[3.16] Cold Carrion Golem & Spectre Summoner | Build guides for all budgets |

Greetings Exiles!

This is the third league in a row that I have been trying to perfect my own summoner archetype and I've finally reached the point where I feel confident enough to create a build guide. This build has been through alot of trial and error through different Ascendancies, different jewel setups, changing skill gems and altering curse setups. The final product is a build that has close to unlimited damage potential which absolutely destroys any content in the game in an instant. This build guide will help us understand many indepth summoner mechanics and functions as a walkthrough taking us straight from level 1 in The Twilight Strand to onetapping the hardest content in the game with a mirror tier build.

Awakened9 Sirus

IMPORTANT: Read this below in preperation of 3.16. Most of the build guide is outdated right now and will need a massive overhaul.

During 3.16, Scourge League, GGG decided to throw us a massive curveball and completely revamp the entire metagame with a massive skilltree rework aswell as introducing sweeping balance changes. I've had to completely redesign my buildguide to keep this summoner build playable for the next league start. In particular, we're combating the Syndicate Operative nerf by adding Phantasms to the build. This actually looks like it's stronger than the 3.15 version for both clearing and single target so I'm excited for you guys to try it out.

Below you can find 5 PoBs I've constructed for the coming league start. This includes 1 leveling PoB, 2 low budget options (Revamped and Tanky), a medium budget build aswell as a more intermediate budget version. When viewing the PoBs, keep in mind that the dps numbers are inflated as in the configurations to simulate our dps while mapping. This is predominantly because this is a mapping focused build. I do this with all my builds. To see the true single target dps against bosses, change the target to Sirus and turn of "on kill" proccs.

Also, make sure to read the "notes" in the Path of Building files within the guide. Alot of information can be found there. For example, which order to pick noteables in the skill tree while leveling et.c.

Enjoy the PoBs and hope you'll have a great leaguestart!

0. Scourge League build update and PoBs:

[3.16] Build update:

I've now finished theory crafting most of my PoBs for the upcoming league start. Since GGG really threw us a curveball this league we really had to redesign everything and think outside the box to make everything work.

The majority of the community is now moving away from the Syndicate Operative Spectres after the massive shotgun nerf to their projectile behaviour. For this build however, Syndicate Operatives will remain the strongest spectre option. Their damage alone will be around 60% of other spectre options I considered (Hyrri's Watch & Redemption Sentries). However these spectres serve a different purpose for this build compared to the more dps oriented ones.

Reason #1 - Clearspeed:

The clearspeed of Syndicate Operatives are simple unparallelled. The range of their projectiles, the speed at which they spam them across the entire screen and the inherrent pierce to to the projectile simply make them unrivaled.
As mentioned before, their weakness will be pure single target dps compared to other spectres because the numbers simply aren't there.

Reason #2:

Their attack speed is the primary reason why we're using these continuing using these spectres. One of the key changes I'm making to the build this league is adding Phantasms linked to the spectres. I've accustomed the other 4 support gems in the 6-link to make sure all support gems now buff both the Spectres aswell as the Phantasm. Since the Phantasms projectile attack counts as a spell we've unfortunately been forced to drop Vicious Bite and Elemental Damage with attacks support but I've found good replacements for them.

The problem with other spectres is that their attack speed is too slow which makes having a constant army of 11 phantasms up for though single target bosses very hard. Operatives however, fire their attacks very rapidly and they fire 3 projectiles at at time. Summon Phantasm only having a 10% procc chance was a big problem for spectres like Hyrr's Watch, but works absolutely perfectly with Syndicate Operatives. In reality, we might only need 2 SOs to keep phantasms up for single target so might end up trying out a hybrid spectre build running 2 Operatives and 2 Hyrr's Watch.

Lowbudget footage for league start:
I've done alot of testing with a low budget build mainly running items worth a couple of chaos. Here's a video where I run the build versus Chimera and Enslaver Guardians. Both guardian maps are run with Guardians aid for double guardians and while witnessed by Maven:


In these videos I'm running a 6-linked Lionseye's Vision because I wanted to test the Phantasm setup with Hyrr's watch for the free level 15 pierce giving us a 7-link and to help with clearing. It worked well but their attack speed made me decide to give SOs a try again and it was just superior for bosses.

I'm only using a Lionseye here because I've got no Skin of the Loyal with the correct color for the the supports. A skin of the Loyal is actually better for as it gives us level 25 spectres on a budget for a fourth spectre. I'm only running 3 in this video. Skin of the Loyals are extremely common and we can be pretty flexible with the color of our sockets so will often be able to find really cheap options for this build. Links aren't set in stone, there's many different supports to go for.

I'm also running a very cheap cluster setup in this version. The only thing you really want is Renewal, amount of points don't matter on a budget. For medium Clusters I'm running Blessed Rebirth and Life From Death which are needed to keep Phantasms alive.

These are the current iterations I've come up with:

Leveling Build:

This league I've moved away from running the classical pure phys version we used to run in the past. That build ran Carrion Golems together with Syndicate Operatives once they became available. The problem with that version was that we never knew when Syndicate Operatives would become available to the community since they're lategame spectres.

I've revamped the leveling PoB and we're moving away from running pure Phys scaling damage through pride and impale. Instead, we're running a Hatred version with skitterbots scaling elemental damage. Even without Triad Grips, this version simply scales better than the pure phys version. I was able to increase the dps by over 60% through this redesign which really shows the power of Hatred as an aura.

The best thing about running Elemental damage and Hatred is that it instead opens up for us to use non phys spectres. This leveling experience utilizes Artless Assassin spectres which are incredibly strong early game spectres. They are acquired from Heist and can be found in Smugglers Den Heist contracts.

Once you get Heist available to you sometime during the acts, use a rogue marker and go to the Rogue Port. While there you can find a vendor selling Heist Contracts. Simply get a Smugglers Den contract and get your spectre. These contracts also reset every level so if you don't find the one you need you might get one on the next level.

With this version you STILL want to get Syndicate Operatives as fast as possible as they're a centerpiece of the build. You just use Artless Assassin's as substitute until then.

The leveling PoB uses leveling gear consisting of a tabula, other 1 chaos uniques and cheap rares with high life and low resistances.

If you're unsure whether this is a strong league starter I tried the leveling one day before league start.
After killing Kitava the leveling build with Artless Assassins and a Tabula Rasa was able to clear Red T14+ maps on Awakened level 9.
This was done at level 63 on a fresh character straight out of the campaign:

Sorry for the awful frames when recodring. Need to find a different recorder.

Leveling PoB: https://pastebin.com/EssTWv6g


Low Budget PoBs:
I've gone ahead and created 2 different low budget PoBs. Both of these PoBs are higher budget in the past.

The biggest change is that I've included Primordial Jewels very early this time. It's a gamble banking on minions not being meta this league. Last league Primordial Mights cost 50 chaos during league start compared to the past where I used to buy them for 300 chaos. Golem jewels might be 200+ chaos again this league, we just don't know yet. If they're expensive, then simply skip them and get them later.

The two different builds I've made is the classic cold conversion summoner, though this time supported with Phantasm for additional clear and single target to help carry us after the Syndicate Operative nerf. The second PoB is a tanky low budget version. I've sacrificed alot of dps in this version to get 77/63 attack and spell block without Glancing Blows, 37k Armour and 6k health.
The dps is also more than enough to clear T16 red maps. This version should be an absolute unit.
If you don't mind having lower dps and clearing things slower but want to be extremely tanky early on, then go for this version.

This is my new creation and what I will be running this league. If it doesn't work, all it requires is some gem swaps in the body armour and I'm back to the classic low budget build without Phantasms. I don't think the PoB numbers will lie though and after extensive testing I'm sure it will perform well.

Syndicate Operatives are used to keep Phantasms up for bosses all the time though so make sure to get these spectres as fast as you can.

Low Budget (Phantasm): https://pastebin.com/fgd2Vzsa


This is the tanky version of the previous build. It's basically the same but sacrifices dps and mobility for defenses.
This unit runs a max block build without Glancing Blows with 34k Armour. This should make us completely unkillable versus physical damage. The build also works at picking all life nodes together with Elemental Aegis on a Magna Eclipsis Shield to prevent damage spikes from Elemental damage.

This version runs Hatred, Determination and unlinked Skitterbots. It doesn't run necro Aegus either while putting a lower emphasis on picking damage nodes.
If the league turns out to be extremely rippy and going more classcannony as we've traditionally done in the past, this might be the clear approach forward.

Low Budget (Tanky): https://pastebin.com/P50c4ZpZ


Medium Budget:
This is the new version of a medium budget build.
I'm unsure how the price of this build will be in Scourge League. Hopefully it will be really strong but no one knows until we get to try it out.
My guess is that the build will be stronger than during Expedition, but as with the lower budget builds, I simply don't know whether Hyrri's Watch + Phantasm can outcarry the old Syndicate Operatives.

Not much to say, keep in mind that this build is pretty experimental at this stage. We're running new spectres and new links and adding a third dps minion into the build. It might prove to be extremely powerful, or we will die to anything that looks our way. We don't know if the new league mechanic is overtuned or not.

Medium budget: https://pastebin.com/rrZUt3Uy


Intermediate Budget:

This is the intermediate to higher end version of the build I will be working towards. It's not really minmaxed just yet but will use several high ticket items.

My goal with this version is to stack both Determination with Vaal Grace while running a Skin of the Lords chest for the 100% increased global defense modifier. This along with the newly buffed flasks hopefully, will let us trivialize most content in the game. The dps should be respectable aswell.

Intermediate Budget: https://pastebin.com/KQTC2tLU


High Budget:

No one knows how the high budget will look yet. This version will be using new scourge corrupted items and hopefully combining them with other mirror tier items. Hopefully, this will be a project under construction.

IMPRTANT: For 3.16 Scourge league information, read the spoiler ABOVE

Table of Content:

I. Introduction
II. Pros and Cons
III. Gameplay Footage and my PoB
IV. General Build Mechanics

For the Experienced Players:
V. Skill Point Allocations and other
VI. Skill Gems and Support Links
VII. Gearing and item acquisition
VIII. Jewel sockets and Clusters
IX. Flask Setup
X. Animate Guardian Guide and setup

For the Newer Players:
XI. Medium budget approach and intermediate mapping
XII. Low budget approach and early mapping build
XIII. From lvl 1 to Maps - Complete walkthrough
XIV. General mapping guide
XV. Currency farming strategies

XVI. Additional Information

I. Introduction

The premise of this build revolves around maximizing clearspeed and dps. We utilize a high movementspeed, a completely automated low interaction playstyle with maximum throughput. You basically press the same button combination of Flasks and Phaserun every 4 seconds while clearing everything. It's literally the Blade vortex build version of summoners and the fastest minion build I've ever played, both in terms of mapclear and bossing. The basics of the build is based around Ghazzy's pure spectre build and how to scale minions through converting pure physical damage to cold with the use of Triad grip gloves.

This build:
Outdated info, will need to rewrite


II. Pros and Cons


- Very strong league starter and great on a low budget.
- Incredibly fast mapper and bossfarmer.
- Clears all the content in the game besides deep delving, which only very few specialized builds are able to do.
- Solid bosser due to very high dps.
- Very flexible build. Easy to increase defenses if you want more.
- Easy to play. Only press mobility abilities and keep flasks up.
- Entirely automated build. Curses, Offerings and Debuffs are applied entirely through triggers. You don't have to cast a single ability. Just watch your positining.
- Easy debuff applier, all your ailments, curses and debuffs are applied around you as an aura thorugh blade vortex. Just run through everything to apply key debuffs.
- Heavy reliance on movespeed which makes dodging abilities and clearing smooth and easy.

- Endless scaling, you're never done with the build.


- Prone to oneshot abilities if flasks are down.
- Can be pricey during league start due to the price of primordial Jewels early on. The prices of these jewels taper off though.
- Alot of intermediate scaling is gated behind large clusterjewels.
- This build has alot of chase items once you've finished the medium budget version like 8-link helmets, +2 trigger wands and +1 spectre chests. One of these items alone costs more than an entire medium version budget.
- Very hard to minmax, especially hitting the 160 Dex requirement and all resistances while keeping your EHP and damage modifiers high enough. It's a very finetuned build.
- Sometimes Zombies flop when running the hardest content in the game which can be annoying.
- You want a headhunter for the endgame. It's not a requirement though.

Keep in mind also, that HH is almost entirely useless for bosses and just acts as a stat stick. DPS is so high that it doesn't really matter thoguh.

- Endless scaling, you're never done with the build.


III. Videos and all PoBs

Mirror Tier Budget Videos:

Drox, Al Hezmin, Veritania, Baran and Sirus:

My build against all 4 conquerors and Sirus on awakening level 9. Really shows how disgusting the single target damage is when all minions focus the same target.

UAtziri, Elder, Chayula, Shaper, Cortex and The Feared Invitation:

Bosskilling compilation of all Maven witnesses required for doing the Feared ending with doing the invitation itself.

116% quantity The Feared Invitation:

T16 100% Delirius Burial Chamber:

Showcasing 100% delirius Fractured map farming as this build. This is done with max juice beyond watchstones and Elevated Sextants(Byeond8, Nemesis4, Breach3 and Hunted Traitors). Unfortunately my PC is very old and the performance during these maps are very bad so I got alot of framerate issues. Doesn't stop me from clearing the map fast though.

T15 Legion Farming:

Just showcasing T15 Legion Farming. This was one of my primary methods for farming currency at a rate of ~8-10 ex/hour earlier in the league. Wanted to show this because pure Golem builds are incapable of breaking legions and farming them.

Sirus Awakened level 9 Kill:

5-way Legion Farming

All 4 Shaper Guardian Maps:


Showing a realistic clip of how the gameplay looks chaining all 4 Shaper Guardian maps after one another.

The Formed:


Insta deleting 80% quantity The Formed Shaper guardians.

Monsterjuiced 100% Delirius Canyon:

Hardest maps you can do in ritual, mainly because of the performance issues. This is 100% canyon with BiS quad Elevated sextanted watchstones running maximum mob density Scarabs and prophecies with Alva.
Disclaimer: Almost unwatchable due to the lagg. A good PC would run this map much smoother.

Medium budget Videos:

Phoenix and Chimera:

Just a quick video showing how this build plays alched Shaper guardian maps and bosses. More than viable on a lower budget.

T16 Juiced Red Map:

Just a normal juiced T16 maps running 4 scarabs, sextants and a corrupted Caldera.

Legion and Canyon Farming:

Targeting Legions in Dunes and Harbingers in Valdos Rest was two of the best medium investment farming strategies during Ritual league. This video shows how the build runs both of these maps with additional juice added through scarabs, sextants and zana mods.

Low budget Videos:

Low budget version vs Conquerors, Shaper and Elder:

A compilation of the low budget version of the build killing Baran, Veratinia, Elder and The Shaper.

Low budget version vs A9 Sirus:

Showcasing how an awakening level 9 Sirus fight looks running my build. In reality, you will never get to Sirus A9 with this bad gear.

Low budget version vs Phoenix and Constrictor:

Running the 1 ex budget version versus an alched Forge of the Phoenix and a juiced Atoll map occupied by an Elder Guardian.

Disclaimer Keep in mind that this budget version of the build is running 20/20 in all relevant skill and support gems for the Spectre and Carrion Golem links. These videos also show the Elementalist ascendency of the budget version.

Also, in the videos I'm using a Cold Iron Point dagger. This is wrong, when I did the videos I didn't know that the dagger prevents you from doing elemental damage with unables us to procc Elemental Equilibirum. (I've never bought a CIP before) You want to use a Clayshaper for all versions of the low budget build as it would have provided a 1.2 million dps increase to all of my videos.

Ultimatum Videos:

All Path of Buildings:

[3.13] My minmaxed PoB:
- Ritual Mirrorbudget:https://pastebin.com/tv827FZk

[3.15] Complete buildguide PoB, leveling to high budget:
- Full PoB: https://pastebin.com/ewTsjg4Q

[3.15] How to read the PoB:
This comprehensive PoB contain presets for all budgets and all facets of the game. In it I've included:

- 13 Skill trees (1 for each act and each budget)
- Skill Gem and Links for all budget and throughout all acts
- Gearsets for all budgets
- Notes for all budgets and each act

It might be tricky to follow and use the PoB, here I'll show you how to use it properly. The way to use it involves combining the correct presets with eachother. As an example, if you want to see how to follow the High budget version of the guide you're supposed to combine:

- High budget Skill Tree
- High budget Gear Sets
- Display High budget skills

This is how you do it:

1. Pick the correct skill tree:

2. Pick the correct Gear Set:

3. Pick the correct Skillset:

The same applies for all other budgets. All medium budget segments go together, same for all low budget segments.

[3.15] Partial PoBs that constitute the complete buildeguide:

[3.15] Medium budget PoBs:
- 2 Full Clusters: https://pastebin.com/7QDUJexq
- 1 Full Cluster:https://pastebin.com/fnRmuUn7
- Only Medium Clusters: https://pastebin.com/k1YKsX8f
- No Clusters: https://pastebin.com/Qj6gP4wu

[3.15] Low budget PoBs:
- Necromancer: https://pastebin.com/VTn7RDiL

[3.15] Starting PoB:
- Necromancer: https://pastebin.com/tN9i8GM0

If you don't have Path of Building community fork on your computer, download it here: https://pathofbuilding.community/

Beginner instructions to PoB:


IV. General Build Mechanics

Offensive capabilities, mechanics and scaling:

Single Target:
Primary scaling of the build is done with the Summon Carrion Golem skill gem. This is where the majority of our single target damage comes from. The #1 priority item that allows for this build to even function is the classic Ghazzy spectre helmet that allows us to 8 link the golems on a medium ticket budget. With higher budgets the helm even allows us to 9 or even 10 link the golems. However, we can still run less powerful helms for lower the budget approaches.

AoE Clearing:
Changed for 3.16

Other Minions:

Scaling Mechanics:
As mentioned earlier, the mandatory scaling is predominantly done through scaling Cold damage through the Hatred Aura skill gem combined with Triad Grips gloves. By combining these two items we effectively allow our minions to doubledip their damage by focusing on physical damage that. The physical damage is then converted into cold damage and which is further amplified by the Hatred Aura. Majority of the actual damage is scaled by introdcuing Hatred Aura effect into the build.

These gloves combined with the Bonechill support provided by Skitterbots, cluster jewels and several debuffs applied is what allows us to reach such outrageous DPS. In short, we scale the build with Cold Conversion predominantly and minion crit multipliers subsequently. Due to how powerful Power charge scaling for minions is I've been able to reach 84% crit chance on my Carrion Golems and 52% on the spectres. The build also manages to scrap together 150% more critical strike multiplier(30% base, 40% from Precise Commander, 30% from Vengeful Commander and 50% from Kingmaker).

Power Charge and Frenzy Charge generation:
Frenzy and Power charges are a key component to how we scale the damage of the build. I cannot stress the importance of charges enough for minion builds since minions get a 200% increase effect of Charges. That's why we always want to have charges up on our minions.

Standard pure golem builds usually use support spectres like Host Chieftain and Carnage Chieftains which provide an AoE charge buff to everyone around them every 8 sec while in combat (6 sec cooldown on the spell, 2 sec cast time). This is a pretty consistent source of consistently allowing 1-3 charges always be up on your minions while in combat.
Since we don't have room to run support spectres we instead use the Noteable Keystone Necromantic Aegis which allows for all our minions to benefit from our shield instead of us. This allows us to provide Power and Frenzy charges for our minions consistently at the cost of defenses.

Blade Vortex:
I jokingly called this a Blade Vortex build earlier and I wasn't lying entirely. This build utilizes Blade Vortex as our primary means to spread and apply debuffs on monsters in a completely automated fashion.
This is done by equipping a BV skillgem in our wand allowing it to automatically trigger whenever we cast another spell. The mechanics are simple:

When we cast Phase Run or Dash it will automatically trigger Blade Vortex putting it on a 3 second cooldown. Fortunately, Blade Vortex has a 5 second duration which allows us to permenantly have BV up around us. This causes BV to behave as a pseudo mini aura which applies everything we modify it with like Curses and Elemental Equilibrium. Having BV acting this way is a MASSIVE quality of life and damage amplifier to the build. This is what allows the playstyle to essentially just be a build that pianos flasks while running through monsters to apply debuffs.
The high budget and medium budget version of the build uses different links to BV due to access to "curse on hit" modifiers on gloves and rings later on. But the use of BV always remain a key component to the build due to the QOL it provides.

This is a Curse reliant build and we scale the build through the use of negative resistance applications done to our enemies. This is done through the use of 2 curses predominantly: Frostbite and Elemental Weakness.
In the beginning we can only afford 1 curse for the build, later on we start using 2 curses once we get access to a second one.
Alternate versions for even higher DPS may even utilize a third curse with the use of Shaper rings providing Assassin's Mark for obscene single target damage. All curses are applied automatically to monsters close to you through blade vortex.

Defensive capabilities:

Where this build really shines is in the dps department. This is done by running two 6-linked minions at the sametime and by granting Power & Frenzy Charges for them by sacrificing defensive propertoes of our Shield. This undoubly leads to some pretty drastic sacrifices in defenses, but we counteract this by adding Dodge, Evasion and Block, meaning we're literally stacking defensive layers ontop of eachother.

Primary Defenses:
Your primary source of defense basically is your life Pool and your maximum resistances. We always try to aim for ~4.5k health. The more you can get the better. I've personally found that 4.5k usually is enough to take one big hit and run away to regenerate it again. If you want to run more health in the build you got access to alot more lifenodes which sacrifices damage as you lose additional jewel sockets.

