[3.19] Enki's Arc Witch - a beginner-friendly Caster

Patch 3.19.0g just gave this build more damage by fixing Galvanic Field's damage bonus!

Updated the endgame build with a few small improvements for better survivability and less build cost. Please get the newest POB setup and adjust your setup with the changes below!


Changes in the improved 3.19 Setup

‣ Changed the Passive Tree and Anointment to get 49% Attack Block Chance with either Agnerod West or The Annihilating Light. While this doesn't work against Spells, the impact of this additional defence layer is very noticeable!

‣ Removed the expensive Large Cluster Jewel and Doryani's Invitation and added Fragile Bloom for sustain. Together with Block, this feels better in the current state of the game.

‣ Breath of Lightning is back to hit 65% Shock more consistently. While currently only in the Lv100 Passive Tree, you can get it way earlier if you don't need the Resistances gained from Sentinel.

‣ Removed Grand Spectrum. While Elemental Ailment Immunity is nice, the opportunity cost was too high. Instead, the build now counters Freeze through Pantheon and Chill through a Boot craft. Shock and Ignite are still covered through Flasks.

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Welcome to my Arc guide!

It's aimed at new players who want a spellcaster that's simple to play and easy to gear while being able to experience most content this game has to offer.

This guide has quite a history. Many people have followed it over the years and opinions range from "the most fun I had in this game" to "the worst thing ever", depending on when they've played it.

That's because the build had to be changed completely with almost every patch, which didn't always work out. This means that all comments until page 2045 aren't relevant to the current setup!

If you have any questions, please ask them in the help section within my Discord channel!

I also stream daily at twitch.tv/enki91!

Path of Building: https://pastebin.com/iSd40YuN
(Read the Notes inside to set it up properly!)
Requires the Path of Building Community Fork

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Videos

Will work on a video guide once I have time!

You can follow my Groupfound Private League progression with this build live on Twitch!

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Pros & Cons

+ low gear requirements make it a good starter
+ easy to play, Arc autotargets and chains between enemies
+ Endgame Setup is fairly tanky and has Stun/Reflect Immunity
- mediocre damage potential until upgrading to the endgame setup
- single target damage can't compete with most meta builds
- Golems can die and leave you weaker for 4 seconds

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Main Mechanics

Elemental Overload

Elemental Overload is a keystone that disables your Critical Strike Multiplier in exchange for a conditional 40% more Elemental Damage multiplier. This is applied to your skill for 8 seconds upon landing a critical strike, but doesn't affect your other skills. It only requires around 15-20% crit chance to be effective, which allows you to invest more into other stats instead of crit.

It pairs well with the "Lightning Damage with Non-Critical Strikes is Lucky" Lightning Mastery. Lucky means that your damage gets rolled twice and the higher value is taken. This helps countering the massive Lightning damage range that is usually it's biggest weakness, and makes your damage feel more consistent. Hits on the low end can still happen, but are far less likely.


Golems

Golems are a type of minion that grant buffs to the player while they're active. Each golem buff can only be gained once, which is why this build runs up to four different golems instead.

Only one golem can be active by default. This limit gets increased by one each through the Golem Commander notable and Liege of the Primordial & Elemancer ascendancy passives.

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Act 1-10 Progression


Spoiler

This part contains everything you need to know about the build while getting through the acts.
If you're new, I recommend checking out the Getting Started section on Maxroll.

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Notes

‣ You'll only get one gem as quest reward. If there are multiple gems from the same quest listed below, you have to buy the others from the currency vendor in that acts town.

‣ Your auras and golems don't need to be actively on your skill bar. You can activate them and then unbind them, or bind them to your secondary skillbar by holding CTRL.

‣ Set Arc, Flame Dash and Wave of Conviction to Always Attack without Moving. You can find this option at the top when left-clicking the skill on your skillbar.

Galvanic Field, Wave of Conviction and Conductivity help with tougher enemies.

‣ After getting your hideout and unlocking recipes starting in late Act 2, use your Crafting Bench to add Resistances, Life, Spell Damage, Cast Speed, Strength or Dexterity to your gear.

‣ Wear a Heavy Belt and Jade Amulet for early attribute requirements.

‣ Use two Wands and improve them with the following vendor recipes, once at Level 8 and again at Level 20. Later on you may find upgrades or Essences of Torment or -Woe to craft them.

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Recipes

Sell all listed parts together to any vendor, the resulting item will be shown before confirming.

