Hello and welcome to my very first Path of Exile build guide! As this is this channel’s maiden voyage, it only seemed fitting to start with one of the most popular, long-running and finely tuned builds out there: Enki’s Arc Witch. Before diving into the detailed guide, here is a high level breakdown of the build’s capabilities. For quite a few leagues now this build has been known to be an almost “default” league starter it’s very cheap to gear up for, it doesn’t require any linchpin or mandatory uniques and it is able to run literally any map modes. You’ll be able to quickly farm mid-tier maps with very cheap or self found gear and you will be amassing currency fast as you don’t need to waste any of it on re-rolling maps or going for the lower quantity ones for survivability reasons.
While it has several defensive layers and safety nets, it is by no means a facetank type of build and neither is it recommended for hardcore play while there have been many players that successfully got to mid 80s or 90s without dying, that generally requires strong knowledge and familiarity with the build, good gameplay skills as well as solid and at the same time expensive gear. Lastly, with a bit of investment in decent equipment, flasks and jewels, you will be able to take on Uber Elder or Uber Atziri without too many issues. You won’t insta-phase them, but you will be able to consistently farm this type of content nonetheless.
So now that you know what the build can and cannot do, let’s get down to business. The guide is divided into seven main sections: build overview, passive tree and leveling, ascendancy, pantheon, gems and links, gear flasks and jewels and finally “pros & cons”. In the video description below you will find a link for importing the entire build guide in the “Path Of Building” tool. It includes the passive tree broken down into level brackets, example gear and a detailed “Notes” section on gearing, stats priorities and gems. With that out of the way, it is time to lay out the build overview. The build’s main skill, Arc, is quite straightforward, without overly complicated mechanics or confusing gameplay: it shoots a lightning bolt that targets the enemy closest to your mouse cursor and from that it will chain to the next valid target and so on until it has chained for the maximum number of times.
On top of that every time the beam arcs it will also fork from the target to another nearby target. In total, a level 20 arc will be able to hit up to 15 targets if they are in valid range. Here’s a quick visual aid to better illustrate all that. So, due to the large number of targets hit, the high cast speed and, ideally, Inpulsa chest piece, you will be clearing the entire screen in less than a second. And as for single target situations, such as boss fights, Arc’s damage is boosted by 15% multiplied by the max number of chains, so a level 20 Arc gem will do an extra 105% damage! Anything providing extra chains, for example a helmet enchant, will thus further boost your single target damage as well. Another crucial aspect of the build is the use of elemental ailments such as shock and chill to greatly boost your overall damage and debuff the enemies.
I’ll go into greater details on this aspect a bit later in the guide, so now I’ll just mention that, apart from constantly shocking all enemies, you will also chill them, regardless of the amount of cold damage you are dealing. As long as your Arc skill tooltip shows even 1 cold damage, it will chill any enemy it hits And yes, that applies to bosses as well, including Shaper or Elder. Now, to wrap up the build overview I’ll mention some of the key defensive mechanisms: it makes use of “Mind over Matter” which provides a sizable chunk of effective HP, as you can easily achieve about 2500 unreserved mana; you are immune to any kind of reflect and you are life leech capped. And speaking of life, you should be able to sit at about 5500 HP with some decent gear. Additional elemental damage reduction and ailments resistance, chilling all enemies, Fortify buff and potentially swapping offensive golems for defensive ones round up the build’s defensive layers.
With the build overview out of the way, let’s dive into the detailed guide and start talking about the passive tree and leveling. The first order of business is to get some initial cast speed and spell damage as well as some max life and mana. We then rush straight to the two keystones of the build: Mind over Matter and Elemental Overload. As mentioned in the build summary, Mind over Matter is a great defensive tool for builds that can get a sizable unreserved mana pool, which this one easily does. It’s worth mentioning that in order to never run out of mana from damage mitigated by mind of over matter, the unreserved mana pool should be at or above 43% of your total HP value. That way hits will never leave you with 0 mana which would prevent you from…you know, killing the stuff that tries to kill you, which is arguably the best defense out there. As for Elemental Overload, since this is not a crit build, it’s an excellent way to greatly increase our damage. In order to keep this buff up, we make use of Storm Brand which performs many quick hits, has a relatively long duration and it even moves around, making it perfect for the role of a buff proccing vehicle.
