If you get a temporalis you can run echo and cascade together without running out of charges for quite a bit more damage. I ran that until the choir stuff got figured out. It felt great if you can handle the mana
I have a Temporalis lying around, I did use it for a little bit but since I had to drop Cast on Shock to use it with Archmage I couldn't tell how much damage it added.
and we're three builds in on the same character, unheard of for POE xD actually really nice to see, I've done a lot of respecing, new skills etc both while leveling and at end game, something that I basically never did in POE1, it was just easier to fully relevel a new character.
It's not quite the same, for example I'm not sure if +spell skills on a wand is worth it. Yes this boosts stuff like Lightning Conduit, but a wand with higher spell dmg/mana/mana regen might be better for an optimized doom blast setup. Kinda how Snakepit is really good for fireball, and not great for spark. But I do agree that it feels like the core of the build is the same, and I think the core might transfer to both Hexblast and Arc too (not sure, gonna explore those soon!)
Interesting mechanical concept. This look pretty nice ( if mostly carried by Archmage like everything Sorc does ) I actually do the Cascade / Echo swap for Mapping/Bossing on Comet on my own build.
i'm currently using impending doom on a mana gemling with 8.5k mana, it scale really well, one thing to note is that, without the easy access to arcane surge, mana regen is quite low, to mitigate that, i do two things, mana on kill on jewel, and i go for poison poison has 2 advantage, you can scale it the same way you scale shock on jewel ( magnitude of ailment you inflict ) which also come on the same jewel as mana on kill, mana regen, and curse inc AOE then, you get the advantage of using herald of agony, which feels amazing for clear there is a down side tho, as you can't naturally poison with lightning, i'm using plaguebringer gloves ( could also work using original sin, but less good cause you loose shock AND you get a worse ingenuity payoff with those, mapping is hella fine, bossing is a bit harder tho, but i'm still far from done with my gear, and 8K mana already let me kill citadel bosses without much pb maybe i can switch some support for bosses and use the on hit part instead
Exactly what i was looking for. Impending Doom was my first build in PoE1 back in 3.21, and I really wanted a good implementation of it in PoE2. Hope they bring back Vixen's Entrapment in PoE2 tho.
It could also work as gemling mana stacker, which can "easily" reach 15k+ mana, but then again it works as long as archmage doesn't get giga nerfed, and with spark you would get a better setup, as you've said in the video. But impending doom is quite nice, I like it.
You could probably fit in a burning inscription for more single target, if it behaves the same way that impeding doom does - meaning that the runic inscription for hex ground will expire when the hex ground gets removed. Might be overkill and unnecessary though for 20% of mana burning ground.
The cooldown of impending doom is kinda bugged. Running spell echo with a cast time of 0,4 I should consume two charges every 0,4 seconds but impending doom only explodes once per cast when im holding down the button. Servertickrate is 0.033s in PoE1 so this shouldnt matter.
I actually prefer manually exploding for bosses and I find that spell echo doesn't help as much since you are spamming it anyways. I'd rather run Controlled Destruction for 30% more damage or Considered Casting for 40% and a small cast speed nerf. I find that hitting harder is more important and neither of the damage supports increase the mana cost, but Spell Echo has a whopping 150% multiplier. Try holding down click and tell me if you really even notice Spell Echo helping on bosses. Also, leaving out Spell Echo and adding in some mana cost nodes on the passive tree you can free up Inspiration for even more damage if you wanted. Also try out Shock Siphon for mapping, the ES gain feels so good and you do enough lightning damage to trigger shock occasionally.
I took whispers of doom and enfeeble as an additional curse as well, I wanted to try double blasphemy but went back to arc + orb of storms hit based shock magnitude & mana stacker
Does it count as expire from hexblast? playing hexblast with blasphemy, would it take away the curse, impending doom blast, reapply hex blast again, doom blast again etc?
