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This is a Cold Chronomancer Sorceress build for Path of Exile 2 (PoE 2)'s The Last of the Druids Update. Check out the Cold Chronomancer Sorceress build, including its gear, socketables, skills, and playstyle!
Attention! |
This endgame build starts from 92+ levels. If you want to see a build for leveling, check out our Leveling Builds! |
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List of Contents
This Cold Chronomancer endgame build is crafted by PaintMasterPoE, updated for the latest 0.4.0 patch. Check out all of their detailed guides on Path of Exile 2 and other games over at PaintMasterPoE's Youtube and Discord!
Updated for the 0.4 Patch, this video explains the changes made for the latest iteration of the build as well as a short explanation
This Cold Chronomancer build is optimized for the endgame and uses Life Recoup to replenish resources. Since we recoup more life and mana than we lose when casting spells, we can cast them continuously without running out of resources, while simutaenously providing additional survivability.
| Date | Changes Made |
|---|---|
| 01/05/26 | ・ Cold Chronomancer Build Revised for The Last of the Druids Patch. ・Adjusted Skills and Support Gems ・Adjusted Passive Tree ・Updated Skill Rotations ・Updated Equipment Section |
| 09/17/25 | ・Added Endgame Build and Budget Setup ・Updated Equipment Section ・Adjusted Skills and Support Gems ・Adjusted Passive Tree ・Updated Skill Rotations |
| 09/08/25 | ・Removed Arctic Armor ・Removed Orb of Storms ・Added Cast on Elemental Ailment ・Added Comet ・Added Elemental Weakness ・Added Temporal Rift ・Updated Passive Tree ・Updated Skill Rotations ・Updated Equipment Section |
| 09/04/25 | ・ Cold Chronomancer Build Revised for The Third Edict Patch. ・Adjusted Skills and Support Gems ・Adjusted Passive Tree ・Updated Skill Rotations ・Updated Equipment Section |
| 04/28/25 | ・ Cold Chronomancer Build Revised for Dawn of the Hunt Patch. |
Due to differences in armor values, mana costs, and modifier rolls, it's difficult to determine the amount of mana recoup each character requires, which can range from 110% to 120%.
To that end, PaintmasterPoE has created a calculator that you can use to input your item values and determine how much mana recoup you need.
The calculator can serve as a good indicator of whether you have enough combined mana recovery and regeneration to cast spells repeatedly. If your mana recoup and regeneration are too low, you may need more sources of mana recoup or a better helmet.
External Link to Mana Recoup Calculator
A Elemental Infusions mechanic was introduced in patch 0.3. Using certain skills creates a remnant on the ground that can be picked up and grant additional bonuses to applicable skills. This changes how skills interact with each other, allowing them to be used together for unique interactions.
※ The affixes shown below are arranged based on descending priority.
| Gear | Affixes |
|---|---|
Attuned Wand Attuned Wand Stats:
Requirements: None (Weapon Set 1) Chiming Staff Chiming Staff Stats:
Requirements: Level - 25 Intelligence - 41 (Weapon Set 2) |
・+ Level of all Cold Skills
・Gain % of Damage as Extra Cold Damage ・% Increased Cold Damage ・+ Level to all Spells ・Increased Critical Hit Chance for Spells ・ + Maximum Mana ・ +Level to All Spells |
Arrayed Focus Arrayed Focus Stats:
Energy Shield - 45 Requirements: Level - 54 Intelligence - 77 (Offhand Set 1) |
・+ Level of All Spell Skills
・% Increased Cold Damage ・Increased Critical Chance for Spells ・Maximum Energy Shield ・% Increased Energy Shield ・Increased Critical Hit Chance for Spells |
Scold's Bridle Jade Tiara Scold's Bridle Jade Tiara Stats:
