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This is a Cold Chronomancer Sorceress build for Path of Exile 2 (PoE 2)'s The Third Edict Update. Check out the Cold Chronomancer Sorceress build, including its gear, socketables, skills, and playstyle!
List of Contents
This Cold Chronomancer endgame build is crafted by PaintMasterPoE, updated for the latest 0.3.0 patch. Check out all of their detailed guides on Path of Exile 2 and other games over at PaintMasterPoE's Youtube and Discord!
The video breaks down the build step-by-step, covering skills, gear, passives, and a budget alternative to start the build earlier in the game!
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 |
|---|---|
| 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. |
A new mechanic called Elemental Infusions 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 |
|---|---|
Siphoning Wand Siphoning Wand Stats: Requirements: Level - 11 Intelligence - 21 (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 ・Gain % of Damage as Extra Lightning Damage ・Increased Critical Hit Chance ・+ Increased Spell Damage ・+ Increased Elemental Damage ・+ 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 Cast Speed ・Increased Critical 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% |
Dunerunner Sandals Dunerunner Sandals Stats: Energy Shield - 58 Requirements: Level - 59 Intelligence - 78 | ・Increased Movement Speed ・Maximum Energy Shield ・Maximum Mana ・Increased Energy Shield ・Elemental Resistance |
Solar Amulet Solar Amulet Requirements: Level - 30 Implicit:+10-15 to Spirit | ・% 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 |
Breach Ring Breach Ring Requirements: Level - 40 Implicit:Maximum Quality is 40% | ・Increased Cold Damage ・Elemental Resistance ・Life Regeneration per Second ・+ 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 |
Ultimate Mana Flask Ultimate Mana Flask Stats: Flask Type - Mana Recovered Mana - 310 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. | ・% More Recovery if Used in Low Mana |
| Gear | Affixes |
|---|---|
Chiming Staff Chiming Staff Stats: Requirements: Level - 25 Intelligence - 41 | ・+ Level of all Spells ・% Increased Critical Hit Chance ・+ Increased Spell Damage ・Increased Cast Speed ・Gain % of Damage as Extra Cold Damage ・Gain % of Damage as Extra Lightning Damage |
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% |
Dunerunner Sandals Dunerunner Sandals Stats: Energy Shield - 58 Requirements: Level - 59 Intelligence - 78 | ・Increased Movement Speed ・Maximum Energy Shield ・Maximum Mana ・Increased Energy Shield ・Elemental Resistance |
Solar Amulet Solar Amulet Requirements: Level - 30 Implicit:+10-15 to Spirit | ・% 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 |
Ruby Ring Ruby Ring Requirements: Level - 8 Implicit:+20-30% to Fire Resistance | ・Any Elemental Resistance ・+ To All Elemental Resistance ・%Increased Cold Damage ・+ Maximum Mana |
Ruby Ring Ruby Ring Requirements: Level - 8 Implicit:+20-30% to Fire Resistance | ・Any Elemental Resistance ・+ To All Elemental Resistance ・%Increased Cold Damage ・+ Maximum Mana |
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 |
Ultimate Mana Flask Ultimate Mana Flask Stats: Flask Type - Mana Recovered Mana - 310 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. | ・% More Recovery if Used in Low Mana |
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 is useful buff used during your skill rotation. If you will be running a budget setup, Chiming Staff will serve as your main weapon, so make sure to that is has the appropriate offensive modifiers if you're on a budget.
This build incorporates three distinct armor pieces, with two of them being utilized to establish our recoup setup. Scold's Bridle and Sacrosanctum are used to both restore life and mana, ensuring that spellcasting is completely sustainable while also enhancing survivability. Ideally, both uniques should have two sockets, as well as additional life recoup, which can be added by corrupting the item with a Vaal Orb.
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.
Since we will be using Frostbolt as our main source of damage, we will be using the Snakepit unique in our left ring slot 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.
Make sure to get the highest elemental resist rolls possible for the rest of your accessories, as high as your budget allows, to reach the maximum elemental resist cap.
| 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 resistancss.
For your budget setup, socket two Greater Desert Runes into your staff to increase fire damage. This will increase the damage caused by Mana Flare when it triggers.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Midnight Braid Rawhide Belt Midnight Braid Rawhide Belt |
・+To maximum Mana
・% To all Elemental Resistances ・50% of Damage taken Recouped as Mana |
||||
| Charm Options | |||||
Nascent Hope |
Forsaken Bangle |
Sanguis Heroum |
|||
The Midnight Braid Rawhide Belt provides additional mana recovery and elemental resistance for increased survivability.
