Part 2 - Ultimate Guide to Bloodmage CoC Min-Max
It’s been a week since my [original post](https://old.reddit.com/r/PathOfExile2/comments/1qoh3na/ultimate_guide_to_bloodmage_coc_minmax_endleague/), and I’ve made some substantial improvements based on feedback from the comments. The end result is a build that hits *way* harder, feels smoother to play, and still keeps the whole “rarity bot that also deletes everything” identity.
[Poe.ninja link](https://poe.ninja/poe2/profile/Yukkuri-6816/character/YukkuriWitch)
## What changed since the last version
- ~2.1x DPS increase over my previous setup (which was already ~2x higher than fubgun’s baseline).
- 40% increased cost efficiency drops Comet life cost from **1489 -> 894**, which improves survivability/QoL and makes “cannot regen above 50%” mobs irrelevant.
- Blink casts per second improved from **2.75 -> 3.04**. On paper it doesn’t look huge, but in practice it feels *very* noticeable.
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## Where the original minmax guide starts
My original minmax guide begins where [fubgun’s guide ends](https://mobalytics.gg/poe-2/profile/fubgun/builds/fubgun-s-spark-blood-mage). The major swaps to get you into the ~300% rarity / ~1.8m DPS zone are:
- Andvarius instead of a rare ring
- Push resists onto double-corrupted magic jewels
- +5 wand instead of a mirror wand
- Rare amulet instead of Choir, ideally with **+4** and **~+53 total spirit** (Sanctified gold ammy is best, but a Solar amulet is fine)
- **145 spirit Sacred Flame** (**125 base + 2 sockets**) instead of Palm of the Dreamer
- Put Living Bomb + Snap onto CoEA for infusion automation
- Arctic Armor for survivability (later swapped out in Part 2)
That setup puts you around **300% rarity**, ~1.8m poe.ninja DPS, and high mobility thanks to Blink + Temporalis. From there, the goal of Part 2 is to double your DPS and improve Blink cadence while staying above 300% rarity.
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## 1) Run +3 Comet instead of Uhtred’s Augury
Uhtred’s Augury (UA) is insanely strong and expensive for a reason: +3 skills is a huge damage bump. The problem is the opportunity cost—UA effectively constrains Comet to only 2 supports (out of the 4 max you can leverage in a CoC setup). That limitation becomes brutal once you’re trying to push both damage *and* cost stability.
The better route is to cap Comet level through a +3 Comet PoB jewel (swapping out a single magic jewel). Once you do that, you can drop UA and also remove Boundless Energy (which was mostly just filling a socket and not providing much value). This opens up two additional support slots, which is where the real power comes from:
- **Efficiency II**: takes Comet from **1489 -> 894 cost**, improving survivability and making “cannot regen above 50%” mobs irrelevant.
- Conc Area / Spell Cascade:
- Conc Area is about **30% more** damage
- Spell Cascade is roughly **40–50% more** in practice depending on setup and overlap
So even though UA’s +3 is great, the net gain from freeing support slots ends up being greater, while also fixing the build’s most annoying friction point: Comet cost.
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## 2) Infusion of Power + Charge Regulation, remove Arctic Armor
This was inspired by a comment in the last thread, and it’s been one of the biggest “feel + performance” improvements.
Charge Regulation gives:
- **29% MORE crit chance**
- **27% increased skill speed**
...as long as you have a power or frenzy charge.
Power charges come from the Infusion of Power (IoP) notable. Because we’re constantly consuming infusions on Comet and Arc, we’re effectively crit capped around **70–75%** hideout tooltip.
The easiest way to get IoP is through a Megalomaniac, which basically means you’re trading one jewel slot for a massive boost of crit chance and skill speed.
For frenzy charge upkeep, you have a few options:
- The straightforward approach is simply casting Sniper’s Mark every 15 seconds.