I like that ur going to try Arc. The biggest tech with that is the remaining chain count being crazy. When U first get Arc, its chain count isnt crazy. It gets more with gem level. The 10% more dmg per remaining chain also goes up to 15% with quality. The chain link rune says it gives +1 chain and then multiplies your chain count by 100%, doubling your chains. My tooltip says 14 chains. This may go to 16. Im not sure if the node that gives lightning spells a chance to chain an additional time gets doubled, so you have 15 or 16 remaining chains (more gem level may give one more. I got a nat 19 with +4. L.Mastery does not increase my chain, but L.Mast with a lvl20 gem might (tho u want L.Mast for lvl 20+1 archmage). If u had a focus or amulet with +spell levels it might get an additional chain which gets doubled. This is 30% more dmg with arcs remaining chain count. This IS NOT ACCOUNTED FOR IN THE TOOLTIP. Chain also nerfs dmg by 50% less. This is pretty massive if it wasnt for arc's 15% more dmg per remaining chain. This makes a lackluster spell when u first unlock it, that scales with gem level (and mana tempest additional chains) Arc is a single target spell. The fact it even chains past the first is gravy. I would rec still using sparks, but as a supportive option vs ur main dmg. With Bludgeon (you literally have 19 proj, that chain once with the node. Thats 19 knockbacks with one cast), unleash (you cast sparks only semi-frequently. Its short base cast time means its generally always at 2 stacks, and infrequent casts mean the 150% mana multi isnt noticed)(so now 19x3 knockbacks in one cast) and the two electrocution links. All together with sparks, you now have a precast option, that (this is the important part) lines up your arc to hit everything. Charging melee and the ranged casters normally will not get hit by the same arc. With supportive sparks, you knock the melee firmly back into the ranged mobs, then root them in place with electrocution. Then your arc can take its sweet time (as it does) to casually arc around and eventually hit everything. This is the build i plan on swapping to if/when sparks gets gutted. I currently use Orb as my support with bludeon (knockback link) 2x electrocute. Sparks just too good. I currently use arc in my sparks build as a giga zues bolt execute. With unleash, chain, lighting pen, execute, and controlled destruction randomly (typing this is getting me theorycrafting a slightly better setup. I do have lightning rod making ContDest good). You walk and causually release sparks. When u get in range of the rare, you arc and it dies ezpz. Iv not firmly tested, but it feels as tho a spell that hits say a 50% hp mob and brings them to 30% (execute link range) then that dmg application is boosted by execute. Hard to tell cause it could just be the initial arc bringing the 60% hp mob into execute range, and the unleash echos being boosted that obliterates the rare. I will say that arc NEEDS cast speed. Its a much longer base cast time than sparks, which makes getting stun interupted far too easy. Without a bludgeoning sparks or fast cast, you will be chain(hehe) interupted and killed. With arc alone, you will prob die anyway cause ARC TAKES TOO FKIN LONG TO CHAIN. also the chain range is SHÏTE. Reading the description will tell you that chaining proj have 200 more range than other chain forms
My Sparks has "Electrocution" support, so when boss got "Electrocution" i switch to cast Arc, bc. (not always) Arc's has problem about pre-casting, mean you can Spark start before boss / mechanic start... Arc need "target" == here problem
Arc chains 5 (lvl 20) or 6 times (lvl26) with just level. 7 times if you go up to 29 gem level but that starts to become high investment. You have one more easily with 3 points in the tree as well. The chain support is actually a trap and reduce dps a lot. It can be nice to clear maps I guess but you achieve the same result without it as long as you cast fast enough (I was playing arc before switching to spark, I can recommand this video for it : ua-cam.com/video/jTuqEbN3ztU/v-deo.html with the endgame follow up too). The support gem is a straight dps loss at any point. Take 100k arc base damage. Without the chain support you do, going up to 7 chains which is a decent endgame number : 1 chains left 115 damage 2 chains left 130 damage ... (basically 100k+(number of chains left*15k) 7 chains left 205k damage Same number with the chain support, that takes your 7chains to 16 ((7+1)*2) you do 1 chains left : 57.5k 2 chains left : 75k ... (basically 50k+(number of chains left*7.5k) (it's the same if you divide by 2 at the end) 16 chains left : 170k. You lost straight up 35k on your first target, making it a dps loss for bossing/single target, meaning any other support gems will get you further in dps. And with enough cast speed, the map clearing becomes a non issue (and also makes up for the chain being slow)
@@mascaroaxel4102 did you use 10 or 15% more for your calculations? When I did it, its a dps increase but only with the quality and enough chains. Someone else in chat did the math too, and came up with 40% more. The more chain dmg reaches 2.4x more dmg, which outdoes 1/2 dmg nerf of the link. Am I doing something wrong? Edit: Just woke up, you clearly used 15%
@@mascaroaxel4102 Does Arc remaining chain amp work like 0.15×remaining chain or weird multiplicative where each remaining chain multiplies the last by another 15%. The (few) arc streamers i got using the chain link have noticed dmg increases from using it. Wish there was a training dummy for this kind of stuff
I'm wondering if it works to use fist of chayula to apply 2 curses, but you only have 1 max curse, if it would immediately explode the doom blast. Or run a blasphemy aura, so that the curse you punched onto the enemy immediately gets overwritten and explodes. Will try messing around with it tonight. I only do budget builds, (aka what somebody who just finished the campaign could reasonably expect to achieve). So I'll let you know how it turns out without great gear and huge investments at level 95+ I already have an acolyte of chayula monk working through act3 cruel, so I guess I'll see if impending doom is campaign viable. Getting Eldritch battery and mind over matter as a monk start shouldn't be too terrible I hope.
