[3.7] Enki's Arc Witch - a beginner & SSF-friendly Lightning Caster - All Content & Mapmods

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.
Don't get confused by this guides age - i'm doing lots of work to keep it updated each patch,
and i'm playing the build once in each new league to test its viability, and because it's fun.

Instead of just showcasing a build, this guide is set up as a comprehensive learning experience.
I've tried to explain everything you need to know, and there's additional guides at the bottom.
If there's any questions, please ask them in this thread for others to see, or at my stream!

Questions and Discussion about the current build version start at Page 1157.
For questions about your setup, please make your character tab public - it's hidden by default!

한국 유저분들은 'KZRT'님이 번역한 제 가이드를 여기서 볼 수 있습니다.

3.8 Update: No Elementalist rework is bad, Patchnotes now decide about this builds future.
If I decide to continue, i'd appreciate your opinion on a potential Leveling Section change!

Art done by sk_gunoo!


  • Videos
  • About this Build
  • Path of Building
  • Passive Tree, Ascendancy & Pantheon
  • Gem Setup
  • Gear, Flasks & Jewels
  • Leveling this Build
  • Mapping & Bossfights
  • Additional Guides
  • Changelog



Uber Elder
Uber Atziri
T16 Mastermind
Elder & Guardians
Shaper & Guardians
T16 Waste Pool w/ 2x Beyond


About this Build


+ cheap & fully SSF-capable
+ smooth gameplay & progression
+ fully immune to reflected damage
+ capable to do all bossfights & mapmods
- not as high DPS potential as some other builds
- requires good positioning and flask uptime
- Lightning has inconsistent damage output

Main Mechanics in this Build

Chaining: Arc is a lightning-based spell with the ability to chain from monsters and destroyable objects, even around corners and out of your line of sight! 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.

Shock: An elemental status ailment which increases the damage an enemy takes by up to 50% for a duration. Normally this is based on the amount of Lightning Damage dealt within a single hit relative to the enemies total life, however this build overrides that rule and can consistently put strong shocks on all enemies. I'll explain how further down the guide.

Crit: An effective way to increase damage which consists of two parts, Critical Strike Chance and Critical Strike Multiplier. The former decides if your hit crits or not, the latter decides by how much its damage is amplified. Crits also have a 100% chance to apply Status Ailments if all other conditions are met.

Mind over Matter: This is a Keystone which redirects 30% of all damage we take to our mana. For this to properly work, we need roughly 43% of our Life pool as Mana. Our sustain comes from Flasks, Mana Regeneration and/or Leech.

Dodge: Another layer of defense for us. Dodge comes in two parts, Chance to Dodge Attack Hits and Chance to Dodge Spell Hits, each helping against their respective damage source.
We get 40%/30% through passives and can get additional Dodge through gear.

Why Elementalist?

This is for more experienced players, who can't understand why I keep this build as Elementalist

Simple answer: Elementalist fits the purpose of this build the best

It should be obvious to anyone worth their salt that this isn't meant to be the strongest build
or as "good" as insert current meta build, and yet people keep coming back to it. Why so?

Because it's convenient and works! Paragon of Calamity plays a big part in that. We don't have to worry about getting reliable Life Leech somewhere, and it enables us to truly run any mapmods.

Yes, Life Leech is possible to get on gear but no, it isn't very accessible early league or in SSF,
and a new player may forget about it no matter how often it's repeated within the guide.
Besides, getting actual non-vendor trash jewelry with Life Leech is yet another story.

Reflect immunity means we don't have to play extremely cautious at some bosses
and wait for the right sextant mod to run good corrupted maps. We can just do it.

If you personally don't care about these things, then it's just not the build for you.
That's fine, move on and go build something that fits your preferences better.

All that isn't to say that Elementalist is in a good spot. It absolutely isn't.


Path of Building


Here's the full Path of Building setup for this build, including all passive trees, gear choices and gems. To use this, click Import/Export Build and paste the full code or use Import from Pastebin, then read the Notes Tab to learn how to properly use this. You can get Path of Building here.

I know that some people jump straight to the PoB without ever reading the guide, which often leads to failure and is then blamed on the build. Don't be that person!
I've invested lots of time into this guide and find it very rude when people just disregard that
and ask about things that are already well explained. This unfortunately keeps happening.


Passive Tree, Ascendancy & Pantheon



Lv70 Passives
Lv80 Passives
Lv90 Passives
Lv100 Passives

Resourcefulness can be switched with Mind Drinker or Soul Siphon if you need more Mana!



Shaper of Desolation (Normal): More or less just a travel node we need to take for..

Beacon of Ruin (Cruel): Gives our shocks a minimum damage increase of 15% and lets us chill with any cold damage for atleast 10%, which both get multiplied by their respective ailment effect modifiers and non-damaging ailment effect. To calculate your final shock damage increase, check your total shock effect in your character sheet while selecting Arc and then use this formula:
damage * (1 + (0.15 * (1 + shock effect))) = final damage

Paragon of Calamity (Merciless): This is our source of life leech and enough to reach leech cap. Also provides a powerful defensive boost, some offense and protects us from Damage Reflection.

