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How is Winter tree doing?


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6 réponses à ce sujet

#1
Lord Surinen

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To me at least, visually it is the most beautiful of specs, but how does it work in combat? Is it powerful, enemies breaking or weak, almost useless?



#2
Fullmetall21

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I found the winter tree underwhelming and only the first 2 rows i think are worth getting. Winter Stillness is still up for debate since your 2 most powerful skills require you to take a step thus disrupting the passive (energy barrage and fire mine). Winter's Grasp is good early game because the freeze is useful cc but other than that not all that good it costs way to much mana and does mediocre damage.

 

I found frost mine and wall of ice useless in most situations. There are some parts of the game when Wall of Ice could prove useful but not enough to justify the number of points required to get to it. Frost Armor is the best skill in the Winter tree along with Fade Step but it requires some kind of Ice Spell to be active near you to even activate so that means you must also get Blizzard to make it worth it.

 

All in all I think the first few skills in the Winter tree are very good (Mana Surge, Fade Step, Winter Stillness) but other than that the rest of the skills just are not as useful as Lightning or Inferno.


  • GuyNice aime ceci

#3
Kage

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Some points are super good, such as winter graps, fade step or ice mine.

However, investing several points in it, means you need to control that character to be effective, and a lot of people taking advantage of frozen enemies.

 

I will make a build for Vivienne with a lot in winter, and going crazy melee. It will not be as OP as KE usually is, and it will have a lot of sinergy.



#4
Matth85

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From my own testing. One may disagree, but this is how I see it:

 

Winter's Grasp -- Solid CC. High Cost. Average cooldown. Freezes for Shatter Combo. 7/10 - Good all around!

         Winter's Chill -- AoE chill + damage. 1/10 - WG is not for damage!

 

Mana Surge -- Freeze when barrier breaks. 5/10 - Decent, but you should not get hit. 

 

Fade Step -- Movement with 2 seconds of invulnerability. Average cooldown. 10/10 - best mobility ability in-game!

          Frost Step -- 300% weapon damage and an 8 second chill added to Fade Step. 8/10 - No mana cost damage ability? Yay!

 

Frost Mastery -- Freeze and chill duration. 3/10 -  Not worth it unless you get spare points! 25% of 4 is 1, 25% of 8 is 2. er...

 

Winter Stllness - Not moving gives you 30% cd reduction and 50% mana regen. 8/10 - Your only effective mana-regen early/mid game. Fire Mine and Energy Barrage breaks it, which is why it doesn't get 10/10. 

 

Wall of Ice -- Raises a wall of ice. half your mana bar and a long cooldown. 4/10 - Can be used to manipulate enemies to go where you want it. 

          Glacial Strength -- Bigger and a huge cd reduction. 5/10 - Makes Wall of Ice go from "Useless" to "Eh". 

 

Ice Mine -- AoE freeze mine. Low cost, average-long CD. 4/10 for non-shatter teams, 7/10 for shatter teams - A DW rogue can utilize a frost mine for some solid damage. A tempest rouge can utilize it even more. As a CC it is decent as well.

          Brittle Glyph -- All armor lost within a frost mine freeze. 6/10 for non-shatter setups. 10/10 for shatter setup.

 

Ice Armor -- 50% Damage Reduction when frozen or chilled enemies are near. 4/10 party, 6/10 solo - damage(After armor) is cut in half. You are not supposed to get hit in a party , making it redundant. Solo it is better, but being in melee range is not optimal!

 

Blizzard -- Low damage, long CD, 5 mana per second on use. 5/10 - Useful with Ice Armor, but it takes important mana.

 

Conclusion: There are a few things I would pick up for any mage build.

Fade step + upgrade and Winter's Stillness. With an Archer or DW rogue Id also have Winter's Grasp. (Otherwise Chain Lightning in Storm is better!)  Everything else is mediocre at best and heavy investment(The only decent point is upgraded ice mine. That costs 4 points to reach. Yeouch!)

 

The only time I would ever go all the way to blizzard is solo-nightmare-mage. At that point the 50% damage reduction is a solid investment!


  • Zombie Chow aime ceci

#5
Fullmetall21

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From my own testing. One may disagree, but this is how I see it:

 

Winter's Grasp -- Solid CC. High Cost. Average cooldown. Freezes for Shatter Combo. 7/10 - Good all around!