@Tenkiei appears that it doesn't work. Applying more than 1 curse with hand of chayula just applies the first socketed curse and ignores the rest. Removing the curse with blasphemy doesn't trigger the explosion either. But I did discover that slotting cursed ground into hand of chayula has an interesting interaction. It doesn't make a cursed ground, but the curse seems to have infinite duration
Huh, infinite duration curses are a bit counterproductive for impending doom but for other builds that's a neat interaction. I wonder if it's intended?
@@Tenkiei yeah it would be useful for somebody if you just want to punch the boss once to apply your curses and never worry about it again. Also to clarify, hand of chayula does apply multiple curses at the same time, if you have the ability to have multiple curses, and it does set off impending doom for both curses at the same time when applied this way. But without the ability to set them off immediately, it's not very useful. I did cut a second hand of chayula gem and put a different curse in it, and was able to set off the doom when I punched the alternating curses on.. but again, not very effective.
@@Tenkiei Thx. kann you write down which supports for Orb of Storms (I saw you had more supports in) and Conductivity you used pls? Added something else besides the changes of these two?
OOS uses the same supports as in my Spark character. Conductivity was Impending Doom - Cursed Ground - Inspiration - Cascade/Echo - Controlled Destruction. The tree changes as detailed in the video, no other changes.
This is so cool! Thanks for making this vid! Can impending doom crit? And what are your thoughts on gemling int stacker for raising mana and therefore impending doom damage?
- Yes Impending Doom can crit, but it has 5% base crit so I don't think crit is the route outside of blood mage. - Gemling mana stack sounds like a glass cannon setup, you can get a lot of mana on Stormweaver already and have the benefit of consistent mana regeneration.
It might be me, or it might be bugged, but impending doom doesnt seem to trigger off of enfeeble, which sucks cause I wanted to use a level 3 one to lower cost as much as I could
Is conductivity is still on monster when the doom blast occure? I'm not that sure, all ppl playing that using conductivity to trigger doom blast + archmage but the curse should not be on the monster when lightning dmg occure.
For trash, it's hard to tell, but for bosses when using Spell Echo, yes the curse is still on the boss. Because the new cursed zone replaces the old one.
New player here. Would Doom Blast proc while having the Pyromantic Pact ascendency node (for Infernalist)? The mana bar is replaced with Infernal Flame, so I’m not really sure how Doom Blast would work…
Yeah... base spells s*ck... if a nerf is coming for archmage, I hope they will buff a little bit all the spells... just to see what they do with my love, firestorm... omg, Im crying. Mana and Archmage scaling, rarity, high scaling ES, Adorned + blue jewel scaling... Im like, wtf they were thinking when they develop PoE 2 ? The same boring mistakes they did in the first game xD...
Since you get base damage for mana, I think this one is more likely to survive the nerfs. Right now it is very heavily archmage, but if archmage was say cut to 1/3rd you'd still get a lot of base damage via mana scaling.
@@Tenkiei i sm pretty sure they'll just nerf archmage to lose mana == # of hits. this means that spells that hit multiple time will get nerfed hard because you'll run out of mana using skills while using single big damage spell will still have niche use for archmage.
