Heavy Summoner Arc Witch Guide [ Video Included ]
Why go health over CI?
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" CI is garbage now that it doesn't give 50% increased energy shield. | |
" I am no master, but I have a 23 witch by his fire guide. I found the end of act 1 and very early act 2 (lvl 14-18) painful. Things died very slowly. At the same time I blasted through the same area with a ranger. I guess a decent yellow bow makes more for a ranger than a decent yellow wand for a witch at these low levels. Anyways. Apart from the relief of playing the ranger, the benefit is that she gets lesser multiple projectiles as a reward in an early act 2 mission. To equip it you need lvl 19 and some dex. I use a normal white +dex amulet. 3 freezing pulses is much better than 1, and be aware that being up close and personal helps a lot on its damage. I rarely summon zombies, but summon skeletons in combat to cause some distractions. You may not have the skeleton gem yet, though. On these levels this improved her status from "pathetic" to "just a bit weaker than ranger and ground slam marauder". | |
I just started the build tonight and have used the board to find groups. I got from 1-20 in about 3hrs without any trouble at all. Pub group till your OP imo =D.
And regarding the CI thanks, I didn't play Closed Beta so I didn't know there was a nerf. I've read a lot of witch builds with it; must have been from before. | |
I used to have a Frost wall/ Totem/ summoner, and I use CI in closed beta, coz I have found out the more I messing with map, the more it turned out to have "chaos damage per second". So say if you go without CI, how do you survive those end-game map without it? Or just simply don't alch your end-game map?
Also for some certain map type like church/dungeon where you cannot bring your minions to the next floor and the mobs will swarm up to you, can you survive some specific situation? Coz I found my old witch cannot : (( even with frost wall blocking them lol Last edited by minimalistjason on Feb 1, 2013, 9:41:02 AM
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Thanks for sharing this build. Have been looking for a HC caster build to play that is strong solo. Currently I play a GS marauder but the character started to become less impressive and thus enjoyable once I reached cruel act3. Would be nice to play something else for a while.
One thing I was wondering about though, the unique amulet what do you think a fair currency price for it is? Also same question about chain gem. Haven't done any trading at all so have no clue how the economy functions. Just good to know so I don't get ripped of to bad when I try to trade them. | |
Got any suggestions on what flask types & prefixes to run with?
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Hi VoidMoon,
I stumbled across your video on youtube and took great interest in your build. In fact i'm going to wave goodbye to my lightning strike templar and start levelling up a witch. However, since i'm not the type of person that just find ABC instructions and follows them i thought of trying to give this build a little twist. So here i am asking if it this change i did is necessary or not, or also whether it would work out or not. Here's my build progression up to 90 points 10 - http://goo.gl/yxuJn 20 - http://goo.gl/76cwy 30 - http://goo.gl/K1as1 40 - http://goo.gl/QrqGR 50 - http://goo.gl/DkV3r 60 - http://goo.gl/4hcNb 70 - http://goo.gl/JdA51 80 - http://goo.gl/wzbtn 90 - http://goo.gl/vjzdT The main differences are that i branched into the templar area to get some life regeneration at the cost of 1 zombie/skeleton node set. Also this would give me a bit more all res, a little mana cost reduction and some elemental damage. Although i include static blows in this build which would make lightning the best element to use, i think any type of element would work fine with it, which would allow me to enjoy this character a bit more should i wished to switch to cold or fire in the odd days of being at high level. Also, I included Eldritch battery to be able to use more auras. What do you think? Last edited by reubenbubu on Feb 1, 2013, 11:51:27 AM
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This build is very very close to mine and was quite op all the way to the end of act 3 merciless. He is my issue with it...maps...any decent map will have a ridiculous amount of destruction to your minions and is extremely hard to do from what i have found.
This is my full build design and at lvl 70 I have most of the tree, just missing a few odds and ends: http://www.pathofexile.com/passive-skill-tree/AAAAAgMBB2MI9BCXEQ8RUBbzGS4ZhRo4Gmwc3B0UJDwkqiY8JwsnqSftKPoqmCynL50xiDbpOtg74UQERnFI50lRTblN2E99VcZXK1nzWitabVqRZp5qrGvbbRlwfXNTeQN9GH5Zf8aAVoIegseFYIhAi3qMdo9GkDOQVZMnlSCboZ2uoqOj8qaspwinK6dcp4SofamVqsSsqrQMuJO53bvWvJ-_l8AawFTB88NtyT3MvM9l0NDT-9QZ1I_ZC9sL4vfjauOf5oHr7uwY7DjsivF28h7yL_Pd99f6gPrS-wn9z_5J I run dual totems with arc, faster casting, and am currently using added chaos dmg just for kicks (been trying a few different gems, added chaos seems to do more than lightning pen due to low spell power from this build). Eventually going for EB for more mana as I can barely run purity and clarity atm. The issue I have found in any decent map is especially if you have to face the fire golems your minions die WAY too quickly as do the totems. Now my gear is not spectacular but isnt bad either. I am having to run ethereal chains just to be able to keep away from fast moving mobs or to slow down the attack speed of those damned LMP snakes... Also I am switching as much gear as possible from pure ES to AR/ES because getting hit by any end boss right now is pretty much a death sentence even with 1700 hp and 850 es. I am just not convinced right now that summoner witches are viable without insane gear at high end play unless there is something major I am overlooking. | |
Which prizes are the best for quest deals with bandits?
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