contour srick

By admin

Once upon a time, in a lush green forest, stood a magical tree hut. This enchanting abode was hidden amidst towering trees, covered in vibrant blossoms and inhabited by elusive fairies. The magical tree hut was known as "16" because it was the sixteenth of its kind in the forest. This tree hut was like no other. It possessed a unique power granted by the fairies who resided within its walls. Anyone who entered the hut would be bestowed with extraordinary abilities and a heightened sense of imagination.



Cast on Crit Exsanguinate Poison
Assassin Build

Cast on Critical Strike is a very unique playstyle in Path of Exile that allows you to Cast many Spells without actually Casting them - instead, you trigger them with your Attacks when you happen to land a Critical Strike. This setup, while not perfect, has many advantages over manually casting a Spell (often called self-casting). The biggest of them all is the high frequency of triggered Spells - getting similar levels of Cast Speed on self-cast is very hard, and if a specific Spell has a particularly slow base Cast Speed it's almost impossible. Another key factor is positioning, fast Attacks don't lock you in a place as most Spells do, and in the case of this Build, allow you to continuously move while performing said Attack. This significantly increases the survivability and enjoyment of the Build. In return, you have to invest in Critical Strike Chance for both Spells and Attacks. It just so happens that Assassin is a great Ascendancy for such requirements, as it offers immense Critical Strike bonuses.

With that being said, let's talk about our Spell of choice. Exsanguinate is a Physical based Spell that fires bloody Tendrils at nearby enemies. It offers great Damage but has one major downside - a very low base Cast Speed. To further emphasize the synergy with the Assassin, we decided to take the Poison route. Thanks to this Ascendancy you will have a higher Critical Strike Chance against Poisoned enemies, and your Poisons from Critical Strikes will deal more Damage.

Defensively speaking, it's quite a safe Build, but nothing out of the ordinary. You can easily reach a decent amount of Maximum Life with a little bit of Energy Shield on top of it, high amounts of Evasion, and capped Spell Suppression Chance. As an Assassin you will take greatly reduced Damage as long there are at least 2 Rare or Unique Monsters nearby, which happens very often during regular Mapping. Your biggest threat is your own Spell Cost - instead of Mana, it consumes Life. If the fight prolongs, you will need to help yourself with Enduring Cry and Life Flask to sustain it.

You don't need expensive Items to play comfortably with this Build, but some investments are recommended to achieve good survivability. There are many cheap and useful Unique Items that can be later replaced with proper Rare Items.

You can also check our other Path of Exile builds right over here Odealo's Crafty Guides - Full List

1. Gameplay

For the most part, all you really need to do is simply spin with your Cyclone, which will trigger the Exsanguinate at all nearby enemies, and move around using Whirling Blades. Occasionally you will have to cast your Despair Curse and apply Wither to your enemies. The latter one will become fully automated when you acquire a specific Unique Jewel.


Odealo is a secure trading platform for MMO gamers. Here you can buy, sell, and trade PoE Currency for real cash.

[3.0] [SSF] The blue witch (pure intelligence-based witch)

Hello everybody, welcome to my little world of pure insanity.

I'm a player that tend to always want to go "against the flow" and "out of the box", and today, I'm starting the theorycrafting for a personal challenge: a witch based solely on intelligence, using no strength/dexterity, no matter the source.

While it isn't the best way to make the most powerful build possible, pure intelligence-based spellcasters are a meme from the RPG since ages, and I felt it was a bit lacking someone wanting to try to make one work in PoE.

I nicknamed this build the "Blue Witch", due to the fact that all the slots on her gear will be blue, also because blue is the color of the intelligence stat on the character cheat.

This thread will relate the journey of this evil genius toward greatness. or doom.

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Ascendancy

Spoiler


To explain the build, understanding the choice of the Ascendancy is the first step.

The witch side of the passive tree is packed with a lot of offensive nodes, but a lot less of defensive nodes.
A witch based solely on intelligence doesn't have access to some of the best life, block and evasion enhancements, which make it purely reliant on the Energy Shield to defend herself.