Liege of the Primordial (Eternal): Allows us to summon a second golem while also making them immune to Elemental Damage, and gives us better golem buffs and increased damage.



Soul of Lunaris (Major): Great synergy with the build, use this as main Pantheon.

Soul of Solaris (Major): Lots of damage reductions when upgraded, good for crit maps.

Soul of the Brine King (Major): Only useful if stunlocks are an issue.

Soul of Arakaali (Major): Use this for Uber Elder, only first upgrade is needed.

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

Soul of Shakari (Minor): Additional chaos damage mitigation, upgrade saves a flask suffix.

Soul of Ryslatha (Minor): Use this for Uber Elder, upgrade is needed.


Gem Setup


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

Uncorrupted Lv20 Gems can be upgraded to Lv1 20% by vendoring them together with a Gemcutters Prism. Do this with all gems that are marked with a *

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.

We can also use Vaal Arc, which grants both the regular Arc skill and a buffed up Vaal Arc that grants us the Lucky Buff. This 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 small hits.

Instead of artificially inflating tooltip numbers, our support gem setup is laid out for the highest real damage output. 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.
Unleash* does something similar, yet completely different. While not casting Arc, we gain up to three seals over time which unseal at the next cast with a damage penalty and no mana cost.
This is mostly a clearspeed boost, but also helps during bossfights that involve lots of movement.
Its damage impact isn't shown in tooltip and is too situational to accurately calculate.
Lightning Penetration* is another 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.
Increased Critical Strikes* adds lots of base crit chance and gives a crit chance multiplier.
Hypothermia* is another damage increase that's not represented in our tooltip. It gives a huge more multiplier against chilled enemies while also buffing the effect and duration of our chills.
To reliably make use of this, we need Beacon of Ruin and atleast 1 cold damage dealt with Arc, which we can gain through gear or jewels.

Regarding Empower: It's only worth it if the result is atleast a Lv26 Arc, at which point we gain an extra chain. Replace Hypothermia or Lightning Penetration for it, depending on your setup.

Legion players can swap Unleash and Hypothermia with Efficacy and Increased Critical Damage for more Vaal Arc damage!


Orb of Storms* provides some extra damage for bossfights, or whenever else you need it. Casting a Lightning Skill while inside its range releases additional bolts for more damage.
Arcane Surge** grants a global buff that gives us more Spell Damage, Cast Speed and Mana Regeneration after spending enough mana with the linked spell. To proc this with each cast, check your Orb of Storms mana cost in your skillbar and this list for the according Arcane Surge level.
In a fully leveled 4L setup, this is usually Lv6.
Power Charge on Critical* allows us to build up Power Charges during bossfights.
Increased Critical Strikes* serves the same purpose here as with Arc.

**since we don't level this to 20, get one with Quality whenever you can


Lightning Warp* is our movement skill of choice. It teleports us to our destination after a short duration, which can be lowered through Skill Effect Duration and Movement Speed.
Less Duration* massively lowers the skills duration for faster warping.
Swift Affliction further lowers duration with a smaller impact.
Faster Casting* lowers the skills cast time.


This setup is about debuffing enemies. To reduce skillbar clutter, we automate these skills through Cast when Damage taken which triggers all linked spells within its level requirement after total hit damage taken surpasses its damage treshold, aiming towards the enemy that triggered it. The treshold increases with gem level without adding any benefit for us, so we keep CwDt at Lv1!
Blind* is the main debuff. A blinded enemy has their hit chance cut in half and light radius lowered to minimum. As a support gem, it can be fully leveled beyond the level treshold.
Armageddon Brand is a semi-stationary skill with good duration and hitrate, perfect for blinding. Being a fire-based spell with good crit chance, it also adds some ignite consistency for an optional unique item. Keep Armageddon Brand at Lv4 to stay within level treshold!
Purifying Flame creates Consecrated Ground, which gives us 6% life regeneration per second while standing on it, and 100% increased critical strike chance against enemies within its radius. Keep Purifying Flame at Lv11 to stay within level treshold!


Summon Lightning Golem* grants us a companion that boosts our cast speed and occasionally casts a mini-Wrath aura, giving us some flat lightning damage.
Minion Life* simply raises its life to reduce needs for recasting.

After you finish the Eternal Lab and spec into Liege of the Primordial, you're able to summon a second golem. The best choice is Summon Ice Golem*, which grants critical strike chance and being an elemental golem, is also immune to elemental damage with Liege of the Primordial.


Clarity grants us flat Mana Regeneration per second, which is added together with all other such sources and base Mana Regeneration (1.75% of maximum Mana), then gets multiplied by increased Mana Regeneration Rate and the result getting multiplied by increased Mana Recovery. Its reservation cost is based on gem level, keep it at a level you're comfortable with.

Reservation skills don't need to be actively on your skillbar, just activate them once and they will remain active until you unequip them or die.