It is also used to keep Arcane Surge buff up, but we’ll get into that a bit later in the gems section. At about this point you’ll likely start wondering about the bandits and what to do about them. Well, wonder no more: kill’em all and get the two passive points! The other options are sub-optimal for this build: we’re not dealing physical damage, so Oak is like nipples on a breastplate for us. Kraytin’s 6% attack and cast speed is worse than similar two passive skills that we can get from the tree.
And, as for Alira, the main benefit for picking her, the “Critical Strike Multiplier” is useless to us due to Elemental Overload which nullifies Crit Multi. This leaves Alira with the measly mana regen and all resistances which are basically fluff not worth 2 passive skill points. Moving on with the leveling and the passive tree, in acts 3 and 4 we continue to get mostly damage passives along with strength and dexterity attributes which will allow us to easily gear up as well as leveling the off-color gems. While going through acts 5 and 6 we get our first jewel slot as well as a mix of life, mana, damage and attack speed which will greatly increase the speed of mobility skills. All in all, it is a balanced progression that allows for a smooth leveling curve and no time wasted in searching for gear to patch up areas that would be lagging behind. Up to the end of act 9 we continue in a similar manner but with the focus shifting a bit towards defenses by completing the so-called “wheel of life” cluster next to the Scion starting area It is in fact more of a rectangle nowadays, but we’re not here to discus geometry! As we finish Act 10 and the campaign we will start heading towards the minion wheel and by around level 75 we should be able to get the “Spiritual Aid” notable passive skill.
We take that for the “Increases and Reductions to Minion Damage also affect you” part, which, as the wording implies, turns minion damage buffs into global damage buffs. This allows us to make use of other minion damage nodes found on our way in the passive tree as well as Bone Helmets and their implicit 30-40% Increased Minion Damage. This implicit alone is equal to the 2nd best helmet enchant for Arc, being surpassed only by the very rare and expensive “Arc chains an additional time” enchant. After speccing into “Spiritual Aid”, make sure to put two points into “Lord of the dead” notable passive and the adjacent minion damage node. Then refund the two neighboring passive points that we have previously spent on “Spell critical strike chance” nodes for pathing purposes.
As we get to around level 80, the aim is complete the Alchemist wheel to buff our flasks and then finish off the big lightning wheel by taking “Breath of Lightning” notable passive. At this point, up to about level 90, we get 3 more jewel sockets which will provide some much needed flexiblity in the hazy early end-game gearing stage. Using some cheap temporary jewels to patch up certain holes in our defenses until we level up some more or get better gear will allow us to more easily farm early maps and progress faster. From level 90 onward, my suggestion would be to aim for the Celestial Punishment and Celestial Judgment notable passives. Leveling drastically slows down past the 95 threshold and very few players will reach level 100, but should you be one of them, then grabbing Elemental Focus and a 6th Jewel socket are likely the best options you have.
And that just about wraps it up for the regular passive tree and leveling. Overall it strikes a very good balance between offense and defense with smooth, constant progress and minimal useless traveling. However, as an astute observer would point out, no tree is complete without the ascendancy class and that is what I’ll be covering in the next section of the build. For this build the obvious ascendancy choice was the Elementalist as it provides numerous tools and advantages, both offensive and defensive. The first points you obtain should be invested in “Paragon of Calamity” It provides a considerable amount of additional elemental damage reduction for each element that you were hit with recently and at the same time it boosts your damage with that particular element as well.