This uses almost all the same gear as Archmage Spark my dude, the video isn't gonna change prices on gear for what is already one of the most popular meta builds.
6:04 you can put a high level curse on blasphemy and have a super low level enfeeble for doom blast. this way you arent losing shred edit: for this setup youd probably go conduction+despair instead of enfeeble. it would open a support gem by removing the need for inspiration as well
Archmage adds a mana cost equal to a % of max so even with a low level curse you'd need inspiration. This would add more shred but at the cost of 60 spirit, which for an Archmage/ES build, that's a pretty big ask. Archmage = 100, Cast on Shock = 60, Grim Feast = 30 for 190 total. Now if Lightning Conduit/Cast on Shock got super nerfed or something then it might be worth it.
Blasphemy - not on the impending doom curse, you need to cast the curse yourself. Multiple curses - you could use one to remove another, maybe there's something here where you blasphemy to override and avoid using cursed ground, but I didn't test the multi-curse angle. It's a cool idea for sure but idk if it works.
I'Ve been messing around with a hexblast autobomba build past 2 days. so far what I pulled off isn't smooth at all. Bloodmage temporalis blasphemy, bink, cast on dodge (Hexblast), hexblast cast. Awsome video looking foward what you gonna have next.
I think automating it is what's causing the awkwardness. I'll be using my Archmage setup, and experimenting with different supports, feeling out the impact of skill levels, etc.
@@Tenkiei One thing I'm not understanding, is I'm not getting any shock ailment value on hexblast when I'm clearly using archmage. If I did, I could spawn mana remnants on mapping. It's the mapping part it is akward, bosses are ez pz.
Hexblast mapping does feel very awkward. If you're not shocking, maybe you don't have enough mana? For example I have ~5800 max mana, so I get 522% of damage as lightning.
@@Tenkiei Im at 3k mana indeed although I'm getting Ignite dmg from my Fire xtra dmg (stats over wand) and my fire dmg is way lower than lightning. So I don't think it's the matter. I'm missing an interaction.
I Figured it out, so... all I needed is the extra lightning damage over the wand. Now I gotta fix my amulet and then Ill be able to ruin Mana Remnants.
You mentioned lightning rod, and it not being good cause theres no range. You probably forgot lightning rod is for lightning dmg only, and doom blast is chaos dmg
@@Tenkieioh right. So DB and Archmage scale off max mana. I heard u like max mana scaling, so we (GGG) put mana scaling on ur mana scaling so u can scale ur dmg with mana while u scale ur dmg with mana XD
Now imagine this doesn't get nerfed indirectly very soon, and I could have played it without feeling bad having to make a character for it (I didn't jump on the Archmage bandwagon, knew it would be top tier before PoE 2 started though). Guess I'll be looking at Hexblast instead after all...
If you get a temporalis you can run echo and cascade together without running out of charges for quite a bit more damage. I ran that until the choir stuff got figured out. It felt great if you can handle the mana
I have a Temporalis lying around, I did use it for a little bit but since I had to drop Cast on Shock to use it with Archmage I couldn't tell how much damage it added.
A build planner would be so great!
and we're three builds in on the same character, unheard of for POE xD
actually really nice to see, I've done a lot of respecing, new skills etc both while leveling and at end game, something that I basically never did in POE1, it was just easier to fully relevel a new character.
It's not quite the same, for example I'm not sure if +spell skills on a wand is worth it. Yes this boosts stuff like Lightning Conduit, but a wand with higher spell dmg/mana/mana regen might be better for an optimized doom blast setup.
Kinda how Snakepit is really good for fireball, and not great for spark. But I do agree that it feels like the core of the build is the same, and I think the core might transfer to both Hexblast and Arc too (not sure, gonna explore those soon!)