Immortal Call* grants us a short buff reducing physical- and elemental damage taken from hits. You can decide if you want to automate it through Cast when Damage taken or manually cast, in which case you're able to link Increased Duration* for literally that, a longer skill duration.
In both cases the maximum level will be gated by your Strength, without any on gear that's Lv11.

If automated, keep your CwDt's level relative Immortal Call's required level (f.e. Lv9 CwDt with Lv11 IC), and if your Clarity's required level is within this treshold, unlink the sockets!

If manually casted, you can also maximize duration by replacing Clarity with Efficacy.


Gear, Flasks & Jewels


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 to look out for in each slot.
It's structured into base stats to start with, additional stats to add at a higher budget
and optional unique gear choices to consider, each with their own specific purpose.
I've tried to sort them by relevance, try to fit in as many affixes as your budget allows.
There's also Crafting Advice to create highend gear with considerable currency investment!

Before I go into more detail, here's some important basics about gear and this section:


‣ Rare items can have up to six affixes, split into three prefixes and three suffixes

Item level decides which affixes can roll, and up to which tier

‣ Socket color probability is tied to attribute requirements: Strength, Dexterity, Intelligence

‣ 20% Quality increases the probability to hit the maximum number of sockets and links

‣ Corrupted Items can't be modified outside of socket amount, -links and -colors

‣ Affixes saying "attacks" don't affect Spells, flat damage on weapons only if it's "to Spells"

‣ Unique Items aren't always best in slot, they're meant to be build enabling

‣ Each Unique that's not listed here is either too weak to compete with better choices,
too expensive for too little gain or simply doesn't synergize at all with this build

‣ The Crafting Bench can add powerful affixes for cheap, which is especially helpful to create
Life + Mana gear and weapons. Use poeaffix.net to figure out open affix slots

Affixes are coded: C = Crafting Bench, V= Veiled, S = Shaper, E = Elder, Es = Essence, F = Fossil
/ means the item can roll those affixes by default. Required affixes are in bold.


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

Damage % (Spell, Lightning, Elemental) (/, C, F)
Critical Strike Chance for Spells (/, C)

Global Critical Strike Multiplier (/, C)
Cast Speed (/, S, C)
Damage Penetrates Lightning/Elemental Resistance (F, S)
Gain Lightning/Elemental Damage as extra Chaos Damage (/, S, V)
Adds Lightning Damage to Spells (/, C)
Adds Cold Damage to Spells (/, C)

"Adds # to # Lightning/Cold Damage" on weapons does not apply to spells!

Additional Notes
We're pretty flexible with our weapons, everything works as long as it has desirable affixes for us. Just keep in mind that Wands can't be paired with other weapon types! Technically, even two-handed weapons like Staves or Bows work, but I won't cover them here.

The best choices are Tiger Hook for more Attack Dodge Chance or any Foil with Global Critical Strike Multiplier implicit. However, neither of them are able to roll spell-relevant stats by default, so we have to multimod-craft them.

Having a good amount of Cold Damage added to Spells on our weapons enables us to shatter while clearing maps, which removes dangerous on-death effects from certain monster types
and as an added benefit, also makes Hypothermia work consistently.

Crafting Advice
Storm of Corruption in the Temple of Atzoatl and the Acid Caverns mapbosses can drop magic Foils with the Topotante's respectively Turncoat's prefix, which both grants Lightning Resistance Penetration and are an easy crafting base. Other than that, you can also try your luck with Metallic Fossils on a Tiger Hook or Foil or alteration craft an ilvl85+ Shaper Wand, Sceptre or Dagger for T1 Gain #% Elemental Damage as extra Chaos Damage. All of this is covered in the Multimod Crafting Guide listed in Miniguides section.

Doryani's Catalyst is a really good budget weapon, only held back by its low Global Crit Chance. Can only drop from Atziri in the Apex of Sacrifice or Temple of Atzoatl.
Corona Solaris grants a blinding aura with fairly large range, increased Crit Chance against all blinded enemies and Global Crit Multiplier. Overall, it provides a fairly solid defensive layer against attack-based enemies and allows us to replace the Blind gem setup with whatever you want.
Can only be obtained through the Blinding Light Prophecy.

80+ Maximum Life (/, C)
Critical Strike Chance for Spells (/)
Damage % (Spell, Lightning, Elemental) (/)
+#% to Fire/Cold/Lightning/all maximum Resistances (E, S)
Gain Lightning Damage as extra Chaos Damage (/, V)
Chance to Dodge Attack Hits (/)
Chance to Dodge Spell Hits (/)
40+ Maximum Mana (/, C)
Cast Speed (/, C)

Additional Notes
Instead of dualwielding two weapons you can also wear a shield, mostly to get some extra Life and Resistances at the cost of damage. Only Int-based shields can roll Crit Chance for Spells, Dex+Int-based shields can roll both Dodge affixes.

Crafting Advice
Use Aetheric + Pristine Fossils on an ilvl84+ Int-based shield until you get Crit Chance for Spells, Spell/Lightning Damage% and Life. If you want some more Dodge, spam Scorn Essences on an ilvl84+ Dex+Int-based shield until you get the mentioned affixes + any Dodge affix.