So, getting hit by lightning damage is basically bi-winning. It also grants significant amount of life leech with elemental damage, practically sufficient to reach life leech cap. And as if that weren’t enough, the icing on the cake: you become immune to reflected elemental damage which is a major advantage once you start mapping. You will save a decent amount of currency thanks to that and it will make atlas completion and farming so much easier and more enjoyable. Once you complete the Cruel labyrinth, the next ascendancy points should go into “Shaper of desolation” This, along with its preceding minor passive, help us to more consistently shock and chill enemies and, apart from the actual benefits of the ailments themselves, a lot of our damage effectiveness revolves around the presence of elemental ailments on the targets. So in a way, it’s a form of double dipping. Now, the wording for “Shaper of desolation” might be a bit confusing and what the heck are confluxes anyway?? What’s important to take from it is that during a certain conflux, let’s take for example chilling, so during chilling conflux any damage from hits (that means no damage over time), be it fire damage, chaos, lightning, even physical damage, will cause the chill ailment.
Now, the actual effect of the chill (that is, the value of the slow debuff) is a separate issue and a more complicated discussion that I won’t cover here as that’s outside the scope of a build guide. The second thing that you need to keep in mind is that Shaper of Desolation does not disable the ability to cause other ailments during the conflux of a different element so for example you can still shock normally with Arc during chilling or igniting conflux. That’s because ailments are not exclusive and the same damage source can cause several ailments at the same time. Now, you might remember that in the build overview I mentioned that we need Arc to deal at least 1 point of cold damage and that single point would be sufficient to chill anything, including Shaper or Elder. This is possible thanks to the amazing ascendancy passive that you should pick up after completing the Merciless labyrinth, namely “Beacon of Ruin” …which is the complete opposite of Ruined Bacon. Again, super confusing wording, but bear with me, it’s actually quite straightforward Normally, the actual effect of chill and shock ailments is based on the amount of cold or lightning damage dealt to the target with that hit, as a percentage of their total HP.
So, the more damage we deal, the stronger the chill or shock effects will be and, conversly, the more HP our enemy has, the weaker the debuffs. Chill effect ranges from 1% to 30% slow debuff but what happens if due to either too low damage or too high target HP, the chill effect is below 1%? In that case the game simply ignores it and there’s no chill. Without going into too much math, chilling The Shaper would require a single hit of 66000 cold damage, for a 1% chill effect.
Well, Beacon of Ruin basically says that no matter how much cold damage you would hit for you will always chill with at least a 10% effect. And, as if these weren’t already enough, as an added benefit our ailments now spread to other nearby enemies that were not directly hit making them the equivalent of a flu in a crowded bus. Lastly, once you complete the Eternal Labyrinth and you obtain the final two ascension points, get the “Liege of the primordial” passive. This will allow you to summon an additional golem of your choice, it will boost the buffs that the two golems provide us and we will get an additional damage buff for each golem we have active. The golems themselves become immune to elemental damage, making them so much more tanky. This is a great quality of life improvement as it can become really annoying to have to constantly resummon these dudes, especially during tough fights where you need to keep moving to stay alive. Now that we’ve covered the entire passive tree, including the Ascendancy it’s time to take a quick look at the Pantheon choices Generally speaking Pantheon choices are situational and there isn’t a “best” pair that will outperform all others in any situation.
However, there are certain options that complement specific builds quite well in a wide range of situations. For this particular case, here are my recommendations: For the major god: Soul of Solaris: it provides excellent overall damage mitigation, including physical which is an area where we’re kinda lacking. For the minor god: Soul of Gruthkul (…however you pronounce that..) which gives us even more physical damage mitigation and we definitely need any that we can get. An alternative minor god would be Soul of Shakari: poison immunity is very good for certain encounters, or maps where monsters poison on hit and additional chaos damage mitigation is always good to have.
Having covered the pantheon choices, we can now focus on one of the most important aspects of any build: gems and links. Before outlining the actual gem choices, I first need to point out that when it comes to the damage dealing gems, I’m always listing them from highest DPS option to the lowest so, in case you can only get 4 or 5 links instead of 6, just omit the the last support gem or gems in the chain. With that being said, I’ll start off with the bread and butter of the build: Arc and its support gems. First in line and greatest DPS boost, Spell Echo. With it, for each Arc spell you cast, a second one will be automatically cast by Spell Echo, at zero mana cost. On top of that you get a significant cast speed increase with the only downsides being a small damage penalty and the fact that you are briefly stuck in place. Since we’re self-casting and not using an instant cast main spell anyway, you will hardly ever notice it.
