[3.5] Occultist CWDT Auto Cast Mobile Spell Turret - Red Map / Delve 275+ Viable

v3.5 Betrayal Update

No nerfs from patch notes as far as I could tell. No improvements or changes to build yet, but the skill reworks give more choices for cold skills. I haven't tested them yet.

Brands are probably not going to be very good DPS on Occultist since this build has little cast speed.

Necromancer 300% cast speed brand build?

I could see a Necromancer Hybrid or low life version of this build with Mistress of Sacrifice 2% cast speed per corpse consumed working pretty well (or be completely OP?) with brand skills, though. This build can be set up to consume 36 corpses per second, for 36 * 4 * 2 = 288% increased cast speed. On PoB, this makes Armageddon brand hit almost 6 times per second. This will probably be super laggy with all the meteors and corpses exploding, but would do a lot of damage and would make for some very entertaining gameplay. From there you could either self cast the brand, or use a lvl 20 CWDT to have it cast a new one approximately every 1 to 1.25 seconds.

Necro's regen doesn't need to be > 2.8k per second if you use spirit offering, since the skill will give you bonus ES each cast. I haven't worked out the math yet, but from what I remember,

the spirit offering bonus ES for 9 corpses (unearth + LMP + GMP + Volley) = base max life * (1 + % increases to life + % increases to energy shield) * 2% * %50 * 9

As an example, with 1500 base max life, 100% increased life, and 100% increased energy shield =
1500 * (1 + 1 + 1) * .02 * .5 * 9 = each spirit offering will grant 405 bonus ES. At the same time, you are taking 700 per cast from the skeletons, so with this gear, you would also need at least 700 - 405 = 295 * 4 = 1180 ES regen per second (much less than without spirit offering).

Don't know what the optimal life / es count / es regen % would be for this build. With a smaller ES pool, flat ES regen will be better than % regen, so change the watcher's eye to flat regen. Also I am not sure if Soul of Arakaali multiplies the bonus ES from spirit offering. If it does, then this build will be very easy to pull off.

Note, by going necromancer, you need to remove an additional 30% skeleton duration because of the ascendancy passives, so go for 118% total reduced duration (need 6 jewels), instead of 88% (5 jewels).

Old PoE players probably remember StrangeCloud's Sustainable Perpetual Auto Caster from PoE v2.0 which used Heartbound Loop for a CWDT summon skeleton loop.

In PoE v3.4+, I used this mechanic to make a revamped post-CI-nerf sustainable auto caster with higher damage and survivability through the use of increased energy shield recovery items, pantheons and precise use of cooldown / duration reduction items.

In Hideout, auto-cast/sustainable:
* GMP LVL 16 Fireball + Magma Orb 2x per second (CWDT LVL 10)
* LVL 19 Cremation + Volatile Dead 1x per second (CWDT LVL 18)
* 3x Curses 4x per second (CWDT LVL 3)

+ Walking Simulator Pew Pew build that doesn't need to ignite, use skills, weapon swap, nor consecrated ground to sustain triggered spells.
+ 100%+ increased energy shield recovery at all times. 100%+ energy shield per second (with 30 Vile Bastion Stacks)
+ Auto Cast triple curse with high curse effectiveness
+ Can be adapted to use any spells
+ Fast Elreon feed the totem missions

- Slightly difficult to gear (not as cheap) to cap max resists with decent ES numbers. - Not a league starter. I spent around 12-15 exalts to create this build, 2 months in to Delve League.
- Enemy attacks / spells can sometimes break your loop. Requires re-casting Stone Golem or taking damage to restart. Decreasing the cooldown of CWDT and duration of summon skeleton reduces the chance of this happening, but also requires better ES gear to sustain the higher self DPS.
- Cannot do elemental reflect, 60% less / no recovery maps.
- Must progress to around LVL 75 / do Labs with something easy like Poet's Pen before transitioning to auto caster.

Build Mechanics

CWDT self sustaining loop with
and subsecond duration

The old perpetual auto caster build had to use pre-nerf CI ES gear (12k+ ES total pools) and multiple Fragile Bloom jewels to increase damage taken and get high ES regeneration. Before the spirit offering 50% nerf, necromancer could also sustain it in 3.0.

With Occultist + Pantheons, there's a new / better / cheaper way to do it. This build can sustain more than 2940 self physical damage taken per second with only 9k total ES. More importantly, the damage is only done in ~735 ES increments, meaning it does not reduce your effective life pool by 2k+ chunks like the old Zerphi's Last Breath / Scold's Bridle builds.

