The Latest Trends in Red Magic 7s Pro Covers

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The day the dragon arrived was a day of death.

Four winters ago, a hungry cave bear had come prowling down from the mountains, and her father had faced it with nothing more than a knife in one hand and a cudgel in the other. Four winters ago, a hungry cave bear had come prowling down from the mountains, and her father had faced it with nothing more than a knife in one hand and a cudgel in the other.

Witchcraft fork spears

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Cold Crit Ice Spear Witch - Build suggestion and skill discussion

WARNING: I am by no mean a player experienced with the later part of the game. Got a Cold Crit Witch to about lvl30-ish back in the summer. Then GW2 and TL2 launched so PoE wasn't that high on my gaming priority list. Also, this is not a definitive guide nor set in stone. Part of writing this "guide" is for me to help myself to a greater understanding and feeling of the build process. END WARNING

Update 1: Elemental resist nodes are for sissies. Modified the tree for removal of those three (3! Wow..) points.

Table of Contents

1. Why Cold Crit Ice Spear Witch?

2.1 Damage Skills

2.1.1 Befor Multiple Projectiles

2.1.2 After Multiple Projectiles

2.2 Supportive skills

3.1 Initial remarks

3.2 The Building Blocks

3.3 Final remarks about the build

4. This took some time

1. Why Cold Crit Ice Spear Witch?

I am one of those strange persons who love the cold and bitter north. Deep forests, high mountains and cold melt water creeks. So I'm a bit drawn to cold (Frost, Ice) characters. And the fact that they have pretty nice crowd control with chilling and freezing makes it all better.

This build revolves around one mechanic, dealing critical damage to enemies freezes them, and one spell. And that spell is the best spell in the whole game. It is nothing less than Ice Spear. A spell that changes it's nature during it's flight. It's a spell that makes the whole world shake from all the crits. It's that awesome.

2. Skills

In this section I'll go over what skills I find interesting. Most likely I haven't though of everything and there could be interesting possibilities I just have missed.

2.1 Damage skills

For damage there is before Multiple Projectiles and a after Multiple projectiles. Multiple projectiles are support gems what once one is acquired it changes the loadout. To be able to use lesser multiple projectiles you have to be lvl19 and have 34dex. But the multiple projectiles gems are in high demand currently and can thus be quite costly. Lesser multiple projectiles is however given as a reward to Shadows and Rangers for the quest Sharp and Cruel , a mid Act 2 quest in normal. So if you are cheap the option to run a Shadow/Ranger and complete that quest is an option.

2.1.1 Before Multiple projectiles

Freezing Pulse - Your bread and butter early multiple-target spell. Does more damage the closer the target is to you. Once I got Lesser Multiple Projectiles I just stashed this skill. However, when used with Multiple Projectiles it can hit a single target several times (according to the wiki) possibly make it very useful if you got the liked slots or another MP gem.

Ice Nova - Area of Effect (AoE) centred around the caster. Have it equipped for those situations I get swarmed from all sides. Chill/freeze everything close and get out of there. But it's best use is to break barrels. it breaks all of the barrels!

Ice Spear - The skill the whole build is based upon. Yes, it's that awesome to use. It's a two phase spell - at close range it pierces and after a certain distance it "becomes solid" and gains a +600% Critical chance multiplier (Oh yeah! - Sweet frakkin' Yeah!). You like crits? Ice Spear will crit for you. Before a MP gem it's practically your single target nuke. But still have some limited uses on lined up enemies.

Cold Snap - Targeted AoE. I don't find too much use for this skill in all honestly. But it has it uses like for example to try and freeze summoners/necromancers to limit the number of extra mobs you have to face. Other than that, I won't use it. To make things even worse, it have a cooldown associated to it. But you can get a cool (pun intended) microtransaction effect for it.

2.1.2 After Multiple Projectiles

Ice Spear (1) - One Ice Spear augmented with as much extra damage support as you can get for it to use as a single target nuke.

Ice Spear (2) - Your second Ice Spear augmented with (at least) LMP to act as a multiple target snare/damage dealer. Other possible support gems for it to increase the number of targets affected are Chain and Fork. But the two phased nature of Ice spear makes it behave funny.

Freeing Pulse - It's ability to hit several targets becomes overshadowed by MP supported Ice Spear. But for close range it could still be of use.

Ice Nova/Cold Snap - See previous section.

2.2 Supportive skills

Not only support gems but also skills that are more supportive in nature.

Lesser Multiple Projectiles / Greater Multiple Projectiles - Bread and butter for the AoE. Makes one Ice Spear into 2/4 Ice Spears for the cost of mana and damage done. Get one and slot it. You will never look back!.

Clarity - In exchange for some mana grants a flat (and increasing with level) mana regeneration. Pick this one up and keep it activated. Don't level it up just because you can, but do it thoughtfully. Mana regeneration is useless if you can only cast a few spells before it have to regen again.

Hatred - Adds a portion of your physical damage as cold for the cost of reserving some mana. Sounds good right? NO! NO, NO, NO! Your only source of physical damage is your wand, and ask yourself: How much do I use it. The answer should be - Little, Very little. Just don't use it.

