[3.0] [SSF] The blue witch (pure intelligence-based witch)

Hello everybody, welcome to my little world of pure insanity.

I'm a player that tend to always want to go "against the flow" and "out of the box", and today, I'm starting the theorycrafting for a personal challenge: a witch based solely on intelligence, using no strength/dexterity, no matter the source.

While it isn't the best way to make the most powerful build possible, pure intelligence-based spellcasters are a meme from the RPG since ages, and I felt it was a bit lacking someone wanting to try to make one work in PoE.

I nicknamed this build the "Blue Witch", due to the fact that all the slots on her gear will be blue, also because blue is the color of the intelligence stat on the character cheat.

This thread will relate the journey of this evil genius toward greatness... or doom.



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Ascendancy
Spoiler



To explain the build, understanding the choice of the Ascendancy is the first step.

The witch side of the passive tree is packed with a lot of offensive nodes, but a lot less of defensive nodes.
A witch based solely on intelligence doesn't have access to some of the best life, block and evasion enhancements, which make it purely reliant on the Energy Shield to defend herself.

Alas, without strength, we can't use life leech support and curse gems, which leaves very few way to replenish the said Energy Shield during boss fights.
In fact, there is only only left, which is part of the Occultist ascendancy.



Wicked Ward is a notable passive of the occultist Ascendancy which prevent damage to stop the recharge of the shield once it started. Using it, a witch only have to avoid damage during 2s each time the energy shield is running low.

The recharche of the Energy Shield is so fast than while it occurs, an occultist with enough Energy Shield can litteraly tank a boss, this immunity to damage last for 4 seconds, then damage can interrupt the shield recharge again.


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Offensive skills
Spoiler

Witches have acces to 4 kind of damage spells:
- Chaos
- Fire
- Cold
- Lightning
Physical attacks are out due to needing melee damage that a pure intelligence based witch can't enhance.

Chaos spells that can be used with only intelligence are the following:
- Blight : Could do some damage, but with the low defense of the blue witch, it's not really alluring to use a skill needed to come so close of ennemies
- Contagion : Not a very good skill without Essence Drain, which is based on dexterity
- Dark Pact : Without Desecrate, it's impossible to renew skeletons during most of boss phases, so it's not a viable option
- Summon Chaos Golem : Without elementalist and unique jewel it mean only one, weak golem. Not viable either
So, chaos spells are out.

The three other kind are said "Elemental" and are know to have one important aspect: they have to deal with a lot of resistances at high level, and thus, need to use some elemental penetration to fight those resistances.

Alas, Fire and Cold penetration sources all need some dexterity or strength to be used, which means that finally, out of the 4 kinds of spells, the lightning ones are the only ones that are truly usable for a witch without strength or dexterity.

Among those, the best spell for map clearing is Arc: an auto-targeting, chaining spell with a good multi-target damage which is the one the blue witch will use 90% of the time.
Boss can also be fought with Arc, but there is always the option to use another lightning spell for single target damage.




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Mechanics and Synergies
Spoiler

Playing SSF forces a build to focus on synergies between passives and skills, without relying on special unique items.

For this build, we use lightning spells and the occultist ascendancy.
This ascendancy can empower lightning spells in two ways:


Forbidden Power

This notable passive adds a chance to generate a Power Charge on every critical strike, raising even more the chances to critical strike.
With Lightning spells, each critical strike also shock the targets, increasing the damage dealt to it even higher.


Profane Bloom & Malediction

Those two notable passive generate some extra chaos damage when killing cursed targets.
While those two are good, there is the problem of boss, which most often do not spawn a lots of additional targets that can be killed to get this extra damage.
Their power is then limited to map clearing, while Forbidden Power helps everywhere.


Thus, the build will use Forbidden Power first, and then, only in the late game, start to dig in the two others.


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Leveling the evil genius
Spoiler

I'll write it as a walkthrough, because it could help beginners.