The next gem choice should be quite an obvious one: Controlled Destruction. Since this is not a crit build, this gem’s penalty won’t really affect you, but it will instead provide a huge spell damage boost. This will prevent most Arc hits from proccing Elemental Overload, but this wasn’t its role anyway as you’ll be using Storm Brand for that purpose instead. The third support gem, Hypothermia, might seem like a bit of an odd choice, but as I have already hinted earlier in the guide, it has great synergy with our Ascendancy. With Beacon of Ruin passive from the Ascendancy and a source of flat cold damage to spells, we will constantly chill every enemy we hit and as consequence, the primary condition for Hypothermia’s great damage boost is met.
On top of that it increases both the duration and the slow effect of chills, thus also enhancing our defenses a bit. Now, since Hypothermia’s damage boost is based on whether or not the enemy is chilled, the DPS granted by this support gem will never be reflected in Arc’s tooltip. However, using a DPS calculator such as the one in Path of Building will correctly display the benefits of this gem.
Lastly, in order for this gem to be effective you need both Beacon of Ruin and some flat cold spell damage. Thus, you should use the next support gems until you meet both these criteria if you have 4 or more links before that. The fourth support gem you’ll be using is “Added Lightning Damage” . This one is quite an obvious and straightforward choice: thanks to Arc’s 90% “added damage effectiveness”, this support gem provides a significant amount of flat lightning damage. Finally, for the 6th link, the honor goes to “Lightning Penetration”. Similar to Hypothermia, the DPS boost from this gem is not visible in Arc’s tooltip as its effect on our damage depends on the target’s lightning resistance. However, suffice to say that elemental penetration roughly translates to a damage multiplier and by calculating its exact damage boost with tools such as Path of Building, we can confirm that it is indeed the best option for the 6th link.
To further boost Arc’s damage, we make use of a 4-link Storm Brand setup: its main goal is to provide 100% uptime for Elemental Overload buff. This can be easily achieved considering its very quick damage pulses and the fact that we can have 3 storm brands active simultaneously. We then link Storm Brand to Arcane Surge for an additional excellent buff that increases our spell damage, cast speed and mana regen. The buff is activated once we spend a certain amount of mana with spells that are linked to Arcane Surge. The amount of mana needed for the activation, as well as the effects of the buff itself, scale up with the level of Arcane Surge gem. So, the key is to keep Arcane Surge gem level low enough that it gets activated every single time we cast Storm Brand.
With the default 4-link setup that I will finish describing now, you will need to keep Arcane Surge at level 6. The 3rd gem in this setup will be “Increased Duration support”. It increases not only the duration of Storm Brand but also of the Arcane Surge buff as well. The 4th gem is flexible and depends on your gear and needs. It can be “Mana Leech” to help with your sustain if your mana regen is not sufficient it can be “Blind” for an additional defense layer or “Faster Casting” for quicker activation of the buffs. The first defensive gems setup is a classic 4-link “Cast When Damage Taken”. Cast when damage taken will activate when receiving a certain amount of damage and it will trigger any linked skill gems. Since we won’t end up having a huge HP pool or massive damage reduction mechanisms, we will want to activate this often and when receiving even a low amount of damage. For this reason we will keep Cast when damage taken at level 1. As consequence the other skill gems in the chain will also have to be kept at lower levels so they can be triggered.