The build accomplishes 100% up-time Soul of Arakaali 50% increased ES Recovery Rate if you've stopped taking damage over time recently by using the following:

* Two Heartbound Loops for ~735 total physical damage taken per minion death.
* 88% reduced skeleton duration from 5 To Dust Jewels.
* At least 10% cooldown recovery, so that CWDT CD (.22s) is less than skeleton duration (.24s). If you cannot get CDR on your gear, for whatever reason / bug, .24s skele and .25 CD still works. Just keep in mind your gear without CDR may break when this bug / math is fixed.
* 4-Link with: LVL 3 CWDT, LVL 1 Immortal Call, LVL 1 20%Q Less Duration (provides 10% reduced duration, for a total of 98%), LVL 10 Summon Skeleton.

The crucial math here is that the Immortal Call buff duration must be less than or equal to your skeleton duration. This allows Immortal Call to constantly proc Arakaali buff without interrupting the Heartbound Loop. Summon Skeleton duration is .24s, Immortal call is .22s, CWDT CD is .23s.
* 2-Link with: LVL 3 CWDT and LVL 1 Blood Rage.
Blood rage will serve as the damage taken over time recently.

With all of the above, immortal call will stop bloodrage to proc arakaali buff, but then expire before the skeletons expire.

Path of Building, Bandits, Pantheon

PoB: https://pastebin.com/vVZ1yu9d
Pantheon buffs put on QuickSilver Flask

Bandits: Kill All

Order does not matter except for leveling preferences.
Wicked Ward, Vile Bastion, Profane Bloom, Malediction

Major: Soul of Arakaali with captured Arachnoxia - 50% increased energy shield recovery and reduced damage taken from blood rage
Minor: Soul of Ralakesh - reduces damage taken from blood rage,

Skill Choices

Because of easy access and application of 3 curses, I went for a fire themed projectile tri-curse build. GMP Fireball / Magma Orb with 3 damage effectiveness curses obliterates regular map mobs up to T16. Cremation and Volatile dead on gloves is used for single target. Projectile Weakness / Cremation / Volatile dead are also very nice for defending Delve Encounters

Auras: Vaal Discipline and Anger. Fit in Herald of Ash if you have enough reduced mana reservation. You need to have enough mana left over to cast Stone Golem.

Single link Summon Stone Golem (lvl 21/20Q if possible)

This fire build has the helmet slot, gloves and body armor to use for damage skills.

Depending on your flat added spell damage / selection of skills, you will want to choose either LVL 3/4 CWDT for spells cast at 4x per second, LVL 10 CWDT for 2x per second, or LVL 18 CWDT for 1x per second. Make different sets of skill links in PoB to determine the levels that will give you the most DPS.
Note: Unless you are using a spell that does damage or one with LVL 44 req, CWDT LVL 3 is better than CWDT LVL 4, since it will trigger earlier.

Helmet: LVL 3 CWDT, LVL 7 Projectile Weakness, LVL 7 Flammability, LVL 7 Elemental Weakness
Since the curses are restricted to LVL 7 (LVL Req 42) if you want them to cast fast, using curses that benefit a lot from gem quality or curse effectiveness are best.

Body Armour:
LVL 10 CWDT, LVL 16 Fireball, LVL 16 Magma Orb, GMP, Immolate, Combustion

LVL 18 CWDT, LVL 19 Cremation, LVL 19 Volatile Dead, Concentrated Effect

LVL 3 CWDT, LVL 10 Unearth, LVL 2 Blood Rage, LMP Elder mod

Freeze based auto caster can use something like Frost bolt / Freezing pulse / arctic breath, frost bomb, with curses Elemental Weakness, Frostbite, and Projectile Weakness.
Lightning based caster can use arc, ball lightning, spark, with conductivity / elemental weakness

Of course, this build can use practically any spell. For a map / delve viable build, though, Pick 1-2 Aoe Skills, and 1-2 single target skills, and 2-3 curses.


Get as few armour (0 ideal) on your gear as possible. If your armour is too high, you will miss the CWDT thresholds for lvl 3/4, 10 or 18 CWDT.