Act 1
Spoiler

- Twilight Strand: follow tutorial, start looking for a wand with 3 blue linked sockets
- Town: talk to everyone, take Freezing Pulse gem and slot it instead of Fireball
- Coast: take the waypoint
- Tidal Island: kill Hailrake and retrieve the Medicine Chest
- Coast: use waypoint
- Town: talk to everyone, take the Quicksilver potion
- Coast: walk to the next area
- Mud Flats: walk to the next area
- Fetid Pool: clear it from monsters
- Mud Flats: loot roa nests for 3 glyphs, and use it on the strange glyph wall
- Submerged Passage: take the waypoint
- Town: talk and take "Orb of storms" and the book
- Submerged Passage: seek for the Flooded Depths
- Flooded Depths: loot all containers on the way for portal scrolls and kill the Deep Dweller
- Town (use scroll or else, return to the previous wp for teleport): take the book as a reward from Tarkleigh
- Submerged Passage: walk to the next area
- Ledge: same
- Climb: same
- Lower Prison: take the waypoint
- Town: take "Added Lightning Support" and link it to Freezing Pulse
- Lower Prison: seek and complete the trial of ascension
- Upper Prison: seek the warden's quarters
- Warden's Quarters: walk through
- Warden's Chambers: kill Brutus
- Prisoner's Gate: active the Waypoint
- Town: take "Lightning Warp" as reward from Tarkleigh
- Prisone's Gate: follow the road until the path is blocked
- Ship Graveyard: talk to Fairgraves
- Ship Graveyard Cave: retrive the Allflame
- Ship Graveyard: give the Allflame to Fairgraves
- Cavern of Wrath: active the waypoint
- Town: take the book and Arc, if possible, convert the wand with 3 linked blue slot to +1 to socketted lightning gem through crafting, put Arc, Added Lightning Support and Arcane Surge support on it
- Cavern of Wrath: walk to the next area
- Cavern of Anger: same
- Merveil's Lair: kill Merveil

At the end of the Act 1, this is the passive tree of our evil genius.
As you can see, we focus at start on spell power, because the start of the game is very easy, so it's only needed to speed it up a bit
A critical build in SSF however tend to take a while to get a consistant amount of critical strikes, so we also take Elemental Overload here, and will respect it later, when the % critical strike chance will be high enough to gain more DPS without it.


Act 2
Spoiler

- Town: talk to everyone
- Old Fields: look for the Den
- Den: kill the Great White Beast
- Old Fields: seek crossroads
- Crossroads: activate the waypoint
- Chamber of Sin lvl 1: Seek the stairs
- Chamber of Sin lvl 2: Complete the trial of ascendancy, kill Fidelitas, take the baleful gem, talk to Helena
- Town (by scroll): Talk to everyone, get Thunder of Herald and a rare belt with enery shield (use both from now)
- Crossroad: seek the bridge
- Broken Bridge: kill Kraityn
- Crossroad: seek the ruins
- Fellshrine Ruins: seek the crypt
- Crypt lvl 1: seek and complete the trial
- Cyrpt lvl 2: retrieve the golden hand
- Town (by scroll): take Survival Secret and the book
- Riverways: active the waypoint
- Western Forest: kill Alira and Arteri, activate the thaumetic seal
- Weaver's Chambers: seek the nest
- Weaver's Nest: kill the Weaver, get Maligaro's Spike
- Town (by scroll): Get Controlled Destruction and replace Arcane Surge with it
- Lioneye's Watch: Get book
- Riverways: seek the Wetlands
- Wetlands: kill Oak, activate waypoint
- Town: take the Apex
- Wetlands: open the roots
- Vaal Ruins: break the ancient seal
- Northern Forest: seek the caverns
- Caverns: activate the wp
- Town: just talk to people
- Caverns: seek the pyramid
- Ancient pyramid: climb
- Pyramid apex: activate the Dark Altar, kill the Vaal Oversoul

At the end of Act 2, the passive tree look like this
This act has been focused on enhancing the Energy Shield, which is now about at half of our maximum health point. Still not enough for later content, but the damage has to be improved too.