- If you want semi-automation: slot Electrocute onto Arc Spellslinger, do the num lock trick, and find an extra ~30 spirit so you can run Combat Frenzy.
If you can maintain charges reliably, Charge Regulation is one of the most efficient “single-slot upgrades” you can add to the build.
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## 3) Optimizing Uhtred’s
Now that we’ve removed UA from our CoC setup, we can reshuffle the rest of the Uhtred’s pieces to optimize the build further.
Here’s the swap sequence:
- Move Uhtred’s Augury onto Blink, and add Rapid Casting II
- Move Uhtred’s Omen onto Elemental Conflux, and add a Fire/Lightning/Cold Mastery support
- Slot Uhtred’s Exodus onto Charge Regulation
Overall, this should give you a noticeably faster, snappier Blink, **4% more elemental damage** from Elemental Conflux, and **+1% crit** plus **1% increased skill speed** from Charge Regulation.
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## 4) Conclusion
At this point, the build is in a really fun spot: cost is solved, DPS is absurd, Blink feels noticeably snappier, and you can still sit at **300%+ rarity** while deleting 6p juiced content. I still have a few ideas for further improvements I’m cooking up, so there may be a final Part 3 coming soon. If anyone is an expert crafter, please hit me up if you’d like to help fulfill the vision.
Feel free to message me in game **@YukkuriWitch** or on Discord **@yookyyy** if you have any questions or suggestions for the build. Thanks for reading!
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# FAQ
## Q: Is this build better than the Rathpith variant?
**A:** Yes. Rathpith can show higher damage, but it’s not relevant in real play because going that route typically forces a focus, which blocks running CoEA and costs you a large chunk of rarity. It also wastes tons of affix budget on +mana and mana% just to function. In practice, sceptre builds have a higher ceiling and a cleaner path to scaling.
## Q: How much total spirit do I need?
**A:**
- **328 spirit** with my exact gem setup (using Dialla’s Desire in CoC to reduce reservation)
- **330 spirit** if you move Dialla’s to CoEA
## Q: Magic vs Rare Adorned—what’s best?
**A:**
- Early minmax: Magic — you only need 2 good affixes to get full value.
- Mid minmax: Rare — 5 mods can be higher value for DPS, but costs ramp quickly.
- End minmax: Magic — to keep rarity *and* cap res, you generally shift res onto double-corrupted jewels, which is much easier with magic. Also, double res on rare eats too many slots, and we don’t value %ES as much.
- Super endgame: Rare — only if you don’t care about res (e.g., Headhunter band-aids it) and want to go full glass cannon—which honestly isn’t necessary.
## Q: Is rarity still worth it if I’m not running Temple?
**A:** Probably not past **~150%**.
## Q: Do I still need Rakiata’s while using Sacred Flame?
**A:** Yes. Sacred Flame only lowers enemies to their lowest resist, but +ele res mods still exist everywhere, and Rakiata’s remains a big multiplier.
## Q: Dreamer vs Sacred Flame?
**A:**
Sacred Flame
- ~20–25% more raw damage
- Fire > chaos here (adds ailments for CoEA and scales with ele increases)
- Buffs allies + lowers enemy resists
- Can roll up to **145 spirit**
- Normal light radius
Dreamer
- More AoE via Gloom explosions
- Max **135 spirit** (forces spirit implicit on amulet, which costs rarity)
- Negative light radius
- Lower raw damage (chaos doesn’t benefit from ele scaling the same way)
## Q: Choir vs Rare Amulet?
**A:** Rare amulet is one of the best minmax upgrades. Losing Lightning Bolt damage is irrelevant compared to gaining ~50 spirit, cast speed, rarity, and spell damage.
## Q: Why is my poe.ninja DPS different from my real DPS?
**A:** poe.ninja doesn’t calculate Uhtred’s Augury correctly. Export to PoB and manually add +3 skill levels to compensate. Also double-check your Configuration tab (power charges, frenzy charges, etc.).