Poe fireball. Main weapon English

Equipment

We only need 2 unique items.

Doon Cuebiyari

We will have a lot of power, and this scepter will give us a lot of damage. It is recommended to start using it when you have more than 800 strength.

Rise of the Phoenix

Although this shield has been cut (previously the maximum resist was 8%), we still need it - the higher the resistance to fire (cap), the less damage we receive from righteous fire.

Otherwise, everything is simple - we need the maximum amount of life, resists, intelligence or agility depending on the situation (if there is not enough), and armor. All.

For gems, we have the following priority characteristics:

  1. Life
  2. Fire Damage/Area Damage
  3. Damage Increase
  4. Damage over time
  5. Resists or any other stats you need

Climbing class

We select a leader and upgrade him in the following order:

  1. Tahoa, the power of the forest
  2. Ramako, sunshine
  3. Ngamahu, the onslaught of flames
  4. Hinekora, Death's Fury

Bandits

Either we kill everyone or help Oak

Leveling and wood

I take Cleave first and then go into Firestorm. You can use a firestorm as usual, or you can use it in conjunction with casting a spell while maintaining it through a scorching ray. Thus, adding piercing heat to this combination, you get a very powerful combination. I went through the second and third labyrinth with this combination.

Of course, you can also level up as a melee soldier, for example through a rift, but I preferred firestorm.

Tree for level 33

Tree at level 66 for transition to righteous fire

Final tree

Skill Gems Bundles

  • Righteous Fire - Elemental Focus - Expanded Area of ​​Effect/Focus (boss) - Burn Damage
  • Casting enchantments when receiving damage - Molten shell - Drain health - Iron will (it comes from our scepter, since the bundle is in it)
  • Shield Bash - Attack Acceleration - Fortify - Brutality
  • Cast a spell when taking damage - Blizzard - Call to Immortality - Stone Golem
  • Fire Rescue - Vitality - Cry of Fortitude
  • Cast on Damage (Level 1) - Ball Lightning (Level 8) - Storm Shield (Level 7) - Curse on Hit (max level) - Flammability (max level)
  • Scorching Ray

Map mods

Unfortunately for us, the mod with no regen is absolutely unplayable.

Everything else is passable, but here is a list of what it is advisable to have no more than one per card:

  • Reducing maximum resistances
  • Curse of Elemental Vulnerability
  • Regeneration reduction

Video

Chain of Lightning (Arc) build for the Witch, Path of Exile, Patch 3.7, League Legion (Legion) reliable, cheap and strong build for starting the league

BUILD UPDATE IN PATCH 3.7The general nerf to the Elemental Mage AFFECTED THE BUILD, BUT ONLY IF YOU PLAYED THROUGH IMPULSE, OTHERWISE EVERYTHING IS ALMOST WITHOUT CHANGES! I’ll explain why: the main nerf is that the Elementalist talent no longer has the proliferation of elemental conditions that we impose, which means you can’t chain the Herald of Ice in order to smash everything around with AoE explosions of frozen enemies (our build didn’t use this at all), and you can't easily chain Impulse, which causes shocked enemies to explode when they die. That is, if earlier one of our lightning struck, for example, 8 enemies, and around them there were another 50 10 meters away, then the shock spread to all these enemies together, and as soon as one of them died, they immediately flared up in a heap, even if the Chain itself no lightning even crossed them. Now AoE explosions from Impulse will only detonate targets hit by our lightning and this is still a good AoE clearing boost, but not nearly as good as before. However, now you can simply insert a support stone, which gives the spread of elements into the main link with the Lightning Chain and there will be the same effect as before. This will reduce the damage of the bundle, but will return the old clearing speed with Impulse as before the nerf. The second part of the nerf is to reduce the guaranteed shock applied from 20% to 15%. This will affect our damage (mostly it will be noticeable on bosses), but not much, the guaranteed shocks will still be very strong. BUILD UPDATED!

A BRIEF ABOUT NERF- Played through Impulse - AoE clearing will be worse, or you need to sacrifice one support stone for damage in order to return the old AoE clearing, played without Impulse - minimal reduction in damage to bosses, but otherwise everything is fine.

A fairly well-protected and powerful build in terms of attack characteristics, the self-caster Elemental Mage through Chain of Lightning is able to cope with all the content that the game offers. Fast clearing speed, almost automatic targeting of the main skill and extremely high overclocking potential if you have currency make it an excellent choice for both a veteran and a novice player, the lower threshold of the build is implemented cheaply and the build is quite good even for starting a solo league.

The character tears apart crowds of enemies with powerful bolts of chain lightning that jump from enemy to enemy, causing enormous damage.

Vital signs: health.

The article is a translation/adaptation with minor additions and extensive explanations on the use of the English-language build, the original author is Enki91, his topic is on the English-language forum. The build has been translated and adapted with the permission and consent of the original creator. Enki took the build in a different direction of development, making it less budgetary and more specific, I am updating and updating his version of the build for patch 3.4-3.5. Therefore, differences from the topic on the forum are normal.

pros

Budget-friendly to start with;

Huge coverage of the main skill's affected area;

Can be used in a solo league;

Pleasant leveling;

Immunity to all reflexes;

It is possible to greatly scale the build with items;

Powerful DPS;

It plays much more interactively and cheerfully than the slow totem players.