Act 3
Spoiler

- City of Sarn: kill the Capitain of the Guard, talk to Clarissa
- Town: talk to people
- Slums: seek for Crematorium
- Crematorium: activate waypoint, seek and complete trial, fight Piety, get Tolman's Bracelet
- Town (by scroll): take sewer keys and talk to Grigor
- Slum: open then sewer grating
- Sewers: activate waypoint and seek for three busts
- Town (by scroll): take skill book and Conductivity (slot it to level it, but no need to use it yet)
- Sewers: seek for exit to Marketplace exit
- Marketplace: find the Decanter Spiritus
- Catacombs: seek and complete trial of Ascendancy
- Marketplace: seek battlefront
- Battlefront: kill Aurelianus, get the Ribbon Spool, activate waypoint
- Docks: get Thaumetic Sulphite, give Decanter Spiritus to Fairgraves, active waypoint
- Battlefront: seek solaris temple
- Solaris temple lvl 1: seek stairs
- Solaris temple lvl 2: talk to Dialla, take lapis amulet and Infernal Talc, activate waypoint
- Town: just use the waypoint for Sewers
- Sewers: burn the undying blockage
- Ebony barracks: activate waypoint, kill Gravicus
- Town: take Ball Lightning, talk to Grigor
- Ebony battacks: find Lunaris temple
- Lunaris temple lvl 1: kill Kole, activate waypoint
- Lunaris temple lvl 2: activate portal, kill Piety, take the tower key
- Town (by scroll): get skill book
- Ebony battacks: find the way to the gardens
- Imperial Gardens: take waypoint, find the maze
- Hedge maze: seek and complete trial of ascendancy, harvest Chitus' Plum
- Imperial Gardens: find the Library
- Library: activate waypoint, talk to Siosa, activate the loose candle
- Archives: recover the four Golden pages
- Library: talk to Siosa, take Blasphemy, link it to Conductivity
- Town: take with you at least 1 scroll of wisdom, 2 orbs of transmutaion, 2 orbs of chance and 1 alteration
- Library: buy to Siosa: Flame Dash (replace Lightning Wrap), Lightning Penetration (replace Controlled Destruction), Clarity (slot it for use), Elemental Proliferation, Discharge and Discipline (stash them, use a Vaal Orb on Discipline when you get one to make a Vaal Discipline, and slot it for use) / then use waypoint
- Docks: give them Plum to Fairgraves, take the Paula Ring, use waypoint
- Imperial Garden: open the locked door
- Sceptre of god: climb, free the scion
- Tower rooftop: kill Dominus, talk to Dialla

End of act 3 passive tree
Got a bit more of spell power, after the end of the ES circle started during act 2. Mana management is starting to get tense, so after finishing the lightning circle, we could perhaps increase a bit the mana pool and mana regeneration


The Labyrinth
Spoiler
Time to get the start the Ascendancy powers, so take the waypoint just at start of act 4 and teleport back to the Sarn Emcampment.
Enter the labyrinth from here, and complete it.

At the end, select Occultist, then put two points to get Wicked Ward. Take the portal to town and teleport back at the beginning of act 4.

End of normal labyrinth passive tree
We have now more ES than HP, and a way to restore it during fights (providing we can get a frame of a few seconds without getting hit)


Act 4
Spoiler

- Town: talk to people
- Dried lake: kill Voll, take Deshret's Banner
- Town: break the Deshret's Seal, talk to people more (pick any reward, none are suiting the build)
- Mines lvl 1: look for lvl 2 entrance
- Mines lvl 2: free Deshret's Spirit
- Crystal Veins: activate waypoint
- Town: take the skill book
- Crystal Veins: talk to Dialla
- Kaom's Dream: seek the stronghold
- Kaom's Stronghold: take waypoint
- Caldera of the King: kill Kaom, take the Eye of Fury
- Town (scroll): just take the waypoint
- Crystal Veins: take the entrance to the other dream
- Daresso's Dream: proceed to the arena
- Grande Arena: kill Daresso, tak the Eye of Desire
- Town (scroll): just take the waypoint
- Crystal Veins: talk to Dialla
- Town: recieve Spell Echo, slot it instead of Faster Casting, link Faster Casting to Flame Dash instead
- Crystal Veins: enter the belly
- Belly of the Beast lvl 1: proceed to the next area
- Belly of the Beast lvl 2: proceed to the bowels
- Bowels of the Beast: defeat Piety, talk to her
- Harvest: activate waypoint, kill the three boss in the three arenase, and harvest the three organs... then talk to Piety
- Black Core: fight Malachai
- Black Heart: kill Malachai
- Town: talk to people

End of Act 4 passive tree
With a bit of patience, the arrival of Spell Echo solved most of the mana management problem, so it's probably better to aim straight at even more ES.
The path is slightly long to the next nodes increasing it, so it's an investment, but the endgame is rather punishing with character who don't have a lot of EHP, so better prepared than sorry.