Alas, without strength, we can't use life leech support and curse gems, which leaves very few way to replenish the said Energy Shield during boss fights.
In fact, there is only only left, which is part of the Occultist ascendancy.

Wicked Ward is a notable passive of the occultist Ascendancy which prevent damage to stop the recharge of the shield once it started. Using it, a witch only have to avoid damage during 2s each time the energy shield is running low.

The recharche of the Energy Shield is so fast than while it occurs, an occultist with enough Energy Shield can litteraly tank a boss, this immunity to damage last for 4 seconds, then damage can interrupt the shield recharge again.

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Offensive skills

Spoiler

Witches have acces to 4 kind of damage spells:
- Chaos
- Fire
- Cold
- Lightning
Physical attacks are out due to needing melee damage that a pure intelligence based witch can't enhance.

Chaos spells that can be used with only intelligence are the following:
- Blight : Could do some damage, but with the low defense of the blue witch, it's not really alluring to use a skill needed to come so close of ennemies
- Contagion : Not a very good skill without Essence Drain, which is based on dexterity
- Dark Pact : Without Desecrate, it's impossible to renew skeletons during most of boss phases, so it's not a viable option
- Summon Chaos Golem : Without elementalist and unique jewel it mean only one, weak golem. Not viable either
So, chaos spells are out.

The three other kind are said "Elemental" and are know to have one important aspect: they have to deal with a lot of resistances at high level, and thus, need to use some elemental penetration to fight those resistances.

Alas, Fire and Cold penetration sources all need some dexterity or strength to be used, which means that finally, out of the 4 kinds of spells, the lightning ones are the only ones that are truly usable for a witch without strength or dexterity.

Among those, the best spell for map clearing is Arc: an auto-targeting, chaining spell with a good multi-target damage which is the one the blue witch will use 90% of the time.
Boss can also be fought with Arc, but there is always the option to use another lightning spell for single target damage.

_________________________________________________________________________

Mechanics and Synergies

Spoiler

Playing SSF forces a build to focus on synergies between passives and skills, without relying on special unique items.

For this build, we use lightning spells and the occultist ascendancy.
This ascendancy can empower lightning spells in two ways:

This notable passive adds a chance to generate a Power Charge on every critical strike, raising even more the chances to critical strike.
With Lightning spells, each critical strike also shock the targets, increasing the damage dealt to it even higher.


Profane Bloom & Malediction

Those two notable passive generate some extra chaos damage when killing cursed targets.
While those two are good, there is the problem of boss, which most often do not spawn a lots of additional targets that can be killed to get this extra damage.
Their power is then limited to map clearing, while Forbidden Power helps everywhere.


Thus, the build will use Forbidden Power first, and then, only in the late game, start to dig in the two others.

_________________________________________________________________________

Leveling the evil genius

Spoiler

I'll write it as a walkthrough, because it could help beginners.

Spoiler

- Twilight Strand: follow tutorial, start looking for a wand with 3 blue linked sockets
- Town: talk to everyone, take Freezing Pulse gem and slot it instead of Fireball
- Coast: take the waypoint
- Tidal Island: kill Hailrake and retrieve the Medicine Chest
- Coast: use waypoint
- Town: talk to everyone, take the Quicksilver potion
- Coast: walk to the next area
- Mud Flats: walk to the next area
- Fetid Pool: clear it from monsters
- Mud Flats: loot roa nests for 3 glyphs, and use it on the strange glyph wall
- Submerged Passage: take the waypoint
- Town: talk and take "Orb of storms" and the book
- Submerged Passage: seek for the Flooded Depths
- Flooded Depths: loot all containers on the way for portal scrolls and kill the Deep Dweller
- Town (use scroll or else, return to the previous wp for teleport): take the book as a reward from Tarkleigh
- Submerged Passage: walk to the next area
- Ledge: same
- Climb: same
- Lower Prison: take the waypoint
- Town: take "Added Lightning Support" and link it to Freezing Pulse
- Lower Prison: seek and complete the trial of ascension
- Upper Prison: seek the warden's quarters
- Warden's Quarters: walk through
- Warden's Chambers: kill Brutus
- Prisoner's Gate: active the Waypoint
- Town: take "Lightning Warp" as reward from Tarkleigh
- Prisone's Gate: follow the road until the path is blocked
- Ship Graveyard: talk to Fairgraves
- Ship Graveyard Cave: retrive the Allflame
- Ship Graveyard: give the Allflame to Fairgraves
- Cavern of Wrath: active the waypoint
- Town: take the book and Arc, if possible, convert the wand with 3 linked blue slot to +1 to socketted lightning gem through crafting, put Arc, Added Lightning Support and Arcane Surge support on it
- Cavern of Wrath: walk to the next area
- Cavern of Anger: same
- Merveil's Lair: kill Merveil