The most important skill gem in this trigger chain will be Immortal Call. This skill will make you invulnerable to physical damage for a short period of time and it is crucial for many situations where you would receive a sudden burst of massive damage which would otherwise guarantee your death. Keep this at level 3 so it can be triggered by cast when damage taken. The third gem is “Cold Snap” which has both a defensive and offensive component. This skill will further help with chilling the enemies as well as generate Frenzy Charges that grant Attack and Cast speed as well as Damage. Cold Snap should be kept at level 7. Lastly, to further boost the effectiveness of these buffs, the 4th gem is “Increased Duration Support”. This can be leveled to 20 as it is not triggered by cast when damage taken, but supports the other linked skills nonetheless. Now, depending on what weapons you will be using, the mobility skill will be either Leap Slam (for scepters) or Whirling Blades (for Daggers). Regardless of which one is used, it will then be linked with “Faster Attacks” to make it significantly quicker.
Additionally, we’ll use Fortify Support gem, which will grant you the aptly named Fortify buff, providing a 20% damage reduction from hits. The last gem in this setup is optional but my recommendation is to use Flame Dash. While it won’t benefit from the support gems, it is significantly faster than leap slam and can be used when you don’t really need Fortify. On top of that, when Whirling Blades is used as the main mobility skill, Flame Dash becomes kinda mandatory in order to bypass obstacles. With the bread and butter gems setup out of the way, all that’s left are the finishing touches with the weapons’ 3-links. One of these should be used with Lightning Golem, Flame Golem and Decoy Totem. Before getting the “Liege of the Primordial” passive from the ascendancy, you can use “Minion and Totem Elemental Resistance” support instead of the Flame Golem. The decoy totem is used to taunt enemies and it is particularly useful for map bosses or fights with clear stages such as delve encounters, syndicate, Atziri, etc. Unfortunately Shaper, Elder and the Guardians are immune to taunting so you shouldn’t bother using it in these encounters.
For the 2nd weapon links, my recommendation is to make use of an additional ?Cast when damage taken? defensive setup with the Enfeeble Curse, which greatly reduces the overall damage of the enemies. For this setup, keep Cast when Damage Taken at level 7 and Enfeeble at level 10 for a reliable effect. In the third socket squeeze in Clarity to help with mana regen. Unlike other auras, Clarity’s reserved mana amount scales with the gem level, so level it as much as you can, depending on the size of your mana pool. Finally, it is strongly recommended to pair Wrath aura gem with the “Essence Worm” ring – if you can afford loosing out on the HP and resistances that another ring would provide, this option would be by far the biggest DPS boost for this gear slot. Without Essence Worm you should skip Wrath altogether as the reserved mana cost is too high for a Mind over Matter build. To wrap up the “Gems” section, here are the gems you should aim to have at 20% quality: As for the Arc gem, quality is not THAT important, as we already have quite a high chance of shock, sometimes even capped, However, the absolute crucial thing is to get the Arc gem to level 21.
Best way to do this is by Vaaling a 20/20 Arc gem and hope for the best. Should you succeed, level 21 will add an additional chain to Arc and that’s a really decent damage increase My advice is to fill in your secondary weapons with Arc gems and Vaal them once they’re 20/20. Gearing up for this build is quite a straight-forward affair. You can start with pieces costing 1 or 2 chaos each and scale up step by step.
There are no real mandatory uniques, but some will greatly complement the build so investing in them when you can afford it is really recommended. Starting off with the weapons, you basically have two options: either scepters or daggers. Wands are not really viable as they lack a good movement attack skill and you rely on that for the Fortify buff. For the lower budget or closer to the beginning of a league, you should be aiming at Lightning Spell Damage (either pure or as elemental or spell damage) Cast Speed, Lightning Damage added to Spells (the flat X to X kind) and Cold Damage added to Spells The flat cold damage to spells will enable Arc to chill and that’s a key part of the build! So, unless you already have that from an Abyss jewel, you should prioritize it on one of the weapons.
