4 weeks ago
Level 90 CI Crit Lightning Conduit Elementalist3.26
Life: 1
ES: 3,965
Mana: 122
eHP:
40,392
Resistances: 75%/75%/76%/-40%
Armour: 33,017
DPS: 7,351,063
Speed: 6.12
Hit Chance: 100%
Crit Chance: 79.32%
Crit Multi: 381%
Config:
65% Shock, Power, Custom Mods
Bandit: Kill All
Pantheon: Soul of the Brine King, Soul of Ralakesh
Gear

















Gems
Lightning Conduit
Power Charge On Critical
Added Lightning Damage
Lightning Penetration
Arcane Surge
Orb of Storms
Unbound Ailments
Overcharge
Chain
Frostblink
Conductivity
Summon Stone Golem
Lightning Warp
Swift Affliction
Less Duration
Discipline
Determination
Wrath
PrimalAegis
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- 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Helmet, Gloves and Boots all have Armour and Energy Shield

- 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently

- 3% increased Damage per Endurance, Frenzy or Power Charge

- +25% to Critical Strike Multiplier against Unique Enemies
- 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes

- 100% increased Energy Shield from Equipped Helmet
- Regenerate 2% of Energy Shield per second

- Critical Strikes do not inherently Ignite
- 100% increased Damage with Hits against Ignited Enemies

- 10% of Leech is Instant

- 60% increased Critical Strike Chance against enemies with Lightning Exposure
- +15% to Maximum Effect of Shock
- Shocks you inflict spread to other Enemies within 1 metre

- 12% increased Mana Reservation Efficiency of Skills
Notes
---- Leveling Guide Section ---- Disclaimer: This campaign pathing/progression I give is not optimal or anything like that. This is strictly to give new players something to reference and work off of. There are absolutely better ways to do it, and I am not a speed runner or hyper optimizer so take the steps below with a grain of a salt. This is simply how I do things, not the best way to do them. COLOR LEGEND: Act Notes are things I forgot to mention or important ideas to keep in your head while completing the act. White text is to show you which skills gems you are looking for and they are labeled when the first pop up. Green text is to denote the areas where your ascendency trials are located. There are 12 trials in total that make up your first 3 labs. The 4th is from a key that you get in maps. Yellow text is for quests or objectives that reward a skill point. There are 24 passive points in total from the campaign. You can also type /passives to check if you have missed any. This color is for spell explanations. *** General Campaign tips *** 1) Make sure you are constantly picking up and identifying rares. Especially for slots that don't have good items or good resistances. Keeping your keep up to date while in the campaign will make the beginning of maps significantly easier. 2) Kill every essence you see (unless its just turbo shitting on you and its going to take a few minutes, probably good to skip it in that case). 3) Try not to let your level get to low, being more than 1 or 2 levels below the area can make it significantly more difficult. Act 1: *Act Notes* 1) Pick shit up and sell it. You will need to do this for the first few levels to make sure you have currency to buy things. 2) Remember to press your Quicksilver flask. 3) When equiping skills for the love of christ, hover them in your action bars in the bottom right, left click and check the box 'Always attack without moving'. You're welcome. *** Starting Act 1 *** > Be on the look out for 2 THREE LINKED SOCKET ITEMS, ideally we have 1 Blue-Blue-Blue (3 Linked Blue or B-B-B) and 1 Blue-Blue-Green (B-B-G). We will need the B-B-B for Arc later and B-B-G for Orb of Storms. > After killing Hillock, talk to Tarkleigh, grab Freezing Pulse. Check his inventory for any items that are B-B-B or B-B-G. Grab both ideally. > Go to Nessa, buy Stormblast Mine. Row: 2, Column: 2. Place stormblast mine anywhere, we wont have anything to link it with for right now. Sell Fireball. We will use Freezing Pulse until we get Orb of Storms. > Pick up the first waypoint in The Coast, Go to the Mud Flats, collect the artifacts and proceed to The Submerged Passed and take the waypoint log to character select screen, login, talk to Tarkleigh, take Orb of Storms and Frostblink. Take the waypoint to The Coast and enter The Tidal Island. Kill Hailrake, log to character select, talk to Nessa and pick-up your Quicksilver Flask and Chance to Poison Support. > Equip Frostblink, put Orb of Storms in the B-G Poison Support Setup. Move Stormblast Mine wherever. Orb of Storms is our primary source of damage output so we want to prioritize it for links. --- How Orb of Storms Works --- Orb of Storms is a small aoe that will deal damage to anything around it on its initial deployment, however to get its actual damage output, YOU MUST USE A LIGHTNING SKILL WHILE INSIDE THE ORB OR TOUCHING THE EDGE OF THE ORB. Every time you use a lightning skill while the orb is active it will deal damage. So the combo is to Orb first always, and then start using another ability while inside the orb. Every use of the skill while inside of the orb will trigger the orbs damage. This means that the number of hits per second from Orb of Storms is determined directly from the number of uses per second of the lightning skill you are pairing it with. Early on, Orb of Storms is a massive component of our damage. Lastly, in order to use Orb of Storms for single target, the target with either need to be in the orb or at least very close to the edge of it. You can check the range by deploying the orb and watching to see if it hits the target on the initial deployment. If you don't see a lightning arc hit the target on the initial drop, it means the orb is out of range and you will not get the single target damage from it. > With Orb of Storms now, our combo is to drop Orb first and then spam mines from inside it. > In the Submerged Passage, try to find The Flooded Depths first IF you have a portal scroll. If you have a portal scroll, drop it at the entrance of The Flooded Depths (Do not enter the Flooded Depths) and proceed to The Ledge. If you don't have a portal scroll simply proceed to The Ledge. > Once you hit the waypoint in The Ledge, take the waypoint back to town if you had a portal scroll and enter The Flooded