Elemental Storm
1. Ignite III - Higher Chance to Ignite Targets for Arbiter's Ignition
2. Magnified Area II - Increases the Area by which
Elemental Storm Does Damage
3. Cooldown Recovery II - Reduces the Cooldown of
Elemental Storm so we get more storms
4. Knockback - Keeps us safe by keeping monsters away from us
Pinnacle of Power
1. Heightened Charges - This increases the effect of the power charges, in this case for
Pinnacle of Power, it increases the Duration of
Pinnacle of Power rather than it's bonus damage. This is why your duration can sometimes be 1 minute and sometimes be 3 minutes.
2. Fire Mastery - This can be any elemental mastery, it's just to increase the level of
Pinnacle of Power
3. Prolonged Duration II - Extends the duration of
Pinnacle of Power by an further amount.
Purity of Fire
Note: Resistance Aura's from Sceptre can have any passive spirit buff placed into them and they will be active without actually consuming any Spirit. Cool Trick!
1. Mysticism II - More Damage
2. Clarity II - More Mana Regeneration
Sigil of Power
1. Rapid Casting III - Cast Faster to rotate through spells faster
2. Magnified Area II - Bigger Area means you can roam around in a bigger area
3. Prolonged Duration II - Longer Duration to last through events like
[DNT] Ritual Hub or
[DNT] Abyss Hub
4. Cooldown Recovery II - Shorter Cooldown means we can place it more often or re-position in during any encounter quickly
Firestorm
1. Rapid Casting III - Cast Faster to rotate through spells faster
2. Spell Cascade - This allows us to triple cast
Firestorm with one single cast. Because
Firestorm can consume all 3 types of infusions, this means with each cast it can generate 3 Power Charges. This allows us to instantly generate +6 Power Charges with a single cast for our
Pinnacle of Power.
Cast on Critical
1.
Comet - Spell to be cast when
Cast on Critical is triggered
2. Spell Cascade - This allows 3
Comet to be cast when a single trigger of
Cast on Critical incurs. It does reduce the damage of
Comet. It also causes issues where the axis it's being cast across is too large where the 3
Comet cast will not stack onto a single target, basically giga nerfing our single target dps. This is fixed by...
3. Vorana's Siege - This is essentially a combination of Magnified Area II and Concentrated Area. The cool thing about it is that the increased area from it is large enough where the impact radii overlap and therefore allow all 3
Comet cast from Spell Cascade to hit a single target. This MASSIVELY buffs the single target dps and allows any beefy target left standing after our
Arc clears the screen to be absolutely obliterated.
4. Pinpoint Critical - Massively buffs our Critical Hit Chance at the cost of Critical Hit Damage. This is overridden by
Maligaro's Virtuosity as they set the Critical Hit Damage bonus to 250% regardless of any modifiers to Critical Hit Damage.
5. Efficiency II - Turns out,
Comet cost ALOT of mana. This helps alleviate a lot of that cost.
Cast on Elemental Ailment
1.
Arc - Spell to be cast when
Cast on Elemental Ailment is triggered
2. Overcharge - This will increase the shock value when
Arc shocks a target, but it will shock you back in return for the same value. Of course this is a problem because it now means we are going to take 40% more damage. This is fixed by...
3. Commiserate - This removes the shock applied to us from
Arc + Overcharge, and multiplies the shock value by +40%[x]. When paired with
Strike Twice, this allows our
Arc to shock targets with a total of +150% Value. An absolutely insane damage increase.
4. Pinpoint Critical - Massively buffs our Critical Hit Chance at the cost of Critical Hit Damage. This is overridden by
Maligaro's Virtuosity as they set the Critical Hit Damage bonus to 250% regardless of any modifiers to Critical Hit Damage.
5. Sione's Temper - It's Wildshards II on STEROIDS. This is MUST HAVE for
Arc, it will completely wipe the screen with nothing left but the ashes of our enemies.
Spark
1. Rapid Casting III - Until we get more cast speed from Rings, Amulet, and
Mageblood/
Headhunter, we need this in order to cycle our
Spark cast out faster.
2. Pinpoint Critical - Massively buffs our Critical Hit Chance at the cost of Critical Hit Damage. This is overridden by
Maligaro's Virtuosity as they set the Critical Hit Damage bonus to 250% regardless of any modifiers to Critical Hit Damage.
