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PoE 3.29·Allflame·Assassin

[3.29] Freezing Pulse Assassin

by Engineering Eternity3 weeks ago895Subscribe

DPS
130.07M
Effective HP
77.35K
Life
2.84K
Level
96
Min budget

Overview

[3.29] Freezing Pulse Assassin is a Path of Exile Assassin build by Engineering Eternity, made for the Allflame league (3.29). It is centered on Freezing Pulse and plays as a intelligence, spell, projectile, cold archetype. In Path of Building it reaches 130.07M DPS with 77.35K effective HP, 2.84K life, 844 energy shield. Suited for: Delve, Sanctum. Key uniques include The Poet's Pen, Taryn's Shiver, Replica Dragonfang's Flight, The Devouring Diadem, Skin of the Lords.

Build Video

Engineering Eternity's Notes

Freezing Pulse Assassin — PoB Notes (3.29) Video guide: [YouTube link] This file has five matching stages across the Tree, Skills, and Items dropdowns — Level 30, Level 55, Level 70, Level 80, and Final — plus a sixth item set holding the Animate Guardian's gear. Switch all three dropdowns together to follow a stage. Your stats for any stage are live in the sidebar; these notes explain how the machine works, the details that are easy to miss, and what to check when something feels wrong. --- How the build works --- Freezing Pulse has no mechanical trick left. You cannot overlap projectiles for stacked damage anymore, there is no built-in repeat, and additional projectiles buy coverage, not damage — a single target is hit by one projectile per cast. So the build does the only thing left: make each hit enormous and cast as many times per second as possible. Three systems make that work, and each one has a rule you need to respect: 1. The crit engine — Bifurcate means 100% crit chance is permanent double damage. Below 100% you lose the doubling, which is roughly half your damage. Everything about crit in this build exists to hold that number. 2. The mana engine — cast speed multiplies cost until no regeneration can pay it. The build deletes its own mana instead, which also disarms Righteous Fire's burn. 3. The coverage engine — Pact of Beidat turns every cast into a nova, so positioning is "stand in the middle," and the freeze that follows is both offense and defense. --- The crit engine --- Mystical Infusion makes spell crit chance Bifurcate: the roll happens twice, either success crits, both successes deal double damage. It costs 30% less Spell Critical Strike Chance. The rule that follows: get to 100% chance after that penalty and stay there. Check the sidebar every time you change gear, jewels, or flasks. Overloaded Intensity provides most of the base crit. Its natural max level is 3, but it carries the critical gem tag, so the Critical Mastery (+3 to Level of all Critical Support Gems) applies, and Skin of the Lords adds two more. At those levels each stack gives base crit *and* a large chunk of critical strike multiplier — read the tooltip at your level; the multiplier line is the easy one to miss. How stacks generate: you gain an Overloaded Intensity stack for 10 seconds after losing 6 Intensity. Losing is the engine: - Pinpoint gains Intensity on cast and drops it when you move. Its reduced projectile count is irrelevant at this projectile total. - Apex Mode (socketed) rebuilds Intensity on its own, so movement is the generator — cast a few times, move, and stacks maintain themselves. This works for mapping *and* bossing: shifting position every so often between casts is enough. - Nadir Mode (kept in the bag) is the optional swap if you prefer standing still — the jewel sheds Intensity itself, and its increased crit per Intensity is generous where Apex's is a penalty. Whichever is socketed, re-check that you are at 100% crit. The two jewels pull that number in opposite directions. --- The mana and Righteous Fire engine --- This is a chain — removing any link breaks the rest. 1. Eldritch Battery (free on The Devouring Diadem) makes energy shield pay for skills. 