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Playstyle
This build requires a very active hit & run playstyle. Most important thing is proper
timing:
learn the duration of your skills, buffs and flasks and try to get a feel for when to update
them.
It can be overwhelming at first, but gets pretty easy once you're used to it.
You can optionally cut down most of the casting with Kitava's Thirst.
Drop Orb of Storms at enemies, then kill them with Arc and move with Flame Dash to the
next pack. Keep your Quicksilver for longer distances, or if Flame Dash is out of charges.
Our offering skills have a pretty long duration and don't need to be onscreen to be active
- as long as the buff icon is there, you get the bonus.
Bossfights deserve their name again since Patch 3.0 - some will take significantly longer
to kill, and with that get more chances to hurt you. Rule of thumb is: all highly
telegraphed skills are meant to kill you, so don't even try to tank them.
My recommended strategy is cast Desecrate before engaging the boss, get Bone
Offering up, cast Decoy Totem near the boss, Flame Dash to start the fight, drop Orb of
Storms then burst them down and refresh buffs if needed.
For bossfights with three bosses, such as Excavation it can be better to use Arc instead
of your single target spell.
There are four main roles for builds in Path of Exile - mapping, bossfarming, MFing,
Support - and then there's additional keywords to further describe a builds strong points,
such as Budget, Beginner-Friendly, High-End, fast, reliable, tanky etc. Builds usually can't
excel in all of those things, the closer a build gets, the more likely it will be nerfed.
For this build, i knew from the beginning that i want it to be a good, reliable and
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relatively cheap mapping build and nothing else, so that's what the whole setup is
focused around.
It's not a good build for highend bossfarming, while you can probably get some easier
fights like Shaper done, it'll still be riskier and slower than with a build specifically made
for that.
‣ Chaining: Arc is a lightning-based spell with the ability to chain from monsters.
After chaining to two individual enemies, Arc can also chain back to the initially hit
monster.
The amount of times Arc can chain depends on the gems level and can be further
increased by enchantments, with a maximum of 11 chains attainable with this build.
Chaining is not represented in our tooltip, it simply shows DPS per enemy hit and is thus
not always accurate. Taking all the above things into account, we can deal up to 4x the
tooltip damage under perfect conditions.
‣ Shock: An elemental status ailment which increases the damage an enemy takes by
up to 50% for a fixed duration, based on our lightning damage dealt.
Arc comes with an implicit 10% chance to shock, which we further amplify to assure
relatively consistent shocking for maximum damage output.
‣ Semi-Crit: This has been a very crit-focused build for the longest time, but the
investment needed to reach a consistently high crit chance with Arc got to a point where
it's just not worth it anymore.
Instead of going all out on crit now, we just get some to proc Elemental Overload, a
conditional buff which gives us a 40% more damage multiplier if we've crit in the past 8
seconds.
This allows to get good damage output with much less investment, and with that makes
the build strong for endgame content at a much lower level.
‣ Curses: They are a powerful source for temporary debuffs such as letting enemies
take more damage, weakening them or granting you specific things on hit/kill.
Each character can have one curse by default and raise that limit with some investment.
We use two curses - one offensive, one defensive - with the option to switch the former
with a second defensive curse if needed.
Monsters can gain immunity to curses through specific monster- & mapmods, bosses
have a default 60% and shaper/guardians 80% less curse effect modifier.
We get a decent amount of both through Bone Offering, originally a minion skill which
applies to us through our Ascendancy, and further raise our block chance with passives
and gear.
Unfortunately block won't keep us save from any damage over time and secondary
2
damage, so we make use of another defense called..
‣ Mind over Matter: This is a Keystone which redirects 30% of damage we take to our
mana pool, as long as we have sufficient mana. In order for this to be effective, we need
an unreserved mana pool equal to approx. 43% of our life pool and a quick way to refill
mana, which we gain through both leech and regeneration.
‣ Keep your flasks updated. I recommend 2x Life Flasks, 1x Mana Flask and 2x
Quicksilver Flasks, switch the Mana Flask with a Granite- or Basalt Flask of Staunching
around Act 4 and one Quicksilver Flask with another Basalt Flask around Act 8. You can
find a list of all flasks here.
‣ Upgrade your gear. While not as relevant in the beginning, it's important to look out for
gear with solid life and resistance rolls. Ideally you want to have all three Elemental
Resistances capped at 75% at the end of Act 3, only Chaos Resistance may be at
whatever value.
We also don't use Staves before endgame, it's better to stick with a wand/sceptre and
shield while progressing through the storyline.
Rare or Unique gear pieces are not always the best for this purpose, sometimes you're
better off with Magic gear giving life and a single resistance.
You can easily craft your own gear, ideally on already 4-linked pieces you get from
vendors or drops, however only use Orbs of Transmutation/Augmentation/Alteration at
this point,
everything else is a huge waste!
‣ Great Uniques for leveling are Lifesprig, Reverberation Rod, Amplification Rod, Goldrim,
Wanderlust and Tabula Rasa, but prioritize a good lifepool and capped resistances!
