Do you like flesh, blood, and carnage? If that is the case, then you have found the rightful place exile. Welcome to my guide on how to achieve it!
Have a little taste of whats to come.

Like it? I do. (Old footage, new will come once we delve into 3.11!)

I've been working on perfecting The baron summoner throughout a several leagues i made it my first character to 100, killed my first SSFHC uber elder, And you know what Exile? I think i finally know what i am talking about.




First uber elder clear of the league
Setup used in the kill: Messed up the PoB, sorry :(
Simulacrum wave 20/20 clear
Setup used in the kill: Messed up the PoB, sorry :(

Elder 5L budget clear

Setup used in the kill:https://pastebin.com/UPE4PsxE

T16 8 Mod mapclear on a 5L
Setup used in the clear:https://pastebin.com/UPE4PsxE


Awakener 8 Kill - Sorry for the super bad hairstyle :P
Setup used in the kill (still improving the character alot).

3.9 Cortex kill!
Setup used in the kill (still improving the character alot).

3.9 140 Quantity minotaur map clear!
Setup used in the kill (still improving the character alot).

Chaos convertion uber elder kill
Setup used in the kill: https://pastebin.com/hDsgy3DQ

Chaos convertion with 3 zombies shaper kill
I was challenged to do shaper with 3 zombies for a sub, so i did it!

Same gear as the uberelder kill :D

700 Depth 200% extra damage, 33% movement, attack and cast speed Aul


SSFHC Skelly / Zombie kill

Setup used in the kill: https://pastebin.com/Ww7Kcy70



+Very high DPS. Zombies maxout on about ~50M+ Shaper Dps. note that this dps will not show in PoB as it only accounts for 1 zombies dps, so simply multiply it by the amount of zombies we have!

+Very tanky build, 75% spell & attack block, Glorious vanity with 85% chaos resistance, 7,5k life, 80% physical damage reduction and of course the 2% juicy life leech of zombie damage gives you some fat leeching.

+Runs all map mods endgame, except phys reflect. 8 mod maps are just more fun!

+Hardcore viable.
Leveled it to 96+ Doing uber elder with it in SSFHC in 3.8 (kill in video spoiler) And even tankier in 3.11!

Cons >:C

-Cannot run Halls of the grandmaster well.

-Minions fills alot on the screen and can be overwhelming for some players.

-Minion builds have high actions per minute, means you can't just left click all day.

Cannot run physical reflect unless triad grip is used.

PASTEBINS for 3.11

Budget/league starter PoB
This pastebin is optimized for a lower budget version of the build. It should still push ~5m shaper dps and be viable for most content.


NOTE: The endgame pastebin has leveling trees incorporated!

Endgame PoB
I just wanna note that this tree will require alot more investment than the starter tree, however its soo worth it!


NOTE: The pastebin uses a Glorious vanity timeless jewel for divine flesh, however the notables within the radius depends on the seed, so be aware!

If you're new to builds in Path of Exile and Path of building with pastebins in general, i suggest that you check out this guide for it! https://www.pathofexile.com/forum/view-thread/1716360

Furthermore since Several mechanics are not up to date in the current edition of path of building, i suggest that you check out the local identity / Fork edition!

By using these you'll be allowed to see all the gears turn and how we actually end up with the DPS and stats that we do! Heck you'll even be able to change / improve the build!

Kill all, we need the skill points


Had alot of requests for a leveling guide, so heres a basic leveling guide. First of all i wanna point out that skill points from quests aren't added very well into this short guide, so please do take it with a grain of salt. If you have more skill points left over, check out the next skill tree! I made this on short notice and its my first time doing it, so please don't be too harsh.

Ascendency order

Mind less agression
Unnatural strength
Mistress of sacrifice - Be sure to have bone offering & glancig blows!
Bone barrier

note! The endgame pastebin has leveling trees incorporated, so i highly recommend having that open on the side while leveling.It can be found on the bottom bar of path of building to the left in the drop down menu. You should also always try to have the best in slot movement skill for you in your links, these being: Frost blink -> Flamedash-> Leapslam And run leapslam until bow is crafted

Level 1-9
You will want to pick up Summon raging spirit as soon as you get it as a quest reward and link it with Infernal legion and Summon phantasm. You also want to pick up Raise zombie from the start, however they won't add much early on, so just keep leveling them in a socket for later.

Level 9-31
You want to pick up Summon skeleton as soon as you get it for completing "The caged brute" quest. If possible link your skeletons with minion damage. After picking up Sacrifice your zombies should start having some value, so if possbile link your Raise zombie with Minion life. You should also start leveling your Raise spectre once killing General Gravicius.

Level 31-50
Upon reaching level 31 you should acquire Feeding frenzyby completing fixture of fate, and link it to your skeleton link, as this makes your skeletons agressive and makes them use the dash ability. You also want to check out the skill links part of the guide at this point, as you'll be able to buy alot of the gems used in the finished build at this point. Pick up as many as you can (remember to reserve a good chonk of your mana with auras). You can also start using your spectre links, however they still might die once in a while. (go to The The riverways in act 2 and enslave 2 Stygian Silverbacks). You can also desecrate them with the desecrate gem(gotten from The Root of the Problem act 2). Other than that the ride should start to be smoother, your minions should be pretty decent at clearing at this stage.
Level 50-71
At this point we want to start looking for some of the uniques used in the budget part of the build and spending some of the few chaos we got from leveling on this (especially baron). We should also acquire the glacning blows keystone once getting Bone offering with mistress of sacrifice ascendency, as it gives us as massive layer of defense.

Level 71+
After killing Kitava you should farm the uniques used in the build while progressing through the atlas. A really good way to keep pushing maps while still leveling up is running a 5 linked femur of the saints (check gear section) as your zombie link. As for skill tree start picking up the jewel sockets accordingly to what currency you have gathered.


Main skill, our zombies! Note that this link goes into your weapon, cause the higher skill level gem you can get a hold of the better, as minions scale VERY good of skill gem levels! Also if you cannot afford a level 4 empower early on, and don't have the weapon, then swap empower 4 for Maim in a 6 link. If you only have a 5 link early on, drop the Maim.
NOTE! A level 2 empower is better than other skill gems in the mace, due to the mace effect on empower!

Raise Zombie - Awakened Multistrike - Awakened melee physical damage - Awakened brutality - Empower 4 - Impale support

NOTE! Once you get 2 rotten claw notables on large cluster jewels swap - Impale support for Minion damage / awakened minion damage

Aura Setup - Chestplate links.

Enlighten 4 - Purity of Elements - Pride - Flesh & Stone - Maim Vaal Haste

NOTE!: The aura priority of the build is the following: Purity of Elemtents > Flesh & Stone - maim > Generosity - Dreadbanner > Aspect of the Avian > Pride.
NOTE! If you don't have ornate quiver yet, drop vaal haste from chest and use desecrate there.

Note!: You will not be able to run all the auras run on my character, unless you get a well rolled saqawals nest, sovereignty cluster, a pair of medium cluster jewels with master of command aswell as a few reduced mana jewels. Until you can get thi drops pride for skitterbots, or purity if your resists can handle it and you don't have the watchers eye.