Act 5
Spoiler

Ascent: activate the resonator
Slave Pens: kill Overseer Krow
Town: talk to everyone, check your current resistance to chose the ring to recieve, active waypoint
Control blocks: reclaim the Miasmeter, kill the Justicar, take Eyes of Zeal
Oriath Square: activate waypoint
Town: take the potion you fancy and the skill book
Oriath Square: unlock the Templar Courts Entrance
Templar Courts: activate waypoint
Chamber of Innocence: activate waypoint
Sanctum of Innocence: kill Avarius and defeat Innocence
Town (scroll): take any jewel (none is good for this build)
Sanctum of Innocence: travel back toward the Templar Courts
Chamber of Innocence: talk to banon
Torched Courts: seek the exit
Ruined Square: activate waypoint
Town: talk to Banon
Ruined Square: kill Utula
Reliquary: activate waypoint, and pick up the 3 parts of Kitava's Torments
Town (scroll): take Assasin's Haste, but prefer to slot the Survival Secrets
Ruined Square: seek the Ossuary
Ossuary: pick the sign of purity, talk to Sin
Ruined Square: seek the cathedral
Catheral Rooftop: reach the apex
Catheral Apex: fight Kitava, talk to Sin, talk to Lily, sail to Wraeclast

Passive tree at end of Act 5


Interlude: Improving gear
Spoiler
From this point, the improvement of the gear is going to be less straightforward than before, as it start to depend on random loot.

There are two priority items to find:
- a 5L or 6L armor int-based armor: if it doesn't have all the slots blue, we will use chromatic orbs on it until they are all re-colored in blue
- a Vaal Orb: to use on the Discipline gem we bought in Act 3 to obtain a Vaal Discipline, which will be our panic button skill

Otherwise, we also need to work to keep our other gear piece updated, with the following priority:
- number of linked slot (we want ideally 4 slot linked on every piece with slots, except for the chest piece that should have more)
- elemental resistance
- energy shield


Act 6
Spoiler

- Town: talk to everyone
- Twilight Strand: clear the map
- Town: recieve book
- Coast: active waypoint
- Tidal Island: retrieve Bestel's Manuscript
- Town (scroll): take the energy shield belt, and remplace the old one if this new is better
- Coast: seek the next area
- Mud Flats: kill the Dishounored Queen, take the Eye of Conquest, talk to Neesa, unlock the forteress
- Karui Fortress: enter the keep, kill Tukohama, unlock the exit
- Ridge: activate waypoint
- Lower Prison: activate the waypoint
- Town: recieve a book
- Lower Prison: seek and complete the Trial of Ascendancy
- Shavronne's Tower: climb
- Prison Rooftop: kill Shavronne
- Warden's Chambers: just walk to the exit
- Prisoner's Gate: activate waypoint
- Valley of the Fire Drink: kill Abberath (beware, he flees at some point and the area get shower by meteors, be ready to run to the next area, then again to resume the fight), talk to Sin and activate the Sould of Abberath
- Prisoner's Gate: talk to Nessa
- Western forest: walk to the next area
- Riverways: activate waypoint, seek the wetlands
- Wetlands: find the spawning ground
- Spawning Ground: destroy the 3 nests, kill the Ryslatha, talk to Sin
- Town (scroll): pick up the 4L Steel Circlet and recieve 2 books
- Riverways: seek the southern forest
- Southern Forest: seek the cavern
- Cavern of Anger: listen Nessa, open the chest and pick up the flag, enter the passage and seek the exit to the beacon
- Beacon: activate waypoint, refuel the beacon twice, hit ignition switch, throw the flag in the beacon, talk to Weylam and sail to the reef
- Brine King's Reef: activate waypoint
- Brine King's Throne: talk to Nessa, kill the King, talk to Sin, activate the Soul of the Brine King, talk to Weylam and sail

End of Act 6 passive tree
Enemies start to become dangerous in part II, so we push the ES shield even farther.
On my test game, it currently stand at 2000 energy shield against 800hp, but improving it with passives currently start to have some diminishing returns.