Resistances must always be capped at 75%, especially all three elemental resistances. Chaos resistance can be capped as an afterthought. It's nice to get but not as essential. I always cap out Chaos resistance later on in the league through items like rings/boots. Think of Chaos resistance as a luxury.

Avoidance Mechanics:

To drastically increase our survivability we implement several layers of defense through the use of stacking multipile avoidance mechanics ontop of eachothers. This includes Evasion, Dodge and Block mechanics. Alot of this survivability is centered around the Skin of the Lords chestpiece.

We're using 2 sources of Evasion to help aid us against Physical hits. This includes a Jade Flask for 1500 additional Evasion and the Vaal Grace Aura. Stacking these together and adding the 100% global defense modifier from Skin of the Lords allows us to get 50% Evasion for a very low investment.

Running this setup we work towards getting both Spell and Attack dodge block cap. This is done by stacking several sources of dodge to our build.
Phase Acrobatics provide us with 30% spell dodge. Vaal Grace provides us with 35% attack and spell dodge. Quartz Flask provides us with 6% spell and attack dodge. A double Grace Watchers Eye provide us with 10% attack dodge.

This adds to a total of 71% spell dodge and 51% attack dodge.

Obtaining all this dodge is possible by running an Auls Uprising which allows us to stack 3 Auras in total to fit Vaal Grace:

To stack up on as much block as possible in the build we utilize Glancing Blows. This allows us to hit Block Caps ontop of other avoidance mechanics. Even if the block only reduces the damage by 30% instead of the full 100%, this is more than worth it as it gives makes sure that all hits that get past our Dodge and Evasion mechanics also are mitigated. This block is obtained from running a Rumi's Concoction and getting additional Block from our tree.
If you really want to cap out on block, make sure to run Bone Offering together with Mistress of Sacrifice which makes the build hit 75% spell and attack dodge.

Additional Defenses:
Our Animate Guardian provides us with Fortify which grants us an additional 20% damage mitigation. He also uses a Garb of The Ephemeral body armour which grants us Critical strike immunity.

This is one of those builds were Headhunter actually is one of our primary layers of defense. Due to the insane clearspeed we're able to consistently keep up enough Headhunter stacks to completely bypass our defensive weaknesses. When we juice up the map with enough Beyond map modifiers we essentially become immune to damage once the Headhunter stacks reach unreasonable amounts. This belt alone is what allows us to play 100% delirius content like it's normal red maps.
Alot of people like to argue that Headhunter is useless offensively for minion builds aswell which is a completely false statement. Headhunter actually gives a massive dps boost to our minions through the Auras it provides.

For bosses though... it's just a stat stick that provides some attributes and lifepoints.


In patch 3.15 the mobility of all builds were nerfed across the board. This was done in several steps by nerfing mobility gems and removing several sources of movement speed from the game.

Even if mobility is nerfed, we're still trying to maximize it because additional runspeed is one of the most important modifiers allowing us to run more maps per hour. Runspeed is acquired to the build through several sources. This includes a Quicksilver Flask, running a double Grace watchers eye, running a Silver Flask for Onslaught and getting as much movement speed from our boots as possible. Ontop of this, we also stack Phase Run and for higher budgets, a Headhunter. This allows for some ridiculous movement speeds.

In 3.15 Dash and Second Wind was nerfed severely. To counteract this we're running Dash linked with a level 4 Enhance Support aswell. It won't feel as good as before, but simply means we'll have to rely more on Phase Run and actual running rather than spamming Dash. Enhance support has the added benefit of giving us even more movement speed for Phaserun and additional CDR on Dash.

3.14 Footage


V. Skill Point Allocations and Other

Skilltree and Point Allocation:

My 3.13 Ritual skilltree:

I'm using a 83 points for the skilltree and 40 points for the clusters. This is running x2 12-point Large clusters and x4 4-point medium clusters. These are very high budget clusters jewels. We annoint Golem Commander on our amulet.

[3.15] Skilltree with medium budget clusters:

In this skilltree we use 5 points for the large clusterjewels. This is a solution in case the minmaxed 12 pointers become too hard to obtain next league without access to harvest post a 3.13. This version would also obviously annoint Golem Commander.

Most important Skill allocations:

Death Attunement
Pretty self explanitory. This passive point allows us to summon one additional spectre which is mandatory to the build.

Golem Commander
This is also an extremely important passive skill point to get as it allows us to summon one additional Golem. We will be annointing this skill point on our Necks as mentioned earlier.

Necromantic Aegis
This Keystone node allows our minions to equip our shield which provides Power and Frenzy charges to them. It's a massive dps boost and a large portion of our damage. Early on we'll be using Victario's Charity. Later on we'll swap to a high budget crafted minion shield.

Elemental Equilibrium
The mechanics section goes more thorughougly through how this works in detail. In short it reduces enemies Cold Resistance by -50% which is a massive damage multiplier.

Probably the biggest pure dps point we can get in our skilltree. Not gamebreaking, but a decent dps boost.

Indomitable Army
I find this point is necessary to keep your minions alive. Especially the Zombies. Allocating these passives provide some much needed elemental resistances to all your minions aswell as a big boost to their Healthpools. This might not be as needed for nonjuiced content but for Delirius content it's absolutely needed. Without Zombies drop like flies.
It's also a very much wanted defensive boost to your Animate Guardian to help push him close to the 90k health pool without a single link.

Patch 3.15 introduced several nerfs to the whole game. One of these nerfs was increasing the mana multiplier on Bonechill to 140%. This caused our Skitterbots to cost 49% mana instead of 49% mana which disabled the functionality of the build. To solve this solution we run Soveregnity which reduces the mana reservation of all auras allowing us to once again cast and trigger our abilities.

Remaining skill points:
The rest of the tree is basically an attempt to allocate as much lifepoints and Jewel sockets as possible. A massive part of the damage scaling is done through the stacking and combination of Primordial Jewels and Ghastly Eye Jewels. Early on we focus more on the cheaper Primordial Jewels and as we gear up we start equipping more high budget Eye Jewels instead.

Ascendancy, Bandits, Annointments and Pantheon:


#1: Commander of Darkness
This is the first point we allocate because it provides much needed Resistances and damage to the build. Also provides +30% to all elemental resistances to your minions which is mandatory to keep your things alive.

#2: Mindless Aggression
Simple point that provides some nice damage bonuses to the build and some minion life which helps with minion survivability.

#3: Unnatural Strength
This point provides +2 to all minion skill levels which is a massive boost. This means that it provides 2 additional levels to all skills with the "minion" tag. This includes skill gems like Flesh Offering, Minion Damage Support, Convocation et.c.
I can't stress enough how important additional skill level is to minion builds. It's basically a 10% more damage multiplier for each level and also provides alot of additional health to all your minions.

#4: Bone Barrier
This ascendancy points provide some much needed survivability and mitigation to the build. Especially for higher tier content.
This skill point gives us access to Bone Armour which basically is a free Steelskin Guard skill. Bone Armour applies a temporary buff to us for 4 seconds that absorbs 2200 damage which helps us surviving oneshots when we missplay. It also provides increased Health Regeneration and Reduced physical damage taken which is very much needed for the build.
The 20% more life multiplier is also a massive boost to minion health to make sure that they survive the hardest content in the game. I would never run Feared Invitations or 100% delirium content without this ascendancy allocated.
After patch 3.14 however, high tier content seems to be much more scarce so Bone Armour might not be needed anymore. For this reason, running Mistress of Sacrifice might actually be the play.

For lower tier which includes non-delirious maps and less rippy boss encounters I swap Bone Barrier for Mistress of Sacrifice. When you want to speed farm content where the additional survivability is not necessary this simply gives us more movement speed which helps us speedrun certain content faster. An example would be if you're interested in farming Harvests faster et.c.
After patch 3.14 the Trigger Wand was nerfed by doubling its cooldown to 8 seconds. For this reason, Mistress of Sacrifice looks extra valuable because it provides 40% increased duration which will help us with our Blade Vortex uptime.

Nothing special here, we simply kill all 3 bandits to recieve 2 additional skill points. This build craves skill points so we need to get every point possible.


For our Neck we want to annoint Golem Commander (Silver + Golden + Azure Oil)
For rings I believe we have two options.

Option1: 50% range for Scout Towers (Teal + Violet Oil)

Absolutely the best tower early game if you want to print some free currency in blighted maps. If you got both rings annointed with this you can almost run Blighted maps naked just spamming Scout Towers.

Option2: 50% increased range for Temporal Towers (Black + Sepia Oil)
This is my favorite tower for endgame. Believe it or not, when running 100% Delirius maps, the hardest encounters you will face are actually blight encounters. The density is insane and you will spawn incredible amounts of Beyond monsters. This also causes the game performance to be close to useless. Because of this, I prefer to try and get 2-3 temporal shield towers up as they slow down the movement speed of the blighted mobs alot which allows us to cope with the insane amount of mobs spawned.


Generally I always use one primary setup overall. might swap points potentially.

Major Pantheon:
- Soul of Lunaris: I use this 99.9% of the time. This point is the absolute best mapping pantheon as it provides much needed damage reductions and makes us immune to chained projectiles which is a huge dps boost.

- Soul of Solaris: If you want to, you can swap to this one when doing bosses like Sirus. Usually not needed though but can be an option early on in the league.

Minor Pantheons:
- Soul of Garukhan: This provides us with insignificant evasion and +6% movement speed. I usually use this Pantheon 99% of the time.
- Soul of Abberath: Swap to this if there's alot of burning grounds in the map that are annoying to you. Usually not an issue but can be dangerous if you're running -max resistance map mods.
- Soul of Shikkari: Provides some chaos damage mitigation and is generally a good pantheon against poisons. This is a good alternative if you don't care about +6% movement speed. To be completely honest, I haven't used this once the entire league and I don't know which monsters actually attacks us with poison damage besides Al Hezman.
- Soul of Yugul: Very useful pantheon. Combine it with Sibyl Laments Coral Ring and we can run elemental reflect map mods in case we mess up our map rolling or we want to run Uber Atziri.

Last edited by Deadandlivin on Oct 22, 2021, 9:43:03 AM
Last bumped on Oct 23, 2021, 9:56:01 AM

VI. Skillgems and Support Links

Gems and Links

Helmet - Carrion Golems for single target:
Our helmet is our primary dps item reserved for the centerpiece of the build, the Carrion Golems.

My Links:

Summon Carrion Golem - Awakened Melee Physical Damage Support - Awakened Elemental Damage with attacks Support - Awakened Multistrke Damage Support

- Summon Carrion Golem: We use the normal quality gem here. Make sure to get a lvl 21 gem fast.
- Awakened MPDS: One of the biggest multipliers we can get.
- Awakened EDWAS: The biggest multiplier we can find.
- Awakened Multistrike: Expensive but a massive dps boost.

If you're on a budget:
Get a 21/0 Carrion Golem gem and the non awakened versions of the support gems.

Chest - Spectre setup for AoE clear:
This is our secondary damage link containing the syndicate operative spectres. In these links we juice up our spectres with as much dps as possible.

My Links:

Raise Spectre - Awakened Minion Damage - Awakened Elemental Damage with Attacks - Awakened Vicious Projectiles - Awakened GMP - Divergent Hypothermia

- Raise Spectre: We use a normal Raise spectre gem here. Huge priority to get level 21 on this gem.
- Awakened GMP: There's alot of debate regarding which multipile projectile support is the best, I'll cut it short and say it's Awakened GMP which provides 5 additional projectiles.
- Awakened Vicious Projectile: The biggest damage multipliers we can get for our spectres, 65% more damage.
- Awakened EDWT: One of the biggest damage multipliers, 60% more damage.
- Awakened Minion Damage: One of the biggest damage multipliers, 55% more damage.
- Divergent Hypothermia: The last support gem that we can use providing us with a big damage multiplier. This gem effectively gives 40% more cold damage to the build, which is alot less than the other awakened gems but by far the most consistent gem we can get. It also provides -4% cold resistance against Frozen targets which basically is a 4% damage buff for the entire build. (Rememeber to box in that enemies are frozen on PoB to see the dps increase from the quality)

If you're on a budget, get 21/0 Raise spectre and simply 20/20 of the non awakened versions of the gem.

Alternative support gems:

Anomalous Feeding Frenzy:
Some people prefer to use feeding frenzy for their spectres. I personally don't see why it's needed but it does feel pretty good. If you want to use feeding frenzy, swap out Hypothermia. We want Anomalous because it gives our spectres 1% life Leech.

Awakened Fork:
I've experimented some with Awakened Fork for better clear. When I run it I swap out Hypothermia. It's hard to say whether the clear is better or not, everything is oneshot eitherway. Causes your spectres projectiles to fork 2 additional times when they hit a target meaning the split twice. Adds alot of additional projectiles to if you want to run it.

Awakened Chain:
Same thing as with Fork. Hard to say how the effect is because we can't see the actual projectiles chaining. But the gem causes your spectre projectiles to chain 3 times which adds alot of clear speed. I actually did some experiment running GMP + Fork + Chain with the build. Basically oneshot Legions when you click on the monolith. You lose alot of pure damage running that setup though.

Weapon - Trigger setup:
The wand contains our primary method for spreading curses and other debuffs. A key component for this build to work is through the use of a crafted trigger wand which allows for all socketed skill gems to be casted automatically when we use Dash or Phase Run.

My Links:

Vaal Bladevortex - Divergent Flesh Offering - Increased Duration Support

- Vaal Bladevortex: We use the normal BV because it gives additional Area of effect to the skill. 20/23 gem is enough because the skill recieves +1 from a proper trigger wand which adds +1 additional weapon range compared to a basic level 20 BV. Vaal BV is not necessary but it's a really good way of applying curses on range against dangerous bosses/packs. Sometimes, simply running headfirst into a boss or a pack to apply your debuffs is extremely dangerous. Vaal BV gives us the option to summon a massive BV that moves on its own towards your enemies applying all debuffs.
- Divergent Flesh Offering: Divergent Provides us with additional attack speed compared to the standard one. Just the superior choice.
- Increased Duration Support: In patch 3.14 trigger was nerfed to a 8 second cooldown and BV duration was reduced down to 4 seconds. For those reason we choose to run Increased Duration now instead to ensure we can still have a 100% uptime on Blade Vortex. Frost Bomb, which we used previously was nerfed down to 15% exposure from 25% so the DPS loss is minor. We'll still be running Frost Bomb for bosses though, but in an offhand weapon swap for high budget versions. You can read more at XVI. Miscellanus Information > Weaponswap mechanics

Shield - Skitterbots + Convocation:
In our shield we simply link our Skitterbots with Bone Chill and Convocation. Keep in mind that Bonechill and Skitterbots absolutely have to be linked together.

My Links:

Divergent Summon Skitterbots - Divergent Bonechill Support - Anomalous Convocation

- Divergent Skitterbots: We choose to use Divergent skitterbots as it ads 10% increased effect of the shock and chill provided by them. This basically translates into more damage compared to other skitterbot alternatives.
- Divergent Bonechill: Divergent Bonechill causes targets chilled by abilities linked by bonechill, meaning skitterbots, to have a 10% increased chill effect. This basically empowers to slow effect of your skitterbots slows. Appears to not increase damage according to PoB so only has an effect on the chill slow, not the chill effect.
- Anomalous Convoation: It's either this or normal convocation. Anomalous provides our minions with 40% additional movespeed which increases the mobility of our minions. Normal convocation gives 20% increased CDR which also is decent if you find yourself pressing Convocation alot.

Bonechill and Skitterbots Interaction:

Reading these two skills it's very hard to understand how they interact and how our damage actually is increased. I'll try to explain it as best I can.

Skitterbots provides us with two bots, one that shocks and one that chills.
These bots have an Aura around themselves which permenantly shocks and chills anyone close to both of them.

As you can see by the provided link, skitterbots have a baseline chill effect of 10% and a baseline shock effect of 15%.
These numbers are multiplied by our effect of chill and effect of shock which we can find on our skitterbots details description.

As you can see from the image I've provided it tells us that My personal skitterbots provide +107% chill effectiveness and +33% shock effectiveness. We simply use these numbers and multiply them with the base chill and shock of our skitterbots.

Effect of Shock = Baseline Shock Effect * Shock Effectiveness = 15 * 1.33 = 19.95 = 20% shock effect.
This translates into a straight up 20% damage multiplier to all enemies close to the shocking bot.

Effect of Chill = Baseline Chill * Chill effectiveness = 10 * 2.07 = 20.7 = 21% chill effect. Now this doesn't provide any damage buff alone. 21% chill effect basically means that all enemies close to the chilling bot has 21% reduced movement and attack speed.
The magic comes from our Bonechill support which reads:
"Enemies Chilled by Supported Skills have Cold Damage taken increased by Chill Effect.
Enemies in Chilling Areas from Supported Skills have Cold Damage taken increased by Chill Effect."

Our skitterbots has a chilling area around them caused by the aura they provide. Bonechill causes all enemies within this area to take additional cold damage based on the chill effect it provides. It provides 21% chill effect which translates into 21% additional damage taken.

Gloves - Mobility Setup:
All mobility abilities in the build are linked together in the gloves since they all hve green colors.

My Links:

Phase Run - Dash - Enhance Support - Vaal Haste

- Dash: Our gapcloser/creater. Used to get out of dangerous AoE effects or away from enemies or to close the gap. I personally like to initiate combat by dashing into enemies and convocating my minions ontop of them. Dash triggers all our wand gemlinks aswell. I prefer to use standard Dash because of the reduced CDR so I can spam dash more often. Anomalous providing it with a larger dash range is also good. Phantasmal which provides dash with Phasing is good but not needed since we run Phase Run anyway.
- Phase Run: One of our primary mobility skills. Provides us with a massive movement speed buff and phasing. We basically want to press this ability off cooldown. It usually lines up extremely well with all our flashs. Basically, press all five flasks and phase run at the same time. We use the normal Phase Run as it provides increased movement speed as a quality bonus.
- Enhance lvl4: In patch 3.15 Second Wind was rendered useless. Instead, we're going for a level4 Enhance which adds 24% quality to our linked gems. This adds much needed CDR for Dash and movement speed for Phase Run.
- Vaal Haste/Grace: We don't use the Aura, only the actual Vaal Hase on use effect. This provides us with a "cooldown" of sorts. Vaal haste gives us and our minions 15% movement speed and 30% attack speed for 4 seconds. To reduce it's cooldown again, we need to kill monsters to gain charges. When doing juiced content this ability basically has a 90% uptime as the cooldown almost is instantly replenished once the effect wears off. I personally press this ability everytime I push my flasks and phase run.

Defensively, we run Grace instead of haste coupled with a Skin of the Lords chest and an Auls Uprising amulet. This is the prefered route if you want to tank up as it adds ridiculous amounts of defenses to the build.

How do you press all your abilities at the same time?
To be able to consistently press 7 buttons at the same time you need to bind your abilities efficiently and find solutions to press everything at the same time. If you're right handed, the most common solution is to bind your flasks from 1-5 and Phase Run on Space. Most people commonly use a move called "pianoing" where they basically slide their fingers across 5 -> 1 while pressing Space. Fortunately for me, I'm lefthanded which allows me to bind the numpad buttons the the right most side of the keyboard.

My personal solution to press 7 buttons confortably at the same time without damaging my wrist health like Pianoing used to do before utilizes an expired credit card and tape. I've basically cut out a credit card to fit buttons 1-6 on my Keyboard, attached it to the card ontop of all buttons which allows me to press all buttons simulatenously with a single click. Pretty ingenious if you ask me.

Boots - Aura + Zombies setup:
The boots have our Hatred Aura, Zombies and all associated support gems linked together.

My Links:

Hatred - Awakened Generosity Support - Raise Zombies - Anomalous Feeding Frenzy Support

- Hatred: One of our primary tools for scaling our damage. We use the normal version of Hatred which gives it a bigger AoE so it covers our minions better.
- Awakened Generosity Support: Causes hatred to grant a bigger buff to our minions, have a bigger AoE and also gives it 1 additional level. If you're poor, start of with normal generosity.
- Raise Zombies: Basically only there to buff up our Carrion Golems to 50% more damage. They're also linked to Feeding Frenzy. Having all 9 zombies linked to Feeding Frenzy allows up to have a 100% uptime on the buff. Use normal quality gem as it grants the zombies more health. These bastards will die at times so keep an eye on the zombie count. This is usually only a problem during 100% delirius content though. Most bosses flop instantly so they're not able to kill the zombies. They're actually tanky enough for normal content with their 31k health and elemental ress cap. Problem is that their HP is low, they got no regen and deal very low dps so they can't leech effectively.
- Anomalous Feeding Frenzy: Simply the best feeding frenzy as it gives linked minions some additional leech. Ususally very overpriced though and doesn't help zombies too much. Better used on spectres if you want to run FF on the Syndicate Operatives instead.

Ring1 - Animate Guardian:
This build requires additional sockets from Unset Rings. In here we put our Animate Guardian. By using a +3 Unset Ring we effectively are able to utilize a 1 link (+3 is the same as Empower lvl 4) AG which allows him to reach more than 90k health.

My Links:

Divergent Animate Guardian

- Divergent Animate Guardian: Our Animate Guardian will have an entirely own section. For the skillgem the priority is to get a level 21 animate guardian gem forthmost. If you got currency to spare, try to find a level 21/20 Divergent Animate Guardian. These gems are very rare and pretty expensive. Think I paid 10 exalted orbs for mine. The Divergent version adds 40% increased life to the guardian. This is one of the reason how I've managed to build a 90k animate guardian in an Unset Ring.

