Enki's Arc Witch - dead for now
|
Hello Enki, thank you for a great build and work you have put into it. One question regarding POB. How accurately it works with your build when comparing different support gems? For example, for my currrent character, it calculates dps gain by switching increased crit to controlled desctruction. Thanks
|
|
" Enki's setup means you'd want as much crit chance as possible, hence he uses the gem Increased Critical Strikes Support. Running Controlled Destruction will give some more DPS, but your crit chance becomes moot now. You want Arc to crit as often as possible, to proc ailment (in this case Shock) and enemies take even more dmg from shock effects. A filthy casual
|
|
|
Question(s) for Enki, or anyone else who happens to be knowledgeable.
I have been considering Omeyocan for my boots, since permanent Onslaught is a huge boost for both mobility and damage (and because extra dodge chance is awesome). As you say in the guide, though, the boots require us to get a ton of mana sustain in other places to compensate for 7% mana loss per second. In-game defense characteristics for my character show 149.6 mana regenerated/second (1955 is current total). That's about 7.6% gained per second, assuming there are no hidden factors I'm not aware of in the calculations (maybe a stupid assumption, given how deep this game is). However, I'm starting to wonder if it's worth the investment. My three questions are: 1. Do you think a top-notch endgame build would/could utilize these boots? I know they let us run Wise Oak, too, so I can see the damage potential, but I don't know if it's really worth the tradeoff. If we're ultimately better off with something other than Omeyocan, it's not worth further discussion. 2. If they are worth the tradeoff, what exactly should our goal be for baseline mana regeneration? I'm running the mana leech Watcher's Eye, which is huge, but I have no clue if this tight balance would throw MoM out of whack, or if there would be any noticeable effect in gameplay at all, since my 7.6% mana per second would in theory counteract the 7% loss per second from the boots. I don't know how this would scale with the big mana boost Omeyocan gives, though; I am concerned that equipping them would boost my mana enough that 149.6 mana/second regeneration would fall to less than 7%/second. So I might need to compensate with more mana regeneration on other gear pieces before equipping them to even make this work. If these boots are worth gearing around, I don't feel knowledgeable enough to decide how much mana regeneration I should target, or how. Which leads me to my last question: 3. If Omeyocan is worth equipping, what is the most effective way of reaching our desired mana regeneration rate? I took the Mind Drinker node in preparation for using them later on, and I have 67% increased mana regen from one ring, 30% from Clear Mind, and a flat 6.8 mana regen/second from the Xopec's mod on my amulet, but I know there are other mods available from other sources that could prove more effective. For instance, the increased mana recovery mod is available on shaped belts, but I'm not sure if that's more or less effective than increased % or flat increased mana regen, or if they scale with each other in a synergistic way that can be expressed with a basic formula. I would really like to avoid using a hybrid flask, even though I recognize it as a possible solution. I also don't want to run Clarity, since I'd be losing out on a lot of increased spell damage from Clear Mind, though again, it could be worth it! (This could be counteracted by Aul's Uprising with Clarity, potentially.) If the boots were cheaper, I'd buy a pair and try them out myself, but I'm trying to save for better weapons. Depending on the response I get to this post, I might ultimately try it down the line when I have more currency, but I'm wondering if it's really worth the hassle if I'm trying to optimize my endgame equipment. I suppose I owe you some feedback on the build this league. I think you did an amazing job redesigning the build to be more accessible, and I'm having an absolute blast playing it. Using critical strikes instead of Elemental Overload is definitely a big change, but the damage does seem to be better overall. Though I was really skeptical at first, Orb of Storms is really growing on me as a substantial source of damage and a possible method of administering debuffs; it's sort of like a combination between the damage surge from Lightning Spire Trap and the utility of Storm Brand. (I am going to try to fit Culling Strike into the setup later on, if I can.) It makes the switch to Kaom's Roots way easier, and also works really well with LW, since you can warp in, drop an OoS while animation-cancelling LW, and warp out again before even getting hit; in fact, I barely need to use Arc at all when I'm delving. I wasn't a fan of Lightning Warp at first, but when you get the setup right, it's clearly a huge improvement over Whirling Blades when it comes to quickly traversing more diverse types of terrain (Moon Temple, for instance). It also fits thematically with the build, and is just way cooler all-around. It also affords us freedom with choosing weapons, which means a lot more options for higher damage without huge currency investment. Generally speaking, it's the most economical the build has been since I started play last year; the amount of currency it takes to be ready for t15 maps, for instance, is quite small compared to most other builds out there, as well as previous versions of this build. It's so impressive you've kept the build strong in the face of all these nerfs. I will be crushed if GGG nerfs any more core mechanics of this build and causes you to give up maintaining this incredible resource of a guide. Thanks for any insight you can give! Last edited by WorderMostFoul#7154 on Jun 20, 2019, 10:57:39 AM
|
|
|
@Enki91
i didnt understand last gems on "Gem Setup" section there is 5 gems im confused :P help |
|
|
what gems would you use in replace of the blind proc when using corona solaris?
|
|
|
I have played your build 2 or 3 times in the past really liked it. took last league off. Was about to give up on this in the 40's if your playing this new dont give up on it im in my 60s now and it seems like its unkillable after you get all the links up and none of mine have %. So much tankier and im only at around 2000 life and 1500 mana well done .....
|
|
|
Hey, thanks for the great build, I'm having loooots of fun with it.
Currently contemplating getting a 5L- Inpulsas. What gem would I drop from the 6L Setup? I'm not really sure which would lose the least amount of dps. Thanks for the answer! |
|
" Drop Hypothermia until you get a 6L. Inpulsa's is cheap enough this league that you might as well buy 2 and wear a 5L one while you spam orbs of fusing on the second one until you get the 6L. If possible, get Hillock to captain rank in fortification so you can get 28% (I think) quality on the Inpulsa's; that should definitely help reduce the number of fusings you'll need to get that 6L. |
|
" Yeah, I understand the logic behind gem setup. The question was aimed at POB accuracy. Not only to compare gem setups but also item setups (for example one weapon has slightly higher cast speed than other but slightli lower crit multi - you want to compare them before you start crafting on them). |
|
" PoB is mostly quite accurate for gems, but you have to properly configure the applicable buffs. For example, you need to check the "enemy is chilled" option for it to show you the extra damage Hypothermia grants us. You can toggle most of our buffs (e.g. arcane surge, flask effects) very easily to see how the damage stacks up. Off the top of my head, I can only think of two types of conditional damage PoB doesn't account for. The first is a biggie, Unleash Support. We absolutely get a significant boost to burst damage from that gem (and still a notable boost to sustained DPS) that PoB doesn't show. They really should add an option for sustained DPS with Unleash. According to my calculations, level 20 Unleash gives about 30% more sustained DPS, so you'd want to multiply PoB's DPS by 1.3 to see the real number. Shock is the only other thing I can think of that PoB just isn't capable of calculating accurately, unless you have your shock effect capped, which is very difficult this league because of the nerf to Beacon of Ruin. Assuming you don't have it capped, then, checking the box in PoB will artificially inflate your Shaper DPS. There's a formula you can use to manually calculate extra damage from shock; I think Enki has it listed in his guide somewhere, or you can look at my posting history (I laid it out in detail about 10 posts ago). Regarding equipment and mods, for our purposes, PoB should be very accurate, so tinker away. From what I can recall right now, increased effect of shock is the only mod that wouldn't be reflected in your total PoB DPS. |
|




































