Storm Call: HP Dual Totem Crit

After trying out Storm Call I find that for it to be really effective I need to run around and group up enemies, curse them, then drop lightning hell from above. It does a TON of damage and shock stacks everything. With a quality Storm Call you can get very high crit as well. The problem with crit is that the damage is so high you will probably destroy yourself. This sounds like the perfect gem for totems.

This tree is NOT perfect and I'm working on it. Any and all input is greatly appreciated. I think this to be Nemesis viable but hesitate to say that it is before trying to out in maps. The build focuses on high crit chance/multiplier to bring the wrath of god upon everything in Wraeclast.

I wanted this to be Life based as CI is gear dependent and ain't nobody got time for that.

Pros and Cons
In progress, will be updated as I progress!

Pros:
Low gear requirements
Possible to get IIR/IIQ
High damage aoe + single target (untested yet in maps, working on it!)
AOE shock stacking

Cons:
Bosses with lots of AOE are really annoying solo
The delay on Storm Call going off can be annoying with fast moving mobs
Only medium tankiness without good gear. No IR and hybrid armor gear means slightly vulnerable to physical. This can be negated with really high end gear. Also just keep moving.
???
Passives
Level 47
http://www.pathofexile.com/passive-skill-tree/AAAAAgUABVsVUBZvGYUaOBpsHwIkqilPKhMsnCynNsU26TwFRZ1G11XGWfNaK13GYG1nvXYReqp-r4Kbi4yPRpBVmuCboZ2un9-j8qcIp4S1BLiTwBrBtM9l0NDYJNrd3fPhc-Nq5CLk7Ovu7DjtIO5v73w=

This is where I am at level 47. I am using Spell Totem + Storm Call + Concentrated Effect + Increased AOE. I switch between using Temporal Chains and Conductivity depending on what I need at the time. It is destroying everything so far and is really fun!
End Game Crit Passives
http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAnEEswVbDkgRlhOeFE0VUBZvGYUaOBpsHwIkPCSqJpUnqSftKU8qEyycLKctHzbFNuk8BT1fRKtFnUbXSVFSU1VLVa5VxlnzWitabV3GXfJgbWKsY0NnvW0ZcFJw1XYReqp-M36vf8aCHoKbgziFfYhCi4yMNo0ZjmSPRo-mkFWa4JuhnaOdqp2un9-iAKKjo_KkkacIp1ynhKeUrKq1BLb6uJPAGsBRwbTB889l0NDR_dgk2t3bC92M3fPgEuFz42rjhOQi5Ozr7uw47SDub-988B_yHfPd96b8qw==

Keystones
Eldritch Battery
Ancestral Bond

Health
208% increased maximum Life
30 to maximum Life
16% increased Totem Life
1% of Life Regenerated per Second

Mitigation
15% to Lightning Resistance
12% to Chaos Resistance
10% to all Elemental Resistances
2% to maximum Lightning Resistance
2% to maximum Fire Resistance
2% to maximum Cold Resistance

Damage
170% increased Critical Strike Chance
115% increased Critical Strike Chance for Spells
70% increased Critical Strike Multiplier for Spells
74% increased Lightning Damage
41% increased Elemental Damage
16% increased Totem Damage
24% increased Spell Damage
20% increased Area Damage
20% increased Elemental Damage with Spells
20% increased Critical Strike Multiplier
14% increased Casting Speed for Summoning Totems
Attacks used by Totems have 6% increased Attack Speed
8% increased Cast Speed
Spells Cast by Totems have 4% increased Cast Speed

Other
320 to Intelligence
170 to Strength
80% increased Mana Regeneration Rate
32% increased Radius of Area Skills
32% increased maximum Mana
30 to Dexterity
25% increased Totem Duration
25% Chance to Shock
20 to maximum Mana
20% increased Shock Duration on enemies
3% increased Effect of Buffs on You
2 Maximum Power Charge
Can summon up to 1 additional totem

