[3.3] Enki's Arc Witch - a beginner & SSF-friendly Lightning Caster - All Content / Lv100 SSF

Welcome to my Arc guide, fellow exile!

With this guide I want to provide a well-balanced caster build for beginners and veterans alike that scales well into endgame, has great mapping consistency and can even be played selffound.

I've played this builds current version to Lv100 and have done all content with it in SSF Incursion,
and many others reportedly have hit their by far highest level ever with this build.

Please read the guide carefully, most issues are caused by not properly reading!

Questions & Discussion about the current build version start at page 423.

If you have a question about your setup, please make your character tab public before posting!

Current plans for Patch 3.4: Unless anything gets nerfed, this build won't change much.
I'm pretty happy with the current setup and will only refine it, you can expect easier leveling, more speed, more reliable chilling and roughly 15% more DPS.



The Apex of Sacrifice on a 4L Budget Setup
The Alluring Abyss (Uber Atziri)
Uber Elder (not deathless)
Elder and his Guardians
Shaper and his Guardians
T15 Basilica w/ Double Beyond & 5x Sextants

Note that some of the gear used is legacy, but you can still reach the same DPS in temp leagues.
Also, Arc got two major bugfixes since recording these videos, i'm too lazy to record new ones.


About this build


+ cheap to gear
+ fully SSF-capable
+ customizable setup
+ relatively fast mapping
+ can run most mapmods & combos
+ immune to all kinds of reflected damage
+ fairly safe, can stay ranged & Decoy Totem
- good endgame boss damage requires investment
- requires good Flask & Buff management
- Lightning has a huge damage range
- not made for facetanking

Main Mechanics in this build

Chaining: Arc is a lightning-based spell with the ability to chain between monsters.
Each time it chains, it will also split to a second nearby enemy from where it can't chain further. The amount of times Arc can chain depends on its gem level and can be increased by enchantments, with a maximum of 10 chains attainable with this build.

Shock: An elemental status ailment which increases the damage an enemy takes by up to 50% for a duration, based on our lightning damage dealt within a single hit. Arc comes with an implicit 10% chance to shock, which we further amplify and back up through shock effect to assure consistently strong shocks on all targets.

Semi-Crit: Instead of going all out on crit, we just get some to proc Elemental Overload, a conditional buff which gives us a 40% more damage multiplier if we've crit in the past 8 seconds.

Mind over Matter: This is a Keystone which redirects 30% of damage we take to our mana pool, as long as we have sufficient mana. In order for this to be effective, we need an unreserved mana pool equal to approx. 43% of our life pool and a quick way to refill mana, which we gain through regeneration and optional sustain choices.


First steps for new players


Just a small checklist of helpful links and other advices for newer players.

Due to post limit reasons, you can find it on my Pastebin now!


Leveling this build


This section will help you while playing through the storyline and shows the recommended
passive tree progression, gem setups, quest progression and exp farming zone for each act.

If you want to explore zones or do quests not mentioned here, or even want to level with
a completely different skill then do that, this section is just an aid.


General Advices during Storyline

‣ If you find a Vaal Arc along the way, level it alongside with you to have it at an appropriate level once you reach endgame maps.

‣ Keep your flasks updated. I recommend 2x Life Flasks, 1x Mana Flask and 2x Quicksilver Flasks, switch one Life Flask with a Basalt Flask of Staunching in early Act 7. You can find a list of all flasks here.

‣ Upgrade your gear. While not as relevant in the beginning, it's important to look out for gear with solid life and resistance rolls. Ideally you want to have all three Elemental Resistances capped at 75% at the end of Act 3, only Chaos Resistance may be at whatever value.

Rare or Unique gear pieces are not always the best for this purpose, sometimes you're better off with Magic gear giving life and a single resistance.
You can easily craft your own gear, ideally on already 4-linked pieces you get from vendors or drops, however only use Orbs of Transmutation/Augmentation/Alteration at this point, everything else is a huge waste!

‣ If you happen to get a 5-linked, or even 6-linked Intelligence-based gearpiece, check the damage skill setups in the gem section to know what gems to add.

‣ Great Uniques for leveling are Lifesprig, Reverberation Rod, Amplification Rod, Crest of Perandus, Goldrim, Wanderlust, Tabula Rasa, String of Servitude (Resistances) and Moonsorrow, but prioritize a good lifepool and capped resistances!

‣ Use Portal Scrolls and enter town to refill flasks during bossfights.

‣ Get all waypoints you can find. I mention specific waypoints you will definitely need, but generally it's recommended to get them all, since you never know if you may disconnect or need to get back to that zone for other reasons.

‣ If there's multiple gems listed to get, it means you're supposed to get one of those as quest reward and buy the rest from the gem vendor in town.

‣ The passive tree goals for each act are just a pointer, if you're short by 1-2 points or overleveled that's not a big deal.