Required Uniques with high ES / recovery / regen rolls:

To be able to support a .24 second duration skeleton (98% reduced /lvl 1 less duration), you need at least 10% cooldown recovery on your belt or boots so that the CWDT CD will be less than .25s. There seems to be a bug, though, in that the skeletons will still loop with a .25s CD and .24s duration. Just be aware if you don't have the CDR, your gear may break in the future if the math is fixed.

Without increased cooldown recovery you will have to use 97% reduced duration, with a lvl 15+ less duration, getting a .3 to .4 second summon skeleton duration.

Getting Dexterity on gear will save 1-2 skill points.

Weapon / shield
Wand / scepter with spell damage / ele dmage / flat spell damage / elemental damage as extra chaos / elemental leech

If you don't have enough ES, you can use this as budget option. Global damage (profane bloom) and blind is nice.

Shield with high es / resists

High ES helm with resist. Helmet enchant up to you.

High ES gloves with resist. Glove enchant up to you.

High ES boots with Uber lab enchantment 2% life / mana regen if hit recently, cooldown recovery (on boots or belt, don't need on both)

Shaper Crystal belt with cooldown recovery (on belt or boots, don't need on both), energy shield recovery (not needed if you have good ES gear), then resist / flat es if possible. My belt was rolled by chaos spamming a Item lvl 75+ Shaper crystal belt. I did not use more than 100 chaos to roll it.

Marble amulet or Elder amulet with 1.5%+ life regen per second, flat es / max es, resists

Cheapest / most cost effective watcher's eye is:

with 100% energy shield recovery, this jewel gives you over 4% regen per second.

Bonus mods if you are rich:
+#% ES recovery rate while affected by discipline
+ ES added from reserved mana while affeced by clarity
ES gained on hit while affected by discipline

Energy from within (only to increase ES pool)

5x To Dust Jewels:

If you have a cooldown recovery item and enough ES to sustain 2800 self DPS, go for 88% total reduced duration from 5 To Dust Jewels, and use LVL 1 20%Q Less Duration.

Without a cooldown recovery item, or not enough ES to sustain 2940 self DPS, go for 97% total reduced duration, with a lvl 15+ less duration.

If you have a good abyss jewel with flat ES, you can take the jewel slot by Nullification, and unspec a +30 dex node.

Quicksilver, wise oak, atziri, sulphur flask with curse immunity(for additional es regen while standing still). I don't use a freeze or shock flask, but those are options too.


I leveled this character using Poet's Pen VD / Body Swap until level 73. Take the efficient spell / damage / life nodes. Extra points can go towards jewels / taking life regen (from final tree). Level to ~ 68 ish in blood aquaducts, and by then you should have enough sulphite for delving to level high enough to do uber lab. Get at least 1.5k life / 2k es as hybrid before doing uber lab, or get someone to carry you. After killing uber lab, kill Kitava.

Before CI

Respeccing to CI will take between 15-25 respec points, depending on the passive skill paths you used for leveling.

LVL 71+, 7 jewel slots, all regen nodes taken. Fill out more ES nodes and curse nodes as you level up.

You can complete uber lab with CI or hybrid with Poet's pen, just do it before switching over to auto caster.

Before converting to auto-caster load your gear on PoB and make sure you can sustain it, if not drop down to the 97% reduced duration setup. Even if you can't sustain it, killing mobs will give you additional ES regen, if you are comfortable slowly dying over time.

CI LVL 90 (/w ghost reaver)

Do not take ghost reaver unless you have some form of leech. .2% fire leech from a wand is actually a lot because of it being affected by energy shield recovery. Warlord's mark would be really good with this build but unfortunately it is not possible because of the endurance charges extending the immortal call duration intermittently. I tried using discharge to get around it but it didn't work all the time (discharge would kill mobs which would generate additional charges, which would extend the buff).


This build is a mobile long range auto-casting spell turret. Just run through the map and everything will get blown up.

Maps with temporal chains are do-able but need continuous use of curse immune flask, or loop will break. Re-cast stone golem or take damage to re-trigger loop.

On this fire version of the build, it may be a little annoying to kill high level bosses (t14+ see Acid Lakes Video) that move around a lot. Can consider swapping GMP for slower projectiles. Suplhur flask / Vaal discipline used to heal / tank through damage. Don't be afraid to portal for flask refill. Warlord's mark (if you have ghost reaver) can be a good curse swap in for difficult boss fights.

Run all the way to the checkpoint. Faster you kill stuff, more regen you get, everything blows up because of profane bloom. No need to be slow. If you have enough ES regen stacks, you can survive in darkness for a long time, too.