2. Mind Over Matter makes that same energy shield soak 40% of incoming damage, so the pool pulls double duty. 3. Righteous Fire of Arcane Devotion grants 24% more cast speed — the largest single cast speed source available to the build — but burns you for 90% of your maximum mana per second, and with the two keystones above, that burn lands on the energy shield you cast from. 4. Militant Faith carved by High Templar Avarius turns The Agnostic into Power of Purpose: 80% of maximum mana becomes armour and the mana is gone. The burn is a *percentage of maximum mana*, so removing the mana removes the burn. What's left is small enough that the Energy Shield Mastery (Regenerate 2% of Energy Shield per second) plus life regeneration holds above it. The rules this imposes: - Righteous Fire needs at least 1 unreserved mana and 2 unreserved life to stay on. Reservation changes and Intelligence reductions can silently push you to zero — the buff just turns off, no warning, and your cast speed quietly drops. If the build suddenly feels slow, check this first. - Fire resistance directly scales the burn. The Cold Mastery costs 30% fire resistance, so most setups end barely overcapped. Losing fire res to a gear swap or a map mod raises the burn immediately. - Intelligence is a dial with two ends. Less Intelligence = less maximum mana = less burn, which is why the tattoos exist. But every point below a gem's requirement turns that gem off. Check attribute requirements after every tattoo — Dexterity is usually the tightest of the three. The tattoo technique: replace spare small Intelligence nodes with tattoos — chaos resistance and maximum energy shield are the ones this build wants — until Intelligence sits just above your gem requirements. Three jobs at once: smaller burn, patched chaos resistance, bigger casting pool. What it feels like: regeneration alone holds you at neutral while idle; it does not refill you, and it does not fund spamming at nothing. Leech pays for sustained casting. When you are hitting things there is no resource problem; when you are not, ease off. Wicked Ward is on the tree because the Diadem gives skills a chance to start energy shield recharge, and Wicked Ward lets that recharge finish instead of being cancelled by the first hit. Vaal warning: Righteous Fire comes on the Vaal gem — never press the Vaal side. With Petrified Blood it drops you to near-zero life and energy shield at once. The Vaal skill that earns its slot is Vaal Haste. --- Petrified Blood, Pain Attunement, and recovery --- Petrified Blood protects the lower half of your life: below half, 40% of life loss from hits is prevented and applied as loss over time instead. Two consequences run the build: - You live at Low Life permanently (recovery cannot raise you above it except flasks), which keeps Pain Attunement — 30% more spell damage — always on. - Leech can never fill the pool, so leech instances never expire. That is permanent overleech, for free, forever. The recovery layers stack: life and energy shield leech (Essence Rush on both large clusters plus the Watcher's Eye Vitality mod), instant leech from Deathmarked (3% of Leech is Instant per maximum Power Charge — at 6 charges, 18% of everything lands immediately, and it is global: life, energy shield, and mana), regeneration, recoup, Polymath (1% of life/mana/energy shield on kill per mastery type — this tree runs 9 types, so 9% on every kill), and Feast of Flesh from the Diadem eating the corpses Desecrate provides. In dense content, the on-kill recovery alone is close to a full heal. One check when touching auras: never let unreserved mana hit zero (see the Righteous Fire rules above). --- Projectiles, Beidat, and coverage --- Freezing Pulse bakes projectiles into gem level and caps at 8 projectiles from level 29. The build stacks effective gem level well past that with a corrupted 21, the staff's +4 cold spell levels, the amulet's +3 Freezing Pulse levels, the chest's +2 socketed, and the Cold Mastery's +1. They always pierce. Pact of Beidat empowers your next casts: 6 additional projectiles, fired as a full nova, plus more spell damage. Rules and details: - Quality buys empowered casts directly (0.1 per point) — run it at 20 quality. - Uptime is effectively permanent because Unholy Accomplice's cooldown recovery and Pact cast speed cut the base cooldown down, and Greater Spell Echo repeats do not consume empowered casts. - Pact skills cost an Affliction per use — Unholy Accomplice converts those to Boons, so constant use becomes pure upside, and Runegraft of the Warp (Buffs on you expire 30% slower) stretches the boons further. These are the Sanctum afflictions and boons. - You can map without Beidat, but you lose the nova and have to play from outside packs instead of inside them. Range is a stat you control: Freezing Pulse loses damage and freeze chance as it travels. Gem quality is 2% increased projectile speed per point, which pushes the range out — so a 20-quality gem in a blue socket is the cheapest damage-at-range upgrade available. Keep the configured projectile distance in mind when comparing your numbers to anyone else's. The geometry jank, before you blame your gear: projectiles terminate against walls and objects. Frostblink into a pack with your back against geometry and half of them vanish on the