One change that might be good is drop Celestial Walker and pick up Faith and Steel instead. You lose 23% elemental + 2% all res + 8% max mana but gain 44% armour + 34% ES. I'm not sure which would be better at this point.
End Game No Crit Passives
http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAnEEswVbDkgQzBGWE54UTRVQFm8ZhRo4GmwfAiQ8JKomlSepJ-0pTyoTLJwspy0fNsU26TwFPC09X0SrRZ1G10lRUlNVS1WuVcZZ81orWm1dxl3yYG1irGe9bRl2EXqqeyB-M36vf8aCHoKbgziLjIw2jRmPRo-mkFWa4Juhnaqdrp_fogCiLqKjo_KkkacIp1ynhKeUrKq0OLUEuJPAGsG0wfPE9sauz2XQ0NH91U_YJNrd2wvdjN3z3nfgEuFz42rkIuTs5Rnr7uw47SDub-988B_z3fiT-_X-hw==

Keystones
Eldritch Battery
Ancestral Bond

Health
208% increased maximum Life
30 to maximum Life
28% increased Totem Life
1% of Life Regenerated per Second

Mitigation
15% to Lightning Resistance
12% to Chaos Resistance
10% to all Elemental Resistances
2% to maximum Lightning Resistance
2% to maximum Fire Resistance
2% to maximum Cold Resistance

Damage
74% increased Lightning Damage
54% increased Totem Damage
56% increased Elemental Damage
40% increased Critical Strike Multiplier for Spells
48% increased Spell Damage
30% increased Critical Strike Chance
20% increased Elemental Damage with Spells
20% increased Area Damage
14% increased Casting Speed for Summoning Totems
8% increased Cast Speed
Attacks used by Totems have 6% increased Attack Speed
Spells Cast by Totems have 4% increased Cast Speed

Other
310 to Intelligence
200 to Strength
80% increased Mana Regeneration Rate
32% increased Radius of Area Skills
32% increased maximum Mana
30 to Dexterity
25% increased Totem Duration
25% Chance to Shock
20 to maximum Mana
20% increased Shock Duration on enemies
3% increased Effect of Buffs on You
Can summon up to 1 additional totem
Skill Gems

Totem:
4L: Spell Totem + Storm Call + Conc Effect + Faster Casting
5L: Spell Totem + Storm Call + Conc Effect + Faster Casting + Increased Aoe
6L: Spell Totem + Storm Call + Conc Effect + Faster Casting + Increased Aoe + Lightning Pen

Other:
Ice Spear + Power Charge on Crit + GMP + Increased Crit Strikes (Power charge generator)
Clarity + Discipline + Vitality + Reduced Mana
Conductivity + Enfeeble(Temporal Chains) + Faster Casting
Lightning Warp + Freeze Mine + Cold Pen + Ele Prolif OR (+ Faster Casting + Reduced Duration)
Arctic Armor + Enduring Cry + Frost Wall
Gear
More detail to come. Standard caster gear.

Life + Resists (IIR/IIQ if you want) on chest/boots/gloves/helm/jewellery. Spell damage + crit + cast speed on wand/shield. Windscream boots if possible. Cloak of Defiance if possible.

You will want mostly hybrid Armor/ES gear or pure Armor gear.

Current Gear:
Bandits
Normal: Oak - 40HP
Cruel: Passive
Merciless: Alira - Power Charge OR Passive
OLD SECTION DON'T READ
I am only keeping this here for notes until I can update the post and remove this! Use the new crit math section.
EDIT: LOTS OF MATH THEORYCRAFTING GOING ON RIGHT NOW, WILL UPDATE THIS LATER WITH CORRECT VALUES/CONCLUSION. I am pretty sure going damage w/ totem nodes will be better than crit.

I see a lot of talk about how with a 4% base crit chance it's not worth going crit with Storm Call. In the end crit is the very best way to scale your damage. At lower damage levels and lower crit chances, straight up % damage beats crit. However once you start getting your crit chance up it starts to overtake the % damage from the tree.

Math:

I took the End Game tree, removed all the crit nodes, and replaced them with spell damage and cast speed nodes. I realize this is probably not 100% efficient but it is close enough for an example.

