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depending on your overall progression this power of Arcane Rift can vary.
1st. Major Improvement is the Upgrade "Wandering Rifts",
deal 1.5mil dmg with AR.
Pick the Trait "Blast" on every possible Tier (I, II, IV, V, VII, VIII, X) and "Occurrence" to fill the gaps at Tier III, VI and IX.
Haunted Caverns can make this very easy to do.
If you need a dmg boost, Cleric's Proficient Stance give +40% AS and 80% dmg for Magic.
In lategame you can use Sage for major Buffs to Abilites in general.
The Build "Arcane Nuke" (under One Ability Builds)is basically what you can get with the new unlocked Traits.
https://steamcommunity.com/sharedfiles/filedetails/?id=3172296902
To not fail this, dont pick to many sources for damage, or other Abilites may steal to much kills. AR works insanly good in the very late game, when you have Area Boni maxed out to cover the screen. Before that and before "Wandering Rifts" Upgrade, it is not that relyable.
Cheers!
> Wandering Rifts (Arcane Rift Mastery II)
Dealing 3.0 mil dmg in a run becomes even easier with Wandering Rifts
> Bloat + Scatter Traits (Arcane Rift Mastery III)
You may even get both in one run.
Arcane Rift Specialist requires you to kill a total of 2000 enemies with full life in one hit,
where the Build on the Sage is the perfect setup, since AR is the only dmg source (besides Spiked Boots) so all enemies who die will die through AR.
It is a bit gimmicky, but once you get the achievements, you can ignore the skill after.