Yeah this seems standard cold build tbh. I'd take the Arcane Potency node over the one on the top, it has more crit multi and only slightly less crit%. Would take both eventually though. Also, drop these 6% cold in the templar, go through the bottom, costs only 1 str node vs 3 cold nodes, saves you 2points and 6% dmg nodes are shit you want to avoid if you can. I also grabbed Nimbleness, 3.33%cast speed per point is basically the best cast speed on the board besides the 6% 1pt you have in templar area.
After that I'd go toward Shadow area, it's juicy with great shit, crit, chance to freeze on hit, more crit and castspeed/spell dmg.
http://www.pathofexile.com/passive-s...PwaxXn1U_edw==
With that said, that's the beta builds. OB is supposedly gonna be harder, so might have to give up on a lot of that shadow stuff and focus on more defenses, like the 2nd body and soul node, the shield nodes in templar area and maybe going toward the middle for a lot more health. It's really hard to say what's going to be viable for sure I think until we've tested it. Kripp tested some but he also tested some with really stupid setups and declared it unviable. Like how melees couldn't survive anything, and then some guy with a random melee build with groundslam 1H, shield charge and lightning strike was actually surviving just fine. So it's hard to tell.
Things to remember about builds however is you should plan further than before. Each difficulty provides 6skill points, +1 from bandit quest. I assume 40hp would be worth taking over the skill point for early survivability but eventually it'll be worse I think, need to redo the math at 40. Anyway that's the first factor to count points and then the fact you can farm in a piss easy area like fellshrine or western forest until 70 at least. So that's 69points from levels, 12 from quests in normal and cruel, 3from quests in merciless(act1 and 2 quests) and then +0-2 depending on bandits. So you can aim at a 85point build as your base at least.