spot; terrain height differences sometimes send them into the air entirely. Reposition and cast again — it is a Freezing Pulse oddity, not a build failure. --- Freeze — how the damage conditionals actually work --- Taryn's Shiver carries both halves: a flat chance to freeze, and Enemies Frozen by you take 20% increased Damage. At this many projectiles and casts per second, the freeze chance resolves essentially instantly on everything — the main skill does the freezing, no helper needed. Aspect of the Brine King pre-chills everything near you before your first cast (it is an aura), Bitter Frost converts chill into increased cold damage taken, Storm Weaver and Glacial Cage stack further conditionals on top, and Stormblood lets crits shock. Bosses count as Frozen without ever looking frozen. This is the one to understand before you trust your damage or panic about it: - Bosses have a hidden minimum action speed a freeze cannot push them below, so they never stop moving. But they still gain the Frozen state, and the state is what every conditional checks. The staff's 20%, Storm Weaver, and Polaric Devastation's trigger all fire off the state. - The gate is a hidden ailment threshold set far below what a boss's health bar suggests — deliberately, so ailments stay usable. Pinnacle bosses are not meaningfully harder to freeze than map bosses. - A freeze that would last under 0.3 seconds is discarded entirely. Below-threshold hits do nothing; above it, the state lands. - Freeze pauses a monster's current action rather than interrupting it, and freeze-triggered debuffs show no icon. Your eyes are no help — trust the mechanics. Covered in Frost (Polaric Devastation, right ring slot) almost certainly applies constantly — it triggers on freeze and the build freezes everything. It is deliberately not ticked in the configuration, because it cannot be verified in game and the headline number should not depend on something a viewer cannot check. Treat it as unclaimed upside. --- Ascendancy, Bandits, Pantheon --- Unstable Infusion — power charge generation on crits and non-crits, +1 maximum charge. Mystical Infusion — the Bifurcate node. Covered above. Deathmarked — the instant leech (3% per maximum power charge) plus a free level 30 Assassin's Mark. The node's wording says *attack* critical strike, but in practice the mark applies and stays on enemies while critical striking with spells only. Bug or bad wording is unresolved — enjoy it, but do not build around it being permanent. Mistwalker — Elusive on crit and no extra damage from crits while Elusive. At this crit rate that is effectively permanent crit immunity, plus movement speed. Bandits: kill all. Pantheon: Soul of Lunaris major, Soul of Abberath minor — not optional. Burning ground and ignite are exactly the damage-over-time this build is weak to. The boots' crafted 100% chance to Avoid being Frozen is what frees the Pantheon from freeze duty — without that craft you can freeze yourself through reflect, which is a real death on freeze builds. --- Tree structure --- Keystones on the tree: Pain Attunement (via Petrified Blood), Mind Over Matter, Wicked Ward, and The Agnostic — The Agnostic is allocated purely as the Militant Faith target. Never allocate it without the Avarius jewel socketed. Keystones from items: Eldritch Battery (Diadem), Unwavering Stance (Skin of the Lords), Bitter Frost (Taryn's Shiver), Polymath (Forbidden Flame + Flesh). What the tree is buying, by group: the staff wheels carry both the block cap and a large share of critical strike multiplier at once — that double duty is why a staff build caps block so cheaply. Conjured Wall (cluster) and the Block Mastery finish the spell block cap. Power charge notables bring you to 6 with the ascendancy. The rest is cast speed, cold damage, crit multiplier, and enough life and energy shield to live in melee range. Masteries that are load-bearing (the others are ordinary): - Critical: +3 to Level of all Critical Support Gems — this is most of the Overloaded Intensity trick. - Caster: 6% increased Cast Speed per different non-instant spell cast recently — Freezing Pulse, Beidat, and Frostblink keep this at three stacks in normal play. Cast speed this cheap does not exist elsewhere. - Caster: +1 to maximum Intensity. - Cold: +1 to Level of all Cold Skill Gems, −30% Fire Resistance — the fire res penalty feeds directly into the Righteous Fire burn. Worth it, but it is why fire res ends barely overcapped; respect that when gearing. - Energy Shield: Regenerate 2% per second — the line holding the burn at bay. Runegraft of the Warp sits on a Life Mastery node (buffs expire 