Ring2 - Summon Stone Golem:
Same thing as with the first ring, we use a +3 Unset Ring here aswell too boost the HP and regen from our Stone Golem as much as possible.

My Links:

Anomalous Summon Stone Golem

- Anomalous Summon Stone Golem: This alternate quality gives our stone golem 20% increased aura effect on its regen aura. Basically it translates into more Health regen. As with the Divergent Animate guardian, getting a 21/20 Anomalous Stone Golem is pretty expensive. If you don't have the money, settle with a 21/20 normal Stone Golem gem. If you're literally poor, a 20/20 normal one is enough.


VII. Gearing and Item Acquisition

Gear and Equipment:

My current Minmaxed Gear:

As I've mentioned earlier: This is a minmaxed version of the build. Getting to this point will require several mirrors.

[3.12] My Heist Gear:

The purpose of listing my Heist gear is to show how items for this build looked in a world where harvest crafting didn't exist.


The Helm is our most important equipment slot as it's what enables us to run both golems and spectres in the first place. Generally, this will be your first large item to go for once all Primordial Jewels are sorted.

Low budget:
When we start mapping we're simply looking for a very cheap starting helm. Any 4 linked helm with +3 to socketed minion gems, high life and some resistances is sufficient. Such a helm won't cost more than a couple of Chaos early on in the league and will last us until we get a big boy helm.

Medium budget:
For a medium budget helm we're looking for a 6-link helm.
This will include a helm with +3 to minion skill gems, minion damage and important defensive stats like Life and resistances.

Intermediate budget:
Our intermediate budget helm is actually going to be pretty expensive. These helms usually go for 15-25 exalted orbs. The basic premise here is to obtain a 7-link helm The stats you're looking for are:

Usually these heads are crafted using Frigid fossils so you can often find them with some cold resistance aswell which is nice during league start.
Some helms also has an open prefix which allows us to benchcraft 70 life. These helms will always exist and getting one of them is a early priority for the build. In past leagues we've been able to get +3% to crit chance aswell but getting that on a Helm now is unreasonable.

High budget:

Unfortunately, this type of helm will be extremely hard to obtain without Harvest crafting in the game. I personally metacrafted this helm back in Heist league. It was my league project and it cost me over 1100 exalted orbs. It was an extremely unpleasent experience and I won't do it again.

Baller budget:

We will probably never see a helm like this again. It was good while it lasted. In the end, a helm like this is complete overboard. But it's awesome.

Body Armour:

In our chest slot we're looking to link and power up our spectres as much as possible.

Hobo budget:
When you're poor, start of with a tabula or any 6link with some life and resistances if possible.
If the price is manageable later during the league, get a Skin of the Loyal.

Medium Budget:
For the medium budget version of the build we work towards a Skin of the Lords Chest.

You're looking for one with Phase Acrobatics. For socket colors, read the Skin of the Lords/Loyal section in XVI. Additional Information.

High Budget:
For high budget we're using the same Body Armour as the medium budget chest.
The reason is because this body Armour provides absurd defenses which helps us stay alive. After the 3.14 Beast nerf, getting your hands on high end +1 Spectre chests will also be very high budget.

Endgame budget:
Our endgame chest will be expensive when Harvest isn't around. We're looking for a +1 Raise Spectre and +1 Curse chest predominantly. We're also looking for High Life and High resistances.


Low budget:
During league start we're using a Clayshaper for the 1 additional Golem.

Medium Budget:
+1 wand with trigger bench craft and additional minion damage and minion attack speed. A decent one usually goes for ~2 exalted orbs.

Whatever you do, don't buy one with additional cold damage to spells as it messes up Elemental Equilibrium.

High Budget:
+2 Wand with trigger craft, high minion damage and medium-high attack speed.
These wands will still be available to us, even after the harvest nerfs. They usually cost ~20 exalted orbs.

Baller budget:

A +2 Wand with 40% hatred aura effect, trigger, high damage and high minion attack speed. This wand will be out of budget to most people.


Poor budget:
As soon as we hit level 51 we want to get our hands on a Victario's Charity. This shield provides our minions with 3 Power and 3 Frenzy charges almost all the time. Unfortunately we don't get Power Charges for bosses since those are only generated when your minions kill enemies. Eitherway, this shield is a massive early game item and usually costs 1 chaos orb. We'll be using this shield for a LONG time.

Medium budget:
We're still using a Victario's Charity during medium budget.

You'll be finding a +2 minimum Frenzy Shield, a +2 minimum Power Charge shield, a woke orb and pray. Craft 8% cold -> Chaos damage on the result and replace your Victario's Charity.

Baller budget:

Basically a harvest exclusive item. I don't think we'll ever see shields like these again which is a shame. We'll be resorting to 'woke and praying which is a shame. In future leagues we're better of Mirroring GG shields of endgame crafters.


Low budget:
Fortunately our gloves are pretty cheap. You're looking for 4 socket green Triad Grips. People are usually pumping thee out on the market for 30 chaos early on which isn't too bad. Get one of them asap as it's build defining.
Make sure it's 4 green sockets, otherwise the gloves are unuseable.

High budget:
We're looking for 4 socket green Triad Grips that are corrupted with Elemental Weakness on hit. This gloves are usually pretty pricey and goes anywhere from 5-10 exalted orbs.


For boots we're basically looking for 4 things: +lvl to spectres, high life, movement speed and resistances.

Low budget:
Our low budget early league approach uses Bones of Ullr boots. These are usually 1 chaos boots that gives +1 to spectres, some life and movement speed.

Medium budget:
Medium budget boots are basically any high life boots with +1 to spectres. Either you get decent resistances on them and craft 24% additional movement speed or you get a base with decent movement speed and craft some resistances.

High budget:
High budget boots will basically be medium budget boots with higher resistances and an open prefix slot so we can craft Freeze immunity. We want two-toned boots here.

Baller budget:
+2 Spectre, high life, high movement speed, high resistances and freeze immunity. Won't be harvest exclusive but will be extremely expensive to craft next leauge. We'll basically be forced to spam reforge keep suffixes after a succesfull maven orb until we get high life, high MS and an open prefix.


Low budget:
Our low budget approach uses any cheap leather belt with High resistances and High life.

Medium budget:
At medium budgets we're going for a Stygian Vise with high life and proper resistances to supplement our build.

We're also looking for a high life Ghastly Eye Jewel with Taunt and Blind.
If you can get additional physical or cold damage to minions that's even better.

High budget:
As a high budget belt we can use a Torrent's Reclaimation. This is a very nice belt that gives alot of attack speed for our minons, passive movement speed and cooldown reduction for phaserun/dash. This belt feels really good to run and isn't very expensive. Unfortunately it provides no health, no resistances and no Dexterity which forces us to increase the overall quality of the rest of our gear alot.

Endgame budget:
We're using a Headhunter. We're even crafting the build specifically around using a headhunter for endgame mapping. This build ultimately aims to get this belt as it's one of our defensive tools. It's also a large source of health to the build and grants us mandatory Dexterity and Strength. Balancing our attributes and Life pool is extremely hard on this build. The headhunter fits perfectly for this.
Unfortunately HH does nothing for us on bosses, but it's a godtier belt during actual mapping.

Optimal Belt discussion:

Lets talk about belts!

As a summoner the use of belt is always a common talking point and people have widely different opinions on which belt is the best minion belt.
The optimal belt suggestions usually boils down to three key options:

1. The Darkness Enthroned

2. Torrent's Reclaimation

3. Headhunter

These are all excellent belts, but the thing is, they're optmail for different situations. Lets look at what each belt provides us at face Value.

Darkness Enthroned:
If you're running Darkness Enthroned you'll be wanting two perfect Eye Jewels(Which are ~50 exalted Orbs each mind you).

This will give us:

1. 80 to life
2. 40% increased minion damage
3. 16% minion attack speed (Or 12% if want to focus on bossing).
4. 43 physical damage
5. 20% stun immunity if enchanted.

Multiplied by 1.75 from Darkness Enthroned we're talking:
140 to life, 70% minion damage, 28% attack speed, 75 flat physical damage and 35% stun immunity which is alot of good stuff.

Torrent's Reclaimation:

This is and has been the new thing for Summoners since Harvest and for a good reason. It's an amazing belt!
It provides us with:

20% Life Recovery which is amazing. Basically 20% more life regeneration.
20% cooldown recovery which also feels incredible. This alone will pull down the cooldown on your Phase Run and Dash by a large margin and you really feel the difference. It makes your build flow incredibly well and you feel super mobile.
And of course, it allows you to summon the Greater Harbigner of Time.
The greater harbinger of time will cast Slipstream on you which is a minor Aura around you that increases you and your minions Action speed by 20%. Action speed is completely broken because it's a MORE multiplier, not an increased multiplier.

What this basically means is that Slipstream buffs you and your minions attack speed and movement speed by a straight 20%.
This means that, if your minions deal 1 million dps they will straight out deal 1.2 million dps if they stand in slipstream instead.
Don't confuse this with modifiers like "20% INCREASED attack speed". These modifers will not give you a straight 20% attack speed increase, the wording is very missleading.

This means that the belt is a straight 20% dps upgrade to your build and it also provides you with a straight 20% increased movement speed.
The negative thing about this belt is that it requires your minions to stand in the Slipstream AoE and of course, that it provides no defensive stats or attributes. While mapping, the slipstream debuff can be kinda lackluster because your minions will rarely stand in the buff. You have to convocate them ontop of you. It's usually only when you stand still while waiting for a boss to spawn or something that where you get full value.

This image shows the radius of the Slipstream Aura. The small radius is the reason it's hard to keep your minions inside it consistently.

That being said, this is still an incredible belt and playing with it feels very good due to its consistency. I like to call it a "mini headhunter".


And now ofcourse, the Big Boy, The Headhunter Leather Belt.
This belt provides us with:

120 life
~50 strength
~50 Dexterity

Lets begin with the stats alone and how important they are.
If you look at my PoB you'll see that I've minmaxed my build alot. Losing 120 life isn't an option to me. That's 300 life in total, almost 7% of my builds entire effective health pool. I'm also at 164 Dexterity and I need 159 dexterity. I simply have no slots where I can get more dexterity apart from my belt and neck which provides me with everything I need. If I wanted more dexterity I would have to sacrifice suffix slots on either my rings or my boots, which means I would have to remove resistances, which would mean I wouldn't be capped in resistances any longer. Or I would lose 35% minion damage stats which I guess is fine. Another option would be to use 2 skill points for +30 dex nodes in the tree but that's a total waste. We need all skill points we can get.

The stats alone are super important on the Headhunter Belt.

Secondly, and the primary reason you wear a Headhunter is for the buffs you steal from rare monsters you've slain. This effect is hands down, the most broken mechanic in the game. Once you acquire your first headhunter it becomes a completely different game. For majority of builds, there's no bigger powerspike in the whole game.

Now the hot take - Headhunter is broken for minions too.
I've been in countless arguments with other summoners who just call Headhunter a stackstick and a useless belt that does nothing for any minion build. The reason people have these opinions is because all the buffs stolen by the belt are added to YOU, NOT your minions. Basically, some summoners seem to believe that the only thing you get from Headhunter is movement speed and some energy shield. But this opinion is wrong. Headhunter actually is a very strong belt for boosting our dps aswell, and let me tell you how: Auras

Headhunter actually provides us with a ton of different auras that affect our minions. These auras are also affected by the Increase Aura affect stat which proivdes more throughput. Lets take a look at the different auras we can obtain.

Offensive Auras:
- Speed Aura: Increases attack and cast speed by 35% and movement speed by 75%. This aura alone competes with Slipstream from Torrent's Reclaimation. It defintely gives a much bigger movement speed buff aswell.

- Accuracy and Crits Aura: 40% increased accuracy and 75% increased critical strike chance. The accuracy is whatever since our minions are already capped, but the 75% critical strike chance is a nice damage boost. 75% increased crit chance to my build adds up to 9% more criticals strike chance (It goes from 83% crit chance to 92%)

- Large Physical Damage Aura: Nearby enemies take 50% increased physical damage. Unfortunately we only do cold damage so this has no effect for us.

Defensive Auras:
- Resist Aura: 35% to all Elemental Resistances. Both we and our minions should be resist capped already so this has minimal impact. Only thing I can think of is if we're cursed by Elemental Weakness and don't have our Curse Immunity flask up. Then this actually help us.

- Life Regeneration Aura: Regenerates 1% life per second. Pretty lackluster. Gives some slight regen to AG and Zombies which is something atleast.

- Energy Shield Aura: Grants additional energy shield and increased energy shield recharge. It also grants a hidden effect - 30% of Maximum Life is added to Maximum Energy Shield.
This is a MASSIVE survivability boost for both you and your minions.

-Cannot Die Aura: Self explanatory. Yeah, this is a thing.

- Slow Aura: 25% reduced movement speed to nearby enemies. Never thought about this one to be honest but a decent addition.

All of these Auras apply to our minions which is why I'd aruge that Headhunter is vastly superior to any other belt we can equip, both offensively and defensively.

This does however have the predicament that we're going to be having a large uptime on the Auras. The juicier content you run, the higher uptime on all these auras essentially.

Other useful Headhunter buffs to us:
- Plated: 40% increased armor (stacks). Allows us to reach 90% phys damage mitigation pretty easily.
- Sanguine: 0.67% life regen (stacks). It's an okay addition.
- Shimmering: 100% increased maximum Energy Shield. Massive survivability boost. Together with the Energy Shield Aura which grants us a flat ~1.5k ES this is a major reason why our survivability skyrockets.
- Swift: 50% increased movement speed (stacks). Amazing, this is what makes HH builds run at 300 mph.
- Massive: 25% increased life (stacks). Self explanatory.
- Steadfast: Cannot be stunned. A nice addition if you don't have 10 stun enchants on your jewels yet.
- Of Endurance: 50% chance to gain an endurance charge on hit.
- Of Frenzy: 50% chance to gain an Frenzy charge on hit.
- Of Power: 50% chance to gain an Power charge on hit.
All charge modifiers basically allows us to permanently have 3 charges up at all times since we're always hitting things with our Blade Vortex which is great.

The Cons of Headhunter:
Put simply: No rare monsters to kill -> No Headhunter stacks.
If our maps lack density we get very few stacks and the belt feels underwhelming to a degree. For this reason, Headhunter loses power the lower level content you're doing. When running lower level content like non juiced maps, or just farming one thing with movement speed in non alchemy orbed maps et.c. Headhunter provides very little to the build.

And of course, Headhunter is nothing but a stackstick on bosses.

From my experience I feel like all three belt options have their specific niche. The Darkness Enhtroned is our best belt option if we want to focus on pure DPS and bossing. This offers an environment where mobility, movement speed in particular isn't as valuable. The Darkness enthroned also provides with a large chunk of life making it the ultimate minion belt for bossing.

Torrent's Reclaimation is an extremely consistent and wellrounded belt. Unlike Headhunter, you always have the 20% action speed and CDR additions compared to the Headhunter buffs which are more feast or famine. This belt also provides additional DPS against bosses unlike Headhunter. It provides no attributes or life though which makes it very hard to hit attribute requirements.
When doing lower level mapping without alot of Juice, Torrent's Reclaimation is by far the strongest belt option we have. This involves maps where Headhunter is unable to generate enough stacks to warrant using it.

Headhunter is the undisputed best belt for high end content and juiced maps. This includes anything where we try to push the mob count of the map up by utilizing items like Scarabs, beyond modifiers and delirium modifiers. Adding Zanas beyond modifier and juicy scarabs like Legion or Harbinger causes Headhunter to absolutely pop off overshadowing all other belt options.


The purpose of our Amulet Item slot is to provide Life, resistances, Dexterity and an annointment. With a higher budget we're looking for the same thing but with +2 to our skills added into the mix.

Low budget:
The lowbudget amulet is simply any rare Jade amulet with high life and dexterity. Resistances are a bonus. When on a limited budget we Annoint Ravenous Horde instead of Golem Commander and just path to Golem Commander naturally.

Medium budget:
For a medium tier amulet we're looking for a better version of the low tier one that covers more resistances.

Something like this whith a free suffix is optimal.

High budget:
For our high budget and intermediate approaches we have two options for our neck. Either, we go with a damage route where we try to add additional levels to our minions or we go a defensive route trying to fit an additional Aura into the build.

Damage Option:
To boost our dps we're looking for a +2 Amulet with high life, resistances and additional dexterity. This type of amulet fares extremely well if your budget allows for a Headhunter aswell. Without one, defenses will be lacking.

Defensive Option:
If you're looking to boost your defenses, we're looking to use an Aul's Uprising amulet that either removes the reservation of Hatred or Grace. This is what I highly recommend most of us go for until you can acquire a Headhunter. This allows us to fit Vaal Grace into the build, instead of Vaal Haste which adds massive amounts of Evasion and Dodge chance.

We're also pairing the Amulet with a Watcher's Eye Jewel that grants Grace additional movement speed and attack dodge chance.

Baller Budget:
The absolute highest tier of amulet we can get is a +2 amulet with high dexterity, high life and high resistances. These type of necks will be mirror tier, if they even exist.

Just like most harvest gear, items like these probably won't be craftable next league which is a shame.


The purpose of our ring slots are plentiful.
First of all we're looking for 2 Unset Rings to provide us with additional sockets so we can use an Animate Guardian and a Stone Golem.
Secondly, they're there to provide us with life and resistances. DO NOT sacrifice High life in this build or you will have a bad time.
Thirdly, we want our rings to have +2 or +3 to socketed gems.
Fourth, we want our rings to provide us with additional curses on hit.
And lastly, one of our rings is supposed to have an open prefix slot so we can benchcraft lightning and Fire damage on it so we can procc Elemental Equilibrium. Do not assume elemental damage on attacks work. Blade Vortex is a spell so you either want the flat fire and lightning damage bench craft.

Low budget:
The low budget approach to the rings are basic. Find unset rings with High life, some resistances and maybe attributes.

Medium budget:
The medium tier rings add +2 or even +3 to socketed gems. It's when we get one of these rings that we can start thinking about adding an Animate Guardian to tbe build. The medium tier rings will also have high life and resistances like previously.

High budget:
The high budget rings have everything above and more. We're talking additional curses and increased minion damage et.c. Unfortunately I don't think we'll see these type of rings outside of Harvest Crafting.


VIII. Jewelsockets and Clusters

Jewels and Clusters:

My personal Jewels:

My personal Cluster Jewels:

Jewel Enchants and Corruptions:
We want to Harvest enchant 10% stun resistance on almost all of our Jewels and Cluster Jewels. We want to have corrupted blood immunity on atleast one of our Jewels. For the rest of the Jewels we want to have 10% ignite immunity if possible. The build utilizes a total of 16 Jewels, 10 Jewel Sockets and 6 clusters. This theoretically allows us to obtain 100% stun Immunity, Corrupted blood immunity and 50% ignite immunity.

Primordial Jewels:
Since we're running a Golem build, Primordial Jewels are a central aspect in our build. My final version of the build uses 1 Anima Stone, 1 Primordial Might and 2 Primordial Eminences. These jewels are essential as they provide the build with two additional Golems.

In early stages of the build when we're not rich enough to acquire perfect Ghastly Eye Jewels we pump the build full of Other primordial jewels. Early on we primarly make use of Primordial Eminences, 1 Might and 1 Anima Stone. I also usually fit A Fortress Covenant and a quickening covenant early on, aswell as one Unending Hunger. This adds up to a total of 12 Jewels. We're only ever going to have this many jewel slots during the league start. As the build progresses we start replacing the unique jewels for more valuable Eye Jewels and Medium Clusters. But we always keep our Anima Stone, Primordial Might and two Emminences. The reason why we don't run many Primordial Harmonies is because we're not running enough different Golem types for it to be effective. Also, Eminences boost the buff effect of Carrion Golems and Stone Golems which gives us more regen and more flat phys damage to boost our spectres.

Ghastly Eye Jewels:

Ghastly Eye Jewels are a central damage scaling component of our build during the end game. Keep in mind though that these jewels are very expensive and only meant for high budget versions of the build. The reason why we want to start removing the Golem Jewels from the build and replace them with Eye Jewels are for the following reasons:

1. These jewels affect both our Golems and our spectres. Primordial Jewels only affect our Golems.
2. The Eye Jewels provide alot of Life to our build and we're starving for EHP.
3. They literally provide more DPS than the primordial jewels, even for the golems.

We want to start replacing the Primordial Jewels later on in the builds development, starting with Abyss Jewels that always contain ~20% additional minion damage, 6-8% minion attack speed and 30+ life. If you can get flat phys or elemental damage on the fourth affix for a cheap price, get it. Physical damage is by far the best fourth affix we can get since it double dips through our Hatred and Triad Grips cold conversion scaling.

Cluster Jewels:

This build recives a large part of its scaling from our cluster jewels, primarly throught he addition of increased Hatred scaling and additional critical strike scaling with Vicious Bite and Precise Commander.

Large Cluster Jewels:
For large clusters we have two different variants we can use. A medium budget one and a high budget one. The medium budget cluster consist of an 8-point large cluster with Renewal, Vicious Bite and either Raze and Pillage or Rotten Claws.

This allows us to allocate 5 points in total through the cluster due to its optimal pathing.

The endgame budget cluster for the minmaxed version uses 12 point cluster jewels that are Ilvl 84. These cluster jewels are also extremely annoying to craft and requires harvest crafting to get perfect. These large clusters are extremely efficient as they provide alot of damage to our minions aswell as additional life.

