Lighting Spear
Lightning Spear is our Main Mapping Skill. We use it both for Clear and Single Target for any non Unique Enemy, with a couple Exceptions mentioned in Primal Strikes below.
There is no need for any Charge Generation in this build,
Lightning Spear with Fork Clear is insane. No need for the 3 Projectile Split, if it would still give additional Damage, we could jump through a Couple loops to generate them, but the current State just support with Fork and the Herald Chaining will do the rest.
We support
Lightning Spear with Embitter to convert the Damage from
Sacred Flame to Cold Damage and enable Freezing for
Herald of Ice. While it doesnt give more Damage, it definitiv enables more clear.
Use either Pinpoint Critical or Ambush, I personaly recommend Pinpoint Critical as we sometimes have to throw 2-3 Spears at a Rare to kill it. Alternative use Ambush and
Primal Strikes if a Rare survives the first Spear.
Rakiata's Flow is an Expensive Lineage Gem, but it is very powerful for Mapping. When juiced Mapping we try to have to avoid no to little Map Modifiers, so we negate + to Elemental Resistance Modifiers on Maps with Rakiata's Flow, making them actualy take more Damage due to having bigger negative Resistance Numbers.
A cheap Alternative to Rakiata's Flow is Innervate.
Primal Strikes
Primal Strikes is a Single Target Power House. If you can fulfill its condition of a Shocked Enemy. Due to the Skill consuming Shock it has a hidden Modifier, like
Herald of Thunder, that it cannot shock itself.
So in prevous Leagues we had to jump, quite literaly, to a hoop to enable Shock on Enemies. We used to use
Thunderous Leap or
Vaulting Impact with @shoShocking Leap and Crit Supports to apply a Shocked Ground beneath the Boss. This worked really well if 1 Rotation would one tap Bosses before they start moving, however if they Move or 1 Rotation wasn't enough. Then it became a bit Clunky.
This League
Thunderstorm got introduced which gurantees shocks thanks to Shock Conduction II. More Details on the
Thunderstorm Setup in the Sub Chapter below.
Now that Shock is solved in a non clunky Way, we can focus can Spam
Primal Strikes on a Boss to kill in 1-3 Rotations based on when we Crit.
We support this with Rage III for easy Rage Gain and Attack Speed Boost.
We also want Garukhan's Resolve. While we limit our max Crit chance to 50%, we get a 25% Chance to Super Crit. Dealing twice our Critical Damage Bonus on that Attack. With
Primal Strikes attacking 3 Times and each Attack releasing a Spirit if the Target is Shocked, we get 6 Attempts at a Super Crit per Rotation. Overall fairly Consistent. We reach near ~49% Crit with a 10% Base Crit Weapon and the Passive Tree at Level 93.
That siad Garukhan's Resolve is a expensive Support Gem, if it is outside your budget replace it with Pinpoint Critical or gem swap Rakiata's Flow if you use one in your
Lightning Spear on Unique Map Bosses or Pinnacle Bosses.
Weapon Set 2 Debuffing
Thunderstorm
Thunderstorm is a sustained Spell, we use in Weapon Set 2 to apply Shock on our Enemies. The Cast Time is near instant and it can be pre-cast on Abysses and Bosses. It allows for a very smooth Playstyle compared to Leap Skills to apply Shocked Ground.
We support it with Shock Conduction II to apply Shocks and scale the Shock Effect with Overcharge and Commiserate.
Thunderstorm hits every 0.5 Seconds, so we shock ourself with the first proc, then the 2nd Proc removes the Shock from us for even greater Magnitude.
We can also link it to Blazing Critical for free additional Damage if it Crits.
As
Thunderstorm is a sustained spell it snapshots our Passive Tree with Weapon Set 2 whenever casts, so we can benefit from the Shock Magnitude even while using
Lightning Spear or
Primal Strikes.
Hand of Chayula
Mark Skills got a big suit of Supports in 0.4, 2 of which are highly benefical to us. They also now snapshot Passive Tree (afaik they did not do it in 0.1, but haven't tested since then)
We use
Hand of Chayula to apply
Elemental Weakness and
Freezing Mark on a Tanky Rare or Unique Enemy. [
Elemental Weakness if not supporting
Primal Strikes with Rakiata's Flow]
Primal Strikes applies an Exposure on the Third Attack, so we just invest a bit further on - Resistances with
Elemental Weakness.
We also link our
Freezing Mark in
Hand of Chayula with Eternal Mark and Mark of Siphoning II. Any Boss with 10 Mil + Health are frozen at around the 30% Health Point, so to benefit from the Mark for the last 30% as well we use Eternal Mark to keep it active. Mark of Siphoning II enables our Mana and Energy Shield Leech. We convert Phys to Elemental Leech with
Mystic Harvest and Life to Energy Shield with
Essentia Sanguis. For the Mana Leech we utilize the Damage as Extra Physical from our Weapon crafted with a Perfect Essence Abrasion. While not the main Reason we craft our Weapon that way, it is a free Benefit that solves Mana Sustain during Boss Fights.
Flex Spot
We have 1 unused Skill Slot I am unsure how to fill. We could use an additional Skill like
Shattering Palm for Moving around or use
Wolf Pack with Amanamu's Tithe Setup as the Immortality 'Bug' is now fixed. If I find a genius use for the last Spot I will update the Guide.
Spirit Gems
Heralds
We want both
Herald of Thunder and
Herald of Ice.
Herald of Thunder is linked with Damage Supports and Mana Leech, same as with Mark of Siphoning II during Boss Fights, this supports our Mana Sustain during Mapping.
Herald of Ice is linked to a Chain Setup in itself with Armour Explosion. Herald of Ice cannot Freeze, but Armour Explosion can. So we add Physical Damage to Herald of Ice with our Weapon, allowing it to Armour Break, when it does it Procs Armour Explosion which copies all other supports on
Herald of Ice. If linked with Cold Attunement the Explosion will deal partial Cold Damage and can Freeze again. Restarting the Chain.
Trinity
Trinity is an amazing Spirit Gem Concept in PoE 2 that so far has only been enabled by builds using
Painter's Servant. We can do it without.
Our Damage is split between Cold and Lightning during Mapping and Fire and Lightning during Bossing. This gets us around 30% More Damage. A bit more if we can get the Gem to Level 20 or 24, for additional Breakpoints on the More Damage for Resonance.
Admittedly I have not yet perfected this Setup and currently rely on
Headhunter Buffs or Shrines to sometimes fully Enable all 3 Damage Types and reach 300 Resonance for the Full Effect.
If we use both Precision I or Clarity I and their Level 2 Variants on 2 Diffrent Spirit Gems, we benefit from Both, I am not sure if this is intended or a Bug, but its minor and in the game for 2 Leagues now (afaik) so should be ok to use.
Wind Dancer
Wind Dancer or
Ghost Dance are our Defensive Options for the Build. I prefer
Wind Dancer linked with some CC Supports and Life Leech III, while the Damage got nerfed, regaining some ES whenever hit is a free upside.
Purity of Fire
Purity of Fire is granted by
Sacred Flame and reserves no Spirit, any Support Gem that would reserve Spirit linked to it, will also reserve no Spirit. This is a great Spot to gain additional Bonies from Support Spirit Gems we would normaly have not enough Spirit for.
We support it with Clarity II & Precision II for additional Crit Chance and Mana Sustain, as well as Warm Blooded and Cool Headed to half the Ailment Durations of Freeze and Ignite.