3. Pierce III - This allows each
Spark Projectile to hit multiple enemies rather than fade off into nothing when they hit a target. When we have the amount of Projectile Speed, Duration, and total amount of projectiles when
Spark is Cold Infused, this increases the wide range AoE dps to quadruple. It's absolutely MANDATORY to run.
4. Projectile Acceleration III - So obviously Vilenta's Propulsion is the better option, but in order to run it we need ALOT of cast speed for it to overtake the Flat Damage buff Projectile Acceleration III gives to
Spark. That will be something we shift into via the later variants of the build. For now, Projectile Acceleration III is the better option until we acquire the higher amount of Cast Speed.
5. Cold Penetration - This one is going to throw people for a loop but hear me out. The ENTIRE ENGINE of the build revolves around the ability for
Spark to FREEZE targets. When Spark is Cold Infused, the damage is split between lightning damage and cold damage. The problem comes when we look at top values of damage as well as the Range of damage spark can deal. Because the lightning damage of spark not only has a lower top damage, but also has a much larger range of that damage, it means the average damage of lightning damage vs cold damage is a 1:3 ratio. The short version is
Spark deals 3x more cold damage on average than lightning damage when Cold Infused. This means increases our damage versus targets by penetrating through their cold resistance with Cold Penetration will net us out much better results than Lightning Penetration.
Frost Bomb
1. Rapid Casting III - Cast Faster to rotate through spells faster
2. Short Fuse II - Frost Bomb's detonation timer is NOT AFFECTED BY DURATION STATS via Prolonged Duration III or Compressed Duration II. It is specifically a "Detonation Timer". This is why Short Fuse II works, it reduces the time it takes for
Frost Bomb to explode. When
Frost Bomb explodes it will give us a "Cold Infusion". This is NECESSARY in order for
Spark to FREEZE targets for our
Cast on Elemental Ailment. It is also how we get infusions right at the start of a map for our
Firestorm +
Pinnacle of Power combo.
3. Overabundance III - This allows us to have 2
Frost Bomb active at once, when we combine this with...
4. Spell Echo - This will double cast
Frost Bomb with a single cast. Allowing us to get 2 Cold Infusions at once, which when combined with
Refracted Infusion, means we get 4 INFUSIONS with one single cast of
Frost Bomb. Good Stuff...
5. Cooldown Recovery II - Cast
Frost Bomb more often, you will need this. Trust me.
Mana Tempest
1. Arcane Surge - We absolutely obliterate through our mana pool with
Mana Tempest active. This is the easiest thing to trigger in the world, and now we get a free 15% Cast Speed because of it.
2. Efficiency II - Mana Tempest shreds our mana pool, and yes we want it to do that for Arcane Surge, but we don't want to completely bottom out before
Arcane Remnants and
Mana Remnants kicks in to keep us topped off, because if that happens,
Mana Tempest goes on cooldown and
Mana Tempest more than quadruples our effective AoE dps. We are going to reduce the mana shred a bit with this so we stay topped off on mana.
3. Cooldown Recovery II - We want
Mana Tempest up at ALL TIMES if possible. Any time it goes on cooldown, we want it back up IMMEDIATELY. This will help with that.
4. Lightning Mastery - More Damage Gained
Mana Remnants
1. Remnant Potency III - Way more mana restored
2. Harmonic Remnants II - More remnants created and we can collect them from further away
3. Khatal's Rejuvenation - We collect more of this remnant than any other, and it allows us to have ALOT of Cooldown Recovery to the build which shortens the cooldowns for our
Frost Bomb and
Mana Tempest, which is game changing. It's a MUST HAVE.
Siphon Elements
1. Harmonic Remnants II - More remnants created and we can collect them from further away
2. Mysticism I (Optional) - Requires more spirit, so if you don't have it, it's not necessary. But hey, more damage is cool.
Elemental Conflux - REFER TO "HOW IT WORKS" SECTION OF GUIDE TO FIND OUT THE MOST BUSTED THING ABOUT THIS ABILITY
1. Lightning Mastery - Any elemental mastery gem will work here, just increases our overall damage
2. Clarity I - (Optional) - Requires more spirit, so if you don't have it, it's not necessary. But hey, more mana regeneration is cool.