Minuses

Not designed to face tank enemies, requires an active playstyle and dodges;

Physical damage is painful for this build;

To get high damage against bosses of top content you will have to invest.

Video guide and Gameplay (Killing Uber Elder, Phoenix, Minotaur):

A video guide on the build from the creators of the site, a site that includes high-level gameplay, explanations and complete information on character creation. Gameplay videos were used with the permission of the creator of the videos and the build itself.

Leveling:

Initially, the Witch starts with a Fireball, as soon as you get to the Lion Eye Outpost, replace it with the one offered to you in the quest A wave of cold, which can be used from level 1 . Support Gems Arcane Surge and Lightning Damage make a great addition to Frostwave, so place them in their associated sockets as you obtain these gems.

Then at level 12 (or just when you receive this skill from the quest) calmly switch to chain of lightning, with the same support stones. Further pumping should not be a problem, since as you get the opportunity to use new stones, you will only need to follow the guide.

Unique items that will make the leveling process even faster and smoother (optional items):

Weapon:

Lifesprig a good starting weapon (the starting one), has a little bit of everything and will help you a lot in the first acts. Can be used from level 1.

Boots:

Wanderers (Wanderlast) - give +20% movement speed, immunity to freezing and A little mana regeneration. They will give a good acceleration at the early levels of the game, when it is quite difficult to find rare boots with movement speed. Available from 3rdlevel .

Bib:

Tabula Rasa 6-link without any stats, used from level 1 , gives a huge boost in damage and speed of killing monsters thanks to the ability to link an active skill with support stones. At the beginning of the league it costs about 16-20 chaos, then it is compared with the price of a Divine Orb (Divine Sphere), a pleasure not for beginners (most often).

Helmet:

Gold Cap - gives high amount of resistance to all elements , used from level 1 , will allow you to forget about incoming damage from spells for a long time.

Equipment:

General overview of the most useful characteristics on items for this build, which must be searched on objects:

-Damage from lightning;

-Spell damage;

-Elemental damage;

-Resists;

-Health;

-Speed ​​of casting spells.

The last, desirable stat - mana. However, its priority is the lowest.

Next will be items are considered separately, with mention MANDATORY characteristics that they should attend them. Rest options choose from the list above, if possible.

Chest armor:

Any rare armor on energy shield (on such a base you can more easily obtain the necessary colors of nests) having in the stats life, resists and mana. This choice is temporary, and in the end you need Inpulsa anyway.

Inpulsa's Broken Heart - an absolute item for our build. Not very cheap, not necessary for the build to work, but it boosts the character extremely noticeably. Therefore, this item should definitely be considered as an improvement over time, if there is not enough currency for it right away. Gives damage, AoE clear, HP. But the damage is the main thing here. Lots of damage.

Primary Weapon:

Any rare scepter or rare dagger on spell damage, elemental damage and casting speed. Any scepter with weaker stats will go before the Jibadi catalyst.

Cerberus Limb - excellent unique budget subject with a lot of spell damage andcasting speed.

An excellent unique substitute, which in terms of stats will cost more than its rare counterpart - Doryani's Catalyst , will give a lot elemental damage, lich life and casting speed. As a result, it can be replaced with a very expensive rare scepter, but the Catalyst is perfect as a middle-of-the-road item.

Additional Weapon:

Rare shield on energy shield , with health, resists and spell damage.

A good cheap choice is Ahn's Heritage a lot of HP and +3% to maximum resists. A very powerful defensive choice. With a minimum of endurance charges (and we will always have a minimum, we do not generate them), this shield gives +3% to the maximum resists. Also, the shield itself reduces the maximum stamina charges by 1. Therefore, with it, the maximum stamina charges that we can have is 2. If we use two gems Fragility , each of which reduces the maximum stamina charges by 1, then our maximum and minimum stamina charges will become 0. And with a maximum of stamina charges, Akhna's Legacy also gives a permanent Onslaught, which will increase the speed of attack, movement and casting spells by 20%. HOWEVER, WITH UPDATE 3.6, IT HAS BEEN MUCH EASIER TO GET BATTLE RAGE IN THE GAME, BECAUSE THE COMBINATION OF AKHN'S LEGACY AND THE WEAKNESS HAS REDUCED THE NEED QUITE STRONGLY! This option will give you more maneuverability and speed, but still occupying two slots for gems with gems without stats is also a situational thing. Weakness is obtained by desecrating any unique crimson gem, and it’s cheap and easy to buy, so you can try which setup you feel more comfortable with. Either with two regular gems for stats and without permanent Onslaught, or with two Weakness, which will take up sockets for gems and do not provide any stats, but there will be constant Onslaught on the character.

!!! As alternative secondary weapons you can use second rare dagger , with cast speed, attack speed, lightning damage, and "grants x% elemental damage as chaos damage." If you use this setup, choose the Blade Flurry skill for movement, rather than shield strike. Blade Flurry will only work with two daggers, so you must also have a dagger in your first hand to play this setup.

Helmet:

Rare helmet on armor or energy shield With life And resists.