Interesting mechanical concept. This look pretty nice ( if mostly carried by Archmage like everything Sorc does )
I actually do the Cascade / Echo swap for Mapping/Bossing on Comet on my own build.
i'm currently using impending doom on a mana gemling
with 8.5k mana, it scale really well, one thing to note is that, without the easy access to arcane surge, mana regen is quite low, to mitigate that, i do two things, mana on kill on jewel, and i go for poison
poison has 2 advantage, you can scale it the same way you scale shock on jewel ( magnitude of ailment you inflict ) which also come on the same jewel as mana on kill, mana regen, and curse inc AOE
then, you get the advantage of using herald of agony, which feels amazing for clear
there is a down side tho, as you can't naturally poison with lightning, i'm using plaguebringer gloves ( could also work using original sin, but less good cause you loose shock AND you get a worse ingenuity payoff
with those, mapping is hella fine, bossing is a bit harder tho, but i'm still far from done with my gear, and 8K mana already let me kill citadel bosses without much pb
maybe i can switch some support for bosses and use the on hit part instead
Exactly what i was looking for. Impending Doom was my first build in PoE1 back in 3.21, and I really wanted a good implementation of it in PoE2. Hope they bring back Vixen's Entrapment in PoE2 tho.
It could also work as gemling mana stacker, which can "easily" reach 15k+ mana, but then again it works as long as archmage doesn't get giga nerfed, and with spark you would get a better setup, as you've said in the video.
But impending doom is quite nice, I like it.
You could probably fit in a burning inscription for more single target, if it behaves the same way that impeding doom does - meaning that the runic inscription for hex ground will expire when the hex ground gets removed. Might be overkill and unnecessary though for 20% of mana burning ground.
I tried burning inscription, but it doesn't really add much damage since most of what I was doing came from Archmage.
The cooldown of impending doom is kinda bugged. Running spell echo with a cast time of 0,4 I should consume two charges every 0,4 seconds but impending doom only explodes once per cast when im holding down the button. Servertickrate is 0.033s in PoE1 so this shouldnt matter.
It was definitely hard for me to get a read on the cooldown part.
Bro I’ve been watching your videos and your voice sound familiar and then it HIT ME you sound like gale from breaking bad😂😂❤ I can’t unhear it
I actually prefer manually exploding for bosses and I find that spell echo doesn't help as much since you are spamming it anyways. I'd rather run Controlled Destruction for 30% more damage or Considered Casting for 40% and a small cast speed nerf.
I find that hitting harder is more important and neither of the damage supports increase the mana cost, but Spell Echo has a whopping 150% multiplier. Try holding down click and tell me if you really even notice Spell Echo helping on bosses.
Also, leaving out Spell Echo and adding in some mana cost nodes on the passive tree you can free up Inspiration for even more damage if you wanted. Also try out Shock Siphon for mapping, the ES gain feels so good and you do enough lightning damage to trigger shock occasionally.
I too found spell echo best, blasphemy + blink with low cooldown or high ms feels nice too
I took whispers of doom and enfeeble as an additional curse as well, I wanted to try double blasphemy but went back to arc + orb of storms hit based shock magnitude & mana stacker
Vixens entrapment was my fav build in poe1
Does it count as expire from hexblast? playing hexblast with blasphemy, would it take away the curse, impending doom blast, reapply hex blast again, doom blast again etc?
Im gonna mess with this on my witch and see how it feels following around my minions doing it.
huh, I wonder if you can get it to work with demonform?
I like that ur going to try Arc. The biggest tech with that is the remaining chain count being crazy. When U first get Arc, its chain count isnt crazy. It gets more with gem level. The 10% more dmg per remaining chain also goes up to 15% with quality.
The chain link rune says it gives +1 chain and then multiplies your chain count by 100%, doubling your chains. My tooltip says 14 chains. This may go to 16. Im not sure if the node that gives lightning spells a chance to chain an additional time gets doubled, so you have 15 or 16 remaining chains (more gem level may give one more. I got a nat 19 with +4. L.Mastery does not increase my chain, but L.Mast with a lvl20 gem might (tho u want L.Mast for lvl 20+1 archmage). If u had a focus or amulet with +spell levels it might get an additional chain which gets doubled. This is 30% more dmg with arcs remaining chain count. This IS NOT ACCOUNTED FOR IN THE TOOLTIP. Chain also nerfs dmg by 50% less. This is pretty massive if it wasnt for arc's 15% more dmg per remaining chain. This makes a lackluster spell when u first unlock it, that scales with gem level (and mana tempest additional chains)
Arc is a single target spell. The fact it even chains past the first is gravy.