Weapon with "Adds (1-2) to (21-22) Lightning Damage to Spells" (Level 8)
Magic-rarity Wand + Normal-rarity Topaz Ring + Orb of Alteration

Weapon with "Adds (1-4) to (46-49) Lightning Damage to Spells" (Level 20)
Magic-rarity Wand + Rare-rarity Topaz Ring + Orb of Alteration

Topaz Ring
Iron Ring + Dexterity Skill Gem

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Passive Tree Goals

Act 1 | Act 2 | Act 3 | Act 4 | Act 5 | Act 6 | Act 7 | Act 8 | Act 9 | Act 10

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Bandits

Kill Kraityn | Kill Alira | Kill Oak

to gain 2 Passive Skill Points from Eramir in the Forest Encampment

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Gem Progression

Spark (Enemy at the Gate, Act 1) -> Arc (The Siren's Cadence, Act 1)
+ Arcane Surge (Twilight Strand, Act 1) -> Lightning Penetration (A Fixture of Fate, Act 3)
+ Added Lightning Damage (The Caged Brute, Act 1) -> Inspiration (A Fixture of Fate, Act 3)
+ Spell Echo (The Eternal Nightmare, Act 4)

Orb of Storms (Breaking Some Eggs, Act 1) -> Galvanic Field (Intruders in Black, Act 2)
+ Added Lightning Damage (The Caged Brute, Act 1)
+ Elemental Focus (Sharp and Cruel, Act 2)
+ Lightning Penetration (A Fixture of Fate, Act 3)

Steelskin (Breaking Some Eggs, Act 1) -> Molten Shell (A Fixture of Fate, Act 3)
+ Cast when Damage Taken (The Eternal Nightmare, Act 4)

Keep Molten Shell at Level 15 and Cast when Damage Taken at Level 10!

Wave of Conviction (Intruders in Black, Act 2)
+ Conductivity (Lost in Love, Act 3)
+ Hextouch (The Eternal Nightmare, Act 4)

The gems below can be socketed wherever you have space without being linked!

Frostblink (Breaking Some Eggs, Act 1) -> Flame Dash (The Caged Brute)

Clarity (The Caged Brute, Act 1)

Herald of Thunder (Intruders in Black, Act 2) -> Wrath (Lost in Love, Act 3)

Determination (A Fixture of Fate, Act 3) after getting Sovereignty

Summon Lightning Golem (Breaking the Seal, Act 4)

Summon Stone Golem (Breaking the Seal, Act 4) after getting Liege of the Primordial

Summon Ice Golem (Breaking the Seal, Act 4) after getting Golem Commander

Summon Chaos Golem (Breaking the Seal, Act 4) after getting Elemancer

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Flask Progression

Life Flask
Life Flask -> Granite Flask (The Key to Freedom, Act 5) + ..of the Deer
Mana Flask -> Quartz Flask (The Silver Locket, Act 7) + ..of the Conger
Mana Flask -> Quicksilver Flask (The Great White Beast, Act 2) + ..of the Lizard
Quicksilver Flask (Mercy Mission, Act 1) -> Silver Flask (Safe Passage, Act 10) + ..of the Urchin

Use the Menagerie to craft the listed suffixes onto your Flasks.


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Passives & Ascendancy

Passives

Passives

Level 75 | Level 85 | Level 94 - Finished Build | Level 100

If you don't need the Resistances from Sentinel and the nodes beyond it, feel free to take Breath of Lightning instead and put the saved points into a Large Cluster Jewel later.

To do the starter nodes change, put points into the three +10 Intelligence nodes first, then use six of your quest respec points to remove the Cast Speed and Elemental Damage nodes.

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Masteries

Crackling Speed - Non-Projectile Chaining Lightning Skills Chain +1 times
Heart of Thunder - Lightning Damage with Non-Critical Strikes is Lucky
Static Blows - +15% to Maximum Effect of Shock
Divine Judgement - 40% increased Effect of Non-Damaging Ailments
Whirling Barrier - 30% increased Defences while wielding a Staff
Deep Thoughts - Clarity has 100% increased Mana Reservation Efficiency
Sovereignty - Auras from your Skills have 10% increased Effect on you
Cruel Preparation - +50 to maximum Life


Ascendancy

Liege of the Primordial (Normal Labyrinth)
Lets you summon another golem, increases their buff effect by 100% and most importantly, makes them automatically get resummoned 4 seconds after they die. While resummoning manually is faster, this is nice to have for situations where doing so would put you into danger.

