[0.2] Cold Chronomancer Megathread. Let's see how we can survive this.

- Slow enchant on gloves has been removed
- Frost Wall cooldown is much slower
- Speed of Freezing is halved
- Specters dont gain spirit from quality
- Curse area and effect got scaled down a lot.
- Everlasting gaze doesnt work anymore
- Unleash doesnt work with cast on crit anymore.
- Slow effects became additive and no more multiplicative. Not sure how it will work
- Hammer build with Chrono doesnt work anymore.

So:
- Blasphemy is much harder to use
- CC is much harder
- Having enough spirit for blasphemy and CoC is much harder
- Eldritch battery unusable, same for Archmage.
- A build on CoC Comet is still usable but the damage will be so low without archmage.
- An insane high cast speed with Spark could be doable but I dont see how sorcerer can deal enough damage
- I had a spark/Bow/CoC build that could still work.

Overall conclusion:
I think the only good thing is Frost Bomb is better and CoC not nerved. I think Comet doesnt deal enough damage though.

Everything got nerved. I was planning on playing Lich but Minions got nerved as well. What is sure is that it is better to start a gameplay early to start making currency. Huntress will surely works OK but I am not excited by her
Deadeye and Pathfinder seems solid also
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Deadeye and Pathfinder seems solid also

Pathfinder? Nah. Only why pathfinder been played is poison concoction. everything about peacoc has been nerfed.
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Player-created objects, such as Ice Crystals, no longer have a Monster Power value.

Doesn't this mean that we can't gain CoC energy via hitting Frost Walls anymore?
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ekinyus#6464 wrote:
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Player-created objects, such as Ice Crystals, no longer have a Monster Power value.

Doesn't this mean that we can't gain CoC energy via hitting Frost Walls anymore?


We couldn't do this since 0.1.1c.

~~~~~

Whatever. My only concern is how EB will work with the Archmage now and if there are other options than Archmage. Somewhere here was a discussion about scaling the lvl of the gems.

Honestly, if we are talking about the endgame build, there isn't that much difference if we kill bosses in 1 second or 3. That is what I was thinking.

But EB change affects how many comets we can get per mana pool. If it doubles the total mana cost including Archmage that's already bad enough to look for any possible alternatives including removing EB. If it doubles the mana cost BEFORE the archmage - can be bearable.

So, the real problem here is that we have to go as hard on mana stacking as we can.

Better crafting will help for sure, but it will cost a lot.

~~~~~

After some consideration, it feels like playing w/o EB is an ok choice - this way we still can follow "late-game" approach with ES, but getting to 4k mana would be a problem. Still, we can use +3 amulet instead of Everlasting Gaze, which can compensate damage loss from Archmage to some degree.