I would rec still using sparks, but as a supportive option vs ur main dmg. With Bludgeon (you literally have 19 proj, that chain once with the node. Thats 19 knockbacks with one cast), unleash (you cast sparks only semi-frequently. Its short base cast time means its generally always at 2 stacks, and infrequent casts mean the 150% mana multi isnt noticed)(so now 19x3 knockbacks in one cast) and the two electrocution links.
All together with sparks, you now have a precast option, that (this is the important part) lines up your arc to hit everything. Charging melee and the ranged casters normally will not get hit by the same arc. With supportive sparks, you knock the melee firmly back into the ranged mobs, then root them in place with electrocution. Then your arc can take its sweet time (as it does) to casually arc around and eventually hit everything.
This is the build i plan on swapping to if/when sparks gets gutted. I currently use Orb as my support with bludeon (knockback link) 2x electrocute. Sparks just too good.
I currently use arc in my sparks build as a giga zues bolt execute. With unleash, chain, lighting pen, execute, and controlled destruction randomly (typing this is getting me theorycrafting a slightly better setup. I do have lightning rod making ContDest good). You walk and causually release sparks. When u get in range of the rare, you arc and it dies ezpz. Iv not firmly tested, but it feels as tho a spell that hits say a 50% hp mob and brings them to 30% (execute link range) then that dmg application is boosted by execute. Hard to tell cause it could just be the initial arc bringing the 60% hp mob into execute range, and the unleash echos being boosted that obliterates the rare.
I will say that arc NEEDS cast speed. Its a much longer base cast time than sparks, which makes getting stun interupted far too easy. Without a bludgeoning sparks or fast cast, you will be chain(hehe) interupted and killed. With arc alone, you will prob die anyway cause ARC TAKES TOO FKIN LONG TO CHAIN. also the chain range is SHÏTE. Reading the description will tell you that chaining proj have 200 more range than other chain forms
My Sparks has "Electrocution" support, so when boss got "Electrocution" i switch to cast Arc, bc. (not always)
Arc's has problem about pre-casting, mean you can Spark start before boss / mechanic start... Arc need "target" == here problem
@@Nsuidara Hence why I use both. Also Unleash supported Arc is rly effective at procing CoS Conduit on a boss with one use
Arc chains 5 (lvl 20) or 6 times (lvl26) with just level. 7 times if you go up to 29 gem level but that starts to become high investment. You have one more easily with 3 points in the tree as well.
The chain support is actually a trap and reduce dps a lot. It can be nice to clear maps I guess but you achieve the same result without it as long as you cast fast enough (I was playing arc before switching to spark, I can recommand this video for it : ua-cam.com/video/jTuqEbN3ztU/v-deo.html with the endgame follow up too).
The support gem is a straight dps loss at any point.
Take 100k arc base damage. Without the chain support you do, going up to 7 chains which is a decent endgame number :
1 chains left 115 damage
2 chains left 130 damage
... (basically 100k+(number of chains left*15k)
7 chains left 205k damage
Same number with the chain support, that takes your 7chains to 16 ((7+1)*2) you do
1 chains left : 57.5k
2 chains left : 75k
... (basically 50k+(number of chains left*7.5k) (it's the same if you divide by 2 at the end)
16 chains left : 170k.
You lost straight up 35k on your first target, making it a dps loss for bossing/single target, meaning any other support gems will get you further in dps. And with enough cast speed, the map clearing becomes a non issue (and also makes up for the chain being slow)
@@mascaroaxel4102 did you use 10 or 15% more for your calculations? When I did it, its a dps increase but only with the quality and enough chains. Someone else in chat did the math too, and came up with 40% more.
The more chain dmg reaches 2.4x more dmg, which outdoes 1/2 dmg nerf of the link. Am I doing something wrong?
Edit: Just woke up, you clearly used 15%
@@mascaroaxel4102 Does Arc remaining chain amp work like 0.15×remaining chain or weird multiplicative where each remaining chain multiplies the last by another 15%. The (few) arc streamers i got using the chain link have noticed dmg increases from using it. Wish there was a training dummy for this kind of stuff
this is a really good console build
It does seem very easy to play.
I'm wondering if it works to use fist of chayula to apply 2 curses, but you only have 1 max curse, if it would immediately explode the doom blast. Or run a blasphemy aura, so that the curse you punched onto the enemy immediately gets overwritten and explodes. Will try messing around with it tonight.