During encounters, stand near an area on the side where you can funnel mobs. Projectile weakness/cremation will prevent anything from getting close to you.

Suplhur Flask / Vaal discipline used to heal / tank through damage.


I don't have enough ES or regen gear, is there a way to start the build earlier or play a cheaper version of this build?
Yes, instead of using 98% reduced duration skeletons, you can use 97% reduced duration skeletons and use a lvl 15+ Less Duration. You can check the math in path of building. This will lower your self damage from 2800 per second to about 2100 per second (skeleton duration between .3 and .4 seconds). Just make sure your immortal call duration is less than or equal to your skeleton duration.

This build starts to accumulate FPS lag if I stay in one area too long, is it just me?
No, I get this as well. I usually reload a delve map every 2 checkpoints.

Where can I see the StrangeClouds auto-caster build?
Build Guide

Videos (from v3.4)
T11 Mesa
T11 Shaped Underground Sea
T11 Shaped Jungle Valley
T11 Waterways
T12 Villa
T14 Acid Lakes (/w boss kill)
T15 Carcass (/w boss kill)
T15 Sunken City / Reef (/w both boss kills)

Delve Depth 263
Delve Depth 280

11/21/2018 - Changed CWDT lvl 17 to CWDT lvl 18, due to 5% increased damage taken from beast fur shawl. Added note about CWDT LVL 3 vs 4
11/23/2018 - Added note about CDR not currently being needed due to bug. Added warlord's mark as curse swap-in (for bosses only)
12/11/2018 - Added v3.5 notes, updated PoB and final tree for energy from within gem swap.
Last edited by Horvath on Dec 12, 2018, 12:23:20 AM
Last bumped on Dec 12, 2018, 4:14:45 PM
Cool build!
Completed 6 ChallengesHorvath wrote:
The crucial math here is that the Immortal Call buff duration must be less than or equal to your skeleton duration. This allows Immortal Call to constantly proc Arakaali buff without interrupting the Heartbound Loop. Summon Skeleton duration is .24s, Immortal call is .22s, CWDT CD is .23s.

My favorite part about this. Been crafting/playing CWDT builds for ages and I'm always looking for new stuff. Thanks for inspiring me with fresh ideas.
Proud creator of Hank the Tank™
Forum guide: https://www.pathofexile.com/forum/view-thread/2087746
(ノ◕ヮ◕)ノ*:・゚✧ www.youtube.com/captainwarlord ✧゚・: *ヽ(◕ヮ◕ヽ)
9000 regen per second if you killed 30 enemies recently....
Completed 5 Challengesgrimlock9999 wrote:
9000 regen per second if you killed 30 enemies recently....

This is what makes it pretty good for delving, since this is pretty much all the time in delves, LoL.
Do you think it would be better to grab the energy shield recharge rate nodes and ignore Ghost Reaver? That would be 110% increased ES recharge rate (then affected by Arakaali) for two more points. Or would this only work for ES "Recovery"?
No fun allowed.™
Completed 14 ChallengesAshriel wrote:
Do you think it would be better to grab the energy shield recharge rate nodes and ignore Ghost Reaver? That would be 110% increased ES recharge rate (then affected by Arakaali) for two more points. Or would this only work for ES "Recovery"?

Recharge rate is a form of Recovery, and is increased by the 100%+ recovery rate of this build. https://pathofexile.gamepedia.com/Recovery

ES Recharge rate is the rate that your ES recharges after recharge begins. However this build is constantly taking damage, so does not benefit from faster start of energy shield recharge, or energy shield recharge rate.

Can you help me? I was putting the build together in Standard to decide if I wanted to try it. I've gotten pretty close but am having issues with my ES regen.


I have roughly the same ES as you, I THINK I've copied your tree to the T...but I have nowhere near your ES regen. I've toggled off your quicksilver flask that you use to imitate the Pantheon and I'm still a solid 700 regen or so lower than you. If I cast Golem in town I die in ~10 seconds.

I'm able to map with it sorta, thanks to Ascendancy, and if I run out of density I just toggle one of the rings to break the cycle. But I really want to get this going in a self sustaining cycle.
Update, I forgot that I don't have the boots enchanted yet. This gets me 200 regen on POE builder but I'm still pretty far off overall.

Report Forum Post

Report Account:

Report Type

Additional Info