Mana stacking Archmage - Stormweaver guide

Thank you everyone who started following my guide.
After spending more time with the game, I’ve realized it’s not what I imagined or hoped it would be.

As a result, I don’t feel motivated to continue working on the guide.

There are multiple content creators working on Archmage Stormweaver guides.
I can recommend the followings:

CaptainLance9 - Archmage Stormweaver

Anime princess - Archmage Stormweaver

Allie - MANA STACKING STORMWEAVER

Archived guide


Welcome to my Archmage stormweaver poe2 early access guide.

This forum post contains spoilers!
I actually recommend trying your first playthru blind.
Bookmark this page and come back here if you get stuck.


I will be sharing my poe2 journey here in a form of a guide.
My goal with this character is to clear all content on softcore.

Reaching high amound of mana will give us a defensive layer with Mind over Matter keystone. It will also scale our damage because Archmage. We will be scaling ES while picking up CI.

Disclaimer:
I dont follow other player builds so I will experiment a lot.
If you decide to stick around expect a lot of respeccing / gem swaps.

You can find me on discord: fori3d

Updates:
07/12/2024 - v0.02 - updated leveling skills
06/12/2024 - v0.02 - added Skill trees
06/12/2024 - v0.01 - added Early level skill options
05/12/2024 - v0.01 - Forum Thread created

Mechanics explained

Archmage



Permanent damage buff that reserves 100 spirit.
More mana we have, the more damage we will do.
We dont want to link support to this that increases spirit cost.


Mind over Matter (MoM)



Turns our mana pool into effective life. Damage will drain our mana.
We only take this node in late game once we have enough mana regen / mana recovery.

Chaos Innoculation (CI)



This keystone giving us poison immunity but reduces our life to 1.
Our ES and/or Mana is protecting our life.
1 life means we will be always on full life (low life passives do not work on this build).

Mana Tempest



Damage buff skill we need to press. We use skill in burst windows when boss is frozen or derping around.
It will drain our mana until we are inside of the tempest while making our skills do more damage.

We will link this gem with empowering cull. When rares/bosses go low life activate tempest to cull the enemy (need to damage the boss to cull, activating the tempest by itself wont cull the enemy) - Not sure if this is going to be ingame

Cast on Shock



It is a new type of meta gem that has a socket. We can put an active skill in it which will auto activate when reached enough energy.
To get energy we need to shock enemies. Our main damage skill we do it for us and cast on shock skill will auto proc for extra damage.
Spells to consider with Cast on shock: Arc, Conduit, Lightning bolt.



Leveling


lvl33 tree
lvl41 tree

If you are lacking defence. Look for vendor upgrades. Life / ES / Resist
After taking arcane surge ascendancy you can rush for the Damage Taken From Mana nodes (18%)

If you are lacking damage. Gamble gold for staves and hope for +2 spell or +3 lightning staff. Also Keep checking the vendor when you are in town for upgrades

Assign fire skills to fire staff, lightning skill to lightning staff on weapon swap.
(If u have a generic +2 all skill / spell dmg staff, dont need to assign skills)

Gem setup until level 30-35:

For clearing:
Spark + Pierce + Unleash
Flame wall + Fortress

For Bosses:
Ember Fusillade + Control Destruction + Ignition
Solar orb


Gem setup after 30-35:

For clearing:
Spark + Pierce + Control Destruction + Acceleration
Flame wall + Fortress

For Bosses:
Arc - Unleash - Chain - Lightnin Pen
Orb of Storms - Arcane Tempo
Conductivity - Persistence - Magnified effect
Mana Tempest - Premeditation - Inspiration


Spirit: Arctic Armour



End game passive tree


This is just a rough idea for end game tree

End game: CI + MoM



Ascendancy


IF Playing with lightning skills: 8 - 9 - 4 - 5
IF Playing with cold or fire skills: 8 - 9 - 6 - 7



Arcane surge (8) -> Arcane surge effect (9)
These 2 nodes mandatory for mana sustain.

