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[3.11] Cold BV PF Indigon ft. RF | All content done in HC! | Fast mapper, safe boss-killer

So far crafting has been going well. Been working on a belt and have this so far:



My plan is to basically remove both defense mods, and then slam it with a redeemers orb and hope for cold damage. If I don't get cold and hit a defence mod Ill prob just remove defense, craft a cold mod, remove/add cold until I hit t1 cold damage and then bench craft increased flask effect. Then prob reroll the fire res to t1 eventually.
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Laere wrote:
So far crafting has been going well. Been working on a belt and have this so far:



My plan is to basically remove both defense mods, and then slam it with a redeemers orb and hope for cold damage. If I don't get cold and hit a defence mod Ill prob just remove defense, craft a cold mod, remove/add cold until I hit t1 cold damage and then bench craft increased flask effect. Then prob reroll the fire res to t1 eventually.



nice belt! i myself went for mana as my 3rd prefix but cold damage is nice as well.

theres also the redeemer prefix "#% increased Damage with Hits against Chilled Enemies" which gives u even more damage than normal cold damage (40% vs 30% at maxroll)
@dust36 & @Fkmitch: Thanks for the feedback! Appreciate it.

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Holte420 wrote:
Just a quick note, the link you posted to the levelling CA build goes to an empty tree.


Thanks for the heads up, should be fixed.

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Laere wrote:
So far crafting has been going well. Been working on a belt and have this so far:



My plan is to basically remove both defense mods, and then slam it with a redeemers orb and hope for cold damage. If I don't get cold and hit a defence mod Ill prob just remove defense, craft a cold mod, remove/add cold until I hit t1 cold damage and then bench craft increased flask effect. Then prob reroll the fire res to t1 eventually.


Yeah looking good, like bahnschranke said you've got two damage mods you can hit, and like you said the belt is well setup to remove/add cold until it's good.

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my problem is that i probably wont reach 99/100 as u did so i need to cut off something - what would u cut? what would a lvl 92-93 tree look like?


Yeah good question, I've added a lvl 92 PoB under the section "Budget or lower level PoBs"

Hi!

Build looks great on paper, one thing I need to know ,if there is a room to use hh in this build. SC so I really need something to zoom through maps.

Thanks in advance.
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C0WAL wrote:
Hi!

Build looks great on paper, one thing I need to know ,if there is a room to use hh in this build. SC so I really need something to zoom through maps.

Thanks in advance.


Yeah for sure. Capping resists is gonna be harder, but with harvest-crafting it shouldn't be that bad.

Also it's a conversion build, so it scales really well with all the "gain % of physical as extra X damage" mods you get from headhunter. On the flipside, increased attack/cast speed mods only scale clearspeed, and not damage due to how BV works.
Sorry if the question is a little stupid - but why void sceptre?
Would a wand also do? BV is spell damage after all. Or wouldn't the crafting/mods work on that one?

Thanks and keep it up! :)
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snietschie2 wrote:
Sorry if the question is a little stupid - but why void sceptre?
Would a wand also do? BV is spell damage after all. Or wouldn't the crafting/mods work on that one?

Thanks and keep it up! :)



wands got a lot of int requirements (at least those that can get to 40% spell damage implicit to have the same amount as the opal scepter. that might be the reason
Last edited by bahnschranke on Jul 14, 2020, 5:17:40 PM
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snietschie2 wrote:
Sorry if the question is a little stupid - but why void sceptre?
Would a wand also do? BV is spell damage after all. Or wouldn't the crafting/mods work on that one?

Thanks and keep it up! :)


The elemental damage implicit is better than spell damage as it scales the explodey chest, not just BV.

Wands add "Gain (11–13)% of Physical Damage as Extra Chaos Damage" to the mod pool, which interferes with crafting. It's also a much worse damage mod than it might look like for this build.

Also, sceptres add the option of using vigilant strike, but I might be the only person on the planet who likes using that skill ^^
did u try using other skills with that build? if not what are yours thoughts? just out of curiosity :p
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Niedzwiedz wrote:


Also, sceptres add the option of using vigilant strike, but I might be the only person on the planet who likes using that skill ^^


its kinda clunky w/o the vigil imo :D

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