[1.0.6]CI Stormcall Build - Low Budget Endgame Build - 30k AoE DPS [FINALLY with VIDEOS]

Awesome build. I'm loving it. I switched from 3 totem arc and this is night and day better. Someone suggested using the skelly totem. Great Idea. Makes playing this build so easy. I did have a question since I'm not using an arc totem do you think I really need Static Blows. Everything dies so fast right now and I'm not even using Concentrated Effect yet. I was thinking of going to Charisma. I know it's alot of wasted points and maybe going to shaper. What do you think? Mana is my only issue right now with the auras and regen. I don't run out but I can't level Clarity(at 10 now) anymore without risking not be able to cast.
I like the general idea of the build very much and had a lot of fun with the build so far. Though I am for a slightly different tree:


To sum my alterations up:
I do not go down towards the Scion to pick up more Spellhaste nodes but instead pick up the circles containing Souvereinity, Body and Soul and Inner Force for better aura effects and additional defense which in whole should make me a bit less gear dependend.

Though I have one question:
Why did you not take the Chance to Shock node below Static Blows? This should increase the shock uptime and application speed by a good deal.
Interesting choice going that path. I might have to try it. I created a list of differences between the 2 branches not including Inner Force section because that kind of stands on its own. Also it keeps the points spent pretty even.

Differences between the 2 paths. + for positive effects over original path, - for negative

-30 Int
-15% Cast Speed
-6% Movement Speed
-20 Mana
-12% Spell Damage
-40% Mana Regeneration
+20% Effect of Auras
+9% Reduced Mana Reserve
+28% Increase Energy Shield
+60% Armor Increase
+8% Elemental Resist

Less DPS but more suviveability.
Last edited by Drumgod#0652 on Jan 20, 2014, 5:48:47 PM
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tzuiop wrote:

Though I have one question:
Why did you not take the Chance to Shock node below Static Blows? This should increase the shock uptime and application speed by a good deal.


Yeah, I was wondering the exact same thing. That node + Static Blows is a must IMO, although apparently everything works just fine without it according to OP.

Also, I was wondering just how useful the 3 decreased ES cooldown were. I have never specc'd into these nodes so far because I can't see them being terribly useful. It seems better to either spec into some mana/Aura buffs, pick up some +% max ES nodes, or pick up spell damage nodes. I am also finding that to get to 7000+ ES, it's necessary for me to pick up about 200-300 ES from gear (before multiplier). Right now, I am at 6043 ES, and I can do most things comfortably (although reflect maps rape me).

Gear for those curious



The rings are crappy bargain bin rings that do fine for now. The gloves are from my previous failed build that was an Ar/Es hybrid, so they are only good for hybrids. I am saving up for better gear. The helmet be an obvious source for improvement. I can probably buy a good circlet for a couple Ex.


"
Drumgod wrote:
Awesome build. I'm loving it.
[...] I did have a question since I'm not using an arc totem do you think I really need Static Blows. Everything dies so fast right now and I'm not even using Concentrated Effect yet.


Even if your damage is good without Static Blow and the added +10% Chance to shock (i forgot to skill it in the skilltreeplanner), you will want and need the additional shock damage increase in higher levels.
Leveling up to 70 or 75 without it should not be a big problem, but if you start endgame (75+ Maps) you will need and want to have a +90% overall damage increase (= 3 Shock stacks).


"
tzuiop wrote:

Though I have one question:
Why did you not take the Chance to Shock node below Static Blows? This should increase the shock uptime and application speed by a good deal.

You are completely right - i skilled it in game, but forgot to add the point in the skilltreeplanner - changed it now. Thanks for your feedback!



"
Sarchi wrote:

Also, I was wondering just how useful the 3 decreased ES cooldown were. I have never specc'd into these nodes so far because I can't see them being terribly useful. It seems better to either spec into some mana/Aura buffs, pick up some +% max ES nodes, or pick up spell damage nodes. I am also finding that to get to 7000+ ES, it's necessary for me to pick up about 200-300 ES from gear (before multiplier). Right now, I am at 6043 ES, and I can do most things comfortably (although reflect maps rape me).

Energy Shield starts recovering, when you stay unharmed for six seconds normally. By skilling into ES recovery nodes you can reduce this time greatly ( Recoverydelay = 600 / (100+ES Recovery).
Even if it is not necessary to spec into ES recovery, i feel safer playing with the recovery nodes. While being tanky as hell, there happen some situations (e.g. nuke mobs/ unexpected reflect pack/ critical boss hits), where i prefer to Lightningwarp into safety and reg in some seconds instead of facetank and take the chance to die.
These situations do not happen often and are mostly triggered by risky / unaware gameplay, but if they happen i am definitely happy to wait/kite only for about 3 seconds instead to run for 6 seconds. I agree with you, that leveling ES recovery during the lvling phase is not that important, but have to say, that i felt it as worthful spent points doing maps. (Mods like "Burning Ground" make it extremely hard to start ES regeneration).