Gloves:

Rare gloves for energy shield/armor+energy shield/evasion+energy shield (it’s easier to make 4 blue sockets on such bases). Mandatory modifiers gloves will be on Socketed Gems are Supported Accelerated casting of level x spells And +x to maximum health. Thus, the gloves turn into a pseudo 5-link and our Lightning Spire Trap will deal excellent damage to single targets. If you have the opportunity to spend a larger amount of currency on them, then add another modifier here Socketed Gems are Supported by Damage traps and mines x level, replacing this support stone in the gloves themselves with “Lightning Penetration” (read the “Skill Stones” section if the description here is not entirely clear). Gloves with only Accelerated Spell Casting will be cheap, and those with the Trap and Mine Damage mod will already be quite expensive. And if you look for a good HP roll on pseudo 6-link gloves, then the prices will start to bite.

Other desirable mods would be resists and attack speed, but these are less important than those described above. It is important to note that the damage of the Lightning Spire Trap that will be inserted here will be high and very helpful on bosses even in the most usual 4-link, however, additional support stones in the gloves themselves will make it even more noticeable.

Boots:

Rare boots on armor and/or energy shield With life, speed of movement And resists.

Belt:

Rare belt on health and duration of action of bottles, then try to find resists On him. Also very good but more expensive options would be accelerated mana recovery from flasks, or on shaper bases you can find a reduction in damage received from critical hits, as well as an increase in the speed of casting spells under the influence of a flask. Example of a shaper belt on Poetrade, keep in mind that at the beginning or end of the league there may not be them there or there may be few of them, since these are quite rare modifiers.

Rings:

2rare rings , good bases would be like Opal rings, so rings for resists, with modifiers on increased lightning damage, resists, health, and mana.

Highly recommended - Essence Worm - this ring will allow you to use Wrath, which will greatly boost damage, and also using Wrath will make it possible to benefit from the unique Watcher’s Eye gem, with a modifier for Wrath.

Amulet:

Rare amulet. with life, spell damage, lightning damage and if possible mana/mana regeneration.

Bottles:

OPTIONAL: 1 Divine Flask with instant restoration of health and relief of bleeding. Only if you want to have a bottle for instant restoration and you feel uncomfortable without it. However, for this build it is recommended to take Eternal Flasks with accelerated health recovery, but not instantaneous. For an instant one, you have to sacrifice too much in the amount of restored HP.

1-2 Eternal health bottle with accelerated health recovery, or with a hybrid, where 50% of health is restored instantly.

1 Basalt bottle For reducing incoming physical damage, which hits us very hard.

1 Sulfur bottle will increase damage, DO NOT use unique variants of this flask! Take freezing removal to this bottle as additional modifiers.

1 Eternal Mana Flask — will help with mana recovery in the early stages; with good equipment it is no longer needed.

Wise Oak increase protective indicators, and penetration of enemy lightning resists, to do this, keep your lightning resist the highest among the three resists (not limited to 75 percent).

Atziri's Promise cheap way great to forget the damage.

Enchantments from the Labyrinth:

Helmet: 1 additional Lightning Chain projectile - top option . It’s also a good option for increasing the damage of the Lightning Chain, but it’s worse.

Boots : X% increase attack speed and casting speed if you have recently committed murder . Also good - damage penetrates x% elemental resistance.

Gloves: Trigger Reflect Order when hit , but if these are silk mittens, then no enchantment is needed. In general, enchantments for gloves are a rather weak and situational thing, so you shouldn’t bother too much with them here.

Skill Gems:

Chest armor

  • Lightning Chain (Vaal Lightning Chain is highly desirable)
  • E ho magic
  • Controlled destruction
  • U ron lightning
  • Rolling Lightning (if there are 5 linked sockets)
  • Hypothermia (if there are 6 connected nests) IMPORTANT! Why hypothermia? With the ascension talent of the Elemental Mage, as well as necessarily at least 1 cold damage to spells (on any item or gem), we will cool down enemies, while hypothermia will greatly boost the damage against such enemies. This is truly the best choice for this slot, no matter how it might seem otherwise at first glance. And the damage from it will not be shown on the skill icon.
  • Replace any support gem with Razgul Elemental and you're done. If you have a 6-link Impulse, insert Elemental Rush into the 6th link slot instead of Hypothermia.

Chest armor ENG

  • A rc(V aal Arc is highly desirable)
  • Spel Echo
  • Controlled Destruction
  • A added Lightning Damage
  • L ightning Penetration(if there are 5 connected sockets)
  • H ypothermia (if there are 6 connected nests) IMPORTANT! Why Hypothermia? With the ascension talent of the Elemental Mage, as well as necessarily at least 1 cold damage to spells (on any item or gem), we will cool down enemies, while hypothermia will extremely boost the damage against such enemies. This is truly the best choice for this slot, no matter how it might seem otherwise at first glance. And the damage from it will not be shown on the skill icon.

