Heavy Summoner Arc Witch Guide [ Video Included ]

I really like this build, tons of fun!

I haven't come very far yet, but do you guys reckon I could use these guys later? I'm very poor atm, but hopefully I'll come by something better later:



For now, I'm running:


It wont last long I guess, but I really like the look of the warrior witch :)
I'm using the original OP's build and I have a few questions.

1.) After his 75 point build, what should I spend my points on?

2.) What kind of gear should I wear? Pure armor? Pure ES? Armor/ES? (Armor is pretty hard to get)
twitch.tv/rasereiamok
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raserei wrote:
I'm using the original OP's build and I have a few questions.

1.) After his 75 point build, what should I spend my points on?

2.) What kind of gear should I wear? Pure armor? Pure ES? Armor/ES? (Armor is pretty hard to get)



1: Youhave choices - I went pure Spell / Lighting Damage (Max the Witch Area and then heading down to the Templar area for the Elemental / Lighting Damage nodes.

2: Surviveability: I'm currently starting this build on HardCore (the De-Synce issues seem to be fixed) and after the guide's finished, I'm going to grab the 16% chaos node - and then go down to the Templar Area for the Life / Armor / Resists.

Pure Armor, Pure ES or Armor / ES gear. Untill you start targeting end game items, just take what ever you can find.

I personally (on softcore) have enjoyed having a huge ES pool to pad my life.

On Hard Core - I'm going to go for all pure Armor.
"There is friend who sticks closer than a brother"
-Samwise

IGN: Snowhammer
I am running my own summoner with arc, so in case no one mentioned it yet, I'd like to add a few things:

Use Arc NOT with chain, its useless, instead, use Arc + Faster Cast + Lightning Penetration + Elemental Proliferation.
This gets whole screens of mobs shocked to the max in no time.

And I would not use skelli totem with faster cast, you will probably have it in a 4L so totem + skelli + minion life + minion dmg
Minion dmg AND minion life both increase the dmg through instability, they multiply each other, whereas more HP will get more meat in the shield, and more dmg is in every case beneficial.
Faster casting on the other hand, will probably end in re-summon your skellis before they can either hit the enemy or explode on them.
Last edited by Taipion on Feb 25, 2013, 12:12:06 PM
I've been wondering on the best way to use Arc to spread shocks. It's been discussed at length that Elemental Proliferation is more effective than Chain when it comes to that, but what about the 4th slot? I've been going back and forth between Lightning Pen and Added Lightning. I know that shock duration is determined by the amount of lightning damage that was dealt, but I don't really know exactly how added lightning works in regards to this; would it count as one large chunk of lightning damage? or would it be 2 separate pieces?

If I have Arc dealing 100 damage and Added Lightning dealing 75, does that count as one hit for 175 damage and thus resulting in a long-lasting single shock stack? or does it count as two hits for 100 and 75 damage respectively, resulting in a shorter-lasting double shock stack?

Also, do shock stacks from Elemental Proliferation cascade? Is this the way it works:

Arc hits mob 1: shocks(1), takes 100% damage, shock is spread to nearby mobs
Arc hits mob 2: shocks(2), takes 140% damage, shock is spread to nearby mobs
Arc hits mob 3: shocks(3), takes 180% damage, shock is spread to nearby mobs
At this point all nearby mobs have 3 shock stacks from a single Arc cast.

If this is how it works, then this is potentially an incredibly powerful combination. Much more so than most people probably realize, in my opinion.
ign: weaklygdlk
"Charge chicken is dangerous, they are master of killing me." - fasknifer
"
ThirstyGhost wrote:
I've been wondering on the best way to use Arc to spread shocks. It's been discussed at length that Elemental Proliferation is more effective than Chain when it comes to that, but what about the 4th slot? I've been going back and forth between Lightning Pen and Added Lightning. I know that shock duration is determined by the amount of lightning damage that was dealt, but I don't really know exactly how added lightning works in regards to this; would it count as one large chunk of lightning damage? or would it be 2 separate pieces?

If I have Arc dealing 100 damage and Added Lightning dealing 75, does that count as one hit for 175 damage and thus resulting in a long-lasting single shock stack? or does it count as two hits for 100 and 75 damage respectively, resulting in a shorter-lasting double shock stack?

Also, do shock stacks from Elemental Proliferation cascade? Is this the way it works:

Arc hits mob 1: shocks(1), takes 100% damage, shock is spread to nearby mobs
Arc hits mob 2: shocks(2), takes 140% damage, shock is spread to nearby mobs
Arc hits mob 3: shocks(3), takes 180% damage, shock is spread to nearby mobs
At this point all nearby mobs have 3 shock stacks from a single Arc cast.

If this is how it works, then this is potentially an incredibly powerful combination. Much more so than most people probably realize, in my opinion.

Added lightning will be in all cases less efficient than penetration.

In the worst case (mob has 0% resist) it add some 30% dmg, thats already better than added lightning.

If you hit a mob that has 75% resists, penetration will effectively more than double your dmg
That is the main reason I picked up elemental proliferation. You can stack the debuff incredibly fast.

Are you using the summoner 2 hander? I am curious as to why you are 4 linking arc.
Should I wear the unique summoner boots at higher levels or am I losing to much defense?

Also, do you always use side breathe amulet or do you replace that later also?
twitch.tv/rasereiamok
I think the Bones of Ullr will always be required, that third Spectre is too strong. As for weapon, if you don't run EB and are comfortable with your amount of health/ES run Midnight Bargain, otherwise go with a normal wand/shield setup.

I think Sidhbreath (or however you spell it) is worth keeping. As long as you can get enough survivability stats elsewhere (which shouldn't be that hard because you're probably running Purity and we don't exactly need a bunch of offensive stats on items), it provides the best offensive value in the neck slot. The mana regen on it is also nice, and in combination with mana regen in other slots has allowed me to drop Clarity altogether.

I do agree with Skele Totem not requiring faster casting, I've been running it like that forever because my gloves have only been 3 slot so far, and I've been content with the summoning rate. When I do get 4 slot gloves, I'll be going with minion life.
Last edited by seiferoth10 on Feb 25, 2013, 3:19:09 PM
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seiferoth10 wrote:
I think the Bones of Ullr will always be required, that third Spectre is too strong. As for weapon, if you don't run EB and are comfortable with your amount of health/ES run Midnight Bargain, otherwise go with a normal wand/shield setup.

I think Sidhbreath (or however you spell it) is worth keeping. As long as you can get enough survivability stats elsewhere (which shouldn't be that hard because you're probably running Purity and we don't exactly need a bunch of offensive stats on items), it provides the best offensive value in the neck slot. The mana regen on it is also nice, and in combination with mana regen in other slots has allowed me to drop Clarity altogether.

I do agree with Skele Totem not requiring faster casting, I've been running it like that forever because my gloves have only been 3 slot so far, and I've been content with the summoning rate. When I do get 4 slot gloves, I'll be going with minion life.


What about using Queen's Decree? It will let you have that 4th spectre without the HP cost. So long as you can get a decent 4L+ it should be worth it, no?

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