Energy Shield - 69 Requirements: Level - 50 Intelligence - 71 Fixed Modifiers: ・ +75-150 to maximum Energy Shield ・ 60-100% increased Spell Damage ・ +80-100 to maximum Mana ・ 15% reduced Cast Speed ・ Take 25-100% of Mana Costs you pay for Skills as Physical Damage |
・% Damage Taken Recouped as Life
・Increased Energy Shield ・Increased Spell Damage ・Take % of Mana Costs you Pay for Skills as Physical Damage |
Sacrosanctum Corvus Mantle Sacrosanctum Corvus Mantle Stats:
Armor - 245 Energy Shield - 84 Requirements: Level - 68 Strength - 67 Intelligence - 67 Implicit : +20-30 to Spirit Fixed Modifiers: ・ 80-120% increased Armour and Energy Shield ・ +20-30 to Strength ・ +20-30 to Intelligence ・ +17-23% to Chaos Resistance ・ 5-10% of Damage taken Recouped as Life ・ Damage taken Recouped as Life is also Recouped as Energy Shield |
・% of Damage Taken Recouped as LIfe
・*Increased Armor and Energy Shield ・Chaos Resistance ・Strength ・%of Damage taken Recouped as Life ・Damage taken Recouped as Life is also Recouped as Energy Shield ・Spirit |
Maligaro's Virtuosity Fine Bracers Maligaro's Virtuosity Fine Bracers Stats:
Evasion - 81 Requirements: Level - 45 Dexterity - 57 Fixed Modifiers: ・ 60-80% increased Evasion Rating ・ 20-30% increased Critical Hit Chance ・ 5% increased Attack Speed ・ +10-20 to Dexterity ・ Your Critical Damage Bonus is 300% |
・% increased Evasion Rating
・% increased Critical Hit Chance ・5% increased Attack Speed ・+Dexterity ・Your Critical Damage Bonus is 250% |
Sekhema Sandals Sekhema Sandals Stats:
Energy Shield - 82 Requirements: Level - 80 Intelligence - 108 |
・Increased Movement Speed
・Maximum Energy Shield ・Maximum Mana ・Elemental Resistance ・Increased Energy Shield |
Stellar Amulet Stellar Amulet Requirements:
Level - 24 Implicit:+5-7 to all Attributes |
・% of Damage Taken Recouped as Mana
・+ Level to All Spell Skills ・+ Spirit ・Elemental Resistance ・Increased Energy Shield Annointment: Infused Flesh ・+20 to maximum Life ・8% of Damage taken Recouped as Life |
Snakepit Pearl Ring Snakepit Pearl Ring Requirements:
Level - 32 Implicit:7-10% increased Cast Speed Fixed Modifiers: ・ 20-30% increased Spell Damage ・ 10-15% increased Cast Speed ・ Left ring slot: Projectiles from Spells cannot Chain ・ Left ring slot: Projectiles from Spells Fork ・ Right ring slot: Projectiles from Spells Chain +1 times ・ Right ring slot: Projectiles from Spells cannot Fork |
・% increased Spell Damage
・% Increased Cast Speed ・Left ring slot: Projectiles from Spells cannot Chain ・Left ring slot: Projectiles from Spells Fork |
Prismatic Ring Prismatic Ring Requirements:
Level - 35 Implicit:7-10% to all Elemental Resistances |
・Elemental Resistance
・+ All Elemental Resistances |
Blood of the Warrior Gargantuan Life Flask Blood of the Warrior Gargantuan Life Flask Stats:
Flask Type - Life Recovered Life - 710 Charge Per Use - 10 Total Charges - 75 Duration - 5 sec. |
・90% Less Life Recovered
・Effect is not Removed when Unreserved Life is Filled ・15-30% of Damage Taken during effect Recouped as Life ・Gain 3-5 Rage when Hit by an Enemy during effect ・No Inherent loss of Rage during effect |
Lavianga's Spirits Gargantuan Mana Flask Lavianga's Spirits Gargantuan Mana Flask Stats:
Flask Type - Mana Recovered Mana - 185 Charge Per Use - 10 Total Charges - 75 Duration - 2 sec. |
・Recovers Mana Every 2 Seconds |
Your choice of main weapon, a Wand can be quite flexible since you are mainly looking for Level of all Spell Skills for stronger spells, Cast Speed to make sure your spells hit before enemies get close to you, Maximum Mana to sustain spellcasting, Critical Hit Chance, and Cold Damage to further boost your spells.
For your second weapon set, use a Chiming Staff as your second weapon specifically for Sigil of Power, which increases your damage significantly and used primarily for boss encounters.
