Enki's Arc Witch Memorial Page & POE 2 Arc Summary

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Aguirre23 wrote:
So if I get lucky and find another mana quality enchant above T9 I still can enchant my cloak, the same enchant will just have a higher lvl, right? Alright thank you very much!

Will just keep the cloak then and use my stored lvl73 enchant on sonmething else. Eventually I might get a higher lvl one.
From my experience that enchant is fairly common. I would dump the saved level 73 enchant as soon as you figure out what type of crafts you want to store. I am not good at crafting so I usually store remove/add life so I have a bunch to use to hopefully get a t1 or t2 roll. It's important to have a bunch so you can add/remove a bad affix and not get stuck with an absolutely trash one like I just did on my ring trying to beef up an okay life affix and managed to do quite the opposite.
Once I fix the ring then I am going to store add/remove crit to try and fix my wand. Really wish there was a way to target the mana affixes.
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BuckFutter9 wrote:
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Aguirre23 wrote:
So if I get lucky and find another mana quality enchant above T9 I still can enchant my cloak, the same enchant will just have a higher lvl, right? Alright thank you very much!

Will just keep the cloak then and use my stored lvl73 enchant on sonmething else. Eventually I might get a higher lvl one.
From my experience that enchant is fairly common. I would dump the saved level 73 enchant as soon as you figure out what type of crafts you want to store. I am not good at crafting so I usually store remove/add life so I have a bunch to use to hopefully get a t1 or t2 roll. It's important to have a bunch so you can add/remove a bad affix and not get stuck with an absolutely trash one like I just did on my ring trying to beef up an okay life affix and managed to do quite the opposite.
Once I fix the ring then I am going to store add/remove crit to try and fix my wand. Really wish there was a way to target the mana affixes.


You're probably better of using fossils to get the mana affixes and Harvest craft from there.
Or buy the item with the mana on it and go from there; usually they are cheap just because they can't be removed by Harvest crafting.

I bought this shield today for a pretty low price considering it has 3 T1 mana affixes.



Now I just have to remove the evasion/es and I can Harvest craft remove/add caster for T2 spell damage and remove/add life for T1 life.
Only the dex can't be removed, but that's a small loss for an otherwise great shield.
hey whats the best ways to deal with Stun in this build? i know mark of the shaper + elder ring is a decent way but i was wondering if there's anything more. i don't want 50% chance on cinderswallow. so any other suggestions that aren't "path to unwaivering" or "koam's boots" would be very welcome! thanks
Last edited by gmofosho89#7520 on Feb 10, 2021, 3:26:39 PM
Whats the best way to craft the Leyline Gloves with 40% cold and fire res?
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gmofosho89 wrote:
hey whats the best ways to deal with Stun in this build? i know mark of the shaper + elder ring is a decent way but i was wondering if there's anything more. i don't want 50% chance on cinderswallow. so any other suggestions that aren't "path to unwaivering" or "koam's boots" would be very welcome! thanks


I went and dropped the Brine King and made meself stun immune by:
- Grabbing practical application + 1 node leading to it (40%)
This also took care of my dex needs, so it allowed me to drop +30 dex on the tree.
- Harvest crafting the implicit '10% to avoid being stunned" on jewels/cluster jewels (30%)
- Gloves with the Warlord modifier (30%)


There are easily 6 jewels/cluster jewels where you can Harvest craft that implicit on, so that could make 100% with the notable respec if you can't get the gloves.

After that you can drop the Brine King and go Lunaris for immunity to chaining and some other nice stuff.
Last edited by Reechaani#7330 on Feb 10, 2021, 4:56:36 PM
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WatchdogTimer wrote:
Whats the best way to craft the Leyline Gloves with 40% cold and fire res?