Depths and kill the Dweller of the Deep. If you did not have a portal scroll, tele to The Submerged Passage and find The Flooded Depths and kill the Dweller of the Deep. Once you kill the Dweller, log to character selection and log in again. Talk to tarkeligh and grab your skill point. > Talk to Nessa and look for a Goat's Horn wand that is common or white rarity. These wands have flat spell damage in their implicit (mod attached to the item base) and flat spell damage is BY FAR the MOST IMPORTANT DAMAGE SCALAR in the early levels. Now we are going to essence craft with the essence that dropped from Dweller of the Deep. This is a practice you should get used to as we will do this through out the entirety of the campaign. Whenever we get an essence of any kind, we will go straight to whichever act vendor sells wands, buy a white or common wand that has flat spell damage in the implicit and then slam the essence on it. The goal here is to gamble for 3 main mods, flat spell damage of any kind, +1 to lightning gem levels, +1 all spell gem levels, cast speed. There are other mods that are good like % spell damage and % lightning damage but those 3 are the main ones we are looking for. I recommend dual wielding wands early on. > As a quick side note, when comparing wands, while the tooltip damage (DPS shown whenever hovering a skill on your action bar in the bottom right) is not a great metric later in the game, early game and in the campaign you can use the tooltip damage to compare wands. (swap out wands, check tooltip dps, whichever is higher is the wand you use, unless their are other mods you need, I.E. cast speed, resistance, mana regen, etc.) > Your first ascendency trial is in Lower Prison. > Once you enter the prison, hit the waypoint and tele back to town. Pick up added lightning damage. Ideally you have a B-B-G item at this point (remember check Tarkleigh) and your main link will be Orb or Storms - Chance to Poison Support - Added Lightning Damage. Save Arcane Surge Support. > Die to Brutus 15 times and spend 4 fucking hours walking back. > After you kill Brutus, log to character select, log in, talk to Tarkleigh and pick up Clarity. Take the waypoint to Prisoner's Gate and find The Ship Graveyard. > You will need to find the Ship Graveyard Cave to find the Allflame and kill Fairgraves. His quest gives a passive point. > Once you hit the Cavern of Wrath, hit the waypoint and tele back to town. Talk to Bestel and turn in Fairgraves for your talent point. Talk to Nessa and pick up Arc! Thank fucking god. Delete dogshit stormblast mines on cursor ideally or sell it. Also, buy another Added Lightning Damage Support. This is where you will need your 2nd 3 link being B-B-B. Your Arc links will be Arc - Added Lightning Damage - Arcane Surge. > Find every single dead end in The Cavern of Anger holy fuck me, kill the boss and proceed to act 2. Act 2: *Act Notes* 1) Follow the roads in this act, they will take you every where you need. 2) We will be logging to character select and logging in quite a bit in this act. This is strictly to save portal scrolls or if you don't have any. Any time you see 'log out to character select, log in' you can just use a portal scroll instead if you wish. *** Starting Act 2 *** > Veer a hard left and enter the Riverways, pick up the waypoint here, proceed to the Western Forest. > In the Western Forest, follow the road to the very end, kill Captain Whatever the Fuck for the Thaumatic Emblem. MAKE SURE YOU TOUCH THE THEUMATIC SEAL THING ON THE WALL TO COMPLETE QUEST. > Find Alira and kill her, and find the Weaver's Chambers, enter it, Kill the Weaver, log out to character select and log in. The Weaver's Chamber is usually on the opposite side of the road of Alira, and keep an eye out for spider webs on the trees that will indicate that the entrance is near by. > Talk to Silk and take Overcharge support. Buy Power Charge on Critical Support from Yeena. You will need these later. > Tele back to Act 1 and talk to Bestel for your skill point from the dumbass seal quest. > Tele back to Act 2, and take a right to Old Fields. > Proceed to the Crossroads, hit the waypoint and take the fork to the right(down) and enter the Fellshrine Ruins. > Your second ascendency trial is in the Crypt Level 1. > Find the skele boss in Crypt Level 2, pickup the golden hand off of the wall behind him after you kill him. Log to character select, log in. > Talk to Yeena and get your skill point. > Tele back to the Crossroads, continue straight to Broken Bridge, follow the road, Kill Kraitlyn, log to character select, log in. > Tele back to the Crossroads, go up, and enter The Chamber of Sins Level 1. > Your third ascendency trial is in Chamber of Sins Level 2. > Kill the human spider guy, log out/log in or portal out. Talk to Gruest and pick up Herald of Thunder. > Tele to Riverways find The Wetlands, and kill Oak. Proceed to the Vaal Ruins and continue through to the Northern Forest. > Take the Northern Forest Waypoint back to town and talk to Eramir to get your skill point from the bandits. Skip the Dread Thicket. > Kill the Act 2 Boss and head to Act 3. Act 3: *Act Notes* 1) Remember to buy white wands and use essences you find on them in this act. You get the first lightning damage to spells wand base in this act which is extremely good. 2) Check shops in this act for 4 linked items. Ideally, B-B-B-B. 3) From this point forward you should try to pick up Armor/Energy shield base items. This build revolves around Armor/ES and getting any early is unbelievably helpful for surviving. *** Starting Act 3 *** > Kill the guards and TALK TO CLARISSA LMAO CAUSE WE HATE FUN. You have to talk to her or she wont show up in town. 8) > Enter the Sarn Encampment and go straight to The Slums on the right. > Wander the Slums for a fucking eternity, find the sewer entrance, drop a portal on it, and finish traversing the total length of the earth to find the fucking crematorium. Fucking disney world has a smaller map. > Your fourth ascendency trial is in The Crematorium. > Find Piety, slap her bitch ass, grab Tolman's Bracelet, walk back to the entrance take the waypoint to town, talk to Clarissa, get the Sewer Keys, Talk to Marmoa, and pick up Conductivity, go back to Clarissa and buy Wrath. You might able to talk