IMPORTANT! A WAY TO RETURN AOE CLEAR WITH IMPULSE AS IT WAS BEFORE THE NERF OF THE ELEMENTALIST:

  • Replace any support gem with E elemental Proliferation and you're good to go. If you have a 6-link Impulse - in the 6th link slot instead of H ypothermia insert E elemental Proliferation

Primary Weapon

  • Casts a spell when damaged (level 1)
  • Call to immortality (level 3)
  • Weakness (level 5)

The main weapon of the ENG

  • C ast When Damage Taken(level 1)
  • I mmortal Call(level 3)
  • E nfeeble(level 5)

Additional Weapons

To uberlab:

  • T otem-bait
  • Summon Lightning Golem
  • With the resistance of minions and totems to the elements

After the uberlab:

  • T totem-bait (if you don’t use the Totem and don’t have enough hot keys for everything, you can replace it with a support stone for the health of minions, so your golems will die less often)
  • Summon Lightning Golem
  • Summon Fire Golem or Summon Chaos Golem (the first increases damage, the second reduces incoming physical damage)

Additional weapons ENG

To uberlab:

  • D ecoy totem
  • Summon Lightning Golem
  • M inion and Totem Elemental Resistance

After the uberlab:

  • D ecoy Totem (if you don’t use the Totem and you don’t have enough hot keys for everything, you can replace it with the M inion Life support stone, so your golems will die less often)
  • Summon Lightning Golem
  • S ummon Flame Golem or S ummon Chaos Golem (the first increases damage, the second reduces incoming physical damage)

Helmet or boots

  • To the light of the storm
  • K Oldowan ejection (level 2)
  • Increased critical hits (or Combat Rage, if you don’t use Akhna’s Legacy. Combat Rush will be given in battles against bosses, namely unique monsters, with a 10% chance for each hit to get a Battle Rush for 3 seconds)
  • Into mana drain

Helmet or boots ENGLISH

  • S torm Brand
  • A rcane Surge(level 2)
  • I ncreased Critical Strikes (or O nslaught, if you don’t use Akhna’s Legacy. Combat rage will be given in battles against bosses, namely unique monsters, with a 10% chance for each hit to gain combat rage for 3 seconds)
  • Mana Leech

Helmet or boots

  • U gift with a shield (or Sh qual of blades when using daggers)
  • Speed ​​up attacks
  • O fiery dash (such a fast movement skill will be most useful mainly on bosses like Uber Elder and Shaper; for ordinary maps and especially descent, Shield Blow/Sh qual of blades will be enough. So if you don’t have enough hot keys O fiery the dash can either simply not be placed on the quick panel, keeping it in case of impassable obstacles, or you can replace it with Rush of the Elements if you are not going to fight Uber Elder or enemies of his level. there's basically nothing more to the combination. Also, on powerful bosses, where you will use Dash, replace it with Totem Bait on hot keys. Totem is good only on weak/average bosses, in battles with the top content of the game it will be much less useful and on the hot bar it’s quite good It’s logical to replace it with Dash, which will save you in many situations with its speed) OR Dash OR Ice Jump
  • At mount

Helmet or boots ENGLISH

  • S hield Charge(or W hirling Blades when using daggers)
  • F aster Attacks
  • F lame Dash (such a fast movement skill will be most useful mainly on bosses like Uber Elder and Shaper; for ordinary maps, and especially descent, Shield Charge/Whirling Blades will be enough. So if you don’t have enough Flame Dash hot keys, you can either simply don’t put it on the quick panel, keeping it in case of impassable obstacles, or you can replace Elemental Proliferation if you are not going to fight Uber Elder or enemies of his level. Elemental Proliferation will not give very much benefit here, but strengthening the combination is, in principle, more There is nothing. Also, on powerful bosses, where you will use Flame Dash, replace it with Decoy Totem on hot keys. The totem is good only on weak/average bosses, in battles with the top content of the game it will be much less useful and on the hot bar it is quite logical to replace it Dash, which will save you in many situations with its speed) OR D ash OR F rostblink
  • F ortify

Gloves

  • Lightning Spire Trap
  • U ron lightning
  • Damage to traps and mines (if this modifier is not on the gloves) or Penetrating lightning (if the Damage to traps and mines modifier is already built into the gloves themselves)
  • Controlled destruction

ENGLISH gloves

  • Lightning Spire Trap
  • A added Lightning Damage
  • T rap and Mine Damage (if this modifier is not on the gloves) or L ightning Penetration (if the Trap and Mine Damage modifier is already built into the gloves themselves)
  • Controlled Destruction

Ring (If you use Essence Larva)

  • G pink anger

Ring (If you use Essence Larva) ENG

  • Wrath

Details about skills:

A rc(Lightning Chain) : our crackling lightning, the main skill for killing enemies, both weak and strong, we will spam them endlessly. V aal Arc(Vaal Lightning Chain) - a stronger option since it also has an activated version of the Vaal skill, however, on the Vaal arch it is much more difficult to get level 21 and 20% quality.

Lightning Spire Trap : inserted into an actual 4-link (but thanks to mods on the gloves into a pseudo 5-link or 6-link), this trap will cause huge damage to single targets and will greatly help us on bosses.

To the Storm Brand : A great way to proc elemental overload, arcane surge, and regenerate mana at a faster rate.

Immortal Call + Enfeeble : upon receiving a certain amount of damage, a buff will be triggered to reduce incoming damage, and thanks to the curse of Weakness, the attacks of enemies around will be weakened.

Gift with a shield (Shield Charge) or Whirling Blades + O fiery dash (Flame Dash) : the first skill is our permanent movement skill, the second is designed to overcome impassable terrain.