Storm call has an average base damage of 301 + 4% crit at level 19 0 quality.
Crit Tree:
175% Inc Damage
10% Inc Cast Speed
585% crit chance (w/ max power charges(6))
240% crit multi

% Damage Tree:
254% Inc Damage
24% Inc Cast speed
180% Crit Chance (w/ max power charges(3))
150% Crit Multi

Storm Call(19)
Crit Base: 301 * (1+1.75) * (1+0.1) = 910.5
Crit w/ Crit: 910 * (1+(((0.04*5.85)+0.04)*2.4)) = 910 * 1.6576 = 1508.4

Spell %Base: 301 * (1+2.54) * (1+0.24) = 1321.3
Spell % w/ Crit:: 1321.3 * (1+(((0.04*1.8)+0.04)*1.5)) = 1321.3 * 1.168 = 1543.3

Storm Call(19) + Conc Effect(20) + Faster Casting(20)
Crit Base: 301 * (1+1.75) * (1+0.1+0.39) = 1233.3 * (1+0.69) = 2084.3
Crit w/ Crit: 2084.3 * (1+(((0.04*5.85)+0.04)*2.4)) = 2084.3 * 1.6576 = 3454.9

Spell % Base: 301 * (1+2.54) * (1+0.24+0.39) = 1736.8 * (1+0.69) = 2935.2
Spell % w/ Crit: 2935.2 * (1+(((0.04*1.8)+0.04)*1.5)) = 2935.2 * 1.168 = 3428.3

As you can see the more damage you do, the harder crit scales whereas % increased damage and cast speed scale linearly. If I were to add more stats from gear/quality gems/links the crit build would start taking off even more. Add on the fact that the crit build will generate more shock stacks and you have a clear winner late game.
New crit math
This section will eventually replace the previous one.

Damage Passives

301 per beacon 4% crit (-50% damage, 30% reduced cast speed)
272% inc dmg
12% cast speed
180% increased Critical Strike Chance
190% increased Critical Strike Multiplier for Spells

No Supports
Casts/Second: 301 * 3.72 * 0.82 = 918.2
Add Crit: 4 * 2.8 = 11.2% crit * 1.9 = 21.3% damage * 918.2 = 1113.8
Totem Reduced: 1113.8 * 0.5 556.9 dps

Conc Effect(69% more) + Faster Casting(39% inc) + Lightning Pen(35% pen)
Casts/Second: 301 * 3.72 * 1.21 = 1354.9
Add Crit: 1354.9 * 1.213 = 1643.5
Totem Reduced: 0.5 + 0.69 = 1.19 * 1643.5 = 1955.8 * 1.35 = 2640.3 dps

Add Conductivity
1955.8 * 1.84 = 3598.7

Crit Passives

301 per beacon 4% crit (-50% damage, 30% reduced cast speed)
195% inc damage
12% cast speed
585% increased Critical Strike Chance
240% increased Critical Strike Multiplier

No Supports
Casts/Second: 301 * 2.95 * 0.82 = 728.1
Add Crit: (4 * 6.85) = 27.4% crit * 2.4 = 65.8% damage * 728.1 = 1207.2
Totem Reduced: 1207.2 * 0.5 = 603.5 dps

Conc Effect + Faster Casting + Lightning Pen
Casts/Second: 301 * 2.95 * 1.21 = 1074.4
Add Crit: 1074.4 * 1.658 = 1781.3
Totem Reduced: 0.5 + 0.69 = 1.19 * 1781.3 = 2119.7 * 1.35 = 2861.6 dps

Add Conductivity
2119.7 * 1.84 = 3900.2 dps

Other Considerations

Damage Passives includes 14% increased totem HP

Overall it looks like crit is doing around 8.3% more damage without any gear unless there is something I missed? Adding some gear values will come next.

No uniques are required to run this build. However Windscream boots for the additional curse would be very nice to have. Also Cloak of Defiance is amazing for tankiness and recommended if possible. Another option is Soul Mantle Spidersilk Robe for the ability to summon a third totem.