Spectre boys & Animate guardian - Helmet links

Raise spectre - Minion life-Blood magic - Animate guardian
Note! Remember to have this link in your Helmet, as it grants +2 to minion skill gems. We use blood magic, as it makes our spectre depend on lifepool rather than a small mana pool for spellcasts!

Banner & Movementskill - Boots links

Flame dash - Bone offering - Dread banner - Awakened generosity

Skeleton - Gloves link
Vaal summon skeleton- Feeding frenzy - Awakened brutality - Multistrike

NOTE! Swap multistrike with melee splash on clearing!

Convocation - Unset ring 1


Enduring cry - Unset ring 2

Enduring cry

Desecrate - Quiver


NOTE! If you don't have ornate quiver yet, drop vaal haste from chest and use desecrate there.


War Banner (20-21 / 20)
- Enemies take 11-12% increased physical damage

Dread Banner (20-21 / 20)
- 20% chance to impale
- 19-20% increased effect of impale

Impale Support (20-24 / 20)
- 40% chance to impale
- 49-55% increased effect of impale
- 15-17% increased damage

Sources of Increased Effect of Banners
- Banner quality: 10-11%
- Devotion: 3%
- Sovereignty: 10-16%
- Champion of the Cause: 12%
- Generosity: 39-41%
- Enhance: 8-16%

Sources of Enemies Take Increased Damage
- Maim on Weapon: 14% physical (will scale higher if not a Shaper mod)
- Skitterbots: 20-24%
- War Banner: 11-12% physical
- Delve Helm: 9% physical

- Shaper: 25% chaos
Comparing Banners
Aura increased effect values at 13%, 29%, 53%, 69%, 93%, 109%, 120%

War Banner
- L20 #% damage taken: 12%, 14%, 16%, 18%, 21%, 22%, 24%
- L21 #% damage taken: 13%, 15%, 18%, 20%, 23%, 25%, 26%

Dread Banner
- Chance: 22%, 25%, 30%, 33%, 38%, 41%, 44%
- L20 Effect: 21%, 24%, 29%, 32%, 36%, 39%, 41%
- L21 Effect: 22%, 25%, 30%, 33%, 38%, 41%, 44%
Impale or Not
No enchants, 20/20 Impale, 20/20 Dread Banner, 20/0 Maim 13% quality
= (.4 + .22) * .5(1 + .49 + .21) * 1.15 * 1.14
= ~.6909

No enchants, 20/0 Melee Phys, 20/20 War Banner, 20/0 Maim, 13% quality
= .49 * 1.26
= .6174

No enchants, 24/20 Impale, 21/20 Dread Banner, 109% quality
= (.4 + .41) * .5(1 + .55 + .41) * 1.17 * 1.14
= ~1.0588

No enchants, 24/0 Melee Phys, 21/20 War Banner, 109% quality
= .53 * 1.39
= .7367

With no enchants on both the low and high end, using Impale Support + Dread Banner is clearly better than Melee Phys + War Banner
Comparing Enchantments
Impale Enchant, 20/20 Impale, 20/20 Dread Banner, 20/0 Maim, 53% quality, 20/20 SO
= (.4 + .3) * .5(1 + .49 + .29) * 1.14 + .3 * .75
= ~.9352

SO Enchant, 20/20 Impale, 20/20 Dread Banner, 20/0 Maim, 13% quality, 20/20 SO
= (.4 + .22) * .5(1 + .49 + .21) * 1.14 + .42 * .75
= ~.9158

Impale Enchant, 24/20 Impale, 21/20 Dread Banner, 20/0 Maim, 120% quality, 21/20 SO
= (.4 + .44) * .5(1 + .55 + .44) * 1.14 + .3 * .75
= ~1.2232

SO Enchant, 24/20 Impale, 24/20 Dread Banner, 20/0 Maim, 109% quality, 21/20 SO
= (.4 + .41) * .5(1 + .55 + .41) * 1.14 + .42 * .75
= ~1.1968

In both the low and high end, Dread Banner lab enchant is better than SO lab enchant. In my previous calculations I forgot to factor in the chaos resistance of Shaper.
How Much #% Increased Effect of Non-Curse Auras
All formulas will show L24 or L21 gems.

13% - 0 passives, no Generosity
= (.4 + .22) * .5(1 + .55 + .22)
= .5487

29% - 3 passives, no Generosity
= (.4 + .25) * .5(1 + .55 + .25)
= .585

53% - 0 passives, Generosity or Lab Enchant
= (.4 + .3) * .5(1 + .55 + .3)
= .6475

69% - 3 passives, Generosity or Lab Enchant
= (.4 + .33) * .5(1 + .55 + .33)
= .6826

93% - 0 passives, Generosity, Lab Enchant
= (.4 + .38) * .5(1 + .55 + .38)
= .7527

109% - 3 passives, Generosity, Lab Enchant
= (.4 + .41) * .5(1 + .55 + .41)
= .7938

120% - 8 passives, Generosity, Lab Enchant
= (.4 + .44) * .5(1 + .55 + .44)
= .8358

Note: This is only accounting for the damage from Dread Banner and not how increased aura affects your other auras.

I will let you decide for yourself how best to go, but my recommendation is 3 passives and Generosity.

In summary, BiS is Dread Banner + Impale Support with the Lab enchant for Dread Banner. Linking Dread Banner to L21 Generosity provides the exact same benefit as the Lab enchant.


How to summon spectres

A good tip for this is first going into your options -> UI -> Corpse targeting and set your option to "when key held A". After this you cast your desecrate spell once, hold your A key down and run your cursor over the spawned corpses. I must mention that the corpse targeting in the game is abit scuffed, so you may have to hover around the body rather than on top of it.

How to summon your animate guardian

IMPORTANT Do not use a level 1 skill gem to summon your geared animated guardian, as he will have like 2k Hp and WILL DIE So level your skillgem to about level 15 before summoning him.

You summon your animated guardian by dropping the desired items you want him to wear on the ground in a non-city/hideout zone. After this you find the animate guardian spell and simply press the spell while hovering over the item you dropped. Note that the only way the animate guardian will lose the items is by dying, so you can remove the skill gem from the sockets, or accidentally remove the item he is socketed in or similar without him losing the items, simply re-summon him after you're done.


The spectre choices for the first 2 spectres isn't really debatable, as they grant massive amounts of DPS and quality of life.

First spectre: to get is a carnage chieftain - found in Act 7 the ashen fields. This spectre has the ability called "mass frenzy" which grants nearby allies a frenzy charge. This is a great ability and is linked with blood magic, so that the chieftain can spam it.

Second spectre: I prefer getting another carnage chieftain as it keeps the up time of max frenzy charges.

Third Spectre: is gained when your gem level reaches 21 with unnatural strength and socketed in The Baron. This is up to you, however i prefer Arena master, as it a casts a very strong buff that grants 40% attack and movement speed for 4 seconds every 8 seconds.
Forth Spectre: Host chieftain, as we have smooth frenzy charges and power charges add a fair bit of dps to the zombies. This spectre gains more value as we start scaling crit on the minions with kingmaker/Cluster jewels

In all, 2 carnage chieftains, 1 Arenamaster and 1 host chieftain. Picked up in the order stated.

