[0.11.0] The Ultimate Support v2.01 — [Dual Elemental Hit Totem/Conduit/Tri-Curse] REVAMPED!
UPDATES
v2.01 - Added Witch solo gameplay.
v2.00 - Completely revamped the whole build with tons of changes from the old guide that can be found HERE This is a revamped version of my old guide that can be found HERE There were so many changes (incl. starting class), that I've decided to just recreate it under the Witch part of the forum. Intro "
VIDEO
Witch Merciless Docks http://www.youtube.com/watch?v=OqB0-itK3Hc Merciless Docks http://www.youtube.com/watch?v=ocs85FmsZHQ Sewers Map http://www.youtube.com/watch?v=WxpSYfu8T0c&feature=youtu.be " Pros: 1) Safe/Defensive – You lay your totems down, and you can safely stand back to cast your curses/Frenzy/Enduring Cry/etc. 2) Triple Curses – Need I say more? 3) Status Ailment Proliferate – the main pro of this build that can act offensively (shocks), and defensively (freeze) 4) Conduit – Providing party members with the charges you gain 5) Auras – With the insane Mana pool I had, I was running 7 Auras + Arctic Armour and still had about 450 usable Mana and ~200 MPr/s 6) People want you – every party is bound to have some sort of core DPS, such as Dual Spork, LA, Ele Cleave, etc. But it is rare to find a pure supporter that can dish out some nice DPS at the same time. Cons: 1) Very equip dependent 2) Single target DPS is not great if you don’t use Bear Traps 3) Magic attacks rape your totem if you don’t use Frost Wall 4) Survivability is weak – the core build (level 81) has 176% Life; this is about 18% less than what I had on my Onslaught Witch which had 3.1k HP. However, you shouldn't be getting hit often, so it's not that big of a deal. 5) Flask Charges may be hard to get – since you’re mainly support, you might have a hard time getting last hits for the flask charges 6) Early game is very boring ___________________________________________________________________________________ Build:
Life
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAP0CcQL-A9sEswdjCPQMfRB_FE0UsBZvF1AZhRo4HNwdFCSqJa8mlSj6LKctRzGIMok2ezbpOVI6MDvhPydD0kwtTm1QQlM1VUtVxlYtVytX4lgHWfNaK1v0Zp5nvW0ZbWxte3K7c1N35XkDf8aCHot6jDaPRpBVlSCboZu1ogCio6PypwinK6eErH-smLVIuJO8N7yfwBrAVMHzwzrGnspKy0HPZdDQ1BXUGdsL34Ti9-Nq45_r7uw47m_wH_F299f60g==
This is the core build with 98 points (level 81)
CI
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAP0BbwdjDH0PxBB_EVAUsBVQFdcWQBdQHRQo-ilPKrospyy_LdIyiTQKOVI6MDrYO3w74TyOP3NDY0wtTdhObVAwVmNXK1fJV-JYB1j1WfNaK1qmW_Re-l8qZk9mnme9bRlxTXNTdFV35XjOfM6BSYFvgh6Cm4RIhX2GrohCi3qMdo9Gj_qVIJrPm6GdxJ48oqOj8qcIpyusmLI4tzG4k7jKu9a8N8AawFTBxcHzw23GntDQ0xvXhtrd2wLbXtzH4vfmgevk6-7sGOw47m_31_rS_Ks=
This is a more offensive take on the build, grabbing many crit nodes around the tree, due to the lack of mana to run lots of auras. Thanks Balthizar1903! Main Keystones: Ancestral Bond – 2X Totems Eldritch Battery – increase maximum Mana pool Totem Range Inner Force – to buff up all the auras you will be using Hex Master/Whispers of Doom – for your curses Mana Flows – increase maximum Mana pool Catalyse – increase WED Static Blows/Freeze/Shock/Blaze – your status ailment inflictors Conduit – share your charges Why Witch? " Early Game " ___________________________________________________________________________________ The Importance of Quality: Know your needs, and don’t overspend. If you’re a new player, try to spread your wealth amongst your equips and non-Q gems before investing any into quality. And when the time comes to get some Q gems, prioritize effectiveness/needs: Rating from 5 = Extremely Important to 0 = Not Important at all (This is my opinion, if you choose to put a little twist into the build, your priorities may differ) " [6] Temporal Chains [6] Elemental Weakness [6] Enfeeble *[6] Critical Weakness [5] Elemental Hit [5]Frenzy *[4] Bear Trap *[4] Added Fire [4] GMP *[4] Faster Attacks *[4] Frost Wall [3] Elemental Proliferation [3] Enduring Cry *[3] Summon Skeletons [2] Chain [2] Ranged Attack Totem *[2] Spell Totem *[0] Power Siphon [*0/5] Auras [0] Reduced Mana Explanation
Spoiler
Auras – Auras only increase AoE for quality; it could be a 5 for you if you want to go absurd with supporting and grab the aura radius passives as well for your party.