At the end of the Act 1, this is the Act 2

Spoiler

- Town: talk to everyone
- Old Fields: look for the Den
- Den: kill the Great White Beast
- Old Fields: seek crossroads
- Crossroads: activate the waypoint
- Chamber of Sin lvl 1: Seek the stairs
- Chamber of Sin lvl 2: Complete the trial of ascendancy, kill Fidelitas, take the baleful gem, talk to Helena
- Town (by scroll): Talk to everyone, get Thunder of Herald and a rare belt with enery shield (use both from now)
- Crossroad: seek the bridge
- Broken Bridge: kill Kraityn
- Crossroad: seek the ruins
- Fellshrine Ruins: seek the crypt
- Crypt lvl 1: seek and complete the trial
- Cyrpt lvl 2: retrieve the golden hand
- Town (by scroll): take Survival Secret and the book
- Riverways: active the waypoint
- Western Forest: kill Alira and Arteri, activate the thaumetic seal
- Weaver's Chambers: seek the nest
- Weaver's Nest: kill the Weaver, get Maligaro's Spike
- Town (by scroll): Get Controlled Destruction and replace Arcane Surge with it
- Lioneye's Watch: Get book
- Riverways: seek the Wetlands
- Wetlands: kill Oak, activate waypoint
- Town: take the Apex
- Wetlands: open the roots
- Vaal Ruins: break the ancient seal
- Northern Forest: seek the caverns
- Caverns: activate the wp
- Town: just talk to people
- Caverns: seek the pyramid
- Ancient pyramid: climb
- Pyramid apex: activate the Dark Altar, kill the Vaal Oversoul

At the end of Act 2, the passive tree look like Act 3

Spoiler

- City of Sarn: kill the Capitain of the Guard, talk to Clarissa
- Town: talk to people
- Slums: seek for Crematorium
- Crematorium: activate waypoint, seek and complete trial, fight Piety, get Tolman's Bracelet
- Town (by scroll): take sewer keys and talk to Grigor
- Slum: open then sewer grating
- Sewers: activate waypoint and seek for three busts
- Town (by scroll): take skill book and Conductivity (slot it to level it, but no need to use it yet)
- Sewers: seek for exit to Marketplace exit
- Marketplace: find the Decanter Spiritus
- Catacombs: seek and complete trial of Ascendancy
- Marketplace: seek battlefront
- Battlefront: kill Aurelianus, get the Ribbon Spool, activate waypoint
- Docks: get Thaumetic Sulphite, give Decanter Spiritus to Fairgraves, active waypoint
- Battlefront: seek solaris temple
- Solaris temple lvl 1: seek stairs
- Solaris temple lvl 2: talk to Dialla, take lapis amulet and Infernal Talc, activate waypoint
- Town: just use the waypoint for Sewers
- Sewers: burn the undying blockage
- Ebony barracks: activate waypoint, kill Gravicus
- Town: take Ball Lightning, talk to Grigor
- Ebony battacks: find Lunaris temple
- Lunaris temple lvl 1: kill Kole, activate waypoint
- Lunaris temple lvl 2: activate portal, kill Piety, take the tower key
- Town (by scroll): get skill book
- Ebony battacks: find the way to the gardens
- Imperial Gardens: take waypoint, find the maze
- Hedge maze: seek and complete trial of ascendancy, harvest Chitus' Plum
- Imperial Gardens: find the Library
- Library: activate waypoint, talk to Siosa, activate the loose candle
- Archives: recover the four Golden pages
- Library: talk to Siosa, take Blasphemy, link it to Conductivity
- Town: take with you at least 1 scroll of wisdom, 2 orbs of transmutaion, 2 orbs of chance and 1 alteration
- Library: buy to Siosa: Flame Dash (replace Lightning Wrap), Lightning Penetration (replace Controlled Destruction), Clarity (slot it for use), Elemental Proliferation, Discharge and Discipline (stash them, use a Vaal Orb on Discipline when you get one to make a Vaal Discipline, and slot it for use) / then use waypoint
- Docks: give them Plum to Fairgraves, take the Paula Ring, use waypoint
- Imperial Garden: open the locked door
- Sceptre of god: climb, free the scion
- Tower rooftop: kill Dominus, talk to Dialla