The animate guardian setup for endgame

Kingmaker Gives fortify in a decent radius that both affects you & your minions, culling strike and abit of critical strike multiplier. We use this as a source of fortify, since we don't use any attacks that can grant fortify. It iis not the most consistent way of getting fortify, however the build is stil lvery tanky!
Elder influence helm Preferably a eternal burgonet with abit of life and resist aswell as the "nearby enemies take 9% increased physical damage" mod.
Victarios flight Simply because movement speed for you and nearby allies.
Gruthkuls Fur or Garb of the Ephemeral
Gruthkuls fur adds alot of life and regen to the animated guardian, while the garb grants nearby enemies cannot critical strike aswell as nearby allies movement speed cannot be reduced below base values.
Meginords vise or Southbound gloves - Later on Oskarm for Assasins mark on hit Personally i go with whatever i can get cheapest that has vulnerability on hit, the difference here doesn't do thaat much, and vulnerabilty is a great dps increase. Late game pick up a pair of oskarm, as they grant assasins mark on hit, which is alot stronger with the amount of crit gained in the endgame setup.

NOTE! The Guardian does not share your max amount of curses you can apply to enemies, and therefore functions as a player with the default curse limit when applying curses (through corrupted gloves, for example). - Quoted from Path of exile wiki!

Animate guardian setup for leveling / budget:

Leerchast mask gives abit of damage to nearby allies, decent and costs basicly nothing.
Dying breath is a decent weapon, gives abit of dmg to nearby allies aswell, and costs next to nothing.
Ambus charge or Belly of the beast both should be quite cheap and does the job decently. You can also go with blood bond for a good stack of % life.
Meginords vise or southbound gloves Same as high cost, just without vulnerabilty on hit.
Victarios flight cause they're just good and cheap as dirt.


This build offers quite a hefty amount of ways to make your minions survive.

Minion block
With the adition of bone offering to both our own aswell as minions survivabilty in 3.11 our minions gain 36% chance to both block attacks aswell as spells. Furthermore they gain 750 life on block. We also run a fortress covenant jewel to grant 10-12% additional block chance.

Minion leech
Our build also utilities minion leech nodes, found just left of death attunement (0.2% leech) used in the budget build, and fiesting fiends (0.4)% used in the endgame build. This enables our minions to gain up to 10kk life leech, helping them to keep alive while doing damage.

Minion regen
Minion regen is the main access to survivability early on, picking up sacrifice as well as righteous army means that they gain 2% of their life regened per second. Later on we swap to renewal cluster jewels to gain 3% life regen, however life regen does fall off later on.

Life from death
This is our main source of minion suriviability in 3.11, we pick this up as soon as we can on a medium cluster jewel with the notable called "life from death". This notable makes our minions gain 4% of their life per minion that died recently. However we spam skeletons in damage heavy fights like Sirus or Al-Hezmin (hunter conqueror) to gain 12% minion life everytime we cap our skeleton amount since the former ones "die".



Instead of listing a long list of uniques i fell like checking the budget pastebin would be more rewarding, so go check that section at the top!

Although heres a small describtion of what to go for and whats better than what.

Listed from best to worst:
Crafted bow & Quiver in endgame build > 6 Link femurs of the saints > 6L Queens Escape > 5 Link Femurs of the Saints > 5L Queens Escape.

Femurs of the saints: https://pathofexile.gamepedia.com/Femurs_of_the_Saints

Queens Escape: https://pathofexile.gamepedia.com/Queen%27s_Escape

I've been asked quite a few times "which items should i go for first" so here i'll make a small list, sorted in Tiers, the items are not ranked beyond the tiers, so pick up what you like or need the most within the tiers temselves:

Tier 3: easy to obtain: Baron, Astramentis, 2x Efficient training, Femurs of the saints, 5 Link rare bodt armour with life and resists, Rare boots with resists, strength and life or Alberons warpath, a rare ring/amulet with Aspect of the avian, Rumi's concoction, Elder belt with 10-12% increased attributes flat strength and life, Breathstealer gloves. Followed by budget animated guardian setup.

Tier 2: Craft the bow & quiver, as it is the highest dps increase we get. Followed up by Saqawals nest, divine this until atleast 10% reduced mana & 65+ attributes, Glorious vanity (with decent chaos resist).

Tier 1: Cluster jewels, Baron with head enchant, Elder amber amulet with +1 zombie +1 strength/intelligence gems, Hunter influenced boots with % strength.

Rings should be upgraded as you go, fit with resists so you're resist capped, get as much strength and life as you can. Endgame you can look into minion movement speed. You should also look for rings that can get a prefix crafted, as it is highly recommended to crat -(8-9) mana cost to NON-channeling skills on both. This makes spamming skeletons alot more smoother.



- Fortress covenant

We pick one of these up as it grants good minion damage and block for our minions which scales well with our bone offering for minion survivability. Furthermore we do not get any of the negative effects from it as we can socket it into the socket close to barbarism on the tree and instead pick up life on cluster jewels at a better rate. However if you're not able to pick up other life than the barbarism and juggernaut cluster, then don't use the jewel just yet.

- Watchers eye

This is a pretty straight forward choice, it grants abit of life aswell as a nice defensive layer to the build. Converting physical damage to elemental damage is preferred, as we have much higher mitigation towards elemental damage than physical damage, especially after dropping VMS and increased armour during flask effect. It also grants chaos resistance which has great harmony with the pick of timeless jewel.

- Glorious Vanity

This league we once again changed up our timeless jewel, however i'll explain why we pick glorious vanity over Elegant Hubris/Lethal Pride

Glorious Vanity is the new go-to timeless jewel for the build. There’s a plethora of reasons why, but first and most importantly it’s because this league we’re using it for the keystone “Divine Flesh”. Now last league and some of metamorph we used elegant hubris for slum lords, the downside is it only provides damage – Which we have plenty of, or in the case of lethal pride it provided a ton of strength which previously let us get to some insane numbers of strength, which provide our zombies a ton of damage and gave us more zombies. After the baron nerf we settled at 1500 strength last league, this league we’ll be going down to 1000, so lethal pride is not worth it anymore.

Elegant Hubris is still a good option if you absolutely want a crap ton more damage, but elegant hubris has some major downsides, such as:

1. It is extremely expensive to roll and get a decent set up (and there is no guarantee you’ll get a decent roll ever, as its hard to roll) for 240% minion damage which is only 3x slum lord, and ideally you want 4x slum lord.
2. You lose out on all the travel nodes in the area as they turn into price of glory nodes, at best you can get 240%-320% for 7-11ish skill points depending on luck, which just isn’t worth it considering the damage we already gain from cluster jewels.

Now Glorious Vanity has quite a few major upsides, but here they are:

1. It’s very cheap to reroll, just to get the keystone it’s a 1 in 3, plus you can just buy a jewel that has the right general name which means you don’t even need to roll it.
2. The location we place it in has poor travel nodes, which turn into useful ones. there is many that isn't great, but you will easily roll at least a few that are good.
3. Divine flesh is amazing – This will be explained below.
4. You can get some very strong notables, in the area which we located it in the tree is perfect for it – You have one notable set in place (Arcanist’s Dominion) and then you have 5 additional notables in the area, 4 of which require 3 points and 1 requires only 2. So, you have great flexibility in rolling two strong notables and it’s very cheap. You can see the list of travel nodes here: [Removed by Support] - There is a long list of useful ones, i.e. Hierarchy which is 25-35% minion damage and 15-20% max minion life, resistance ones thats are strong, as they provide good chunks of resistance as well as 1% max res, and of course life is always good.