Unyielding Flame is a fairly solid low-budget shield, providing some Life, Crit Chance, Resistances, Cast Speed and a fire-based proc. Can only drop in the Eternal Labyrinth.

80+ Maximum Life (/, C)
40+ Maximum Mana (/, C)
Resistances (/, C)

Maximum Life & Mana % (V)
+1 to Level of Socketed Active Skill Gems (S)
Socketed Gems are supported by Lv1 Arcane Surge (F)
Spells have +#% to Critical Strike Chance (S)
Chance to Dodge Attack Hits (/, Es)
Chance to Dodge Spell Hits (V, Es)

Additional Notes
Pretty basic, don't invest too much into a rare since we eventually want a unique in this slot.

Crafting Advice
Best advice is to not invest too much unless you prefer the Shaper affixes over everything an Inpulsa's Broken Heart brings. Otherwise, get yourself a cheap 6L Int-based body armour and alteration craft until you hit a good Life roll with a Resistance, use a Regal Orb and benchcraft.

Shroud of the Lightless provides lots of Life and Mana, an additional Abyss Jewel socket and has an integrated Elemental Penetration support, which replaces our Lightning Penetration support and turns a 5L into an effective 6L! Its occasional Shade Form proc reduces our visibility to enemies and makes us immune to physical damage for 3s, with a 45s cooldown.
Can only drop from Abyssal Liches in Abyssal Depths.
Loreweave comes with lots of solid stats, but most notably it's raising our maximum Resistances to up to 78% (linked one has legacy values!), which however can't be raised above this value. Can only be obtained by vendoring any 60x Unique Rings together.
Inpulsa's Broken Heart is the highend body armour for this build. It gives us a decent amount of life, comes with some damage and shock effect, gives us shock immunity and adds lots of clearspeed through its explosions. They get scaled by increased Elemental/- Lightning/Area/generic Damage%, but not by Spell Damage% or damage added to spells.

60+ Maximum Life (/, C)
40+ Maximum Mana (/, C)
Resistances (/, C)

Adds Lightning Damage to Spells (S)
Nearby Enemies have -9% Lightning Resistance (F)
#% of Physical Damage from hits taken as Fire Damage (V)
Socketed Gems are Supported by Area of Effect/Hypothermia/Innervate (S)
Socketed Spells have +#% to Critical Strike Chance (S)
+1 to Level of Socketed Area Gems + AoE (V)
Chance to Avoid being Stunned (C)
Reduced Lightning Warp Duration (Enchantment)
Increased Effect of the Buff granted by your Lightning Golems (Enchantment)
Arc chains an additional time (Enchantment)

Additional Notes
Focus on defenses first, then add in any damage affixes once you can afford. Also one of the gearslots to potentially buff up our Orb of Storms with some additional mods for socketed gems. Reduced Lightning Warp Duration is by far the best enchantment here, it's huge for mobility.

Crafting Advice
Get a non-unique base with your desired enchant and spam Metallic + Pristine Fossils until you get high Life with some damage affixes.

Mind of the Council is a budget way to get mana sustain at the cost of Life and Resistances.
Can only drop during the Unbearable Whispers V Prophecy.

60+ Maximum Life (/, C)
40+ Maximum Mana (/, C)
Resistances (/, C)

Socketed Gems are supported by Faster Casting (S)
+1 to Level of Socketed Area Gems + AoE (V)
Global Critical Strike Chance (V, Es)
Chance to Avoid being Stunned (C)
Socketed Gems have +#% to Critical Strike Chance (Es)
Socketed Spells have +#% to Critical Strike Multiplier (S)
.. of Light (Enchantment)
.. of Reflection (Enchantment)
.. of the Tempest (Enchantment)
.. of the Grave (Enchantment)
.. of Thunder (Enchantment)

Additional Notes
Fingerless Silk Gloves are a great base for some budget gloves, but will probably get really expensive for a shaped base. Also another gearslot to potentially buff up our Orb of Storms with some additional mods for socketed gems. Socketed Gems are supported by Faster Casting is preferable in this case, as it comes with a global Faster Casting roll.

Craft Advice
Spam Aetheric + Pristine Fossils on an ilvl84+ Shaper Int-based pair of gloves until you get good Life with Socketed Gems are supported by Faster Casting, and also an open prefix for +1 to Level of Socketed AoE Gems + AoE if you want to use Orb of Storms in here.

Oskarm are pretty great for us. They provide a bit of Life and Spell Dodge, but the key mod here is Curse Enemies with Assassin's Mark on Hit. This gives us lots of Crit Chance and Crit Damage, some minor Life and Mana on kill and great Power Charge sustain while mapping. Being a unique, it's also easy to get them with good corruptions like Spells have +#% to Critical Strike Chance.