Elemental Proliferation – I valued this as a 0 during patch 0.10.3 because by the time your status ailment expired, another 10 would have already landed. Even post 0.11.0, it’s true, but I put the value in Freeze, as there is only 1 passive in the tree that gives the chance to freeze (versus 3 for shock). Reduced Mana – this is completely useless for the reservation portion, as quality only reduces the amount of a skill you use. Ranged/Spell Totem – Duration is alright early level, but when you level it up to like 15+, and get the totem passives, either your totems die first, or the monsters die first before the totem expires. Enduring Cry – AoE is good, but Enduring Cry by default has a huge radius already Chain – Projectile speed as quality can help your projectiles last longer; this isn’t really that important because your projectiles hit off screen already even without any projectile speed buffs/mods Frenzy – you gain iAS per quality, and this will benefit your party as well as yourself GMP – you gain iAS per quality, even though the cost vs. benefit of quality on GMP isn’t something you would want to get first. Curses – these are pretty much your main skills you will use as well, and quality on the four I listed help in their own way. The unforeseen curse is Temporal Chains—not only can it be used as a defensive curse to slow enemies down from getting close to you, it also increases the duration of status ailments on the monsters. Elemental Hit – 4% per quality—one of your main sources of crit. Bear Trap/Added Fire/Summon Skeletons – more damage per quality if you choose to use them Frost Wall – increase size of wall per quality is pretty useful to push back enemies that walk past your bear traps or defending against magic attacks. Power Siphon – you’re not doing any damage with this skill because of Ancestral Bond; you are only using this for the Culling Strike effect that grants you a Power Charge (in which is shared amongst your party from Conduit). I generally don’t even run this skill because there’s always a MF wander in my party. Auras: You don't have to choose exactly what I have chosen. It's pretty much preference. Purity - I did not have capped resistances without it Haste - No one ever has enough mana to run this, so I run it. Vitality - An option to use over Haste if you need the regen early game. Determination - You have little armour, there is no need to run this for yourself; your party members will probably cover this anyways. Discipline - You have to run this no matter what. You're pretty much gaining more mana for running this aura (EB). Wrath/Grace/Anger/Clarity - Usually your party members will have these, but since these are number specific reserves and not %'s, it takes up pretty much no room in your insane mana pool. ___________________________________________________________________________________ Wand + Shield vs. Bow + Quiver " CI vs Life " Which Curses to Use " Level of Gems " Bandits: " ___________________________________________________________________________________ Gem Build: This is the current gem build on my level 80: 4L Helmet – Reduced Mana, Enduring Cry, Frenzy, Clarity 5L/6S Chest – Elemental Hit w/ Chain/GMP/Elemental Proliferation/Ranged Totem, Arctic Armour Grab Faster Attacks as your last support if you have a 6L 4L Windscream – Reduced Mana, Haste, Anger, Discipline 4L Gloves – Reduced Mana (swapout for Spell Totem after casting Auras), Wrath, Summon Skeletons, Grace 2L/3S Archon Kite – Reduced Mana w/ Purity, Critical Weakness 3S Imbued Wand – Temporal Chains, Elemental Weakness, Enfeeble ___________________________________________________________________________________ What to look for in equips " Flasks " ___________________________________________________________________________________ Tactics " Map Encounters " ___________________________________________________________________________________ FAQ Q: Why don’t you run Hatred?
Spoiler
A: Hatred is based on your physical damage. Your only source of physical damage would be on your weapon and any other equips that would add physical damage (not that much). It is not worth getting for the Mana it takes to use it.
Q: Why don't you get Elemental Equilibrium?