Medium Clusters:

For medium clusters, there's only one that were using. There's no high budget or low budget medium one. We're basically looking for a 4 or 5 point Aura Effect medium with Precise Commander and Vengeful Commander. These jewels aren't too expensive and are very easy to craft with Harvest Crafting.
Just bring your bases into your Harvest and whenever you get Reforge an item, add additional crit modifers - Put in the base and roll away. This is a very consistent way of crafting these jewels.

Last edited by Deadandlivin on Jul 22, 2021, 5:24:37 AM

IX. Flask Setup


My flasks:

FLASKS ARE OUTDATED FOR 3.15. Will need to play the actual league before I can decide on the best combination.


X. Animate Guardian Guide and Setup

Animate Guardian Setup:

Lets talk about the Animate Guardian, a central piece to any high tier proper Summoner build. First of all, what is an Animate Guardian?

The Animate Guardian is a skill gem you acquire which allows you to Summon a minion equipped with the gear of your choice. To summon an Animate Guardian, you must first create one. This is done by using your Animate Guardian skill on an item that's lying on the ground. Once you've used the actual skill on an item, your AG has been created and you'll see a flying item circling around you. As you start equipping more items the you finally will see a minion fully decked in the gear you've given him.

The Animate Guardian can equip 5 items:
- Head
- Chestpiece
- Twohanded Weapon or 1-hand + Shield
- Pair of boots
- Pair of Gloves

His role in your minion army is to act as a buffer rather than a source of actual DPS. Our goal is to equip him with several Aura-like buffing items so amplify the damage of our minions. And there is several incredibly powerful items we have access to in the game that makes the Animate Guardian a central piece of all minion builds.

Before we start talking about what gear to use on him. Lets start of by discussing when to actually acquire one. A massive drawback with the animate guardian is that: When he dies - All gear on him is lost.

For that reason I would recommend a person to never start building an animate guardian unless you have a minimum of lvl 20/20 skill gem.
If you're gonna build a higher budget animate guardian, you will want to obtain a 21/20 skill gem. For the most expensive Animate Guardians you want a 21/20 Divergent Animate Guardian as the alternate quality of the Divergent version adds 40% increased life to him. The goal is to make your AG as beefy as possible by capping his resistances and buffing up his healthpool through levels.

How do we make our Animate Guardian close to immortal?
By raising his levels, acquiring increased life nodes in our tree and lastly, by giving him a ton of % life regeneration.

Alot of people choose to use gemlinks for their Animate Guardian but I don't find it necessary. My Animate Guardian skill gem resides unlinked in one of my Unset Rings. The trick is to make sure you have access to a +3 to level of socketed gems ring.

By having such a ring my Animate Guardian reaches level 29 (21 from gem, +2 from ascendency, +2 from wand, +1 from Neck and +3 from Ring)
That leaves me with an Animate Guardian that has 89 000 health which makes him borderline unkillable.

The only place where our Animate Guardian actually is at risk would be in very deep delves where the mobs oneshot everything in the game.

As mentioned earlier, life regeneration is also one of the AGs primary defenses. Since minions have such large healthpools % of life regeneration mechanics are extremely strong on them. In the case of my Animate Guardian who has close to 90 000 health, 1% life regeneration translates into 900 life per second. Our goal here is gear up our guardian whith as much % of life regeneration as possible making him outregen all damage in the game.

The animate guardian has 40% base elemental resistances and 20% base Chaos Resistance. That means that we need 35% Fire/Cold/Lightning and 55% Chaos Resistance to cap out our AG. Running my build, the AG also recieves 23% Elemental Resistance from our skill tree and 30% elemental from our Necromancer Ascendency which actually makes him overcapped at 93% elemental resistance. The only reason we get additional resistance from boots/gloves is for the rare occurances where our AG runs out of range from our Auras and don't get affected by the Necromancer ascendency.

Animate Guardian Gear
Lets talk about the gear and our options for the Animate Guardian. I'll start by showing the type of items I use on my guardian.

My Gear:

(Disclaimer: I can't actually link my AG's ACTUAL gear so I've decided to look up items on PoE trade that I would shop and fix with before equipping it to my Animate Guardian)


Eye of Malice:
I'm using this helm for the effect of increasing nearby enemies Cold and Fire resistance by 50%. The helm also gives ~35% cold and Fire resistance which is nice for easily capping resistances on the Guardian.
When you get this helm, make sure to try and buy one corrupted with % health regeneration per second.


Kingmaker is handsdown the best weapon an Animate Guardian can use for any build. It provides +50% critical strike multiplier which is a huge dps boost and culling strike. It also provides a fortify aura around the Guardian.
Garb also gives our Guardian curse immunity which prevents him from being affected by Elemental Weakness casted by certain mobs.

Body Armour:

Garb of the Ephemeral:
The Garb provides critical strike immunity which is a massive survivability boost. It also grants an aura that prevents your movement speed from going below your base speed which basically makes slows like Chilling Patches, Hinder, Temporal Chains Curse etc. to not be as obnoxious.
When getting this chest, make sure to look for one with an implicit that gives ~1% extra life regeneration.


Rare Warlord Boots with Lab Enchant:
For the boots we're looking for Warlord boots as they can roll 1.5% life regeneration. We also want the boots to grant Lightning Resistance and Chaos resistance if possible. Finally we're looking to get the lab enchant that provides 2% additional life regeneration if hit recently (These boots don't have the enchant). If you have room for more mods, Life and movement speed are also very good.


Rare gloves with Chaos and Lightning Resistances
The gloves are only there to grant the AG as much Chaos Resistance as possible and maybe some additional Life and Lightning Resistance.

Lets talk about the motivation for my gear:
Using my gear my Animate guardian has 6.5% health regen per second which translates to ~5850 life/second. We're also running a Bottled Faith which grants us a huge Consecrated Effect. We're literally spamming this flask so our minions are usually standing within its affect. Consecrated effect also grants allies who stand within it 6% additional Life regeneration. That means our Guardian has a whopping 12.5% life regeneration per second which absolutely is enough to always keep him top up majority of the time.
While standing in the Bottled Faith pool my AG regenerates 11 250 health/second.

Eye of Malice - What's that?:
This might be one of the most overlooked and broken items we can use on our animate guardian, and it's a 1 chaos item. Lets compare it to its rivals:

Usually, summoner builds are looking at 2 different helms for their animate guardian. They either are oogling:

Defensive Helm - Mask of the Stiched Demon:

To make use of this helm we need a source of Energy Shield for our Guardian. This is usually obtained by using a rare chest with an open prefix, most often with the "Nearby Enemies are Blinded" modifer. Onto this armour you bench craft 10% of life gained as extra Energy shield. The Result is that our AG would get 90 000 * 0.10 = 9000 energy shield of which this helm would grant 9000/500 = 18% life regeneration per second which is insane for survivability. I'd argue that it's overkill though. I haven't lost my AG a single time this league playing this build and I run the absolute hardest content you can in this game.

Offensive Helm - -12% cold resistance Redeemer Helm:

Keep in mind that this is a DOUBLE maven orbed and awakened helm which allows the AG to reduce cold resistance by 12% and make nearby enemies take 6% increased elemental damage. This would be a ridiculous investment for an AG, just getting those two mods would on average cost ~40 exalted orbs.

That being said, this type of helm is traditionally the helm most summoners go for when trying to scale damage. Thing is, this helm is extremely expensive and gets completely blown out of the water by the helm I'm using, the Eye of Malice.

Eye of Malice:
So how does this helm work?
The primary modifier we're abusing here reads "Nearby enemies have 50% increased fire and cold resistances". Now, what does this mean?
At face value this sounds horrible, it actually looks like we're increasing monsters cold resistance which is the opposite of what we want.
This is where all of our reduced cold resistance scaling kicks in - All of our curses and debuffs stacked reduce all targets Cold resistance below negative values. This is further amplified by the Eye of Malice helmet.

Lets look at the numbers involved:

Frostbite: Lvl 21 Frostbite reduces enemies cold resistance by 45%
Elemental Weakness: Elemental weakness on attack with 48% increased effect reduces enemies cold resistance by 20 * 1.48 = 29.6 cold resistance.
Elemental Equilibrium: EE reduces cold resistance by 50%
Frost Bomb: Frost Bomb applies Cold exposure which reduces cold resistance by 25%
Divergent Hypothermia: This alternate gem reduces the cold resistance of Frozen targets by 4%

Summarized, our build has a total of -154 cold resistance reduction to all enemies. Now, how does Eye of malice play its part?

It increases the cold resistance of all nearby targets by 50%, but since their cold resistance always will be negative, this further amplifies the cold resistance of the enemy.

A monster with 0% cold resistance would end up with:
Cold Resistance = 0(Monster Cold resistance) -154(Our curses and debuffs) * 1.5 (Eye of Malice aura effect) = -231% cold resistance.

This is a 231% more damage multplier for all cold builds!

The Eye of Malice alone provides our build with -77% reduced cold resistance. Compare that to the Redeemer helm which only grants -12%.
Worst case scenario are mobs that have Cold Resistance built into their design. Lets take a monster that's capped on cold resistance and see how much our Eye of Malice provides.

Final Cold resistance = 75% - 154% * 1.5 = -118,5% cold resistance.
Our curses and debuffs puts the enemy at -79% cold resistance. That means that our Eye of Malice is providing 118,5 - 79 = 39,5% reduction. Still way stronger than a Redemption Helm.

As a final argument I'll show how much dps this helm provides for my build.
I usually put the damage boosting effects of my Animate Guardian on my flasks so I can turn them on or off. In this case I have the 50% crit multiplier from Kingmaker on my Bottled Faith and The Eye of Malice effect on one of my othe flasks.

This displays DPS without Eye of Malcie equipped:

This displays DPS with Eye of Malcie equipped:

This helm provides a whopping 30.9 million dps per golem increase for my build. That's 93 million dps from one single item if you account for all 3 golems, and this doesn't even account for the spectres. One single item provides more dps to my build than another persons entire minmaxed build. It's ridiculous.

Alternative Body Armour:

Alternatively we can choose to use a Gruthkul's Pelt body armour on our Animate Guardian if we want to take a safer route. We still maintain the massive dps boost Eye of Malice provide but we're no longer crit immune and slowing effects will be annoying again.

This does however, provide +5% additional Life Regeneration for Animate Guardian which grants 16.5% health regen per second (5% from chest, 2% from helm, 3.5% from boots and 6% from Bottled Faith)

This will almost guarantee that your Animate Guardian can't be killed.

Keep in mind though that he can now be crit though. A massive elemental damage hit that crits might actually budge his health when Garb of the Ephemeral isn't equipped.


As a conclusion, this setup provides my build with an outrageous amount of free dps. The Animate Guardian alone provides 56 million additional dps per golem (31 million from Eye of Malice, 25% from Kingmaker). Our Guardian has 12.5% life regeneration per second, 14.5% with Convocation buff active.

If we choose to go the more defensive route (Gruthkul's) our AG has upwards 18.5% life regeneration per second. Getting a Mask of the Stitched Demon isn't really needed. Our boy is immortal anyway.

Some food for thought:
If actually think about it, lets assume we were to lose our Animate Guardian. How much would it cost to buy his items again?

Using ritual leagues historical prices:
Kingmaker: 70 chaos
Eye of Malice: ~2-10 chaos
Garb of the Ephemeral: ~60 chaos
Rare Gloves: 1-3 chaos
Rare Boots: Ilvl 73+ Warlord Boots with 2% life regen enchant - ~20-30 chaos
Pristine + Abarrent Fossils and 2-socket resonators to craft 1.5% life regen and some Chaos Resistance.

This entire setup cost's less than 2 exalted orbs which isn't too bad. For the classic Stitched Demon setup the helm alone costs 3 exalted orbs. If the worst were to happen and your AG somehow dies, it's not THAT expensive to get his gear back. It can be annoying though.

Budget Animate Guardian Setup:

This is an item list for the early game once we reach maps. Only buy the items for this list once you have a 20/20 Animate Guardian Gem minimum. Try to get it as soon as possible, these items are basically free.

All of this is 1-3 chaos items. All in all, this setup will cost you ~10 chaos orbs and look at all you get for it. Defintely worth the value.

Keep in mind that this Animate Guardian runs a much larger chance of dying due to his limited Regen. This Animate Guardian will most likely only be running while you're progressing the Atlas though.

How to put Animate Guardian into your PoB:

Lets talk about how we put make our Animate Guardians items actually affect our PoB profile:

1. When in your PoB, press on the ITEMS tab in the upper left corner of the UI.
2. Under the All Items section you will see all items included in your build. Pick one item you want to use to represent your Animate Guardian. I personally like using a flask for this because I can turn it on and off easily.
3. Pick one item to use, for example your bottled faith and dubble click on it in the list.
4. In the upper left corner of the UI you will find the option Edit Item. Click on Edit Item.
5. A textbox will appear containing your item information.
Copypaste this exact text and put it at the bottom of the textbox:

Minions have +50% to critical strike multiplier
Nearby enemies have 50% increased fire and cold resistances

It should look like this.

6. Press Save on the Textbox.
7. Press Save again in the upper left corner of the PoB UI.


XI. Medium budget approach and intermediate mapping.

The medium budget version of the build is the intermediary stage you'll reach as you start upgrading the low budget version. This version starts getting more expensive because we're introducing high level 21 gems, expensive Primordial Jewels and finished Cluster Jewels into the mix. We're also focusing on getting some gear upgrades, although these usually aren't too expensive. The medium budget version is trying to scale critical strikes together with the conversion of cold so we're also handing a Kingmaker over to our Animate Guardian.

Medium Budget PoB:


Path of Building pastebin links:
- 2 Full Clusters: https://pastebin.com/7QDUJexq
- 1 Full Cluster:https://pastebin.com/fnRmuUn7
- Only Medium Clusters: https://pastebin.com/k1YKsX8f
- No Clusters: https://pastebin.com/Qj6gP4wu

Point allocations and Skilltree:

Passive Skilltree(Up to level 97):


Necromancer, same as the high budget version.

Kill all bandits for 2 additional skill points.

Same as the high budget version.

Amulet and Ring Annointments:

Neck: For our Neck we're annointing Ravenous Horde

Rings: For our rings we'll be annointing scout tower range for both our rings since it helps us finishing Blighted Maps early on which are a great source of currency.

Skillgems and support links:

Helmet - Carrion Golems for single target:
Our helmet is our primary dps item reserved for the centerpiece of the build, the Carrion Golems.

My Links:

Summon Carrion Golem - Melee Physical Damage Support - Elemental Damage with attacks Support - Multistrke Damage Support

For the helm links you will be wanting to get a 21/0 Carrion Golem gem asap. Obviously a 21/20 is better but those gems usually cost upwards 3 exalted orbs early on during the league. A 21/0 version will be far cheaper, usually under the exalted mark. The 23% increased damage and life sound much more powerful than it actually is. Keep in mind that it's Increased modifiers and not more modifiers. Quality is more important for the Carrion Golem gem than the Spectre one so make sure to level up 6 Carrion Golem gems in your offhands.

Multistrke and EDWA will just be the normal gems you buy when leveling. Get them to 20/20 naturally.

Chest - Spectre setup for AoE clear:
This is our secondary damage link containing the syndicate operative spectres. In these links we juice up our spectres with as much dps as possible.

My Links:

Raise Spectre - Minion Damage - Elemental Damage with Attacks - Vicious Projectiles - GMP - Divergent Hypothermia

Same rule applies for the Spectres as for the Carrion Golem. Try to get a 21/0 gem as fast as you can. Minions scale amazingly with gem levels and you want to reach lvl 25 on your spectres as it allows you to summon an additional spectre. Quality is completely useless for spectres, it grants some movement speed. Get a 21/0 for less than an Exalted orb and hold up on upgrading it until when you're actually rich.

We want a divergent Hypothermia as it decreases enemies cold resistance by -4% which is a nice dps boost. In case this gem is too expensive, just settle for a normal Hypothermia gem. If you're having trouble getting the correct color on the chestpiece, Empower lvl4(Red) and Predator Support(blue) are also viable gems.

Weapon - Trigger setup:
The wand contains our primary method for spreading curses and other debuffs. A key component for this build to work is through the use of a crafted trigger wand which allows for all socketed skill gems to be casted automatically when we use Dahs or Phase Run.

My Links:

Bladevortex - Divergent Flesh Offering - Increased Duration Support

The alternate quality gems are a nice bonus but not detrimental. These are usually pretty cheap and you can often snag them for a couple of Chaos Orbs. Normal quality ones are fine too.
- Increased Duration Support: In patch 3.14 trigger was nerfed to a 8 second cooldown and BV duration was reduced down to 4 seconds. For those reason we choose to run Increased Duration now instead to ensure we can still have a 100% uptime on Blade Vortex.

In patch 3.15 GGG decided to make triggered spells cost spells and they thought it was a good idea to make triggered wand crafts add an 250% increased mana multiplier to the autocasted skills. Our primary solution to this problem has been to specc into Soveregnity for reduced mana reservation and to specc into some mana nodes in the tree. With the new changes to the PoB we should still be able to trigger our spells without any problem.

I always buy a 20/23 BV early on during the league because they're basically free. Adds some nice area of effect.

Shield - Zombies + Elemental Army:
In our shield we simply link our Zombies with Feeding Frenzy and Elemental Army. This adds alot of additional damage to the build aswell as some additional survivability for our Zombies.

My Links:

Raise Zombies - Feeding Frenzy - Elemental Army

Don't get fooled by the alternate quality Feeding Frenzy I'm using. It's a superexpensive gem and a luxury. Just use normal quality gems. Level 21/20 Raise Zombie is a nice bonus but definitely not a requirement. 20/20 in all gems are fine here.

Gloves - Mobility Setup:
All mobility abilities in the build are linked together in the gloves since they all hve green colors.

My Links:

Phase Run - Dash - Enhance Support - Vaal Haste

My gems are minmaxed gems here so ignore them. You'll be going for the cheap 20/20 ones here unless you're lucky with any of your corruptions.

Boots - Aurasetup:
The boots have our Hatred Aura, Skitterbots and all associated support gems linked together.

My Links:

Hatred - Generosity Support - Summon Skitterbots - Bonechill

Again, ignore the skillgems I'm using which are minmaxed 21/20 gems.
You'll be going for 20/20 standard gems for all these sockets.

Ring1 - Animate Guardian:
This build requires additional sockets from Unset Rings. In here we put our Animate Guardian. By using a +3 Unset Ring we effectively are able to utilize a 1 link (+3 is the same as Empower lvl 4) AG which buffs his health alot.

My Links:

Animate Guardian

For your Animate Guardian you'll be running a 21/0 normal Animate Guardian. The medium budget build is using some items costing a couple of Chaos so we want to make sure he doesn't die. If you don't want to invest into your AG a 20/20 normal gem is enough. Might have to rebuy items alot though.
I've always skipped the budget AG and always go for a high investment one when I got the money. Quality is unimportant for the normal AG gem. You'll basically be going 21/0 normal gem into a 21/20 Divergent Animate Guardian when you're starting to get rich in the future.

Ring2 - Convocation:
Historically I used to run Stone Golem in my ring for additional HP regen. But I've found that it's unecessary and a Life Flask is enough. Instead I run Convocation here for QoL and the ability to reposition our minions. This also allows us to run 4 Carrion Golems which helps with damage.

My Links:


If you can find a cheap Anomalous Convocation it's pretty a good addition to the build. It gives your minions 40% increased movement speed when you convocate which helps with clearspeed.

Equipment Guide:

My medium budget Gear:

The medium budget version of this build will want to get a 6 link Helm for our Golems. Any type of elder helm that has +3 to socketed minion gems and any level of minion damage added to it. For secondary stats you want life and resistances if possible. This build is extremely starved on lifepoints so try to make sure to get a helm with life first and foremost.

If you can't find any +3 one you can settle for a +2. It's hard to say what the price of these type of helms will be during league start but I wouldn't invest in a medium tier helm for more than 1 exalted. The helm I'm using here was bought for 50 chaos. But this was bought during the end of the league so prices are not reliable.

Price: 40-100 chaos

For our chest we're using a 3 green, 2 blue & 1 red Skin of the Lords. This chests act as a gigabuffed tabula and supplies us with +1 to our spectre and 100% increased global defenses which affects our flasks. We also want to get a chest with Phase Acrobatics for the added 30% spell dodge to help with survivability. If you can't find one with Phase Acrobatics, Glancing Blows/Elemental Equilibrium works too as it saves a skillpoint.

Read XVI. Additional Information > Skin of the Lords Guide for more information regarding socket colors.

Price: ~1 exalted Orb
The prices of these armours are extremely volatile and pretty niche. Prices may vary alot, especially if this buildguide gets more popular.

A better option that gives us more defensive layers is to use a Skin of the Lords chestpiece with Glancing Blows if you can find one. The downside of this chest is that it's a very specific type of armour and it requires corrupted gems to work. Use this chest in combination with a Rumis Concoction Flask. You can read more in the flask section of the Medium budget guide.

During Ultimatum league I bought this chest for 100 chaos during week 1.

In the primary weapon slot we want a onehand with +1 to all spell skill gems and a free suffix to craft trigger on. Everything else is neglible. If you can get minion damage and/or minion attack speed for a cheap price it's a very nice bonus. Make sure that the wand does NOT add cold damage to our spells as an affix as it will mess up with our Elemental Equilibrium Keystone node.

We prefer all spell skill gems compared to all minion gems here because it buffs our Auras and BV too which allows us to get 21 BV for +1 to weapon range.