Frost Wall - Summons an icy wall that prevents characters (including mobs) and projectiles to pass through. Some movement abilities allows you pass though it and projectiles that pierce pierces the wall. While the duration is short it's useful to prevent mobs from getting to and/or damage you. And here comes the beauty of it - Ice Spear in it's first form is piercing. This means you can put up the wall as as long as you are close to it you can cast Ice Spear through it. But that's very unfair to your enemies as they hardly get a chance to damage you. Play fair!

Critical Weakness (Curse) - Makes foes easier to crit. And more crits means more frozen enemies. Yo dude, I heard you liked crits so I cursed the mobs for you to get more crits (I did it wrong, didn't I?)

Frostbite (Curse) - Makes enemies more vulnerable to cold damage. Can I hear a "Yeehawww"? But here comes the bummer. Unless you build for curses you can only apply one curse to your enemies. But which one to choose? I don't know and can only speculate. And my thoughts are as follows: If you have enough Critical Chance to make your Ice Spear phase 2 auto crit (or close to it) Frostbit could be the curse to use as it increases the cold damage you do. On the other hand, Critical Weakness increases the damage those critical hits do by 50+%. So perhaps in the end Critical Weakness wins. I just keep both equipped as I cannot quite decide.

Cold Penetration - Ignores a portion of the target's cold resistance. Yummy. Don't feel like saying anything else.

Elemental Proliferation - Freeze one and get it's allies for almost nothing. Basically spreads elemental status effects applied to target to other targets near it. If you got the mana for it, go for it!

Fork / Chain - On impact makes your projectile either fork or chain. Did some experimentation on fork and piercing projectiles are unaffected by it. So Ice Spear will only be effected if it hits a a target while in phase two. And then fresh Ice Spears will be generated, but spears in phase one. They are two very useful support gems but I am torn about them. Multiple Projectiles already have reduced the damage, so do I have the need to hit even more targets and do even less damage?

Spell Totem - Creates a totem which casts a linked spell. Slap your selected curse to this support gem and you will get a totem that automatically curses foes. Yes please!

Pierce - Grants a chance for projectiles to pierce. Not tested it, But it sounds like fun! Behaves probably like Fork/Chain.

And then there are lots of Added [Element] Damage, more and better crits, Faster casting etc. Most are straight forward as they doesn't add anything special. Just more damage. Got the mana and slots - use them!

3. Building it

3.1 Initial Remarks

There are a few things I need to put out here before by build comes.

  1. It is being built for picking up Chaos Inoculation, but that keynode is never picked. Simply because when to pick it up is something I don't know.
  2. If you don't want CI take life nodes. Do take them. And even if you are going to get CI it may be wise to pick them up for added survivability. You can always spec out of those life nodes later.
  3. The build also picks up Chaos Resist nodes. With a very low health pool those may be needed. Again, if you are going for CI spec out of them later.
  4. Elemental Resist nodes that doesn't give anything else are for sissies. It's pretty easy to cap elemental resists from gear only, especially as there are many item mods of no use (looking at you +X-Y Damage).
  5. It is entirely possible to start out as a shadow and end up with the same build. Just do it "backwards".

Finally I have created the build in many steps I call "Modules". I think I know what I want but not when I want it. By having nice approximately 10 point modules I feel it's not only easier to follow it while levelling. But also easier to gather feedback on it. And then they give the added benefit of being easy to pick in a different order.

3.2 The building blocks

Module 1: 10pt

Offensive: Spell Damage, Spell Crit chance and Cold Damage.

Requires no other Modules

Module 2: 20pt

Defensive: Mana, Mana regeneration and Energy Shield.

Requires no other Modules

Module 3: 31pt

Mixed: Spell Damage, Cold Damage, A bunch of int, A big dex node to be able to use Lesser multiple projectiles.

Requires Module 1 and 2

Module 4: 43pt

Offensive: Critical multiplier (ie. critical damage), Energy Shield Delay and more Critical chance.

Requires Module 3

Module 5: 46pt

Defensive: Energy Shield and Delay

Requires Module 3

Module 6: 58pt

Offensive: More crit!

Requires Module 3

Module 7: 69pt

Offensive: Some more crit, Cold Damage and Spell Damage

Requires Module 6

Module 8: 74pt

Defensive: Energy Shield

Requires Module 5

Module 9: 92pt

Defensive: Elemental Resists, Energy Shield and Evasion(!)

Requires Module 6

3.3 Final Remarks about the build

Module 5, 8 and 9 are three modules heavily favouring defensive nodes and as such may be appropriate to take as early as possible. I'm currently winging it.

All in all I think I have managed to create a decent build and build order. But with no experience from lvl35+ gameplay I may be completely wrong. If so tell me!

4. This took some time

[Other self] Yes it did. Dumbass

But this is the end for now. Hopefully you have learned at least half as much as I have learned writing this big brick wall of text. But it's a nice brick wall of text. As always: Comments, critique and that is much appreciated.

And then there are lots of Added [Element] Damage, more and better crits, Faster casting etc. Most are straight forward as they doesn't add anything special. Just more damage. Got the mana and slots - use them!
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Reviews for "Customizing Your Red Magic 7s Pro Cover: DIY Ideas"

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