to Marmoa first and then just talk to Clarissa and pick up both the keys and wrath without talking to her twice but that's not the order I did it in so I don't know if that works. > Turn off Herald of Thunder, and activate Wrath. > Conductivity gives us a huge damage boost in single target. Not only do we get 6% cast speed from casting it due to our caster mastery, it gives us shock chance and reduces the enemy's lightning resistance. Use this for bosses and strong enemies. > Enter your portal, proceed to The Sewers and find all three busts for a skill point. Usually its 1 on the left side of the waypoint when you first enter and 2 on the right side after you pass the waypoint. > In the Marketplace, skip the Decanter Spiritus, find the waypoint and enter the Catacombs. > Your fifth ascendency trial is in The Catacombs. > Complete the trial, either log out or portal, give the busts to Hargan for your skill point, and take the waypoint back to the Marketplace. > Proceed to The Battlefront and hang a left. Find the way point, and head further down and grab the Ribbon Spool from the chest. From here proceed straight up, along the left side to find The Docks. > Find the chest containing the Thaumetic Sulfite within the docks. Skip Fairgrave's stupid ass. Portal back to town and take the waypoint back to The Battlefront. From here head the same direction as The Docks entrance but hang right to find the entrance to the Solaris Temple Level 1. > Find Dialla in Solaris Temple Level 2, talk to her, take the jade amulet (you will need str/dex, you can get strength from a heavy belt, so jade amulet is how we cover dex), take the infernal talc, walk back to the waypoint infront of her and tele to The Sewers. > Head up and to the left in the Ebony Barracks, kill Gravicius and proceed in the same direction to The Lunaris Temple Level 1. > Find the Lunaris Temple Level 1 waypoint and tele back to town. Talk to Maramoa and pick up Lightning Conduit. Swap out Arc. Swap out added Lightning Damage on Orb of Storms to Overcharge support (You should have saved this from act 2). Ideally, you will have found a second B-B-B link by now and your links would be Orb of Storms - Added Lightning Damage - Overcharge. > If you have a B-B-B-B your links for lightning conduit should be Lightning Conduit - Arcane Surge - Added Lightning Damage - Power Charge on Critical. Tele back to the Lunaris Temple Level 1. > Kill Piety in the Lunaris Temple Level 2, portal back to town. > Talk to Grigor for a skill point. Tele back to the Ebony Barracks. The Entrance to the Imperial Gardens will be to your right, follow that wall upwards, it should be very close to the waypoint. > Your sixth ascendency trial is in the Imperial Gardens. > Find the Sceptre of God and reach the waypoint. Here you have two choices. If you don't feel comfortable doing your lab you may wait till you are higher level and simply complete the act, or you can do you tele back to town and complete your trial. I will tell you that you have more than enough damage to erase Izzaro. Also, if you have any armor items like literally 200 armor or something like that you won't get one shot by his melee hits. The first lab is extremely easy at this point and you should have no issues doing it. Assuming you complete the lab, take Liege of the Primordial. > Complete the Act 3 boss. Act 4: *Act Notes* 1) In this act we really want to start looking for gem slots and armor bases more closely. Again, any amount of ES/Armor goes a long way. 2) Something else to keep in mind, if your wands are solid, essencing armor bases that are white, ES/AR, with sockets is not a bad idea. Especially boots. *** Starting Act 4 *** > Once you arrive in Highgate immediately go left and enter The Dried Lake, find Voll and kill him, portal back to Town. > Open the seal and talk to Oyun. Take Lightning Golem. Talk to Petarus and Vanja, you might not have enough to buy all four golems and you probably won't have enough sockets either way. Whatever the case, I would prioritize it as follows Lightning > Stone > Flame > Ice. It's not a big deal if you can't take all four, just slowly work on integrating them. Further, if you only have certain sockets available then you could alternatively just take whatever golems fill your current sockets. Proceed to the mines. > In the Mines Level 2, find Deshret's spirit and click on her, before entering The Crystal Veins. > Make sure you grab the Crystal Veins waypoint as I have somehow missed it like 40 fucking times. > Pick either Daresso's or Kaom's, complete the boss encounter, portal back to town, take the waypoint back to the Crystal Veins and complete the other portal. > After you have opened the portal to the belly of the beast, tele back to town, grab your skill point from Tasuni and talk to Dialla and pick up Chain Support, this will be the fourth link in Orb of Storms for some much needed AoE clear. > Tele back to the crystal veins and continue on till you have killed Malachai. > Return to town, talk to Tasuni and exit in the top right to The Ascent. Make your way to Act 5. Act 5: *Act Notes* 1) You will get a granite flask in this act. Remember to use it when you are getting swarmed or about to get fisted by kitava. It will save you. *** Starting Act 5 *** > Once in the Overseer's Tower, talk to Lani and pick up a ring to help with your resistances. > Enter The Control Blocks and find the Miasmeter before you kill Justicar Casticus and exit to the Oriath Square. > Hit the waypoint, tele back to town, talk to Lani and take the Granite Flask and talk to Vilenta for your skill point. Return back to Oriath Square and head to the Templar Courts. Proceed to fight High Templar Avarius. > After killing Innocence, exit back to the Chamber of Innocence and proceed through the torched courts. > Once you are in the ruined square, head left and pick up the waypoint for the Ossuary. From there head left and down. > Once you reach the bottom of the map head to the right and follow the bottom wall heading right to find the Reliquary. > Each of Kitava's torments are in the corners of the Reliquary map I would start by going up and to the left and then going clockwise from there. Once you pick up the last torment(three in total), portal back to town and talk to Lani. > Tele to