Price: ~20-40 chaos

Victario's Charity is king.
Provides our build with 3 Frenzy and Power Charges which is an incredible damage boost. Keep in mind that the shield doesn't provide charges for pure single target bosses.

Price: 1 chaos

We're using 4-green Triad Grips here. There's always people pushing these out on the market early for a fairly cheap price. If they're expensive, make them yourself by abusing the benchcraft with Jeweller Orbs.

Price: 20-30 chaos

For boots we want +1 spectre boots with high life and resistances. Additional movement speed is a luxury. Prioritize +1 to spectres, atleast +70 life and as much elemental resistances as possible.

I got the boots I'm wearing for 10 chaos which defintely was a steal because it's end of league.

Price: ~20-50 chaos

For belt we want a Stygian Vise with high life and resistances to cover the rest of the build. In it, you want to place an Eye jewel with life and Taunt on hit.

Price: ~20 chaos
Price for jewels: ~40 chaos

Our amulet is going to be a statstick annointed with Ravenous Horde.
We want as much dexterity as physically possible and very high life. Those are our priorities. Secondary to Dex and Life we want to squeeze in as much elemental resistances as possible.

Price: ~20-40 chaos

For our first ring we want to get our curse going since we're not running any curse skill gem in the build. You'll be looking for an Unset Ring which applies frostbite on attack. Secondary to that we want high life, resistances and dexterity if possible.

Price: ~30-100 chaos

The second ring will be our Animate Guardian ring. The most important stat on this ring is to find +2 or +3 to socketed gems to boost the AG health as much as possible. We also definitely want a high life roll on the ring aswell.
Secondary to that, we're looking for resistances and/or dexterity.

Price: 15-100 chaos

IMPORTANT: For our build to function properly we need our Blade Vortex to deal either Fire damage or Lightning damage. This is most easily solved by bench crafting Fire & Lightning Damage on one of your rings which requires an open prefix slot. This is to make sure that all targets hit by our BV also gets -50% cold resistance from Elemental Equilibrium. On my medium budget version of the build I don't have this crafted because my Wand grants +fire damage to spells so I didn't need the craft.

Jewel Guide

The jewels are were most of the early currency will be going. The primordial jewels will be a large money sink early on in the league. Especially the Primordial Might one.

The second large cost is the cluster jewel this build runs. The large ones especially can be pretty pricey and most certainly will cost somewhere between 2 and 3 exalted orbs. The mediums look scary but are extremely easy to craft yourself with Harvest(Reforge Crit).

My Jewels and Clusters:

Primordial Jewels:
As with any other Golem centric build, primordial Jewels will be our first important expense when we finish the campaign. You will want to buy the Primordial Might Jewel as fast as you can during league start as the jewel usually double, or even triple in price from day over the first week.
Primordial Emminences and Primordial Harmonies are usually ~10-20 chaos in the beginning. I suggest getting 3 primordial Emminences and 2 primordial Harmonies. We're only using 2 Golem Types so the harmonies aren't very powerful. Emminences boost the DPS of the spectres aswell as our own health regen which is a nice bonus.

That being said, I can't stress it enough how important it is to get your Primordial Might and Anima Stone as fast as you can. Don't wait for the gems to drop in price, they will only rise during the league start. It usually takes ~1 month for the Might to reach it's peakprice and it starts to drop off.

Tip: Don't buy the Anima Stone. Create it by vendoring 1 of each primordial jewel to a vendor.



If you don't mind trading early on you can actually flip the Anima Stone to make some safe and easy money. Alot of people don't know about the Anima Stone recipe and just buy it off trade. Other people are just lazy and can't be bothered to trade for 1 of each Jewel. We can abuse these facts by selling our First anima stone for a 15-20 chaos profit instead of using. So how it works is basically: Farm currency for your first anima stone, by using Chaos Recipe et.c. Craft your anima stone and then sell it for ~15 chaos profit. These jewels sell really fast during league start. As soon as you've sold it, rince and repeat. If you're an efficient trader you can flip 15-20 of these an hour.

Like with anything in this game though, the more that are doing something the less profitable it will be. Also, it's mindnumbingly boring to flip. But it's a safe investment and I would recommend it for newer players who struggle making currency and want a simple method that you literally can't lose money on.

Primordial Emminence: 6-20 chaos
Primordial Harmony: 10-30 chaos
Primordial Might: 30-200 chaos
Prices are extremely volatile on these jewels and the prices are always highest during the first weeks of any league. The prices are based on whether Golem builds are meta or not. When I leaguestarted in Legion, Primordial might was 7 chaos. In Heist I bought mine on day 3 for 270 chaos because I thought it was going to drop in price but it just kept rising.

Other Jewels:
We're using three other jewels early on to boost our spectres and help our build in general. These gems include:

The for Covenent Jewels, make sure that you place the jewel somewhere in your tree where it doesn't hurt your build due to the negative effects they have. My suggestion is to always put them in your cluster jewels because that way, they won't affect the rest of your tree.

The Unending Hunger is a nice addition to boosting your clearspeed. It makes it so that your spectres have a 50% chance to gain a stack of Soul Eater when they kill a monster. Soul Eater is a buff that grants your spectre 5% attack speed and movement speed while making it grow in size. When your minions are shredding through packs with more than 100 monsters they'll be getting alot of these stacks.
The price of this jewel might be expensive during league start though, depends on how meta spectres are. I got mine early on for ~50 chaos though.

Fortress Covenant: 5-10 chaos
Quickening Covenant: 1-5 chaos
Unending Hunger: 30-100 chaos
Just like with the primordial jewels, these jewels are more expensive during league start but the prices fall off.

Cluster Jewels:
The cluster Jewels will by far be our biggest expense to get the medium budget build going, especially early on in the league when the 8-point large ones are pretty expensive.

Large Cluster Jewels:

What we're looking for is 8-pointers, don't even bother buying one if it's more than 8 points. We need all the skill points we can get.
The reason we want Vicious Bite, Renewal & Rotten Claws/Raze and Pillage is because Rotten Claws/Raze and Pillage ALWAYS will be on top between the two socket slots. That makes us able to only invest 5 points into the cluster jewel getting what we really want being Renewal and Vicious Bite.

Since we're running Cold Conversion, Rotten Claw has zero effect on our build because we can't impale.

An alternative cheaper cluster jewel would be to run one with:
- Vicious Bite
- Renewal
- Feasting Fiends

This jewel will shave off some Exalted orbs of the price, especially during the early part of the league. The problem is that you will need to spend 7 points, not 5 running this jewel.
It does however add more minion damage, life and some added leech for your minion. The additional 40% minion damage, 20% life and 0.8% life leech for 4 points is pretty decent but you will have to sacrifice points elsewhere which might hurt your survivability.

The price of large clusters varies alot depending on the league. When harvest is accessible the price on our clusters are usually much lower. When augment slams from harvest are scarce, our clusters are very expensive.

Medium Cluster Jewels:
The medium cluster jewels are the bread and butter of this build. They add such an immense amount of damage to the build which is why they're a very high priority. Fortunately for us, these jewels are often pretty cheap early on in the league and they're very easy to craft.

You're looking at Aura effect cluster jewels with 4 or 5 points (Doesn't matter) so we only need to invest 4 points into the jewel. The two primary modifiers are Vicious Commander & Precise Commander. Both of these nodes provide a massive damage boost to our build. Unfortunately these key jewels are gatekept by the large clusters as we can't equip them without the large ones.

Crafting the Jewels:

Fortunately for us, we will still be able to craft our cluster jewels with harvest next league. This is because Clusters aren't influenced bases so we can still augment them with certain modifiers. My guess would be that, due to the nerfed power of harvest, the crafts will be much cheaper. Just hoping people still will bother to sell the crafts.

Crafting Large Cluster:

1. Getting the Base:
Acquire an 8-point large minion cluster. It needs to be Ilvl 75 or higher, otherwise it can't roll Vicious Bite.

2. Getting the base modifiers:
Get either Renewal and Rotten Claws/Raze and Pillage on the base, or Renewal and Vicious Bite.

We have 4 methods for getting these modifiers
Method1: Use the harvest craft Reforge Item - Life modifiers are more common. Do this until you hit either Renewal + Rotten Claws or Renewal + Vicious Bite.
Method2: Use harvest craft Reforge Item - Attack Modifiers are more common. Do this until you hit Renewal + Rotten Claws.
Method3: Use the harvest craft Reforge Item - Crit modifiers are more common. Do this until you Vicious Bite + Renewal.
This is probably the strongest method since Vicious bite has a 100% chance to be crafted on the base.
Method4: Alteration craft Renewal + Rotten claws or Renewal + Vicious Bite by just spamming Alteration Orbs and Orbs of Augmentation. Regal the product.

3. Cleaning up the base:
This will probably be the most annoying part with harvest annulment crafts gone. Once we have our base we might need to clean it up.

Best case scenario is that we get a rare cluster jewel with only 3 modifiers.
If your jewel has either Renewal + Rotten claws and 1 garbage suffix or Renewal + Vicious bite and 1 garbage suffix you can skip the cleaning up phase.

If we did a reforge craft and got a large cluster with 4 modifiers of which 2 of them were Rotten Claws and Renewal you want to use the harvest craft: Reforge keep prefixes until you only have 1 suffix on the item. Now we have a free suffix slot which we can finish the item with.

If we did reforge crafts and got a large cluster with filled prefixes, modifiers of which were Renewal, Vicious Bite and some other garbage we will have to bite the bullet and use an Annulment Orb. This will have a 33% chance of saving the item. If you remove Vicious Bite or Renewal the jewel is bricked and we have to start over.

4. Finishing the base:
If you've done everything correctly you have one of two different bases we can finish.

You either got:
Base#1: Renewal, Rotten Claws/Raze and Pillage and 1 random suffix.
Finish the jewel by adding the harvest craft Augment Crit and you will get Vicious bite 100% of the time.

Or you got:
Base#2: Renewal, Viciout Bite and 1 random Suffix
We finish the jewel by crafting on Rotten Claw or Raze and PIllage as a prefix using the harvest craft Augment Attack. This has a 100% chance to add Rotten Claws on the Jewel. You can also use Augment Fire to add Raze and Pillage to the Jewel. Use whichever augment is the cheapest.

Crafting the Medium Clusters:
Crafting this jewel is suprisingly easy. It will be even more easy now that they've buffed the encounter rate of Harvest by 60%.

1. Getting the Base:
We're looking for an aura effect medium cluster base with either 4 or 5 points. The jewel needs to be Ilvl 68 or above to be able to roll precise commander.

2. Getting the base modifiers:
Getting the modifiers is and finishing the Cluster Jewel is extremely easy and should be pretty cheap aswell. We have two primary methods for crafting it.

Method1: Alteration crafting. Simply Alteration spam until you hit either Vengeful Commander or Precise Commander. Then use an Augmentation Orb followed up by a Regal Orb and pray that you hit one of the modifiers you're looking for. If you don't get it, rinse and repeat. This can take some time.

Method2: This is by far my favorite method and I've probably crafted ~50 of these medium clusters this league selling them for 1.5-5 exalted depending on what suffixes I hit. (Usually high tiers of Dex/Chaos Res/Elemental resistances can net you very high premiums. And the method is extremely reliable and very easy.

Use your Reforge Item - Critical Strike modifiers are more common on the base. If you get an Alchemy Harvest version it might be worth to scour the base and use Alch + Crit on it too.
This method is extremely powerful because Precise Commander is the only Crit mod the jewel can roll. So when you use one of these crit crafts it will have a 100% chance to get Precise Commander.

Vengeful Commander which is the second mod we're looking for also has a very high weighing, meaning it's a common modifier to get. On average you'll be looking at hitting this jewel every ~9 tries using the harvest craft.

3. Finishing the base: (Optional)
If you want to, you can also finish the product by filling in the suffixes. This is a decent way to get some additional resistances into your build. You can use Augment Chaos or Augment Fire/Lightning/Cold to fill in resistances you're lacking. Whether this will be worth it or not depends on the price of Augment crafts though.

More info coming soon

Last edited by Deadandlivin on Jul 22, 2021, 9:56:11 AM

Flask Setup:

THIS INFORMATION IS OUTDATED FOR 3.15. Will need to play the actual league before I can decide on the best combination.


Optional Flasks:

Use a Jade Flask instead of Onslaught if you want to become tankier.
Rumis can also be used to grant us additional Block Chance. Combined with Glancing Blows Keystone passive we're able to reach 40% block chance ontop of our Evasion and mitigations. To get Glancing Blows, either spend 3 passive points for it or get a correct colored Skin of the Lords.

The primary purpose of our flasks running the medium version is to provide us with much needed immunities and mobility.
From our flasks we're looking to obtain:
Freeze Immunity
Ignite Immunity
Bleed Immunity
Curse Immunity

That leaves us with Shock Immunity and Poison left.
We're also looking for additional physical damage mitigation since we're running literally zero armour in the build. That's why we want a Granite Flask and a Basalt Flask. The combination of these flasks alone allow us to get up to ~60-70% phys damage mitigation during flask effects.

You want to get the Bleed Immunity on your life flask. Reason being majority of times when you're hit with a dangerous bleed you'll notice it once your health starts decreasing rapidly. This is where you hit your life flask as a reflex which will ensure you remove all bleeds. I do suggest you finding a way to comfortably hit all flasks at the same time though.

Curse Immunity is mandatory to the build aswell since we're barely capping our elemental resistances. Having Curse immunity makes sure we're still elemental resistance capped when running "Players are cursed with Elemental Weakness" maps. We all hate Temporal Chains aswell which is a major reason why we want to run curse immunity.

Chemist as a Flask Modifier:
Do NOT sleep on this prefix. You want to have it on ALL your flasks. The reason why is because it allows us to get additional flask uses from filled flask.

Our Basalt and Silver Flask has 60 full charges and require 40 charges for one flask use. By getting a minimum of 23% reduced flask charges required the charges required for one "flaskclick" goes down to 30.
This allows us to effectively use these two flasks 2 times instead of one.

Same thing goes for the Quicksilver flask which requires 20 charges and has a total of 50 charges. By getting reduced charges used we can make the required amount of charges go down to 15 meaning we get 3 uses of a full flask instead of 2.

The next best option would be the increased duration of flask effects. I personally like the shorter duration of all flasks though making the Flask Duration timer more closely coincide with our Phase Run. This is a massive quality of life addition since we're always going to be pressing all our flasks and Phase Run at the same time.

Crafting Flasks:
Crafting flasks is very easy in most cases. All you do is alteration roll until you get the modifiers you're looking for.

TIP: For our immunity flasks(Bleed/Ignite/Freeze), all we need to hit is the Chemist's modifier and a free suffix. If you get Chemist and a filled Suffix you can always 50/50 annull off the suffix.
Once you have a free a Flask with the Chemist Prefix and a free Suffix you can go to the Menagerie (Beast place) and craft flask suffixes on your flasks.
This way you can sort your 4 of your flasks out for a couple of alterations rather than buying them for dozens of Chaos on trade.

Animate Guardian Setup:

Animate Guardian Gear:

The Animate Guardian is probably going to be one of our more expensive expenses for the medium tier build, but not that outrageous. He's basically going to be using the same gear as the high budget version, just less minmaxed. The reason why we can afford doing this on a smaller budget is quite honestly, because the AG gear is pretty cheap. Especially if the price of Kingmaker will remain at ~50 chaos orbs next league aswell.


All our AGs will be using this helm because it's super strong for cold conversion builds. It doesn't matter what budget we're looking at.
Just like with the High budget version, you want to try finding a corrupted one with ~1.5% increased Life Regeneration. These are very easy to find when the league is active and costs close to nothing.

Price: 1 chaos orb without corruption. ~10 chaos with % life regen corruption.


We're actually using a Kingmaker in the medium budget version because the Kingmaker is one of the best items in the game for our build. When the item is cheap like it was during Ritual League there's no excuse for not using one.

Tip: Never buy a kingmaker from trade, use the vendor recipe associated with the Axe instead.
To make a Kingmaker you need x1 Soul Taker Siege Axe and one Heartbreaker Royal Skean. You vendor both of these items together with one Orb of Fusing and you get a Kingmaker. Make sure NONE of the items are Corrupted. If any of the items are corrupted you can't do the vendor recipe. Soul Takers were 50 chaos in Ritual and Heartbreakers are always ~1 chaos. Kingmakers are usually going for 80 chaos.

Price: ~40-50 chaos orbs


Our Animate Guardian needs regen. This is a very good Body Armour for that purpose.

Price: ~40 Chaos Orbs


For boots we're using Windscream boots with 2% life regen labyrinth enchant.
Getting these boots without life regen is significantly cheaper.

Price: ~50 Chaos Orb


Any gloves with an Elemental Weakness on hit corruption. If you want optimal stats, try to get additional chaos resistance on the gloves.

Price: ~5 Chaos Orbs

IMPORTANT: As mentioned before, you'll be wanting atleast a level 21 normal Animate Guardian gem. I would never use a kingmaker on a level 20 Animate Guardian.
If you want to learn more about the Animate Guardian, read the AG section for the high budget version where I go more indepth into his mechanics and these items.

All in, all if we'll assume you'll be buying every single item apart from the 20/20 gems this medium budget version build will have a total cost of ~25 exalted orbs. This is mainly due to how outrageously expensive our Large Clusters have gotten.

Gear Cost: The total gear adds up to ~5 exalted orbs depending on how good you are at sniping items of Trade and how high budget you're going to be going. More resistances, Dexterity and Life on gear will cost more Chaos Orbs.
Skill Gem Cost: For gems we're counting 3 level 21/0 gems. All of which should cost ~50chaos up to 1 exalted orb each. So around ~2 exalted depending on prices.
Jewel Cost: This is going to be a massive currency sink, especially early league due to Primordial Might prices. You should be able to get all Emminences and Harmonies for ~1-2 Exalted Orbs. Mights alone will probably cost ~3 exalted Orbs. Non primordial Jewels should be acquired for ~50 chaos. So lets assume around 5 exalted Orbs.
Cluster jewel Cost: The Cluster Jewels will be the next big money sink and where most people might get stuck. All you can do is power through and purchase each jewel one after another. Expect both large clusters to cost atleast 6 exalted each and the mediums to go for ~1 exalted each. So ~16 exalted orbs in total.
Animate Guardian Cost: All gear for your Animate Guardian shouldn't cost more than 120 chaos.

So for a total of ~25 exalted orbs we get a build that can pretty much oneshot alot of bosses in this game and clear maps at a very respectable speed.


XII. Low Budget Approach and early mapping build

This portion of the guide is aimed towards transitioning from the campaign into the actual Cold Conversion build. Being the first step in the process I've made sure this part is extremely budget friendly and you should be able to afford everything listed in this section for roughly 1 exalted Orb. Keep in mind that prices on items may vary from league to league. To make sure this version is extra budget friendly the budget version contain:

- No Awakened Gems
- No Cluster Jewels
- No expensive items

Most of the stuff you'll use for this version of this build only cost a couple of Chaos Orbs. With this setup you'll be able to run corrupted juiced T16 maps for under an exalted orb. Patch 3.15 hit the PoE meta with collossal nerfs across the board and this build was no exception. Post nerfs, we're still able to dish out more than 3 million Shaperdps which is enough to comfortable clear most content in the game. This includes bosses like Sirus, Cortex, Shaper, Elder and all guardians. I wouldn't try Maven invitations until you've got better gear however.


Historically we've been running Elementalist on low budget because of the extreme value we got from the Elementalist nodes early game. In particular we used to get Elemental Ailment immunity, 2 additional Golem and a shield absorbing ~2.5k Elemental damage. In patch 3.15 this ascendency was destroyed so Necromancer is the clear best ascendency to go for.

3.15 Also nerfed our minions health by 25% by adding a downside to Minion damage support so we want to make our minions tankier to ensure that Spectres and Zombies don't die. I've done several changes to the lowbudget build to make it as strong as possible for future leagues.

If anyone wants to experiment using Elementalist again, feel free to do so but I highly advice everyone to follow the new PoB and run as a necromancer.

Low Budget PoB

- Necromancer: https://pastebin.com/VTn7RDiL

Disclaimer: I've removed the Elementalist PoB because Necromancer should be superior now in every single way.

Point Allocations and Skilltree:


Passive Skilltree(Up to level 78):

This is the core of the tree you will want to work towards in the beginning. Expect to have reached this far when you're running white maps. If you're uncertain in what order to put your points, look into the leveling guide.

Passive Skilltree(Up to level 96):


This tree is upwards level 97. Majority of people will already be working towards a medium tier budget by this point.
When you're lower level you're going to have less points invested into jewel sockets, mainly because you can't afford them yet, and less points spent into lifenodes. Once you got the core of the skill tree going, start investing into sockets, more life and minion survivability depending on what you feel you need.


Necromancer:, same as the high budget version.

Kill all bandits for 2 additional skill points.

Same as the high budget version.

Amulet and Ring Annointments:

Neck: For our Neck we're annointing Ravenous Horde

Amulet annointments might actually be too expensive and not be affordable during the early game. If that's the case, simply skip the annointment.
But understand that the annointment is a big DPS boost so try to get it if you feel your neck is worth investing ~20 chaos into.

TIP: During the early days of the league talismans actually have a lot of value and alot of people try to sell them while they have some worth. When on trade, search for an amulet with Ravenous Horde annointment on it. If you can, try to add ~70 life and some resistances to the search. If you get dexterity aswell you've hit the jackpot. I managed to snag a talisman I ran all into the endgame for 10 chaos during Ritual.

