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★ HOT: Patch 0.2.0 Release and Details
┗ Rogue Exiles | Azmerian Wisps
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This is a Cold Comet Chronomancer endgame build for Path of Exile 2 (PoE 2) that focuses on applying crowd control then nuking them with Comets. Check out this Chronomancer Sorceress build, including its gear, socketables, skills, and playstyle!
List of Contents
※ Switch tabs to view build progression: Endgame (Atlas), Mid-Game (Act 3 to Cruel Mode), Leveling (Acts 1-2).
The Cold Comet Chronomancer is a slow build that aims to control the field and unleash deadly comets to mow down mob groups. Your main tool is mostly mobility and crowd control to ensure that you are able to find the ideal position in fights to channel your manually casted comet without getting interrupted or dying in the process.
Date | Changes Made |
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01/19/24 | - Cold Comet Chronomancer page created. |
Build Notes |
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Cast on Freeze's massive nerf to its energy gain prevents Comet from being a great option nor the other spells to be included in this meta gem. It may prove a bit beneficial against elites due to the enhanced energy gain from stronger enemies but the spirit spent for the meta gem can be spent on other tools to increase the build's utility instead.
Gear | Modifiers | |
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Helm | ・Maximum Life
・ Energy Shield ・ Resistances |
|
Armor | ・Resistances
・Maximum Life ・Energy Shield | |
Gloves | ・Maximum Mana
・Attack Speed |
|
Belt | ・Increased Mana Recovery from Flasks ・ Resistances |
|
Boots |
・Movement Speed
・Energy Shield ・Resistances ・Maximum Mana ・Maximum Life |
|
Ring | ・All Resistances / Resistance to Element
・Rarity Drop Chance ・Spell Damage ・Increased Cold Damage |
|
Amulet | ・All Resistances / Resistance to Element
・Spell Damage ・Strength / Intelligence ・Damage |
|
Ring | ・All Resistances / Resistance to Element
・Fire Damage |
|
Wand | ・Increased Spell Damage
・Increased Cold Damage ・Level to Spells ・Maximum Mana ・Critical Spell Damage |
|
Focus | ・Increased Spell Damage
・Increased Cold Damage ・Energy Shield ・Resistances ・Maximum Mana |
Our weapon and offhand will be focusing on the damage affixes which are Spell Damage, Fire Damage, and Spell Skill Level bonuses.
Overall, your armor setup will be marking Armour, Resistances, and Energy Shield as the highest stat priority for the mid-game. Maximum Life and supporting damage affixes from armor are nice bonuses to have but will be secondary, especially in the endgame where our survivability is our highest priority before focusing on damage.
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・Mana Regeneration
・Increased Elemental Damage |
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For Jewels, Sapphires that can aid your build with more spellcasting via spell damage or mana regeneration will be the most basic jewels you'll want to have.
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・Increased Duration
・Increased Charges ・Recover Life when Used |
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・Increased Duration
・Gain Charges Per Second ・Recover Life when Used |
It is recommended to equip a Thawing Charm since it negates Freezing. An alternative charm equipment is a Stone Charm as this negates stuns.
Both charms reduce the possibility of being immobilized getting frozen or stunned (or any immobilizing effect) during maps can be the main difference between a map clear and failed run.
※ Switch tabs to view build progression: Endgame (Atlas), Mid-Game (Act 3 to Cruel Mode), Leveling (Acts 1-2).