End of act 3 passive tree
Got a bit more of spell power, after the end of the ES circle started during act 2. Mana management is starting to get tense, so after finishing the lightning circle, we could perhaps increase a bit the mana pool and mana regeneration

Spoiler

Time to get the start the Ascendancy powers, so take the waypoint just at start of act 4 and teleport back to the Sarn Emcampment.
Enter the labyrinth from here, and complete it.

At the end, select Occultist, then put two points to get Wicked Ward. Take the portal to town and teleport back at the beginning of act 4.

Spoiler

- Town: talk to people
- Dried lake: kill Voll, take Deshret's Banner
- Town: break the Deshret's Seal, talk to people more (pick any reward, none are suiting the build)
- Mines lvl 1: look for lvl 2 entrance
- Mines lvl 2: free Deshret's Spirit
- Crystal Veins: activate waypoint
- Town: take the skill book
- Crystal Veins: talk to Dialla
- Kaom's Dream: seek the stronghold
- Kaom's Stronghold: take waypoint
- Caldera of the King: kill Kaom, take the Eye of Fury
- Town (scroll): just take the waypoint
- Crystal Veins: take the entrance to the other dream
- Daresso's Dream: proceed to the arena
- Grande Arena: kill Daresso, tak the Eye of Desire
- Town (scroll): just take the waypoint
- Crystal Veins: talk to Dialla
- Town: recieve Spell Echo, slot it instead of Faster Casting, link Faster Casting to Flame Dash instead
- Crystal Veins: enter the belly
- Belly of the Beast lvl 1: proceed to the next area
- Belly of the Beast lvl 2: proceed to the bowels
- Bowels of the Beast: defeat Piety, talk to her
- Harvest: activate waypoint, kill the three boss in the three arenase, and harvest the three organs. then talk to Piety
- Black Core: fight Malachai
- Black Heart: kill Malachai
- Town: talk to people

Spoiler

Ascent: activate the resonator
Slave Pens: kill Overseer Krow
Town: talk to everyone, check your current resistance to chose the ring to recieve, active waypoint
Control blocks: reclaim the Miasmeter, kill the Justicar, take Eyes of Zeal
Oriath Square: activate waypoint
Town: take the potion you fancy and the skill book
Oriath Square: unlock the Templar Courts Entrance
Templar Courts: activate waypoint
Chamber of Innocence: activate waypoint
Sanctum of Innocence: kill Avarius and defeat Innocence
Town (scroll): take any jewel (none is good for this build)
Sanctum of Innocence: travel back toward the Templar Courts
Chamber of Innocence: talk to banon
Torched Courts: seek the exit
Ruined Square: activate waypoint
Town: talk to Banon
Ruined Square: kill Utula
Reliquary: activate waypoint, and pick up the 3 parts of Kitava's Torments
Town (scroll): take Assasin's Haste, but prefer to slot the Survival Secrets
Ruined Square: seek the Ossuary
Ossuary: pick the sign of purity, talk to Sin
Ruined Square: seek the cathedral
Catheral Rooftop: reach the apex
Catheral Apex: fight Kitava, talk to Sin, talk to Lily, sail to Wraeclast

Interlude: Improving gear

Spoiler

From this point, the improvement of the gear is going to be less straightforward than before, as it start to depend on random loot.