Rings: For our rings we'll be annointing scout tower range for both our rings since it helps us finishing Blighted Maps early on which are a great source of currency.

Skillgems and support links:

Quality of Skill Gems:
Getting quality on your skillgems early on can be quite expensive. When we're poor we can't afford to use x20 Gem Cutter's Prism on all our gems so utilize the Vendor Recipe.

If you vendor a level 20 gem with one Gem Cutter's Prism you will get back a level 1 gem with 20% quality. Basically x1 20/0 gem + x1 GCP -> x1 1/20 gem.

Off-coloring certain items:

The color an item rolls when you use a Chromatic Orb on it depends on the base stat requirement of the item. For example, an item that requires alot of strength th equip will roll majority Red sockets when we're spamming chromatic Orbs on it. This can be a huge problem if we want to, for example get 3 blue sockets on a Clayshaper.

This item requires 134 strength which means we will, reallistically, never hit 3 blue sockets with our chromatics. There's a trick to offcoloring items in this game which involves bench crafting sockets and using your Jewellers Orb. This method will determenistically allow you to offcolor 2-4 socket items very cheaply.

Von Vikton has made a very good video showing how to do this:

Helmet - Carrion Golems for single target:
Our helmet is our primary dps item reserved for the centerpiece of the build, the Carrion Golems.

My Links:

Summon Carrion Golem - Melee Physical Damage Support - Elemental Damage with attacks Support - Multistrke Damage Support

Since this is a budget version you won't be buying any gems from trade. These will basically be the gems you buy during the campaign that you keep in your Helm until you get 20/20. Despite being on a budget, I really urge you try and get your hands on a 21/0 Carrion Golem gem as fast as possible. They shouldn't be too expensive since Carrion Golem builds aren't meta any longer.

Chest - Spectre setup for AoE clear:
This is our secondary damage link containing the syndicate operative spectres. In these links we juice up our spectres with as much dps as possible.

My Links:

Raise Spectre - Minion Damage - Elemental Damage with Attacks - Vicious Projectiles - GMP - Hypothermia

Same rule applies for the Spectres as for the Carrion Golem. As we're poor these will all be the gems we get during the campaign. Work them towards 20/20. Once you have the this low level build all done, just as with the carrion golem gem, try to get a 21/0 spectre gem asap. This gem might be pricey though depending on how strong spectres are during the league.

We want a divergent Hypothermia as it decreases enemies cold resistance by -4% which is a nice dps boost. In case this gem is too expensive, just settle for a normal Hypothermia gem. This is in no way detrimental to the build and just a minor bonus. The price of this gem is extremely volatile form league to league.

Weapon - Curse setup:
Unfortunately, the budget version of the build can't afford a trigger wand yet so we'll have to manually apply all of our debuffs. We'll be using Storm Brand for this purpose as it's one of the best manual curse applying skills we can get. It's ranged, it seeks out enemies to apply to, it has an AoE and it lasts for ~6 seconds. Since it's a lightning spell this will also procc our Elemental Equilbrium effectively lowering enemies Cold Resistance by upwards of 95%. You can also have 3 brands up at the same time so you'll be casting this ability alot.

My Links:

Storm Brand - Hextouch Support - Frostbite

As with all other gems in this budget version, buy them while leveling and get them to 20/20 by yourself. If you want to invest, get a Divergent Frostbite which is a better version of the curse compared to the regular one. This gem can be too pricey for a budget version though.

Shield - Zombies:
In our shield we simply have 3 free blue sockets spent on our Zombies. Our zombies act like buffers which increases the modifiers of our other minions. Their primary role is to get us up to 10 minions or more to ensure our Carrion Golems get their 50% more damage modifier. We also link the zombies to Feeding Frenzy and Elemental Army to them increase the overall damage of our build. Elemental Army also has the added benefit of buffing our Zombie survivability and DPS.

My Links:

Raise Zombies - Feeding Frenzy - Elemental Army

We used to run Frost Bomb here in the past, but I've swapped it to Elemental Army because I find it a much more convinient and consistent way of applying cold exposure to monsters.

Gloves - Mobility Setup:
All mobility abilities in the build are linked together in the gloves since they all have green colors.

My Links:

Phase Run - Dash - Enhance Support - Vaal Haste

There's no way we're hitting the 160 dex breakpoint on a budget so settle with whatever level on your gems you can get and level them up as your gear becomes better. Investing into level 1/20 of these gems from trade might be a wise investment early on because hitting the dexterity breakpoint is extremely annoying. In patch 3.15 we swapped Second Wind for Enhance support due to massive nerfs.

Boots - Aurasetup:
The boots have our Hatred Aura, Skitterbots and all associated support gems linked together.

My Links:

Hatred - Generosity Support - Summon Skitterbots - Bonechill

Ignore the skillgems I'm using which are minmaxed 21/20 gems.
You'll be going for 20/20 standard gems for all these sockets. Also, big ignore on my Awakened Generosity. I couldn't find anyone selling a 20/20 generosity and couldn't be bothered to change this gem. It provides a very minor dps increase compared to a 20/20 normal version.

Ring1 - Animate Guardian:
This build requires additional sockets from Unset Rings. In here we put our Animate Guardian. By using a +2 or a +3 Unset Ring we effectively are able to utilize a 1 link (+3 is the same as Empower lvl 4) AG which buffs his health alot.

My Links:

Animate Guardian

Since we're on a budget we're running a 20/20 normal quality Animate Guardian. Don't start investing gear into your Animate Guardian until this gem hits a minimum of level 20. We'll be using very cheap gear on this Animate Guardian but he will provide a massive damage boost nontheless.

Ring2 - Convocation or Flesh Offering:
We run either Convocation or Flesh Offering in the second ring depending on what you want. Flesh Offering provides us with more DPS while convocation adds quality of life. I'd argue Convocation is the better choice as it allows you to position your spectres for maximum shotgunning effect. It also allows you to reposition your minions from dangerous boss attacks.

My Links:


Equipment Guide:

My Low Budget Gear:

Since we're on a low budget we settle for a 5 link helm. You either want to get a helm with +3 to socketed minion gems or an Elder Influenced helm with the modifier Socketed Gems are supported by level 16-20 Minion Damage. The minion damage is the best one but they're pretty close. Also, you want to get a helm with as much Life and resistances as possible.

I bought my low budget helm for 3 chaos late in the league. Such a helm might cost ~10-20 chaos early in the league, especially if it has T1 life and resistances.

Price: ~5-20 chaos
Price depends on how lucky you are sniping and how high secondary stats you get.

For our chest we're using a 3 green, 2 blue & 1 red Skin of the Loyal. This is a very cheap chest and basically a buffed Tabula. You'll be getting this chest right after your Tabula Rasa.

Price: 15-30 chaos
Price of Skin of the Loyals are more expensive during league start but they plummet in price quickly. If you want to go more defensively, get a 6-link with Resistances and Life which also is a very viable option. I prefer a Skin of the Loyal to bruteforce level 25 on my spectres though.


If you want to go a more defensive route, try to snipe a corrupted 6-link with the right colours, high life and resistances.

I got this chest for 10 chaos late in the league. This type of chest will definitely be more expensive early on.

In our weapon slot we're using a Clayshaper for the additional Golem to the build. This is a cheap item that work wonders for both ascendncies.

When we're running a necromancer we only have access to two Golems on a budget. Clayshaper effectively allows us to summon 3 Golems in total for the necro. The elementalist gets a total of 5 Golems on a budget.

Price: 3 chaos

Victario's Charity is king.
Provides our build with 3 Frenzy and Power Charges which is an incredible damage boost. Keep in mind that the shield doesn't provide Power Charges for pure single target bosses as it requires your minion to land killing blows. It still provides Frenzy charges though which is the biggest damage buff early on.

Price: 1 chaos

We're using 4-green Triad Grips here. There's always people pushing these out on the market early for a fairly cheap price. If they're expensive, make them yourself by abusing the benchcraft with Jeweller Orbs. These gloves are mandatory. The build won't function without them, and they must have 4 green colors.

Price: 20-30 chaos


Cheap boots we get during leveling. Grants +1 to spectres, some movement speed and life.

Price: 1 alchemy

Any belt with high life. You also want resistances and/or attributes to help finish your build. I recommend either getting a Heavy Belt for the added strength which might come in handy or a Stygian Vise for the abyssal socket.
Try to look for +80 to life, 40% to one elemental resistance and one free suffix. You'll be able to get a belt like this extremely cheaply. The belt I got equipped cost me 2 chaos. The more suffixes you can get the better.

For the Ghastly Eye jewel, get one with high life and resistances or attributes to help your build out. If you can get additional minion dps that's a bonus. I spent 10 chaos on my jewel.

Price: ~1-10 chaos for belt.

Cheap Jade(30 Dexterity) or Citrine Amulet(24 Dexterity and Strength) with high life, as much dexterity as possible and resistances. You should be able to find a suitable neck for less than 10 chaos.
I bought the neck I'm using for 3 chaos.

If you get Dexterity from other sources in your gear, like rings, skilltree, chest or helm you can choose to use this amulet:

Price: 1 alchemy

Price: ~1-10 chaos orbs

You'll be looking for an Unset Ring with +2 or +3 to socketed gems for our Animate Guardian. You also want the ring to grant you high life. For secondary stats you want to cap your elemental resistances or get additional dexterity/strength depending on what your build needs. The example ring I'm using cost me 5 chaos but that might be an end of league price. I think we'll settle for +2 early on in the league.

Price: ~3-20 chaos orbs

Our second ring is only going to be a basic stat stick Unset Ring. Make sure that it has high life first and foremost. For secondary stats, get elemental resistances and attributes you need. Remember that you always can benchcraft resistances on an item with less than 3 suffixes.

I got this ring for 2 chaos orbs.

Price: ~3-20 chaos orbs

IMPORTANT: Keep in mind that the price of rare items are highly volatile and extremely random. Prices are generally higher during the beginning of the league as people are struggling to hit their resistance/attribute caps and they're beginning mapping but falls off very fast.

Jewel Guide

The jewellery section is the most expensive part of the build. But we're poor and can't afford too expensive jewels so we're entirely skipping on Primordial Mights and the Anima Stone in the beginning. We will be using the cheaper primordial jewels to boost our damage significantly though.

My Jewels and Clusters:

(Ignore the Corrupted blood on one of my jewels, you won't be getting this corruption mod early)

Primordial Jewels:
The primordial jewels will be our last and only big expense before we start transitioninig into the medium budget version. As you're grinding away during early maps and start gathering more levels, start spending points in these Primordial Jewels and put them into your tree as you level up. You want to alternate the jewels you buy one at a time starting of with One Emminence going into one Harmony. Each additional Jewel you equip will increase your Carrion Golem dps by ~110k per golem.

Primordial Emminence: 6-20 chaos
Primordial Harmony: 10-30 chaos
Prices are extremely volatile on these jewels and the prices are always highest during the first weeks of any league. The prices are based on whether Golem builds are meta or not.

Other Jewels:
We're using two other jewels early on to boost all minions in our build with both tankiness and survivability. These Jewels include:

For the Covenent Jewels, make sure that you place the jewel somewhere in your tree where it doesn't hurt your build due to the negative effects they have.
Since we don't have any cluster jewels, put them in these two spots:

Fortress Covenant: 5-10 chaos
Quickening Covenant: 1-3 chaos

Just like with the primordial jewels, these jewels are more expensive during league start but the prices fall off quickly.

Cluster Jewels:

Aint nobody got money for cluster jewels fool!

Flask Setup:

THIS INFORMATION IS OUTDATED FOR 3.15. Will need to play the actual league before I can decide on the best combination.

My Elementalist Flasks:

For flask bases we want:
x1 Eternal Life Flask: Since we're on a budget, bleed immunity is all we care about. Catalysed is the best Prefix we can get though. Make sure to get 20% quality on this.
x1 Granite Flask: If Rumi's Concoction is cheap, get it. Otherwise any Granite Flask is good. If you're getting a Magic one I would suggest getting Poison immunity. That makes us immune to Poison, Bleed, Ignite, Freeze, Chill, Shock and Curse. Litereally immune to everything in the game.
x1 Basalt Flask: Get increased % armor here.
x1 Adrenaline Flask: Get additional Movement speed on this one.
x1 Silver Flask: Get Curse Immunity on this one.

My Necromancer Flasks:

The primary purpose of our flasks is to provide us with much needed immunities and mobility.
From our flasks we're looking to obtain:
Freeze Immunity
Ignite Immunity
Bleed Immunity
Curse Immunity

The necromancer is using the exact same flask Bases as the elementalist. Due to not being Elemental Ailment immune however, we need to get both Freeze and Ignite on our flasks instead.

Flask Prefixes: Since we're on a budget we can't afford minmaxing flasks so we're basically only caring about getting the bases and the suffixes on them. If you want to craft better flasks, read how to in the medium budget section of the this buildguide.

Disclaimer: For more information regarding flasks. Read the medium budget Flask Setup.

Animate Guardian Setup:

Animate Guardian Gear:

Alot of people don't want to run an Animate Guardian because they're afraid he might die. In this budget version we are running a Guardian and so should you.
We're making sure our Guardian is close to immortal in this build by running alot of defensive Health talents in the tree. We're also giving our Animate Guardian alot of additional levels to make sure he won't die. If he somehow dies in the end it won't really matter though, because this budget version is literally costing under 10 chaos orb for his entire gear.


All our AGs will be using this helm because it's super strong for cold conversion builds. It doesn't matter what budget we're looking at.
Just like with the High budget version, you want to try finding a corrupted one with ~1.5% increased Life Regeneration. These are very easy to find when the league is active and costs close to nothing.

Price: 1 chaos orb without corruption. ~10 chaos with % life regen corruption.

For our budget Animate Guardian we have 2 options. What you want depends on preference. (Personally I'm running with the 1-hand + Shield setup)

Setup 1 - Two Hander:

This twohander provide us with 18% increased damage for all our minions and 18% increased effect of our curses which both are very good dps increases.

Price: 1 Chaos Orb

Setup 2 - Onehander and Shield:

This setup provides our build with Culling Strike for bosses which is great when we're on a budget. Culling strike causes our AG to automatically execute enemies under 10% health, so see it as a straight 10% damage increase against bosses. Unfortuantely this isn't too strong when clearing against many mobs since it only affects the target the Guardian is hitting. The shield also provides our Guardian with alot of Life Regeneration which we want to stack to make sure he won't die. Getting life regen is very hard on a budget.

Optional Shield:

Optionally we can go for a Replica Victario's Charity on our Animate Guardian. This causes our AG to give us and our minions Endurance Charges on hit which is a nice survivability bonus.

Unfortunately the procc chance is only 5% per hit so don't expect to be running around with maximum endurance charges on this guy. But it's an intersting defensive option.

Price: 5 Chaos Orbs

Price: 1 alchemy Orb for weapon and 3 chaos for shield

For our chest we want a body armour with % Life regen, Chaos Resistance and an open Prefix so we can craft on % increased life.

Price: 3 chaos orbs for chest (6 Chaos Orbs for bench craft)


If you can't find any chest like the recommended one our your budget is extremely tight an Ambus Charge is decent enough.

Price: 1 chaos orb


Any rare boots with % life regen close to 1.5% will do. Make sure the boots have a free suffix slot so we can craft 15% Chaos and Lightning Resistance on them.

Price: ~1 Chaos Orb


These gloves provide % increased life which is extremely potent on the Animate Guardian due to his massive healthpool.

Price: 1 Chaos Orbs

IMPORTANT: Since we're on a budget our Animate Guardian gem will only be a 20/20 version. Do not, I repeat, DO NOT start equipping items on your guardian unless he's atleast level 20.
If you want to learn more about the Animate Guardian, read the AG section for the high budget version where I go more indepth into his mechanics and these items.

The budget version of this build is a very strong league starter and allows us to clear alot of content in the game on a budget of only a couple of exalted orbs. We're able to clear all red maps without a problem, kill all guardians and conquerors and if you're mechanically skilled, you can even kill Awakening level 9 Sirus aswell. The build is quite squishy though but I've pushed the build as much as I can on a tight budget.

Since Elementalists got absolutely oblitirated in patch 3.15 Necromancer is our only option throughout the entire build guide. You'll be starting as a necromancer during the campaign and you'll stay a necromancer all the way into the endgame. This version of the build is intended to get you into endgame content and allow you to start farming Primordial Jewels which is the next big powerspike.

Gear Cost: The total cost of the gear that I bought on my budget version cost 65 chaos orbs. This was during the end of the league though so most prices had already dropped significantly. Expect most of these items to have a higher cost associated to them during league start. Especially uniques can be very expensive the first day but drop off significantly to their true singular chaos orb values.
Skill Gem Cost: We're spending zero money on our skill gems. All of them are bought from Gem vendors at level 1. I do suggest getting 21/0 or 21/20 Carrion Golem, Raise Spectre and Animate Guardian as fast as you can though.
Jewel Cost: We're starting of with the Covenant Jewels at first for under 10 chaos for both. The Primordial Jewels should be costing ~7-20 chaos each. Generally Eminences are cheaper than Harmonies. Lets assume you get all of these jewels for 1 exalted orb total.
Cluster jewel Cost: The budget version uses no clusters.
Animate Guardian Cost: All gear for your Animate Guardian costs ~10 chaos orbs.

Assuming you get all Primordial Jewels, the total build cost is less than 2 exalted orbs. The primordial Jewels isn't required to get the build going. In theory you could run this version of the build without a single primordial Jewel. Your Carrion Golems would deal ~30%-40% less dps though, which is quite substantial.

Last edited by Deadandlivin on Jul 22, 2021, 8:43:22 AM

XIII. League start guide - From level 1 to white maps
In this section of the buildguide I'll address how to properly league start as this build and how to get you flying through the acts into endgame mapping as smoothly as possible. Since this is my buildguide I've decided to keep the starting build very thematic with the end goal of the guide, meaning we'll be aiming to running a playstyle and setup that's as close to original build as possible.

Traditionally, people have looked down upon leveling as a summoner because it's apparently slow and clunky. I'm here to show how the opposite is true. Once we reach act 5 and get our hands on the Golem skill gems and majority of strong support gems build really starts to pops off and becomes one of the strongest builds at getting through the acts. The most annoying part with leveling is definitely in the beginning when the Zombies are made of paper and you can't seem to hit the links you need but this is literally over in a couple of minutes once you hit level 5.

Preperations and Leveling Tips:

Path of Building:

Twink Gear:

If you're looking to level up as fast and smooth as possible and got currency to spare, consider getting these twink items straight of the bat.

Of all these items I find Seven-League steps and Tabula Rasa to be the best and most impactful items. You'll can literally use them all the way into yellow maps.

Key leveling Uniques:

This list will contain unique items I find extremely helpful and borderline mandatory to acquire as soon as possible on your leveling journey. Most of these items will cost ~1 chaos Orb which might sound daunting at first, but you absolutely want to invest in these items as soon as possible. You'll be using most of these items deep into your actual mapping experience so getting them early will help out your build massively. Chaos orbs will literally be raining in later on anyway so there's no need not to invest them right away as you find them while leveling.

This is a very strong and cheap helm for us to get during our leveling experience. If you've got 1 chaos Orb to spare before level 34, absolutely spend it on this helm. Even on day 1 this helm usually only goes for 1 Chaos. You want to search for a helm that's already 4-linked and if possible, with 2 green and 2 blue sockets. The colors aren't the entire world though, you can easily recolor this helm yourself.

The clayshaper is absolutely massive for this build, especially at level 42 when you only got 3 golems. This item usually costs ~5-6 chaos orbs on day one of a league so you might want to hold off with buying it until day 2 where it drops down to ~2 chaos orbs. If you can find a 3-linked one, snipe it. Hitting 3 linkes with your own fusings isn't a problem though. The 2 red and 1 green setup is pretty easy to hit with chromatics too.

Victario's Charity
This shield is absolutely massive and you MUST try to acquire one at the time you hit level 52. It's integral to the build. Day 1 prices of this shield is usually 2 chaos and it drops down to 1 chaos after that. As with all other items, try to get it fully linked if you can but it's not too important since you can 3-link an item easily yourself. You want to get either 3 red colors or 2 red + 1 blue color.

Bones of Ullir
Getting these boots super early isn't too much of a priority as we won't be running our spectres at level 28 eitherway. It's when we reach act 5 that we want to invest into these pair of boots. They are usually extremely cheap, only costing 1 alchemy, maybe 1 chaos orb during league start. These are a pair of boots which I would suggest buying fully linked. Hitting 4 links when you're tight on fusing can be extremely annoying. Try to get as high movement speed as possible. Ideally you want 2 blue and 2 red socket colors here.
All of these items are incredibly strong and will contribute to huge powerspikes in your gameplay experience.

Tabula Rasa:
This is one of the strongest early game items you can get but it's usually very pricey during league start. I wouldn't recommend you actually saving up for one of these like with the other items. If you do find one early, good for you, use it! These can be upwards 20 chaos orbs during league start being the reason why I wouldn't recommend anyone trying to acquire one early. When you get to act 10 I will recommend you starting to do the Chaos Recipe so you can buy one of these asap when hitting maps though.

General leveling Strategy and Tips:

This will just include some general tips how you should be treating and playing the leveling experience. Alot of people, me included get stuck in this weird inefficient way of playing our first characters where we literally try to discover every single corner of the map and clear every mob on our first playthrough. I know I did so because of some superstitious OCD believing I can't leave a single stone unturned because that one mob in the corner might be the the one hoarding an exalted orb. Full clearing maps, especially during the leveling is a complete waste of time and will only increase your the time it takes to finish the campaign two or even threefold.

