3 months ago

Ascendancy ThumbnailLevel 100 Hybrid MoM Ice Nova of Frostbolts Hierophant3.25

Life: 3,63689%
ES: 4,02147%
Mana: 10,259402%
Int: 566
eHP:
403,496
Resistances: 90%/90%/90%/71%
Evade: 27%
DPS: 54,124,728
Speed: 9.28
Hit Chance: 100%
Config: Pinnacle, Focused, 25% Shock, Power
Bandit: Kill All
Pantheon: Soul of the Brine King, Soul of Garukhan

Gear

Profane WandProfane WandDeicide MaskLightning CoilHydrascale GauntletsMurder BootsAtziri's FoibleAmethyst RingAmethyst RingMageblood
Divine Life FlaskQuartz FlaskBismuth FlaskTopaz FlaskSilver Flask
Melding of the FleshThe Perandus PactWatcher's EyeGlorious VanityAncestral VisionUnnatural Instinct

Gems

Frostbolt
Faster Casting
Returning Projectiles
Greater Multiple Projectiles
Ice Nova of Frostbolts
Awakened Spell Echo
Awakened Lightning Penetration
Inspiration
Archmage
Intensify
Automation
Arcane Surge
More Duration
Arcane Cloak
Flame Dash
Frostblink of Wintry Blast
Punishment
Purity of Lightning
Frost Shield
Eternal Blessing
Empower
Sigil of Power
Arrogance
Clarity
Ball Lightning of Orbiting

Tree Preview

Elemental OverloadElemental Overload
Mind Over MatterMind Over Matter
Pain AttunementPain Attunement
Caster MasteryCaster Mastery
  • 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
Elemental MasteryElemental Mastery
  • Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
Evasion MasteryEvasion Mastery
  • +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
Leech MasteryLeech Mastery
  • 10% of Leech is Instant
Lightning MasteryLightning Mastery
  • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
Mana MasteryMana Mastery
  • 10% chance to Recover 10% of Mana when you use a Skill
  • 10% of Damage taken Recouped as Mana
  • 10% reduced Mana Cost of Skills

Notes

CHANGES + NOTES FOR 3.25 ARCHMAGE BUILDS

INSPIRATION IS NOW A LESS MULTIPLIER (this is a nerf, reduced was a lot better for making the mana cost lower)
	-This means we will scale less cast speed early, and go for reduced mana cost crafts on rings now

ENDURANCE CHARGES ARE A LOT BETTER (this is a big BUFF)
	-Endurance charges now gain 4% reduced elemental damage taken on top of the physical
	-Hiero gets 4 min charges baseline from the tree, possibly worth getting a 5th one on the tree (you'd need 1 min endurance craft or annoint Unyielding)

ETERNAL DAMNATION
	-This has been nerfed and is no longer worth considering, we will want to use Atiziri's Foible now for the mana recovery is provides, or later on maybe Utmost.

CONVERSION NERF
	-Taste of Hate and most sources of Phys taken as are gone from the game
	-Lightning Coil is still viable, and a very good choice if you can make the resistance work
	-This only applies to the super end-game HC version (I didn't even bother doing this until after I hit 100)

Overall I would say Archmage mana is a bit more annoying but completely manageable and conversion nerfs only hit the super min/max HC version of the build.
With the endurance charge buffs the build is even stronger as a league start and will definitely be one of the best builds to start as.



FULL BUILD GUIDE NOTES

HOW TO USE THIS POB?
	-Make sure you sync up the correct gem set, gear set, and passive tree set in order to properly use this!

HOW DO WE LEVEL THIS CHARACTER?!
	-There is two main ways to level up this character in the campaign. 
	-The first is the typical Armageddon Brand + Cremation, this works well on any caster build
	-My recommended, and the second way is: Firestorm Archmage, this comes online at level 31 (28 is when you get firestorm, 31 for archmage) and will make use of mana nodes early, and is VERY tanky
	-Before 28, you can level however you like, the best way is generally going to be Rolling Magma but a lot of people dislike this, so just level however you want until then

WHEN DO WE SWAP TO ICENOVA THEN?!
	-I would recommend using Firestorm until you at least get Cruel Lab, the main reason is before then we don't really have any AOE or cast speed, both of which make the character a lot smoother
	-If you do not have Icenova of Frostbolts, you can farm it in either Merc lab or Uber lab with Firestorm - be warned however this gem is a bit expensive if you want to buy it! (definitely not my fault)

KITAVAS THIRST VS SELF-CAST VS ARCANIST BRAND?! SO MANY OPTIONS!
	-A lot of people really like to use Kitava's Thirst for the end-game, and this will make the build into a 1-button build - as long as your mana cost is 100 or above
	-The MAIN downside with this helmet is, well, to put it blunty: it's really bad stat-wise, infact you lose cast speed!
	-Suppression is sort of hard to get on this without a mageblood (you not only lose suppression on the helmet.. but it's not evasion so you can't use the mastery either)
	-That being said, it still is a MASSIVE QOL boost if you prefer to use 1-button, and you also can automate curses (so whisper's of doom conductivity is a thing)
	-There will be a Kitava's Thirst gear set-up if you want to use this option
	-I personally opted to only use this while doing Sanctum as I felt the stat loss was too much for HC, and I also don't really mind the 2-button play style