This build relies on three unique items: Scold's Bridle Jade Tiara, and the Sacrosanctum Corvus Mantle provide mana recoup and sustainability, while the Maligaro's Virtuosity Fine Bracers provide critical hits.
Ideally, you would want two sockets on your Scold's Bridle and Sacrosanctum, which can be added via corruption using Vaal Orbs.
We will be using Maligaro's Virtuosity Fine Bracers for our gloves slot to set our critical damage bonus to 250%. This will eliminate the need to get additional critical damage bonuses on our gear and passives, allowing us to get more sources of damage.
Lastly, the unique ring Snakepit is utilized in the left ring slot in order to enable Frostbolt projectiles to fork. This allows Frostbolt to fork upon hitting the first target it comes into contact with, and explode on the second, dealing massive amounts of damage on the explosion.
| List of Accessories | List of Armors |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
Our current setup provides more than enough damage, so we will socket our weapon with a Greater Body Rune to increase life recoup.
Socket Estazunti's Soul Core of Convalescence in your helmet and the Soul Core of Tacati in your body armor for additional life recovery and chaos resistance. You can use any elemental resistance runes on your boots and gloves to cap out your resistances.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Midnight Braid Rawhide Belt Midnight Braid Rawhide Belt |
・+To maximum Mana
・% To all Elemental Resistances ・% of Damage taken Recouped as Mana |
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| Charm Options | |||||
Nascent Hope |
Forsaken Bangle |
Sanguis Heroum |
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The Midnight Braid Rawhide Belt provides additional mana recoup and elemental resistance for increased survivability. The mana recoup modifier can be as high as 61%, so aim for a value around that. If you have the budget for repeated attempts, you can further increase the value of the modifiers by corrupting them a second time using the Architect's Orb.
The Nascent Hope is a significant upgrade to the standard Thawing Charm, offering increased survivability in addition to freeze immunity. The Forsaken Bangle is used for increased chaos resistance. The third unique slot is flexible, but the consecrated ground effect of the Sanguis Heroum is a great bonus, providing additional survivability during spellcasting while stationary.
| List of Belts | List of Charms |
※ The Support Gems' priority are arranged in a descending order. The first one being the most important and the last being the least crucial.
| Skill | Support Gems |
|---|---|
Sigil of Power Sigil of Power |
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Rapid Casting II Supports Spells, causing them to cast faster.
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Temporal Rift Temporal Rift This Spell's Cast Speed cannot be modified;Maximum 16 afterimages;Creates an afterimage every 0.25 seconds
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Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
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Frostbolt Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain.
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Deliberation Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits
Rapid Casting II Supports Spells, causing them to cast faster.
Vilenta's Propulsion Supports Spell Skills that fire Projectiles, causing increases and reductions to cast speed to also apply to Projectile speed.
Sione's Temper Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
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Frost Wall Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
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Spell Cascade Supports Spells that affect an area around you or a target location, causing those spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills.
Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Deliberation Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
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Frost Bomb Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
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Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits
Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
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Elemental Weakness Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
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Heightened Curse Supports curse skills, magnifying their power.
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Cursed Ground Supports Curse skills. supported skills no longer have an activation delay, instead creating areas which Curse enemies so long as they are within them.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
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Cast on Critical Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
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Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits
Energy Retention Supports Meta skills. Supported skills gain a chance to partially refund a portion of energy cost when triggering or invoking other skills.
Boundless Energy II Supports Meta Skills. Supported Skills generate Energy significantly faster.
Spell Cascade Supports Spells that affect an area around you or a target location, causing those spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
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Arctic Armour Arctic Armour Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
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Frost Nexus Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Encroaching Ground Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.
Persistent Ground III Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer as well as lowering the Cooldown Recovery Speed of affected Enemies. Ground Surfaces from Supported Skills only end when their duration expires.
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This build revolves around dealing massive amounts of cold damage, so Frostbolt will be the main damaging skill. Socketed with Sione's Temper to increase projectiles, Frostbolt gains significant bossing capabilities when used with Frost Wall to manually trigger explosions. These will be our main skills for most encounters, while the rest will be used mainly against bosses.
The rework of Frost Bomb means that it is no longer used primarily for damage, but rather for its elemental exposure debuff.