Act 1

‣ Get Arcane Surge (keep it Lv1 for now!) from Large Chest and kill Hillock
‣ Get Freezing Pulse, link it with Arcane Surge and throw away Fireball
‣ Start looking out for a 3-linked, all blue socket Wand or Sceptre
‣ Get the Coast Waypoint, kill Hailrake on Tidal Island and get Quicksilver Flask in town
‣ Enter Submerged Passage, look for Flooded Depths and kill the Dweller of the Deep
‣ Get Orb of Storms and Passive Skillpoint in town
‣ Enter Prison, get Added Lightning Damage and link it to Freezing Pulse + Arcane Surge
‣ Start looking out for 2x Sapphire Rings
‣ Complete Trial of Ascendancy in Lower Prison
‣ Kill Brutus, progress to Ship Graveyard and get the Waypoint
‣ Look for Ship Graveyard Cave, get Allflame then get Cavern of Wrath Waypoint
‣ Travel to Ship Graveyard Waypoint and kill Fairgraves
‣ Go to town to get Passive Skillpoint, Clarity, Flame Dash, Siphoning Trap & Arc
‣ Throw away Freezing Pulse, craft a +1 Lightning Gem Wand/Sceptre and put in Arc + Arcane Surge + Added Lightning Damage
‣ If needed, the recipe for Topaz Rings is Iron Ring + Green Skill Gem
‣ Equip Sapphire Rings and kill Merveil

Passive Tree Goal

Exp Farming Zone: The Ledge

Act 2

‣ Once in town, enter the Old Fields first
‣ Start looking out for 2x Topaz Rings
‣ Look for the Den, kill Great White Beast and get second Quicksilver in town
‣ Continue to Crossroads and get Waypoint
‣ Enter Chamber of Sins, complete Trial of Ascendancy on Level 2 and kill Fidelitas
‣ Get Herald of Thunder in town
‣ Go back to Crossroads, enter Broken Bridge and kill Kraityn
‣ Back to Crossroads once more, enter Fellshrine Ruins and Crypt
‣ Complete Trial of Ascendancy in Crypt
‣ Back to town, enter Riverways and get the Waypoint
‣ Go to Western Forest, kill Alira & Captain Arteri
‣ Look for Weaver's Chambers and kill Weaver
‣ Back in town, get Controlled Destruction and replace Arcane Surge with it
‣ Link Arcane Surge to Orb of Storms
‣ You may now start leveling Arcane Surge, keep its treshold below Orb of Storms' mana cost
‣ Enter Lioneye's Watch and get Passive Skillpoint
‣ Go back to Riverways, enter Wetlands, kill Oak and get Waypoint
‣ Get two Passive Skillpoints from Eramir in town
‣ Make your way to the Ancient Pyramid, equip Topaz Rings and kill Vaal Oversoul

Passive Tree Goal

Exp Farming Zone: The Northern Forest

Act 3

‣ Start looking out for 4-linked Intelligence-based gear
‣ Kill the Blackguards in City of Sarn and enter town
‣ Go to Slums, enter Crematorium, finish Trial of Ascendancy and kill Piety
‣ Get Sewer Key in town
‣ Go back to Slums, enter Sewers, get Waypoint, find three busts and get skillpoint in town
‣ Get Marketplace Waypoint and finish Trial of Ascendancy in Catacombs
‣ Enter Battlefront, get Waypoint and kill Captain Aurelianus
‣ Go to Docks and get Thaumetic Sulphite
‣ Back to Battlefront, enter Solaris Temple and talk to Lady Dialla
‣ Destroy the Undying Blockade in Sewers
‣ Enter Ebony Barracks, get Waypoint and kill General Gravicius
‣ Enter Lunaris Temple, kill Piety and get Skillpoint in town
‣ Get Imperial Gardens Waypoint and finish Trial of Ascendancy
‣ Go to Library and finish Siosa's quest
‣ You can now buy all unlocked gems at Siosa (currency needs to be in bag!)
‣ Get Lightning Penetration from Siosa and replace Controlled Destruction with it
‣ Also get Decoy Totem and Advanced Traps from Siosa
‣ Link Advanced Traps to Siphoning Trap
‣ Enter the Sceptre of God and kill Dominus