Decoy Totem : provokes enemies to attack themselves, an excellent defensive skill.

Summon Golems : Thanks to the last in line Ascension talent that we will take, we can summon two golems at the same time. And get buffs from two at once. A chaos golem will reduce incoming physical damage, a fire golem will increase damage, a lightning golem will increase casting speed, and a fire golem will simply give a global damage increase. Choose the pair that is preferable for you.

Rosy Wrath (Wrath): if you use the unique Essence Larva ring, you can afford to use this aura, note that thanks to the ring it will not reserve mana! It will give a very powerful increase in DPS, and you can also use it to look for the unique Eye of the Guardian gem for the lich's mana with lightning damage, which will allow you to regenerate it much better.

Dash or Ice Leap— skills for dodges against powerful bosses.

This guide describes in detail one of the very powerful character builds, which is as accessible as possible to anyone, is easy to put together and brings a lot of fun.

Preface

The basis of the build is the skill stone Righteous Fire(Righteous Fire). Beginners, when a stone falls out, will think that this is some kind of joke and will immediately throw it away... The catch is this - this stone burns the hero and monsters around, while being based on the amount of your health and energy shield. This means that the more health the hero has, the stronger the heat of the fire will be. Every second the skill deals 90% of fire damage to you, that is, if you have collected 1000 health, you receive 900 damage every second, which means that after 2 seconds you will glue your fins together. This is probably the case when what is written does not make any sense, because the developers have already added fishing rods, without the ability to fish. But, no, on such nonsense you can build one of the strongest builds, and even extremely lazy ones (almost nothing needs to be done in battle).

How the build works

"Righteous Fire" kills quickly if equipped unprepared. In fact, until character development level 65, there is no opportunity to either test the stone or evaluate its damage in battle. The essence of the build comes down to increasing health regeneration as much as possible (thanks to the talent tree, equipment and flasks). Since the final damage is dealt in the form of fire, it is wise to also accumulate a maximum amount of fire resistance. And no, this is not the standard 75%, which is gained by putting on clothes. Ideally, fire resistance should reach at least 90%, thanks to various clever ways to overcome the base limit. Then there remains another 10%, which can be easily covered by life regeneration per second. As a result, 100% of the damage you receive from yourself can be absorbed. What does it mean? That by turning on “righteous fire”, you will not receive damage at all, and the monsters around you will still suffer from a hefty penalty in the amount of 50% of the hero’s maximum health (every second).

Core build

As with all builds, this one has several mandatory items to wear. First of all, you should pay attention to Rise of the Phoenix Mosaic Teardrop Shield. This unique shield helps you get as much as +8% to your maximum fire resistance limit. Accordingly, only thanks to him can the basic 75% be raised to 83%. Another +1% can be taken from the talent tree (you shouldn’t particularly concentrate on fire damage there, by the way). As a result, the hero will have 84% constant resistance to fire at any given time. Then the question remains, how much health regeneration per second can actually be accumulated on a character? The amount varies within 20%, if we are talking about not the hardest grinding and farming.


The second and last important item is Dun Kyubiyari Scepter of Baal. This scepter allows you to convert your character's power into damage and armor, which simultaneously increases the outgoing damage of the "righteous fire" and resistance to physical attacks. Accordingly, by the time of changing into this build at level 65, the character ALREADY must have about 800 strength for the benefit of the weapon to be significant enough. The most interesting thing is that both the above shield and the scepter on the roar can be bought for pennies, so any character who has reached level 65 can afford them. The remaining items are selected according to a simple principle (increasingly, starting with the most useful): collect the maximum amount of health (60+ on each item) > strength (45+) > elemental resistance (to have 75% of each) > chaos resistance (collect 40- 60% purely on clothes would be just wonderful).


As a result, the character will have at least six additional slots for gems. Preference should be given to those gems that increase maximum health by 6%-7%, add 10%+ chaos resistance and, if possible, +10-16 to strength. There are also more sophisticated ones that also increase damage by a good 10-15%, but it’s almost impossible to buy them on the market, let alone “knock them out yourself.” So there will always be a small loophole of striving for better things with the opportunity to increase the power of the hero here and there. By the way, for every 10 points of strength, the hero receives +5 health, so you need to gain strength everywhere.

How does the hero feel on the battlefield?

Like a fish in water! In fact, this build allows you to float through maps like a fire deity. If someone starts a conversation in the game chat about totemists (heroes who use totems as a build), a noble war, insults and massive spam begin. This is due to the ease of upgrading the hero to totems, the cheapness of purchases and the ease of building. What’s funny is that using totems is 2-3 times more stressful and more expensive than the “righteous fire” build, but no one will ever mock the firemen. Apparently, creating such a build is not so popular, for reasons unknown to me. The reality is that totems limit the ability to hit from the hand (the hero does not deal damage himself), are demanding on all gear and are not activated immediately after installation. “Righteous Fire” works constantly, there is no need to press its button at all, except for the only time when entering a location. Moreover, fire damage depends on the health indicator, which can be raised and raised, but all the delights of the build do not end there, so I further propose to evaluate its pros and cons.