Elemancer (Cruel Labyrinth)
Makes golems completely immune to elemental damage, lets you summon yet another golem and raises their buff effect by 25% per golem, which results in another 100% with this build.

Mastermind of Discord (Merciless Labyrinth)
Adds another -25% to any exposure you apply for massive resistance reduction and gives some mana sustain if you've applied exposure within the last 4 seconds.

Bastion of Elements (Eternal Labyrinth)
Makes you immune to elemental damage reflection and grants Primal Aegis. This buff takes elemental damage from hits until it's depleted, then recharges if you don't take elemental damage from hits within 5 seconds. Its hitpool is 75 multiplied by the amount of allocated notables.


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Gem Setup

Spoiler

Main Skill

Arc is a lightning spell that autotargets enemies if casted into their approximate direction and chains between them. Unlike most other skills that chain, it needs to chain to two different enemies before it can chain back to the same enemy again, which means an enemy can be hit multiple times by a single cast under the right circumstances. Each time it chains, it also releases another damaging bolt to a nearby enemy to help with clearspeed.

The amount of times it can chain depends mostly on its gem level, but can also be increased through other sources such as the Lightning Mastery we use. Lastly, the skill gets a 15% more damage multiplier for each remaining chain to improve its single target damage, e.g. if it can chain 10 times but only hits a single enemy, that hit will get a 150% more damage multiplier.

A Level 21 Arc corruption is one of the first endgame investments you should focus on.

Spell Echo adds a massive cast speed multiplier at the cost of some damage and makes each cast of the linked spell repeat without spending its skill cost.

Anomalous Spell Echo is a good upgrade for more cast speed, Awakened Spell Echo isn't worth it.

Lightning Penetration reduces the enemies lightning resistance by its listed value and can even bring it down into negative values.

Awakened Lightning Penetration is a good damage upgrade.

Inspiration reduces the linked skills cost and makes you gain an Inspiration Charge when spending mana with it. These Inspiration Charges grant a more elemental damage multiplier and increased crit chance per charge and have a limit of 5. The charges are lost after reaching the treshold of mana spent listed on the gem, but are back up quickly with this builds cast speed.

Arcane Surge grants the Arcane Surge buff for 4 seconds upon spending enough mana with the linked skill, which grants a global spell damage multiplier and mana regeneration. The spell it's linked to gains another spell damage multiplier while Arcane Surge is active.

Keep Arcane Surge at Level 15 to gain it with 4 casts of Arc!

Added Lightning Damage adds a flat amount of lightning damage that gets multiplied by 1.2 through Arcs damage effectiveness.

Awakened Added Lightning Damage is a very strong endgame upgrade that doesn't just add more lightning damage, but at Level 5 also increases Arcs level by one for another damage increase.

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Secondary Skill

Galvanic Field - explanation follows after testing it!

Elemental Focus prevents the linked skill from applying elemental ailments in return for a huge damage multiplier. As Galvanic Field can't shock anyway, this isn't much of a downside.

Awakened Elemental Focus is a great damage boost, especially at Level 5 where it increases Galvanic Field's level by 1.

I'm not sure yet if this will work with Galvanic Field, will change if needed!

Lightning Penetration and Added Lightning Damage do the same as with Arc. Their Awakened versions are once again options to boost damage further.

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Golem Buffs

These gems don't have to be linked to each other!

While golems can deal damage, this build only wants the buffs they grant. The golems used are Summon Lightning Golem for cast speed, Summon Chaos Golem for physical damage reduction, Summon Ice Golem for Elemental Overload uptime and Summon Stone Golem for life regeneration.

Their Anomalous versions are great upgrades to maximize their buff effect.

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Movement

Flame Dash is a movement skill with three charges that replenish after a cooldown, casts instantly and allows you to cross gaps. It also prevents taking damage from damaging ground effects while dashing through them, which is very helpful in many endgame bossfights.

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Guard

Vaal Molten Shell grants two skills, the regular Molten Shell and its buffed up Vaal version.
Both grant Armour and an additional hitpool based on your total Armour for a duration.

The Vaal version requires souls to be used, which are primarily gained by killing monsters or at certain thresholds during bossfights. After being used, it goes into Soul Gain Prevention for some time during which it can't be charged up for another use.

It's fine to use just the regular Molten Shell until you have a Vaal Molten Shell gem.