30% slower, debuffs on you 30% faster) — boon uptime and curse shedding in one node, and it counts as its own mastery type for Polymath. Runegraft of the Jeweller is deliberately skipped. It pays per unlinked socket in the staff, and collecting it would mean breaking the staff's two three-links — Beidat's group and the Animate Guardian's — for a damage gain this build does not need. Tested; not worth it. --- Gem setups and the rules behind them --- Six-link (Skin of the Lords — all gems must be corrupted): Freezing Pulse, Greater Spell Echo, Pinpoint, Overloaded Intensity, Cold Penetration, Faster Casting. - Freezing Pulse: corrupted 21, 20 quality, blue socket (quality → projectile speed → range). - Greater Spell Echo: big more-multipliers and more cast speed per repeat; regular Spell Echo works while gearing. Both need a lot of cast speed underneath to feel good. - Cold Penetration: the build has little enemy resistance reduction otherwise; this is a top support here. - Faster Casting: buy the 20/23, not the 21/20 — quality outweighs the level. It stays over supports that sim slightly higher because it buys casting-while-moving instead of being locked in the Echo animation inside a pack. Do not do damage when you are dead. Helmet (Devouring Diadem — all reservations, using its 25% reservation efficiency): Mana-Infused Staff (caps block), Zealotry (the aura the Watcher's Eye keys off), Flesh and Stone kept in Sand stance (the enemies you stand on hit you less), Petrified Blood in the red socket for extra effectiveness. Staff, group one: Pact of Beidat + Frostblink of Wintry Blast + Faster Casting. Frostblink of Wintry Blast has no cooldown — that is why it is the movement skill, and this build has the cast speed to make it feel good. Staff, group two: Arcanist Brand + Frostbite + Desecrate. This group lives in the staff on purpose: Frostbite is a cold spell gem, so the staff's +4 cold spell levels (and the Cold Mastery's +1) apply to it — several extra points of resistance shred for moving a socket group. The brand is the boss tool: drop it once and it maintains the curse and a corpse supply (feeding Feast of Flesh and the Diadem's consumed-corpse cast speed) for the whole fight. Desecrate stays level 1 — it only makes corpses. Gloves: Animate Guardian + Meat Shield + Companionship + Minion Life. Minion Life is the difference between re-summoning occasionally and re-summoning often. Curse count: the amulet's Whispers of Doom anoint is what lets Frostbite run alongside Deathmarked's Assassin's Mark. Without it, one curse overwrites the other. --- Gearing — what to actually look for --- Mandatory uniques and why: - Taryn's Shiver — the build. Freeze chance, the 20% against frozen, cold spell levels, cast speed, Bitter Frost built in, and an *attack staff base*, which is what makes the block plan cheap. Note: Bitter Frost prevents you dealing non-cold damage — remember that before adding any non-cold damage source. Quality craft: elemental damage (physical is worthless here). - The Devouring Diadem — Eldritch Battery without a passive point, reservation efficiency, Feast of Flesh, the recharge trigger. The build's main energy shield source. - Replica Dragonfang's Flight (anoint: Whispers of Doom) — +3 Freezing Pulse levels, attributes, reservation efficiency, and reduced attribute requirements that matter more than they look. - Unholy Accomplice — Boons instead of Afflictions. You can technically play without it and eat afflictions constantly; you will not enjoy it. - Skin of the Lords with Unwavering Stance — this build Frostblinks into packs, and if you are not casting you are dead; stuns were the primary death cause before it. Needs at least one blue socket for Freezing Pulse. Socket colours impose no gem requirements this league, but colour bonuses still apply. Only corrupted gems fit — plan for that. - Polaric Devastation — must be in the right ring slot for Cover Enemies in Frost. Earns the slot on its damage, crit, and resistances even before the frost trigger. - Militant Faith — the name that matters is High Templar Avarius; without it there is no Power of Purpose. Shop for useful Devotion scaling (elemental damage, resistances). The alternative build uses a High Templar Dominus version for Inner Conviction — more damage, permanent energy shield degeneration, requires a mana-cost craft on a ring to keep casting utilities while empty. Jankier; comfort won here. A Dominus copy sits unsocketed in the file. The rare slots (gloves, boots, one ring): attributes you are missing and resistances first, damage when you can afford it. The damage lines worth chasing: increased Damage