Pros and cons of Righteous Fire

Some points are not so obvious until you try the build for yourself. Often, the delay in choosing exactly this method of building a hero is associated with a very long period of waiting (up to level 65), and a beginner will not want to wait that long at all. But it's worth it! You shouldn’t think that up to this level 65, playing is boring and tedious - the main thing is to get the rhythm right, but more on that a little later.
pros
The hero has constant health regeneration from 5% to 15%, which makes him feel safe;
A high health indicator (6000-10000) helps you survive most dangerous enemy attacks and react in time;
There are no lags at all, since the build does not involve the use of screen shaking, a lot of animation, effects and the like;
It is enough for a build to have four links of stones, so that its bunch of stones can even be inserted into a helmet/gloves/boots;
Beautiful from a visual point of view, relaxing, looks very good in dark places (all sorts of mines, caves and prisons);
Removes the need to use potions (flasks) in general;
It only requires health and strength for clothes, which allows you to buy them for pennies;
Combines well with any other builds in the group;
High mobility;
It can be used as your first build;
The hero will have protection from the following effects: stun (stun), health theft, burning;
Enemies cannot reflect damage back to the hero because he does not attack with his hand;
Almost will not change in the upcoming major update 3.0.0 (based on the information received so far).
Minuses
You cannot complete atlas maps with properties like “the hero cannot regenerate health/mana”, for obvious reasons;
It is difficult to pass cards with the following properties: reduced maximum resistances, reduced health regeneration, elemental weaknesses;
High rank bosses do not die as quickly as we would like;
In battles with especially fat enemies, you have to constantly stand in close proximity to them, drawing circles (this requires knowledge of the attacks of bosses, especially one-shot ones);
Does not protect against effects such as bleeding, poisoning, curses, freezing, slowing;
You can't survive some one-shots - you just have to learn to dodge in time;
There is no way to determine the exact damage of a build or even approximate damage - everything is done by touch and taken on faith.
Useful points
It is worth noting one more extremely important nuance of the build, which can be considered not bad, but not good either - passive regeneration when “righteous fire” is disabled. When your hero can restore 20-25% of health per second, with 6000-10000 of this health, some game mechanics burst like soap bubbles. For example, you can easily complete master tasks associated with dangerous traps, since regeneration simply compensates for all damage received. This allows you to quickly develop all masters to high ranks without any problems. Also, a walk through the labyrinth becomes a breeze, because the greatest danger there, again, is traps. Fire floors, explosive pylons, poison darts and barbed doors can be completely ignored, because their damage is simply not enough to even wound the hero, let alone kill. And also, unlike the tasks of the masters, in the labyrinth you do not have to turn on the “righteous fire” at all (except for the boss fight), so all the regen is always in full effect. Traps such as thick saws, guillotines and thorny pillars deal a lot of percentage damage and can kill, in theory, but in practice it is enough not to stand in one place for more than 3 seconds, which is quite doable.

Skill stones and slots for them

Let's move on to the digital and more detailed part of the guide. The hero will need to have a certain set of stones to increase his survivability in various situations. All these stones are purely variable, so they can be replaced with something more useful, which I will further indicate in each example.
Gloves, boots and helmet
You will need to insert the core of this build into one of these items, but this is not so easy to achieve, because you will have to make three blue and one red holes. This is a difficult undertaking, because we use armor gear for greater resistance to physical damage. And armor gear, as you know, likes to generate 3-4 red holes, less often 1-2 blue ones, and super rarely 3 blue ones. By “super rare,” I mean having to waste about a hundred colored spheres just to repaint an item of clothing in the right colors. It will be problematic to buy a ready-made one on the market, so give preference to characteristics rather than holes, and then use the art of crafting on your own. Below I have written where each bundle is inserted, but this is not critical (a set of boots can be inserted into a helmet, etc.).

In the helmet
Blue, blue, blue, red - Righteous Fire, Elemental Focus, Increased Area of ​​Effect and Increased Burning Damage. It is also worth noting that in battles with fatty enemies, it is better to replace the “extended area” with the blue “concentration” (Concentrated Effect). Why such a set? Righteous Fire is different from most skills, especially now in version 2.6.0. This is, as it were, periodic damage (such as poison or bloodstream) that deals fire damage, while at the same time not allowing you to steal health from enemies at a percentage of fire damage, because they do not burn directly. It is boosted by total damage, fire damage, elemental damage, area damage and damage over time (the latter will be fixed in version 3.0.0). For this skill, it is beneficial to use “elemental concentration” to increase elemental damage, as well as “extended area of ​​effect,” which increases the radius of the skill by 3 times. And believe me, it is better not to even try to clear levels without an extended area. “Increased burning damage” is also suitable for us, since we are constantly setting enemies on fire. It is likely that the Burn Damage Stone will function differently after Update 3.0.0.


Into boots
Red, red, red, green - Shield Charge, Fortify, Enduring Cry and Faster Attacks. Why such a set? Shield Bash will be the main source of mobility for this build, and with Attack Boost, that mobility will begin to produce amazing movement speed results. Also, attacks with a shield will provoke the effect of elemental equilibrium (more on this later), which is very important for us. “Fortification” allows you to apply a temporary 4-second buff to yourself, giving you a 20% increase in protection against enemy attacks in melee. And we will constantly get into close combat. Finally, the “Cry of Fortitude” will allow you to issue a cry that generates stamina charges without any problems. These charges increase the hero’s defensive characteristics (protection from the elements, physical damage and subsequently health regeneration). In general, the cry does not have to be placed in this particular combination, but it is a very good option.