For bosses, replace theSpell Cascade support gem with the Living Bomb support gem for Cast on Critical. This will significantly increase your DPS thanks to the fire-infused comets from Elemental Infusion.
| Ascendency Passive Nodes | |||||
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| Passive Nodes | |||||
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10. | Adverse Growth and Glazed Flesh (Accessed via From Nothing Diamond) |
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| Screenshots taken from Path of Building. | |||||
※ Legend: Red = Weapon Set I | Green = Weapon Set II
We will take mainly nodes related to Cold Damage, Critical Hit Chance, Critical Hit Damage, and Freeze Buildup to drastically boost damage done by your spells. For survivability, you will go for nodes related to your Energy Shield
To increase damage and survivability and balance our mana with life as a partial resource, we will take Sacrificial Blood and get more nodes on Life Recoup, such as Taut Flesh and Heart Tissue.
Passive Skill Tree Guide and List of Passives
Note: The modifiers listed are arranged according to priority.
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・Allocates: Necromantic Talisman
・Passives in Radius of Necromantic Talisman can be allocated without being connected to your tree |
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・Passives in Radius can be Allocated without being connected to your tree
・- to all Elemental Resistances |
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・Gain % of damage as Extra Fire Damage
・+ Gain Additional Ailment Threshold equip to 5% of Maximum Energy Shield ・% of Damage Taken Recouped As Life ・% Increased Speed of Recouped Effects |
We will use the From Nothing diamond to allocate passives near the Necromantic Talisman Keystone. This will allow us to allocate additional Life and Mana recoup nodes without connecting them to our skill tree.
The Heart of the Well was introduced in the Rise of the Abyssal League and can be rolled with unique Abyssal modifiers. If you manage to get a good roll on it, it can increase your damage output tremendously, so keep an eye out for this jewel.
For most encounters, we only need to cast Frostbolt continuously since we can cast it without running out of resources thanks to our life and mana recoup. The rotation is as follows:
We will use all of our skills to quickly take down bosses. Make sure to replace the Spell Cascade support gem with the Living Bomb support gem beforehand to trigger fire-infused comets. The rotation is as follows:

| Rank | Build |
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| List of Builds by Class | |||||||||||
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Huntress |
Mercenary |
Monk |
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Witch |
Sorceress |
Warrior |
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Ranger |
Druid |
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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
Arctic Armour Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Mana Tempest Creates a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the Storm constantly drains your Mana, and each spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of mana.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Focus: Mobbing, AoE, Lightning, Fast Clear |
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Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Focus: AoE, Mobbing |
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Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Focus: Elements, Cold, AoE, Infusions |
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Focus: DoT, Mobbing |
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Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain.
Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Focus: Burst Damage, Crowd Control |
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Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Archmage While Active, causes your Non-Channelling Spells to cost additional mana and deal extra lightning damage, both based on your maximum mana.
Focus: Mobbing, AoE, Lightning, Fast Clear |
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Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Cast on Elemental Ailment While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching Maximum Energy.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Temporal Rift This Spell's Cast Speed cannot be modified;Maximum 16 afterimages;Creates an afterimage every 0.25 seconds
Focus: Crowd Control, Burst Damage, Cold |
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Arc An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Shocked enemies Hit release damaging pulses.
Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Archmage While Active, causes your Non-Channelling Spells to cost additional mana and deal extra lightning damage, both based on your maximum mana.
Cast on Elemental Ailment While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching Maximum Energy.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Focus: Lightning, Cast on Elemental Ailment, Mobbing |
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Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Ember Fusillade Conjures a blazing Ember that hovers around you. After a short duration, the Ember launches at the enemy, dealing fire damage in an area on impact. Recasting the spess resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Trinity Become attuned to all Elements building up Fire, Cold, and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Elemental Storm Cannot deal Critical Hits;Deals Damage every 0.25 seconds;Storm radius is 1.8 metres;Storm duration is 5 seconds;Enemies inside the storm are Hindered
Focus: Elements, Shock, Chill, Ignite |
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Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Barkskin While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
Focus: Minion, Cold, Burst, Slow Magnitude, Crowd Control, Djinns |
| Base Class | ||
|---|---|---|
| Ascendancies | ||
PoE 2 0.4 Sorceress Build - Cold Chronomancer

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Your activate skills for Mid Game are fire spells instead of Frost spells.