Enki's Arc Witch Memorial Page & POE 2 Arc Summary
I have noticed that you have 4 different 4 gem link setups but only 3 available per the gear availability, what item do you use to create the last 4 gem link setup?
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" Easiest way to check that would be Path of Building. Import the link, look at the gem section, there is the info which slots it is used in. |
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I have the path of building and am looking at it, but in the guide all the secondary weapons slots are 3 link only, Im just wondering how to get the 4th link into the secondary weapon slot.
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What's the best way to increase single target damage while leveling?
In act 7 now, trash mobs explode so easily. but whenever there's a boss the damage feels so slow.. Last edited by Spiattalo#7228 on Jun 10, 2019, 3:22:28 AM
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Spoiler
There are only 3 4L-setups (OoS, LW + Armageddon Brand).
Arc is the 6L, the Golems are one 3L... that leaves another 3L. So the last setup has to be a 3L setup. The last 5 gems obviously cannot be a 5L setup. There's no room for it. I was confused a little bit at first as well and it's not 100% clear what's going on there. But it becomes a little bit clearer, once you read what Enki wrote regarding Immortal Call. Basically, you have to decide what 3L-setup you make out of those 5 gems Enki lists. Whether you want to use Clarity, or whether you want to manually cast Immortal Call etc. Obviously, if you want to use Immortal Call and don't want to cast it manually, you have to link it to Cast when Damage taken. If you want longer duration for it as well, you'd also have to link it to Increased Duration. So that would mean you have to throw out Clarity. If you can live with casting IC manually, you also have the option to throw out the clarity aura and buff the duration of IC even more with Efficacy. It's up to you what you want to tinker there and what you feel comfortable with. I guess at some point Clarity isn't really necessary anymore. And if you want to use the Clear Mind Jewel at some point, you'd have to throw it out anyway. Although that's totally optional as well. |
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After having played this build version now for 3 days,
i guess i found why i keep dying in T13+ Maps, unlike before with the 3.6 patch and the old build: 1. The Wise Oak was used in the old version and helped me so much to deal with map mods, which reduced elemental damage 2. Flask management seems more complicated for me now. i still get frozen and or poisend. i just can't keep up all the different suffixes, which are needed. i feel like this problem didn't appear to this excent in the old version. +edit: i tried running with Khaoms boots, but the missing gems and movement speed from my Aziris boots are painfull, too, so i didn't find a solution with my lvl 94 char. most important: 3. Immortal Call Nerfs: now, that immortal call doesn't work like before, i am not getting used or using it manuelly, i struggle more with close encouters. in the old version and before the Immortal call nerfs it was kinda okay to just whirling blade into monsters, proc immortal call and survive until the mobs would be dead, but now? i'm getting frozen and stuff, cannot react quickly enough to use curse counter flask, and can't jump away with lightning warp, because i am frozen or stuck in the enviroment (which is based on my own noobness) to still say some positive to the build, don't feel discourraged by me please: +the monsters popping when killed, leave me with a very satisfied feeling, but duo to the 3. point i don't feel like playing a rather glass cannon build anymore. maybe i should try some very tanky, non self cast build, but i am very thankful introducing me into PoE and this honor goes directly to Enki94 <3 Have a great day, maybe you could look into my Arc Character (IGN: PurpleJey) Enki, after you finished your daily PoE Arc League Stream :) Last edited by JeyHaze#1147 on Jun 10, 2019, 9:08:20 AM
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I wonder if the build now needs some cold damage to spell to constanting chill ?(sorry for noob question, i am quite new)
and anyone have some time to take a quick look at my gear and give some advice? much appreciated. |
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" Enki answered the same question before to lacc, which asked on Jun 9, 2019, 4:01:56 PM (you can read his question just one page before this one) "Yes [cold damage to chill is needed], and that's mentioned multiple times in the guide." Take a close look at the guide and you will find the info, that you can archive this easy by using a jewel, which adds "cold damage to spells". To check if you allready have that, look at your Arc skill in your skill list if you can find cold damage there. If yes: you are done. If not: get a jewel which adds "cold damage to spells". You are welcome :) PS: Unfortunatly i am not a pro with item comparing, but to make it easier for me: you could upload your character into Path of Building, share your PoB Link and make sure your Character here in the forum is set to public. Have a nice evening ) Last edited by JeyHaze#1147 on Jun 10, 2019, 6:09:14 PM
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Well...I decided to take the majority of last league off and came back to see quite a few nerfs. I know Enki knows what he's doing, but I'm skeptical that the nerfs make spending 2 Ascendencies to reach Beacon of Ruin is worth it. **Please keep in mind that when I look into these things, I nearly always come to the same conclusion Enki already did...not worth it.