Passive Tree Goal

Exp Farming Zone: The Docks

Act 4

‣ Enter the Dried Lake, kill Voll and enter the Mines
‣ Free Deshret's Spirit in Mines Level 2, progress to Crystal Veins and get Waypoint
‣ Get Passive Skillpoint and Summon Lightning Golem in town and optionally farm Dried Lake
‣ Complete the first Labyrinth, you can enter it through the Sarn Encampment
‣ Read up on the Lord's Labyrinth and Izaro to get an idea what's going on
‣ After finishing the Labyrinth, ascend to Elementalist and get Paragon of Calamity
‣ Go back to Crystal Veins, enter Kaom's Dream and kill Kaom
‣ Now enter Daresso's Dream and kill Daresso
‣ Get Spell Echo from Dialla and buy Cast when Damage taken in town
‣ Put your Arc setup into a 4L and add Spell Echo
‣ Replace your now-outdated weapon with something better, the Spell Damage recipe can help
‣ Get Enfeeble in Act 3 and add it to CwDt (keep CwDt Lv2 and Enfeeble Lv6!)
‣ Kill Piety in Belly of the Beast, and finally Malachai in the Harvest

Passive Tree Goal

Exp Farming Zone: The Dried Lake

Act 5

‣ Kill Overseer Krow and enter town
‣ Find the Miasmeter in Control Blocks and kill Justicar Casticus
‣ Get Silver Flask and Skillpoint in town
‣ Make your way to Templar Courts, kill Avarius and get a unique jewel in town
‣ Get Ruined Square Waypoint and optionally kill Utula to get Assassin's Haste in town
‣ Finish the quest in Reliquary and get Skillpoint in town
‣ Look for the Sign of Purity in Ossuary
‣ Kill Kitava on Cathedral Rooftop
‣ You will suffer a permanent -30% resistance penalty after this fight

Passive Tree Goal

Exp Farming Zone: The Chamber of Innocence

Act 6

‣ Clear the Twilight Strand to unlock Lilly as Skillgem Vendor
‣ Get Immortal Call and link it to CwDt (keep it at Lv3!)
‣ Get Blind and Increased Duration and link to Orb of Storms + Arcane Surge
‣ Get to Mud Flats and kill the Dishonored Queen
‣ Enter Karui Fortress, kill Tukohama and get Skillpoint in town
‣ Finish Trial of Ascendancy in Prison and kill Shavronne
‣ Enter Prisoner's Gate, kill Abberath and get Skillpoint in town
‣ Get Riverways Waypoint
‣ Enter Wetlands, kill Puppet Mistress and get Skillpoint in town
‣ Light the Beacon and kill the Brine King

Passive Tree Goal

Exp Farming Zone: The Southern Forest

Act 7

‣ Find the Silver Locket in Broken Bridge and get Basalt Flask in town
‣ Enter Crossroads, get Waypoint then enter Crypt through Fellshrine Ruins
‣ Finish Trial of Ascendancy and find Maligaro's Map
‣ Go back to Crossroads and enter Chamber of Sins
‣ Kill Maligaro in Maligaro's Sanctum
‣ Finish Trial of Ascendancy in Chamber of Sins Level 2 and enter the Den
‣ Make your way to Ashen Fields and kill Greust, then get Skillpoint in town
‣ Get Northern Forest Waypoint and enter Dread Thicket
‣ Collect all Fireflies and kill Gruthkul, then get Skillpoint in town
‣ Find Kishara's Star in Causeway and get Skillpoint in town
‣ Good time to finish the second Labyrinth, get Shaper of Desolation
‣ Get to the Temple of Decay and kill Arakaali

Passive Tree Goal

Exp Farming Zone: The Northern Forest

Act 8

‣ Enter the Toxic Conduits and kill Doedre
‣ Go for Quay first, find Ankh of Eternity, kill Tolman and get Skillpoint in town
‣ Kill the Gemling Legionnaires in Grain Gate and get Skillpoint in town
‣ Enter Solaris Temple, get Sun Orb then enter Solaris Concourse and get Waypoint
‣ Go back to Doedre's Cesspool and go for the Grand Promenade now
‣ Get Bath House Waypoint and finish Trial of Ascendancy
‣ Enter High Gardens, kill Yugul and get Skillpoint in town
‣ Enter Lunaris Temple through Lunaris Concourse and get Moon Orb
‣ Go to Harbour Bridge and kill Solaris & Lunaris

Passive Tree Goal

Exp Farming Zone: The Harbour Bridge

Act 9

‣ Find the Storm Blade in Vastiri Desert and speak to Petarus & Vanja in town
‣ Look for a blocked entrance in Vastiri Desert
‣ Go to town, talk to Sin and then to Petarus & Vanja
‣ Kill Shakari and get Skillpoint in town
‣ Get Foothills Waypoint, enter Boiling Lake and get Basilisk Acid
‣ Enter the Tunnel and finish Trial of Ascendancy
‣ Get Quarry Waypoint, enter Refinery and get Trarthan Powder
‣ Go back to Quarry and kill Garukhan and get Sekhema Feather
‣ Go to town and give the feather to either Tasuni or Irasha, get Skillpoint
‣ Enter Belly of the Beast and kill the Depraved Trinity