You got a few options:

1. Buy a pair with 20%+ fire res and cold res on it and a free suffix to craft 15-20% cold and fire res on it

2. Use Prismatic fossils (more Elemental, no Physical/Chaos ailment mods) in a resonator on it, possibly with Aetheric fossil (more caster, fewer attack mods) and/or Pristine fossils (more Life, no Defence mods) depending on what your budget is

3. Use Frigid fossils (more Cold, no Fire mods) in a resonator on it in combination with a Metallic fossil (more Lightning, no Physical mods), possibly with Aetheric fossil (more caster, fewer attack mods) and/or Pristine fossils (more Life, no Defence mods) depending on what your budget is and Harvest craft the lightning to fire res after

4. Harvest craft them to perfection by removing/adding fire and cold mods till you hit T3 or higher, though make sure that you have no open prefixes and check the possible mods if you have an influence on it. You can benchcraft a res on it and then remove/add it if you don't have an 'add cold/fire mod' to get started.

Option 1 will be the cheapest, but those ain't gloves you'll want to keep around forever.
Option 2 and 3 are expensive depending on how many fossils you want to use at once. I think option 3 will net better results, but you'll need to check that further out if you want to go that route.
Option 4 is the best option, but it will take a while to farm the Harvest crafts you need.

I would probably just buy a pair when you spot them for a decent price tbh.
Not really worth all the hassle just for 2 res mods.
I bought mine (without the influence and influence mod) for 1 ex.


Remember though that you can change the res to another type with Harvest crafting, so put a filter on your trade search to look for 2 out of 3 res mods and swap them around to the type you need.
Look for 36%+ in each of the 2 mods, since T3 starts at 36% and goes up to 41%. You can divine them later with Harvest lucky rerolls.
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Reechaani wrote:
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WorderMostFoul wrote:
I wonder how exactly how the game is calculating AS's bonuses and the buffs to the skill. I looked around a little for the answer, but couldn't find anything that really addressed the question. To me, I read "Arcane Surge grants [x]% more spell damage" as different from "supported skills deal [x]% more spell damage while you have Arcane Surge", but as specific as GGG is with their wording, sometimes you never fucking know. For instance, I'd think that 3 power charges would each provide their their own 4% more multiplier, granting you a 1.124864 damage multiplier, but PoB just stacks them and applies a 1.12 damage multiplier. So I have no idea. But AS would be pretty insanely overpowered if it worked like it did in my "ideal" scenario, so even without you having testing it, I'd be more likely to believe your setup is better as-is.


If I read it correctly it should go like this:

The Arcane Surge support has the following tooltip^:
- Arcane Surge grants (10-20)% more Spell Damage
- Arcane Surge grants (10-19)% increased Cast Speed
- Arcane Surge grants (0.5-1)% of Mana Regenerated per second

- Arcane Surge lasts 4 seconds
- Gain Arcane Surge after Spending a total of (15-400) Mana with Supported Skills
- Supported Skills deal (10-19)% more Spell Damage while you have Arcane Surge

The lines in bold should be affected by any %increased to Arcane Surge, since this is the actual Arcane Surge buff.
The last line won't be buffed since it isn't a part of the Arcane Surge buff, only the support gem (which isn't the same).

All the buffs that Hierophant, clusters, Arcane Dynamo give should apply to the bold lines, meaning that they will be in effect even if the support gem isn't part of your 6-link.
And comparing Controlled Destruction to that 19% more spell damage that is applied locally, it's better to put Arcane Surge elsewhere.

The only 2 considerations are :
- the uptime of the lvl 20 Arcane Surge vs. the generic lvl 1 Arcane Surge, since it is exactly half as good so all your %increased will also be half as effective
- the uptime of EO if you use Controlled Destruction


Yeah, that all makes sense and is kind of what I figured was most likely. Sometimes GGG surprises you, though, like increased effect of elemental ailments working on shocked ground you create and not just shocks you inflict with hits.

Anyway, you'll still have a maxed-out AS linked to your AC, which should have like 95% uptime, so you should still be getting another 14% more spell damage and .7% mana regen as compared to the elementalist, now that the new patch has supposedly fixed that fucking glitch.