The higher-end weapons should have additional affixes such as “Damage Penetrates % Elemental Resistance” and “Gain % of Elemental Damage as extra Chaos Damage”. The body armour slot is pretty much the only one where a unique piece would be vastly superior to using a rare one. There are three viable uniques to choose from, depending on your playstyle and budget: first is The Queen’s Hunger, which currently drops only from the Syndicate boss. This armour will provide one of the three “offering” buffs every 5 seconds along with some flat cast speed and life. The 2nd option is a staple of pretty much every life-based build, the ever popular Loreweave. Its main selling point is obviously the 80% maximum resistances which is an excellent defensive boost, but most of the other stats are really useful as well. The third and by far the best option, which fits this build like a….gglove? is Inpulsa’s Broken Heart. Its greatest asset is “shocked enemies you kill explode dealing 5% of their max life as lightning damage”. This will greatly boost your clear speed when mapping, delving or any encounter where there’s a large number of mobs.
The explosion damage scales with elemental and lightning damage, but not with spell damage as it is not an actual spell. Apart from the great boom booms, Inpulsa’s failed romance provides us with increased effects of shock, increased damage if you shocked recently, which is basically always the case, and a bit of life. As an added bonus you get shock immunity which really helps in end-game mapping. If all these are too expensive, then use a Tabula Rasa or rare 6-link with some life and resistances instead. Moving on to stuff that protects your exiled brain, as my grandfather used to say, a good helmet is a bone helmet. Well, he didn’t actually say that, but he would’ve, had he played Path of Exile! As I’ve already hinted while talking about the passive tree, taking “Spiritual Aid” opens up the option of using bone helmets and their implicit “30-40% increased damage”.
Since this implicit is better than all but one very expensive and very rare enchant and there’s no unique helm that would provide significant benefits, bone helm remains the optimal choice. A basic one should have some life, resistances and perhaps some mana while an end-game one should ideally be a Shaper base with flat lightning damage to spells, increased effect of shock or nearby enemies have minus lightning resistance. For the enchant, the only good option left is “Arc chains an additional time” coupled with a good rare helmet if you’re dirty rich. Should you find yourself having mana sustain issues, the unique helm Mind of the Council will surely take care of any such problems, but you’re sacrificing a slot that could be used to boost your defenses or DPS, so keep in mind the opportunity cost. Basic gloves should be used to fill any resistance gaps or necessary attributes as needed and ideally some cast speed.
For thicker purses, you can try to get all these on a fingerless gloves base for the increased spell damage implicit. Other good options are “socketed gems are supported by Mana Leech / Faster Casting or Blind” and put the Storm Brand setup into the gloves making it so much more efficient. Entry-level boots should have a decent amount of life, at least 20% Movement Speed and optionally mana or attributes such as Dex or Strength that you might need.
With a higher budget, just go for more of the same and if possible, squeeze in some chaos resistance as well. Even though we don’t have any pants on, we do make use of a belt, probably as a fashion statement For a basic belt, aim for 70+ Life and “% Increased Flask Effect Duration”, with the remaining suffixes filled by Resistances The higher budget belt should be a Stygian Vise with Increased Lightning or Elemental Damage, Life and Resistances. The socket itself can be worth about 5-10000 DPS and 100 effective HP with a good Abyss jewel The amulet and rings are usually where you get a large amount of DPS. A decent basic amulet with 40+ Life, Spell or Lightning Damage and optionally Cast Speed, Mana or Mana Regen Rate is a solid start. If you can, try to squeeze in some extra Resistances or, if needed, Attributes. Great additions for higher budgets are “Damage Penetrates Elemental Resistances” or “Gain % of non-Chaos Damage as extra Chaos Damage”. As for the rings, one should be the unique “Essence Worm” with “Wrath” aura socketed in it It is by far the best DPS option and also enables you to make use of powerful Watcher’s Eye Wrath mods.
