Enki's Arc Witch Memorial Page & POE 2 Arc Summary
" if you look in the gem setup of this build then you see that he explains "Onslaught vs. Culling Strike", that means just one of these. |
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" That's right, there is no 5L Helmet. I think the point of that is that you can swap one of the Active Gems for the other. 4 of those Gems are usable, the 5th Gem listed being Optional on a Swap. He probably explains the swap option either in the Notes of the POB or in the Guide itself. GL |
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i dont understand how three dragons works, with it we cant shock or we can apply shock somehow, can ignite effect from cold damage apply shock??
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" Yeah, mea culpa. It's explained in guide. A lot of reading today and missed that, happens. Anyway, thanks for quick response. ;) |
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" I would also add that the Flame Dash cooldown is extremely limiting when it comes to tough bosses and that Lightning Warp really needs the helmet enchantment to shine, and that will be ridiculously hard for most people to get now that a unique helmet is the fulcrum of this build. Whirling Blades and Shield Charge obviously don't work with a staff, so that leaves us with Leap Slam as the only viable option. But you make a great point about Fortify. I was actually planning to still try to use LW this league, since it's (sort of) been buffed, fits thematically with an Arc witch, and generally is way cooler than LS, but you may have convinced me to accept my fate here. For anyone here who's never used Leap Slam as a primary movement skill, keep in mind: 1. Longer jumps are more efficient than shorter ones. 2. Diagonal angles are more efficient than cardinal ones (i.e. you will move faster if you aim for the corners of your screen rather than the sides). Last edited by WorderMostFoul#7154 on Dec 12, 2019, 6:21:32 PM
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" It is a bit confusing, especially when you start blending elemental damage types. Wearing Three Dragons, we can still shock, but not with lightning damage. It either has to come from a strong hit of fire damage (not feasible) or some external source that applies shock independently (feasible via crafting the veiled ring mod that's now an important component of the build; see updated gear section). Ignite is damage over time, not a hit, so it cannot apply shock. Whereas previous iterations of this build aimed to deliver big damage via maximized shock effectiveness + Beacon of Ruin, it looks like elemental penetration, double damage, and golem buffs are the mechanics Enki is looking to tap for next league. I am curious what the future holds, now that shock calculations are about to change. |
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Great guide, will follow this as my League Starter :)
Quick question: Steelskin level 20 costs: 16 mana Arcane Surge level 6 mana to proc: 26 mana "Arcane Surge grants a buff giving a damage multiplier, cast speed & mana regeneration. Keep the gem level low enough to instantly gain Arcane Surge upon casting Steelskin once, in most cases that's Lv6/7." I'm not sure if it's me that's missing something or if it's just plain wrong? In this scenario wouldn't you have to cast Steelskin twice to gain Arcane Surge? Since Steelskin has an internal cooldown of 3 seconds this seems bad or am I wrong? Cheers |
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Steelskin will get the mana mulitplier from the support gems and will cost more.
if my math is correct, Steelskin should cost 37-38 mana. Last edited by Klaxxus#0244 on Dec 12, 2019, 6:47:37 PM
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" Oh that makes sense.. Thought that was shown on the tooltip :p Thanks for the quick answer. |
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What is the LocalIdentity's PoB Fork needed for? I have just path of building installed and the build seems to work fine for me when I imported it. Is it really necessary to get the LocalIdentity's PoB Fork?
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