the Ruined Square Waypoint and enter the Ossuary. > Find the Sign of Purity and portal back to town. Tele to the Ruined Square Waypoint. > Head down and to the left, towards the center of the Ruined Square, hug the left wall to find the Cathedral Rooftop entrance. > Go left, fight the boss and complete act 5. Act 6: *Act Notes* None right now :( *** Starting Act 6 *** > Exit the boat and go left to the Twilight Strand. Clear it out, you will need this to get access to Lily. > Portal back to town and talk to Lily. There are a few gems that we will need here and we will more than likely not have enough currency to buy all of them. The two big ones are Molten Shell and Discipline. We won't use Discipline for a very long time, but we will need a leveled version when we get to maps. Molten Shell is going to be our 'oh-shit' button for the rest of the game and it works well since we will have quite a bit of armor. The next 3 that we will need, are going to be our Lightning Warp setup which is of course, Lightning Warp, Swift Affliction and Less Duration. You will more than likely not have the sockets at this time for everything but as soon as you can get your Lightning warp set up going, that will make your campaign significantly faster. Also, it's not a bad idea to pick up Determination here. You can level both Determination and Discipline in the off-hand slot. When you are done gem shopping, exit to The Coast and head to the Mud Flats. > In the Mud Flats find and kill the Dishonored Queen then proceed through to the Karui Fortress. Kill Tukohama. > Proceed all the way through to the Lower Prison. > Your seventh ascendency trial is in the Lower Prison. > Kill Shavronne and continue forward. > Once you enter Prisoner's Gate, go off of the road and look for the entrance to the Valley of Fire Drinker. Kill Abberath and continue forward in Prisoner's Gate. > Once you reach The Riverways, follow the road and find the waypoint then search for The Wetlands. Find the entrance to The Spawning Grounds on the other side and kill the boss. Portal back to town. > Talk to Tarkleigh for both skill points and take the Armor/ES helm. Then talk to Bestel for your third skill point. Tele to the Riverways Waypoint and continue. > Go straight all the way to the end of the act, Kill the Brine King, open your pantheon by talking to Sin, select the Brine King (Top Left) and continue on to Act 7. Act 7: *Act Notes* 1) This act has a lot of repeat areas of act 3 and similar layouts. 2) Remember to press Molten Shell. It will save your ass. *** Starting Act 7 *** > Enter the Broken Bridge and continue to the Crossroads Waypoint. Once you are at the waypoint, go down to the Fellshrine Ruins. > Find the Crypt. > Your eighth ascendency trial is in the Crypt. > Find the Crypt Level 2 and find Maligaro's map. Portal Back to town and tele to The Crossroads. Go up this time to the Chamber of Sins Level 1. > Kill Maligaro in his map, talk to Silk to get the Obsidian Key and find the entrance to the Chamber of Sins Level 2. > Your ninth trial of ascendency is in The Chamber of Sins Level 2. > Continue through to the Northern Forest after killing Gruest. Take the waypoint back to town. Talk to Eramir for your free skill point. Talk to Helena and take the Armor/ES boots and pray to god. Press Y to access your pantheons and allocate Ralakesh. > You may now attempt your 2nd Lab of Ascendency. This labl is significantly more dangerous than the last and I would not attempt it without a leveled Determination Aura for armor. It's fine to continue the campaign and level for a bit. If you choose to complete your 2nd Lab, take Shaper of Flame (Make sure you have capped fire res at all times) or Shaper of Winter. I think Flame is better at this point. > Take the waypoint back to the Northern Forest, find the Dread Thicket and drop a portal at the entrance. > Proceed to The Causeway and find the waypoint. Take waypoint back to town, and use your portal to enter the Dread Thicket. > In the Dread Thicket, grab all of the butterflies and also find the Den of Despair. Enter it and kill Grukthul. Once you have all of the bugs and Grukthul is dead, portal back to town. Talk to Eramir for your skill point, and take the waypoint back to The Causeway. > Pick up Kishara's Star in The Causeway and proceed to the Vaal City. > Wander around mindless for a fucking eternity till you find the waypont, tele back to town and talk to Waylam to get a passive point for Kishara's Star. Tele back to that shit hole city and talk to Yeena. > Proceed to the boss and finish Act 7. Act 8: *Act Notes* None right now :( *** Starting Act 8 *** > Enter The Toxic Conduits and continue forward. > After you kill Doedre, hit the waypoint, and go up and to the right. > Once you enter the Quay search for a bridge with an archway above it, it should be fairly small and somewhat close to the entrance, you will find the Ankh for Tolman accross the bridge. > Find the entrance to the Resurrection Site, enter and kill Tolman. Exit The Resurrection Site and double back to find the entrance to The Grain Gate and proceed. > In The Grain Gate, find the Gemling Legion and kill them. Usually the entrance to the Imperial Fields will be up from here but I believe it can vary from either up or left depending orientation. GL bud. > Proceed to the Solaris Temple Level 2, find the portal, kill the boss and portal out. Talk to Clarissa and Maramoa for two skill points total. > Tele to The Toxic Conduits waypoint and go down and to the left this time. Proceed to The Bath House. > Your tenth trial of ascendency is in The Bath House. > If you find the High Gardens first, drop a portal and look for the Lunaris Concourse, enter the concourse and find the waypoint, tele back to town and take your portal. If you find The Lunaris Concourse first, grab the waypoint and tele back to The Bath House to find High Gardens. > Once you enter The High Gardens, find Yuugul and kill him for a skill point, portal out, talk to Hargan for a skill point and take the waypoint back to the Lunaris Concourse. I recommend turning on Determination here because those dickhead porcupines will delete you when they die. Also remember your granite flask and Molten Shell. > Proceed to the Lunaris Temple and kill the boss. > Tele back to town, take