time/cooldown related Chronomancer ascendancy nodes. |
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