Skill TreeReminder: This requires practice. Running dungeons with high-HP monsters can be used for training.
Sorceress TreeMaxed all Evasions (Blink, Power Blink, Aerial Evasion) for dire situations.
Maxed HP passive, retained MP mastery at Lvl1 since we have innately high MP.
Maxed Mana Recovery passive for, well, mana recovery. (What else?)
Glacial Spike set at Lvl 20 for a 25% chance to freeze. Additional damage might sound interesting, though not really your focus. At this point, small target getting hit by a GS thrice can have an approximately 57.8% chance of freezing it. You can check the cumulative probability of this by visiting
this binomial probability calculator and inputting 0.25 chance of success per trial (freeze chance), 3 trials (3 hits), and 1 for the number of successful trial (the successful hit). When the skill hits more than once, the freeze chance rises to ~0.578 or 57.8%. If the target is larger (like a Golem or a Manticore), the chance to freeze increases.
Given this binomial probability, you can now imagine how multiple hits of Blizzard Storm (10 hits) and Ice Sphere (68 hits - can be achieved when your target is very big e.g. a Golem or Karahan-turned-Green-Dragon-wtf) can induce the 'crashing ice' effect due to repeated Freeze procs of these skills.
Long story short? Lvl 20 will suffice.
Added Poison Missile at Lvl 6 for stressing small mobs, breaking SA of objects, and adding the minor Poison Dance debuff if you happen to stumble upon the PVP arena.
Shockwave at Lvl 1 for utility. Great to push annoying mobs away, like our
GM's staple "Go away." line in Skype conversations.
Elemental Lord TreeHere's where it gets interesting.
DN SEA's 70 cap skill descriptions will be used for the meantime.
General rule:
Ice resist debuff does not stack; it tends to be overwritten. High-leveled debuff skills overwrite the effects of the lower-leveled ones.
Freeze status from the same skill does not stack; they only refresh the duration. (Two Glacial Spikes from different Sorcs could only make one ice stack)
A Frozen target has a higher SA rating. Bear that in mind. (GN's Golem cannot be flinched by the right-click SA breaking cannon bullet when frozen, thus, may cause the poor thing to do high damage when it's charging its fatal skill.)
Freezing Field is set at Lvl 17 to provide you 12 seconds of 30% ice resist debuff. This is the longest possible debuff that can be provided by any non-Freezing skill of an Elemental Lord. That said, it is recommended that you have this as your highest-leveled skill. This ensures that whatever skill you throw in next, be it a debuff or a Freeze-inducing one, the ice resist reduction won't get overwritten and the freezing skill will have roughly 1.5 seconds of additional duration.
Icy Shards (Freezing Swords) and Frozen Spikes are set to Lvl 16 since this lets the debuff duration reach the peak (4 secs and 6 secs, respectively). They can deal decent DPS too, but not as great as the ones in the left tree.
Freezing Shield maxed at Lvl 5 for a chance of freezing an opponent at melee range and provides semi-mediocre damage reduction. One of my recommended skills to have a Heraldry Slot. When provided with a 15% hit damage reduction heraldry, you can gain 30% lesser magical and physical damage, much like Protection Shell from Priests. As a cherry on top, it strengthens your super armor, negating almost all interruptions from enemy attacks when casting your sought-after skills.
Update: Despite having 10000% (as stated in the skill tooltip) increase in Super Armor, you can still be flinched by a Fatal-buffed Champion Monster in Anu Arendel if you don't have the Ice Barrier active. Also, the shields can help you tank a bit from a Raging-buffed monster. I experienced a 1-hit KO before when I forgot activating it. Having this skill plated with an Epic heraldry really saved my poor life several times.
Chilling Mist is preferred to be at Lvl 13 for the debuff duration and damage. Its slow casting time and long CD might be your downfall; however, this might be your last resort in putting an ice resist debuff when all other skills are on cooldown.
Blizzard Storm ultimate skill is your 2-star Freezing skill due to its long CD. This is set at Lvl 2 for additional oomph in damage. Do note that for some reason, this skill has a freeze cap of 10 seconds, no matter what debuff you apply to the target.