with Hits against Chilled Enemies (permanently active here — everything is chilled) and increased Damage while Leeching (also permanently active). Implicit targets: Unnerve on hit and Cold Exposure on hit for gloves (the unique-enemy exposure roll is the stronger version), action speed and cooldown recovery for boots (cooldown recovery feeds Beidat uptime). Boots specifically: an Aspect of the Brine King roll (or beast-craft it) gives an always-on chill aura — everything near you is chilled before your first cast, so the cold conditionals never have a ramp-up window. Because it is item-granted, Arrogance must be socketed in the boots to reserve it (and Vitality) on life. The bench craft 100% chance to Avoid being Frozen is what frees the Pantheon (see above). --- Jewels --- - Two large clusters, both with Essence Rush — Essence Rush twice is the leech engine (energy shield leech plus damage while leeching). One cluster brings Arcane Heroism (Arcane Surge), the other Conjured Wall (spell block cap). Buy 8-passive bases so you are not paying extra points to reach the sockets. Third notables are filler. - Medium projectile cluster — Repeater and Eye to Eye, both strong multipliers for a projectile spell fired at close range. - Watcher's Eye — the mods to buy: Critical Strikes Penetrate ... while affected by Zealotry and Damage leeched as Life while affected by Vitality. The Vitality leech is worth more here than on most builds because a large slice of it lands instantly. Budget version while gearing: Vitality leech plus reflect prevention. - Forbidden Flame + Forbidden Flesh — both must say Allocates Polymath, both Shadow versions. The on-kill recovery is the point; the more-damage-per-mastery-type is the bonus. - Apex Mode socketed, Nadir Mode in the bag — covered in the crit engine section. - Intuitive Leap — pays for the upper-tree pathing; it is what makes the point budget work. - Rare jewels — mandatory line: Chance to Block Attack Damage while wielding a Staff (these finish the attack block cap), then attributes and multipliers. One wants the corrupted implicit Corrupted Blood cannot be inflicted on you — that implicit is what lets the Life Flask leave the build. --- Flasks --- All magic flasks: roll gain a Flask Charge when you deal a Critical Strike and set Use when Charges reach full — at this crit rate they sustain themselves permanently, bosses included. - Quartz Flask — phasing. Getting body-blocked inside a pack where you cannot move or cast your way out is the most common death this build has; phasing is the exit. This slot is a Life Flask until the Corrupted Blood jewel arrives. - Stormblood — crits can apply lightning ailments during effect; with hits this size the shocks are large. - Bottled Faith — consecrated ground, crit against enemies on it, increased damage taken. Also part of holding 100% crit — see troubleshooting. - Silver and Quicksilver round it out; the utility flasks are interchangeable, use what you like. --- Levelling --- The engine: two Poet's Pens both triggering Freezing Pulse, plus a Spellslinger Freezing Pulse on top — three pulses per attack. The Level 30/55/70 stages show it exactly. - Praxis rings (or Thief's Torment, or anything that deletes mana cost) are mandatory — three spells per attack is not free. This is the levelling version of the build's whole mana problem. - The levelling set is all cheap uniques on purpose: Utula's Hunger grants a huge life bonus only if no other equipped item has a life modifier. One rare with a life roll turns the entire bonus off. Every other piece is chosen partly for having no life mod. - The Poet's Pen setup does not stop working at maps — staying on it into the 60s and 70s is a strategy: bank currency, then buy the endgame as one block around level 80 instead of a dozen partial swaps. Taryn's Shiver hard-casting is comfortable from the mid-70s once the rest is ready. - Ascendancy order: Unstable Infusion → Mystical Infusion → Deathmarked → Mistwalker. The early trees allocate Eldritch Battery on the tree until the Diadem arrives at the Level 80 stage, where that point moves to the Agnostic/MoM/Wicked Ward package. Pain Attunement comes last, in the Final tree. --- The Level 80 stage — the buy-in point --- This is the configuration to copy if you are building the character now: full skeleton, no luxury. Rare +curse chest instead of Skin of the Lords, budget gloves and boots, budget Watcher's Eye, Life Flask still in, no tattoos yet. Upgrade order from there: Skin of the Lords (Unwavering Stance) → unique-enemy Cold Exposure gloves → Aspect of the Brine King boots → Zealotry Watcher's Eye → Corrupted