Divine Flesh reads: All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+10% to maximum Chaos Resistance

lets break it down.

All Damage taken bypasses Energy Shield – This is not a big deal, we have like 4-500 energy shield, which is useless as we have very little recharge rate, it does not get healed from leech or anything with our current build, it is a non-factor.
+10% to maximum Chaos Resistance – to explain how the next one works it is important to understand the context of the resistance. This will put us at 85% maximum Chaos Resistance, and because we are going Divine Flesh you will want to hit 90% maximum Chaos Resistance. This is very easy to do – Since we are going bow, you can get 2% on quiver from hunter, and then we will get a small cluster jewel of chaos resistance, which will give 3% maximum chaos resistance. This means we will be at 90%.
50% of Elemental Damage taken as Chaos Damage – This is amazing for many reasons, i'll first explain “Damage taken as”.
Damage taken as does its calculation before any sort of mitigation happens. This is very important for the calculation of damage.
In this case with divine flesh, we’re taking 50% of any elemental damage and turning it into a hit of 50% of the element and 50% chaos, and after damage mitigations are applied, for example: Let’s say a mob hits us for 10,000 fire damage, normally with 75% fire resistance, we’d take (10,000 x .25) = 2,500 fire damage. Instead it turns into 5,000 fire damage and 5,000 chaos damage (before mitigation). After mitigation of 75% fire resistance and 90% chaos resistance you end up with (5,000 x .25) + (5,000 x .10) = 1,250 fire and 500 chaos damage. So, the total is 1,750 damage taken instead of 2,500. That is 30% less damage taken, which is massive.
There is a second upside of taking elemental damage as chaos – The chaos portion of the damage ignores elemental penetration, on both abilities and on maps. As an example, take the shapers bullet hell, which does 7,000 cold damage with 25% cold penetration. This means normally with 75% cold resistance we'd take (7,000 x .50) = 3,500 cold damage per bullet, this is why most people can tank 1 not 2, and if they have enough hp for 2 they usually can't tank 3. However, with divine flesh and 90% max chaos res, it becomes 3,500 cold damage and 3,500 chaos damage before mitigation. This turns out to be (3,500 x .50) + (3,500 x .10) = 1,750 cold and 350 chaos damage. Which is 2,100 damage taken instead of 3,500. That is 40% less damage taken overall.
Now let us add another layer. We’re picking up glancing blows and should be at max block, which means there is a 75% chance to cut the damage taken in half, so you can turn that 3,500 damage hit into a 1,750 damage hit of pure cold, or a 1,050 damage hit of cold/chaos per hit blocked. Plus healing us for ~540, which means the net damage taken when blocked is 1,250 before divine flesh and only ~500 after.
And as a bonus – It promotes us to get to 90% maximum chaos resistance, which means chaos damage in general will be near to non-existent, plus we can very comfortably use forbidden taste which provides phasing and 10% attack and spell dodge. Which is also insane!

Hopefully, with these arguments you can see why Divine Flesh is so valuable, as you essentially take 30% less elemental damage than you normally would as well as completely gutting elemental penetration AND getting our chaos res to 90%. Even if we didn’t have glancing blows we’d be much tankier than previously, but with glancing blows and Divine Flesh (and bone offering) I believe we’re going to be in a situation where we’re tankier than when we had CWC spirit offering.


For 3.11 we'll be using a bow. Here is a simple guide to craft one that should be best in slot until we start utilizing the crazy possibilities of synthesis. Also please read the full steps before doing anything, as you may miss half a step if you're in a rush. I've had this happen multiple times in the past.

Okay, so theres 2 ways to tackle the bow craft. The socketed attacks method is the better way by a small margin if you follow the endgame build setup. If you get more % minion damage on things like glorious vanity, cluster jewels, rings etc. It will only become more powerful. However the Essence craft should be easier to hit, however essences can be very frustrating to acquire. Also remember to check trading, they're often easier to buy crafted!

Large cluster jewel guide

So harvest crafting the large cluster jewel got alot easier with the jewel socket being implicit. All you have to do is the following:

1. Pick up a large cluster jewel with 8 added passives, and ofc. 10% increased minion damage on the nodes. The item level should atleast be 75.

2. Alteration spam your jewel until you get renewal, and regal. If you hit a resist that you can use, or str etc. then good! If you hit an undesired prefix then use an orb of annulment.

3. Harvest craft augment critical mod, as vicious claws is the only crit mod possible to roll.

4. Augment attack mod, and it will hit rotten claws. Note that the last cluster jewel should be augmented with life, as it will either roll feasting fiends or life, which both are good.

Boot craft
First of you want acquire a pair of two-toned boots with item level 86 at the very least so you can roll T1 movement speed.

1. Use a hunter's exalted orb on the boots. You can try to slam the % strength on there, but using a defeaning essence of rage, while having full prefixes aswell as 1 open suffix besides the strength.

1. If the slam didn't work, either chaos spam / essence craft to hit % strength, aswell as a high flat strength roll. Note that chaos spamming has the highest probability if you're fine with T1/2 mods, while essence crafting will be easiest if you want T1 flat.

3. Once you hit idealy T1 flat & T1 % strength WITH NO MANA/BLOCK RECOVERY (if you hit any of these mods you want to try to annul and go again if you brick the item removing str mods.) You want to harvest craft the boots. If you have bad defence mods, remove them with remove defence, the same goes with resists.

4. Add / remove the desired resists that you want, so you block off rolling life regen. Then you move on to add / remove life until you hit a high flat tier. After doing this you want to add / remove speed modifier until you hit a high movement speed roll.

NOTE! You can also T4 seed influence craft the % strength on/off, if you get a very well rolled pair of boots, or hit the T2 mod and want to go for the T1 later on.

Amulet craft

First all you want to pick up a amber amulet with the hunter influence on it, with an itemlevel of atleast 85 to roll +1 to int gems. Furthermore you want to pick up an awakener orb, and a elder amber amulet with +1 zombies as the ONLY elder mod on it.

1. Roll the hunter amber amulet with orbs of alteration until you hit +1 int gems, remember to check that if it has another mod, that it is not hunter influence aswell.

2. Right click the awakeners orb -> left click on the elder amulet -> left click again on the hunter amulet. This will leave you with a new dual influence amulet with +1 zombie and +1 int gems. If you hit a high flat str roll, you should be very happy at this point.

3. If the amulet has open suffixes, craft strength (if you did not hit it), and augment / remove resists till you got one you're happy with using harvest crafting.

4. You should now have an amulet that has 2 prefixes, and 3 suffixes. If it has 3 prefixes you want to remove the undesired one using the correct harvest crafting method, i.e. phys to attacks -> remove phys, elemental attack -> remove attack / elemental, remove life -> add life, if mana you're screwed.

5. Once you removed the potential fill prefix you just add -> remove life until you hit a flat tier life you like.

Bow crafts
Essence bow craft

1. Buy "The porcupine" cards until you get the 6L short bow.

2. Start spamming "Deafening essence of fear" on the bow, hoping to get +1 socketed gems aswell as the minion damage roll.