Kinda this.

~~~~~

UPD: Another thing is, I don't see anything about the Soul Offering fix (so it would work only on the main hand), and there is the buff to its damage.

Anyway, everything seems kinda doable. Our main features - Time Freeze and pool reset with the temporal rift are still here.

Shit, Simulacrum would be damn hard...
Last edited by monik390#5560 on Apr 3, 2025, 9:52:05 AM
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monik390#5560 wrote:

UPD2:

So, Soul offering is doubled - up to 77% more damage at lvl 20 of the gem, and we have 60% buff effect from supports, so we get ~120% more damage with it.
Absolutely must be used regardless of if it's fixed or not. This way we will have damage for bosses for sure.


"Soul Offering now grants 56-77% increased Spell Damage at Gem levels 13-20, rather than 32-39% more Spell Damage." It's not more damage, its increased :(

Build got hit hard, but will probably survive.

Everlasting gaze is nuked and now will not work with EB.
Archmage nuked, but still good.
Spell Echo doesn't work with triggered spells.
Mana mods nerfed.
Scepters no longer get more spirit with quality.

Damage will be fine, but survivability will be hard to fix.
I'm back. temporarily. I'm sure I'll play again.. although, probably a spear amazon like everyone else.

anyone volunteering to try and see how viable a .2 chronomancer is?


Notes are brutal. Mana nerfs are a big ???

they noted "The mana cost for all Attacks, Marks and Warcries has been reduced, most notably at higher Gem levels."

but spells not mentioned. so what the hell? spells mana cost still scaling out of control?

And this is with MASSIVE nerfs to max mana literally everywhere. gear mana, max mana in passive tree, etc. EB. good lord EB and MOM in .2..


100% slow gutted. nuked from orbit on every side. haha.

frost wall CD change is pretty minor really. makes it more spotty.

chronomancer stuff.
presence. ouch. 4m is still most of the screen though.
no more hearbound loop. I would have rather seen it reworked, as I have noted. but, removing it, and letting us skip directly to rapid river is good.
quicksand. what a useless change. remove this trash, and start over.
new node. unleash skill. this is potentially ok. unleash as a concept works better with timestop and CDR then pendulum faster cast.



buffs. Discipline works on you now! yeah! solidifies scepter/focus as bis imho.
frost bomb bigger aoe. (but, inc aoe nerfed)
bigger aoe on cold snap. eh. good for leveling.
"small" buff to frozen orb. the problem was of course, getting ground effects reliably was not very viable. Maybe, those new supports will help.



Supports:
the nerf to hourglass. lol. what?
do remember 100 new supports being added. maybe some are good.

I don't think the archimage nerf was really enough. flat 3%/100 mana versus up to 9%/100 mana. sure its massive, but still best in class. the reduced res is better, as it enables more options.

spell echo change is just sound.




honestly, I was already more interested in seeing what Last epoch had in store for season 2.


removed hexblast. lol. no fun allowed. so many of that in these notes. oh a fun interaction?! remove it. totally against the entire base PoE design concept. thats THE POINT of free form supports. same with the nerfs to ice crystals. you want combos. but players find a fun combo, and you remove it. GGG what the hell are you doing? in fact, ADD more combos. ice crystals should count as FROZEN. so cold snap, and all those, "remove Frozen, and do X" supports have a use.

no notes on Cast on dodge!
Last edited by Casia#1093 on Apr 3, 2025, 9:38:20 AM
I was torn on release between warrior and chrono, I started last league with warrior and hated it. When I switched to chrono I fell in love with the concept. While it would be nice to see all the skills and uniques before committing, I'm set on starting this league with chrono.

My test campaign runs prepping for this league were so smooth with cold chrono and I don't think that has changed. Time freeze, temporal rift, and time snap are all unchanged. As Monik pointed out, if it takes you a little longer to kill a pinnacle boss, who cares? Dead is dead and time freeze makes it so the boss never gets to interact with you. Chrono is still going to be great at killing pinnacles, and for early league I think that's important when a lot of other builds may struggle.

Simulacrum survival is definitely going to be more challenging though. Maybe new supports and uniques will alleviate this.
"


Simulacrum survival is definitely going to be more challenging though. Maybe new supports and uniques will alleviate this.


There would be support that converts all extra damage to cold, and it should work with the archmage.

Put it in Frost Wall - and here is a massive freezing. I depended on Frost Wall the most during my early Simulacrum runs exactly like this, even when my damage was damn low, but CD was barely enough. Now it would be harder.

Another option is, if you will run ES build (non-EB, I'm leaning towards it atm) - you can go with Shock Siphon instead of it - to partially compensate Grim Feast loss. At least, you'll have ES most of the time.

With Archmage we still would shock anyway at some point.

Whatever tho. If I remember right, my 1st ever max difficulty Simulacrum was about the achievable thing this time in terms of damage.

Build will survive anyway. Nerfed hard, but not nuked to oblivion.

~~~~~

I might try to play, but my playtime would be low af. I wanna check the stuff, but only if it wouldn't affect solving my IRL issues. So yeah, 1-2 hours per day at most, and I will fall behind everyone. I'm not sure if I will be able to complete the campaign by the end of the next week.

Don't wanna play like this, honestly. Usually, I take 1-2 weeks off and go hard during that time. Can't afford it this time.

Anyway, I'm still leaning towards skipping this league so I can play freely next time.
Last edited by monik390#5560 on Apr 3, 2025, 11:39:16 AM
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this league were so smooth with cold chrono and I don't think that has changed. Time freeze, temporal rift, and time snap are all unchanged. As Monik pointed out, if it takes you a little longer to kill a pinnacle boss, who cares? Dead is dead and time freeze makes it so the boss never gets to interact with you. Chrono is still going to be great at killing pinnacles, and for early league I think that's important when a lot of other builds may struggle.

Simulacrum survival is definitely going to be more challenging though. Maybe new supports and uniques will alleviate this.


Still too early to even make this judgement.

we know mana was gutted. and it was already in a bad spot. so, defense is now a giant ???.

they mentioned recoup in jewels was nerfed, as others like it. I would assume that includes, "damage taken from mana". as well..

Grim feast, gone. shock siphon gone.

what is the viable defensive option left? we need to see any number rebalancing on the enemies.


same goes with skill use. "chrono is still going to be great for killing pinnacles."

will it?

what if they reduced frost walls damage by 80%?
what if frost bolt is reduced by 50%?


My hybrid builds were hurt less then others. I was not using gaze, EB, or anything in the first place.
Last edited by Casia#1093 on Apr 3, 2025, 11:02:36 AM

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