Blood jewel (frees the flask) → tattoos. Rough budget shape: the skeleton is a fraction of the finished cost; around 50 divines is comfortable, and the finished reference character is closer to 200 — most of that gap is luxury rolls, not function. --- Map mods to respect --- - Cannot leech — the resource engine stops. Treat as a Righteous-Fire-off map. - Less recovery / no regeneration — the burn continues while your regeneration does not. Drop Righteous Fire for the map or stay relentlessly aggressive so leech carries it. - Reduced maximum resistances — worse than it looks: the burn scales with fire resistance, which is barely overcapped. - Reduced flask charges / no flasks — losing Bottled Faith can drop you under 100% crit and cost the doubling. Check before running. - Chaos damage mods — chaos resistance is the build's known hole and Petrified Blood makes degens worse. See troubleshooting. - Elemental reflect — the boot craft stops self-freeze, but respect reflect at this damage level anyway. --- Troubleshooting --- Crit chance below 100%. You lost the Bifurcate doubling — roughly half your damage — so fix this before anything else. Check in order: all 3 Overloaded Intensity stacks up, Bottled Faith active, all 6 power charges, and which mode jewel is socketed (Apex reduces crit per Intensity; if your gear was tuned around Nadir, the swap costs more than you think). The build suddenly feels slow. Righteous Fire has probably switched off silently. It needs at least 1 unreserved mana and 2 unreserved life. Anything that increased reservation or reduced maximum mana below the line kills it without an error message. Energy shield is draining while idle. Fire resistance dropped (the burn scales with it), or the Energy Shield Mastery or Wicked Ward got unallocated in a respec. Pain Attunement is off. Something is healing you above Low Life — check that Petrified Blood is actually active and its reservation fits. Overloaded Intensity is not reaching 3 stacks. Stacks come from *losing* Intensity. With Apex Mode, movement is the generator — on a boss, shift position every so often between casts. Standing completely still for long stretches starves it; swap to Nadir Mode if that is how you prefer to play. A boss "won't freeze." It almost certainly is frozen — bosses never stop moving (hidden minimum action speed) but still gain the Frozen state, which is what all the conditionals check. There is no freeze icon and no visible stop. If your hits are anywhere near the build's intended scale, you clear boss ailment thresholds comfortably. Frostbite feels weak. Check which item the Arcanist Brand group is socketed in. In the staff it gains the +4 cold spell levels; anywhere else it does not, and the difference in resistance shred is real. A gem turned off. A tattoo or gear swap pushed an attribute below a requirement — Dexterity is usually the one with the least headroom. Check the sidebar's attribute lines against requirements. Damage is far below expectations. Check the configuration's projectile travel distance (Freezing Pulse fades with range — get quality on the gem and stand closer), and check whether you are firing with your back against a wall or on uneven terrain. You keep dying to damage over time. Chaos resistance is the build's structural weakness and Petrified Blood shrinks the pool a degen chews through. Cap chaos resistance before buying damage. Abberath covers ignite and burning ground; poison and chaos degens are on your gear to solve. Levelling feels mana-starved. Both Praxis rings are doing real work; do not drop them without another mana cost solution. Utula's Hunger is giving no life. Some other equipped item has a life modifier. One is enough to turn the whole bonus off. The Animate Guardian died. Re-summon next zone — his gear persists this league. If it keeps happening, check Minion Life is in the group and consider whether you are outrunning your own freeze coverage into rooms he cannot survive. --- What the configured number assumes --- The saved configuration is a sustained-combat boss snapshot: charges, Intensity, all three Overloaded Intensity stacks, the full ailment stack (chill, freeze, shock, unnerve, exposure), consecrated ground, and close range. Realistic in ongoing play; not true on the first cast against a fresh target. The combined figure includes the Animate Guardian's Kingmaker culling, which is a threshold effect rather than sustained damage. Covered in Frost is deliberately excluded (unverifiable in game — free upside if it works). If you compare your character against the file, match the configuration first or the comparison means nothing.

