| Frost Nova|
Required Level: 6
Skill Tree: Cold Spells
Cost: 9 Mana
Creates an expanding ring of ice and frost that damages and slows enemies.
Damage Type: Cold
Synergies: Blizzard, Frozen Orb, Ice Bolt
Like the Lightning Nova, this spell is effective against large groups of swarming melee attackers. Although less damaging than its electrical kin, the immobilizing effects of the cold can convey other advantages.
- Gives synergy to:
- Ice Bolt: +15% Cold damage per level
- Receives synergy from:
A Cold version of the Nova spell, Frost Nova does less damage, but chills and slows surrounding enemies. Although Frost Nova is an excellent way of slowing down crowds and giving breathing room for the caster, damage dealt is very low, and it won't consistently kill past the early stages of Act I unless considerable amounts of skill points are put into it. The cold length is considerably long, even in Hell mode; when surrounded by large groups of swift enemies, Frost Nova can be cast to slow them down, after which a more powerful spell can then be used to finish off the immobilized foes.
Points spent in Blizzard and Frozen Orb synergize, or add damage to, Frost Nova; Frost Nova only synergizes with Ice Bolt. Frost Nova does 50% more damage than Ice Bolt with no points spent in synergies. Due to average synergy percentage and low number of synergies compared with Ice Bolt's high synergy % and 5 synergies, this relationship is reversed if both are fully synergized, Ice Bolt doing more than three times as much damage as Frost Nova. Due to its high base damage, the Blizzard spell does 14 times more damage than Frost Nova when both are fully synergized.
Cold Enchanted monsters release Cold Nova upon death.
|Cold Length||8s||9s||10s s||11s||12s||13s||14s||15s||16s||17s||18s|