
a day ago
Level 100 Hybrid Crit Snap Stormweaver0.4
Life: 1,5035%
ES: 8,002331%
Mana: 2,053
eHP:
21,354
Resistances: 75%/75%/75%/75%
DPS: 927,014
Speed: 0.25
Hit Chance: 100%
Crit Chance: 42.25%
Crit Multi: 471%
Config:
Boss, 15% Shock, Custom Mods
Gear


















Gems
=== Weapon ===============================
Elemental Storm
Controlled Destruction
Rising Tempest
Prolonged Duration II
Cooldown Recovery II
Magnified Area II
Spellslinger
Lightning Conduit
Elemental Focus
Considered Casting
Rising Tempest
Lightning Mastery
Sigil of Power
Prolonged Duration II
Rapid Casting III
Magnified Area II
Second Wind III
=== Attacks ================================
Arc
Sione's Temper
Rising Tempest
Rapid Casting III
Zenith II
Lightning Mastery
Orb of Storms
Unleash
Harmonic Remnants II
Rising Tempest
Zenith II
Rapid Casting III
Firestorm
Zarokh's Revolt
Overabundance II
Rising Tempest
Considered Casting
Concentrated Area
Thunderstorm
Spell Cascade
Expanse
Shock Conduction II
Coursing Current
Static Shocks
=== Buffs =================================
Mana Tempest
Advancing Storm
Cooldown Recovery II
Efficiency II
Rapid Casting III
Lightning Mastery
Snap
Harmonic Remnants II
Elemental Focus
Rising Tempest
Rapid Casting III
Magnified Area II
=== Debuffs ===============================
Frost Bomb
Potent Exposure
Spell Cascade
Short Fuse I
Magnified Area II
Prolonged Duration II
Elemental Weakness
Focused Curse
Heightened Curse
Expanse
Prolonged Duration II
Efficiency II
=== Spirit =================================
Archmage
Lightning Mastery
Uhtred's Augury
Clarity II
Siphon Elements
Harmonic Remnants II
Lightning Mastery
Clarity I
Arctic Armour
Freeze
Deep Freeze
Frost Nexus
Persistent Ground III
Encroaching Ground
=== Former ===============================
Mana Remnants
Harmonic Remnants II
Remnant Potency III
Flame Wall
Spell Cascade
Fortress I
Fire Mastery
Prolonged Duration II
Rapid Casting III
Temporal Chains
Heightened Curse
Cursed Ground
Focused Curse
Magnified Area II
Slow Potency
Convalescence
Second Wind III
Cooldown Recovery II
Prolonged Duration II
Efficiency II
Rapid Casting II
=== Other ================================
Spellslinger
Elemental Storm
Tree Preview
Notes
=====Overview===== This Arc Stormweaver build focuses on Shock, Infusions, and Storms. -With Arc and Strike Twice, a high magnitude of Shock is applied to enemies to increase damage. While it was nerfed in 0.4, Lightning Conduit can be used with Spellslinger for a burst of damage. -Infusions are generated with Orb of Storms, Frost Bomb, Siphon Elements, and Snap. The focus is on Lighting Infusions for Arc. With Refracted Infusion, Lightning Infusions will also generate Fire and Cold Infusions for Firestorm. -Firestorm and the new Thunderstorm are used with recently buffed Multiplying Squalls and Unleash to cast 3 Storms at a time. Multiplying Squalls also increases the limit of Orb of Storms and Frost Bomb to 3. =====Gear===== The Gear in PoB are rough examples based on my gear from 0.3. -The important Modifiers for Armour and Jewelry are Resistances, Mana (or Int), and Energy Shield. Other good Modifiers are Cast Speed, Mana Efficiency, or Critical or Damage. Strength is helpful for Thunderstorm. -For Weapons, the important Modifiers are +Levels and Spell/Elemental/Lightning Damage. Other good Modifiers are Critical, Damage as Extra, Cast Speed. -For Wand, +Lighting Levels work for all Skills except for Firestorm. +Spell Levels will work for all but 1 Level less. -For Staff Swap, +Cold Levels works for Frost Bomb and Elemental Weakness, but not Sigil of Power. +Spell Levels works for all, but 1 Level less. -The build requires at least an additional 50 Spirit. This can be obtained on the Body or Amulet. -High Mana is important for both Mana Regen and Archmage. Ideally, Mana should be higher than in PoB with better modifiers on gear. =====Skills===== PoB is currently missing Expand. Expanse is being used in its place. -For leveling, use Spark until you can switch to Arc. Add Skills and Supports as they become available. Supports are roughly ordered by importance, but feel free to grab a Support earlier or try a different Support if it better suits your playstyle. -Frost Bomb and Elemental Weakness are used on Weapon II alongside Sigil of Power. -Short Fuse I is used on Frost Bomb to reduce detention time while still allowing pulses for Exposure. -After Multiplying Squalls, add Unleash to Orb of Storms and Firestorm and Spell Cascade to Frost Bomb and Thunderstorm to cast 3 at a time. -Remember to cut Controlled Destruction after Crit Swap. -Lightning Conduit is best used for bigger enemies like Bosses. If it isn't seeing enough use in Maps, it can be swapped for another skill in Spellslinger or even swap to a different Wand base for Mapping. -Archmage is a large portion of damage, roughly a third, but if it is draining mana too fast, hold off until more cost efficiency or mana regen. -Thunderstorm and Firestorm can run Advancing Storm for Mapping, but it will depend on preference. =====Tree===== -For leveling, the Tree is mostly a line to the top. Focus on Damage, picking up nodes like Mana and ES when they start to feel needed. -This build does allocate Pure Power. It is not selected in PoB since its effect changes in 0.4. A nearby Lightning Penetration minor node was allocated instead with the new effect added with a custom modifier. -For Anoints, the highest damage is Lightning Rod while the best for Shock Magnitude is Frazzled, Harmonic Generator, or Unbound Forces. The default option is Frazzled. -If you want to focus more on Spellslinger Lightning Conduit, 4 Points can be spent to allocate Ritual Cadence. =====Arcane Surge===== -Early on, it can be worth getting Constant Gale for Arcane Surge. If mana and cast speed aren't an issue, skip it and go for Strike Twice and work towards Multiplying Squalls. -After Crit Swap, the two 5% chance for Arcane Surge on Crit on the way to Touch the Arcane and replace Constant Gale. -A Kurgal Desecrated Gloves with 10-15% chance for Arcane Surge on Crit can replace the nodes to Touch the Arcane. =====Jewels===== -Aim for double Magnitude Jewels (Shock and Ailments) with other useful modifiers like Energy Shield or Critical. -From Nothing for Eldritch Battery is very good for the build. A weaker option is From Nothing for Mind over Matter is for Breaking Point and Touch the Arcane/Arcane Surge. -Controlled Metamorphosis (Massive Ring) can allocate All Natural, Calibration, and Erraticism. -For endgame, get a Megalomaniac with 2+ good notables. While it is best with hard to allocate notables, like Lightning Rod or Unbound Forces, it can also replace allocated notables like Harmonic Generator or Abasement to save points.