Passive Tree Goal

Exp Farming Zone: The Blood Aqueduct

Act 10

‣ Throw away Herald of Thunder once you spec into Mind over Matter
‣ Go left on Cathedral Rooftop and kill Plaguewing
‣ Get Sulphur Flask in town, then go back to Cathedral Rooftop
‣ Now go right, enter the Ravaged Square and go south
‣ Enter the Control Blocks, kill Vilenta and get Skillpoint in town
‣ Optionally find the Teardrop in Reliquary
‣ Go back to Ravaged Square and get its Waypoint in the upper part
‣ Enter Ossuary, complete Trial of Ascendancy and get Elixir of Allure
‣ Get to Desecrated Chamber through Torched Courts and kill Avarius
‣ Enter the Canals and make your way to the final bossfight
‣ You will suffer another permanent -30% resistance penalty after this fight

Passive Tree Goal

Exp Farming Zone: The Desecrated Chambers


‣ Talk to Lani for two Skillpoints
‣ Start farming up some currency, get basic gear and switch to the endgame setup
‣ A good place to farm is The Blood Aqueduct, as it drops Humility Cards for Tabula Rasa
‣ Finish the third Labyrinth and get Beacon of Ruin
‣ Enter Templar Laboratory and get a map from Zana, then buy all maps she's selling
‣ That's it, you've reached the endgame


Passive Tree, Ascendancy & Pantheon


Path of Building

Full Path of Building Setup (read Notes Tab)
Get Path of Building on GitHub



Lv80 Passives
Lv90 Passives
Lv100 Passives



Paragon of Calamity (Normal): This is our main source of life leech. Also comes with a nice offensive & defensive boost, and allows us to run Elemental Reflect maps and Atziri in endgame.

Shaper of Desolation (Cruel): Helps with shocks during Shocking Conflux and gives some extra safety during Chill Conflux.

Beacon of Ruin (Merciless): Gives our shocks a base damage increase of atleast 20%, which gets multiplied by Shock-/Ailment Effect and allows us to consistently put strong shocks on all bosses.
With a total of 150% Shock Effect, we will always get the maximum 50% damage increase.
Also gives us a base chill slow of 10%, and Proliferation to help with clearing.

Liege of the Primordial (Eternal): Allows us to use a second golem for a decent damage/survivability boost.



Soul of Solaris (Major): Overall great damage mitigation, try to unlock the extra powers asap.

Soul of Gruthkul (Minor): Additional physical mitigation is always good to have.

Soul of Shakari (Minor): Great if you're low on chaos resistance. Upgrade saves a flask suffix.


Gem Setup


This is the endgame setup, for Act 1-10 check out the Leveling Section!

Arc is our main skill - it comes with high base damage, decent cast time, shock chance & -effect and a more damage modifier for each remaining chain. This simply means that if for example your Arc can chain 7x and there's nothing to chain to, then it will get a 105% (7*15%) more damage multiplier for that hit.

For endgame we choose Vaal Arc, which grants both the regular Arc skill and a buffed up Vaal Arc that grants us the Lucky Buff and is good to start bossfights with. The Lucky Buff counters our high lightning damage range by rolling each damage roll twice and taking the higher one. However, it can still happen that it rolls two low values and you end up getting a few tiny hits.

Our base damage comes mostly from Arcs gem level, we amplify it further with support gems.
Here's a summary of what each support does, in order of importance:

Spell Echo substantially boosts our cast speed and repeats each skill use without consuming mana for the repeated cast, all at the cost of a minimal damage penalty.
Added Lightning Damage adds lots of flat lightning damage to our base damage at 90% value due to Arcs damage effectiveness.
Lightning Penetration is a "hidden" damage increase - it doesn't directly affect our tooltip damage, but rather acts as a dynamic more multiplier by reducing the enemies lightning resistance during damage calculations, and can even drop it into negative values.
Controlled Destruction is a straight up more multiplier with a crit chance penalty for the linked skill. This reduces our probability to proc Elemental Overload with Arc, but doesn't affect any other skills we can use to proc it.
Efficacy is another more multiplier and increases our Lucky Buffs duration. At a higher budget, you can replace this with a Lv4 Empower for an even bigger damage boost by raising Arcs level by 3, which grants roughly ~ 30% more base damage.


Orb of Storms is a great tool for us to proc many different things by creating many individual hits on a relatively large duration. We use it to reliably proc Elemental Overload and Arcane Surge for a combined 54% more damage multiplier with some extra cast speed and mana regeneration, and to debuff the enemy with Blind, which cuts their chance to hit by half. Increased Duration reduces the need for recasting by increasing Orb of Storm's and Arcane Surge's duration.

Arcane Surge procs based on total mana spent with the linked spell. To reliably proc it with every cast you need to keep it at whatever your mana cost allows, usually Lv8!