I only do budget builds, (aka what somebody who just finished the campaign could reasonably expect to achieve). So I'll let you know how it turns out without great gear and huge investments at level 95+
I already have an acolyte of chayula monk working through act3 cruel, so I guess I'll see if impending doom is campaign viable. Getting Eldritch battery and mind over matter as a monk start shouldn't be too terrible I hope.
Sounds good! I'm looking forward to hearing your results.
@Tenkiei appears that it doesn't work. Applying more than 1 curse with hand of chayula just applies the first socketed curse and ignores the rest. Removing the curse with blasphemy doesn't trigger the explosion either.
But I did discover that slotting cursed ground into hand of chayula has an interesting interaction. It doesn't make a cursed ground, but the curse seems to have infinite duration
Huh, infinite duration curses are a bit counterproductive for impending doom but for other builds that's a neat interaction. I wonder if it's intended?
@@Tenkiei yeah it would be useful for somebody if you just want to punch the boss once to apply your curses and never worry about it again. Also to clarify, hand of chayula does apply multiple curses at the same time, if you have the ability to have multiple curses, and it does set off impending doom for both curses at the same time when applied this way. But without the ability to set them off immediately, it's not very useful.
I did cut a second hand of chayula gem and put a different curse in it, and was able to set off the doom when I punched the alternating curses on.. but again, not very effective.
Have you tried if it works with Blasphemy too?
Impending doom specifies curses you cast yourself. I didn't try it so it may be bugged and work for now but it shouldn't work.
Can‘t see the guide in description. Or should we use maxroll for spark and figure out the changes? Perhaps you can post maxroll for doom pls?
I didn't make a separate build for this. I just swapped a couple of the passives & the main supports on my spark character.
@@Tenkiei Thx. kann you write down which supports for Orb of Storms (I saw you had more supports in) and Conductivity you used pls? Added something else besides the changes of these two?
OOS uses the same supports as in my Spark character.
Conductivity was Impending Doom - Cursed Ground - Inspiration - Cascade/Echo - Controlled Destruction.
The tree changes as detailed in the video, no other changes.
This is so cool! Thanks for making this vid! Can impending doom crit? And what are your thoughts on gemling int stacker for raising mana and therefore impending doom damage?
- Yes Impending Doom can crit, but it has 5% base crit so I don't think crit is the route outside of blood mage.
- Gemling mana stack sounds like a glass cannon setup, you can get a lot of mana on Stormweaver already and have the benefit of consistent mana regeneration.
@ thanks man!
It might be me, or it might be bugged, but impending doom doesnt seem to trigger off of enfeeble, which sucks cause I wanted to use a level 3 one to lower cost as much as I could
It might actually be the level of curse gem
How do you gather energy for cast on shock while your only damage output is chaos damage from impending doom?
Chaos dmg probably only do 20-30% of total dmg, Archmage is doing the real job here
Is conductivity is still on monster when the doom blast occure?
I'm not that sure, all ppl playing that using conductivity to trigger doom blast + archmage but the curse should not be on the monster when lightning dmg occure.
For trash, it's hard to tell, but for bosses when using Spell Echo, yes the curse is still on the boss. Because the new cursed zone replaces the old one.
Does call of the brotherhood convert archmage lightning damage too? There's some things that I've wanted to try but I want to say I heard it doesn't.
It doesn't because archmage is "gained" damage and cannot be converted.
How about using original sin to transform ligthing damage to chaos?
Doesn't work unfortunately, the damage from Archmage is "gained" therefore it cannot be converted.
New player here. Would Doom Blast proc while having the Pyromantic Pact ascendency node (for Infernalist)? The mana bar is replaced with Infernal Flame, so I’m not really sure how Doom Blast would work…
That's a good question, unfortunately I don't have an infernalist to test that on, only a Stormweaver.
I believe it would do 0 damage
Yeah i had the same question lol
This is literally independing doom budget setup from poe1, before you getting curse gloves to squeeze curses
Looks like just a case of 'archmage carries any spell skill', sadly.
Will be interesting to see if this is still at all viable post nerf
Yeah... base spells s*ck... if a nerf is coming for archmage, I hope they will buff a little bit all the spells... just to see what they do with my love, firestorm... omg, Im crying.