Loadouts

Gear

Tap an item to open trade.

Taryn's Shiver
The Devouring Diadem
Skin of the Lords
Replica Dragonfang's Flight
Cataclysm Spiral
Polaric Devastation
Brood Fist
Unholy Accomplice
Miracle Stride
Forbidden Flame
Entropy Joy
Behemoth Eye
Entropy Pile
Apex Mode
Rapture Star
Gale Shine
Militant Faith
Intuitive Leap
Watcher's Eye
Forbidden Flesh

Skills

Tap a skill to open trade.

Body Armour

  • Freezing PulseFreezing Pulse21/20WMain
  • Faster CastingFaster Casting20/23W
  • Cold PenetrationCold Penetration21/20W
  • Greater Spell EchoGreater Spell Echo2/20W
  • PinpointPinpoint20/20W
  • Overloaded IntensityOverloaded Intensity3/20W

Helmet

  • Mana-Infused StaffMana-Infused Staff20W
  • ZealotryZealotry20W
  • Flesh and StoneFlesh and Stone20W
  • Petrified BloodPetrified Blood18/23W

Gloves

  • Animate GuardianAnimate Guardian20/20W
  • CompanionshipCompanionship3/20W
  • Meat ShieldMeat Shield20/20W
  • Minion LifeMinion Life20/20W

Boots

  • Righteous Fire of Arcane DevotionRighteous Fire of Arcane Devotion20/10W
  • Vaal HasteVaal Haste13W
  • VitalityVitality20W
  • ArroganceArrogance20/23W

Weapon 1

  • Pact of BeidatPact of Beidat20/20W
  • Frostblink of Wintry BlastFrostblink of Wintry Blast1W
  • Faster CastingFaster Casting20/23W

Weapon 1

  • DesecrateDesecrate1W
  • FrostbiteFrostbite20/20W
  • Arcanist BrandArcanist Brand20/20W
  • Assassin's MarkAssassin's Mark30W

Passive Tree

Passive tree 3.29
scroll to zoom
Assassin
Assassin
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Lunaris, Soul of Abberath
Runegraft
Runegraft of the Warp

Character Stats

Level
96

Damage

Full DPS
130.07M
Combined DPS
130.07M
Hit DPS
117.06M
With Poison DPS
117.06M
With Ignite DPS
117.06M
With Bleed DPS
117.06M
Damage over Time
0
Culling DPS
13.01M
Reservation DPS
0
Average Hit
11.54M
Burst Damage
34.62M

Attack & Crit

Attack/Cast Rate
10.14/s
Hit Chance
100%
Crit Chance
100%
Crit Multiplier
1188%
Mana Cost
54.29
Life Cost
0

Defence

Effective Hit Pool
77.35K
Life
2.84K
Energy Shield
844
Mana
4
Ward
0
Armour
3.24K
Evasion
33
Phys Damage Reduction
23%

Mitigation & Avoidance

Block
75%
Spell Block
78%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+3%)
Cold Resistance
75% (+26%)
Lightning Resistance
80% (+62%)
Chaos Resistance
45%

Max Hit Taken

Physical
6.32K
Fire
20.24K
Cold
20.24K
Lightning
24.64K
Chaos
7.83K

Recovery

Life Regen
464.7/s
Net Life Regen
441.75/s
ES Regen
16.9/s
ES Recharge
844/s
Mana Regen
4.1/s
Life Leech
1.23K/s
ES Leech
238.51/s
Mana Leech
0/s
Total Degen
38.25/s

Attributes & Utility

Strength
145
Intelligence
153
Dexterity
117
Movement Speed
86%
Endurance Charges
3
Frenzy Charges
3
Power Charges
6
Devotion
80
Item Rarity
9%