I am currently level 47 running this and will update as I go. It is possible to level up all the way using Storm Call, however I recommend using Spectral Throw + LMP and get a good 2h weapon and use that. It is an exceptionally fast way to level. I switched to storm call when I got dual totems around level 43.

If you have any suggestions about the skill tree in the meantime please comment!
IGN: Dmillz
Last edited by Dmillz#6641 on Dec 13, 2013, 5:07:16 PM
Re-linked the passive tree, was going to the pathofpoe.com website instead of the proper skill tree :(. Also added more active skill gems.
IGN: Dmillz
This build looks very fun I'm gonna try it! I have some questions:
1- What you do on the Bandits Quests?
2- What should I look on my gear? Any specific pieces? I suppose I must use a shield and a 1H weapon like a mace for example right?
3- I should rather aim for gear with ES and critical dmg on spells?
4- You can farm easily maps?
5- Can you tell the pros and cons of this build? Like what are your struggles?

Cheerz
1) Updated the OP with bandit info.
Normal: Oak - 40HP
Cruel: Passive
Merciless: Alira - Power Charge OR Passive

2) You want Armor/ES hybrid gear. Don't need anything really specific just standard caster stuff. + %spell damage, cast speed, crit, crit multiplier, HP, resists. Use a 1h + shield.

3) You want gear with high armor/es and spell damage/crit/cast speed on weapon/shield.

4) Haven't gotten there yet :( working on it! I know that self-cast storm call does maps pretty decently and I think this will be stronger.

5) Added what I can think of for now to OP.
IGN: Dmillz
Last edited by Dmillz#6641 on Dec 10, 2013, 3:54:24 PM
Added some more sections. Will be adding leveling passive tree tomorrow. Finally started running dual totems tonight, it's AWESOME. I'm running a 4L with Spell Totem + Storm Call + Conc Effect + Increased AOE. I'm raping everything with trash gear. I updated the OP with current passives/gear.

I will be getting a 3L next to run Ice Spear + LMP(or GMP if I get one) + Power Charge on Crit to start generating power charges next.
IGN: Dmillz
Last edited by Dmillz#6641 on Dec 11, 2013, 1:39:57 PM
Added a ridiculous amount of math proving crit is the way to go.
IGN: Dmillz
just replied to a similar thread above http://www.pathofexile.com/forum/view-thread/696522

Regarding "Cons"

It's actually quite simple to get Target fast moving mobs with Storm Call

just calculate the totems range, and your immediate environment, lure the mobs to a target area where their movements are impeded, or simple cast Temporal Link curse ;)


as for the Bandits Quests, I just killed them all, to get the skill point.

Unlike other class specific combat builds, the Ancestral Bond build favours more RTS game play, and your passives skill tree are more important than any of the 9 option you get with the Bandits.

quickly reaching your skill tree milestones makes your life easier sooner than choosing the alternative.

there are always the skill gems that will supplement if not more than what the bandit quest provides.
Last edited by AllGamer#5629 on Dec 12, 2013, 2:40:16 PM
"
AllGamer wrote:
just replied to a similar thread above http://www.pathofexile.com/forum/view-thread/696522

Regarding "Cons"

It's actually quite simple to get Target fast moving mobs with Storm Call

just calculate the totems range, and your immediate environment, lure the mobs to a target area where their movements are impeded, or simple cast Temporal Link curse ;)


as for the Bandits Quests, I just killed them all, to get the skill point.

Unlike other class specific combat builds, the Ancestral Bond build favours more RTS game play, and your passives skill tree are more important than any of the 9 option you get with the Bandits.

quickly reaching your skill tree milestones makes your life easier sooner than choosing the alternative.

there are always the skill gems that will supplement if not more than what the bandit quest provides.

This is a good point. I actually picked up Freeze Mine + Ele Prolif today to try that out, works like a charm. Drop totems, freeze, curse, gg. I agree somewhat with the passives idea. You could easily take a passive instead of HP, but for Merciless I think the Power Charge is worth more than any one passive node you can get (50% inc crit chance basically).
IGN: Dmillz
Posting my math using your "test" trees for Crit vs No Crit which i also posted in my templar thread:
Spoiler

Storm Call has a base cast time of 0.5 seconds, so actual dps for level 19 is 602.