Cast when Damage Taken triggers linked spells upon reaching a treshold of damage taken from hits. The amount of damage it takes to trigger as well as the maximum required level of the linked spells it can trigger depend on the gems level.

Keep Cast when Damage taken at Level 10 and (Vaal) Molten Shell at Level 15 to have a good ratio between trigger treshold, uptime and effectiveness.

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Debuffs

Wave of Conviction is a physical spell that converts 25% of its damage to fire and lightning damage respectively and applies 15% exposure for the highest elemental damage it deals. Adding some Lightning Damage to Spells together with lightning damage passives assures that this will be lightning exposure. Keep this gem at Level 1 to avoid dying to physical damage reflection.

Conductivity is a hex curse that lowers enemies lightning resistance and adds +25% chance to be shocked for a significant damage increase.

Hextouch lets you apply Conductivity with Wave of Conviction for added convenience.

After you have the Lightning Exposure glove implicit mentioned in the Endgame Gear setup, you can replace Wave of Conviction + Hextouch with the following:

Vaal Righteous Fire grants a temporary damage multiplier at the cost of 60% of your life upon use. This is great for additional burst damage during bossfights if the situation allows you to take this risk. Just as Vaal Molten Shell, it requires souls to be used.

Don't ever use the regular Righteous Fire, it would constantly drain your life!

Increased Duration simply just increases the duration of Conductivity and Vaal Righteous Fire.

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Auras

These gems don't have to be linked to each other!

Clarity grants mana regeneration to help with skill cost sustain.

Wrath grants a lightning damage multiplier.

Determination grants armour and a multiplier for it.

After you have the Mana Reservation Efficiency helmet implicit and have replaced Wave of Conviction + Hextouch with the Lightning Exposure glove implicit (both mentioned in Endgame Gear setup), you can add the following aura:

Defiance Banner reserves mana to carry a banner that grants increased armour and evasion and reduces the crit chance of nearby enemies. If placed, it grants a bigger effect for those and taunts nearby enemies while also lowering their damage by 15%.


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Gear & Flasks

Gear

The build starts out as a basic caster. For your first set of gear, all you need to focus on is having a good amount of Life on each piece and capping your Elemental Resistances at 75%.

Once you've progressed deep into your atlas and have acquired more currency, you want to prepare your gear to use the Annihilating Light staff to gain a massive damage increase. As this gear set is likely not being replaced, it's now also worth to focus on enchantments and Eldritch implicits for more convenience and damage.

The section below shows what stats to aim for in each slot and for each budget.

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Weapon

Start out with two Wands with 40%+ Spell Damage, some Cast Speed and Lightning Damage added to Spells. Moonsorrow is a cheap alternative that you can consider.

Agnerod West is a great upgrade to push further into the atlas. It has lots of damage stats, is usually cheap and you don't even need to link its sockets, just getting it to atleast five sockets to fit gems is enough.

The Annihilating Light is your Endgame staff to upgrade to. It simply triples your damage, but of course that comes with a downside - your Elemental Resistances get reduced by a substantial amount (E.g. with a 60% roll, you only get 40% of a listed Elemental Resistance value.). You want it to be as close to 60% as possible when buying this staff.

The tripled damage is not shown in your tooltip DPS, so while it may look like a downgrade at first, you'll notice just how good this staff is while playing the game.

Since this is your endgame weapon, it's also worth to farm the Harvest Enchantment below.

Harvest Enchantment: Grants 1% increased Elemental Damage per 2% Quality

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Body Armour

Start with a rare body armour with atleast five links, 70+ Life and Resistances on an Energy Shield base to have an easier time with getting the right colors for your Arc setup.

Upgrade to a similar sixlinked Body Armour once you can.

Brass Dome is your Endgame body armour. It offers a huge increase in survivability by giving you tons of Armour and raising your maximum Elemental Resistances by up to 5%, while also making you take no extra damage from Critical Strikes. The loss of Life is made up for by this.

Your Brass Dome doesn't need any links, only six sockets to fit your Guard setup and Auras in.
Arc goes into your Staff at this point.

Don't use a Brass Dome with less than +4% to all maximum Elemental Resistances!

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Helmet

Your first helmet should be an Armour + Energy Shield base with 60+ Life and Resistances, don't bother with an Enchantment or Eldritch Implicits at this point.