Cast when Damage taken (CwDt) is a trigger gem which will proc all linked spells after reaching a certain treshold of damage received, as long as the spells are within the level limitation.
This doesn't refer to the spells gem level, but rather its required level - in our case max. Lv38.
Immortal Call helps surviving physical damage by temporarily giving us physical immunity. Ignore the Endurance Charge part, it has a base duration and works even without charges!
Enfeeble further helps with survivability by substantially weakening the enemy, and has good synergy with Blind from our Orb of Storms setup. Increased Duration maximizes their duration.

Keep CwDt at Lv1, Immortal Call at Lv3 and Enfeeble at Lv5 for consistent procs!


We use Shield Charge to move and proc Fortify. The skill has its own base attack time that gets scaled by attack- and movement speed, Faster Attacks is a big boost to said attack time.
Fortify is a defensive buff that reduces all damage from hits by 20% and easy to keep up.


This is where build customization begins - only the first two gems are fixed, the rest is up to you.

Clarity helps sustaining mana for skill usage costs and Mind over Matter by adding flat mana regeneration to our base amount, which then gets multiplied by all respective % modifiers.
Unlike other auras, it reserves a flat amount of mana which is dependent on its gem level, keep it at a level where you're comfortable with the reservation cost compared to regeneration gain.
Flame Dash is our secondary movement skill to cross ledges and other obstacles.

Siphoning Trap is our default way to sustain mana until you can afford one of the better options. The trap grants you flat life- and mana regeneration as long as both the enemy and you are within its beam radius. Advanced Traps helps with this traps uptime and reduces its cooldown.

If you have an other way to sustain mana, use one of the following together with a Lv1 CwDt:

Vortex chills enemies inside its radius and slows them for 10% thanks to Beacon of Ruin.
Tempest Shield is good for block setups, giving a flat 3% block chance for a high duration.


Decoy Totem uses a taunt skill, that with a good rhythm can prevent you from getting hit at all in the majority of bossfights. Shaper, Elder and their guardians can't be taunted.
Summon Lightning Golem grants us a companion that boosts our attack- & cast speed and occasionally casts a mini-Wrath aura, giving us some flat lightning damage.
Minion and Totem Elemental Resistance helps both of them surviving, you can also consider switching this with Empower to raise their base life.

After speccing into Liege of the Primordial you'll be able to summon a second golem, and since there's no point for us in having two of the same this will occupy another gem slot.
Choose one of the above and drop Minion and Totem Elemental Resistance, since our golems are immune to elemental damage now.

Summon Flame Golem is good to maximize damage and boost explosions caused by Inpulsa's, Summon Stone Golem adds a huge amount of life regeneration and occasionally taunts and Summon Chaos Golem gives physical damage mitigation.

Note that you can bind a golem to your left mouse button and still use it as move-only, the golem can only be casted while holding attack-in-place while on left-click.


Once your gems reach Level 20, you can vendor them together with a Gemcutter's Prism to get a Level 1 gem with 20% Quality back, as long as the gem wasn't corrupted.

Do this with the following gems:

Spell Echo, Added Lightning Damage, Lightning Penetration, Controlled Destruction, Blind*, Increased Duration, Power Charge on Critical*, Faster Attacks, Fortify, Flame Dash, Siphoning Trap*, Decoy Totem*, Summon x Golem

*if used


Gear, Jewels & Flasks


Gearing in Path of Exile is all about opportunity cost - sure, that unique item may look good,
but is it better than all other options? Can you make up the loss of vital stats somewhere else?

In this section I want to give you a quick rundown on what stats to look out for and which uniques are worth using. But first I recommend to read the item affix wiki page for better understanding.

Our main offensive stats are Spell/Lightning/Elemental Damage, Cast Speed and Elemental Penetration, together with a high level Arc gem they scale our damage very well.
Note that any such stats saying "with/to attacks" won't affect our damage!

Our main defensive stats are Life, Mana and Mana Regeneration, try to get as much of those as possible. Armour, Evasion and Energy Shield can mostly be ignored since we don't scale them.

We need around 70 Dexterity for gem requirements, you can get that on gear or a unique jewel.

Socket color probability is directly tied to the item's attribute requirements - Strength = Red, Dexterity = Green, Intelligence = Blue - for this build I recommend Intelligence-based gear.


All gearpieces shown are just examples, focus on the text written underneath!

Unlike most attack builds, weapons are just a statstick for spellcasters, the base damage comes mostly from the gem itself. Shield Charge requires a melee weapon to be used, so for this build we choose Sceptres - Wands won't work!

A rare sceptre with Spell- or Lightning Damage and Cast Speed is all we need, optionally with Flat Lightning Damage added to Spells. A Shaped Sceptre base can also roll Elemental Penetration for a good single target damage boost. An attack speed roll helps with faster Shield Charging, the sceptre's base attack speed doesn't matter as Shield Charge has its own base attack time.
Incursion players can farm a decent sceptre by upgrading the Tempest Generator to Level 3.

