Lightning Arrow
Lightning Arrow is core to the build as you'd expect, still being utilized to quickly combo with our other core skill lightning rods to detonate the rods under large packs of enemies, or otherwise used on it's own to take out weaker packs of mobs.
Lightning Rod
Lightning Rod is our main combo and our main source of damage for bosses wholesale, each rod fired into the ground is chained to up to X times dealing their initial damage once again in what ends up being a large explosive radius with a limit of 20 rods in the ground at a time, this chains with the
Ball Lightning Fired by our
Cast on Shock in an Infinite loop as long as we continue to fire new rods in endgame.
During Mapping we'll be chaining
Lightning Arrow & Lightning Rods interchangeably as needed based on the threats presented to clear the map with the help of
Herald of Thunder. During boss fights try your best to keep 20 total lightning rods below the boss and then set them off with
Lightning Arrow
Having Trouble with a boss during Campaign?
Switch Magnified Effect for Concentrated Effect to improve your bossing DPS dramatically! We leave it on
Voltaic Mark until we need it to save on space!
Cast on Shock
Cast on Shock , a meta gem that builds up charge from the enemies we manage to shock, and upon reaching maximum energy deploys the skill socketed within. In this case we're using
Ball Lightning which fires balls of lightning go figure, the balls can and do activate our
Lightning Rod , so by spamming lightning rods on bosses we get a chain of events started where an infinite number of balls of lightning fly from our character towards the rods which fires off the rods causing more shocks which in turn of course causes more balls of lightning. This is the key reason we've taken Conduction on Lightning rod, as we need as many of those rods to be procing shocks as possible to get a near constant beam like fire rate going on our balls of lightning scaling our rare and bossing DPS to insane levels.
Just make sure to purchase
Thief's Torment to complete the infinite loop as otherwise mana deficiency will be your limiting factor, and this will not be available to run until you have the intelligence required late in cruel difficulty. Keep in mind this also scales dramatically in endgame, so don't expect it to be insane right off the rip!
Herald of Thunder
Herald of Thunder Is the best supplement to wave clear in the entire game at the moment and this build utilizes it wonderfully, early on it'll only equate to a few extra bolts of lightning but once you level it up and improve it's quality you start to really see the sparks fly as bolts of lightning deploy onto every target cascading across the screen following your
Lightning Arrow . Ontop of that each individual
Lightning Rod implanted in the ground counts as an attack and can proc herald of thunder, meaning firing one lightning rod and one lightning arrow at a rare results in them not only taking damage from all of the rods and the lightning arrow but allthe procs we had chambered from Herald of Thunder. Once your shock chance is made consistent with the help of
Spreading Shocks,, and Conduction, this Spirit gem makes your graphics card cook.
Wind Dancer
Wind Dancer When maxed out provides us with a 80% multiplicative increase to Evasion as long as we are not Hit with a melee attack, something typically easily avoided. The extra evasion granted by this spirit gem is essential for reaching acceptable levels of evasion for running
Acrobatics, Something virtually impossible without it, while also helping to keep us safe from would be melee attackers when popped causing a knockback effect. You'll have this spirit gem active most of campaign and only turn it off when
Cast on Shock becomes viable. Afterwords you'll look for an amulet in endgame with the spirit required to turn this aura back on.
Orb of Storms
Orb of Storms provides the build with additional bossing DPS through its ability to chain to
Lightning Rod that have been fired into the ground. During boss fights you'll want to keep this constantly on top of them for optimal DPS. Although this will be a late campaign addition due to the Intelligence requirement.
Voltaic Mark
Voltaic Mark In the campaign and early endgame this mark provides the build some extra AoE clear and provides us some extra shock chance against Rares to help us get our
Cast on Shock rolling before we have enough without it. In the endgame however you'll basically only use this against bosses, make sure to maintain this mark at all times during the fight to boost your Shock Magnitude and Shock Chance for optimal DPS.
Magnetic Salvo
Magnetic Salvo is a great late cruel difficulty addition allowing you to put out some serious burst damage combo'd with
Lightning Rod to blow up rares and bosses alike. This skill helps out a ton for clearing spicy packs of mobs during early mapping but is replaced later on in endgame once it starts to fall off, as
Ball Lightning starts to consume to many lightning rod stacks on bosses to allow for magnetic salvo to be utilized.
Electrocuting Arrow
Electrocuting Arrow Is our main form of crowd control against bosses all the way through the campaign to the endgame, after firing a clunky flip animation the enemy receives Electrocution build up from all sources of Lightning damage including from allies. This will be a great way to create openings on mobile campaign bosses giving you a chance to get your full damage rolling with 20
Lightning Rod in the ground under the boss.