Let us know when you've got it up and running! If it's got noticeably better survivability and the damage is comparable, I might try starting with one next league.
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Reechaani wrote:
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WorderMostFoul wrote:
Yeah, I figured you'd say that about WoC in the trigger wand. If you're dropping Tempest Shield, you have a few options. Not sure how you're planning on getting Culling Strike and Unnerve into the build--they're both necessary luxuries if you're really trying to push damage, in my opinion--but between CwDT and the trigger wand, you could do some combination of WoC, Blade Blast, Sigil of Power (I just cannot swallow that it deserves its own dedicated setup), Increased AoE (works very well with the three aforementioned skills), and Culling Strike. You could also try an Awakened Hextouch setup with something like Storm Brand (LOL, yes I'm a broken record) where the Sigil was. Tons of possible permutations, plus way more additional options than I can think of.

Maybe Phase Run would be good in that mix, too, if there's room. A hierophant will be generally slower than an elementalist because of less cast speed, so even just more movement speed will probably make him feel better to play.


Options, options ...

I'm leaning towards:
CWDT - Tempest Shield/AoE skill/Chaining skill/... - Culling strike support - Blood Rage/Golem/Phase run

Blood Rage looks nice but it will depend on the total drain on my mana due to The Agnostic compensating for this and Righteous Fire.

For my skill I'm looking for a skill that has a duration and hits more than one enemy, so Culling Strike is somewhat dependable.
I was thinking about Blade Vortex, but it interacts with Blade Blast ...
Storm Brand also looks nice, but I don't know if it actually 'hits' the branded enemy.

If it does and I have Culling Strike from gloves/cluster, the setup you suggested looks also nice there:
CWDT - Storm Brand - Awakaned Hextouch - Elemental Weakness/Temporal Chains/...

In trigger wand same as Enki:
WoC - Conductivity - Blade Blast

Movement/Arcane CLoak same as Enki:
Flame Dash - Arcane Surge support - Arcane Cloak - Second Wind support

Cast speed won't be much different, sind Arcane Surge gets buffed alot more.
Also cast speed looks nice in POB, but gives a skewed views due to needing the mana to cast which isn't calculated.


The drain from Blood Rage pales in comparison to RF or Omeyocan, I guarantee you won't even notice it with Agnostic and strong mana recovery. You can put it anywhere, really: trigger, cwdt, even self-cast.

Storm Brand absolutely hits--both guaranteed and frequently. That's why it's so perfect for EO/Hextouch/Culling Strike. I think I'm going to just bite the bullet tonight and buy an Unnerve/CS cluster jewel so I can finally put Elemental Weakness in my SB setup and be done throwing my alts away. (You may have been thinking of Wintertide/Penance/Arcanist brand, as those do not hit the enemy they're branded to.)

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WorderMostFoul wrote:
I think I'm going to just bite the bullet tonight and buy an Unnerve/CS cluster jewel
I bought a 6 passive one yesterday for 6 or 7 ex, has Master of Fear and Wish for Death. I didn't notice a huge difference with it but my build has diverged from what you are playing. I should be on in two to three hours if you want to take a test run with it for a few maps before buying one.
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WorderMostFoul wrote:
Anyway, you'll still have a maxed-out AS linked to your AC, which should have like 95% uptime, so you should still be getting another 14% more spell damage and .7% mana regen as compared to the elementalist, now that the new patch has supposedly fixed that fucking glitch.

Let us know when you've got it up and running! If it's got noticeably better survivability and the damage is comparable, I might try starting with one next league.


It will be even more ;-)
I got 2 awesome Megalomaniacs ready for this build with Arcane Heroism and 2 other great notables on each:


Arcane Heroism is like 6,5%+ more dps for 1 notable.

Will do; have started my character, but I expect it to take a week to lvl.

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