Singularity comes with solid damage and slows nearby enemies, good for a safe playstyle.
Doryani's Catalyst is a great allrounder that comes with basically all the stats we need.
It's not the absolute best weapon for this build, but being a unique makes it very accessible.
They're usually pretty expensive early in a league, but get very affordable as time passes.
It only drops from Atziri in the Apex of Sacrifice, so it can be deterministically farmed in SSF.

We have a few shield options to choose from, there's no best choice out of those. First is simply a rare shield with 80+ Life, Cast Speed and Spell/Lightning/Elemental Damage, additionally with Resistances, Mana or Mana Regeneration Rate.

Rathpith Globe is the best choice for a full block setup, giving you Spellblock based on your Block Chance and a good amount of Spell Damage, Life and Lightning Resistance. However if you don't plan to go all out on block on your gear, then there's better choices.
Leper's Alms selling point is Shared Suffering. This buff removes all elemental ailments you suffer when hitting an enemy, and transfers it to the enemy. Together with a hitting spell on CwDt this will make you basically immune to elemental ailments. It can only drop from the Eradicator, so it can be deterministically farmed in SSF.
Ahn's Heritage gives us life and +3 to all maximum Resistances, which in itself is already very strong. Its full power unlocks coupled with two Fragility jewels to gain permanent Onslaught! Fragility jewels can be obtainted with some luck by corrupting any Crimson jewels.
Note that the game currently gives no buff icon for Onslaught gained this way, but you can see the speed increases in your character sheet!

Useful corruptions are +1 to socketed Gems and x% reduced extra Damage taken from Crits.

Nothing too fancy, 80+ Life, Mana and some Resistances is all that matters.
You can get a cheap 6L through Emperor of Purity cards, or even completely farm it yourself.

A corrupted Tabula Rasa with +1 to Level of Socketed Gems is an affordable DPS boost, at the cost of having no other stats. When using Vaal Arc, you can also get one with +2 to Level of socketed Duration Gems or even both of those corruptions.

Inpulsa's Broken Heart is the highend option and absolutely recommended, focus on a high Explosion and Shock effect roll. When using this chest you won't need the ..of Grounding suffix on flasks, and your focus should be on Lightning Damage %, Elemental Damage % or Damage % instead of Spell Damage % to buff up those explosions.

Absolute highend is an Inpulsa's with +1 to Level of Socketed Gems or +2 to Level of socketed Duration Gems corruption, but I don't recommend trying to corrupt it on your own. The chance is very low and you can end up destroying your item!

A small tip for everyone trying to 6L their Inpulsa's: Raise your chests quality to 20% through Armourer's Scraps, then spam Jeweller's Orbs until it's 6S and then just casually spam all Fusings you find during mapping. You can exchange 4 Jeweller's for 1 Fusing in town, Vorici also grants a Daily Deal at a slightly better rate after reaching Level 6.

Another slot to stack Resistances, again with 60+ Life and Mana. Shaped Helmets can also roll Flat Lightning Damage to Spells. The x% of Physical Damage from Hits taken as x Damage mod is a good defensive option, it's available through the Temple of Atzoatl or Redblade Warbands.

The Arc chains an additional time enchant is our strongest option here, if you can get it on a shaped helmet then great, if not then don't sweat it. Note that the enchant has been nerfed, in temp leagues you will only be able to gain up to +1 extra chain. If you can't afford this enchant, then try to get x% increased Effect of the Buff granted by your Lightning Golems or x% increased Shield Charge Attack Speed.

Mind of the Council is a great option for mana sustain and mostly interesting for SSF players, as it can be farmed through the Unbearable Whispers prophecy chain. It lacks life, but makes that up with a mana multiplier, some shock chance and a lightning-restricted Mind over Matter-like mod. However, its mana sustain is very unreliable in maps with the Elemental Ailment Avoidance mod.

60+ Life & Attack Speed, Resistances have low priority here due to Elder- and Shaped Bases providing lots of interesting suffixes.
Shaped Gloves can roll Blind, which gives a global chance to blind with all skills and allows to use Increased Area of Effect in your Orb of Storms setup. You can also get Faster Casting on top for a global cast speed increase and a 6L Orb of Storms, which allows to proc a higher level Arcane Surge. Unfortunately this mod blocks Attack Speed.
Elder Gloves are the best option for block setups, they can roll up to 5% Block Chance and Haku can add another 2%. Aside from that they can also roll Attack & Cast Speed.

Fingerless Silk Gloves are good for their 16% Spell Damage implicit, otherwise try to get ..of Light or ..of Tempest enchant here.