3. Note if if you have 3 suffixes or a undesired prefix you want to annul atleast the prefix off. Your end product should have the 2 desired mods and can have up to 2 undesired suffixes. Just be sure that it has a open prefix as well as a open suffix.

5. Craft prefixes cannot be changed with benchcrafting and use an orb or scouring on it. This will remove the unwanted remaining suffixes.

6. Craft can have 3 crafted mods -> +2 to socketed support gems aswell as 25-28% minion attack and cast speed.

7. Beastcraft aspect of the avian onto the bow as the last suffix.

8. Go slap some butt, you've just gotten your weapon crafted.

Shaper bow craft

1. Get a SHAPER bow with as low dexterity requirement as you can, 125 and less is highly recommended (mine is 80 dex), as we don't want to stack dexterity just to use the bow base. It is also an ABSOLUTE MUST that it is item level 83 or above, as we want to roll "socketed attacks deal 20% more damage).

2. Craft as much quality on it as you can, theres several ways of doing this.
- Use blacksmithing stones on it (caps at 20%).
- Use perfect fossils on it (caps at 30%).
- Use Hillock on transportation at rank 3, this grants 28% quality.

Furthermore you can benchcraft a suffix that adds quality aswell. Pick the one you can what adds the most quality to the bow. For example strength and 18% quality. (Use the ones you have, just don't use the one that adds quality and crit chance as it is expensive!)

This way you're able to push up to 48% quality, however anything around 40 is nice, all it does it makes it abit easier to socket and fuse.

3. Socket and fuse the bow into a 6 link.

4. Start using the 3x fossil combination that is: Corroded, Jagged and metallic fossils in a 3 socket resonator until you hit the following mods:

Socketed gems have 20% more attack damage & +1 level to socketed gems. Note if if you have 3 suffixes or a undesired prefix you want to annul atleast the prefix off. Your end product should have the 2 desired mods and can have up to 2 undesired suffixes. Just be sure that it has a open prefix aswell as a suffix.

5. Craft prefixes cannot be changed with benchcrafting and use an orb or scouring on it. This will remove the unwanted remaining suffixes.

6. Craft can have 3 crafted mods -> +2 to socketed support gems aswell as 25-28% minion attack and cast speed.

7. Beastcraft aspect of the avian onto the bow as the last suffix.

8. Go slap some butt, you've just gotten your weapon crafted.

Melee weapon crafts (i will not be using these).

NOTE! This method will result in the same as method 2, however you will not get the implicit from the staff! It is however alot more likely to hit the desired result! :)
1. Buy a elder 2handed sword/mace with the item level between 68 and 69 to get as small a modpool as possible. EASY! Yay!

2. Quality the item to either 28% quality with Hillock on transportation, or to 28-30% quality with perfect fossils. Pretty easy too, sweet good deal.

3. Spam orb of alterations on the weapon until you hit "socketed gems are supported by level 1 fortify". Once you hit this mod as a lone prefix you craft "Cannot roll attack modifiers" and regal it.

After regaling the item you can find yourself in several positions, check which one you're in and go from there.

1. You hit the +1 socketed gems prefix, if this is the case you're done.

2. You hit a random suffix, then you have to beastcraft "remove a random suffix, add a random prefix". This is done using the "farric wolf alpha". If you hit the +1 socketed gems by removing the crafted mod you have to craft "prefixes cannot be changed" and scour the item, this will leave you with the 2 desired prefixes leftover. If it hits the random suffix you regaled on you simply move on to next step.

3. You regaled a prefix, however it is not the +1 to socketed gems. If this is the case you have to start over, as you have a rare item where you cannot regal, but only use an exalted orb to hit the prefix, which isn't worth the risk.

4. Once you have a weapon with "+1 to socketed skillgems" aswell as "Socketed gems are supported by level 1 fortify" you craft "can have 3 crafted mods" -> +2 to socketed support gems -> Minions have 25-28% increased attack & cast speed.

5. Go to your menagerie, craft "grants level 20 aspect of the avian" on the staff as the last suffix using a saqawine rhex. Now you're done :D!


1. Buy a elder WARstaff with the item level between 68 and 69 to get as small a modpool as possible. EASY! Yay!

2. Quality the item to either 28% quality with Hillock on transportation, or to 28-30% quality with perfect fossils. Pretty easy too, sweet good deal.

3. Use a orb of scouring on the staff, then craft your best attribute& Quality craft on it. Ez Pez. For example 21-25 strength & 15-18% quality.

Note!: Strength & quality mod is one hybrid mod, so you won't need the 2 ex double craft mod on it, a few people got confused by this and sadly wasted currency crafting it.

4. 6 Socket the staff followed by 6 linking the staff. This will be abit costly, but straight forward.

5. Use Alteration orbs until you roll either "+1 to level of socketed skillgems" Or "Socketed gems are supported by level 1 fortify". When you have rolled one of the mods you use a regal orb on the staff. We do this due to the desired mods both being prefixes. If you are in the situation that you regaled on a suffix you can beast craft it into a prefix by using a "Faric wolf apha" which removes a suffix and adds a random prefix. If you hit a prefix that is not desired which is highly likely then you want to start over by using a orb of scouring on the item and alteration spamming it again.

6. Once you have a staff with "+1 to socketed skillgems" aswell as "Socketed gems are supported by level 1 fortify" you craft "can have 3 crafted mods" -> +2 to socketed support gems -> Minions have 25-28% increased attack & cast speed.

7. Go to your menagerie, craft "grants level 20 aspect of the avian" on the staff as the last suffix using a saqawine rhex. Now you're done :D!


NOTE! For some reason this method is extremely expensive, so i do not recommend it alot. The added damage from this method also only adds 0.8% more damage than the fortify and doesn't grant the almost constant fortify effect on your zombies!

1. Buy a staff with the mod "minions have ~105% increased damage mod","minions have 5% chance to deal double damage" This is one mod from the temple drops. Not that you also want the item to have "+1 to level of socketed skillgems", aswell as a open prefix and a open suffix ideally.

2. Craft "prefixes cannot be changed" on the item, and use a orb of scouring on it. This will remove all the mods expect for the 2 desired prefixes.

3. Craft your best attribute&Quality craft on your weapon and 6 socket, into 6 linking the weapon.

4. Craft "can have 3 crafted mods" on the weapon -> 2 to level of socketed support gems -> 25-28% increased minion attack&cast speed.

5. Go to your menagerie and craft "grants level 20 aspect of the avian" onto the weapon using a saqawine rhex.


1. Buy a elder WARstaf with the item level 80 to get as small a modpool as possible. EASY! Yay!

2. Quality the item to either 28% quality with Hillock on transportation, or to 28-30% quality with perfect fossils. Pretty easy too, sweet good deal.

3. Use a orb of scouring on the staff, then craft your best attribute& Quality craft on it. Ez Pez.

4. 6 Socket the staff followed by 6 linking the staff. This will be abit costly, but straight forward.

5. fossil craft the following mods on the staff:
+1 to level of socketed gems
Socketed gems are supported by level 1 fortify
+1 to socketed strength/intelligence gems.
Note that both strength and intelligence gems work, and both can be used at the same time. If you have any fill prefix that isn't the listed ones, you'll want to orb of annulment it off. This will be INSANELY expensive to craft.