For Endgame, you need to craft a helmet. Start with an Armour base (ideally Royal Burgonet) with Arc Chains an additional time enchantment and no influence on it. Now simply use Essences of Horror until you hit Socketed Gems deal 30% more Elemental Damage together with 50+ Life. If there's an open prefix, use your Crafting Bench to add +1 to Level of Socketed AoE Gems, otherwise add any Resistance you need. Use Eldritch currency to get the Eldritch Implicits listed below and then use the Crafting Bench trick to get it to four blue sockets.

Start with forcing Two Blue Sockets, then craft Two Sockets (unless the third socket ended up being blue) and then Three Sockets. If the third socket isn't blue, go back to Two Sockets and repeat until it is. Getting the fourth socket blue works the same, just with going from Three Sockets to Four Sockets now.

The result is an Endgame helmet that significantly buffs your Galvanic Field's damage and allows you to fit Defiance Banner into the build.

Searing Exarch Implicit: Adds # to # Lightning Damage to Spells

Eater of Worlds Implicit: #% increased Mana Reservation Efficiency of Skills

Enchantment: Arc Chains an additional Time

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Gloves

Start with Armour + Energy Shield base gloves with 60+ Life and Resistances.

For Endgame, all you need is the same with more Resistances to use Annihilating Light, then roll for the Eldritch Implicits below to gain more damage and throw out Wave of Conviction.

Searing Exarch Implicit: #% chance to Unnerve Enemies for 4 seconds on Hit

Eater of Worlds Implicit: Inflict Lightning Exposure on Hit, applying -#% to Lightning Resistance

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Boots

Go for Armour + Energy Shield base boots with 20%+ Movement Speed, 60+ Life and Resistances first.

For Endgame, get boots with Life, three high Resistance rolls and an open prefix to craft Movement Speed + Cannot be Chilled, then work on getting the Enchantment and Eldritch Implicits below.

Searing Exarch Implicit: #% increased Action Speed

Eater of Worlds Implicit: #% increased Cooldown Recovery Rate of Travel Skills

Enchantment: Adds 1 to 160 Lightning Damage if you haven't Killed Recently

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Amulet

Start with 40+ Life, 15%+ Spell/Lightning Damage and Cast Speed, ideally on an Onyx Amulet base.

Upgrade to a similar amulet with +1 to Level of all Lightning Skill Gems instead of the other damage stats, then add either Lightning Damage % or Cast Speed with the Crafting Bench. It's now also worth to add the Anointment below to gain more damage and block.

For endgame, try to get those stats and an open suffix to craft increased Effect of Non-Damaging Ailments to amplify your shocks on endgame bosses.

While that's already good for Endgame, the Lake of Kalandra league mechanic enables +2 to Level of all Lightning Skill Gems amulets to upgrade to. It's even possible to get that together with +2 to Level of all Skill Gems, however this won't be cheap. Just watch out that you don't get any negative stats that affect your build!

Anointment: Enigmatic Defence (3x Violet Oil)

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Rings

Start with any rings with 40+ Life, Resistances and some Cast Speed.

For endgame, replace the Cast Speed with more Resistances to use Annihilating Light. If the Resistances are at 30%+ each, it's worth using Prismatic Catalysts to maximize them.

Catalysts: Prismatic Catalyst

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Belt

Start with a belt with 70+ Life and Resistances, preferably on Leather Belt base.

For endgame, get 80+ Life and lots of Resistances on a Stygian Vise. This allows you to socket a Hypnotic Eye Jewel, aim for Life, Resistances and Lightning Damage. Once again, if the Resistances are at 30%+ each, it's worth using Prismatic Catalysts to maximize them.

Catalysts: Prismatic Catalyst

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Jewels

These are socketed into Basic Jewel Sockets within your passive skill tree. I recommend to have Life on all of them, then add as many of the other listed stats as you can afford.

Jewel Affixes

#% increased Cast Speed with Lightning Skills
#% increased Attack and Cast Speed
#% increased Cast Speed
# to # Added Spell Lightning Damage while wielding a Two Handed Weapon
Adds # to # Lightning Damage to Spells
#% increased Spell Damage while wielding a Staff
#% increased Lightning Damage
#% increased Spell Damage
#% increased Damage
#% to Chaos Resistance


Fragile Bloom gives you up to 7% Life Regeneration for better sustain, especially around all the DoT ground sources in this game. This Life Regeneration comes from Fragile Regrowth stacks which are gained each second, stack up to 10 but are also lost when you get hit.