60+ Maximum Life (/, C)
40+ Maximum Mana (/, C)
20%+ Movement Speed (/, C)

Increased Effect of non-Damaging Ailments on Enemies (V)
Chance to gain Onslaught for # seconds on Kill (V)
Chaos Resistance (/)
Chance to Dodge Attack Hits (S)
Chance to Dodge Spell Hits (E)
Chance to Avoid being Stunned (E)
Damage Penetrates Enemy Elemental Resistances if you haven't Killed Recently (Enchantment)
Adds Lightning Damage if you haven't Killed Recently (Enchantment)
Increased Attack and Cast Speed if you've Killed Recently (Enchantment)
Increased Critical Strike Chance if you haven't Crit Recently (Enchantment)

Additional Notes
Try to focus on other stuff than Elemental Resistances here, so you don't run into issues when switching to Kaom's Roots for Uber Elder. For that reason i'd also recommend to use your Blind gem setup in here, as it's not that useful during the Uber Elder fight.

Crafting Advice
Defense Research Lab in the Temple of Atzoatl can drop magic Boots with Matatl's prefix, which can give Movement Speed + Attack- or Spell Dodge. Throw a Regal Orb on such base and if it didn't hit one of the listed affixes at a good value, use an Orb of Annulment and hope your desired mod stays, then multimod the base.

Atziri's Step: Very basic, but effective boots for us. They come with lots of Life, Movement Speed and Spell Dodge. Can only drop from Atziri in the Apex of Sacrifice or Temple of Atzoatl.
Doryani's Delusion are overall really solid aswell, just make sure they have Lightning Damage, the Purity doesn't matter as we don't use it. They always drop from the boss in Doryani's Machinarium and can be customized according to your choices.
Omeyocan are really interesting boots that can provide us permanent Onslaught, lots of Attack & Spell Dodge, Movement Speed and even some Lightning Resistance, but require to be properly built around to sustain the constant mana drain. With enough Mana Regeneration Rate and Mana Recovery Rate you'll be able to sustain and even get some positive regeneration on top.
Can only be obtained through an Upgrading Process in the Temple of Atzoatl.
Kaom's Roots are only needed for easy Uber Elder Runs, best with "Regenerate #% of Life and Mana per second if you were Hit Recently" Enchantment, but it doesn't matter too much.

60+ Maximum Life (/, C)
Resistances (/, C)
Flask Effect Duration (/, C)

Increased Damage (V)
Increased Lightning/Elemental Damage (F)
You take #% reduced Extra Damage from Critical Strikes (S)
Increased Mana Recovery Rate (F, S)
Increased Life Recovery Rate (E)
Maximum Life % (E)

Additional Notes
Only slot we can get flask affixes from, especially Flask Effect Duration is very strong for us.
Best base is Stygian Vise, if you want Shaper/Elder affixes go for a Leather Belt.

Craft Advice
Spam Metallic + Pristine Fossils on an ilvl84+ Stygian Vise, if you don't need any resistances you can add in Prismatic Fossils for even more potential damage.

Cyclopean Coil is a solid budget belt that grants Life, atleast 20% Damage and Shock Immunity. With enough Strength you can even squeeze out Ignite Immunity. Can only drop from the Elder.

40+ Maximum Life (/, C)
40+ Maximum Mana (/, C)
Global Critical Strike Multiplier (/)

Increased Effect of non-Damaging Ailments on Enemies (V)
Gain Non-Chaos Damage as extra Chaos Damage (E)
Damage Penetrates Elemental Resistances (F, S)
Global Critical Strike Chance (/, C)
Minimum Frenzy/Endurance Charges (V)
Spell/Lightning Damage (/, C)

Additional Notes
Amulets have lots of DPS potential, I don't recommend to get any resistances here.
Jorgin in Research turns them into talismans, best is Tier 2 for a chance on a Wereclaw Talisman.

Crafting Advice
Get an ilvl82+ base, vendor it together with an active skillgem of each color to change it to Onyx Amulet base (unless you want the original basetype) and then use Aetheric + Abberant (for Elder base) or Prismatic (for Shaper base) until you hit Life, Global Crit Multi, the respective desired prefix and an open suffix to add Ailment Effect.

Choir of the Storm provides us Mana, Lightning Damage%, up to 75% Crit Chance and a lightning-based proc, which makes for a quite significant single-target damage increase.
Can only be obtained by upgrading Voice of the Storm.
Aul's Uprising is an interesting amulet if you want to free up a ring slot or run another aura at the cost of potential damage. The Wrath version is usually expensive, if you plan to run another aura you could also check the price of that version. Can only drop from Aul, the Crystal King.

40+ Maximum Life (/, C)
40+ Maximum Mana (/, C)
Resistances (/, C)

Curse Enemies with Assasin's Mark on Hit (S)
Increased Mana Regeneration Rate (/, C)
+# Mana Regenerated per second (V)
Global Critical Strike Multipler (E, Es)
Adds Lightning Damage to Spells and Attacks (S)
Adds Lightning Damage against Shocked Enemies (S)
Minimum Frenzy/Endurance Charges (V)
Adds Cold & Fire Damage (V)
Increased Damage (V)
Increased Lightning/Spell Damage (/, C, S)

Additional Notes
Despite lots of damage options, i'd recommend to focus mostly on Life, Mana and Resistances. Curse Enemies with Assassin's Mark on Hit can replace Oskarm in a highend setup. Diamond Ring is the best base for their implicit Global Crit Chance.