There are two priority items to find:
- a 5L or 6L armor int-based armor: if it doesn't have all the slots blue, we will use chromatic orbs on it until they are all re-colored in blue
- a Vaal Orb: to use on the Discipline gem we bought in Act 3 to obtain a Vaal Discipline, which will be our panic button skill

Otherwise, we also need to work to keep our other gear piece updated, with the following priority:
- number of linked slot (we want ideally 4 slot linked on every piece with slots, except for the chest piece that should have more)
- elemental resistance
- energy shield

Spoiler

- Town: talk to everyone
- Twilight Strand: clear the map
- Town: recieve book
- Coast: active waypoint
- Tidal Island: retrieve Bestel's Manuscript
- Town (scroll): take the energy shield belt, and remplace the old one if this new is better
- Coast: seek the next area
- Mud Flats: kill the Dishounored Queen, take the Eye of Conquest, talk to Neesa, unlock the forteress
- Karui Fortress: enter the keep, kill Tukohama, unlock the exit
- Ridge: activate waypoint
- Lower Prison: activate the waypoint
- Town: recieve a book
- Lower Prison: seek and complete the Trial of Ascendancy
- Shavronne's Tower: climb
- Prison Rooftop: kill Shavronne
- Warden's Chambers: just walk to the exit
- Prisoner's Gate: activate waypoint
- Valley of the Fire Drink: kill Abberath (beware, he flees at some point and the area get shower by meteors, be ready to run to the next area, then again to resume the fight), talk to Sin and activate the Sould of Abberath
- Prisoner's Gate: talk to Nessa
- Western forest: walk to the next area
- Riverways: activate waypoint, seek the wetlands
- Wetlands: find the spawning ground
- Spawning Ground: destroy the 3 nests, kill the Ryslatha, talk to Sin
- Town (scroll): pick up the 4L Steel Circlet and recieve 2 books
- Riverways: seek the southern forest
- Southern Forest: seek the cavern
- Cavern of Anger: listen Nessa, open the chest and pick up the flag, enter the passage and seek the exit to the beacon
- Beacon: activate waypoint, refuel the beacon twice, hit ignition switch, throw the flag in the beacon, talk to Weylam and sail to the reef
- Brine King's Reef: activate waypoint
- Brine King's Throne: talk to Nessa, kill the King, talk to Sin, activate the Soul of the Brine King, talk to Weylam and sail

Spoiler

- Town: the usual "talk to everyone"
- Broken Bridge: retrieve the Silver Locket
- Crossroads: activate the waypoint
- Fellshrine Ruins: find crypt entrance
- Crypt: activate waypoint, seek and complete the trial of ascendancy, take the stairs, retrieve Maligaro's map
- Town (scroll): take a diamond flask (you will perhaps never use it, but nothing else is of use on this build)
- Crossroads: seek the Chamber of Sins
- Chamber of Sins lvl 1: activate waypoint, talk to Silk, put Maligaro's map in the Map device
- Maligaro's Sanctum: find the workshop-
- Maligaro's Workshop: kill Maligaro, take the Black Venom, use a portal scroll to get out
- Chamber of Sins lvl 1: talk to Silk, recieve the Obsidian Key
- Town: talk to Yeena, recieve a 4L int based pair of boots
- Chamber of Sins lvl 1: seek the stairs
- Chamber of Sins lvl 2: seek and complete the trial of Ascendancy, open the secret passage
- Den: activate waypoint
- Ashen Fields: activate waypoint
- Fortress Encampment: kill Greust, talk to Sin
- Town (scroll): get a book and Greust' Necklace
- Fortress Encampment: exit to the forest
- Northern Forest: take the waypoint, activate Aziri's Shrine
- Dread Thicket: collect 7 fireflies, enter the Den, kill Grutkthul, talk to Sin
- Town (scroll): recieve a Gold Amulet and a book and talk to Yeena
- Northern Forest: go to Causeway
- Causeway: retrieve the Kishara's Star
- Town (scroll): recieve a book
- Causeway: enter the City
- Vaal City: activate waypoint, talk to Yeena
- Temple of Decay lvl 1: descend
- Temple of Decay lvl 2: descend again
- Arakaali's Web: Kill Arakaali, talk to Sin

End of Act 7 passive tree
As the damage is still decent, the priority is still to build more defense and thus, we aim for Nullification in the Shadow side, which provides both elemental resistance and more ES.
The ES tops easily at twice the amount of HP since at least 3 acts.