Always keep moving:
When starting of on your first character - Avoid killing as many mobs as possible. This might sound counterintuetive but hear me out. Instead of spending time killing every mob you see or even, every mob you come buy, spend that time running towards the next objective instead. Just ignore all mobs and run towards what your quest up there in the right corner is telling you to do. Maybe if you see one juicy pack of mobs, summon a couple of skeletons and raging spirits, then continue running. By doing this strategy you will effectively cut down your campaign playthrough time by ~50-80% and you won't be underleveled. What happens if you spend too much time killing everything you come by is that you become over leveled and the mobs in the coming zones grant much less experience points. It's just an endless spiral of wasting your time ultimately.

I would suggest you to be either 2 levels below or above the zone you're in. If you're three levels below the zone, consider killing some stuff and you will literally level up in 1 minute. If you're 3 levels above I want to you to not hit a single monster until you get to the zones key quest objective. After act 4 this leveling build literally reaches god-tier leveling status and you will automatically be clearing everything on your screen while constantly running and spamming flasks. This will make you overleveled but you can't really do anything about it your minions autokilling everything you run past.

Looking for Linked bases:
This is probably one of the most important leveling tips I can give early on. In this game whenever you level up all vendors and the items they contain completely reset. This gives us the possibility to scout all vendors in town after we finish a Quest in search for appropriate linked items we need. This is espeically powerful for getting early 3-link and 4-link items.
So try make it a habit whenever you're back in town to finish a quest or if you've used a portal scroll/logged out to visit all item vendors to see if you can snipe a linked item you need. This is especially powerful early on.

Use your essences:
Early on you will be finding items called essences after defeating an enemy contained with a blue crystal you need to click. These items are very powerful crafting tools early on and you should absolutely use all of the ones you get during leveling.
Once used on a white item it will turn the item into a rare one with a guaranteed specific modifier stated by the essence itself. Especially good essences in the start are the ones that provide us with life or resistances. Don't get into the trap of thinking there's value in these and you might sell them in the future. These are entirely for leveling and no one will buy them so you should use them yourself. These are extremely powerful when used in conjunction with white linked bases you pick up from the ground or buy from a vendor.

I suggest using any version of these Essences up to Screaming:

Logout instead of wasting Portal Scrolls:
A very helpful tip I can give for your leveling experience is to just exit to character screen while you're leveling instead of using your hard earned portal scrolls. As soon as you need to get back to town or you finish a quest, just logout and get back in again. Finish your quests off and use the waypoint to get going with the next quest in line.

Act 1-4 Walkthrough:

Full walkthrough:
For the actual campaign playthrough I will be providing the information needed for you to finish each act running this specific build. You will be able to see how to allocate your skillpoints during every section. I'll also be guiding you through which skill and support gems to pick or buy at which moments. Generally, this playthrough is divided into two main portions:

Act-1 to 4: This is the early game from Act1 to the beginning of Act5. We don't have access to our key component minions and skills during this portion so we have to play around it a bit. In the early playthrough of the game we will focus on running Zombies and Summon Raging Spirits as our primary damage dealers. We will also include Summon Skeletons if we have socket links to spare.

Act-5 to maps: Once we finish act 4 we will transition away from summoned minions into running permanent ones instead. The leveling experience becomes disgustingly easy once we get here, especially if we've gotten our hands on the recommended unique items mentioned earier. Once here we'll finish our skill setup and links. You will basically run this setup until you transition into the low budget version of the build. This is where we replace our duration based minions with permanent minions like Spectres and Golems.


1. Rush for Lord of the Dead for +1 Zombies and Skeletons.
2. Get Enduring bond for additional minion damage and duration to synergize with Summon Raging Spirit and Raise Skeleton.
3. Get Heart and Soul for additional health.

Items and Sockets:

Main Skill - Zombies:
Zombies are our main skill running this build since they are a passive minion. We want to get as many links onto them as possible. Since we don't have to continously cast them like with other minions we don't get penalized for the increased mana cost of linking several support gems together with the zombies. This is very useful if you're running or finding a Tabula Rasa early on.

During act 1, look for a 3-linked blue socket item that we can put our zombies into.

Secondary Skill - Summon Raging Spirits:
Raging spirits are going to be one of our primary spammable skills we cast when we need to dish out additional damage. This will be our primary method of actively dealing damage.

During act 1, look for a 3-linked blue socket item that we can put our Raging Spirits into. Zombies still hold priority over Summon Raging Spirits.

Tertiary Skill - Raise Skeletons(Optional):

If you do find a third 3-link item, consider linking Raise Skeletons into this item. These can be a nice addition to your Raging Spirits since and are nice minions to summon for Bosses and larger packs. I do recommend getting Skeletons.

During act 1, look for a 2-linked blue socket item to put our Skeletons into. If you do find another 3-link you want the last socket color to be either red or blue.

Support Skill - Holy Flame Totem:
The Holy Flame Totem is a key component to our early game to make sure our Zombies stay alive. It summons a massive totem that sprays fire on our enemies. When summoned, the totem spawns a Consecrated Ground effect on the ground which increases all of our minions crit chance slightly and grants us 6% health regen every second. Before every fight you want to summon this one and then proceed with the rest of your dps rotation.

We're looking for a single Red Socket slot in any item. This doesn't have to be linked.

Aura Skills - Vitality & Clarity:
Both of these auras are a huge quality of life and we'll use them throughout most of the leveling experience.

For our Vitality we're looking for a single Red socket slot in any item. This doesn't have to be linked.
Clarity requires one blue unlinked socket slot.

Guard Skill - Steelskin:
For a guard skill we'll be using Steelskin as a defensive layer will leveling. Bind it to your left mouseclick and you'll be autocasting this ability everytime it comes of cooldown while moving around.

Mobility - Flame Dash:
We'll use Flame Dash for mobility. If you want to, you can go Dash instead which will do later in the higher budget versions.

Flame Dash requires one blue unlinked socket slot somewhere in your gear.

x2 3-blue 3-links
x1 2-blue + 1-red 3-link
x2 solo blue sockets
x3 solo span color="#df3a3a"]red[/span] sockets

Skill and Support Gems:

Linked Skills:
Main Skill - Zombies:

Secondary Skill - Summon Raging Spirit:

Tertiary Skill - Summon Skeletons:

Unlinked skills:
Support Skills - Holy Flame Totem:

Aura Setup - Vitality and Clarity:

Mobility - Flame Dash:

Guard Skill - Steelskin:


After killing Hillock and completing the Enemy at the Gate quest. Pick Raise Zombies. Immediately go to Nessa and buy a Freezing Pulse, swap out your Fireball and link it to Arcane Surge.
After completeing the quest Mercy Mission, pick the Quicksilver reward and use an Orb of Transmutation on it. Pray you get 'of Adrenaline' which gives the flask ~25% additional movement speed. Also pick a Summon Phantasm Support and link it to your Zombies.
After completeing the quest Breaking some Eggs, pick Summon Raging Spirit and Frostblink as your reward. After picking your reward, immediately go to Nessa and buy Holy Flame Totem and Steelskin. Prioritze socketing Frostblink and Holy Flame Totem into your gear. Swap Freezing Pulls for Summon Raging Spirit. Put in the rest of your new gems when you get more sockets in your gear.
After killing Brutus - Go back to town and pick Minion Damage and Clarity as your quest rewards.

Immediately go to Nessa and buy:
x1 Infernal Legion Support
x2 Minion Damage Support
x1 Vitality
x1 Flame Dash
x1 Summon Skeletons
x1 Combustion Support (Save for future use)
x1 Melee Splash
(If you don't have the Transmutation Orbs, buy these later. Prioritize getting Zombie/Raging Spirit support gems)

Frostblink for Flame Dash.
Put in both Vitality and Clarity into your gear and activate both auras.
Link your Zombies with Phantasm and Minion damage as priority #1 if you have a 3-link all blue item.
Link Inernal Legion, minion damage and Summon Raging Spirits as your second link if you have an item.

Link Skeletons with Minion Damage and Melee Splash if you have access to the sockets. Otherwise wait until you find another third link and fix your final skill-link setup. We'll be running this setup for a while so get these links sorted as soon as you can.

Continue with the story and kill Mervail. Once she's defeated, go back to Lionseye's Watch and get Spirit Offering Nessa. Feel free to remove Holy Flame Totem from the build, we don't need it anymore.

After finishing Act 1:
Make sure you didn't forget to do these objectives.
- Love is Dead: Awards 1 skill point is done in The Flooded Depths close to the Submerged Passage waypoint.
- Reflection of Terror: Awards 1 skillpoint and is completed in the Ship Graveyard zone.
- The Gemling Legion: Awards 1 skillpoint and is completed in the Ship Graveyard zone.
- Labyrinth Trial: Make sure to finish the Labyrnith trial in The Prison zone.



1. Get Minion Instability for some added clear once raging spirits expire.
2. Get Death's Attunement increasing your total number of minions.
3. Pick Quick Recovery for much needed additional health and recovery.

Items and Sockets:

While playing through Act II, just keep looking for gear upgrades searching for life and general resistances while keeping your skill gem setup.

Prioritize looking for Boots with optimal socket colors and as much movement speed as possible.

Skill and Support Gems:

Linked Skills:
Main Skill - Zombies:
Links Unchanged from Act I

Secondary Skill - Summon Raging Spirit:
Links unchanged from Act 1

Tertiary Skill - Summon Skeletons:
Change Melee Splash for Melee Physical Damage Support

Unlinked skills:
All unlinked gems remain unchanged from Act I
Aura Setup - Vitality and Clarity:

Mobility - Flame Dash:

Guard Skill - Steelskin:

Utility - Spirit Offering:


Get the Desecrate skill gem after finishing the Intruders in Black quest. You don't need to link it for now but can save it in your inventory or stash.
For your secondary quest reward, pick a second Quicksilver Flask. You wan't to be running both.
After finishing the Sharp and Cruel quest, pick the Minion Speed Support gem. Unfortunately, there's not much use for this gem unless you have Tabula Rasa. If you do, equip it. Otherwise, save it.
Finish the Root in the Problem quest and pick up Melee Physical Damage Support. Swap Melee Splash for this on our skeletons.
Kill all bandits and acquire 2 additional skill points.

After finishing Act 2:
Make sure you ddidn't forget to do these objectives.
- Labyrinth Trial: Make sure to finish the Labyrnith trials in The Chambers of Sins and THe Crypt zones.



1. Get Sacrifice to add much needed minion survivability and regen to the build.
2. Get Fearsome Force for more dps and bigger AoE on our minions. Makes clearing feel better.
3. Move towards spiritual command for minion attack speed.
4. Get Discipline and Training to increase our total healthpool.

Items and Sockets:

In Act 3 we'll be starting to see 4-socket items and links popping up which opens us up to start linking our main dps abilities further increasing our throughput.

Main Skill - Zombies:
Since Zombies will remain our primary skill in the first phase of the leveling phase we'll prioritize our Zombies for our first 4-link. Depending on the color of our 4-link we can either choose to run with a 4-blue or a 3-blue/1-red

During act 3, look for a 4-linked blue or 3-blue/1-red socket items that we can put our zombies into.

Secondary Skill - Summon Raging Spirits:
When looking for a 4-link for our Summon Raging Spirits we're looking for the same color pattern as with the Zombies.

During act 3, look for a 4-linked blue or 3-blue/1-red socket items that we can put our Raging Spirits into. Still prioritize Zombies above Raging Spirits.

Tertiary Skill - Raise Skeletons(Optional):

Our Skeletons are looking for either a 3-blue/1-Red or a 2-blue/2-red linked item.

During act 3, look for a 3-blue/1-red or a 2-blue/2-red socket items to put our Skeletons into.

Predominantly look for 4-linked items. Keep an Eye on all 4-links that contain a combination of Blue and Red sockets with a focus on blue socket items.

Skill and Support Gems:

Linked Skills:

Main Skill - Zombies:
Add Melee Physical Damage Support or Minion Speed Support 4-linking our Zombies.


Secondary Skill - Summon Raging Spirit:
Add Melee Physical Damage Support or Combustion Support 4-linking our Raging Spirits.


Tertiary Skill - Summon Skeletons:
Add Melee Splash Support or Minion Speed Support 4-linking our Raging Spirits.


Unlinked skills:
Our unlinked gems remain unchanged from ActII.


After completing the Lost in Love quest, choose the Convocation skill gem. You can equip this gem if you want to. Unfortunately, our lower budget versions won't have enough sockets to use Convocation but our higher budget versions will be using it due to the access of Unset Socket Rings.
When you've completed the Sever the Right Hand quest, choose the Raise Spectre skill gem as your reward.
After getting Raise spectre, immediately go to Clarissa and buy additional skill gems from her. You want to buy:
x4 Raise Spectre
x1 Animate Guardian

After acquiring the gems, get your hands on 2 weapons that contain a combination of 5 blue sockets and 1 red socket. These items don't have to be linked. You can also go with 1 one-hand weapon and a shield. You'll easily find 2 of these weapons from a vendor in town.
When you've purchased the weapons, swap to your secondary weapon set in your item inventory and equip both of them. Put in your 5 total spectre gems and the animate guardian in there and swap back to your primary combat weapons.
We're keeping these gems in our offhand to level them up for the future.
Do the rest of the quests and finish the act.

After finishing Act 3:
Make sure you ddidn't forget to do these objectives.
- Victario's Secret: Awards 1 skill point is done in The Sewers.
- Piety's Pets: Awards 1 skillpoint and is completed by defeating Piety in The Lunaris Temple level 2.
- Labyrinth Trial: Make sure to finish the Labyrnith trias in The Catacombs, The Crypt and The Imperial Garden.



1. Get Cruel Preperations for additional life
2. Get Golem Commander to increase our total amount of Golems by 1.
Only do this once you've finished Act IV:
3. Unspecc Minion Instability
4. Start moving down the tree

Items and Sockets:

In Act4 we might actually start seeing 5-link items appearing, though highly unlikely. But keep that in mind. Also, you want to start keeping your eyes open for items that grant us Strength so we can equip certain unique items in the future. This primarily includes looking for a Heavy Belt, either of the ground or buying one from a vendor. If you have essences you can easily craft something decent early on that solves most of our strength issues. Also, keep an eye open for Amulets and Rings that give us Strength. We will want to get 134 strength to be able to equip certain gear in the future.

Other than that it's not much going on gearwise during Act 4. We'll be running the same setup and links as we did in Act 3. Keep your eyes open for additional gear upgrades that have higher life and resistances while maintaining the same socket colors needed to run the same gemlink setup.

Skill and Support Gems:

Nothing has changed from Act3, we're using the same Gem setup throughout Act4 aswell. Some small things you can keep your eyes open for are the best gem colors on our 4-links.

I told you earlier that we could use a blue 4-link for our Zombies and add Minion Speed to the mix. In reality you for sure want to use a 3-blue/1-red setup and link them to Melee Physical Support. This is only a minor detail but provides more dps.

Same thing goes for your Raging Spirits. They will do more damage if you link them with Combustion Support in a 4-blue linked item compared to a Melee Physical Damage Support.

That being said, don't waste too much time trying to minmax these skills out while running this act. If you can do a gemswap fast, then feel free to do so. But we'll we changing our entire gem setup at the end of Act 4 so don't waste time and energy trying to minmax anything while playing through this Act.


After completing the quest Breaking the Seal, pick Summon Stone Golem.
After defeating Malachai and finishing the act, complete the quest The Eternal Nightmare and pick Greater Multipile Projectiles as your reward.

After finishing Act 4:
Make sure that you didn't miss to do
- An Indomitable Spirit: Awards 1 skill point is done in The Mines level 2.

Now that we've finished Act4 we have access to majority of Skill Gems and support gems we need to get this build going for real. This is where we do the big "switch" and finish majority of links in our setup. There will be a detailed interlude guide between ActIV and ActV how to do this properly. Make sure to read and follow it.


Interlude: Golem and Spectre setup

DISCLAIMER: For patch 3.15 I highly advice everyone to follow the Physical version while doing the campaign. Slave Drivers might be too squishy after the Minion Damage support nerf. On day 1 before Syndicate Operative Spectres are available, run with Host and Carnage Chieftains instead and wait in the summoner channel, /global 6666 for the first person to share spectres to appear.

Physical, Fire or Lightning:
Before we move on to Act V I'll go through in detail how we're supposed to get everything we need to setup the proper build we'll be finishing the campaign with. This is the part where we swap out our Skeletons and Raging Spirits for our more powerful Golems and Spectre minions.

Before we begin, let me start of by saying that you have the option of running 3 different setups depending on what you feel like. All three setups are viable but running physical is the strongest. In the end however, all variations will get you through the campaign without any issues. The options outside of Physical are mainly there because Syndicate Operative spectres aren't available to us during league start.
For our 3 variations we can choose to play:
- Full Physical: Running Summon Carion Golem and Syndicate Operative spectres.
- Full Lightning: Running Summon Lightning Golem and Slave Driver spectres.
- Full Fire: Running Summon Fire Golem and Solar Guard spectres.

All setups will follow the same formula of running one Golem Setup supported by Spectres. We'll be supporting their damage with either a Physical damage, Lightning or Fire type curse and Aura based on the element we choose to scale our setup.

If you have the option of obtaining Syndicate Operatives, meaning after day 1 of the league, I would recommend running with them. This allows us to level up the right gems for the mapping versions of the build and we don't have to go through the hassle of swapping a Fire or Lightning version to the Cold Conversion Physical version in the future. The problem during an actual league start is that no one will have Syndicate Operatives so they are impossible to get your hands on.

Before we start buying the required gems, lets buy some and craft important items for the build. You can disregard buying items if you don't have the required money for it. But if you do have some money I highly suggest you getting your hands on these items right away as they're usually very cheap:

Try to get them 4-linked if possible to save some Fusings.

If you do have the money, buy a Clayshaper as soon as you can. This is a huge weapon upgrade to us and we'll be running it for a long time. This item usually costs ~7 chaos on day 1 of a league but quickly fall down to 2 chaos the next day.

Crafting a Strength Belt:
If you haven't found a good strength belt to use from rare drops, consider crafting one yourself.
1. Get your hands on a normal uncrafted base:
Either get one through drops or buy one from a vendor.

2. Throw a resistance type Essence on it:

(I used a Wailing Hatred one on mine)
If you don't have any essences you can also use a Orb of Alchemy, but they might be valuable to you in the beginning.
3. Bench Craft Strength:
Hopefully your item has an open suffix. If that's the case, go into your Hideout and bench craft additional strength on the item. In the end you might end up with something like this which is excellent for leveling.

Dexterity and Strength from Tree:
If you're lacking needed attributes to equip certain items or gems, then feel free to use your skill tree to acquire additional stat points. Close to Mind Over matter in the skill tree you'll find 2 large attribute nodes which gives +30 Dexterity and +30 Strength respectively. Feel free to specc into these if needed.

Physical Version:

The Physical version is the strongest version to start with and since we're going to run both Carrion Golems and Operatives in the future we won't have to make many gem swaps or level up new primary gems in the future. This makes this version the best variation to finish the campaign with.

There's only one huge problem with running this version:
The access to Syndicate Operatives on day 1 of the league

Syndicate Operatives are a Betrayal type spectre and can only be encountered when running Syndicate safehouses which are a type of mapping content. That means we can't access them on day one of the league. For this reason I'd suggest you to run with one of the other two options if you plan to league start with this build on Day 1. If you want to run Physical on league start, I suggest you going to Act II, Old Fields and raise 2 Host Chieftains. These spectres provide the build with Frenzy Charges which are very strong early on.
When going this route, make sure to link the spectres to the Lifetap support gem so they don't have any mana issues.

Gem Shoppinglist:

Here I'll list all the gems you need to buy and where to get them

1. In Act 4, enter Highgate and talk to the vendor Petarus and Vanja. Enter the gempage and buy all these gems:
x1 Summon Carrion Golem
x1 Hextouch Support
x1 Multistrike Support
x1 Cast When Damage Taken Support
2. Enter Act 3 and take the waypoint to The Library. Talk to Siosa and open up his gem vendor (Make sure you've done his Questline before or you can't access his gems). Buy all of these gems from him:
x1 Pride
x1 Dreadbanner
x1 Vulnerability
x1 Generosity Support
x1 Increased Duration Support
x1 Maim Support
x1 Impale Support
x1 Vicious Projectiles Support
x1 Storm Brand
x1 Feeding Frenzy Support

Gem Links:

Helm - Spectres:

Chest - Golems:

If you got access to a 6-link item:

Shield - Aura Setup:

Weapon - Phase Run and Offering Skill:

Keep in mind that you won't get access to Phase Run until Act 6 where you can buy it from the gem vendor. Until then you can run your weapon with an empty socket.

Gloves - Curse, Flame Dash and CWDT setup:

Make sure your CWDT support gem ONLY is linked to Steelskin. We want our other skills to be unlinked so we can cast them ourselves.

Boots - Zombies and Vitality:

If you want even more regen, you can run Stone Golem instead of Maim support. This is a big DPS loss however.

How to get Syndicate Operative Spectres:

One of the biggest problems with getting your hands on the Syndicate Operatives during day 1 of a new league quite frankly is that no one is having them. This means that we will have to wait for one person in a trade league to be the first person to get the Operatives so he can spread the spectres around.

If you're going the physical route there's only one way to get the Operatives during leveling and it's to ask for them in a global chat channel.