Crafting Advice
Get an ilvl80+ Shaper Diamond Ring and alteration craft until you hit Curse Enemies with Assassin's Mark on Hit, throw a Regal Orb on it and if the new affix is not on the above list, try to get rid of it with an Orb of Annulment and then multimod.

Essence Worm is the single best damage ring we can get. It allows us to run Wrath while still preserving our manapool for Mind over Matter, which doesn't just add an up to 22% more Lightning Damage modifier, but also opens up really strong Watcher's Eye affixes.


Flasks are really powerful in Path of Exile. Unlike in most other ARPG's, they aren't just limited to Life & Mana healing, but can also grant various offensive & defensive buffs and even immunities.
We get the majority of base flasks for this setup through quests, the others are common drops.
Through those flasks, we need to cover Curse-, Bleed- and Freeze/Chill Immunities.

Crafting Advice: Start by scouring all flasks and put 4x Glassblower Baubles on each, which can be bought for 8x Blacksmith's Whetstones each at the gear vendor in town. Transmute and use Orbs of Alteration until you hit one of the listed prefixes without a suffix, and add one of the listed suffixes through Einhar's Beastcrafting in the Menagerie. If you hit a listed prefix already together with a listed suffix, you should of course keep that.


Our savior in many situations. With just the Alchemist cluster they heal us for 4206 Life, getting Flask Effect Duration on a belt boosts this to up to 4925 Life. A Seething Divine Life Flask only heals 1363 Life in comparison.
Alternatively you can use a Hallowed Hybrid Flask, gives less Life but also restores some mana. Just keep in mind that it won't work with Soul of Ryslatha for Uber Elder!
Prefixes: Catalysed
Suffixes: of Staunching

Makes our Crit Chance lucky, which provides lots of effective Crit Chance.
Prefixes: Experimenter's
Suffixes: of Warding, of Heat

Grants us Onslaught for some extra speed and DPS.
Cinderswallow Urn is an amazing flask that adds lots of damage and sustain. To assure getting the damage buff before Armageddon Brand procs, we want any amount of flat Fire Damage added to our Spells. Increased Critical Strike Chance during Flask Effect is the best veiled mod choice. Can only drop from the Mastermind.
Prefixes: Chemist's
Suffixes: of Curing, of Grounding

Gives Attack- % Spell Dodge and reduces our visibility to enemies.
Prefixes: Experimenter's
Suffixes: of Warding, of Heat

Atziri's Promise provides extra Damage, some Leech and lots of Chaos Resistance.
Can only drop from Atziri in the Apex of Sacrifice or Temple of Atzoatl.
Prefixes: -
Suffixes: -


We have two choices here - regular jewels or Abyss jewels. The former have better damage potential, while the latter can roll shock effect and are easier to craft.

No matter what, if you don't have this covered by other gear you need to use an Abyss jewel with Cold Damage to Spells (or -while dual wielding) to chill with Arc and make Hypothermia more effective. The value doesn't matter, even lowest roll is fine.

For regular jewels, priority order is:

Crit Multi > Life/Mana > Damage > Cast Speed > other Defenses

For Abyss jewels, priority order is:

Crit Multi > Life/Mana > Shock Effect > Lightning Damage > Cast Speed > other Defenses

Clear Mind offers a decent damage- and sustain boost, and even frees up a gem slot because you have to remove Clarity to make it work. As a unique, it's easy to get with a good corruption.

Watcher's Eye is a highend jewel, which can provide strong aura-related affixes while also giving us Life and Mana. With Lightning Damage leeched as Mana while affected by Wrath it also has the best affix for mana sustain. Can only drop from the Elder (2 mods) and Uber Elder (3 mods).

Good affixes for this build are:

#% of Lightning Damage leeched as Mana while affected by Wrath (required!)
#% increased Critical Strike Chance while affected by Wrath
#% increased Lightning Damage while affected by Wrath
Damage Penetrates #% Lightning Resistance while affected by Wrath
#% increased Mana Recovery Rate while affected by Clarity
#% of Damage taken gained as Mana over 4 seconds when Hit while affected by Clarity
#% of Damage taken from Mana before Life while affected by Clarity


Guide continues down in second comment!
20k+ hrs in this game, taking things slow at this point.
Last edited by Enki91 on Aug 21, 2019, 6:58:09 AM
Last bumped on Aug 22, 2019, 3:01:47 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
GGG please remove that comment, it's not relevant anymore and the player publicly quit years ago. It's so old, there's not even a report button to get some attention to this!


Leveling this Build

Extensive Version

Your journey through the ten acts can be seen as an extensive tutorial, slowly confronting you with the majority of game mechanics and increasingly more difficult enemies to learn to counter.

This section will help you while playing through the ten acts and shows the recommended
passive tree progression, gem setups, quest progression and exp farming zone for each act.
Keep in mind that it may also include some major storyline spoilers, if you care about that.