the waypoint to the Lunaris Concourse, go the opposite direction of the Lunaris Temple towards Harbour Bridge, kill the boss and finish act 8. Act 9: *Act Notes* None right now :( *** Starting Act 9 *** > Head to the descent in the top right of the town, and continue to the Vastiri Desert. > We need to find the Storm Blade chest event as well as the waypoint in the Vastiri Desert before continuing on to The Foothills. > Once in the foothills, hang a right and look for the waypoint/The Boiling Lake. Enter the lake and kill the Basilisk for the Basilisk Acid. Portal back to town, take the waypoint back to The Foothills and find The Tunnel. > Your eleventh trail of ascendency is in The Tunnel. > Once you enter the Quarry you will need to go either right or left. First you should pick up the waypoint in the middle and then pick a direction, it really doesn't matter, because you will have to do both. Sometimes the side areas will be on the same side or upwards and this can be annoying but usually they are right and left. One of the bosses, Garukhan will give you skill point. > After completing the boss fight on either side, portal back to town, take the waypoint back and then do the boss on the other side. Remember to pick up the Trarthan Powder behind the boss in The Refinery. > After you have killed the second boss, portal back to town and talk to Petarus and Vanja to get the Bottled Storm. Then take the waypoint back to The Vastiri Desert. ' > From the waypoint, head up and hang a right (usually) to find an old wood bridge which will now open up to take you to the Oasis. Proceed all the way through to The Sand Pit and kill Shakari. Portal back to town and talk to Irasha for two skill points. > Take the waypoint back to The Quarry, talk to Sin, and enter the Belly of the Beast. > Proceed to the Rotting Core, kill the boss and finish act 9. Act 10: *Act Notes* None right now :( *** Starting Act 10 *** > Enter the Cathdral Rooftop, head left, save Bannon, exit back the way came and go all the way right to find The Ravaged Square. > Enter the Ravaged Square, drop a portal as you enter the area and head up and to the right to find the waypoint in front of the Ossuary. Take the waypoint back to town and take your portal. > Now head the opposite direction and follow the bottom wall, about half way down you should find The Control Blocks. Enter and kill Vilenta. Portal back to town and talk to Lani, take the Basalt Flask and a skill point. > Take the waypoint back to the Ravaged Square, and enter the Ossuary. > Your final trial of ascendency is in The Ossuary. > You may do your 3rd ascendency lab now if you wish but I like to wait till just before Kitava (So you can get it done before you lose 30 to all res from killing Kitava). Take either whichever Shaper notable you did not take after your 2nd lab. > Once you have completed the trial, portal back to town and tele to the Ravaged Square once again, except this time go up and to the right to find the Torched Courts. Proceed to the Desecrated Chambers and kill High Templar Avarius. Portal back to town. > Talk to Bannon, then talk to Lani and cross ur fingers the chest piece doesn't suck mega balls. > This is the last step before you finish the campaign. If you have not done your 3rd ascendency lab, I recommend doing it now before you kill Kitava and take the -30 all res. > Whether you have done your lab or not, take the waypoint to the Ravaged Square one last time, head the same direction you went to get to the torched courts, talk to Innocence and enter the Canals. > Kill Kitava, portal back to town, grab your two last passive points and talk to Lily to get to the epilogue and finish the campaign. ---- Config Settings Explanation ---- ---New Lightning Golem --- +54 Mana Regeneration 30% increased Cast speed --- New Stone Golem --- 60% Increased Defences --- New Ice Golem --- 120% Increased Critical Strike Chance --- New Flame Golem --- 87% increased damage 60% increased area of effect These are the settings to apply the new buffs to golems. They account for all of the increases in buff effect from the passive tree as well as quality to the gem (you will not have quality on them early which accounts for 20% increased effect of their buffs) I shut off all of the golems in the gem setups to account for these buffs with the except of stone golem, because the health regen buff will stay the same. --- From New Shaper of Winter --- 20% Less Damage Taken (Removed, Because of the Shaper of Storms BUFF) --- From New Shaper of Flame --- 40% of Physical Damage Taken As Fire These are to apply the damage reductions properly from the changes to both Shaper of Winter and Shaper of Flames. These are disabled in the ascendency trees for this reason. It's important to note that these are psuedo reductions because they are only active if you have hit first and the target is not immune to ailments (Ailment immunity is a mod that we can't run anyway). This however shouldn't be a problem in 99.9% of cases. --- Spell Echo Buff --- 10% More Damage --- Arcane Surge Buff --- 10% More Spell Damage These are meant to apply the damage buffs that these gems received. I turn them on and off by removing the 'e' at the end of damage. I would turn these off if you do not have spell echo or arcane surge equipped/active in your links. --- Power Charge Ralakesh Changes --- (Removed, added in the items) -3 Maximum Frenzy Charge -3 Maximum Endurance Charge +25% Movement Speed This is to account for the Ralakesh changes specifically if we are using the Power Charge version. We also use the Frenzy Charge version which is noted in the items section (I think we only use Frenzy now). This is mainly to prevent endurance charges from being active with the old version equipped. --- Gear Suffixes --- +180 Fire Resistance +120 Cold Resistance +100 Dexterity +100 Strength These are active to solve for stat/resistance requiremets that are not present on any of the rare gear. You will change these depending on your item set up. An issue might be that we won't have enough stats or too much suffix pressure to solve resistances and stats. Further below I have covered what to do if this is the case. Also their values are way higher than they need to be, you only need the bare minimum for gear/gems. Make sure