The setup you want to be using is faceted fossil aswell as sanctified fossil with a metalic fossil to block physical mods

6. Craft "+2 to level of socketed support skills -> 25-28% increased minion attack&Cast speed. Note if you hit both strength and intelligence gems you won't get the attack speed mod, but its still worth it.

7. You're done.. If you made it this far, hats of to you ^^


You want to pick up Soul of Lunaris as your major pantheon - fully upgraded as soon as possible, as chaining projectiles are ruthless against you with your horde around you. Infact, it is often a oneshot if you get chained of.

For the minor pantheon it is more or less what you prefer. I run with soul of gruthkul as it is easy to end up between alot of enemies.

Furthermore the shakari poison immunity has been removed with the introduction of 3.11 plus we gained alot of chaos resistance, which renders it close to useless.



IF YOU DON'T KNOW HOW IT WORKS, CHECK THIS GUIDE OUT! https://www.youtube.com/watch?v=fTwpzNORnl8

If you want to use oils, and therefore use a non-talisman amulet go for the following:

Additional Zombie.
+1 to intelligence or strength gems.
Flat strength.
Idealily on a Amber amulet.

Which node to anoint?!

Since we are using breathstealer gloves this league we will be granted 2 annoints instead of one. I would recommend that you pick up death attunement on one of them and the other is basically preference. I recommend picking up constitution as its the strongest life node on the tree, however it is quite expensive. Other annoints could be ravenous horde if you lack dps, Decay ward if your minions die or soul of steel if you want less damage taken.

Can i transmute a elder/Shaper amulet into a talisman after annointing it?
No, sadly you cannot transmute elder & Shaper bases into talisman, so be sure to pick up a non elder/shaper base if you decide to transmute it.

Deep Delving tips & Tricks


General survivability


Deeper in the mines you start facing serious degen originating from either burning patches or desecrated patches. Theres a few things that helps out here.

Burning patches

These badboys often spawn in magma fissure biomes, and degen hard. To avoid dying too much to these you should change to soul of Abberath as this renders you immune to burning patches.

Tips & tricks

At 800+ Depth your animate guardian start to be at risk of dying. I lost 2 with 14 exalted worth of gear since 800, so keeping a keen eye on him, or simply despawning unless you're facing aul or similar is recommended unless you want to face the same fate as i did. Some of the extra damage mods paired with projectiles or the bad AI of the guardian kills him easily. Even with the 9% HP regen a second.

Not sure if i mentioned this in the guide in general, but you can stack bone armour and Vaal molten shell giving you a even bigger stack of life to withstand the horrors of the depths with.

A thing i found very useful through my travels is that you can see surges of blue power going to the ground when a Weta spike is about to spawn, either get away fast or use your offering, as it destroys the corpse that creates the effect.

Dropping the basalt flask for a sapphire flask with freeze immunity is very nice, as the degen from azurite cast on death can be realy tricky in deeper delve situations.


If you have questions, or wanna join the community of summoners, then join our discord! Lots of nice people and crazy builds being discussed!


If you got this far it'd like to thank you for your time, and i hope you enjoy my guide.
-Qlida out!
Last edited by JC_GGG on Aug 29, 2022, 10:15:04 AM
Last bumped on Jul 20, 2021, 1:19:17 AM

15th September
Boy has it been a while, anyway - Changes / updates time!

We've lowered the Offering Effect on the Necromancer’s Mistress of Sacrifice and on the Ascendant back to its past value of 50%.

This hits us hard, as it reduces our block chance. We'll have to push more into block to cap, like getting a well rolled rumi's aswell as possibly some spellblock on an item. However i may end up changing the defensive layers of the build. We'll see.

Glancing Blows
We've changed Glancing Blows to cause more damage to pass through your block. You now take 65% of damage from blocked hits. The keystone combined with effects that recover life or energy shield on block were providing too much survivability for too little investment.

This nerf means we straight up take more damage, which means more investment into life. This will drop the dps of the build, however we had lots n lots of that to begin with.

Divine Flesh
The Divine Flesh keystone provided an extremely strong defensive layer against elemental and chaos damage, provided you could get enough chaos resistance. We’ve lowered the amount of maximum chaos resistance the Keystone gives to +5%, making investment into maximum chaos resistance more necessary to get the same defensive outcome.

This means we'll have to stack max chaos resist somewhere else. It'll make the build harder to perfect, but shouldn't change much in the end for us, as endgame gear sets often hit 91-92% chaos resist.

Enduring Cry
This warcry combined with the Call to Arms keystone gave convenient defence with little or no player interaction. We're increasing Enduring Cry's cooldown to 8 seconds and requiring at least one enemy to be in range to generate endurance charges in order to increase the importance of positioning and timing during gameplay.

This isn't the biggest nerf to us, however it does put up the question if second wind is the way to go now, as we have several other spells it hits nicely, and i don't think the reduced uptime will impact the build greatly.

Cluster Jewels
We've made a few numeric tweaks to specific cluster jewel notables that provided a little too much power. This time we're only lowering values on Precise Commander, Vicious Bite and Vengeful Commander but may make further changes in the future.

Small numerical nerf, we'll see a slight dps drop due to this, however it shouldn't affect the build much, as most of them were high end dps increases anyway.

Okay, so now we've swallowed what seems like the MUST NERF ZAMBIES i guess we'll take a look at the good things.

Redemption Sentry Spectre
This monster variety had superior damage scaling and clear speed compared to most other Spectres, so has had its damage and life lowered.

I completely agree with this, it was kind of dumb. This also makes zombos abit more relevant again, which is nice ^^

Alternate quality gems
Okay so this can be super busted and exciting for the build, summon skellies has a 0-100% chance of spawning an archer rather than a scimitar skelly, which means in theory we can get ranged clear and single target dps skellies. It all depends on the values these skellies have, but it can be very interesting and i will probably try it out.

Also.. zombie alternate quality is regen.. What a joke.


5th JULY
Added large cluster jewel crafting for harvest league :)

4th JULY
Fixed an issue with budget PoB being the endgame PoB
Added amulet & boot craft guide!

29th JUNE
Added minion life back into the AG/spectre setup, as the life regen on AG with meatshield was too low and started dying to Sirus 8 fight at times.
Added a wave 20/20 simulacrum clear, aswell as a uber elder kill.
Fixed the endgame PoB missing life from death as it created confusion.

24th JUNE
Added a 5L elder kill and a T16 8 mod map clear.
Added a "MAKE ZOMBIES PERMANENT" section to the guide pushing discussion on making zombies permanent.
Added essence crafting for the bow crafting

Added a bow crafting guide for 3.11 bow use!


Updated pastebins to include leveling tree in both.
Added life from death medium cluster in both pastebins
Added a minion survivability section to the guide.
Added ascendency order (forgot to add this earlier)

Also killed awakener 4 with the gear used in the pastebin below:
All in all the build is very solid, starting to belive that we'll be stronger than in 3.9 without over selling anything. ZOMBIES. ARE. ALIVE.

Just finished day one, my thoughts so far: Arena master makes our clear insane, its soo damn smooth since you get 40% ms every 8 seconds for 4 seconds. I feel like im playing my 3,9 build clearwise already.