Mana and Archmage scaling, rarity, high scaling ES, Adorned + blue jewel scaling... Im like, wtf they were thinking when they develop PoE 2 ? The same boring mistakes they did in the first game xD...
Since you get base damage for mana, I think this one is more likely to survive the nerfs. Right now it is very heavily archmage, but if archmage was say cut to 1/3rd you'd still get a lot of base damage via mana scaling.
@@Tenkiei i sm pretty sure they'll just nerf archmage to lose mana == # of hits. this means that spells that hit multiple time will get nerfed hard because you'll run out of mana using skills while using single big damage spell will still have niche use for archmage.
I *just* started this build.. there go my cheap upgrades
This uses almost all the same gear as Archmage Spark my dude, the video isn't gonna change prices on gear for what is already one of the most popular meta builds.
Try a 90% less cooldown recovery rate map and u'll see how strong reduce cd is ^^
Build planner?
Skills and gems?
Want to try this, but feels like the video is lacking some info…
I was just wearing my Spark stuff from my previous build.
I kinda want this on my Bloodmage but... going CI is not a choice -*-
6:04 you can put a high level curse on blasphemy and have a super low level enfeeble for doom blast. this way you arent losing shred
edit: for this setup youd probably go conduction+despair instead of enfeeble. it would open a support gem by removing the need for inspiration as well
Archmage adds a mana cost equal to a % of max so even with a low level curse you'd need inspiration. This would add more shred but at the cost of 60 spirit, which for an Archmage/ES build, that's a pretty big ask. Archmage = 100, Cast on Shock = 60, Grim Feast = 30 for 190 total.
Now if Lightning Conduit/Cast on Shock got super nerfed or something then it might be worth it.
@@Tenkiei oh right i didnt consider the spirit. yeah keep it as a backup
link build?
In the description.
Anyway that blasphemy interacts with this or multiple curses....
Blasphemy - not on the impending doom curse, you need to cast the curse yourself.
Multiple curses - you could use one to remove another, maybe there's something here where you blasphemy to override and avoid using cursed ground, but I didn't test the multi-curse angle. It's a cool idea for sure but idk if it works.
Blasphemy may work with it… need test
It shouldn't work with it. Impending Doom specifies curses you cast yourself, so if it does work I'd expect that to change in a future patch.
Bests my grenade witchunter by a country mile.
I'Ve been messing around with a hexblast autobomba build past 2 days. so far what I pulled off isn't smooth at all. Bloodmage temporalis blasphemy, bink, cast on dodge (Hexblast), hexblast cast. Awsome video looking foward what you gonna have next.
I think automating it is what's causing the awkwardness. I'll be using my Archmage setup, and experimenting with different supports, feeling out the impact of skill levels, etc.
@@Tenkiei One thing I'm not understanding, is I'm not getting any shock ailment value on hexblast when I'm clearly using archmage. If I did, I could spawn mana remnants on mapping. It's the mapping part it is akward, bosses are ez pz.
Hexblast mapping does feel very awkward. If you're not shocking, maybe you don't have enough mana? For example I have ~5800 max mana, so I get 522% of damage as lightning.
@@Tenkiei Im at 3k mana indeed although I'm getting Ignite dmg from my Fire xtra dmg (stats over wand) and my fire dmg is way lower than lightning. So I don't think it's the matter. I'm missing an interaction.
I Figured it out, so... all I needed is the extra lightning damage over the wand. Now I gotta fix my amulet and then Ill be able to ruin Mana Remnants.
You mentioned lightning rod, and it not being good cause theres no range.
You probably forgot lightning rod is for lightning dmg only, and doom blast is chaos dmg
In my current Archmage gear only about 16% of my damage is chaos, so no lightning rod as a mention is very much intentional.
@@Tenkieioh right. So DB and Archmage scale off max mana. I heard u like max mana scaling, so we (GGG) put mana scaling on ur mana scaling so u can scale ur dmg with mana while u scale ur dmg with mana
XD
Now imagine this doesn't get nerfed indirectly very soon, and I could have played it without feeling bad having to make a character for it (I didn't jump on the Archmage bandwagon, knew it would be top tier before PoE 2 started though). Guess I'll be looking at Hexblast instead after all...