to adjust these as needed for your build. --- Lightning Res IF NO DORYANIS --- --- Get rid of the 'e' if Doryanis +130 Lightning Resistance --- A Single Mana Regen Roll --- 50% increased Mana Regeneration Rate These last three are miscellaneous. Lightning Resistance is separated because we may elect to use a Doryani's Prototype in which case we would want to remove lightning resistance from the build. The mana regen roll is just to cover mana costs and is another suffix that would be needed. It is meant to be there as a reminder that you might need a mana regen roll. This is covered later below. - Setting Up Shock - I guess we longer have to do this manually? Anyways just make sure shaper of storms is checked and set it to 65%. We set it manually because PoB does not calculate for the 50% increased effect of non-damage ailments on critical strike, which puts us well over the requirement for 65% shock. (I think it sets us to 75% shock). You only need 160% of shock effect to get 65% perma. --- Addressing Layers, Parts of the Build, Problems, Damage, Defenses, etc. --- - Addressing Suffixes - First and foremost lets talk about suffixes. Easily the most bait part of the build so I wan't to be thorough in addressing them. We have quite a few options to deal with them. > Since we will have so much phys mitigation we can drop Determinaton for Purity of Elements to not only help with suffix pressure early on but also to provide ailment immunity. > Next up, we can always de-level gems, while it is not ideal it might be necessary and having a slightly worse build than no build is better than nothing. > Another option that we have is to run res/stats on our jewel slots to help out. > We can also use tattoos, we should be able to tattoo quite a bit of int nodes for lightning resistance. > If push comes to shove, we can also drop Crown of the Inward Eye for a rare AR/ES helmet which realistically, will probably be better in the endgame anyways. (We can also take phys to chaos implicit here too :eyes:) > Other than that I would just say make sure your rings are res implicit rings (Ruby/Sapphire/Topaz) and only take Res/Attributes for your suffixes on your rings/gloves (these are the items that will stay rare). > Also, cogwork rings have 4 suffix slots and you should 100% use one when you can afford it. - Addressing Mana Issues - Mana is an ever-changing game in this build and it will ebb and flow all the time unfortunately based on gearing so lets go over some ways to tackle mana problems. > Easily the most effect but also the most costly by far, is to get - Mana cost of skills on Rings + - non-channeling mana cost, however this will probably be absurdly expensive, but it will easily solve 99% of mana problems. > Another option, which I have listed in the config, is just get a mana regen roll on one of your rings. Now of course the main issue here is that we already have insane fucking suffix pressure going on and it might not be possible, but in the event that you can fit it, it will help with mana regen. > Additionally, we can also tattoo mana regen on intelligence nodes. Same problem as above though, if we need tattoos for lightning res, then this will not be an option. > A fallback option that you have always which will be the silver bullet to mana issues is taking Inspiration support. I try to avoid Inspiration since its a decent dps loss but if it's necessary then so be it. (I use it in one of the later PoBs) > Another option is that you might want to fit in clarity, especially if lightning golem is dying a lot (although it shouldn't). > When PoBing make sure you keep an eye on your mana cost per second, and your mana regen. The latter cannot be greater than the former (unless its like a 1% difference then who gives a fk). > Lastly, keep in mind total mana. One of the best ways to get mana regen is to get more mana. - Addressing Conditional Aspects of the Build - Unfortunately, from the nature of elementalist, A LOT of the settings of this build are conditional. What I can say is that they really aren't too terrible to play with and a lot of how I set this up, especially in the later stages of the game, will make it seem like less of a big deal but it is a reality worth noting. > Bastion of Elements, is conditional. It has to recharge once it goes down (Shimmeron won't affect it, as Bastion only affects Hits), so it won't always be up. > Golems, golems die, fortunately, my plan to keep golems alive is to fucking delete everything before it deals damage, and LC can most certainly do that and early (when its the least important problem lul) you have a ton of phys to ele conversion on mobs and your golems are immune. Later in the game, you will still have 40% of phys converted to ele on mobs, so your golems will have a 40% phys DR which AINT BAD BUD. > We get an ass-ton of phys to ele conversion early with shaper of flame + Pyroshock clasp, unfortunately this requires us to both shock/ignite the target, fortunately, orb of storms damage is instantaneous and it has a very fast cast speed and with chain and quality it hits a ton of targets so while this is conditional it should have mostly 100% uptime. A huge problem is anything that is ailment immune but in fact that is not a huge problem since it is literally impossible for this build and we skip it always. - Addressing Tankyness of the Build - I talked a lot about this in the video and I wanted to make sure I gave a breakdown of the layers that we have so you now how to get more or less tanky when you want it. > First and foremost, we have Incandescent Heart. One of my favorites in the game due to the fact that it gives us damage, its cheap af, it has a ton of AR/ES for the mastery AND it converts 25% of Ele to Chaos, which we are CI so its just a flat 25% ele damage mitigation. > Next up, we pack a ton of armor into the build, hence the mastery and things like Crown of the Inward Eye. We end up hitting like 60k armor which is a pretty fat amount to help mitigate phys hits. > Next is Shaper of Flames, anything we ignite will convert 40% of phys to Fire which will help a ton with phys mitigation. Also Pyroshock Clasp early on will give us a ton extra phys to ele conversion. > Bastion of Elements, while not always an option I have checked it is an option