Part 2 - Ultimate Guide to Bloodmage CoC Min-Max
It’s been a week since my original post, 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.
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.
Where the original minmax guide starts
My original minmax guide begins where fubgun’s guide ends. 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.
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.
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.
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.
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!
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.).