Frost Wind is set at Lvl 1 for utility. It's good for having that quick 30% ice resist reduction before casting Glacial Wave for party damage boost or Shatter for a nice SA break with Slow status as a cherry on top. Plus, this skill and a normal attack makes for an instant knockdown in the Coliseum.
Glacial Wave, the 5-star Freezing skill is set at Lvl 11 for that 8-second damage amplification. Coupled with a debuff duration heraldry, that makes for 9.6 seconds of damage-fest, assuming that there are no elemental and/or ice resist debuffs on the target. Also, this skill's Freeze duration has no cap as observed from numerous runs, so imagine the possibilities on having the ice layer stay longer than your Ultimate's.
Shatter is at Lvl 14 for that 571%+13670 one shot damage with Slow effect for 7 seconds and has a decent SA break capability (though not as good as Ignite or Detonate). Furthermore, the damage is usually higher because its requirement is Frostbite (ice resist debuff) and/or Freeze status in order to be successful. The slowing effect is good to control some mobs. Just be careful when shattering things; it erases the ice resist debuff and Frozen status. I prefer to use it when I sense that the ice stack nears the end of its duration and there are skills ready to be released as soon as the ice layers break. Also, newly-Shattered enemies tend to be more 'freezable' by Glacial Spike for some reason. This needs further testing though.
Elestra TreeYou think it sounds stupid that I put Ice Barrier at Lvl 1? Yes, it somehow does. It tanks damage, which follows our Eles-'tank' principle. However, the barrier might be really flimsy unless you have an insane Matk rating. Its purpose goes into those times that it might be hard to dodge but "Hey Eles, ice stack now!" moments. The barrier freezes anything within melee range for 2.5 seconds after it bursts or if its duration expires. With that, once you get squashed by someone, that's a nice DPS window for less than three seconds. Better than nothing.
Ice Sphere at Lvl 7 can theoretically give 2040%+37468 (30%+551 per icicle) worth of damage assuming that all 68 ice drops will hit (which can be hard to achieve but not really impossible). However, what we aim here for would be the 6 second Freeze with a success probability of 40% per hit. Just 8 icicles out of those 60+ projectiles landing on a target can have a freeze success rate of ~98% (by means of binomial probability).
Icy Shards EX taken for increased range and better SA breaking chance.
Freezing Field EX expanded the AoE of the original skill, plus made the center inflict Freeze for 5 seconds (so it is now worth the name). Remember the general rules? Since the Freeze of FF EX is just an added effect. it is still taken as the normal FF debuff; have any higher-leveled non-freezing skill hit the target and the 5 second ice layer shatters. Also, if possible, cast FF EX before you cast ANY ice skill. This ensures the spells hurt more and the ice crystals last longer.
Frozen Spikes EX transformed the measly skill into a long, debuff-laden path to provide major pain when at least two walls reach the target's hitbox. The SA breaking capabilities of the original skill is retained.
Chilling Mist EX taken for better AoE and slightly increased damage. The additional spikes can flinch some mobs. Tests will be done later to see its efficacy.
Chilling Master passive taken for additional FD of ice skills. Since we deal near-mediocre damage already, it's a nice plus.
PS.
There are still two SPs left. You may pump those to Ice Barrier, get Hammer Strike and Flame Spark for PVP, acquire Mana Surge for mana payback, or do whatever you want. ^.^
If the balancing patch gets to SEA, all debuffs will be set to 10%. The duration and Frostbite effect still holds. However, mechanics on resist reduction still holds so there's no reason to stray away from the original build. Freezing Field will get stronger by 30% and Chilling Master improves to 20%. This also means the oomphed damage of FF EX + Frozen Spikes EX / Ice Sphere / Blizzard Storm still holds, however our Freeze duration will somehow be lessened by 1 second, given that we always take advantage of the 30% Frostbite debuff until the most recent patch (DN SEA v113).
Hm... But with a Screamer, Engineer, Adept, etc... Sounds like the world will open a whole lot of options. Haha. Hope that it gets to SEA soon.