Since this jewel is fairly common and cheap, it's reasonable to aim for a good corruption once you can afford it. Best for this build are Increased Effect of Non-Damaging Ailments, Corrupted Blood cannot be inflicted on you or You cannot be Cursed with Silence.


Watcher's Eye is an Endgame choice that has some life and up to three aura-related affixes. Good choices for this build are:

Watcher's Eye Affixes

#% increased Lightning Damage while affected by Wrath
Damage Penetrates #% Lightning Resistance while affected by Wrath
+# to Armour while affected by Determination
#% additional Physical Damage Reduction while affected by Determination


Flasks

Before crafting any of these flasks, use an Orb of Scouring to make them normal-rarity and then use 4 Glassblower's Baubles to raise their quality to 20%!

The Endgame Flasks require high item levels, check poedb before crafting them!


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Divine Life Flask

A Divine Life Flask is great for instant healing when your life goes below 50%. For that, aim for any reduced Amount Recovered/Instant Recovery when on Low Life prefix and add of Sealing with the Menagerie to remove Bleed and Corrupted Blood.

For Endgame, simply just improve those rolls.

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Granite Flask

This flask grants a lot of armour. Get any Increased Duration prefix and add of the Deer with the Menagerie to remove Chill and Freeze.

Look out for an Item Level 80+ Granite Flask in Endgame and roll for atleast Gain 2 Charges when you are Hit by an Enemy as prefix. After getting Freeze Immunity through your Pantheon and Chill Immunity through your Boot craft, you can replace the suffix with any Armour suffix.

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Quartz Flask

This flask grants Phasing to avoid getting bodyblocked by monsters. Get any Increased Duration prefix once again and add of the Conger with the Menagerie to remove Shock.

Look out for an Item Level 80+ Quartz Flask in Endgame and roll for atleast Gain 2 Charges when you are Hit by an Enemy as prefix, then craft the same suffix as before.

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Silver Flask

This flask grants Onslaught for added mobility and damage bursts. Since it consumes 40 charges, aim for a prefix that adds atleast +20 to Maximum Charges and add of the Urchin with the Menagerie to remove Ignite.

Look out for an Item Level 80+ Silver Flask in Endgame and roll for atleast Gain 2 Charges when you are Hit by an Enemy as prefix, then craft the same suffix as before.

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Quicksilver Flask

This flask grants additional movement speed for better mobility. Go for any increased Duration prefix and add of the Skunk with the Menagerie to remove Poison stacks.

Look out for an Item Level 80+ Quicksilver Flask in Endgame and roll for atleast Gain 2 Charges when you are Hit by an Enemy as prefix, then craft the same suffix as before.


Upgrade Order

‣ Early Maps Gear
‣ Flasks
‣ Jewels + Fragile Bloom
‣ Midgame Gear
‣ Agnerod West (no need for 6L)
‣ Cheap 6L Body Armour
‣ Level 21 Arc & Galvanic Field
‣ Endgame Gear
‣ 6L Annihilating Light
‣ Brass Dome
‣ Watcher's Eye
‣ Alternative Quality Gems
‣ Awakened Gems


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Playstyle & Pantheon

Playstyle

Mapping

Check the Atlas Guides in Maxroll's Getting Started to learn more about the Atlas.

Before you enter any map, check if all your auras are activated and all golems are summoned.

Mapping itself is pretty straightforward. Arc has a fairly good range and can kill enemies before they get close to you. Keep your Silver Flask up to improve clearspeed. Use Galvanic Field to add additional damage against tanky enemies such as Essences, Metamorphs etc.

The most important thing is to keep moving! Standing still for too long is a death sentence in this game, so try to get into a rhytm of casting a few Arcs and move. Use Flame Dash and your Quicksilver Flask to reposition or move between enemies.

If you expect to take lots of damage, such as from a Metamorph, Archnemesis or similar, use your Granite Flask and then Vaal Molten Shell to be safe.

Recommended stats for Tier 14+ Endgame Content
‣ 4.5k Life
‣ Brass Dome
‣ Level 21 Arc
‣ 6L Annihilating Light

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Mapmods

Players cannot Regenerate Life, Mana or Energy Shield
Pretty risky and annoying, skip this.

Players cannot inflict Exposure
Massive damage loss, don't couple it with other mods that make enemies tankier.