         Winter's Chill -- AoE chill + damage. 1/10 - WG is not for damage!

 

Mana Surge -- Freeze when barrier breaks. 5/10 - Decent, but you should not get hit. 

 

Fade Step -- Movement with 2 seconds of invulnerability. Average cooldown. 10/10 - best mobility ability in-game!

          Frost Step -- 300% weapon damage and an 8 second chill added to Fade Step. 8/10 - No mana cost damage ability? Yay!

 

Frost Mastery -- Freeze and chill duration. 3/10 -  Not worth it unless you get spare points! 25% of 4 is 1, 25% of 8 is 2. er...

 

Winter Stllness - Not moving gives you 30% cd reduction and 50% mana regen. 8/10 - Your only effective mana-regen early/mid game. Fire Mine and Energy Barrage breaks it, which is why it doesn't get 10/10. 

 

Wall of Ice -- Raises a wall of ice. half your mana bar and a long cooldown. 4/10 - Can be used to manipulate enemies to go where you want it. 

          Glacial Strength -- Bigger and a huge cd reduction. 5/10 - Makes Wall of Ice go from "Useless" to "Eh". 

 

Ice Mine -- AoE freeze mine. Low cost, average-long CD. 4/10 for non-shatter teams, 7/10 for shatter teams - A DW rogue can utilize a frost mine for some solid damage. A tempest rouge can utilize it even more. As a CC it is decent as well.

          Brittle Glyph -- All armor lost within a frost mine freeze. 6/10 for non-shatter setups. 10/10 for shatter setup.

 

Ice Armor -- 50% Damage Reduction when frozen or chilled enemies are near. 4/10 party, 6/10 solo - damage(After armor) is cut in half. You are not supposed to get hit in a party , making it redundant. Solo it is better, but being in melee range is not optimal!

 

Blizzard -- Low damage, long CD, 5 mana per second on use. 5/10 - Useful with Ice Armor, but it takes important mana.

 

Conclusion: There are a few things I would pick up for any mage build.

Fade step + upgrade and Winter's Stillness. With an Archer or DW rogue Id also have Winter's Grasp. (Otherwise Chain Lightning in Storm is better!)  Everything else is mediocre at best and heavy investment(The only decent point is upgraded ice mine. That costs 4 points to reach. Yeouch!)

 

The only time I would ever go all the way to blizzard is solo-nightmare-mage. At that point the 50% damage reduction is a solid investment!

 

A side note Mana Surge also gives you a mana free spell each time your barrier gets destroyed or runs out which means you can start each fight with a mana free spell. Not that big but it does help even better if you also use Flashpoint.



#6
caradoc2000

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I thought this thread was about whether peoples christmas trees were still doing well. :unsure:


  • stephen_dedalus aime ceci

#7
actionhero112

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I favor paralysis/discharge over freeze/shatter, so I'd forgo winter's grasp late game. 

 

Mana Surge is good too, if you bother to walk near enemies when your barrier runs out. Crap synergy with winter stillness, but w/e. I mean, technically moving around, something you do often, has crap synergy with winter stillness. Basically makes you an AoE freeze machine. Commonly misconception is that it relies on you being hit to work, which isn't true. Play testing people. 

 

Wall of ice should get a mention because it blocks some projectiles and has excellent synergy with ice armor, giving it 100% uptime. You shouldn't be getting hit, but archer's tend to not be in range of war cry's, meaning you will take pot shots every once in a while. And before you get silverite, you will feel those arrows (and on nightmare even after). But if you have wall of ice and ice armor, you're pretty safe from archers. Also, let's be honest, blocking fireballs from a dragon is pretty sweet. 

 

Depending on the situation I'd take wall of ice and ice armor. 

 

I'd never take blizzard or winter's grasp on my active spell list if I have other, better options available.

 

Fade Step is a must. The damage/chill upgrade is always kind of a why not for me. 

 

Ice Mine is eh. Upgrade makes it worth using though, if you really want to. 

 

I think Mana Surge is a must on any non KE, but shouldn't be rushed, because it makes you get winter's grasp. Excellent mid to late game, after you get bread and butter actives/passives.