First, rolling magma (combustion + elemental proliferation) + flame wall + holy flame totem. in act1.
if you want, start with a ranger to mule the momentum gem for a faster sheild charge and more starting currency/vendors.
By the time you are halfway done with in act2 (level 18-20), you should:
1) Rush straight up the tree to fire mastery and pick up "1 life regenerated per second per uncapped fire resistance"
2) Use vitality aura (buy in act1 for 1 trasnmute)
3) Get two ruby rings, see below if you need help, but this is very very easy.
4) Use every transmute you have leftover (from selling rares, blues, and loot drops) on crafting fire res on all gear
At this point you can easily clear the rest of campaign on this setup. Its by far the best combo of "fast" and "super easy and comfy and zero effort and noob friendly", as long as you can complete those 4 things I listed above.
Use Righetous Fire - Efficacy - Elemental Focus - (burning damage) -> for aoe clear, as you are
Using sheild charge - momentum - faster attacks -> to just move through campaign without even stopping. support gems are not natural to witch, be aware.
...and use Scorching Ray- Arcane Surge - Controlled Destruction - (burning damage/Elemental Focus) for single target. its already more than good enough right now in 3.25, itll be way better in 3.26 with the Scorching Ray gem buff and the golem passive buffs.
This is ALL YOU NEED for the rest of the campaign No joke.. The fire Mastery for overcap fire resists = regen, lots of fire rest via crafting to get that regen, and vitality/stone golem to keep you topped off. Then just RF and shield charge through whole campaign. pick up whatever generic dmg and life and regen nodes and speed through to maps.
The following is stuff to help your progression but not all of it is required. Most of it you will just add into your character as gear/currency/gems become available.
IN act 2 you can use holy flame totem + combustion to apply even more single target damage. I also use Clarity here until golems for QoL.
In act 3 you can use Flammability for more damage, and whatever auras you want - I still just use Vitality and Clarity here, you can do more but its not needed
IN act 4 you will get your lab (golems), you will have the golem node on the tree, and you can add up to FOUR golems for even more buffs. I would use in this order, but you can change based on preference and current socket availability.
Stone Golem (can drop vitality at first, but will need it later with higher max hp, so I just use both always)
Lighting Golem (attack speed = move speed, cast speed = ray damage, mana regen = drop clarity),
Fire Golem (dmg and AOE)
Chaos Golem (dmg and chaos res)
In act 6 (or siosa act3) You can grab Haste to be faster, or any other aura you want for dmg (malevolance) or survival (grace, purity of elements)
Personally, I will use Vitality + haste + Arctic armor for my run. The most speed (haste) with some QoL (freeze immune), damage is honestly a roflstomp, and defense? its the acts man just get gud son.
RUBY RING PROTIP: You can buy from vendor act2 (3 wisdom), make your own with a iron ring + red gem recipe (4 wisdom), or find on ground. Check around the waypoint in broken bridge act2 to find 3 guaranteed exiles and a chest, very likely to get ruby rings to drop here.
if you find a chaos early and want to spent it on comfort, just buy a kikazaru ring. The extra life regen is insane and this item is always cheap.
This post was edited by MrSpecs000 on Jun 12 2025 03:23pm