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

‣ Use a Lootfilter. You will soon realize that there's lots of redundant loot in this game, a good Lootfilter reduces screen clutter and also highlights potentially valuable or important drops.
Here's my custom version of Neversinks Lootfilter, you can further customize it if you want.

‣ Keep your Flasks updated. I recommend to start with 2x Life Flasks, 1x Mana Flask and
2x Quicksilver Flasks, switch to a quest reward Flask whenever the guide mentions it.

‣ Upgrade your gear. While not as relevant at first, 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!

‣ The Crafting Bench allows to refine gear pieces with things such as resistances, attributes, life or mana. All crafts need to be unlocked first, scroll down at the Crafting Bench to see where missing recipes are located.

‣ Great Uniques for leveling are Lifesprig, Axiom Perpetuum, Goldrim, Wanderlust and Tabula Rasa, but prioritize a good lifepool and capped resistances!

‣ We don't use the full gem setup during the acts. If you happen to get a 5-linked or even 6-linked Intelligence-based gearpiece, check the Arc setup in Gem section to know what to add.

‣ 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

‣ Kill the Zombie, pick up Fireball and switch left-click to move-only
‣ Get Arcane Surge (keep it Lv1!) 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
‣ Set Orb of Storms to "attack without moving" (left-click icon in skillbar)
‣ 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, Lightning Warp and Arc
Lightning Warp will be slow until you get its Support Gems in Act 3!
‣ Set Arc and Lightning Warp to "attack without moving"
‣ Optionally get six more Arc gems and level them in your secondary weapon slots
For more information about this, please read the "First Steps for New Players" Miniguide
‣ Also get two Increased Critical Strikes gems and put them anywhere, we need them later
‣ Throw away Freezing Pulse and craft a +1 Lightning Gem Wand/Sceptre
‣ The recipe is Magic Wand/Sceptre + Topaz Ring + Orb of Alteration
‣ If needed, the recipe for Topaz Rings is Iron Ring + Green Skill Gem
‣ Put Arc + Arcane Surge + Added Lightning Damage in there
‣ Set Arc & Lightning Warp to "attack without moving"
‣ Equip Sapphire Rings and kill Merveil
‣ If needed, the recipe for Sapphire Rings is Iron Ring + Blue Skill Gem

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
‣ 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, get Waypoint and Captain Arteri
‣ Look for Weaver's Chambers and kill Weaver
‣ Enter Lioneye's Watch and get Passive Skillpoint
‣ Go back to Riverways, enter Wetlands, kill Oak and get Waypoint
‣ Teleport back to Western Forest and help Alira
‣ 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 or Hybrid (Int + other stat) 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 and replace Arcane Surge in your Arc setup with it
‣ Get Blind and link that and Arcane Surge to Orb of Storms
‣ Get Less Duration & Swift Affliction and add them to your Lightning Warp setup
‣ Get Decoy Totem, this will provide extra safety during bossfights
‣ 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
‣ Go back to Act 2, get Minion Life and link it to Summon Lightning Golem
‣ 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 Shaper of Desolation
‣ Go back to Crystal Veins, enter Kaom's Dream and kill Kaom
‣ Now enter Daresso's Dream and kill Daresso
‣ Get Spell Echo & Unleash in town and link with Arc & Lightning Penetration in a 4L
‣ Time to look out for some replacement weapons!
‣ The recipe for Spell Damage is Weapon + Magic/Rare Chain Belt + Blacksmith Whetstone
‣ Refine the weapons with your Crafting Bench, Cast Speed or Attack Speed are good to add
‣ 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
‣ Replace a Life Flask with Silver Flask and try to roll of Staunching on it
‣ Make your way to Templar Courts, kill Avarius and get any unique jewel in town
‣ Get Ruined Square Waypoint and optionally kill Utula
‣ 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 either Cast when Damage taken or Increased Duration
‣ If Cast when Damage taken, keeps its level relative to Immortal Call's required level
‣ If you lack Strength, look for an amulet with Strength implicit or use the Crafting Bench
‣ Get to Mud Flats and kill the Dishonored Queen
‣ Enter Karui Fortress, kill Tukohama and get Skillpoint in town
‣ Use Soul of Tukohama for now
‣ 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
‣ Use Soul of the Brine King for now

Passive Tree Goal

Exp Farming Zone: The Southern Forest

Act 7

‣ Find the Silver Locket in Broken Bridge and get Diamond Flask in town
‣ Replace a Quicksilver Flask with Diamond Flask
‣ 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
‣ Use Soul of Gruthkul
‣ Find Kishara's Star in Causeway and get Skillpoint in town
‣ Get the Vaal City Waypoint, enter Temple of Decay and go back to town
‣ Finish the second Labyrinth and get Beacon of Ruin
‣ Get back 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
‣ Use Soul of Lunaris

Passive Tree Goal

Exp Farming Zone: The Harbour Bridge

Act 9

‣ You can decide to farm a Tabula Rasa through Humility Cards in Blood Aqueduct
‣ It may take hours but is very worth it and will make progress easier
‣ If not, keep it for later
‣ 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

