To run 3rd aura Flesh & Stone takes it over 100% of mana (50% 35% and 25%) so I took the 4 extra nodes to Charisma. Is there a better way?
Buy a cheap rank 3 enlighten, that should solve it.
Thanks for the replies, just the one above I didn't fully understand. If I get an Enlighten, where would I put it? I don't have a spare gem slot.
Also, if I'm readin the gem progression right, at level 3 it gives 8% reduced mana reserved but the passives I'm using give 12% and they leave me with 31 mana(!) so 8% wouldn't be enough.
To run 3rd aura Flesh & Stone takes it over 100% of mana (50% 35% and 25%) so I took the 4 extra nodes to Charisma. Is there a better way?
Buy a cheap rank 3 enlighten, that should solve it.
Thanks for the replies, just the one above I didn't fully understand. If I get an Enlighten, where would I put it? I don't have a spare gem slot.
Also, if I'm readin the gem progression right, at level 3 it gives 8% reduced mana reserved but the passives I'm using give 12% and they leave me with 31 mana(!) so 8% wouldn't be enough.
Am I missing something?
Helmet with + 1 to level of gems (like the vertex) will allow you to run all three auras. Just put all three auras and the enlighten in your helmet
Thanks for the replies, just the one above I didn't fully understand. If I get an Enlighten, where would I put it? I don't have a spare gem slot.
You link it with your auras in helmet.
Why do you have a controlled destruction there anyway? If you're levelling it for when you get a 6-link on ED / Blight just level it in your weapon swap.
"
SpontaneousCombustion เขียน:
Also, if I'm readin the gem progression right, at level 3 it gives 8% reduced mana reserved but the passives I'm using give 12% and they leave me with 31 mana(!) so 8% wouldn't be enough.
Am I missing something?
Yeah, you have Eldritch battery so you use energy shield for spells, you shouldn't need any mana. It can be all reserved.
P.S. Change those flasks to what's recommended in the guide.
Anyone looked at using the "10% increased Spell Damage" large cluster to generate Arcane Surge?
2 Added Passive Skills are Jewel Sockets
1 Added Passive Skill is Arcane Adept
- 5% cast speed while channeling, 20% inc channeling damage, gain arcane surge after channeling 1 second
1 Added Passive Skill is Arcane Heroism
- 30% increased effect of arcane surge, 10% chance to gain arcane surge when you hit a unique enemy
1 Added Passive Skill is Essence Rush
- 40% increased damage while leeching, 0.3% of spell damage leeches
Taken all together, this means you will have a lvl 7 arcane surge up when bossing. ED will do 6% more damage and Blight will do 9% more damage over the arelil 2 cluster setup. Here's the PoB (note you have to turn on/off arcane surge in the skills section when you switch trees since PoB doesn't understand the cluster mods that are granting it).
Anyone looked at using the "10% increased Spell Damage" large cluster to generate Arcane Surge?
2 Added Passive Skills are Jewel Sockets
1 Added Passive Skill is Arcane Adept
- 5% cast speed while channeling, 20% inc channeling damage, gain arcane surge after channeling 1 second
1 Added Passive Skill is Arcane Heroism
- 30% increased effect of arcane surge, 10% chance to gain arcane surge when you hit a unique enemy
1 Added Passive Skill is Essence Rush
- 40% increased damage while leeching, 0.3% of spell damage leeches
Taken all together, this means you will have a lvl 7 arcane surge up when bossing. ED will do 6% more damage and Blight will do 9% more damage over the arelil 2 cluster setup. Here's the PoB (note you have to turn on/off arcane surge in the skills section when you switch trees since PoB doesn't understand the cluster mods that are granting it).
https://pastebin.com/pgjVidPh
The % increased spell damage ones (which grant arcane surge) have less consistent damage, but higher peaks when arcane surge is up. If you instead run %increased chaos damage, you're at about 75% of the value, but it's "always on". Due to that ease-of-use I just opted to go that way. Also, Im pretty sure the arcane surge you get from it is level 1, not level 7. From my testing I did a few weeks back, I also dont think you can reset arcane surge until it expires, which is kind of annoying.
Thanks for the replies, just the one above I didn't fully understand. If I get an Enlighten, where would I put it? I don't have a spare gem slot.
You link it with your auras in helmet.
Why do you have a controlled destruction there anyway? If you're levelling it for when you get a 6-link on ED / Blight just level it in your weapon swap.
"
SpontaneousCombustion เขียน:
Also, if I'm readin the gem progression right, at level 3 it gives 8% reduced mana reserved but the passives I'm using give 12% and they leave me with 31 mana(!) so 8% wouldn't be enough.
Am I missing something?
Yeah, you have Eldritch battery so you use energy shield for spells, you shouldn't need any mana. It can be all reserved.
P.S. Change those flasks to what's recommended in the guide.
Good spot, I forgot about the Controlled Destruction being in my helmet!
The downside of putting F&S in there is that I'd have to buy the helmet again with 3B/1R sockets - and maybe the boots with different colours too (to get Flame Dash in there).
I probably didn't explain very well about the Enlighten gem - the auras add up to 110% mana reserved, the gem (lvl 3) reduces it by 8% so that's still 102% reserved?
Or is it going to take 8% off each of the auras?
I know what you're saying about the flasks, up to recently I needed all the life flasks I could get! I've not used them much for a while though, so maybe it's a good time.
Anyone looked at using the "10% increased Spell Damage" large cluster to generate Arcane Surge?
2 Added Passive Skills are Jewel Sockets
1 Added Passive Skill is Arcane Adept
- 5% cast speed while channeling, 20% inc channeling damage, gain arcane surge after channeling 1 second
1 Added Passive Skill is Arcane Heroism
- 30% increased effect of arcane surge, 10% chance to gain arcane surge when you hit a unique enemy
1 Added Passive Skill is Essence Rush
- 40% increased damage while leeching, 0.3% of spell damage leeches
Taken all together, this means you will have a lvl 7 arcane surge up when bossing. ED will do 6% more damage and Blight will do 9% more damage over the arelil 2 cluster setup. Here's the PoB (note you have to turn on/off arcane surge in the skills section when you switch trees since PoB doesn't understand the cluster mods that are granting it).
https://pastebin.com/pgjVidPh
The % increased spell damage ones (which grant arcane surge) have less consistent damage, but higher peaks when arcane surge is up. If you instead run %increased chaos damage, you're at about 75% of the value, but it's "always on". Due to that ease-of-use I just opted to go that way. Also, Im pretty sure the arcane surge you get from it is level 1, not level 7. From my testing I did a few weeks back, I also dont think you can reset arcane surge until it expires, which is kind of annoying.
By taking Arcane Heroism, the effect of Arcane Surge is increased 30%. So the lvl 1 Arcane Surge granted by Arcane Adept gives 10% more damage plus 30% = 13% more damage, which is equivalent to a lvl 7 Arcane Surge skill. Oh and channeling another second restarts the buff timer.
At this point, I'm desperate for single target damage. Having 75% of the dps up all the time isn't worth much since everything but unique mobs die almost instantly. Where I need more dps is when I'm using blight.
The downside of putting F&S in there is that I'd have to buy the helmet again with 3B/1R sockets
Just use chromatic orbs.
"
SpontaneousCombustion เขียน:
I probably didn't explain very well about the Enlighten gem - the auras add up to 110% mana reserved, the gem (lvl 3) reduces it by 8% so that's still 102% reserved?
Vertex gives +1 to socketed gems so enlighten 3 will have power of enlighten 4 with the bonus.