No interesting affixes here, so focus on 60+ Life and Resistances with optionally Mana and/or Movement Speed. The recommended enchants are Damage Penetrates x% of Elemental Resistances or Adds 1 to x Lightning Damage if you haven't Killed Recently for bossfights, x% increased Attack and Cast Speed if you've Killed Recently is a decent mapping speed boost and x% of Damage leeched as Life/Mana is a cheap way to help mana sustain.

70+ Life and Flask Duration are required, fill the remaining two suffixes with Resistances.
Best bases are Stygian Vise or Leather Belt, Heavy Belt works on a budget.
Tora can add Movement Speed prefix or Flask Duration suffix if needed.

Any amulet with 40+ Life, Spell/Lightning Damage and optionally Cast Speed, Mana or Mana Regeneration Rate will do. You can also get lots of needed Dexterity from this slot. A Shaped Amulet can roll a very strong Elemental Penetration mod to boost our single target damage.

Stone of Lazhwar is the choice for block-setups, or use a similar Shaped Amulet.
Rashkaldor's Patience provides us with basic stats and prolongs shock duration.
The Aylardex adds an interesting use for Power Charges. When using this amulet you should get the Instability node connecting through the 4% Spell Damage per Power Charge node above, and link Power Charge on Critical to Orb of Storms.

Best corruption here is x% Block for Stone of Lazhwar, and +1% to all Maximum Resistances for all other unique choices.

Your rings should have 40+ Life, Mana and Resistances. Other great suffixes are Mana Regeneration Rate and Lightning Damage %, Opal Rings are the most highend base.

Essence Worm with Wrath is recommended for a substantial damage boost in endgame.


Flasks are a very important, but often overlooked part of our survivability and damage.

We get the majority of base flasks for this setup through quests, the others are common drops.
Scour the quest flasks and put on 4 Glassblowers Baubles, for the drop flasks look for high quality ones straight away. After that is done, start crafting them one by one until you hit the listed mods.


Our savior in many situations. Eternal Life Flasks provide the best heal per second ratio.
Don't use a Seething Divine Life Flask, they are bad and will only cause issues!
Prefixes: Catalysed, Bubbling, Saturated, Panicked
Suffixes: of Warding, of Dousing, of Curing

A Hallowed Hybrid Flask helps if your mana sustain isn't that good yet, otherwise use a Sulphur Flask for some extra damage, 6% Life Regeneration and better suffix uptime, or a Silver Flask to gain Onslaught.
Prefixes: Catalysed (Hybrid), Experimenter's (Sulphur), Chemist's (Silver)
Suffixes: of Warding, of Grounding, of Heat

Huge physical mitigation boost. Most bleed is tied to physical damage, which makes it a good flask to get Staunching suffix.
Prefixes: Chemist's, Ample
Suffixes: of Staunching

Fill the remaining flask slots with any of these: (Note that some may have legacy values!)

Lavianga's Spirit is another option for decent, but limited mana sustain.
Rumi's Concoction gives additional Block Chance and Spell Block Chance.
Wise Oak gives offense and defense, but requires some juggling with resistances.
Atziri's Promise provides extra Damage, some Leech and lots of Chaos Resistance.
Vessel of Vinktar has great synergy with Inpulsa's, gives extra Leech, Penetration and maximum Lightning Resistance, but is limited to one use.


We have two choices here - regular jewels or Abyss jewels. The former are better to boost Shield Charge speed, cast rate and Inpulsa explosions, while the latter enable us to reach 150% Shock Effect, which in combination with Beacon of Ruin allows us to shock any boss for the maximum 50% damage increase, and lets us substantially slow them down through Hinder.

For regular jewels, priority order is:

Attack & Cast Speed > Lightning Damage > Life > Cast Speed > Spell Damage > Defenses

For Abyss jewels, priority order is:

Shock Effect > Hinder > Life > Lightning Damage > Penetration > Cast Speed > Defenses

Optional Unique Jewels

Can be used to get enough Dexterity for Inpulsa's Broken Heart and gem requirements.

Easy way to stack Block & Spellblock with a deadly downside, don't stack too many.

A Watcher's Eye with x% of Lightning Damage leeched as Mana while affected by Wrath is the best option to sustain mana in combination with Essence Worm + Wrath.

If you can afford, good additional mods are:

x% of Damage taken from Mana before Life while affected by Clarity
x% increased Mana Recovery Rate while affected by Clarity
x% chance to Recover 10% of Maximum Mana when you use a Skill while affected by Clarity
x% of Damage taken gained as Mana over 4 seconds when Hit while affected by Clarity
x% increased Lightning Damage while affected by Wrath
Damage Penetrates x% Lightning Resistance while affected by Wrath

Upgrade Order Guide

This section is based on the assumption that you start from nothing. If you already have one of the pieces, obviously use them even if you haven't completed the prior steps yet.