nonetheless which can be applied when needed (at the cost of damage of course) but it does provide a MASSIVE defensive boost. > Golems. Stone Golem is such a boon for defense, not only will it end up giving us like 66% increased defenses in the late game, which is a ton, it will give us like 340 regen or some shit like that. > Block + Aegis. Later on, we will hit block cap quite easily with Aegis, and with 60k armor that will equate to 1200 ES on block. Unfortuantely, it will be will glancing blows so we will still take 65% damage but hey, thats another 35% DR for blocked hits. And one of the most insane recovery layers in the game. > Endurance charges. Eventually, we will take Endurance Charge Ralakesh, once we are able to replace our Badge of the brotherhood with Ashes of the Stars. With the extra endurance charge on the right of the tree and the small price of 10 mirrors for an endurance charge implicit corrupted Ralakesh, we will be able to hit 5 endo charges. (4 is fine for now :)) But that's another 16% Phys/Ele Reduction. > Also, later in the build we take Flesh and Stone, since LC is an inherently close range skill, this will have solid uptime for sure and we will have 60% increase AOE from flame golem and way later with Forbidden Power Forbidden Jewels we will also get like 48% extra AOE as well and this does apply to Sand Stance Flesh and Stone. This is another 20% DR. > Lastly, we will have solid regen that is unfortunately eaten by shimmeron but in addition to this we will have quite a bit of leech. > You could also take a Graven's secret to get an extra power charge and ele recoup (this is an extremely stong recovery layer at 9 power charges) and it offsets shimmeron debuff, and actual turns it into an ES regen gain. HOWEVER, remember that if you take Graven's Secret, you must use Power Charge Ralakesh boots or you will not be able to get power charges. - Rest in Peace Shaper of Winter - > Shaper of Storms makes this build insane, we had to drop something. Fuck getting chill effect for this dogshit node anyways, 65% shock is maybe 3000x better. - Addressing Damage - I wont go too heavily into this specifically as you can see a lot of the different choices in the PoB but I do want to give a general overview and mention some things. > Our main source of damage is shaper of storms + shock effect. This scales so insanely well with LC its absurd and we will have this extremely early making our early game damage some of the most insane shit you will ever play with. An important note here is to MAKE SURE YOU GET LIGHTNING CONDUIT TO 20% QUALITY AS QUICKLY AS POSSIBLE. Quality is a huge reason why we take Ashes of the Stars way later in the game. > Since we are crit and we stack power charges, crit/charge scaling is a huge deal for our damage early on. Using Badge of the Brotherhood + Frenzy Ralakesh is a 700x cheaper way of scaling damage (theoretically) early on. > We anoint Breath of Lightning always because its such a waste of 3 points for no reason. You are free to move the anoint around as you see fit, however, remember, you must have 160% increased effect of shock. > Good ol' Shimmeron, shimmeron sucks cause it eats our regen, however this wand gives us damage similar to a mirror wand AND it is huge in solve our spell block later when we take aegis + glancing blows. > Void Battery is just a solid option early on, but there are several cases where a rare wand will suffice. Do not use double shimmeron cause the damage degen will be absurd. > Orb of Storms people really sleep on this skill in this build but it makes up an insane chunk of damage that is not reflected in this PoB at all. Especially when you add in Awakened Added Lightning Damage. Orb of Storms hits every single time your Lightning Conduit hits in single target. It's not what it displays here in PoB and I don't know how to calculate it, nor could I tell you what % it makes up. But it is worth investing in and taking care of. Also, Awakened Unbound Ailments = 69% increased effect of shock. > Another damage option that we have is Mastermind of Discord once you have lightning exposure on ur rare gloves. You can take this freely if you want more damage or get rid of it for Bastion of Elements if you want more tankiness. ---- Going Over Item Choices ---- - Helmet - > Honestly, I'm not a big fan of Ravenous Passion, don't get me wrong it's a ton of damage, but we lose so much max hit/ehp that I don't really think it is that worth. That being said, the damage is insane. Not only is it like 40% more spell damage from rage, it also allows you to slot berzerk. I believe it's also pretty cheap. > Crown of the Inward Eye, has been and always will be my go to, simply for the base stat, the %increased life, mana, es, and the damage that it gives you while staying relatively cheap. It's a lot of armor and ES and the %increased roll really isn't that important if you're just trying to get a cheap one. > As per standard, a AR/ES Rare Helmet, will work just fine. This is allows us to free up some suffix pressure so we aren't total starved (and might even be necessary in some cases) and we get the eldritch implicits which are nice. > Another honorable mention that is super popular is Willclash. - Weapons - > Shimmeron is just so fucking good for the price and what it offers. Not only does it give you a ton of spell block on glancing blows, it gives a metric fuckload of damage and it caps your crit which is super nice. The downside does suck, but as long as you have other recovery options or a Graven's Secret, it's not a problem. > Void Battery is simply a staple item for power charge stacking and it is extremely strong. However it's also expensive which is fkin annoying and more than likely a rare wand + Shimmeron will be plenty for the early game. > A Rare Wand is always an option as well. +2 levels is extremely strong, and so is cast speed, crit multi and added lightning damage. - Shields - > Aegis Aurora is absolutely my go to offering one of, if not the most insane recovery layer in the game once you are block capped. It also gives a ton of AR/ES which we need and it provides Max Cold Res which can be very useful later in the game to get 90 all res. I believe Aegis is a bit expensive early on so that is a downside. > Dawnbreaker is another totally