Skills (Gems)
[GAP – in guide embed] The exact full gem progression, socket counts (5/6-link) and full support links live in a client-side "Skill Embed". The prose states the following explicitly:
Leveling (Campaign)
- SparkS (Funke) – main pack-to-pack clear during Early Game (pre-level 14). [C]
- Orb of StormsS (Sturm-Kugel) – available/used from Level 6+; use before SparkS on dense packs. The core synergy skill: fires Chaining Lightning Bolts at nearby enemies when you cast a Spell in its Area of Effect; when it expires it leaves a Lightning Infusion. It stays in the final build. [C]+[ST]
- Support mentioned in FAQ: Harmonic Remnants II+ (linked to Orb of StormsS) for more Lightning Infusions.
- Flame WallS (Flammenwand) – boss opener during Early Single Target (pre-14). [B]/[ST]
- Frost BombS (Frost-Bombe) – pre-14 boss debuff (applies Exposure / lowers Elemental Resistance); optional Cold Infusion if boss spawn is delayed. Stays in final build (Weapon Set 2). [U]
- Supports (stated): Long Fuse II+, Prolonged Duration II+ – more Exposure applied per cast.
- Lightning BoltS (Blitzschlag) – innate skill of the Voltaic StaffI; optional burst tool. [ST]
- Support (stated): Unleash+ (cast at Max Seals for burst clear/damage).
- ArcS (Lichtbogen) – unlocks at Level 14; your primary clear + single target spell for the rest of the game. Consuming a Lightning Infusion = 200% More Damage, +6 Chains, Shock with 50% increased Magnitude. [C]+[ST]
- Mana TempestS (Mana-Sturm) – from Level 22+, Weapon Set 1 damage amplifier: Gain % of Damage as Lightning, Spells Split to Additional Targets; 30% of Mana spent inside it is added to Skills' Mana cost/sec → needs Mana RemnantsS to sustain. [B]
- Elemental WeaknessS (Elementar-Schwäche) – from Level 22+ (boss fights), Weapon Set 2 curse: -% Elemental Resistance. Also used to proc Archon of the StormS pre-Arbiter's IgnitionU. [U]
- Sigil of PowerS (Zeichen der Macht) – from Level 25+, requires a Chiming StaffI in Weapon Set 2; stacking % More Spell Damage per Stage when spending Mana in its radius. [B]
- Archon of the StormS (Archon des Sturms) – Weapon Set 2 buff procced via Elemental WeaknessS; replaced by Arbiter's IgnitionU + Living BombS in Endgame. [B]
- Arctic ArmourS (Arktische Rüstung) / ConvalescenceS (Genesung) / AttritionS (Zermürbung) – pre-ArchmageS Spirit alternatives (survivability / survivability / single target damage). [B]
Persistent Buffs (reservations)
- Mana RemnantsS (Mana-Überbleibsel) – chance to spawn a Remnant on kill of an ailment-affected enemy; guaranteed on Crit against ailment-affected enemy; Remnants Overflow Mana past max. [B]
- Siphon ElementsS (Elemente absaugen) – auto-spawns an Elemental Infusion remnant when you Freeze/Shock/Ignite; removes the need to wait for Orb of StormsS expiry. [B]
Maps (post-campaign)
- ArchmageS (Erzmagier) – equip ASAP at map start; Non-Channelling Spells gain % Damage as Extra Lightning per 100 max Mana + extra % of max Mana cost. Requires +60 max Spirit (Amulet + Body Armour) — +51 with 20% quality ArchmageS. [B]
- 5-Link ArcS with Greater Jeweller's OrbI if not done in campaign; otherwise put it on Orb of StormsS (e.g. Zenith II+ extra link). 4-Link everything else.
Endgame changes
- Living BombS (Lebende Bombe) – linked to Arbiter's IgnitionU to generate Elemental Archon (Elemental Archon procced by Archon of the StormS + Elemental WeaknessS is then removed). 6-Link ArcS (Perfect Jeweller's OrbI), 5-Link the rest (Greater Jeweller's OrbI).
Aspirational / Min-Max
- Dialla's DesireU linked to ArchmageS. Uhtred's AuguryU linked to Mana RemnantsS. Optional swap of all Rapid Casting II+ → Rapid Casting III+ (more active playstyle).
Rotation / Playstyle
Early Clear (pre-14): SparkS for pack-to-pack; at Level 6+ drop Orb of StormsS first, then SparkS. Optional: Voltaic StaffI Lightning BoltS + Unleash+ at Max Seals for a burst.