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. |
Temporal Rift Temporal Rift This Spell's Cast Speed cannot be modified;Maximum 16 afterimages;Creates an afterimage every 0.25 seconds | Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. |
Frostbolt Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain. | Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. 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. |
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.. | 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 Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed. Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. |
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. | 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 I Supports any skill with an area of effect, making it larger. Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. Short Fuse II Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage. |
Elemental Weakness Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances. | 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. |
Cast on Critical Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy. | 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. Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits |
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. | 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. Freeze Supports any skill that hits enemies, makit it more effective at Freezing enemies. Cold Mastery Supports Cold skills, granting then an additional level. |
| 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. |
Temporal Rift Temporal Rift This Spell's Cast Speed cannot be modified;Maximum 16 afterimages;Creates an afterimage every 0.25 seconds | Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. |
Ice Nova 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. | Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. 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. Mana Flare Supports any Spell that hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your mana to deal Fire damage. Cannot support the skills of Minions. Astral Projection Supports Nova skills, causing those skills to take place at a targeted location when used instead of around you. |
Frost Darts 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. | Multishot II Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed. Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits |
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. | 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 I Supports any skill with an area of effect, making it larger. Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant. Short Fuse II Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage. |
Snap 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. | Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed. Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant. Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions. Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. Magnified Area I Supports any skill with an area of effect, making it larger. |
Elemental Weakness Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances. | 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. Fire Mastery Supports Fire skills, granting them an additional level. |
Flame Wall 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. | Prolonged Duration II Supports any skill that has a duration, making that duration longer. 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. Fire Mastery Supports Fire skills, granting them an additional level. Rapid Casting II Supports Spells, causing them to cast faster. |
Siphon Elements Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target. | Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant. Remnant Potency I Supports Skills that generate Remnants, making those Remnants to be more powerful. Fire Mastery Supports Fire skills, granting them an additional level. |
Cast on Critical Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy. | 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. Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. 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. |
Orb of Storms Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. | Overabundance II Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit". Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions. Magnified Area I Supports any skill with an area of effect, making it larger. Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant. Shock Supports any skill that hits enemies, making it more likely to Shock. |
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 longer boss battles, you can choose to remove the Short Fuse II support gem from Frost Bomb.
The budget setup uses Ice Nova to clear hordes of enemies in a large area, relying on Cast on Critical to proc Comet casts. For single targets, we will use Frost Darts with our other debuffs to lower enemy elemental resistance and trigger elemental infusions.
| Ascendency Passive Nodes | |||||
|---|---|---|---|---|---|
| |||||
| Passive Nodes | |||||
| 1. | | 2. | | ||
| 3. | | 4. | | ||
| 5. | | 6. | | ||
| 7. | | 8. | | ||
| 9. | | 10. | | ||
| Screenshots taken from Path of Building. | |||||
※ Legend: Red = Weapon Set I | Green = Weapon Set II
| Ascendency Passive Nodes | |||
|---|---|---|---|
Footprints in the Sand, Quicksand Hourglass, and Apex of the Moment | |||
| Passive Nodes | |||
| 1. | | 2. | |
| 3. | | 4. | |
| 5. | | 6. | |
| 7. | | 8. | |
| 9. | | 10. | - |
| 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.
Our budget will function similarly, but we will sacrifice a few elemental damage nodes, such as Echoing Frost and Elemental Force, to gain more critical passives, such as Deadly Force. This will offset the lack of critical chance passives due to having only a staff.
If you have the budget for a good wand and focus, but lack the resistances on your other gear to use Snakepit, you can use the budget weapon set passive setup and relegate your Chiming Staff to being used solely for Sigil of Power.
Passive Skill Tree Guide and List of Passives
Note: The modifiers listed are arranged according to priority.
| |
・Gain % of damage as Extra Fire Damage
・+ to Maximum Elemental Resistance ・% of Damage Taken Recouped As Life ・% Increased Speed of Recouped Effects |
|---|---|
| |
・Allocates: Careful Assasin ・20% reduced Critical Damage Bonus ・50% increased Critical Hit Chance ・Allocates: Adverse Growth ・・20% reduced Life Regeneration rate ・20% of Damage taken recouped as Mana |
| |
・% Increased Cold Damage
・+% Increased Maximum Energy Shield ・+% Increased Critical Hit Chance for Spells ・% Percent of Damage Recouped as Life |
| |
・% Increased Cold Damage
・ Recover % of Maxium Mana on Kill ・Meta Skills gain % of Energy ・Triggered Spells Deal 10% Increased Damage |
To gain more damage and energy shield, it is recommended to focus on getting Sapphires. Stats such as Spell Damage and Critical Hit Damage boost your overall damage, and you can also roll for life recoup.
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.
Megalomaniac is essential for allocating Careful Assassin and Adverse Growth for additional life recoup and critical hit chance.
List of Jewels
| Skill Rotations | |
|---|---|
| Endgame Mobbing Rotation | Budget Mobbing Rotation |
| Endgame Bossing Rotation | Budget Bossing Rotation |
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 be utilizing the interaction between Frostbolt and Frost Wall for boss fights as well as tanky elites, while simultaneously taking advantage of debuffs and Elemental Infusions. Make sure to remove the Short Fuse II support gem beforehand! The rotation is as follows:
Mobbing will be handled by a Ice Nova and Frost Bomb triggering Comet from Cast on Elemental Ailment which will clear the enemies in an area. Since we have Siphon Elements, we will no longer need to generate elemental infusion remnants by casting other skills. The rotation is as follows:
Boss fights will have you utilizing all of your elemental skills to generate elemental infusions for more damage.

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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 |
| Base Class | ||
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| Ascendancies | ||
PoE 2 0.3 Sorceress Build - Cold Chronomancer

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