[3.2] Shock/Chill Support Elementalist (WIP, Need Help!)

Hello everyone!

For context: I'm relatively new to PoE and this is my first thread in this forum :-). I have leveled just two characters until now. Both were support builds (a multi-curse Bow-build a few weeks back and Toasters Guardian Support), as I really enjoy the concept.

After following two guides, I want to try something new and create a build of my own (for later this league or the next one).

I'm really interested in playing an Elementalist next, mainly because of "Beacon of Ruin" (even though they apparently got the short end of the stick with the revamped Ascendancies).

My idea is to utilize the increased base chill of at least 10% and base shock of at least 20% to create a kind of semi-support who applies maximum shock and chill to everything while still putting out a bit of damage (as much as I like the supporting role, not being able to do any damage at all sucks from time to time).

This build is in its infancy and far from complete. I'm posting here, because I'm sure there are many experts here whose input would help me a lot (as I'm still a noob). If this is not the right place to post unfinished build ideas, I'd appreciate, if you could point me to the right sub-forum :-).

I have a few goals I want to achieve with this build

1) Apply a 50% (max) Shock effect to enemies/bosses.
2) Apply a 30% (max, even though this is not easy to reach) Chill effect to enemies/bosses.
3) Apply another 40% slow effect via Temporal Chains (Lvl.20/20%).
4) Utilize freeze mechanics wherever possible (questionable if this will work).
5) Utilize the Herald effects (even Ash :-P), as "Mastermind of Discord" seems interesting.
6) Deal acceptable damage (should be able to solo the storyline, not necessarily maps).
7) Maybe more support for party play (e.g. Conduit and Charge generation).
8) SURVIVE (hopefully...).
9) (Not too expensive... I'm poor :-P).

Skills
:
he main skill I have in mind for this build is Arc in the following setup:

Arc - Innervate - Hypothermia - Unbound Ailments - Ice Bite

I want to use the Call of the Brotherhood Ring to convert 40% of Lightning to Cold damage to be able to constantly apply both ailments.

Furthermore, I want to use the following Curse setup:

Herald of Thunder - Curse on Hit - Temporal Chains - Frostbite

This might be unreliable against bosses, though... (Writhing Jar?)

I want to use Herald of Ice and Herald of Ash, too, if possible.

The (preliminary) tree

The minimal skill Tree to get as much effect of Shock and Chill as possible (and a second curse) can be found here:

http://poeurl.com/bQpv

Because I'm not sure which survivability mechanic to focus on in this build (Life/ES/Armour/Evasion/etc.), I only used the fastest ways to the required nodes, it's just to show what is necessary and by no means survivable :-P.

Now on to the ailments, their (hopefully maximized) effects and chances:

Maximum Shock Effect (50%) with 150% increased effect of Shock

60% increased Effect of Shock from Tree
25% increased Effect of non-Damaging Ailments on Enemies from Tree
20% increased Effect of non-Damaging Ailments on Enemies from Ascendancy
30% increased Effect of Shock from Arc @Lvl.21
30% increased Effect of non-Damaging Ailments on Enemies from Unbound Ailments @Lvl.20
165% TOTAL

Shock Chance

35% from Tree (Shock)
10% from Tree (Freeze/Shock/Ignite)
10% from Ascendancy (Freeze/Shock/Ignite)
10% from Arc
20% from Innervate
85% TOTAL

Maximum Chill Effect (30%) with 200% increased effect of Chill

55% increased Effect of Chill from Tree
20% increased Effect of non-Damaging Ailments on Enemies from Ascendancy
20% increased Effect of Chill from Hypothermia
30% increased Effect of non-Damaging Ailments on Enemies from Unbound Ailments @Lvl.20
20% increased Effect of Chill from Crystal Vault
145% TOTAL

I'm missing 55% here and don't know where to get them. Getting Shock effect is a lot easier, but only needs 150% for maximum effect, Chill sadly needs 200% to reach its full potential :-(. Blasphemer's Grasp could be an option, but it would require more Elder items to be effective.