Act 7
Spoiler

- Town: the usual "talk to everyone"
- Broken Bridge: retrieve the Silver Locket
- Crossroads: activate the waypoint
- Fellshrine Ruins: find crypt entrance
- Crypt: activate waypoint, seek and complete the trial of ascendancy, take the stairs, retrieve Maligaro's map
- Town (scroll): take a diamond flask (you will perhaps never use it, but nothing else is of use on this build)
- Crossroads: seek the Chamber of Sins
- Chamber of Sins lvl 1: activate waypoint, talk to Silk, put Maligaro's map in the Map device
- Maligaro's Sanctum: find the workshop-
- Maligaro's Workshop: kill Maligaro, take the Black Venom, use a portal scroll to get out
- Chamber of Sins lvl 1: talk to Silk, recieve the Obsidian Key
- Town: talk to Yeena, recieve a 4L int based pair of boots
- Chamber of Sins lvl 1: seek the stairs
- Chamber of Sins lvl 2: seek and complete the trial of Ascendancy, open the secret passage
- Den: activate waypoint
- Ashen Fields: activate waypoint
- Fortress Encampment: kill Greust, talk to Sin
- Town (scroll): get a book and Greust' Necklace
- Fortress Encampment: exit to the forest
- Northern Forest: take the waypoint, activate Aziri's Shrine
- Dread Thicket: collect 7 fireflies, enter the Den, kill Grutkthul, talk to Sin
- Town (scroll): recieve a Gold Amulet and a book and talk to Yeena
- Northern Forest: go to Causeway
- Causeway: retrieve the Kishara's Star
- Town (scroll): recieve a book
- Causeway: enter the City
- Vaal City: activate waypoint, talk to Yeena
- Temple of Decay lvl 1: descend
- Temple of Decay lvl 2: descend again
- Arakaali's Web: Kill Arakaali, talk to Sin

End of Act 7 passive tree
As the damage is still decent, the priority is still to build more defense and thus, we aim for Nullification in the Shadow side, which provides both elemental resistance and more ES.
The ES tops easily at twice the amount of HP since at least 3 acts.

We are improving mana regeneration on the way with Path of the Savant and Cold Calculation to prepare the time were the build is going to need to reserve more mana... at this level, the build cannot sustain mana while activating Conductivity, Clarity and Herald of Thunder at the same time, but with the extra mana regeneration, it's now really easy to drop Clarity in favor of Conductivity.
Plus, those two passives also add a bit of damage by themselves, which is always good to take anyway, even if it's not needed at this time.


Act 8
Spoiler

- Sarn Rempart: find the stair
- Town: TTE (talk to everyone) routine
- Toxic Conduits: fibd the cesspool
- Doedre's Cesspool: open the loose grate, jump in the cauldron, kill Doedre, talk to Sin, exit by the outlet, activate the waypoint
- Town: check your current resistance before to chose a ring, TTE again
- Doedre's Cesspool: seek the exit to the Quay
- Quay: retrieve the Ankh of Eternity, enter the Arena, talk to Clarissa, kill Tolman, talk to Clarissa again, exit the Arena, go the the Grain Gate
- Grain Gate: activate waypoint
- Town: recieve a skill book
- Grain Gate: kill the Gemling Legionaires
- Imperial Fields: seek the temple
- Solaris Temple lvl 1: activate the waypoint
- Town: recieve a book of skill
- Solaris Temple lvl 1: find the stairs
- Solaris Temple lvl 2: use the red portal, kill Dawn, take the Sun Orb, take the portal back, return to the stairs (other option: town portal, then take teleport with the waypoint)
- Solaris Temple lvl 1: find the exit to the concourse
- Solaris Concourse: activate the waypoint, use it to teleport
- Doedre's Cesspool: find the exit to the promenade
- Grand Promenade: find the Bathhouse
- Bathhouse: seek and complete the trial, kill Hector Titucius, take the Wings of Vastiri, exit by the gardens
- High Gardens: find the pools, enter and kill Yugul, talk to Sin
- Town (scroll): recieve a skill book and an unique jewel (Conqueror's Efficiency is probably the most useful), use the waypointp
- Bathhouse: seek exit to Lunaris Concourse
- Lunaris Concourse: activate waypoint
- Lunaris Temple lvl 1: activate waypoint
- Lunaris Temple lvl 2: take the blue portal, kill dusk, take the moon orb
- Town (scroll): use waypoint
- Lunaris Concourse: seek the bridge
- Harbour Bridge: enter the shrine, activate the statue, kill Lunaris and Solaris, talk to Sin, exit by the Aqueduct