‣ Go left on Cathedral Rooftop and kill Plaguewing
‣ Get Quartz Flask in town, replace Quicksilver Flask with it
‣ 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
‣ Finish the third Labyrinth and get Paragon of Calamity, if this is too hard keep it for later
‣ 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
‣ Enter Templar Laboratory and get a map from Zana, then buy all maps she's selling
‣ That's it, you've reached the endgame! Now gear up and switch to the endgame gem setup
‣ If you haven't done so earlier, farm a Tabula Rasa in Blood Aqueduct now
‣ If you lack currency, run Currency Delve nodes and/or start doing the Chaos Orb recipe

tl;dr: Version

Freezing Pulse -> Arc
+ Arcane Surge Lv1 -> Lightning Penetration
+ Added Lightning Damage -> Spell Echo
+ Unleash

Orb of Storms
+ Arcane Surge Lv1
+ Blind

Lightning Warp
+ Swift Affliction
+ Less Duration


Decoy Totem

Summon Lightning Golem
+ Minion Life

Immortal Call
+ Cast when Damage taken
+ Increased Duration

2x Increased Critical Strikes (anywhere)

Life Flask
Life Flask -> Silver Flask
Mana Flask
Mana Flask -> Quicksilver Flask -> Diamond Flask
Quicksilver Flask -> Quartz Flask

Kill Kraityn - Kill Oak - Help Alira

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



Mapping & Bossfights



Before you start mapping, make sure that you have:

‣ atleast 3.5k Life and 1k Mana

‣ Fire, Cold and Lightning Resistance capped at 75%

‣ all Spells and Movement Skills set to "attack without moving"

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

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

‣ a way to sustain mana (check below)

Mana Sustain Options

‣ Hallowed Hybrid Flask or Eternal Mana Flask

‣ Mind of the Council

‣ Watcher's Eye with Lightning Damage leeched as Mana while affected by Wrath

Your first maps shouldn't be an issue with this, just keep on progressing through the Atlas.
Here's a comprehensive mapping guide you can read up on for more information.

Two more things you should read up on are monster mods and map mods to understand what everything does and how they may affect enemies or yourself.

Your character will naturally progress while mapping - your gems level up, which is especially important for the Arc gem itself, your character levels up and you will build up currency for upgrades, even if you just do Chaos Recipe. Don't focus on "what DPS should I have at this level?" or such, as long as you play and follow what the guide says, you can't do anything wrong.

Try to find a good rhytm between Arc, Lightning Warp and flask usage. All enemies give you some cues and time to react. Very often, their skills also lock target on the position you're at during their animation start, so in that case simply move to avoid all damage. Sometimes you can also use the environment as defense and last but not least, don't forget that Arc is a ranged skill.



The same logic pretty much applies to bossfights - they're all mechanical, so your focus should be on learning how to play around them.

Usually a good strategy is to drop Orb of Storms at their feet, then circle them with Lightning Warp while casting Arc between each warp. If the boss gives you enough time to damage for a few seconds straight, drop Orb of Storms, use your damage flasks and spam Arc.

POELab has a section with guides & GIFs for all Endgame Bosses. The Map Reference Guide covers all map bosses but isn't updated for 3.7 yet, boss attribution is still correct but most tiers are off.

For highest tier bossfights, I recommend atleast:

‣ 4.5k Life and 1.5k Mana

‣ 500k sustained Shaper DPS

‣ (surprise) 75% Elemental Resistances

‣ Leech Watcher's Eye or Mind of the Council

‣ some additional Attack- and Spell Dodge

‣ upgraded Pantheon powers

‣ a good Flask setup



While we can run all mapmods, decide for yourself if it's a good idea in that combination or against that boss. Things that are usually harmless can really start to hurt with the wrong mods!

The following mods require special attention:

all Curses: Counter them with your Warding Flask

Projectiles chain: Can be completely ignored with Soul of Lunaris upgrade

Chance to avoid Elemental Ailments: Worst one for us, huge damage & safety loss

Elemental Equilibrium/Resistance/Hexproof/reduced Damage from Crits: Damage loss

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

No Regeneration: May require a backup Mana Flask, play cautiously

No Leech: Requires more Life Flask usage, play cautiously

Dodge is unlucky: Safety loss, play cautiously


Additional Guides

First steps for new players - collection of helpful tips to get started
Upgrade Order Tutorial - shows you in what order to get which upgrades
Gear Buying Tutorial - explains how to set up item indexers to find upgrades
Multimod Crafting Tutorial - small guide about creating your own Multimod bases



‣ 21st August 2019: added 3.8 Update & Poll to Intro

Only showing the newest change, you can find the full changelog here!


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!
20k+ hrs in this game, taking things slow at this point.
Last edited by Enki91 on Aug 21, 2019, 6:58:53 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
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.
20k+ hrs in this game, taking things slow at this point.
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.
20k+ hrs in this game, taking things slow at this point.
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.
20k+ hrs in this game, taking things slow at this point.

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