Passive Skill Order
This is efficient pathing which takes advantage of the fact that we will be casting flame wall to boost our damage, by going through
Echoing Flames.
Wild Storm is the final part of the tree you will grab. Other than this, you can just path along and grab the nodes as you go!
NOTE: This tree is significantly weaker if you are practicing PRE-PATCH, because
Arc does not currently have the projectile skill tag, so alot of these points are undervalued at the moment.
ALSO NOTE: This is a rough guideline for a tree. We do not have the full 0.3.0 passive tree, so this is subject to change, and WILL be changed as we learn more.
ASCENDANCY ORDER
The order is pretty flexible honestly, as there are alot of powerful options in here.
My suggested progression:
1. Strike Twice - targets can be affected by 2 of your shocks at the same time, 25% less magnitude
Shock was buffed to last 8 seconds, and being able to apply double shock will be a nice damage boost.
2. Constant Gale - grants Arcane Surge
Helps greatly with mana sustain, gives decent damage as well. You should take this with your first ascendancy point, if you feel mana issues.
3. Tempest Caller - grants Elemental Storm
An automated spell that we can use to apply debuffs on the enemy (exposure), or simply scale with high damage supports.
4. Multiplying Squalls - +1 to limit for Elemental Skills
This node is locked behind tempest caller. It will raise the limit of Orb of Storms, Firestorm, Elemental Storm.
Honorable mentions
(alt 3.) Storm's Recollection - remnants you create now reappear once, 3 seconds after being collected
We will be generating alot of lightning remnants via orb of storms, and wanting to spend them to proc Arc's infusion ability.
(alt 4.) Refracted Infusion - 50% chance when collecting an Elemental Infusion to gain another different infusion
This will be powerful if we are relying on fire and cold infusions for the bonus firestorm damage. I may or may not take this.
Elemental Equilibrium has been reworked to give random infusions, and this may be another option.
Force of Will - 20% of damage is taken from Mana before Life, and 20% increased magnitude of Arcane Surge on you per 10% missing Mana
This is not something you would likely take on a leaguestart, but it may be useful in an endgame setup. The reasoning being, if we choose to stack up to 100% of damage taken from mana before life, without clicking
Mind Over Matter because of its mana recovery penalty, this ascendancy node becomes high value.
https://tinyurl.com/APSkilltree