Your reflect problem won't be gone completely ever, but it will be much less of a problem, if your gems lvl up :)


Gameplay update:
I facetanked double Oak (lvl 73) today without bigger problems and had a pretty funny Cells (lvl 73 Map) run with double voidbearer boss. While 3 out of my party died, i managed to kill both bosses by tanking them while the Bringer of Rain/Dual Strike Duellist and Marauder"tank" watched me. They were both to scared after dropping from 100 to 10 in less then 2 seconds *Hail to the witch-damage-aoe-shock-tank*
Also played a double boss lvl 77 Map today (double piety) and died at the second phase out of stupidness :-/. Luckily got a lvl 78 Map drop before (my first), which i am kinda excited to play soon :)
Last edited by Tarwardir#2329 on Jan 20, 2014, 8:08:29 PM
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Drumgod wrote:
Interesting choice going that path. I might have to try it. I created a list of differences between the 2 branches not including Inner Force section because that kind of stands on its own. Also it keeps the points spent pretty even.

Differences between the 2 paths. + for positive effects over original path, - for negative

-30 Int
-15% Cast Speed
-6% Movement Speed
-20 Mana
-12% Spell Damage
-40% Mana Regeneration
+20% Effect of Auras
+9% Reduced Mana Reserve
+28% Increase Energy Shield
+60% Armor Increase
+8% Elemental Resist

Less DPS but more suviveability.



You should definitely try to use haste with this setup. The lacking castspeed of your build hurts a lot in endgame and is hard to compensate - unless you manage to run haste with your nice +%effect nodes.
Would be interest in the overall outcome :-)
Last edited by Tarwardir#2329 on Jan 20, 2014, 8:12:12 PM
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Tarwardir wrote:
[...]
You should definitely try to use haste with this setup. The lacking castspeed of your build hurts a lot in endgame and is hard to compensate - unless you manage to run haste with your nice +%effect nodes.
Would be interest in the overall outcome :-)


I thought about running Haste. I could fit in the two +30 Dex Nodes and be able to barely run Haste Lvl 1. Though with the aura and buff nodes picked up the 9% Spellhaste should turn out to be ~15% Spellhaste (54% increased aura effect + 21% increased buff effect -> 9% * 1,75 = 15,75%). Dex from items would definitly be needed for higher Haste Levels. Manareservation should not be an issue.

Also for further reference:
Spellhastetable
4 Markers - 0%
5 Markers - 34%
6 Markers - 67%
7 Markers - 100%
8 Markers - 134%
Any one has better SC DPS, cos on his video it takes along for this " new " gem...
IGNs: eternal_nina, eternal_madira, eternal_reaper, getmyshadow, eternal_ihgheart, eternal_darkess.
Since i got some messages about showing survivability in a high lvl map, i recorded a LvL 74 Maze Map with Double Boss (Vaal):

http://youtu.be/sq2SAUHfK1s

Because i have a very low map pool, i did not rush this map, but played it, as i am playing high maps normally. To give you a better viewing experience (i know the quality isn't the best) i turned off items.

@Dhoros:
Your post seems rather unclear for me. While i have 30k AoE DPS this Stormcall build is limited on the 1.5 seconds timer, that releases the Stormcall markers. This means, that the clearspeed drops if you want to clear every single mob, because you need another 1.5 seconds to kill it, even if it has less than 10% left.

To give you a better view about normal map play and damage output i recorded a LvL 75 Necropolis Map with "Enfeeble" mod. Even with a big debuff on my damage i am able to clear the whole map - including the boss - safely.
The video is still being uploaded, but can be found shortly here: http://youtu.be/FSVXPEn-MnA
Sorry for my english it's not so good as i want.
Thank you! I like this build so much. Im new in PoE so i read alot of guides and find your build best for me.
1. I like Storm call
2. It's very cheap, dont need 5 - 6 links (only 3 links lol xD) and dont need alot of red - green slots in "int" armor
3. Very fun to play!
I take CI + GR today, 60lvl 2.2k ES and capped resists so i think it's time :) Especially i need it for last act2 boss. Btw soon i will get some pain, becouse i have no Dream Fragments or Eye of Chayula :(
Actually i dont want to ask smth, just say ty for your work. Hope my post help new players choose your build)

P.S. Cant wait until i reach 69lvl to get 20% lighting warp and teleport instantly ;)
P.S.S. Update 42 and 61 points trees, +10 dexterity way for Elementalist, Celestial Walker etc, i need to use refunds to fix it.
P.S.S.S. I remember what i want to ask from you :) Can you please make quality of gems overview? For example interesting for me to use or not quality for life leech, we no need vaal pact but what about life leech rate? Btw im pretty sure that i didnt properly understand the meaning of "life leech rate"
Last edited by MeGaTw1nK#5476 on Jan 24, 2014, 12:00:42 PM

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