Then either take the path to 5 or 7.

If using lightning skill like Ball lightning go for Shaper of Winter (5) for guaranteed chill (It enables us to use Elemental invocation meta gem)

If using cold skill like eye of winter go for Shaper of Storms (7) for guaranteed shock (In this case we will use Cast on shock meta gem)
(Will need to experiment. Maybe archmage will give the cold skill enough lightning damage to get shocks anyways.)

Other option is to take 6 or 4 and then take 10. I will want to test Shaper of Winter tho. I will pick that up and see if chilling makes the playstyle safer.

Taking 1 is also an option for more damage but getting a chill mechanic in the build might worth it. We can further slow enemies with temp chains to have a lazy and safe playstyle.


Gems

CHECK THE LEVELING SECTION.
IF YOU ARE FURTHER THAN THAT EXPERIMENT, ENJOY THE GAME.

UPDATING THIS LATER






Gear


Coming soon



Videos


Wont be posting video guides but I will show gameplay




Last edited by Foridesign#0099 on Dec 7, 2024, 10:09:31 PM
Last bumped on Dec 11, 2024, 4:55:03 PM
Reserved
Sorry if I'm wrong, but in Ascendancy section you posibly mixed pathes.
"
Sorry if I'm wrong, but in Ascendancy section you posibly mixed pathes.


I didnt mix the pathing. I updated the ascendancy section with an explanation:

At first Im taking Arcane surge -> then arcane surge effect. These 2 nodes mandatory for mana sustain.

Then depending on what skill I end up using I either take the path to 5 or 7.

Basically If I use lightning skill like Ball lightnoing I want that skill to chill/freeze enemies to have a safer playstyle so I would go for Shaper of Winter (5) for guaranteed chill

If I end up using a cold skill like eye of winter I would go for Shaper of Storms (7) for guaranteed shock (will need to experiment. Maybe archmage will give the cold skill enough lightning damage to get shocks anyways.)

Other option is to take 6 or 4 and then take 10. I will want to test Shaper of Winter tho. I will pick that up and see if chilling makes the playstyle safer.

Taking 1 is also an option for more damage but getting a chill mechanic in the build might worth it. We can further slow enemies with temp chains to have a lazy and safe playstyle.

Also keep in mind this chill/shock idea is experimental we dont know how good or reliable the freeze buildup. It is something I will test and update guide.
Last edited by Foridesign#0099 on Dec 5, 2024, 5:39:11 AM
Yes, I understand you. Thanks for explanation.
Last edited by Imanuilus#1788 on Dec 5, 2024, 6:37:06 AM
If you are playing Archmage you dont need specing into Chill nodes
"
If you are playing Archmage you dont need specing into Chill nodes


Yea its not needed. However I wanna test how effective the chill is when doing lightning damage. Also I want to see how chill stacks with temp chains.

If the damage is low with the chill setup the double shock will be the play most likely.
Last edited by Foridesign#0099 on Dec 5, 2024, 8:20:45 AM
not taking +1 to spell proj notable? why?
"
Muxas#2283 wrote:
not taking +1 to spell proj notable? why?


Im not that familiar with the new tree. Maybe Im looking at an older version but Im not seeing +1 spell projectile on it.



Hybrid elemental builds shouldn't be overlooked. There are very important and powerful synergies.

Ignites do 100% more damage on frozen enemies gem (frostfire) and mana flare looks powerful too.

Just by firing off a ball lightning on your cold build you will shock and can electrocute which is basically a stun. This can be auto triggered through cast when frozen.

EOW benefits from flame wall + lightning warp drops shocked ground. EOW carries ground effects and transfers them onto enemies.

I think sorc looks a bit squishy so freeze is very important. Even if you're playing lightning, try to trigger an auto freeze spell on shock.
Last edited by apexmateria1#2307 on Dec 5, 2024, 10:23:20 PM

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