Enki's Arc Witch Memorial Page & POE 2 Arc Summary

I have a noobish question, im rising the clear mind Jewel and because and its Impossible not to Take damage sometimes my Mana ist Instant deleted i have 1.5k. I Need to Use a Mana Flask to make it Work and between the onslaught Flask and atziri promise which should i drop?
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XsabBadDon wrote:
I have a noobish question, im rising the clear mind Jewel and because and its Impossible not to Take damage sometimes my Mana ist Instant deleted i have 1.5k. I Need to Use a Mana Flask to make it Work and between the onslaught Flask and atziri promise which should i drop?


Try using a hybrid flask in place of a life flask.

Look for gear with more mana.

The permanent solution is essence worm with wrath + watcher's eye with mana leech (see jewels section in Enki's guide).
Last edited by WorderMostFoul#7154 on Jun 11, 2019, 5:56:28 PM
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WorderMostFoul wrote:
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XsabBadDon wrote:
I have a noobish question, im rising the clear mind Jewel and because and its Impossible not to Take damage sometimes my Mana ist Instant deleted i have 1.5k. I Need to Use a Mana Flask to make it Work and between the onslaught Flask and atziri promise which should i drop?


Try using a hybrid flask in place of a life flask.

Look for gear with more mana.

The permanent solution is essence worm with wrath + watcher's eye with mana leech (see jewels section in Enki's guide).



The hibrid Flask is a great ideea i will try that. Essence Worm im using already as far the Jewel goes o will See how much is One. Thanks for the Tip.
Is Heartbreaker (Royal Skean) still a decent leveling weapon? Managed to actually find two.
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WorderMostFoul wrote:
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jlh165 wrote:
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.


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?


After chasing my tail for 40 minutes reading up on ailments, chill, and freeze, I finally looked at the wiki for Beacon of Ruin. Verbatim: "Beacon of Ruin overrides the minimum threshold of 1% effect that normally applies to chill and shock." Since we have such a small amount of cold damage in our DPS mix, this does explain why we need it for Hypothermia to work.

Yeah, losing Hypothermia does hurt. If my understanding now is correct, I think this would be the tradeoff (very rough guess):

LOSE:
1. Some amount of "more" arc damage--maybe 5-10%, depending on how high you level AS (Hypothermia > Arcane Surge)
2. Beacon of Ruin's safety net for minimum increased damage taken from shock
3. Slots for amulet and 3 jewels, so potentially up to 50% effect of shock and other desirable mods like increased life/mana/crit mods.
4. A cwdt defensive setup, probably.
5. Other stuff I'm not seeing.

We'd be gaining this:

1. 100% increased damage (5 more golems with Liege of the Primordial)
2. Up to 8% increased cast speed and .4% mana regenerated per second (maxing out Arcane Surge)
3. Additional Orb of Storms support to replace Arcane Surge. Possibly Culling Strike? (side note: anyone have an opinion yet on OoS vs SB?)
4. A bunch of fast, aggressive li'l guys to hide behind (gg Decoy Totem)
5. Freeze/ignite immunity (Elemancer)
6. 9% increased critical strike chance and 3% increased cast speed (additional effect of Lightning and Ice Golems from Primordial Eminence)
7. 6% additional physical damage reduction, 30% increased damage, 160 life regenerated per second (buffs from flame, chaos, and stone golems boosted by Primordial Eminence and Liege of the Primordial, assuming we use all 5 types of golem)
8. 75% increased damage/75% increased area of effect (alternating), 4% increased cast speed, 6% increased elemental resistances (changes to ascendancy passives)
9. Other stuff I'm not seeing

This is just what I am able to work out by eyeballing the obvious stuff. I know you and Enki have a much fuller grasp of the effects of these changes on the build's mechanical interactions.

Man, the more I read up on this game's mechanics, the more ignorant I realize I am!
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Ebicha wrote:
Is Heartbreaker (Royal Skean) still a decent leveling weapon? Managed to actually find two.