End of Act 8 passive tree
We go fetch Faith and Steel in the templar side, for a few of the last ES node we can harvest, and another +8% to elemental resistance. The defense of the build is almost complete.


Act 9
Spoiler

- Town: TTE routine, exit by the descent
- Descent: use the supply hoist to descend to the desert
- Vastiri Desert: retrieve the storm blade
- Foothills: activate waypoint, kill Boulderback, take the Calendar of Fortune
- Boiling Lake: kill the Basilic, harvest Basilik's Acid
- Town (scroll): recieve two books
- Foothills: find the tunnel
- Tunnel: activate waypoint, find and complete the trial of ascendancy
- Quarry: activate waypoint
* the two following steps can be made in no particular order, you just need to return in the Quarry between the two:
- Arena: kill Garukhan, talk to Sin, take Sekhema Feather
- Refinery: kill, enter the Arena, kill the General and take the Trarthan Powder
- Town (scroll): recieve a skill book
- Quarry: talk to Sin
- Belly of the Beast: seek the core
- Rotting Core: jump into the black heart, talk to Sin, enter each area one by one, defeating the three bosses within, talk to Sin again, jump into the black heart again, destroy the Depraved Trinity, talk to Lily, sail

End of Act 9 passive tree
We take here the very last extra energy shield nodes accessible to us, and start now to work the final synergy of the build, by starting to take some increase critical strike chance nodes, which will synergize with Forbidden Power.
Doing this, its time to switch the support gems of Arc, removing the Controlled Destruction Support to slot an Increased Critical Strike Support instead.
If there is a blue slot available somewhere, even not linked to Arc, it's good to put a Power Charge on Critical Support in it, to start to level up that gem.


Cruel Labyrinth
Spoiler

Since it's time to work on the build synergy, better to go fetch the notable passive it use: Forbidden Power.

The Cruel Labyrinth could have been done at the end of Act 8, but there was no true benefit at this time.
Doing it at the end of Act 9 make it an easy and relaxed walk.

Passive tree at the end of the cruel labyrinth
At this step, the critical chances are still only about 15%, which is not consistent enough to respec Elemental Overload. But at least, Elemental Overload now reach close to a 100% uptime.


Act 10
Spoiler

- Town: usual TTE
- Catheral Rooftop: enter the apex, kill Plaguewing, talk to Bannonn, exit the apex
- Town: recieve a flask
- Catheral Rooftop: seek for the square
- Ravaged Square: find the reliquary
- Reliquary: activate the waypoint, retrieve the teardrop
- Town (scroll): recieve a skill book, use the waypoint
- Reliquary: just get out
- Ravaged Square: activate waypoint
- Ossuary: find and complete the trial of ascendancy, descend into the bone pits, retrieve the Elixir of Allure
- Town (scroll): recieve a book, use waypoint
- Ravaged Square: seek the torched courts
- Torched Courts: find the chamber
- Desecrated Chambers: activate waypoint, enter the sanctum, kill Avarius, pick up the Staff of Purity
- Town (scroll): talk to Bannon, recieve a 4L armor based on intelligence, talk to Innocence
- Ravaged Square: talk to Innocence
- Canals: walk to the next area
- Feeding Trough: talk to Sin, enter the arena, kill Kitava (level 68 minimum, 70 recomanded)

I recommand to be level 70 to fight Kitava who is a nasty boss.
At this time, our witch stand at roughly 35% of spell critical strike chance, and have a 215% spell critical multiplier, which mean slightly more damage without Elemental Overload than with... to time to refund it and shorten the path a bit:
End of storyline passive tree
After relocation of the points and the bonus of the book given in the epilogue, the critical chance is slightly about 37% and the critical multiplier to 230%, it's time to switch Added Lightning Damage Support with the Power Charge on Critical Support.