In gloves
Red, red, red, blue - Cast When Damage Taken, Vortex, Immortal Call and Summon Stone Golem. Why such a set? To reduce the stress of this build on the player (to press fewer buttons), we will need to automate the triggering of some skills, which the “cast enchantments when receiving damage” stone will help with. As soon as the hero receives a certain amount of damage, all the stones in the chain, of which there are three, are triggered at once. “Summoning a stone golem”, I think, is an understandable thing - it saves time on manually summoning a golem every time it dies. The golem sometimes provokes enemies to attack itself, which is good for us. It also adds a little health regeneration, but to be honest, I personally don’t see much point in it (it’s better to exchange it for another, more useful golem, whose passive properties will give a more significant increase). "Call to Immortality" absorbs all stamina charges on the hero, extending the duration of its effect - complete invulnerability to physical damage for "x seconds". “Blizzard” is needed purely to activate the elemental equilibrium, so it can be sacrificed (especially since there will be even less lag).

Weapon and shield
To arms
Red, red, red - Cast When Damage Taken, Molten Shell and Life Leech. Why such a set? About “casting spells when receiving damage” has already been said above - for automation. “Molten Shell” is the main skill of the bunch here, as it not only adds armor, but also deals good damage. Our weapon has a built-in level 30 Iron Will bonus, which translates hero power into spell damage. Accordingly, the shell hits taking into account the 800 strength that we have accumulated, and also steals health from enemies for a percentage of this damage (due to stretching). An excellent bundle for maintaining survivability.

Into the shield
Red, red, blue - Purity of Fire, Vitality and Flame Dash. Why such a set? Since we spend almost no mana, we get the opportunity to equip two auras of our choice. The first one is definitely “salvation from fire”, since at maximum pumping it gives +4% to maximum fire resistance, which saves as much as 4% of health regeneration. "Vitality" can be called a "temporary measure", since it only adds 1.65% health regeneration per second, so it can be easily replaced later with something more appropriate (for example, increased running speed or an armor aura). “Fire Charge” is also a kind of dog’s fifth paw - it allows you to escape from dangerous situations when you need to pierce through physical objects, which cannot be achieved with a “shield strike”. Personally, I don’t use it at all, because the enemies are already dying vigorously. In other words, the shield bundle can be customized to suit personal preferences.

Body
It is best, of course, to get a six-link (six connected holes), but four will do just fine.
Red, Green, Blue, Blue, Blue, Blue - Cast When Damage Taken Level 1, Blade Vortex Level 8, Curse on Hit, Flamability and optional level 7 storm shield (Tempest Shield) + ice spear (Ice Spear). Why such a set? Let's start with the fact that the presence of an “ice spear” and a “storm shield” is purely variable; these skills are needed to activate the elemental equilibrium. In fact, any non-fire type skills will work here. When receiving damage, we activate a “blade whirlwind”, which constantly cuts enemies around the hero, which is necessary to activate another stone - “curse on hit”. But the latter is vitally important, as it allows you to cast a curse of flammability on enemies around you, which significantly reduces their protection from fire. You were hit > blades came out > cut the enemy > cursed the enemy. It's simple. Be sure to keep an eye on the levels in this combination, since on the first one “casting a spell when receiving damage” will work much more often, and if you pump out storm shield and blade whirlwind above levels 7 and 8, respectively, they will stop working.

Elemental Equilibrium

So, what is this oft-mentioned monster? This is the effect we get from the talent tree. When we deal damage to one of the elements, we automatically increase the enemy's resistance to that element by 25%, reducing the resistance to all other elements by as much as 50%. The catch is that our "righteous fire" does not activate equilibrium because it does not deal damage from the hand, instead being treated as a periodic burning effect. However, he very much receives an equilibration bonus from enemy vulnerability to fire of 50%, on top of which a flammability curse is also applied. The enemy's fire defense melts before our eyes, as does the health indicator. Equilibrium is activated by “shield strike”, “ice spear”, “storm shield” and “blizzard”. But a shield hit does fire damage, right? Here there is a nuance - if you collect ice/lightning damage on one of the pieces of equipment, then the shield will hit with exactly this ice/lightning upon contact, and the explosion that the shield eventually creates is, again, not taken into account. Something tells me that many similar points can be corrected in update 3.0.0, but let’s not guess... It works - we use it.

Bandits

As the story progresses, there are several encounters with bandits. On the first difficulty, you should help Oak, for which you will receive +40 health, which will eventually turn into 160. On the second difficulty, we kill everyone, for which you will receive +1 talent point for the tree. On the third difficulty, we again help Oak so that he increases the maximum number of our stamina charges by one.