OKAY SELF-CAST VS ARCANIST BRAND THOUGH?!
	-These are the same build, self-cast is just using Faster Casting for mapping on Frostbolt, and Arcanist Brand is swapped for Bossing
	-Arcanist Brand has a "downside" when triggering projectiles and only travels a set (relatively) short distance
	-This is actually a HUGE upside for our build however, it makes the frostbolts overlap on our target much more often and you end up only needing to cast brands occasionally - while spamming Icenova
	-The reason to swap it off for mapping is because with enough cast speed we can generally map faster without the delay that Arcanist Brand has naturally

EARLY GEARING CAMPAIGN / MAPS
	-My initial thought before the league was to just go armor early on but this has two problems: mana doesn't roll naturally on armor/evasion gear, and coloring the gear can be an issue as well because of attribute requirements
	-Evasion is also generally better for mapping and avoiding stuns with low gear investment
	-This lead me to the conclusion that EVA/ES is the way to go for gear for early mapping all the way to voidstones - however super min/max I do still think dropping Evasion/Grace is the play

DUAL WIELD VS WAND SHIELD
	-Early on if you want to Cap suppression it will be much easier to do so with an EV/ES shield, however you gain a LOT of damage and don't really lose much survivability by using two wands instead
	-With a shield you would be able to Shield Charge, but with Dual Wands you can use "Frostblink of Wintry" which is a tranfigured version of Frostblink, this is basically spell "Leap Slam" and it scales very well off of cast speed
	-The early solution to suppression if you want to use Kitava's thirst might be just to use a shield, but again you'll lose a lot of damage for this QOL

ATZIRI'S FOIBLE VS ETERNAL DAMNATION
	-I use both of these at various gear-sets so I figured I would explain the reasons behind both
	-Atziri's Foible offers a TON of mana recovery, which is quite nice early on, as well as a ton of mana
	-Eternal Damnation is the tankier option - it has some mana as well, but not as much - the main downside is the loss of a lot of mana regen / However is makes you REALLY tanky when combined with Melding later on

UNIQUE JEWELS!
	-This build has A LOT of these, so I figured I'd make a section talking about why for each of them, and which ones to go for first!

GLORIOUS VANITY 
	-The #1 priority on our list of jewels, it can be fit into 3 different spots (at least if you aren't using imbalanced guard, that will remove one spot)
	-The other two spots are Elemental Equilirium and Pain Attunement, ONLY put it in Pain Attunement if you have "Ritual of Memory" replacing "Deep Wisdom" or later on "Cult of Lightning" otherwise put it at EE
	-Biggest reason we use this jewel is because it splits damage we take onto both Life and ES at the same time, so if you take 100 damage, 50 will be taken from ES and then 50 on Life (normally)
	-We are MOM so the 50 on Life is then further split between Life and Mana
	-Why is this good? Because we have both Life Leech and ES Leech as well as a lot of mana recovery - if the damage was fully on ES then we wouldn't be taking advantage of our recovery at all unless we get hit really hard!

UNNATURAL INSTINCT AND PERANDUS PACT
	-These are listed together because they synergise very well - Unnatural is the more expensive of the two and I think you really only want to add Perandus whenever you get UI
	-Unnatural gives a ton of stats, that's basically it, it's very powerful and it also gives Perandus Pact a lot more +mana (this is why we have +mana in the config, it's from Perandus, doesn't currently show in POB)

WATCHER'S EYE
	-There is a LOT of good Watcher's Eye stats for this build, the biggest two are probably "Damage Taken from Mana before Life Clarity", and "%Mana gained as ES Clarity"
	-This is a good time to mention that this is why we are using a Level 1 Clarity - it's forced to be linked to Arrogance because of how Eternal Blessing works and its purely to enable the Watcher's Eye, skip this if you don't have one
	-However there is a lot of good stats to keep an eye out on especially when still using Grace. "Suppression with Grace" "Evade with Grace" and almost all of the Clarity Mods are useful
	-On SC Wrath can also be used very end-game, so those can be useful too

ANCESTRAL VISION
	-This is how we deal with Elemental Ailments, before you get this you can use Brine King and Garukhan or use flask mods to mitigate ailments
	-Best way to cap with this is by using "Shrieking+ Essence of Loathing" on fractured boots, and then getting Grand Ichor for "Avoid Elemental Ailments" implicit
	-And then you're immune to all Elemental Ailments!

MELDING OF THE FLESH
	-This is only used once you have acquired Mageblood - It's possible to use it beforehand with "Tides of Time" perhaps but I haven't looked into it much
	-Basically you stack one type of "Maximum Resistance" and gain the other two as equivalent to the one you are stacking, in our case we are stacking lightning
	-The reason it's only used once we get Mageblood is because it has a huge downside of -70 to 80 resistances and we can solve that as well as gain 95% Effect from the Topaz Flask at the same time using Mageblood
	-If you are using "Kitava's Thirst" you'll want to stack Cold or Fire resistance instead, this is because we get "2% max lightning resistance on helmet" but you can also get "2% cold res on gloves" or "2% fire res on boots"