We are improving mana regeneration on the way with Path of the Savant and Cold Calculation to prepare the time were the build is going to need to reserve more mana. at this level, the build cannot sustain mana while activating Conductivity, Clarity and Herald of Thunder at the same time, but with the extra mana regeneration, it's now really easy to drop Clarity in favor of Conductivity.
Plus, those two passives also add a bit of damage by themselves, which is always good to take anyway, even if it's not needed at this time.

Spoiler

- Sarn Rempart: find the stair
- Town: TTE (talk to everyone) routine
- Toxic Conduits: fibd the cesspool
- Doedre's Cesspool: open the loose grate, jump in the cauldron, kill Doedre, talk to Sin, exit by the outlet, activate the waypoint
- Town: check your current resistance before to chose a ring, TTE again
- Doedre's Cesspool: seek the exit to the Quay
- Quay: retrieve the Ankh of Eternity, enter the Arena, talk to Clarissa, kill Tolman, talk to Clarissa again, exit the Arena, go the the Grain Gate
- Grain Gate: activate waypoint
- Town: recieve a skill book
- Grain Gate: kill the Gemling Legionaires
- Imperial Fields: seek the temple
- Solaris Temple lvl 1: activate the waypoint
- Town: recieve a book of skill
- Solaris Temple lvl 1: find the stairs
- Solaris Temple lvl 2: use the red portal, kill Dawn, take the Sun Orb, take the portal back, return to the stairs (other option: town portal, then take teleport with the waypoint)
- Solaris Temple lvl 1: find the exit to the concourse
- Solaris Concourse: activate the waypoint, use it to teleport
- Doedre's Cesspool: find the exit to the promenade
- Grand Promenade: find the Bathhouse
- Bathhouse: seek and complete the trial, kill Hector Titucius, take the Wings of Vastiri, exit by the gardens
- High Gardens: find the pools, enter and kill Yugul, talk to Sin
- Town (scroll): recieve a skill book and an unique jewel (Conqueror's Efficiency is probably the most useful), use the waypointp
- Bathhouse: seek exit to Lunaris Concourse
- Lunaris Concourse: activate waypoint
- Lunaris Temple lvl 1: activate waypoint
- Lunaris Temple lvl 2: take the blue portal, kill dusk, take the moon orb
- Town (scroll): use waypoint
- Lunaris Concourse: seek the bridge
- Harbour Bridge: enter the shrine, activate the statue, kill Lunaris and Solaris, talk to Sin, exit by the Aqueduct

Spoiler

- Town: TTE routine, exit by the descent
- Descent: use the supply hoist to descend to the desert
- Vastiri Desert: retrieve the storm blade
- Foothills: activate waypoint, kill Boulderback, take the Calendar of Fortune
- Boiling Lake: kill the Basilic, harvest Basilik's Acid
- Town (scroll): recieve two books
- Foothills: find the tunnel
- Tunnel: activate waypoint, find and complete the trial of ascendancy
- Quarry: activate waypoint
* the two following steps can be made in no particular order, you just need to return in the Quarry between the two:
- Arena: kill Garukhan, talk to Sin, take Sekhema Feather
- Refinery: kill, enter the Arena, kill the General and take the Trarthan Powder
- Town (scroll): recieve a skill book
- Quarry: talk to Sin
- Belly of the Beast: seek the core
- Rotting Core: jump into the black heart, talk to Sin, enter each area one by one, defeating the three bosses within, talk to Sin again, jump into the black heart again, destroy the Depraved Trinity, talk to Lily, sail

End of Act 9 passive tree
We take here the very last extra energy shield nodes accessible to us, and start now to work the final synergy of the build, by starting to take some increase critical strike chance nodes, which will synergize with Forbidden Power.
Doing this, its time to switch the support gems of Arc, removing the Controlled Destruction Support to slot an Increased Critical Strike Support instead.
If there is a blue slot available somewhere, even not linked to Arc, it's good to put a Power Charge on Critical Support in it, to start to level up that gem.