_________________________________________________________________________

Endgame passive tree
Spoiler

Once the basic storyline tree is done, the priorities are following a straight logic:
- Take the Spell Damage per Power Charge node
- Improve the number of maximum Power Charge
- Improve the duration of the Power Charges
- Add even more lightning and spell damage

Sample of final passive tree

I couldn't go as far as I wished to test how far the build can go, because the endgame tend to be tedious for me no matter the build, but after a bit of crafting, I have no difficulty to farm T6 maps with this passive tree


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Gem setup
Spoiler

6L chest piece:
- Arc
- Spell Echo
- Lightning Penetration
- Increased Critical Strike
- Power Charge on Critical
- Added Lightning Damage

3L wand:
- Blasphemy
- Conductivity
- Increased Area of Effect

Other millecaneous gems:
- Heral of Thunder
- Vaal Discipline
- Flame Dash


Last edited by Moonheart_Starpirit on Sep 2, 2017, 6:59:26 PM
Last bumped on Feb 17, 2018, 12:47:39 PM
Ok, first reroll because I can't get the build working with chaos skills.
Without Essence Drain, much power is lost from contagion, and there is not enough tankiness to use Blight.

I've rewrited everything to focus on elemental skills instead, working much better.
this looks fun, made it through T6? sweet.
Would there be any way of making this build HC (SSF) viable?
"
this looks fun, made it through T6? sweet.


Yes, I was happy it could reach that far, for a "fun" build simply based on the RPG meme.

I lack time to play PoE a lot recently, and also I have other build ideas I want to test out...
However, as I said, properly geared, this witch never gave me any hard time during T6, I do not truly see why she wouldn't be able to go even farther.

You can die if you don't pay attention, because you need to pull out quickly when the shield is running too low, or activate Vaal Discipline in time.
You also need to pay some attention to your gear, pushing your stats as far as possible while keeping capped resistance at every time.

"
70578 wrote:
Would there be any way of making this build HC (SSF) viable?


I'll be honest: IMHO, you cannot.

The main problem I see with HC is Kitava, the boss of Act 10, which is for me a total and absolute bitch.
I can tear him up by knowing his attacks patterns and dodging them... but once his heart fall on the ground, the hellish amount of minions becomes a lot too much to deal for the Blue Witch.

The main key of defense of the Blue Witch is to use Fire Dash to pull some distance during 1,5s and start the regen of her ES when it's running low, but the battlefield of Kitava's fight is just too narrow for that.

To pass those phases in HC, you need IMHO either a build able to perma-freeze them, or to distract them, or to leech life them so fast that you become litteraly immportal.
The Blue Witch, alas, can't efficiently use cold spells due to the lack of dexterity, or life leech due to the lack of strength... which means she's bound to die a lot during this fight.

She's doing fine everywhere else... but Kitava is just her nightmare.
Last edited by Moonheart_Starpirit on Sep 8, 2017, 3:01:37 PM
Can you share up gear for this? or did I just miss it in the post? it seems your characters aren't visible to take hints from.
Very cool guide. I commend u on your good efforts.
34pre98qua
Start farming cards for a Whispering Ice :)


Shouldn't be too hard, I always end up getting a few without even trying


Going pure INT, I can't think of a better item to use

Just save up 350 jewellers to 6 socket it, not hard

I'd go Avatar of fire, use cold to fire and Scorching ray + CWC in it





Last edited by CoolColJ on Feb 13, 2018, 4:51:39 PM
just some thoughts on going pure blue witch.

going pure blue gem skills is prob not too easy.

focus only on lightning skills with zero fire and cold skills is prob going to be pretty quite tough.

i am now playing up till the ship graveyard, just after killing brutus.

i will need more time playing a pure blue lightning only witch to re-confirm what i have said above.
34pre98qua

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