Zombies& skellies 5Link does massive amounts of damage with arena master due to the 40% attack speed.

Glancing blows without rumis still makes bone offering suuuuuper strong meaning i can stand in packs and not lose life.

Enduring cry is basically busted, if you take ANY damage beyond what bone offering can deal with, you can regen 1,8k hp in a second. To give you guys an idea, my health pot is 2,4k over 7 seconds right now.

All in all, the build is super solid, even on league start, thinking i'll push red maps T12-15 tomorrow with basically the same gear as i use right now.

I came back to the game after skipping Delirium almost completely - Since then abit has changed, so i made a major overhaul of the guide, pushing the build to places i don't think we've been able to push it to before, Massive new defensive layers, massive DPS increase and no more CWC!

Edit 2 - Added 1 and 2 cluster jewel passive trees, cleaned up the leveling trees abit, added max chaos resistance cluster jewel - Added max chaos res on quiver (its okay if you don't hit this ^^) Fixed an issue where bone offering was missing on the skill links list. fixed a typo where i stated we were not using melee bow anymore?? Don't ask please ^^


Shapers touch nerf
Shaper's Touch now grants +1 maximum mana per 4 Strength (from 2 maximum mana per 4 Strength), and 1% increased Energy Shield per 10 Strength (from 2% increased Energy Shield per 10 Strength). You can use a Divine Orb on existing versions if you feel it is unethical to have that much Mana and Energy Shield (because it is).

This is quite a hard hit, This ontop of spirit offering rework - It is simply not worth using these gloves anymore. Back to either using triad grip for convertion, Grip of the council for dps or a pair of rare ones for surivability.

Spirit offering rework
No longer grants a portion of the minion's maximum life as Energy Shield.
Now grants +20% to Chaos Resistance at gem level 1, up to +30% at gem level 20.

This simply renders the CWC spirit offering setup useless. It was sweet as long as it lasted, however it was too OP. So far in 3.10 we'll be using Life gained on hit and higher life pool to negate this nerf, however it won't ever be as strong.

Bone barrier nerf
Bone Barrier no longer grants Elemental Resistances per minion. Increased Life and Energy Shield Recovery per minion is now 2% (from 3%), capping out at 20% (from 30%).
Commander of Darkness now grants you and nearby allies +30% to all Elemental Resistances (from 20%).

The elemental resistance nerf is fine for us, as we get a new resistance slot to fill in our gloves. The recovery rate is abit bad for our leech regen, however it should be fine. Bone barrier phys reduction aswell as the shield itself is still very strong.

The Baron nerf
The Baron: Now grants 10 to 20% increased minion maximum Life (from 20%), +1 to maximum number of Raised Zombies per 500 Strength (from 300) and with at least 1000 Strength, 1.5 to 2% of Damage dealt by your Raised Zombies is leeched to you as Life (from 2%). Using a Divine Orb will update existing versions of this item to these new values.

This seems like a super big nerf, however it isn't really. The reasoning behind this is that we actually started having so many zombies, that they bodyblocked eachother on bosses (meaning no dps). Furthermore with the changes to the build in 3.10 where we use i.e. flesh offering and brutality we actually gain DPS, even with 2 lost zombies on the baron aswell as on the gem.

Raise zombie nerf
The number of maximum raised zombies you can have at gem level 20 is now 6 (from 7).

As described above, this is in theory a nerf, however i don't think it'll be felt very much.

Feeding frenzy nerf
Now gives minions from supported skills 25% chance to grant Feeding Frenzy to you on hit at gem level 1, up to 44% at gem level 20 (previously 25% at all gem levels).
No longer causes minions from supported skills to deal more damage while you have Feeding Frenzy.

This is just fine, this basically means that this is now seen as either an AI change or a buff granted by a buffer minion. We get the buff for our zombies more frequent, and the carrion golem does less damage from nothing, so we don't really care.

Pre 3.10 CHANGES

17 January Added awakener 8 Sirus kill

15 January - Added deeper explanation of what Pastebins does and how to use them in Path of building - Aswell as cleared up a section in the weapon crafting guide!

14 January - Updated the weapon crafting guide, as it was causing confusion.

9 January - Updated pastebin with the following:

Moved auras to a pair of +1 socketed gems shapers touch, Added Hunter influenced boots for more life, strength, movement speed aswell as an open suffix.
Made the lethal pride & watchers eye placeholder gems more understandable!

7 January - 3.9 Cortex & 130+ Quant minotaur Videos added!

Cortex kill -> https://www.youtube.com/watch?v=cnw3p3TtYTQ&feature=youtu.be

Minotaur kill -> https://www.youtube.com/watch?v=6X09kSnxi9s&feature=youtu.be

You can no longer roll Chance to Maim and Maim Support modifiers on two-handed shaper maces.

This is a flat 30% dps decrease, which sucks super hard. However i do feel like they'll be added to the new exalted orbs, so we'll just have to farm some more for the same amount of power here. (The shaper mace were too strong anyway for the cost).

Mindless Aggression now grants your minions 10% increased Movement Speed (from 30%).
Commander of Darkness now grants the increased Attack and Cast Speed aura as a single combined aura rather than a separate aura for each other aura skill you had. This matters for effects that care how many buffs you have, such as Mantra of Flames.

The nerf to mindless agression movement speed hits us below the belt i feel like. This is not really needed, however it does suck for us. This could be negated by the meatshield support gem (check the feeding frenzy nerf part later on).
Commander of darkness doesn't affect us at all.

The Zombie Slam ability now has a 6 second cooldown (from 4) and has a base radius of 17 units (from 28). Now increases Zombie Slam Area of Effect as the gem levels, up to 76% at gem level 20.

The zombieslam CD nerf is definitely not good for our clear, aswell as a minor dps decrease. It also makes permaslamming zombies with awakened multistrike not being a possibility. However we are able to negate the reduction in Zombieslam area(possibly even getting bigger, depending on the math), due to the fact that we level the skill gem to 30.

The slam is now slower and has 30% less base damage effectiveness at gem level 1, rising to the previous damage effectiveness around gem level 17. Note that these changes are not visible on the skill gem.

This means that our zombies will be less relevant as a damage source early on in leveling, meaning that we will rely more heavily on skellies throughout leveling. (Always prefer higher skelly link to zombie until level 17). However since it isn't showed on the gem i do believe that it will not be affected by skill levels beyond 17, so it cannot be turned into a buff.

Base Zombie damage has been reduced by approximately 25% at all gem levels.
No longer grants Zombies more life as the gem levels (but the Zombies themselves do gain base life with each gem level, like other minions).

The 25% less basedamage is a flat nerf of 25%, we can't really negate this, but in my opinion this is just fine, as zombies were stupidly strong.

The Feeding Frenzy buff now grants 10% increased attack, cast, and movement speed to your minions (from 15%).
Minions from supported skills now deal 5% more damage while you have the Feeding Frenzy buff at gem level 1 (from 15%), up to 15% at gem level 20 (from 24%).