Step 1: Lv18+ Vaal Arc, Basic Gear, 5L Chest or Tabula Rasa

Step 2: Uniques of your choice

Step 3: Watcher's Eye, Jewels

Step 4: 6L Inpulsa's, Lv21 (Vaal) Arc

Step 5: Lv4 Empower, Highend Gear & -Enchantments

Step 6: Highend Jewels & -Corruptions

How to buy Cheap Gear

I've noticed some people bought way too expensive gear despite this build being very low on gear requirements, so here's a guide on how to buy cheap gear with mastercraft potential.

This section is based on poe.trade, but you can use whatever indexer you like.

Due to post limit reasons, you can find this guide here now.


Mapping & Bossfights


Before you start mapping, make sure that you have:

‣ atleast 4k Life and 1k unreserved Mana

‣ a way to sustain Mana*

‣ Fire, Cold and Lightning Resistance capped at 75% (ideally +34% to counter curses)

‣ the correct Pantheon powers activated (unlock extra powers as you map)

‣ a proper Flask setup (check the Flask section above)

If you meet all these conditions, mapping should be a breeze. Move around with Shield Charge, occasionally drop Orb of Storms and kill stuff with Arc while keeping distance.
Try to get a feel for your flasks, their durations and when to use them.

Bosses are a little bit more challenging, get your buffs up with Orb of Storms, use your DPS Flasks and cast Vaal Arc, then burst them down with regular Arc. Decoy Totem can help and gives you time to observe and learn their patterns and mechanics. The most important rule is: if their skill is highly telegraphed by either visual or audio cues, then it's meant to hurt you bad!

Here's a list with all mapbosses, their approximate difficulty and other interesting stuff.

As for mapmods, we can run the majority but some require special attention:

Elemental Weakness: Counter with Wise Oak, Warding flask or 34% resistance overcap

Enfeeble/Elemental Equilibrium/Resistance/Chance to avoid Ailments: They all hurt our damage output, don't stack too many of those

Chain: Deactivate your golems so projectiles can't chain from them to you

Less Recovery Rate: Lowers your recovery from Leech, Regeneration and Flasks

No Life/Mana Regeneration: Avoid unless you have additional ways to sustain mana

No Leech: Skip, not worth the hassle

Mana Sustain Options

You only need to use one of these options!

Siphoning Trap - Our base option, costs nothing and takes no effort to get. However it's not strong enough for high tier mapping and easily countered by No Regeneration mapmod.

Boot Leech Enchant - Reliable while mapping, stops working in bossfights without adds.

Lavianga's Spirit - Works fairly well in all situations, but is limited to its flask charges and takes up a valuable flask slot.

Mind of the Council - Awesome mana sustain and realistically farmable for SSF players, only gets countered by Elemental Ailment Avoidance mapmod.

Watcher's Eye (Wrath Mana Leech) - Most reliable, but also the most expensive option.

SSF Map Progression

I've written a guide for SSF progression with this build, based on my Lv100 in SSF Incursion.
It's aimed at SSF, but can just aswell be followed to progress in regular leagues.

Due to post limit reasons, you can find it on my Pastebin.

Uber Elder

This setup is only meant for Uber Elder and shouldn't be used anywhere else!

This is the gear i've used to kill him in SSF Incursion. Two sets, two kills, none deathless yet. Ignore the Hypothermia, that's stuff for next patch. Important are the gem setup, boot enchant and switching Pantheon to upgraded Soul of Arakaali & Ryslatha.

While i'm still experimenting, this is what I currently find to be the easiest setup for Uber Elder. That said, don't expect it to be easy! Don't expect it to be cheap! We're talking about the hardest bossfight in the entire game after all!

During the fight, try to always keep an eye on both bosses, avoid as many hits as possible and try to pop the Vortex Balls all in the same place at the edge. There's still a chance to fail with this setup, so keep a potential loss in mind and don't try this in Hardcore!

I know there's builds that can do this cheaper or easier, but that's just how it is.


My Characters

Check __Whaitiri__ and _Anpanman_ in my character tab!

However, don't just blindly copy my setups! I'm often testing potential changes or use setups for specific situations, so stick to the guide and not my chars!




24th July 2018: Updated Uber Elder section & added video
18th July 2018: Small refinements, cleared changelog
27th June 2018: Huge update, mostly to Gear & Mapping sections
2nd June 2018: Added Videos
30th May 2018: Updated for 3.3


Special thanks to everyone who helped improving the guide or supported it in any other way,
and to GGG for this awesome game and their exceptional support!

Hope you enjoy the build and have a nice day!
Last edited by Enki91 on Aug 16, 2018 5:39:28 PM
Last bumped on Aug 16, 2018 4:32:56 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
I really don't remember what i wrote here.
Last edited by Enki91 on Aug 13, 2017 10:30:25 AM
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
Completed 10 ChallengesZentr0x 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.
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?
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.
You tried with Pledge? If so how much dps you got? Nice Build btw!
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.

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