solid option offering more phys conversion. - Amulets - > A Rare Amulet will work just fine for the beginning of the game until we can swap over to Badge of the Brotherhood. It's important to note here, that we only want to do this once we have our Frenzy Charge Ralakesh Boots. > Badge of the Brotherhood, as mentioned above, is just an insanely strong amulet for how usually cheap it is (I wanna say its like 40c or something iirc). Pairing it with charge stacking and frenzy ralakesh boots and you have an insane damage boost. > Ashes of the Stars is far and away the best option in my opinion and there is no doubt in my mind. Unfortunately it costs your fucking christmas bonus to buy but goddamn does it do wonders. Assuming a 30% quality version, with 65% shock, that gives us, 6% more damage per 5% of shock which means that it gives us 78% MORE damage on hits with Lightning Conduit and that doesn't include the level or the quality on everything else. (golems/LW). Also, this allows us to skip on Frenzy Charge Ralakesh boots and take the ever so coveted Endurance Charge Ralakesh Boots. - Body Armor - > Incandescent Heart, I will shout it from the fucking rooftops this is one of the nicest unique body armors in the game. The 25% ele to chaos is an extremely nice defensive layer, the base armor/es is so cracked the fuck out for 1c, the extra damage as chaos is also extremely nice, and because of how cheap it is, +2 6L are extremely cheap later on (like 3/4 div). > Rare Body Armor is fine in the beginning but realistically, you should be able to get an Incandescent Heart as soon as you are ready to swap to CI. > Inpulsa's in my opinion, is just fuckin terrible. The base stats are horrendous, we don't get any real useful damage mods (effect of shock is not necessary, %increased damage is okay), it prevents us from using the armor/es mastery, and all for some shitty explode that you will not need at all because if you want to tank a slot for clear, Berek's Respite is your go to. And it will clear just as effectively. > Lightning Coil OR Cloak of Flame, either of these will work in a potential late game setup where we combine our shaper of flames 40% phys to fire conversion with one of these chest pieces, and then with Mageblood + Melding of Flesh set our shit to 90% all res. - Rings - > Rare Rings, specifically, a Cogwork Ring, is a big deal in this build to help us offset the fact that the suffix pressure from all of these fkin uniques is absurd. You will probably need to run two of them. > Berek's Respite, I do plan to do everything in my power to make this fucking ring work, again the clear on it is just absolutely absurd because it infinitely chains your lightning conduit so long as there are enemies alive. - Belt - > A Rare Belt early is most certainly probably going to be your go to, although I will say as long as you have the suffix stat open, a Pyroshock Clasp is an incredible item early. It brings our total Phys to Ele to 70% which is extremely nice early on. > Stygian Vise + Abyss Jewel w/ 100% Shock Avoidance, this is an all time classic ever since Stormshroud. Always a solid option especially if you need ailment immunity and you are not running Purity of Elements. > Pyroshock Clasp, easily one of the strongest early game phys mitigation items. Dropping Determination to take Purity of Elements (to offset suffix stat pressure + ailment immunity) and then taking this belt is a totally fine option as you won't need to worry too much about phys hits given that this belt will convert any enemy's phys to 15% Fire/Lighting, provided you have damaged them. > Graven's Secret, This belt is quite slept on, not only does it provide us with an extra power charge, it also gives us 12% of Elemental Damge Taken Recouped as ES (This is ALL ele damage) per power charge, @ 9 power charges that is 108% recoup. This recovery layer, provided you have some other layers of recovery is extremely strong (It also offsets Shimmeron). The huge downside of Graven's, is that it requires Power Charge Ralakesh boots, because it prevents us from generating power charges. This means that we would have to generate Frenzy Charges manually (I'm looking at you Elegant Hubris) > Mageblood, need I say anything? It's just THE endgame belt and it opens up an infinite number of possiblities for this build and really any build usually. - Gloves - > Rare Gloves are the only option here in my opinon (Armor/Energy Shield base ofc). The eldritch implicits are extremely convenient here and we need rares to help solve suffix stat issues. - Boots - > Rare boots are of course the go to early on and they will be fine for pretty much all of mapping until t17s. > Ralakesh's Impatience, you already knew it was coming these are our go to. We want the frenzy version first and then later we will swap to the endurance version once we get Ashes of the Stars. - Jewels - > Rare Jewels can be extremely cheap and they can be quite useful in terms of solving problems like suffix stats or regen or things like that. You can buy some pretty insane late game ones tho for fucken 100s of div. > Stormshroud is always a banger, pair this with 100% shock avoidance and you have ailment immunity. Also it gives some lightning res. > Watcher's Eye is a classic. Wrath with Critical Strike Chance (MAKE SURE YOU ARE NOT AT 100%) or damage penetrates res is our go to. You can take whatever variation you want/can afford. > Forbidden Jewels uhh these are absolutely expensive as fuck and are giga-late game only. Forbidden Power is probably what you want, but again whichever variation you want/can afford. > Thread of Hope unfortunately this has TWO different spots that we need it but they occur at different points in the build, see the PoBs for this one. > Militant Faith another staple of power charge stacking builds, it provides an extra 3% more spell damage per power charge. And you can get some variation that give you nice things from devotion that are also expensive as all fuck so that's cool too. > Elegant Hubris with Supreme Ostentation is another juicy looking alternative that I will play around with later in the league. > Melding of Flesh is another giga late game option that pretty much requires Mageblood but it will allow us to hit 90 all res in certain build variations.