Skill | Support Gems |
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![]() | ![]() Ingenuity Supports skills with Cooldowns, increasing the rate at which those Cooldowns recover. |
![]() | ![]() Magnified Effect Supports any skill with an area of effect, making it larger. ![]() Persistence Supports any skill that has a duration, making that duration longer. |
![]() 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.. | ![]() 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. ![]() Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. ![]() Deep Freeze Supports any skill that hits enemies, causing Freeze it inflicts to last longer. |
![]() 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. | ![]() Inevitable Critical Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical hit chance over time. ![]() Spell Echo Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. |
![]() Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance. | ![]() Heightened Curse Supports curse skills, magnifying their power. ![]() Cold Mastery Supports Cold skills, granting then an additional level. ![]() Hex Bloom Supports Curses spreading their effects when a Cursed enemy dies. |
![]() Temporal Chains Curses all enemies in an area, Slowing them and making other effects on them expire more slowly. | ![]() Ritualistic Curse Supports Curse skills, causing them to cover a larger area but take longer to curse enemies ![]() Expanse Supports any skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support skills which already have a cooldown. ![]() 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. |
![]() Eye of Winter Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type. | ![]() Pierce Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so. ![]() Cold Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Cold Exposure when it Critically Hits an enemy. ![]() Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. |
![]() 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. | ![]() Clarity Supports Persistent Buff Skills, causing you to gain increased mana Regeneration while the skill is active. ![]() Bludgeon Supports any skill that Hits enemies, causing it to Knock Back enemies. |
![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away. | - |
Skill | Support Gems |
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![]() Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts. | ![]() Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. ![]() Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. ![]() Arcane Tempo Supports spells, causing them to cast faster |
![]() 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. | ![]() Persistence Supports any skill that has a duration, making that duration longer. ![]() Spell Echo Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. |
![]() Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. | ![]() Concentrated Effect Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. ![]() Hourglass Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support skills which already have a cooldown. |
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | ![]() Expanse Supports any skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support skills which already have a cooldown. ![]() Heightened Curse Supports curse skills, magnifying their power. |
![]() Firestorm Rains flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite Consumed. | ![]() Fire Penetration Supports any skill that Hits enemies, making those hits penetrate enemy Fire resistances. ![]() Wildfire Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay. |
Skill | Support Gems |
---|---|
![]() 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. | ![]() Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. ![]() Glaciation Supports any skill that hits enemies, makit it more effective at Freezing enemies. |
![]() Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain. | ![]() Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. ![]() Deceleration Supports Projectile skills, making those projectiles travel more slowly. |
![]() Cold 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. | ![]() Spell Echo Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. ![]() Controlled Destruction Supports spells that hit enemies, boosting their damage but preventing them from dealing Critical hits. |
Our overall clearing will revolve around our main combo of Frost Wall, Eye of Winter, and Comet. Frost Wall is our main stalling and freezing tool to prevent ourselves getting mobbed down by enemy groups. We then follow it up with Eye of Winter to inflict Critical Weakness to all enemies and increase our Comet's critical damage which we then use last to burst down the mob group.
The rest of our spells are for utility and can be used against Elites. Hypothermia amplifies our damage which is much needed against elites to bring them down faster.
Temporal Rift will be our recovery and repositioning tool, quickly follow up our Comet cast with Temporal Rift to restore our mana and repeat our combo cycle while Time Freeze is perfect to add an additional emergency stall in case we encounter a fast enemy or urgently need to reposition/recover.
Ascendancy Tree | |||
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Passive Nodes | |||
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6. | - |
As a cold archetype that frontloads all of its damage to Meteor and amplifying its critical values, we highly prioritize nodes that will aid us with Cold damage, Critical Strike modifiers, and Energy Shield.
Energy Shield is a defensive stat that will allow us to avoid getting killed by mobs during the end-game and are nodes that you can de prioritize until you reach the game's mapping content.
This is a combo setup and you will always need to complete the core rotation to kill any enemy on the map as all of your damage is front loaded to the Comet skill.
Your gameplan against bosses will mostly be the same as smaller mob groups. However, since boss fights won't end with a single comet, you will want to utilize your utility skills to increase your survivability as well as further weaken the boss while nuking him down with Comets.
In addition to this, your main mobility tool will be your Temporal Rift's backtrack for repositioning as well as Blink. Blink's travel range is more than double your standard roll while removing the roll's awkward recovery frames so don't be afraid to use it to avoid the boss' mechanics.
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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.
![]() 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: Burst Damage, Mobbing |
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![]() 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..
![]() 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.
![]() Eye of Winter Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type.
![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Focus: Crowd Control, Burst Damage, Cold |
Base Class | |
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Ascendancies | |
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PoE 2 Cold Comet Chronomancer Sorceress Build
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Your activate skills for Mid Game are fire spells instead of Frost spells.