Enki's Arc Witch Memorial Page

Oh, my...

"

  • Characters now get 6 mana per level instead of 4.
  • Many spells have had their base damage increased at higher levels, to bring their power in line with attacks and to reward the risks of spellcasting. The following spells have had their damage increased by around 20% higher at level 20: Arc, Ball Lightning, Ethereal Knives, Fire Trap, Firestorm, Flame Surge, Flameblast, Freezing Pulse, Glacial Cascade, Lightning Tendrils, Lightning Warp, Magma Orb and Storm Call.
  • In addition to having more damage, Arc now increases in number of chains more often as it levels up. At level 20, it chains seven times. Previously this was five.



This sounds extremely good for this build.

Getting 50% more base Mana to work with sounds pretty good. Somehow I feel like it should be even more, but as it stands, at level 88, I'll be getting an extra 176 base Mana, which works out to almost 3-4 pieces of gear worth of Mana. I'm curious how this works out in the end after all the Mana increases and what it translates into in terms of increased Mana regeneration on the new higher totals. This could maybe allow us to respec some of the Mana nodes away?

20% more damage and two extra chains at level 20 for Arc sounds amazing. Used to need to push it to 21 just to get six. I do wonder what this means for existing gems, though. I have never actively played during such an expansion, so perhaps someone more knowledgeable about the process could chime in.

In particular, Lightning Strike is turning into a Green gem, from being a Red gem; mechanics of the new skill aside, what actually happens to the existing copies of the red Lightning Strike gem? Same with the Rain of Arrows change -- its quality bonus will be increasing AoE instead of damage. What about existing quality Rain of Arrows gems? At least for "removed" gems like Item Quantity, they seem to just become "Legacy" with existing versions remaining, but as these skills aren't actually being removed, I'm not sure what happens to them.

In either case, I'm not sure if the buff to Storm Call would affect the Vaal version, although I suppose not, since it's not explicitly stated.

I'm liking some of the other changes as well -- buffs to Lightning Warp and Ice Nova, for that 'Super Nova' build I want to try out at some point.

I'm somewhat miffed that they didn't quite explain the actual percentage chance on the new Surgeon's, though. On the bright side, I did get a second pair of Blood Dance boots yesterday from Zana's "Find the unique item" mission which will now go legacy I guess, whatever that might be worth.
Last edited by DarkRogue_3 on Dec 9, 2015, 1:20:41 AM
Just read new patch notes and found this nice guide to be my first Talisman-char in SC :)

Tnx, OP, now 2days to go, let the Arc be with us :D
Do you think that replacing the Golem and the Rallying Cry with CWDT and Immortal Call is a good Idea? I don't really like using the cry and feel that it often is more a liability than actual help. On the other hand, the CoH/Warlord's Mark with HoI works surprisingly well and I find myself running around with 3 ECs at pretty much all times.
What do you think?

@DarkRogue_3:
Existing Gems will be changed to their new forms (even colour changes) retroactively. Meaning: There will be no legacy versions of skill gems.
Thanks, that's interesting to know, haha. I suppose there won't be any point to hoarding gems then.

As far as replacing the gems goes, the Golem is basically a second Diamond Ring for Crit, so I'm not sure if that would be a great idea to remove. However, I am running a CwDT+IC setup (detailed over several posts with the OP in the last couple pages) and I feel it works pretty well -- It interacts especially well with the Kingsguard, as when IC fires off and consumes your Endurance Charges, the Kingsguard heals you at that moment due to the consumption of those charges.

To make room for it, though, I ended up sacrificing Lightning Warp (and its associated 3-link) but am growing more used to Flame Dash as its replacement. It's not as flexible for general map movement, but in practice, I feel like it's been much more helpful mid-fight than Lightning Warp ever has been for me.
Those patch notes look extremely good, basically a buff for all my existing and planned builds!
The flat mana increase per level will let us get Oak in normal and free up some passives, while the higher amount of chains and more damage will be insane for pack clearing. I hope we can even reach 8+ chains with a Lv21 Arc and Empower 3/4.

Let's see if a seperate single target spell will even be needed with this buff. Vaal Storm Call surely is powerful, but limited and thus not gonna last us for longer bossfights, so we'd need to use Arc anyway. This is one of the few things i still have to test, other than that i think i've found a good balance again for 2.1.

Rallying Cry will not be a part anymore but can be used optional if you want to. I'll also leave more flexibility in golem and movement skill choices, but more about that after the update. Also, CwDt + IC will finally be included!

Now let's wait for the patch and hope my theorycrafting turns out as good in the actual game as i hope it does.
twitch.tv/enkivt
Sounds great, looking forward to it.

I've been playing with the 2.1 tree, although not for this build specifically since it didn't seem like much needed changing. More chains is always good, but only when there are 3+ enemies around, since I think that's the minimum needed before Arc will chain back and forth between everyone. I know bosses are much slower to kill when they're alone as compared to just being around a couple of their minions.

On this note, I agree with the Vaal gem issue being that they're basically limited to one use per boss fight effectively. Charging it through the little minions in most boss fights will probably be pretty slow (gauging from how often I actually get Vaal Haste back during boss fights.) In this case, though, what about using a variety of other skills, such as regular Storm Call which received a buff, Ball Lightning, or even Lightning Tendrils (although I wasn't much a fan of this at lower levels, it does have a higher base Crit chance.) Maybe even Flame Surge, even though it's not a Lightning skill?

Interesting to know that Rallying Cry won't be necessary -- I never used it much anyway because I keep forgetting it exists. I guess not too much will be changing for me since I was also already using Immortal Call, haha.

Very excited to see what updates come in a few days. Even without the buffs coming, I was quite satisfied with the damage output with your build currently.

One question I want to pose, though: Controlled Destruction. I know this reduces Crit chance, but do you think it might be viable in some way? It's only a reduction, rather than a 'less' modifier, so it essentially would mean giving up two Power Charges for a 'more' spell damage modifier.
will there be any changes with gear? bacause i'am thinking about buying 2 void batteries instead of these two wands i have now (hope to get both for 10-15 ex)



is it worth changing? my crit chance is around 60% with charges, that wont change with void batteries because of two more power charges, but spell dmg will be much much higher

thx
Thanks for the build - I've played it on DS SC and for the first time my character reached lvl 90, so it was fun :D I'm pretty lazy so I love the auto charge setup in this build. Clear speed was dope, but some bosses were little painful to deal with :c Good thing Arc is getting buffed tommorow :) Keep up the good work!
yup, I'm gonna start the new league with a crit arc build. The build is pretty straight forward for where to go on the tree, but are we looking at any new skill gems/uniques to go with this?
Rampage IGN: RIP_Stannis_Baratheon
Hi, I started to play this build and something at the beginning wonders me...
Why you choose at the beginning the cast speed skills and not the spell damage skills (first circle)?

Greetings

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