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Arc + Lightning Conduit Blood Mage [POE2 0.3 League Start Plan - POB included] Bait or no Bait?

PoE2 0.2 · Dawn of the HuntBlood MageCast on Critical

11 months ago138

by GeezerguestSubscribe

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1.76K

Effective HP

1.58K

Life

201

Energy Shield

Overview

Arc + Lightning Conduit Blood Mage [POE2 0.3 League Start Plan - POB included] Bait or no Bait? is a Path of Exile 2 Blood Mage build by Geezerguest, made for the Dawn of the Hunt league (0.2). It is centered on Cast on Critical and plays as a intelligence, buff, persistent, trigger archetype. Defensively it sits at 1.76K effective HP, 1.58K life, 201 energy shield. Key uniques include Atziri's Acuity, Rathpith Globe, Seed of Cataclysm, Seed of Cataclysm.

Build Video

Geezerguest's Notes

!!!DISCLAIMER!!! This is not a complete league start guide. As of writing this pre-0.3 release we dont have the passive tree, new skill gems, damage number etc. This is just a framework to at least have something !!!DISCLAIMER!!! I will update this POB daily during the first few days when I test things out. Build Idea Use buffed Arc + CoC Snap for clear, create big shock magnitudes, use that for big Lightning Conduit hit, infusions from Orb of Storms for even better Arc. Maybe Firestorm instead as area payoff skill. Endgame scaling with Rathpith, crit and crit damage. Many good unique, that are perhaps hard to get, but lots of options for scaling or pivot if this doesnt work out. Also not Deadeye metacuck. Leveling Setup Start with ED/Contagion, which is totally fine for the whole campaign, you can also switch earlier to Arc + Orb of Storms. I will probably switch around 2nd ascendancy but depends on item drops and how good the infusions feel, if they are very strong I switch at end of act 1. There's just too much we don't know. See loadouts for levelling skills and support gems Items Just get + lvl of spells, damage and movement speed for items during early game. And of course the basics like resistances, life/es, etc. Build Mechanics 0.5 early levelling with ED/Contagion is proven to be solid, switch whenever you feel like. Not sure when it feels good to switch. 1. Arc + Cast on Ailment/Critical Snap for Clear (if good enough). Snap consumes shock (bad) but creates Infusions (good). 2. For single target the above with Orb of Storms and Lightning Conduit (barrageable?) 3. Scale shock effect and magnitude for clear and big Lightning Conduit hits 4. Infusions for boosting clear with Arc or Payoff area damage with Firestorm? 5. Damage scaling: shock magnitude, life stacking as Bloodmage (Rathpith Globe = 10% increased damage and 5% crit per 100 life), crit and crit damage. Obviously also generic spell damage scalers like spell/elemental damage, +spell levels, cast speed, gain % of damage as, crit chance, crit damage 6. Defense scaling: Life stacking, ES buffer, (instant?) leech, damage is best def NOTE: Lightning Conduit Might not have good enough single target in endgame, we'll have to see. If not we'll figure that out, plenty of choices Relevant unique items: Rathpith Globe (for damage scaling) - need good amount of life for this, expensive, won't be early game item Atziri's Acuity (instant leech, combine with ascendancy node) Maligaro's Virtuosity - easy crit damage, not advised very endgame Seed of Cataclysm Lazuli ring - much damage as well as chaos res Gem tiers/levels: Contagion tier 1 gem Frost Bomb tier 1 gem (just for Exposure, get it when you use elemental spells) Essence Drain tier 3 gem Orb of storms tier 3 gem Arc tier 5 gem Snap tier 5 gem Elemental Weakness tier 7 gem Lightning Conduit tier 13 gem Cast on ailment tier 14 gem
Loadouts

Gear

New Item
Rathpith Globe
Seed of Cataclysm
Seed of Cataclysm
Atziri's Acuity
New Item
Ultimate Mana Flask of the Ample

Skills

  • Cast on CriticalCast on Critical20WMain
  • Cold Snap20W
  • SupercriticalSupercritical1W
  • Pinpoint CriticalPinpoint Critical1W
  • Magnified Effect1W
  • Lightning ConduitLightning Conduit20W
  • AmbrosiaAmbrosia1W
  • Inevitable Critical1W
  • Elemental FocusElemental Focus1W
  • Concentrated Effect1W
  • SupercriticalSupercritical1W
  • ArcArc20W
  • ForkFork1W
  • UnleashUnleash1W
  • Considered CastingConsidered Casting1W
  • Arcane Tempo1W
  • AmbushAmbush1W
  • Orb of StormsOrb of Storms20W
  • Magnified Effect1W
  • SupercriticalSupercritical1W
  • Overabundance1W
  • Magnetism1W
  • ConductivityConductivity20W
  • Heightened CurseHeightened Curse1W
  • Cursed GroundCursed Ground1W
  • Magnified Effect1W
  • Persistence1W
  • Elemental InvocationElemental Invocation13W
  • Flame WallFlame Wall13W
  • Frost BombFrost Bomb13W
  • AmbushAmbush1W
  • Magnetism1W
  • Life RemnantsLife Remnants1W
  • Frost BombFrost Bomb20W

Weapon 1

  • Power SiphonPower Siphon11W

Passive Tree

Passive tree 0.4
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Blood Mage
Blood Mage

Character Stats

Defence

Effective Hit Pool
1.76K
Life
1.58K
Energy Shield
201
Mana
1.02K
Phys Max Hit Taken
2.32K
Armour
132
Evasion
263

Resistances

Fire Resistance
-40%
Cold Resistance
-40%
Lightning Resistance
-40%
Chaos Resistance
40%

Offence

Crit Multiplier
634%

Attributes & Utility

Strength
17
Intelligence
280
Dexterity
27
Movement Speed
39%