Early Single Target (pre-14): Optional Frost BombS before spawn for Cold Infusion; on spawn cast Frost BombS + Flame WallS, then SparkS (recast as needed). At Level 6+ cast Orb of StormsS x2 as boss spawns.
ArcS Clear (14+): Cast Orb of StormsS, then ArcS into packs. At Level 22+ optionally Mana TempestS for big packs.
ArcS Single Target (14+): Pre-spawn: Orb of StormsS x2 (let expire for Lightning Infusions). On spawn: Frost BombS (Exposure) → recast Orb of StormsS x2 → ArcS. At 22+ also Elemental WeaknessS on spawn + Mana TempestS during the fight (delay until you've picked up multiple Mana RemnantsS if sustain is a problem). At 25+ activate Sigil of PowerS (ramp with Elemental WeaknessS) before attacking.
Endgame Same + Living BombS on the boss to proc Elemental Archon via Arbiter's IgnitionU.
Style: ranged, "don't get hit"; dodge-roll between packs, weave in/out of combat to recharge ES. Pick up Lightning Infusions & Mana RemnantsS (walk near them).
Weapon & Base Breakpoints
- Early: Magic/Rare Staff with most DPS. Voltaic StaffI recommended early (innate Lightning BoltS + Unleash+ burst); Gelid StaffI or Spriggan StaffI acceptable if they boost other skills more. No exact base level is given in prose.
- Attribute/life-management: Boots with 10%+ Movement Speed early.
- Chiming StaffI (Klang-Stab) — Weapon Set 2 caster vendor base, starts appearing at Level 25 (needed for Sigil of PowerS).
- Staff vs Wand+Focus: Campaign → well-rolled Staff easier; early Atlas → Wand+Focus pair usually higher combined power.
- Amulet bases: Solar AmuletI (Spirit for ArchmageS), later Lunar (ES), Gold (IIR), Stellar (Attributes).
- Wand/Focus: no named level-locked bases in prose ([GAP – in embed]); upgrades driven by mods, not base level.
- Endgame focus base and Breach RingsI (max Mana, 40% quality via Neural CatalystI) mentioned for large Mana gains.
- Body Armour / Helmet / Gloves / Boots: upgrade to higher base Energy Shield items during/after campaign.
Gear Priorities
- Weapon (staff/wand): + to Level of all Lightning or Spell Skills, % increased Lightning/Spell Damage, Gain % of Damage as Extra Elemental Damage; secondary crit chances, cast speed, Intelligence.
- Runes / Artificer's OrbI: Early — use an Artificer's OrbI to add a Socket to your Staff and augment with a Lesser Elemental Rune (Lesser Storm RuneR, Lesser Glacial RuneR, Lesser Desert RuneR) and/or Lesser Iron RuneR for damage. (Salvage Bench not explicitly mentioned in prose → [GAP]).
- Amulet: + to Level of all Lightning, Spell or Projectile Skills; later + all Spell Skills (Solar AmuletI). Instill Heavy AmmunitionI early, Lightning RodI later.
- Boots: 20–30% MS during campaign → 25–35% in Atlas; Luminous PaceU (Unique) trade option early; Doedre's TenureU (Unique) early trade gloves.
- Defense slots (Helmet, Body, Belt, Gloves): lots of Life and/or Energy Shield through campaign.
- Atlas: 6000+ Energy Shield → Chaos InoculationP, de-prioritize Life. Aim 100% IIR, then 150% IIR ASAP.
- Rings: cast speed, Mana & % max Mana, resists. Focus: + spell levels, spell/lightning damage, crit, cast speed. Belt: rare Linen BeltI for Mana Recovery later.
- Jewels: Ailment Magnitude (damage) or % increased Maximum Energy Shield (survivability); later ES% + 1–2 useful mods.
- Flasks: Lavianga's SpiritsU (endgame) removes Mana Flask spam (requires 30%+ Crit for Mana RemnantsS).
- Charms: Thawing (Freeze), Dousing (Ignite), Golden (IIR) or Stone (Stun); endgame Swap Thawing → Nascent HopeU; add Grant Guard charms; Rite of PassageC + Spirits aspirational.
- Crafting/currencies named: Artificer's OrbI, Greater/Perfect Jeweller's OrbI, Neural CatalystI, Perfect Essence of the MindI (rings), Perfect Essence of SorceryI (+ Spell Levels to Chiming StaffI), Essence of HorrorI (gloves), orbs TransmuteI/Augment for atlas upgrades.
Passive Tree
- Attributes: take enough Strength & Dexterity (+ later Strength on belt) to meet gear/gem requirements, everything else into Intelligence (1 Int = 2 Mana). Respec via Gold at the Hooded OneT or DoryaniT when upgrades change requirements.