Still pretty good as a starter weapon, but lacking any critical strike buffs aside from the implicit. They're probably not listed in the guide any more because we have so many other options now that whirling blades isn't limiting our weapon base type to daggers.
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WorderMostFoul wrote:
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Ebicha wrote:
Is Heartbreaker (Royal Skean) still a decent leveling weapon? Managed to actually find two.


Still pretty good as a starter weapon, but lacking any critical strike buffs aside from the implicit. They're probably not listed in the guide any more because we have so many other options now that whirling blades isn't limiting our weapon base type to daggers.

That makes sense. Then I'll use them temporarily.
hi im new to this game. Was following enki's awesome guide for this legion league and read some comments on the nerf of BoR. Decided to go for Elemencer and 7 gollems for my arc skill. few question.
1) how do i get up to 7 golems? both ascendency skill give me +2 golems so in total is +3 golems.
2) if i able to achieve 7 golems, any recommended element for the golems? 5 fire, 1 ice, 1 lightning?
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hi im new to this game. Was following enki's awesome guide for this legion league and read some comments on the nerf of BoR. Decided to go for Elemencer and 7 gollems for my arc skill. few question.
1) how do i get up to 7 golems? both ascendency skill give me +2 golems so in total is +3 golems.
2) if i able to achieve 7 golems, any recommended element for the golems? 5 fire, 1 ice, 1 lightning?


to add onto this, i read primordial of chain gives additional 3 golems? with elemencer and this amulet, we will have 6 golems?
Since it seems a quite popular question right now, i've went and compared the current Beacon of Ruin setup with an alternative Elemancer setup. Gear used was the "Highend"-tagged gear in my PoB-setup, 3mod regular jewels and core uniques, such as Inpulsa's and Essence Worm. DPS was calculated against Shaper.

Changes done for the Elemancer setup were Lv20 20% Arcane Surge instead of Hypothermia, Primordial Chain, -Harmony and -Eminence, Anima Stone, one of each golem type and calculations done for 8x active golems.

Beacon of Ruin
1.28m DPS (923k * 39% Shock Damage Increase), 4903 Life, 1839 Mana

Elemancer
932k DPS (863k pre Shock, 134k Hit, 130% SE), 4408 Life, 1748 Mana, 406.3 Life/s, 14% Phys R.

So in conclusion, in addition to having to maintain lots of Golems with reduced survivability and missing chill as defensive layer, the Elemancer Setup has both lower damage and less hitpool. Stacking more Primordial Eminence makes it even worse.

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@Childish_Gambino

Keep Immortal Call at whatever is the highest level your Strength allows, and then CwDt relative to your Immortal Calls required level. For example, if you can run a Lv11 Immortal Call, which has a required level of 54, you need a Lv9 CwDt to be able to get Immortal Call triggered from it.

@JeyHaze

Finally got around to check through your character, there's a few things you can do to drastically increase both damage and survivability:

Start with replacing Mind of the Council. You have a Mana Leech Watcher's Eye, so MotC isn't needed anymore. Best replacement in my opinion is a helmet with 30% reduced Lightning Warp Duration enchant, get a base and craft to have good life, mana and res on this slot.

Replace Mark of the Shaper with Essence Worm, and run Wrath in there. You're currently reserving half of your MoM-pool, Mark of the Shaper isn't worth doing that.

Replace atleast one of your Corona Solaris. The whole point of this weapon is the Blinding Aura, which does not stack. Otherwise it has pretty bad stats, will be easy to find a rare that provides way more damage.

Replace your amulet and rare ring. Since it's a crit build now, you want to have Crit Multi on your amulet and Assassin's Mark on Hit on your ring.

Replace all jewels that have no Life on them. Jewel Sockets are basically extended Life nodes for us, that can also provide some damage.

Reroll your Diamond Flask to Experimenter's .. of Heat.

Spec out of that redundant +10 Int node at the Witch Jewel Socket.

Your setup should very noticeably improve with these small changes.
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Last edited by Enki91#7725 on Jun 12, 2019, 12:05:10 PM

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