Freeze Chance

20% from Tree (Freeze)
10% from Tree (if Enemy is Chilled)
10% from Tree (Freeze/Shock/Ignite)
10% from Ascendancy (Freeze/Shock/Ignite)
10% from Hypothermia (if Enemy is Chilled)
15% from Ice Bite
75% TOTAL

Unique items

Call of the Brotherhood:
40% Lightning to Cold conversion, to utilize both ailments.

Berek's Grip:
Mana and Life Leech for much needed survivability.

Crystal Vault:
Mainly because of the increased Effect of Chill (which seems rare), but it also seems like a good defensive option.

Lochtonial Caress (?):
Not sure about that one, but creating charges and sharing them with your team seems like it would benefit the (semi-)supporting role.

Singularity (?):
Hindering nearby enemies would fit the "slow" theme in combination with Chill and Temporal Chains. Increased Elemental Damage and added Lightning Damage would also fit. Not sure about the range of the effect, though...

Spine of the First Claimant (?):
If the build reliable freezes mobs, this seems to be good with 40% increased Damage with Hits against Frozen Enemies (and 5% freeze chance).

Other uniques I thought about:
Dying Breath - support Aura
Taryn's Shiver - additional Damage against Frozen Enemies.
Inpulsa's Broken Heart - additional Damage, less Chill Effect, Shock Effect not needed.
Stormcharger - additional Shock Effect not needed.
Windshriek - second curse (frees up passive points).
Call of the Brotherhood (2nd) - more conversion -> more Cold Damage -> better Freeze? (Costing survivability due to lack of leech)

Do the experts here think that something like this is viable at all :-)?

How can I get to a reliable 30% Chill effect? Or is the effort not worth the 5% which are missing?

Can I realistically achieve damage that is sufficient to freeze enemies reliably (as there is sadly no minimum freeze effect from "Beacon of Ruin")? Does increased Duration of non-Damaging Ailments (e.g. from Unbound Ailments %Quality or the effect of Temporal Chains) help to reach the minimum duration threshold earlier?

Which survivability mechanic should you focus on for something like this? I assume this build will struggle severely against bosses (which would be okay in a team, assuming you can at least survive).

Hopefully this idea is at least interesting for some. Thank you for reading and for feedback :-)!
Последняя редакция: DangerMcCool. Время: 20 марта 2018 г., 15:49:40
Last bumped21 марта 2018 г., 12:31:00
Heyhey,


it's interesting to see a build specialising on increasing non damage ailments effect as much as possible, to achieve a high shock and chill in combination with the new Elementalist Ascendancy.

As I can see, you only focus on causing a big shock + chill + a curse.. but you don't utilise any auras.

The main aspect of a support is usually one of the following:
1. Using as many curses with a very high curse effectiveness to weaken the mobs.
2. Using as many auras with a very high aura effectiveness to strenghten your party members.

A support, only based on shock/chill wouldn't have a big use or success, because its use is kinda limited:
1. Most carries shock the mobs anyways -> high shock only helps vs bosses.
2. Most mobs die oneshot -> chill only helps vs bosses.
3. You don't strenghten your party members.
4. The profit of shock + chill is in comparison to auras or curses really minor.

So, I would suggest you to combine the shock/chill (don't target 150% effect for example, if it requires a high investment -> not worth it) with curses or auras.
Auras would be probably easier.. like take all the aura nodes in the upper area, use Victario's Influence and let the whole party profit.
Thanks for your feedback :-)!

You are probably right that the investment to get maximum shock and chill effect might not be worth it.

Especially because most trash mobs die in one hit anyway, like you stated.

Focusing more on auras and curses (e.g. Blasphemy - Temporal Chains to stay in the theme of slowing everything) seems to be the way to go.

I'll think about it some more and update if I find something that could fit :-).

Maybe the overview of different sources of ailment effectiveness will be at least helpful to some people.

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