Spoiler
A: Elemental Equilibrium is an alternative build you can choose to go, but only if the following conditions are met:
- Your are PURE PHYSICAL; none of your weapons/armors/accessories/auras can add any elemental damage. If you deal all elements with EE, the monster will become resistant to all elements by 25%. Q: Why Life over CI?
Spoiler
A: Mainly for more mana pool to sustain more auras, and that I have not got used to using ES as my life bar yet. Also, it's less punishing for mistakes, as you can potion up rather than having to run back to wait for your ES to regenerate.
(This can also be found in the section Life vs CI, above) Q: Why not Bow?
Spoiler
A: You gain a ton of bonus resists from an Archon Kite Shield, as well as tons of armour and ES (that converts into mana from EB). Having block chance is nice as well
(This can also be found in the section Wand+Shield vs Bow+Quiver, above) Q: Why you no Crit?
Spoiler
A: You don't need it. Spread status ailment through the chance to X passives, and get attack speed. Each of the 5 hits from GMP, and each of the additional 2 hits from Chain, will proliferate whatever status ailment that hits. If you want to get Crit, it is also viable, but you would serve as a main source of DPS, rather than support. As such, you could get rid of Chain, and switch GMP to LMP so your total damage reduction is not so immense.
You might also consider grabbing a Bow and offensive Quiver instead of a shield. You will run less auras for your party—only the ones you need. Q: What's up with getting Skel Totem?
Spoiler
A: Be flexible. Sometimes your party requires a meat shield. Sure, it's costing you one of your ele hit totems, but if it means keeping your party alive, I think that's more important.
@porkguy Last edited by briyip#3351 on Jun 24, 2013, 11:12:58 PM
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/reserved
@ELLE_mt
Dual Elemental Hit Totems w/ Tri-Curse, Traps, Frost Wall: http://tinyurl.com/bvdxbjz |
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Here is a CI=to your life build in terms of life vs ES. I also droped Mana Geyser and totem range. To pick up the full Power Charge Nodes and some Crit hit/Crit Dmg that will turn this build into a beast ether solo or party.
Nice build by the way :) The reason I did the crit is that your right you will be a main source of dmg for party but also becouse CI is not going to run alot of aura's so it kind of makes up for that fact. That build is based on my exp with other builds but not with this one so take it with a grain of salt. I do play alot of CI builds so the CI changes should be realy close to surviablity of your life build. In place of some of the auras your not running I would recomend Blood Rage and Warlords mark both for charges and added surviablity with the combo of CI+Ghost Reaver. But I truely don't even know if Blood Rage or Warlords works with Totems. So it mite be a mute point. Elder Wand Power! Last edited by Balthizar1903#0523 on Jun 20, 2013, 12:35:40 AM
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" That looks really solid, thanks for the input! As for Blood Rage with totems, I'm not sure either, but I will test it out whenever I can. Warlord's Mark would be good for charges, but in 99% of the parties I've played in, Warlord's Mark is one of the few curses people dislike. Endurance Charges aren't that hard to maintain because of the AoE Enduring Cry gives anyhow. Looking back at the original CI build I made, it doesn't really look like it's worth going for Totem Range & Mana Geyser. I've made some tweeks to your build: I took away Ghost Reaver because you won't be having any life leech on any of your skills. I also took away the Crit nodes on the shadow side of the tree because it was kind of costly to travel all the way there. Instead, I grabbed the WED nodes for Wand right below Static Blows for more offensive power, and the middle ES nodes for more survivability. Thanks! @porkguy Last edited by briyip#3351 on Jun 20, 2013, 1:17:00 AM
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^
tried to organize it better with them quote boxes @porkguy
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finally updated some witch gameplay
@porkguy
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Hey, starting to level up this build up in onslaught, and I'm really excited to see how it works out!
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So if u don't need to crit. Would Resolute Technique be a good keystone for this build?
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Here's what I have came up with so far working with the Ranger.
It might not be perfect but just let me know if there's anything off. I'd most likely use a bow because it's easier to roll and I wouldn't need the high crit chance of a wand with RT. Also you can use a quiver which can roll IAS + loads more great stats for this. I just don't feel your build is viable for making it to level 90+ because 3k health just isn't enough. You're going to desync at some point and just flat out die. This way it's possible to use a Kaomm's Heart. Last edited by VegaszTheFarmer#7676 on Jul 30, 2013, 4:28:23 PM
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Bump. Currently working on a elemental hit totem build. Hardcore.
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