The nerf to feeding frenzy actually might make me want to change from feeding frenzy into meatshield support. The argument for this is that we get 33% movement, 32% more damage for the minion supported by it when monsters are nearby, aswell 27% less damage taken. Since we cyclone through packs it actually means that our zombies will be agressive to nearby enemies. However you do need to actually move around in encounters like blight (oh no, we have to play the game D: ). Furthermore we have 20% chance for minions to taunt on hit, which is nice.

Another possibility is also to just drop feeding frenzy from the zombielinks and using straight up minion damage / melee physical, depending on the links.

So my overall opinion on feeding frenzy at this point is, it can be used for clear/skellies, however i feel like meatshield has more to offer for our zombies when cycloning at this point, although you need a more active playstyle to make it work in things like blight.

the feeding frenzy buff consisting of 10% Attack speed/cast speed aswell as movement speed could be useful, however i don't feel like our endgame setup has enough to sockets to support it. (Screams in 4.0).

Supported skills now deal 25% more damage at gem level 1 (from 30%), up to 49% at gem level 20 (no change from previously).
Now gains 1% increased damage from minions from supported skills per 2% quality (previously gained 1.5% per 2% quality).

This is basically just a minor 5% increased nerf, due to the quality nerf, however the different leveling scaling makes melee physical damage more viable for leveling, but the endgame result will be the same.

Fortify is now multiplicative with other sources of damage reduction.

This is a minor nerft to our defences, however since we have very high physical mitigation that part should be fine at the very least. However we will take slightly more elemental damage, however our CwC spirit offering should be able to handle this aswell. However Rotting legion started being abit more attractive due to the less elemental damage taken.

Now grants supported skills -30% to Total Physical damage Reduction against Impale Hits at all gem levels.

I assume this is a new form of improving impale damage, although we have little insight into the actual mechanics of this. I will return later when we have more knowledge, however it may be that impale isn't as strong for minions as it used to be.

The default Shock magnitude for effects that apply Shock without damage (such as Skitterbots) is now 15% (from 20%).

This nerf might actually make me want to go with Flesh and stone, dropping champion of cause in investing into either more life or minion damage. Since maim is gone from our weapon this could be very interesting and i will explore this futher into 3.9. Also Flesh and stone can be linked to maim, so both effect can occur, and might even end up in a dps increase?

Awakened multistrike

This support gem is VERY strong for zombies, as adds a higher more multiplier on our damage
New: 90% -> 120% -> 140% -> 160%
Old: 90% -> 120% -> 140%
Multiply your zombie dps by 1,72 rather than 1,58!
Math: https://pastebin.com/wXbNz1rG

Awakened minion damage

New: 20% increased minion damage & 54% more minion damage
Old: 15% increased minion damage (10% in 3.9) 49% more minion damage

10% increased minion damage & 5% more mionion damage. This is decent, however this won't make us instaphase anything.

Awakened melee physical damage

New: 10% chance to intimidate enemies for 4 seconds on hit & 54% more melee physical damage
Old: 49% more melee physical damage

This one is absolutely bunkers for us, as we have no reliable way of inflicting intimidate on enemies, and having a reliable way of inflicting this adds 10% more damage to our build flatout. Furthermore we get 5% more melee physical damage aswell, so this one is a MUST.

Awakened Brutality

New: Enemies have -10% to total physical damage reduction aganist your hits & 64 more physical damage
Old: 59% more physical damage

This is a very interesting skillgem, as the -10% physical damage reduction is super strong, actually stronger than the added physical as extra chaos damage from a spirit offering. This means that it actually becomes better to run this even with spirit offering CWC setup.

Awakened added chaos damage

New: +1 to level of supported active skill gems & 234-352 added chaos damage
Old: 170-255 added chaos damage

Just wanted to add this to the list, as this may be very interesting to use with chaos convertion shenanigans.

All in all, with the added powercreep in 3,9 we may be able to push back to 30m+ old shaper dps, which would be nice.


We are able to run all offerings which is super strong, even at 50% effect.

No elder belt attribute stacking ~250+ Strength lost.
We don't really have the sockets to procc all the offerings, as the CWC goes Desecrate -> offering -> offering -> offering -> desecrate.
We'd have to drop Fortify & infused channeling.

All in all, i wouldn't go for it, as it simply makes us give up sooo much to acquire so little.

Last edited by Qlidascope on Sep 15, 2020, 2:47:11 AM
Hey, is it viable for league starting build?
Uste4 wrote:
Hey, is it viable for league starting build?

It is league starter viable, although i would recommend you to check out the uniques i listed as good league starting items. I myself will be making it for 3.8 :)
I've been looking at various ways to build around skeletons, and your build is better than what I was able to come up with on my own. What is the new item: +50 strength, +20% strength. I haven't seen anything about jewels at all. Also, is there a specific reason Zombies don't have Brutality?
The new item jewel is just a placeholder for the Lethal pride i am using. You can see the specific information on it in the "my gear" spoiler ^^

Regarding Brutality no. Not sure why i didn't swap it for melee physical damage, as it is flatout 30k more dps. I updated it in the guide aswell. Thank you for pointing it out! :D
Last edited by Qlidascope on Aug 25, 2019, 10:40:53 PM
Qlidascope wrote:

Buff for multistrike, 15% increased multiplier up from Old: 70% + 105% + 140% = 315%

Why 15? it was 30 less damage, 44% more attack speed, 1,5 damage multiplier at avarage, so 0,7*1,44*1,5=1,512 multiplier.
And new one is 10 less, 44% more attack speed , 1,22 avarage damage multiplier, so it is 0,9*1,44*1,22=1,5811 multiplier

1,5811/1,512=1,0457 overall damage multiplier from multistrike
so it is 4,57% more damage
Last edited by Uoykai on Aug 25, 2019, 11:12:41 PM
Can anyone give me any suggestions about how can i craft ~ same mace with my own in new league?
Uoykai wrote:
Qlidascope wrote:

Buff for multistrike, 15% increased multiplier up from Old: 70% + 105% + 140% = 315%

Why 15? it was 30 less damage, 44% more attack speed, 1,5 damage multiplier at avarage, so 0,7*1,44*1,5=1,512 multiplier.
And new one is 10 less, 44% more attack speed , 1,22 avarage damage multiplier, so it is 0,9*1,44*1,22=1,5811 multiplier

1,5811/1,512=1,0457 overall damage multiplier from multistrike
so it is 4,57% more damage

Your math seems to be good. I was just quickly adding up the actual flat buffs (30%, 5%, - 10%)/3 = 15. :D

Using your math it gives a ~ 38k dps increase per zombie. Calculating the full dps buff for zombies it gives us a dps increase of ~4.6%, which is nice for a mere support gem numerical buff :)
Last edited by Qlidascope on Aug 26, 2019, 5:22:09 AM
Uste4 wrote:
Can anyone give me any suggestions about how can i craft ~ same mace with my own in new league?

Well it depends on the currency prices of 3.8, as there is a few methods. You can either

Roll level 20 maim with alteration orbs -> block attack mods -> Slam for +1 socketed gems -> craft quality to 6L -> multimod.

You can also Alteration spam for both +1 gems and level 20 maim on a blue base. Then imprint it -> regal -> annul the regal if it is a bad mod. (if you regal flat str its really good).

The craft is quite expensive, as the mods are rare. Earlier in the league getting a staff with +1 skill gems and multimods is a great alternative and much easier to hit.

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