Spoiler

Since it's time to work on the build synergy, better to go fetch the notable passive it use: Forbidden Power.

The Cruel Labyrinth could have been done at the end of Act 8, but there was no true benefit at this time.
Doing it at the end of Act 9 make it an easy and relaxed walk.

Spoiler

- Town: usual TTE
- Catheral Rooftop: enter the apex, kill Plaguewing, talk to Bannonn, exit the apex
- Town: recieve a flask
- Catheral Rooftop: seek for the square
- Ravaged Square: find the reliquary
- Reliquary: activate the waypoint, retrieve the teardrop
- Town (scroll): recieve a skill book, use the waypoint
- Reliquary: just get out
- Ravaged Square: activate waypoint
- Ossuary: find and complete the trial of ascendancy, descend into the bone pits, retrieve the Elixir of Allure
- Town (scroll): recieve a book, use waypoint
- Ravaged Square: seek the torched courts
- Torched Courts: find the chamber
- Desecrated Chambers: activate waypoint, enter the sanctum, kill Avarius, pick up the Staff of Purity
- Town (scroll): talk to Bannon, recieve a 4L armor based on intelligence, talk to Innocence
- Ravaged Square: talk to Innocence
- Canals: walk to the next area
- Feeding Trough: talk to Sin, enter the arena, kill Kitava (level 68 minimum, 70 recomanded)

I recommand to be level 70 to fight Kitava who is a nasty boss.
At this time, our witch stand at roughly 35% of spell critical strike chance, and have a 215% spell critical multiplier, which mean slightly more damage without Elemental Overload than with. to time to refund it and shorten the path a bit:
End of storyline passive tree
After relocation of the points and the bonus of the book given in the epilogue, the critical chance is slightly about 37% and the critical multiplier to 230%, it's time to switch Added Lightning Damage Support with the Power Charge on Critical Support.

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Endgame passive tree

Spoiler

Once the basic storyline tree is done, the priorities are following a straight logic:
- Take the Spell Damage per Power Charge node
- Improve the number of maximum Power Charge
- Improve the duration of the Power Charges
- Add even more lightning and spell damage

I couldn't go as far as I wished to test how far the build can go, because the endgame tend to be tedious for me no matter the build, but after a bit of crafting, I have no difficulty to farm T6 maps with this passive tree

_________________________________________________________________________

Gem setup

Spoiler

6L chest piece:
- Arc
- Spell Echo
- Lightning Penetration
- Increased Critical Strike
- Power Charge on Critical
- Added Lightning Damage

3L wand:
- Blasphemy
- Conductivity
- Increased Area of Effect

Other millecaneous gems:
- Heral of Thunder
- Vaal Discipline
- Flame Dash

19 Quick Start Gearing Guide [BfA]

If you haven’t seen my quick start guides before, they are aimed at gearing up NEW players. My goal is to include currently available gear, including BiS and cheaper/easier to get alternatives. I'm usually focusing on general sets - however a good twink will have multiple sets of gear and swap depending on the situation. Also note that many of the stat priorities are not set in stone. This guide won’t teach you how to play, as there are many people who play these classes better than me and many existing class guides that have amazing content, as well as good generalist guides for things like WSG jumps or binding flag clicks to your scroll wheel (highly recommended).

If you already have a twink from previous expansions, be sure to check for grandfathered gear! I’m not going to mention the AGM in this guide, as its no longer possible to get, but its still going to be very useful! Likewise, check for any other interesting items on your character like warforged invasion gear, high ilvl argus rings, emil’s brand (ilvl 32), or any other interesting pieces of gear. Use your general class knowledge, the rough stat priorities, and the assumptions list at the end of the guide to see if it will be useful.

I’ll often include “Any” in these guides. Any means to use any Heirloom, Dungeon Drop, Quest Upgrade or even Green BoE with the same primary stats as an heirloom/dungeon blue. These all have the same primary stat, stam, and some amount of secondaries. The exact piece is up to you and which secondaries you prefer. If the stat priority for a class/spec is known, I'll put the best dungeon drop or heirloom to use. You'll often see that these are after a '>' - so it follows that these are good options until you get something to the left of that greater than sign.