Endurance Charges

Our hero will eventually have 5-6 stamina charges, each of which increases physical and elemental defense by 4%, and also adds almost 1% health regeneration. This is quite a lot, 5%, so when rushing into a bunch of enemies using a “shield strike”, you should immediately press the “cry of fortitude”, which will add charges to the maximum. In case of danger, these same charges will be absorbed to increase the duration of physical immortality. In other words, you can remove immortality so that the charges do not burn out, in which case they will be maintained constantly, but it is better not to risk it, because developing a hero from level 80 to 100 is not an easy task, and unnecessary deaths are oh so undesirable (it takes up to a couple of hours download with one death, in the form of loss of experience).

Talent tree

In essence, you need to stuff the hero as much as possible with health regeneration, increased health as a percentage, and also, if necessary, extra percentages to elemental resistances or bonuses to characteristics. Fortunately, the latter can be easily gained on nodes of +30 to agility/intelligence, so that when pumping the stones do not become stuck in place. You should also get at least 6 holes for gems, where you can successfully insert +7% health, + 10% -13% chaos resist, which in total will give +42% health and + 60% -78% chaos resist. This does not mean that chaos on items should be ignored, because at the final difficulty the hero has as much as -60% vulnerability to it, accordingly, even with cool gems, the remaining 75 percent still needs to be found somewhere.
Talent tree links:
early stage of development;
middle stage (this is already a level close to 70-80);
final stage.
As for the development of the exaltation tree, we take this:
Tavhoa (increases survivability significantly, gives a lot of strength and resistance);
Ngamahu (+ damage to burning enemies, and they will all burn constantly);
Ramako (our stamina charges begin to wildly regenerate health);
Two small bundles for health regen and damage. Why not Hinekora? Because our skill works strangely, health won’t be stolen, and we don’t use totems.


Accordingly, as a hero I used Savage, and when choosing an elevation I took Leader. Other options are quite possible, but they will change something, usually negatively. It is quite possible to create this build with a bet on energy shield, which will be as much as 20,000, compared to the current maximum of 10,000 health. But the cost of such a build will require months of farming, so the option is eliminated.

The choice of flasks depends on personal preference, but several options are still more useful. For example, a basic ruby ​​flask adds not only 50% fire resistance, but also +6% to the resistance limit. In dangerous situations, this effect can be used to generate an extra 6% health regeneration. The second useful thing is a granite flask, which adds +3000 armor. While its effect is active, my physical defense increases from 35% to 60%. The sulfur flask is also not bad, because it adds 40% damage, although it is impossible to check whether the damage bonus worked, because our main skill does not have a damage tooltip. Finally, all that remains is to take something for running and for banal treatment. These flasks should be used to freely collect poisoning, bleeding and freezing remedies. The effect of "remove burning" will cancel the effect of "righteous fire". On the other hand, if you suddenly need to manually interrupt this action, the only way is to remove the combustion... Well, or die. Although, don't worry, when the amount of health drops to 1, the fire automatically stops burning the character and is removed.


The ideal option would be to use the blue Scorching Ray skill, which releases a huge fiery beam. This skill should be paired with “Cast on Channeling”. Since the beam must be maintained constantly, the Firestorm skill is placed on top of all this. So you have to run with the storm all the way up to level 38, because that’s when you can equip a full bunch (you can’t equip “maintenance enchantments” earlier). In this way, you can maintain a beam, which provokes the appearance of meteorites much more often than with a separate call of meteorites. The entire field is covered in fire, the lags reach their apogee, the monsters die in droves. After completing a side quest in the library of Act 3, the hero becomes available to a special store near the ghost there, offering to buy almost any skill stones.


When the main build is ready, what else can you strive for?

First, you should try to get the right bonuses on some items, thanks to the blessings at the end of the maze. For boots, it wouldn't hurt to increase health regeneration by 2% if an enemy was killed recently; for gloves, the power of light (creates holy ground underfoot, adding regeneration); for a helmet, bonus on damage or radius of “righteous fire”. Getting the necessary blessings is extremely problematic, since only one is allowed to be applied in one run, and the power depends on the level of the labyrinth. And they are generated randomly. Masters can also add additional enchantments, but this will require months of leveling up and a whole ton of wasted gear. A helmet, for example, can receive an additional bonus of elemental damage by as much as 30%.

Initially, I created a build without direction, and then abandoned it for a good FIVE years. This is not a game where you can sculpt just about anything out of anything, it requires a strict approach. After a long break I came back and pumped out the Totem Master since everyone said it was a simple and effective build. It turned out that totems greatly limited the hero’s capabilities, were inconvenient to use, and I didn’t like them at all. Then an ice archer build was created with branching arrows that attack a bunch of monsters in a chain at once, and even give out terrible crits. It turned out that these monsters with reflection return crits back to me, killing them with a blow. The only way to get around this problem is to reduce damage (which is not an option) or play it safe (also not an option, pfft).

Then I started looking for a really fast build that can clean the entire game without problems. I needed a durable hero, mobile, with such a set of skills that I didn’t need to constantly stop and do something manually. At the same time, I wanted to preserve the possibility of manual recoil, for which there are bottles and a cry of perseverance. In the end, it didn’t go wrong - “righteous fire” is perfect for any situation. Of course, the damage here is not phenomenal, as some people claim for a couple of millions, but it is enough for lightning-fast cleaning. On the bosses, on the other hand, the hero is quite tenacious, compared to any archers and hundreds of times cheaper than stuffed magicians.


The manual was prepared specifically for the site