I'll look back into Elemancer. It would really hurt the "SSF-Friendly" part, but you were able to pick up 7 golems relatively easily (I think...can't remember price of gear, but I don't think it was too expensive), making Liege of the Primordial much more potent. You have to remember that especially with a crit build, you will generally be shocking nearly every hit anyways, the only difference is the increased damage of the shock. That means to achieve the same 15% value, a hit needs to do 3% of the target's maximum life (600,000 against Shaper) which is doable, especially on a higher-end crit (I think...again haven't played in a while and forgot certain specifics). Also note that the previous 20% shock can be attained via a 4% hit (800,000 against Shaper). The major downside is loosing the sexy Hypothermia, but that could easily be replaced with Arcane Surge. Maxing it out provides a very potent buff since you get a higher AS buff as well as an additional 19-20% more damage to supported skills. Now that does leave what to do with the 4th Ascendency. I'd go with Pendulum of Destruction, but alas, that really isn't that good for our build. Overall, I think Self-cast Arc is still viable, but it lost much of it's power, and with a build that only a small percent of the player-base uses. Also, it's also possible an Ascendant variant would become viable (not because it got better, but because Elementalist got nerfed and they didn't). I do want to thank Enki. If I saw that you gave up on the build due to the nerfs, I doubt I'd even bother looking into if Arc was viable. You've helped me out tremendously when I was playing. |
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" Good to see you back here, dude! You've always been one of the most helpful and knowledgeable voices on this forum! So you are raising some very interesting points here. I would never have even considered incorporating Elemancer into the build. It absolutely deserves a hard look for an optimized endgame setup. I guess it all comes down to what Beacon of Ruin actually does for us, and you are absolutely right that it is only of consequence for single-target damage. As we get into higher levels and get better DPS from gear and crit multiplier, BoR falls further and further toward irrelevance. While I don't know how likely we are to be consistently dealing 600,000 damage in a single hit, the fact remains that we still will be getting some amount of shock damage, with or without BoR. The question is whether the huge increased damage and cast speed buffs from all those golems outweigh what we're sacrificing: 1. BoR's 15% "safety" net for increased damage from shocks. As you stated, the better our damage output is, the less we lose by sacrificing BoR. 2. Slots for amulet and 3 jewels. I think that's what it would take to get the golem count up to 7. This sets us back by potentially 50% effect of shock and makes capping increased damage from shocks nigh-unobtainable. It probably would have a noticeable impact on our life total. It also might necessitate other gearing adjustments. 3. At least 1 gem slot, or more if we're doing additional golem types beyond the 3 elemental ones (not familiar enough with golem builds to say what would be best). One gem slot is no big deal; 2 or more and we'd have to dismantle a cwdt setup to fit them in. 4. Anything else I'm missing? When you factor in other potential benefits, it might be better overall at the highest levels of play. For instance, the defensive benefit to having 7 minions instead of 2 is probably significant. Maybe they'll even do some damage themselves, though obviously that's not what they're there for. Pendulum of Destruction synergizes conditionally with Orb of Storms, so there's that. Plus any buffs from other golem types that would apply. I'm really curious what this would look like. Do you intend to seriously investigate its potential? Also, why would we need to give up hypothermia? Can't we still chill enemies 100% of the time with all our hits just from a simple craft or abyssal jewel? I'm guessing there's a mechanical interaction I'm not aware of here? |
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