‣ Use Portal Scrolls and enter town to refill flasks during bossfights.
3
‣ Get all waypoints you can find. I mention specific waypoints you will definitely need,
but generally it's recommended to get them all, since you never know if you may
disconnect or need to get back to that zone for other reasons.
‣ The passive tree goals for each act are just a pointer, if you're short by 1-2 points or
overleveled that's not a big deal.
‣ Despite this guides title, we don't use Mind over Matter before reaching endgame
maps.
Act 1
‣ Get Arcane Surge (don't level it beyond Lv8!) from Large Chest and kill Hillock
‣ Get Freezing Pulse, link it with Arcane Surge and throw away Fireball
‣ Optionally get Lightning Tendrils if you want to use it for single target
‣ Start looking out for a 3-linked, all blue socket Wand or Sceptre
‣ Get the Coast Waypoint, kill Hailrake on Tidal Island and get Quicksilver Flask in town
‣ Enter Submerged Passage, look for Flooded Depths and kill the Dweller of the Deep
‣ Get Orb of Storms and Passive Skillpoint in town
‣ Enter Prison, get Added Lightning Damage and link it to Freezing Pulse + Arcane Surge
‣ Start looking out for 2x Sapphire Rings
‣ Complete Trial of Ascendancy in Lower Prison
‣ Kill Brutus, progress to Ship Graveyard and get the Waypoint
‣ Look for Ship Graveyard Cave, get Allflame then get Cavern of Wrath Waypoint
‣ Travel to Ship Graveyard Waypoint and kill Fairgraves
‣ Go to town to get Passive Skillpoint, Clarity, Flame Dash & Arc
‣ Replace Freezing Pulse with Arc and craft a +1 Lightning Gem Wand/Sceptre
‣ Cast Orb of Storms, then Arc to kill faster
‣ Equip Sapphire Rings and kill Merveil
Act 2
4
‣ Go back to Crossroads, enter Broken Bridge and kill Kraityn
‣ Back to Crossroads once more, enter Fellshrine Ruins and Crypt
‣ Complete Trial of Ascendancy in Crypt
‣ Back to town, enter Riverways and get the Waypoint
‣ Go to Western Forest, kill Alira & Captain Arteri
‣ Look for Weaver's Chambers and kill Weaver
‣ Back in town, get Faster Casting and Controlled Destruction and link to Arc
‣ Get another set of those gems when using a seperate single target spell
‣ Link Arcane Surge to Flame Dash and throw away Added Lightning Damage
‣ Enter Lioneye's Watch and get Passive Skillpoint
‣ Go back to Riverways, enter Wetlands, kill Oak and get Waypoint
‣ Get two Passive Skillpoints in town
‣ Make your way to the Ancient Pyramid, equip Topaz Rings and kill Vaal Oversoul
Act 3
Act 4
‣ Enter the Dried Lake, kill Voll and enter the Mines
‣ Free Deshret's Spirit in Mines Level 2, progress to Crystal Veins and get Waypoint
‣ Get Passive Skillpoint in town and optionally farm Dried Lake a bit
‣ Complete the first Labyrinth, you can enter it through the Sarn Encampment
‣ Read up on the Lord's Labyrinth and Izaro to get an idea what's going on
5
‣ After finishing the Labyrinth, ascend to Necromancer and get Mistress of Sacrifice
‣ Now get Bone Offering and Desecrate and link with Faster Casting
‣ Go back to Crystal Veins, enter Kaom's Dream and kill Kaom
‣ Now enter Daresso's Dream and kill Daresso
‣ Get Spell Echo in town
‣ Optionally get another Spell Echo if not using Storm Burst
‣ Replace Controlled Destruction with Spell Echo on Arc
‣ Replace Faster Casting with Spell Echo on Lightning Tendrils, if used
‣ Replace Controlled Destruction with Spell Echo on Ball Lightning, if used
‣ Kill Piety in Belly of the Beast, and finally Malachai in the Harvest
Act 5
Act 6
Act 7
‣ Find the Silver Locket in Broken Bridge and get Basalt Flask in town
‣ Enter Crossroads, get Waypoint then enter Crypt through Fellshrine Ruins
‣ Finish Trial of Ascendancy and find Maligaro's Map
‣ Go back to Crossroads and enter Chamber of Sins
‣ Kill Maligaro in Maligaro's Sanctum
‣ Finish Trial of Ascendancy in Chamber of Sins Level 2 and enter the Den
‣ Make your way to Ashen Fields and kill Greust, then get Skillpoint in town
‣ Get Northern Forest Waypoint and enter Dread Thicket
6
‣ Collect all Fireflies and kill Gruthkul, then get Skillpoint in town
‣ Find Kishara's Star in Causeway and get Skillpoint in town
‣ Get to the Temple of Decay and kill Arakaali
Act 8
Act 9
Act 10
Epilogue
7
‣ Enter Templar Laboratory and get Jungle Valley from Zana
‣ Start farming for proper gear and switch to the endgame gem setup listed in main post
‣ Once you've finished the core passive tree, go for the third Labyrinth
‣ That's it, you've reached the endgame