Creating a new 19

In the current patch, you want to level to 19 without finishing ANY quests that can reward green+ gear. Gear from quests can upgrade, and it scales to the level you are when you complete it. So grab a bunch of heirlooms for extra exp, get 10g to turn exp off when you hit 19, and start grinding. Early quests are probably fine to do - I don't believe white gear can upgrade.

At level 10, you can enter the first set of dungeons (RFC/Stockade are easy to get to) and be run through by a higher level. You can also queue for BGs. At 15 you can queue for LFG dungeons. Don't turn in the quests if they give gear. Save all BG crates and dungeon satchels to open at level 19. Be sure to leave as soon as you hit 19 and turn off exp - its probably best to queue standing next to the exp toggle NPC.

Only then can you start doing quests and hoping for upgrades. See the next section.

Quest Upgrades

With 8.1.5, gear from quests can proc to epics, which are ilvl 31. We'll be saving quests until 19 since things scale to the level we complete the quest at. Since upgrades are random and somewhat rare - its hard to really put them into a guide. For the most part - you'll do a bunch of quests, and see if you get any epics - which you can then compare to your other gearing options.

You can also switch factions to have many more chances for upgradable loot. I don't know what gets lost when you faction swap, so older twinks may want to be careful about doing this.

Brand new twinks may want to look at one single item and consider re-rolling to get an epic proc. Typically this would be a weapon, as it has the most impact for a single piece of gear. A hunter, for example, might level to 19, freeze exp - and then do the quests to get the best possible bow/gun. If it doesn't upgrade, mail the heirlooms to a new toon and level again. This is more feasable for making vets at level 20 with allied races, but still doable for 19s. Given the current lack of farmable ranged weapons, I would say that new hunters would be the primary class to do this on - level to 19, do all the quests that reward ranged weapons - and reroll if none of them drop.

Unique drops can also upgrade - but since these are farmable (given enough time), they WILL be part of the guide. Here is a list of possible farmable upgrades.

While I won't be adding these items into the guide, here are the wowhead links for all the possible zones/quests for each faction that I know of. While you should do every quest - you can use these lists to look for specific upgrades.

Anyone who entered the hut would be bestowed with extraordinary abilities and a heightened sense of imagination. It was said that the fairies could grant wishes, making it a sought-after destination for those in search of magic and adventure. The hut itself was a magnificent sight to behold.

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Its exterior was adorned with intricate carvings depicting mythical creatures and enchanting landscapes. The entrance was framed by delicate vines and radiant flowers, leading visitors into a realm of wonder. Inside, the walls were lined with shelves filled with ancient books and sparkling crystals that emitted a soft, ethereal glow. The main room housed a circular table made from the trunk of an enchanted tree. It was said that this table possessed the power to transport its visitors to other realms and unlock hidden knowledge. Surrounding the table were a dozen ornate chairs, each representing a different element of nature - fire, water, earth, and air. Sitting on these chairs, one could harness the essence of the elements and unlock their potential. The magical tree hut was also home to a wondrous library. Its shelves were filled with books of spells, potions, and mythical creatures. Here, visitors could immerse themselves in tales of legend and lore, expanding their knowledge and honing their magical abilities. The fairies would often join in, sharing their wisdom and teaching secret enchantments. Beyond the library, a secret garden awaited exploration. It was a breathtaking paradise, filled with exotic plants, rare flowers, and thriving wildlife. Here, visitors could commune with nature and learn from the forest's mystical inhabitants. The garden's mystical energy was said to recharge and rejuvenate those who wandered its paths. Visitors to the magical tree hut would often spend days or even weeks discovering its secrets and expanding their magical abilities. The fairies were patient guides, offering their assistance in unlocking the potential within each visitor. Every person left the tree hut transformed, carrying the magic within them and a newfound sense of wonder for the world around them. In the heart of the magical forest, the tree hut stood as a beacon of enchantment and transformation. It served as a reminder that magic exists within us all, waiting to be awakened. The tree hut, known as "16," was a gateway to a world of limitless possibilities, where dreams became reality, and the ordinary became extraordinary..

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