- Campaign: follow the campaign embed — near campaign end a handful of respecs transition from early nodes to scaling options. [Prose points to embed for the actual node list → [GAP – in guide embed]. Full per-level tree is in the "ArcS Stormweaver Leveling Guide (Soon™)".]
- Map transition: upgrade ES gear → Chaos InoculationP at 6000+ ES; begin Critical Hit nodes. If Infusion generation is lacking and third ascendancy node (Storm's RecollectionP) isn't unlocked, temporarily allocate Infusing PowerP, optionally Everlasting InfusionsP and/or Shocking LimitP. Use Weapon Set points (Set 1 = damage, Set 2 = curse/Archon). Only cast ArcS, Orb of StormsS & Mana TempestS in Weapon Set 1; all other abilities in Weapon Set 2.
- Endgame: path through Mana Regeneration small nodes + Ether FlowP → Arcane IntensityP (optional path Raw ManaP instead of Ether FlowP). Respec when acquiring Eldritch Battery From NothingU (top priority to save points), Sione's TemperU, Arbiter's IgnitionU. After Sione's TemperU: unlink Unleash+, remove AnticipationP (alternatives Rapid Casting III+ or Dominus' GraspP). After Arbiter's IgnitionU: remove Archon of the StormS, allocate PreservationP & Skill Effect DurationP (Weapon Set 2).
- Aspirational: Alternating CurrentP (Shock Magnitude), Enhanced BarrierP (defense); MegalomaniacU with notables (e.g. Frazzled, The Spring Hare, Calibration, Momentum) → un-allocate duplicated notables. If mana sustain issues: Efficient CastingP and/or Conservative CastingP.
- Mana sustain passives: efficient casting/conservative casting/node Mana Cost EfficiencyP, Arcane RemnantsP, Empowering RemnantsP (+ Remnant Effect nodes), Arcane BlossomP (Mana Recovery), Mana on Kill.
Act Progression
[GAP – in guide embed / separate leveling guide (Soon™)] The guide has no per-act prose section; Act/area-by-area progression is only in the campaign embed and the not-yet-released "ArcS Stormweaver Leveling Guide". Ascendancy timing is stated in prose:
- Act 2: complete the Trial of the SekhemasT as soon as possible for your first Ascendancy node (Constant GaleP — Arcane Surge: Cast Speed + Mana Regeneration Rate).
- Trial of ChaosT: complete reliably at Level 40 (or earlier if confident) for the second node (Strike TwiceP — Shocks enemies twice; then prioritize Shock/Ailment Magnitude).
- Third ascendancy (Maps): needs good single target — ideally a 3-floor Trial of the SekhemasT for Storm's RecollectionP (Remnants collected from further away + Remnants you create reappear once). A 4-floor Trial unlocks 3rd+4th points at once (or buy a carry).
- Fourth node (Endgame): Heavy SnowsP (Chill twice — reduces monster action speed; requires "Gain % of Damage as Extra Cold Damage" on gear/tree) — alternatives Refracted InfusionP (more infusions, offensive) or Force of WillP (mana recovery on low mana).
- Campaign buffs listed for early game: no explicit "mandatory campaign buffs" section in prose; relevant fixtures are Orb of StormsS (6+), ArcS (14), Mana TempestS (22), Elemental WeaknessS (22), Sigil of PowerS via Chiming StaffI (25).
Recommended Campaign Buffs
As stated in the guide FAQ — the FAQ has no dedicated "Recommended Campaign Buffs" entry; the closest is the Spirit FAQ ("I don't have enough Spirit to reserve all Persistent Buffs"):
- Persistent reservations in the build: Mana RemnantsS and Siphon ElementsS.
- Before ArchmageS can be equipped (needs +60 max Spirit from Amulet+Body Armour; +51 with 20% quality ArchmageS) choose among:
- Arctic ArmourS or ConvalescenceS for survivability, or AttritionS for single target damage.
- Elemental Archon: before Arbiter's IgnitionU, Archon of the StormS is procced with Elemental WeaknessS (massive single target boost; + clear speed via Invigorating ArchonP).
Tips
- Walk near Lightning Infusions and Mana RemnantsS — they don't auto-collect; pickups are central to damage and sustain.
- Pre-cast Orb of StormsS x2 and let them expire before delayed boss fights to start with max Lightning Infusions; recast Orb of StormsS as they expire; recast Frost BombS and Elemental WeaknessS during long fights.
- If Mana TempestS drains you, delay it until you've looted multiple Mana RemnantsS.