Monsters' skills Chain 2 additional times
Can be risky with some projectile-based monsters, especially if there's a lot of damage mods on the map. Soul of Lunaris with its last upgrade prevents projectiles to chain to you, but doesn't prevent any secondary effects these may cause that could still kill you.

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Bossfights

Start any bossfights with activating Galvanic Field, then use your Silver Flask (and Vaal Righteous Fire if you have it) and burst them down with Arc. If you stand behind the boss and only move away for AoE skills, you'll be fine.

If you expect to take a lot of damage and can't move away or just want to burst them down, use your Granite Flask and then Vaal Molten Shell to be safe.


Pantheon

Soul of the Brine King + 2nd Upgrade (Major Pantheon)
Only its second upgrade is needed to gain Freeze Immunity.

Soul of Abberath + Upgrade (Minor Pantheon)
Reduces Ignite Duration on you and its upgrade makes you immune to Burning Ground.


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Other Guides

Lowlife Bane Occultist

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Thanks for reading! Hope you like the build and have a nice day!
twitch.tv/enki91
Last edited by Enki91 on Sep 2, 2022, 4:27:30 AM
Last bumped on Sep 26, 2022, 3:11:56 PM
Can you dual wield fishing rods? Do you think you could get the fastest cast speed lightning warp with two fishing rods or with a +3 lightning 22% cast staff?
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
.
twitch.tv/enki91
Last edited by Enki91 on Jul 22, 2021, 12:02:31 PM
Hi, i came back after some time to try the game again, and i somehow stumbled into your thread.

I like the concept of Arc. It reminds of the old days in another game :)
After reading your guide i have some questions.

Is it possible to play this as EB + CoD build? (im sure its possible, but do you think its worth it? With all auras running, my mana pool would be reduced by a lot...)
Im not very rich and CoD is probably the only good item i have, thats why im asking :P

I would have to safe currency for a long time to buy both, catalyst and invitation. Thats why i hope i can use a rare belt to gain some extra life, mana and res + a wand with 1% leech from catharina.

Is 1% leech enough with and without Vaal Pact? Can Vaalpact really safe me vs reflect mobs? (i never used this node, so i have no idea)

Would be nice to get some feedback.

Merry Christmas
"
Zentr0x wrote:
Hi, i came back after some time to try the game again, and i somehow stumbled into your thread.

I like the concept of Arc. It reminds of the old days in another game :)
After reading your guide i have some questions.

Is it possible to play this as EB + CoD build? (im sure its possible, but do you think its worth it? With all auras running, my mana pool would be reduced by a lot...)
Im not very rich and CoD is probably the only good item i have, thats why im asking :P

I would have to safe currency for a long time to buy both, catalyst and invitation. Thats why i hope i can use a rare belt to gain some extra life, mana and res + a wand with 1% leech from catharina.

Is 1% leech enough with and without Vaal Pact? Can Vaalpact really safe me vs reflect mobs? (i never used this node, so i have no idea)

Would be nice to get some feedback.

Merry Christmas

Hi, and Merry Christmas!

CoD will be possible, but you'll have to drop one aura, either PoL or HoI, i'd recommend dropping the ladder.

VP does save you against reflect, especially when combined with the maxres of PoL and popping your Topaz flask. With only 1% leech it gets kinda funky though, i would in the meantime replace Empower with Life Leech until you can afford the Catalyst/Invitation setup.
twitch.tv/enki91
Thx for the fast reply,
i will go with the LL Gem, should make it much easier to find a cheap Wand with decent stats.
When i drop HoI, i can replace it with Arctic Armor and i wont need an unset ring for know. Gives me more choices for this slot.
Suddenly this build is affordable, for me ;)

thx again!
Last edited by Zentr0x on Dec 25, 2014, 12:09:59 PM
Nice guide!

I want to ask you a question: what's your opinion on apep's rage?
"
Chrispherto wrote:
Nice guide!

I want to ask you a question: what's your opinion on apep's rage?

Apeps is great, but not for this build. The mana cost jumps to 170 mana/cast which is simply unsustainable. DPS is at 38.5k fully charged and it's bit less exposure to reflect, but yeah, the mana cost.
twitch.tv/enki91
You tried with Pledge? If so how much dps you got? Nice Build btw!
"
funkeherkules wrote:
You tried with Pledge? If so how much dps you got? Nice Build btw!

Thanks! Unfortunately i do not have a Pledge of Hands to hand, so i can't test it, but it's most likely beaten out by dual Catalyst.
twitch.tv/enki91

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