Heavy Summoner Arc Witch Guide [ Video Included ]

Should I Kill all the bandits in Merc diff for the passive point? or get the power charge?
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enigma322 wrote:
Should I Kill all the bandits in Merc diff for the passive point? or get the power charge?


Also, in normal/cruel, is it worth getting the +8% all resists and 4% cast speed over the two passives? The resist is tempting, the other two not so much (so far, at least).
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Armond436 wrote:
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enigma322 wrote:
Should I Kill all the bandits in Merc diff for the passive point? or get the power charge?


Also, in normal/cruel, is it worth getting the +8% all resists and 4% cast speed over the two passives? The resist is tempting, the other two not so much (so far, at least).


In normal I took the 40 life, which I think comes out to be about a wash when compared to a low life node. I would have taken the skill point instead, but since I was pretty much getting carried through norm due to summoners being meh at those levels I just followed what my leveling partner was doing. Because I took the life I left one of the 8% nodes empty in the guide so my skill points would still align. As for both cruel and merciless I'd take the skill points. The 8 res can be gained through the passive tree, but when you get good enough gear you can spec out of it and use that point elsewhere. Whereas you cannot refund the bandit choice. I feel the same about the small cast speed increase. Through gear and the support gem on arc you'll have more than enough. The extra point will help maxing minions ASAP or more survivability.
THe hp is arguably the best node. But Skillpoints is a very close seconds. I personally took the 8% resists, because resists is hardwired after D3 lol.
Hey everyone, just bouncing my idea of an end game build off you guys:



The main idea is to trade off some survivability to boost up my Arc's dps by dipping into the Shadow area of the tree. I pretty much disregarded all the energy shield and resistance nodes in the normal build in favor of spell damage/spell crit nodes.

The natural progression of the build would be to: get all the minion nodes, head off to the Templar area, finish it off with the Shadow area.

Just wondering what builds other people have come up with after getting all the minion nodes.
would this build work in HC?
How will you manage to stay alive with all the Chaos damage in late-game?
Hi, I've been following this guide and I have a question!

We only need Spell totem and Summon skeletons? Why not added support gems like minion life or/and minion damage?
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Hi, I've been following this guide and I have a question!

We only need Spell totem and Summon skeletons? Why not added support gems like minion life or/and minion damage?



Im guessing this is because we want the skellies to blow up asap, thus causing a ton of more dmg. More life = less explotions. But perhaps there's another explanation?




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Krisp wrote:
would this build work in HC?


Yes, but it is not easy to play pre-35'ish and requiers you got most minion support gems and summoning skills as well as a spell totem.

So I wouldn't make it as a first HC character

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