Crit Tree:
175% Inc Damage
10% Inc Cast Speed
585% crit chance (w/ max power charges(6))
240% crit multi

% Damage Tree:
254% Inc Damage
24% Inc Cast speed
180% Crit Chance (w/ max power charges(3))
150% Crit Multi

Crit tree:
Crit chance: 27.4% (rounded down to 27%)
DPS: 602*(2.75)*(1.1)*0.73 + (602*(2.75)*(1.1))*3.4*0.27 = 1329.3665 + 1671.7239 = 3001 dps

Base tree:
Crit chance: 11.2 (rounded down to 11%)
DPS: 602*(3.54)*(1.24)*0.89 + (602*(3.54)*(1.24))*2.5*0.11 = 2351.86 + 726.7 = 3078.56 dps

With Conc Effect(20) + Faster Casting(20):
Crit tree:
Crit chance: 27%
Conc effect: 1.69 multiplier
Faster casting: 39% increased cast speed
DPS: 602*(2.75)*(1.1+0.39)*1.69*0.73 + (602*(2.75)*(1.1+0.39)*1.69)*3.4*0.27 = 3043.16 + 3826.88 = 6870.4 dps

% Damage tree:
Crit chance: 11%
DPS: 602*(3.54)*(1.24+0.39)*1.69*0.88 + (602*(3.54)*(1.24+0.39)*1.69)*2.5*0.11 = 5166.03 + 1614.38 = 6780.41


So a high crit build has a (6870.4/6780.41)*100% = 101.33% the damage of a pure damage build.
Do note, a high crit build WILL die to reflect.

EDIT:

Doing math for shock stacking.

EDIT2:

Shock calculations:
Asumptions: same chance to shock from tree (25%)

Build 1) 24% cast speed increase, 11% base crit, 36% chance to shock total
Build 2) 10% cast speed increase, 27% base crit, 52% chance to shock total

Base cast speed: 2 casts per second

Build 1)
2 * 1.24 = 2.48 casts per second
Beacons count: 1.5 * 2.48 = 3.72
Shocks per 1.5 seconds: 3*0.36 = 1.08

Build 2)
2 * 1.1 = 2.2
Beacons count: 1.5 * 2.2 = 3.3
Shocks per 1.5 second: 3*0.52 = 1.56

Level 20 faster casting:
Build 1)
2 * 1.63 = 3.26
Beacons count: 1.5 * 3.26 = 4.89
Shocks per 1.5 second: 4*0.36 = 1.44

Build 2)
2 * 1.49 = 2.98
Beacons count: 1.5 * 2.98 = 4.47
Shocks per 1.5 second: 4*0.52 = 2.08

Now if both builds had 8% increased cast speed from gear:
Build 1)
2 * 1.71 = 3.42
Beacons count: 1.5 * 3.42 = 5.13
Shocks per 1.5 second: 5*0.36 = 1.8

Build 2)
2 * 1.57 = 3.14
Beacons count: 1.5 * 3.14 = 4.71
Shocks per 1.5 second: 4*0.52 = 2.08

Crit build generates 0.28 shocks per 1.5 seconds more, or 0.1867 shocks per second more if you use both builds but add in another 8% cast speed to both.


Huge wall of text, open at your own risk.
Someone might argue my shock stack math as in that every next cycle will begin faster with more cast speed, however most things will die in 1-2 fully charged barrages of storm call anyway if you shock stack the mobs.

Edit:

Just a bonus, breakpoints for beacon counts are:
4 beacons: 34% cast speed increase
5 beacons: 67% cast speed increase
6 beacons: 100% cast speed increase
7 beacons: 134% cast speed increase

Asuming 1.5 seconds delay.
Rule of thumb: every 34% cast speed adds another beacon.
The differences in my math are due to GGG rounding down always, so i rounded up always to compensate.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Dec 12, 2013, 7:52:05 PM

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