Impending Doom(Doom Blast) Stormweaver Build Idea/work in progress
Here is a quick gameplay of how it works currently in T10 Maps
https://youtu.be/it2rfVPxIp0 Currently testing out this build. So far reasonably strong and extremely simple to play. Simply cast a curse on enemies and watch them die instantly from aoe chaos explosions. So Impending Doom(Doom Blast) deals 15% of current mana as damage when a curse is removed. This also works with archmage as it triggers the bonus archmage damage when Doom Blast hits. However I am still trying to figure out the best way to scale it's damage, I tried getting every chaos damage node however I don't think it actually scaled the damage or at least didn't feel like it. Swapping to more defensive with mostly energy shield/mana/mana regen seems to be the better play as you get very tanky and still deal lots of damage. However using the combo of a high spirit sceptre and Threaded Light focus gives me roughly 336% spell damage bonus(this can be scaled even higher if I get a good chest piece with spirit as well) from having 280ish Spirit and unequipping and reequipping the focus the damage difference is noticeable so it does seem to scale with pure spell damage. I feel a lot more people are going to try this combo out now when they learn about it because it's damage bonus is insane compared to using even a really well rolled staff or wand and is cheap(for now at least). Now for how Impending Doom is proccing. Simply combine it with cursed ground support and now every time you cast a curse the curse is removed and re-added causing it to proc. Now this build can get costly if you use a higher level curse because spamming a 400+ mana cost spell with also proccing archmage costs as well runs you out of mana quickly even with very high mana regen. So what I've done is use the lowest skill gem of level 3 to get enfeeble curse which costs drastically lower the only downside is a slight decrease in the curse aoe and curse effectiveness however since we are using the damage from Impending Doom as our main focus this is fine. Additionally I also have Burning Inscription support on enfeeble curse as well and it leaves a burning ground that does 20% of my max mana which is some additional dps thrown in as well. Let me know if anyone has any ideas for this build or wants anymore specific details about this build. Here is the current passive tree - https://maxroll.gg/poe2/passive-tree/klisf03u Last bumped on Jan 1, 2025, 10:01:41 PM
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Hey there! I was just thinking about Infernalist and did a quick pass on the passive tree to explore some options. It looks like Infernalist can really stack HP and gain MP, which is pretty cool! With this setup, we can rack up a good amount of chaos damage. Just a heads up, though—I feel like we might still end up a bit squishy even with a lot of HP. Check it out!
https://maxroll.gg/poe2/planner/e02w30y7 |
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i'd love to play this. any chance there will be a build planner link in the future? impending doom was one of my favorite builds in poe 1.
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Nice finding of using cursed ground to trigger impending doom.
I've tried some support gems: Unleash is great for making the first cast instantly explode, but provide effective no dps increase as seals do only half damage and are gained with base cast time unaffected by cast speed. Spell cascade is horribly inconsistent to be useful. Spell echo effectively double cast every time but with 30% less cast speed, so overall 0.7*2 = 1.4x more dps. The echo bit instantly goes off when continuously casting which is very nice. Ritualistic curse & Magnified effect working as expected on area of effect. Controlled destruction, Considered casting, Arcane tempo all working as expected on damage/cast speed. Inspiration is necessary for archmage if you don't want a pack of 10 mobs to delete 60% of your mana. So many choices but so little room... Cursed ground + Impending doom are necessity. Unless new uniques can give cursed ground but there's no 'socketed skills' anymore. That leaves only 3 slots to pick out of all these... DPS: Spell echo > Controlled destruction >= Arcane tempo > Considered casting Area: Magnified effect > ritualistic destruction Archmage: Inspiration Can do weapon swap though if you use Solus or be a gemling legionaire. |
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The Cursed ground tech is clutch!
Thank you! Currently running monk and thought that acolyte doom blast seemed fun. I was about to give up but then i got my hands on a cursed ground and it instantly made the game feel better. High Spirit & mana nice too Currently running decaying hex, as the debuff from that hangs around on the curse for a bit after it expires for some extra dots early game, but spell echo looks dope |
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Do you think the Gemling Legionaire would be viable for this build?
He can stack up a lot of extra Mana, but then again his starting position on the tree is terrible. |
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just sniped threaded focus for 1 ex, max spirit roll scepter and big spirit chest. Thanks for the heads up dude.
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Hey! I've been slowly piecing together a build very similar to this myself. Here are a couple things I've noticed:
1. With all of the excess spirit we have available, I have been using skeletal archer minions with Chaos Infusion + Last Gasp + Withering Touch. It feels as though thing that make enemies take more chaos damage DO affect the damage of doom blast, despite inc chaos% not working. Since the minions do not die for 4 seconds, you can have a high amount of wither on most enemies before they die without any investment on them. You can probably swap to a minion you like more if the archers aren't working out, I'm still messing with it. 2. Because of the Minions, I have been using Soul Offering, granting a large more spell damage multiplier. 3. Invocated Efficiency is an increased spell damage notable that applies to triggered spells, which Doom Blast is, and I think it's worth taking if you have the points. 4 points for 91% increased spell damage with triggered spells. It's a lot easier to path toward if you're planning on going CI. Last edited by Sand__Witch#6051 on Dec 19, 2024, 2:58:39 PM
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Increased chaos damage doesn't work?
Welp |
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" Yes it does work. I just completet a test series with my good friend Beira of the Rotten Pack. My Gem Setup was Enfeeble + Impending Doom + Cursed Ground + Controlled Destruction (to rule out crits) If You Damage her very carefully, there is a small window between the damage number on her Bar fading and her Energy Shield not yet recharging and her ot having Minions around. I managed to pull of 3-4 hits resulting in exactly the same Damage number: Control group without any bonusses: 3219 +74% Chaos Damage: 3645 +91% Trigger Damage: 3743 +46% Spell Damage: 3516 This shows the excatly same benefit of 5.8 Damage per % on the 1st two and a slightly better one on Spelldamage with 6.5. I do not know why Spelldamage seems to be better though. This Test was done without Auras and without Archmage. -------------------------------------------- Archmage changes everything. Archmage is just broken. There is no reason for any caster not to use it, and there is no reason for any Caster not to play a lightning based built because of it imho. Control group without any bonusses: 8551 +74% Chaos Damage: 8963 +91% Trigger Damage: 9939 +46% Spell Damage: 9339 +48% Lightning Damage: 9016 The damage boost from this skill is just ridicoulus. You triple your Damage just by having it on. Sure, it´s a 100 Spirit and big mana Cost, but it straight up triples my Damage. It also significally changes the worth of diffrent % values. 1% Increased Chaos = 5.7 1% Increased Trigger = 15.3 (Double Checked, Very interesting) 1% Increased Spell = 17.1 1% Increased Lightning = 9.7 So yeah, Archmage basically double dips making +% chaos damage very weak in comparison. And Yes, if you got a 2nd Curse, you now use Conductivity instead of Despair -_- |
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