A 2nd cheap ring should have 40+ Life, Mana and Resistances, optionally with Mana Regen Rate Cast Speed or Lightning Damage % Mix and match these according to your needs for resistances/defenses or more DPS, respectively. For the higher budget, endgame, rings you should look for “Adds X to X Lightning Damage to Spells and Attacks” or “Adds X to X Lightning Damage against shocked Enemies” in addition to what I’ve mentioned earlier. The build makes use of 6 jewel sockets, 7 if you opt for a Stygian Vise, so they’re a major component in terms of DPS, utility and even defenses. The large number of sockets also provides plenty of flexibility that allows you to also cap resistances or get additional attributes as needed. There are broadly two choices here: regular jewels or Abyss jewels. The number zero priority with the jewels is to get a source of flat cold damage added to spells if that’s not already covered on another piece of equipment. Apart from that, for regular jewels, the affixes priority order is as follows: Attack & Cast Speed > Lightning/Minion/Spell Damage > Life > Cast Speed > other Defenses.
For Abyss jewels, priority order is: Shock Effect > Life > Lightning Damage > Hinder > Cast Speed > Penetration > other Defenses. A Watcher’s Eye with “x% of Lightning Damage leeched as Mana while affected by Wrath” is recommended for great endgame mana sustain in combination with Essence Worm and Wrath. This allows you to switch Mana Leech in your Storm Brand setup with Culling Strike, Blind or Onslaught. The last gearing section is probably the one that most people overlook or even outright ignore: the flasks. It’s not only that adventuring would be meaningless if you didn’t have a few bottles of booze with you, but flasks in path of exile are extremely important not only for healing but also for DPS, utility and defenses.
First, you need a Catalysed or Bubbling Eternal Life Flask of Staunching for healing and removing bleeds. Then, as physical defense is your weakest point, a Basalt flask should be an obvious choice – go for a Chemist’s prefix and ?Heat? or ? Warding? for the suffix. The third basic flask should be a Chemist’s Sulphur one for a DPS boost – the suffix should be either Heat or Warding, depending on what you already have on the Basalt. Freeze and Curse immunities are crucial for end-game mapping so make sure you got them covered on your flasks. For the 4th slot we go for the Wise Oak – an excellent 2 in 1 defensive and offensive flask. Ideally, you should balance all your elemental resistances to have the same value, including the over-cap part so the defensive bonus applies to all three. If that’s not possible, then you need to at least ensure that Lightning resistance has the highest uncapped value of all, so the damage bonus applies to lightning damage.
The final slot should be either an Atziri’s Promise for additional damage and some life leech or a Catalysed Eternal Mana Flask if you’re still having mana sustain issues or for maps with no mana regen. With the gearing wrapped up, it’s time to take a final look at the Pros and Cons of the build so you can better understand if it’s what you were looking for. Starting off with the Pros: It is an excellent league starter, very cheap to gear up for the first few tiers of mapping which will help you generate currency quickly and get a head start It scales up smoothly and you will constantly feel like you’re progressing both when upgrading gear and when investing in new passives.
It is capable of doing all the existing content with a bit of practice and some decent gear It can run any map mode without issues. Unidentified, corrupted, reflect, Arc Witch doesn’t care. Very beginner-friendly, without any complicated mechanics or gimmicky gameplay. You don’t need to aim, positioning is not critical and you can shoot around the corner. Map clearing beast, especially with Inpulsa’s chest – you shoot once and then walk through several empty rooms and pick up the loot.
Most of the times you won’t even see the mobs before they’re dead a few screens away, which makes for quite a safe gameplay. Probably one of the most finely tuned and well curated public builds out there. It has been min-maxed to an extraordinary degree and has been constantly updated over time The cons list is considerably shorter: The build isn’t a great boss killer ? it doesn’t do huge DPS and doesn’t have the absurd ability of other builds to insta-phase end-game bosses like Shaper or Elder. Defense-wise it has medium capabilities. You can’t face tank or not care what you’re standing in. You will die sometimes when bad stuff aligns against you and there’s nothing much you can do about it. The build won’t win any trophies and it is not the best in any particular category, so if you’re looking for a top performer, some other builds might be more suitable.
Still sane, Exile? Well, rumor has it that liking this video and subscribing to the channel are doing wonders for sanity preservation. In all seriousness tho, that would be of great help and I would also really appreciate any thoughts, suggestions or comments. So, thank you all for watching and see ya next time!.