- Keep skills on the correct Weapon Set (Set 1: ArcS / Orb of StormsS / Mana TempestS; Set 2: everything else incl. Sigil of PowerS, Frost BombS, Elemental WeaknessS, Arbiter's IgnitionU+Living BombS).
- Don't get hit: ranged + positioning are your defense until ES pool grows; dodge-roll away from packs, not into them.
- Capping elemental resistances + the right Charm (Thawing/Dousing/Stone/Amethyst/Staunching) prevents most deaths.
- IIR matters: 100% during early Maps, 150% ASAP — Rarity also upgrades currency to "Rare Currency".
- Prioritize + to Skill Levels, % increased Damage, Crit, Cast Speed, % Extra Damage, Lucky, Ailment Magnitude, Penetration, Maximum Mana, and Mana Sustain (+ Curse Magnitude / Skill Effect DurationP for Weapon Set 2) — full priorities in FAQ.
- Swap Unleash+ → Sione's TemperU (remove AnticipationP) once acquired; alternatives: Rapid Casting III+, Dominus' GraspP.
- Farm boss DPS check for 3rd ascendancy: strong single target + a big health/ES pool for the 4-floor Sekhemas.
Link-Index · alle Begriffe dieser Seite
Jeder Eintrag verlinkt auf poe2db.tw (Datenbank) und die offizielle poe2wiki.net. Badges im Fließtext: S=Skill, + =Support, I=Item, U=Unique, P=Passive, A=Ascendancy, B=Buff, C=Charm, R=Rune.
Skills
Support-Gems
Passives/Notables
- Alternating Current wiki
- Anticipation wiki
- Arcane Blossom wiki
- Arcane Intensity wiki
- Arcane Remnants wiki
- Chaos Inoculation wiki
- Conservative Casting wiki
- Constant Gale wiki
- Dominus' Grasp wiki
- Drenched wiki
- Efficient Casting wiki
- Eldritch Battery wiki
- Empowering Remnants wiki
- Enhanced Barrier wiki
- Ether Flow wiki
- Everlasting Infusions wiki
- Force of Will wiki
- Heavy Snows wiki
- Infused Limits wiki
- Infusing Power wiki
- Invigorating Archon wiki
- Lightning Quick wiki
- Mana Cost Efficiency wiki
- Preservation wiki
- Raw Mana wiki
- Refracted Infusion wiki
- Secrets of the Orb wiki
- Shocking Limit wiki
- Skill Effect Duration wiki
- Storm's Recollection wiki
- Strike Twice wiki
Items/Bases
- Artificer's Orb wiki
- Atziri's Splendour wiki
- Breach Rings wiki
- Chiming Staff wiki
- Essence of Horror wiki
- Gelid Staff wiki
- Gold Amulet wiki
- Greater Jeweller's Orb wiki
- Heavy Ammunition wiki
- Lightning Rod wiki
- Linen Belt wiki
- Lunar Amulet wiki
- Neural Catalyst wiki
- Orb of Augmentation wiki
- Perfect Essence of Sorcery wiki
- Perfect Essence of the Mind wiki
- Perfect Jeweller's Orb wiki
- Solar Amulet wiki
- Spriggan Staff wiki
- Stellar Amulet wiki
- Transmute wiki
- Voltaic Staff wiki
Uniques
Charms
Runes
- Farrul's Rune of the Chase wiki
- Fenumus' Rune of Spinning wiki
- Hedgewitch Assandra's Rune of Wisdom wiki
- Kurgal's Gaze wiki
- Lesser Desert Rune wiki
- Lesser Glacial Rune wiki
- Lesser Iron Rune wiki
- Lesser Storm Rune wiki
- Soul Core of Zalatl wiki
- Thane Girt's Rune of Wildness wiki
- Thane Grannell's Rune of Mastery wiki
Content/Quest
Querverweise · andere Klassen-Guides
Sorceress twinkt am stärksten über Earthbound/Dusk Vigil (Skalierung über Drop-Level) oder Threaded Light. Zäher als Monk/Ranger, dafür enormer Clear.
| Klasse | Build | Archetyp |
|---|---|---|
| Warrior | Boneshatter / Warcries | Melee · Slam-Kombo |
| Huntress | Spear / Bleed (Rake) | Melee/Ranged · Bleed |
| Mercenary | Explosive/Gas Grenade | Ranged · Crossbow |
| Monk | Storm Wave / Glacial Cascade | Melee · Cold |
| Druid | Shapeshift (Bear/Wolf) | Melee/Spell · Fire |
| Ranger | Lightning Arrow / Rod | Ranged · Lightning |
| Witch | Essence Drain / Contagion | Spell · DoT |