To do this you should join the semiofficial ingame minion channel which is an excellent source for sharing and obtaining spectres. To join this channel simply type:

/global 6666

This will take you to the channel and all you have to do is ask kindly for someone to share their Syndicate Operatives with you.
Once you get invited to someones party, equip a Desecrate skill gem and use the skill in this persons hideout. Make sure you have your Spectre skill gem equipped and mouse over the corpses you spawn. Keep casting Desecrate and look through corpses until you find the Syndicate Operatives.
Use Raise Spectre on them and now you got access to them.

Now you can raise them in your own hideout aswell so go there, summon your maximum amount of spectres and unequip the gem. Keep Desecrate in your inventory in case you need to resummon spectres again in the future.

Lightning Version:

The lightning version of the leveling build focuses on using Slave Driver spectres for single target and Lightning Golems for clear. We scale the damage by using Wrath which is a lightning based Aura and cursing enemies with Conductvivity through the use of Armageddon brand. The best thing with running the Lightning Golem version is that it's extremely flexible and easy getting the Spectres. We get access to the Slave Drivers as soon as we enter Act V.

Elemental Equilibrium
Before starting to swap your gems, make sure that you specc into Elemental Equilibrium in your skill tree. This will be a monumental damage boost for you. We're going to be using Armageddon Brand dealing fire damage to procc Elemental Equilibrium.

Gem Shoppinglist:

Here I'll list all the gems you need to buy and where to get them

1. In Act 4, enter Highgate and talk to the vendor Petarus and Vanja. Enter the gempage and buy all these gems:
x1 Summon Lightning Golem
x1 Hextouch Support
x2 Spell Echo Support
2. Enter Act 3 and take the waypoint to The Library. Talk to Siosa and open up his gem vendor (Make sure you've done his Questline before or you can't access his gems). Buy all of these gems from him:
x1 Generosity Support
x1 Increased Duration Support
x1 Fork Support
x1 Armageddon Brand Brand
x1 Wrath
x1 Conductivity
x1 Feeding Frenzy Support
x1 Concentrated Effect Support
x1 Elemental Focus Support

Gem Links:

Helm - Spectres:

Chest - Golems:

If you got access to 6-link:

Aura Setup:


Curse Setip:

Support Minions:

How to get Slave Drivers Spectres:

Slave Drivers:
As mentioned earlier, the best benefit of running Slave Drivers is the ease of obtaining them. They're also an extremely powerful single target dps oriented spectre, probably one of the best single target spectres in the game by quite a large margin.

To get these spectres enter Act V after you've finished your entire gear and gem setup. Your Lightning Golems will be more than enough to solo carry you through the beginning. Run through the Slave Pens zone and enter the new Act town, Overseer's Tower. From here, enter the The Control Blocks. Within this are Slave Driver monsters can be find.
Equip your Desecrate Gem and start spawning corpses. Once you see a Slave Driver corpse on the ground, ressurect it with your Raise Spectre skill.
Do this until you have the maximum number of spectres.

Last edited by Deadandlivin on Jul 23, 2021, 5:03:02 AM
Act 5-10 Walkthrough:

Interlude: Golem and Spectre setup

Fire Version:

The fire version of the leveling build utilizes Flame Golems and Solar Guard spectres through the leveling experience. This build specializes in using Fire damage to get to acts and we boost our minions damage by providing them with additional scaling through debuffing enemies with Flammability and Elemental Equilibrium. We also use Anger as an Aura to scale all our minions damage.

The problem with the Solar Guards is that we can't access them until the middle of Act 8. This forces us to use Flame Sentinels as a substitute until we reach that point. Sentinels are a pretty strong type of spectres too though so not much is lost.

Elemental Equilibrium
Before starting to swap your gems, make sure that you specc into Elemental Equilibrium in your skill tree. This will be a monumental damage boost for you. We're going to be using Storm Brand dealing lightning damage to procc Elemental Equilibrium.

Gem Shoppinglist:

Here I'll list all the gems you need to buy and where to get them

1. In Act 4, enter Highgate and talk to the vendor Petarus and Vanja. Enter the gempage and buy all these gems:
x1 Summon Flame Golem
x1 Hextouch Support
x2 Spell Echo Support
x1 Greater Multipile Projectile
2. Enter Act 3 and take the waypoint to The Library. Talk to Siosa and open up his gem vendor (Make sure you've done his Questline before or you can't access his gems). Buy all of these gems from him:
x1 Generosity Support
x1 Increased Duration Support
x1 Anger
x1 Storm Brand Brand
x1 Flammability
x1 Frostblink
x1 Feeding Frenzy Support
x1 Burning Damage Support

Gem Links:

Helm - Spectres:

Chest - Golems:

If you got access to a 6-link:

Aura Setup:


Curse Setip:

DISCLAIMER: We're swapping Flame Dash for Frost Blink here because we're running Elemental Equiilibirum. If we were to continue running Flame Dash we would effectively reduce our dps as Flame Dash would increase everyones Fire resistance by 25%.
Support Minions:

How to get Solar Guards Spectres:

The Solar Guards are probably the strongest Fire dealing spectres we can obtain early on during the campaign. The problem is that we first encounter them in Act 8. For this reason we have to subsitute them for Flame Sentinels until we reach Act 8. This isn't too much of a problem though as the Flame Sentinels are just slightly weaker.

Acquiring Flame Sentinels:
Go to act 3 and take the waypoint to The Solaris Temple, it doesn't matter which level. Equip Desecrate and keep raising corpses until you find a Flame Sentinel. The spawn rate seems to be pretty low so you might have to raise a but. You can also just clear the place and kill a Flame Sentinel directly and use your Raise Spectre ability on its corpse if your Desecrate doesn't seem to work.

Acquiring Solar Guards:
Getting the Solar Guards is actually going to be done through the exact same method as with the Flame Sentinels. The Solar Guards are retrieved in Act 8 in The Solaris Temple level 2 zone. When you get to Solaris Temple, keep an eye out for Solar Guard enemies and raise their corpses. Alternatively, spam Desecrate until you spawn a corpse and raise it.


Items and Gemlinks from:
From this point when you go into act 5 we won't be modifying our gem and links any longer apart for some minor improvements in Act 6. When it comes to gear, keep looking for upgrades that allow you to keep the same gemlinks throughout the campaign. These links will always have a massive priority over any item you find. As always when it come to upgrades, look for resistances and Life in addition to keep the integrity of the gem links we've chosen.


1. Get Indomitable Army to increase minion survivability. This will ensure your minions are unkillable.
2. Get Foresight, mainly to path for Necromantic Aegis.
Buy a Victario's Charity of trade
3. Specc into Necromantic Aegis which is the biggest damage node we can get in the tree.


Use a waypoint to enter The Sarn Encampment in Act 3. Enter The Aspirants Plaza to finish your Normal Lab Trial. This should be incredibly easy.
Once finished, choose Necromancer as your ascendency and put your first two points into Commander of Darkness This adds much needed Resistances and minion damage to the build.
When finishing the quest The Key to Freedom, choose a Silver Flask as your reward. Put a Transmutation Orb, a Orb of Augmentation and equip the flask. This flask gives us additional movement speed. Always press it together with your Quicksilver Flask.

There's not much to say about the act itself. Use the newly constructed build and try to get through the act as fast as you can. If you don't have a Clayshaper or the Chaos Orbs needed to buy a Victario's Charity, feel free to put some extra time into doing the primary League Mechanic as these usually provides us with some free Chaos Orbs during the campaign.

After finishing Act 5:
Make sure you didn't forget to do these objectives.
- In Service of Science: Awards 1 skill point is done in The Control Blocks.
- Kitava's Torments: Awards 1 skillpoint and is completed by finding 3 quest items in The Reliquary.



1. Specc into Aligned Spirits for minion damage

2. Get Purity of Flesh for additional life and Chaos resistance

Skill and Support Gems:

When we get to Act 6 we get access to the last gems we'll be using in the build. After finishing the Fallen from Grace quest we're able to buy all skill gems in the game from Lilly.
Main Skill - Golems:
If you're running the Physical Version of the build with a Carrion Golem and got access to a early 6-link Chest, link your golems with Brutality and remove Maim from the build.

Phase Run and Offering skills:
Finish your last 3-link item by buying Phase Run from Lily and link it to your Flesh Offering + Increased Duration Support link.


After finishing the quest Fallen from Grace, talk to Lilly and purchase Phase Run. Link it together with your Offering Skill and Increased Duration support.
Finish the rest of the campaign and keep looking for item upgrades.

After finishing Act 6:
Make sure you didn't forget to do these objectives.
- The Father of War: Awards 1 skill point is done in The Karui Fortress.
- The Cloven One: Awards 1 skillpoint and is completed by defeating Abbareth in Prisoner's Gate.
- The Puppet Mistress: Awards 1 skillpoint and is completed in The Wetlands.
- Labyrinth Trial: Make sure to finish the Labyrnith trial in The Prison.



1. Specc into Sanctity
2. Get the Gravepact damage wheel which is one of the biggest damage dealing increases in the tree.


Once reach level 52 or you're close to it, get your hands on a Victario's Charity Laminated Kiteshield and specc into the Necromantic Aegis keystone passive if you haven't already. This shield provides a massive dps boost to your build. On day 1 of the league this shield usually costs ~4 chaos orbs but instantly falls down to 1 chaos rapidly.
After completing The Silver Locket quest, pick a Granite flask as your quest reward. Craft some modifiers on it and equip it.

After finishing Act 7:
Make sure you didn't forget to do these quests and objectives.
- The Master of a Million Faces: Awards 1 skill point is done in The Ashen Fields.
- Queen of Despair: Awards 1 skillpoint and is completed in The Dread Thicket.
- Kishara's Star: Awards 1 skillpoint and is completed in The Causeway.
- Labyrinth Trial: Make sure to finish both Labyrnith trials in The Crypt and Chambers of Sin level 2.



1. Get Righteous Army for additional damage and minion survivability
2. Specc into Devotion for additional survivability


Get to the Aspirants Plaza a second time and finish the Cruel Labyrinth. After finishing the Labyrinth, Mindless Aggression for increased minion dps across the board.

If you're playing the Fire version of this build, make sure to replace your Flame Sentinels with Solar Guards in The Solaris Temple.

Other than that there's nothing noteworthy to do in this act. Just rush through it and complete all the quests.

After finishing Act 8:
- The Father of War: Awards 1 skill point is done in The Quay zone.
- The Cloven One: Awards 1 skillpoint and is completed in The High Gardens.
- The Puppet Mistress: Awards 1 skillpoint and is completed in The Grain Gate.
- Labyrinth Trial: Make sure to finish the Labyrnith trial in The Bath house.



1. Path your way through Shaper towards the life wheel
2. Get Constitution for additional life


There's nothing noteworthy to think about when running this act. Just run through the act and try to finish it while picking up potential item upgrades.

After finishing Act 9:
- The Queen of the Sands: Awards 1 skill point is done defeating Shakari in The Oasis zone.
- The Ruler of Highgate: Awards 1 skillpoint and is completed by killing Kira in an arena zone to the west of The Quarry zone.
- Labyrinth Trial: Make sure to finish the Labyrnith trial in The Tunnel.



1. Get Redemption for additional DPS
2. Optional: Get Faith and Steel if you need to cap resistances
3. Fill out the Lifewheel as you level up.


There's nothing noteworthy to think about while running through Act 10. Just finish the storyline and do all quests.

After finishing Act 10:
Make sure you don't forget to do these objectives.
- Vilentas Vengence: Awards 1 skill point is done in The Control Blocks.
- An End to Hunger: Awards 2 skillpoints after defeating Kitava and finishing the campaign.
- Labyrinth Trial: Make sure to finish the Labyrnith trial in The Ossuary.


XIV. General Mapping Guide


This build is able to handle most mapmods in the game but there are definitely ones you want to avoid. Lets start with the worst mapmods that always should be rerolled or considered bricked maps.

Dangerous Map Modifiers:
The dangerous modifiers are the ones we always want to roll away or ignore. If a map rolls one of these modifiers after I corrupt it I either delete them or save them for future play sessions where I've rolled sextants to combat the mod or I don't care about dying, like after you've just leveled.
You can also sell them if early on when the maps are valuable.

No Life or Mana Regeneration:

This is, hands down, the most obnoxious mapmod in the game and we want to avoid it like the plague. There's solutions to this map if you absolutely have to run it, like if you've corrupted a map for map completion and it accidently adds this mod onto it.
If your map bricks and gets no regen you can add a life flask and a mana flask to your build and you will be able to finish the map without a problem.
Personally though, I always reroll this mod and delete the map if I can't reroll it.
Elemental Reflection:

We're playing a cold conversion build so elemental reflection causes our minions to oneshot themselves. I'll start of by saying that the Elementalist league started does not have the same problem with this mod. Our golems are elemental damage immune so they are unaffected by this mod. The spectres will oneshot themselves though. When playing as an Elementalist I usually run these maps early on. My strategy is to unequip all support gems on my spectres so they don't do enough damage to kill themself. That way I can avoid having to resummon them which i a chore. The necromancer is at complete umercy to this mod thoguh.

There are solutions around reflection though for both mapping and bossing. Generally we have 2 options we can utilize to play Reflect maps:
- Reflect sextant: There's a sextant modifiers that makes us and our minions immune to reflec modifiers. If you have this sextant on your watchstones, feel free to use your bricked reflect maps on it. Or rather, save your bricked reflect maps for when you hit this Sextant.

- Soul of Yugul Pantheon and Sibyl's Lament Ring:
By utilizing this item and pantheon in combination we're able reduce the effect of reflect to our minions by 100%. Since this sacrifices our ring slot it's the last resort measure we take to do elemental reflection.
This combination is what allows us to do Uber Atziri as well so I always suggest you to get one of these rings and save it in your stash.

Reduced Maximum Resistance:

This is just an overall bad modifier and should be avoided at all cost. Reductions to maximum resistances generally doubles the amount of elemental damage you take which is ridiclous. I always try to avoid running maps with this modifier. When I'm running it because I'm forced to, example is during early Atlas completion, I always expect to die. I highly suggest you to delete corrupted maps that roll this modifier unless it's a very valuable map to you.

Annoying Modifiers:
Here we'll go over the less dangerous but annoying mods. You don't have to, but I highly suggest rolling away these mods if you can. There's no reason NOT to try and get rid of them. If you corrupt a map and get these mods you can still save them and run them.
Players are Cursed with Elemental Weakness:

This mod doesn't affect us 99% of the time since we'll be having 100% uptime on our curse immunity flask. The problem usually is when we're looting our maps. If we've forgot to kill some beyond monster in a corner and we're running around picking up loot this curse usually pushes us down to 50% elemental resistances. That allows for unkilled monsters to randomly offscreen us without us ever knowing. It's extremely obnoxious.
Reduced Life Recovery:

This mod reduces our Life recovery by ~70% which effectively makes flasks and our Stone Golem borderline useless. When we take a hit it takes more than 10 seconds to get back to full life. This mod is still playable though because we rarely get hit, but it's extremely annoying to play with this mod.
You can combat this modifier by only playing these maps when you get the Instant Flask Recovery sextant modifier. This only works when running a Life Flask though.


Valuable Modifiers:
These are valuable modifiers that you can roll on your maps and you should always keep an eye out for them. Always save these modifiers for when you want to do extra juicy content.

Nemesis is hands down, the best modifier we can get on a map, but only if used properly. This map mod adds additional Rare monsters to the map and gives them all Nemesis Modifiers. This isn't anything partiuclary impressive, it's just extra monsters in your map. The strength of this map mod comes when it's combined with the Nemesis Awakened Sextant:

This causes all rare monsters to always drop 3 additional currency items and will cause your maps to literally spit out currency orbs at you. This does include Exalted Orbs alot of the time.

Beyond is an extremely dangerous but lucrative modifier. It gives us a 13% chance to spawn additional dangerous monsters when we kill monsters packed in high density clusters. This adds a huge amount of additional monsters to the map which exponentially scales when combined with things like Nemesis. One of the best methods for farming currency which is the entire corner stone of doing fractured delirium farming is to combine the Nemesis sextant with Nemesis on your map and additional sources of beyond.
The beyond mod adds an insurmountable amounts of rare monsters which all have nemesis, which turn all drop currency items.
It's also one of the best and most consistent sources of Headhunter stacks. When I've acquired my Headhunter and if Beyond is available on the Map device I always run the beyond. Even if I'll be doing white maps. You won't always make the money back but the clearspeed is increased exponentially which allows us to run more maps over time which allows us to do more content.

This mod adds additional Magic monsters to our maps. It also causes these monsters to power up eachother when you kill them in close proximity of oneanother. Generally, it's not a very rewarding mod, just adds extra magic monsters. I do prefer to save these maps for when I'm planning to do maps something extra to them.
Unidentified Maps:

When you corrupt a map it has a chance to become Unidentified, this is a good thing becuase it won't touch the initial mods you had previous to using your Vaal Orb. Unidentified maps always have an additional 30% additional quantity added to them which will net you higher rewards over time. These maps are valuable and should be saved for a specific sextant modifier that causes Unidentified Maps to have an additional 30% increased quantity and 15% more pack size.


Welcome to the Atlas of Worlds!
After you've defeated Kitava in act 10 and finished the main campaign you're now introduced to the endgame of Path of Exile. Or rather, you're introduced to the actual game. During your the later acts of your playthrough you most probably started finding various items called Maps.

These are a central and integeral part to the Path of Exile post game experience. Maps function like stages in other games and each map reflect one specific zone that you played through in the campaign. Maps come in tiers from level 1 up to 16 and grow increasingly hard as you move up the tier.
Just like items, maps are items that we can craft on. The more currency we choose to invest in our map, the higher currency yield our maps will give us back over time. This is known as investing into our maps.
Put simply, we use the currency that we gather to juice up our maps introducing more and harder monsters into the map. This in turn increases the droprate in our maps and over time, you will make more money.

Early Map investments:

This brings us to my first and #1 rule when you start mapping in this game:

Always use orb of Alchemy on your maps
I know that it's sounds daunting at first to spend these currencies that actually seem to have some value when we begin a league. I remember playing my first league and buying unique items of trade for 1 alchemy orb during my campaign experience. This made me thing that Alchemies were super valuable so I was really adverse to spending them. Back then there was some golden rule that you should use Transmutation Orbs on White maps, Alchemy orbs on yellow maps and Alchemy + Vaal Orbs on red maps. While it's certainly better than nothing, today I just prefer to Alchemy every single map I touch.

This will give you your money back, I can promise that. When I began playing this game I feel into the mental trap of trying to alch one of my first yellow maps. After running the map I didn't get an Alchemy Orb back and I instantly regret my decision and continued to run my maps blue. This was a stupid decision for one simple reason: Investing once and not getting your money back doesn't show the overall picture. That goes for all content in this game. The Path of Exile endgame plays on averages over time. Running a boss might cost 1 exalted orb and has a 20% chance to drop an item that's worth 10 exalted orbs. Maybe you won't get anything back on your 4 first runs which severely demotivates you but you have to keep at it. If you continue to push and do the same 100 times over you will make a big profit in the end.

That being said, ALWAYS invest in your maps, even the first map you put into your map device! Having more % item quantity on your maps will yield you more Chaos Orbs, more Maps to feed the endgame machine, more unique items, more chisels and most importantly, more high value currencies like Exalted Orbs.

With that out of our way, let me tell you my strategy for how I invest in my early game maps. This include all maps I do to finish my Atlas of Worlds:

White maps: White maps are the easiest maps we can do, and usually it's not worth to throw too much into them. That being said though, you should ALWAYS throw an alchemy orb on them. This usually increase the item quantity of the map by ~70% which in simple terms mean, 70% more loot. White maps are all maps between tier 1 and tier 5.
Yellow Maps: Yellow maps include maps form tier 6 to tier 10. Not much changes with these maps, just like white maps we will throw an Alchemy Orb on them and put them into the map device. Don't invest more into them.
Red Maps: Red maps include all maps from Tier 11 to 16 and it's these maps that we actually start putting some currency into. Everyone has different strategies for how they juggle their chisels and vaal orbs. Personally I do it like this:
1. Alchemy Orb all red maps I run.
2. Always use a Vaal Orb on uncompleted red maps for atlas completeion. Vaal Orbs are usually pretty rare during league start so don't use Vaal Orbs on map early on unless it's for map completion.
3. If the map is Tier 14+, always use Chisels to get it to 20% map quality.

This is my general strategy during my mapping experience when I'm working on finishing my atlas and I've found it the most successfull to make sure I always make money during the actual Atlas completion.

How to Complete your Atlas:

Trying to finish your Atlas and obtaining all 32 watchstones is always very confusing to a beginner. In this section I will describe how you should be going through the process of finishing your entire Atlas from entering your very first map. Keep in mind that this is the method I use to finish the atlas. There are several different strategies you can use. I always use this one because I find it very fast and it's the only I can remember during each league start.

Without going too much indepth, your atlas has a progressystem known as your map completion. This is a bonus to your drops you get for each map you have completed. What this means is that, the more maps you've completed, the more items you get in return - Specifically maps.
For this reason, my goal during a league start ALWAYS is to finish my atlas and get 162/164 completed maps as fast as I can. When that's finished, I focus on finishing my Awakening Bonus getting 162/164 there aswell. So how do we get there?

I won't be going too much indepth with all the details but I will outline my general strategy for finishing my atlas and it starts with the first watchstone we our very first map.


Step I: build your map pool
Begin running your white maps and always prioritize newly found maps and your higher tier maps. This is to build a base pool of maps that we always can fall back on. Your goal during this step is to finish EVERY single white map on your atlas. This might seem daunting at first but is actually very easy when utilize third party sites like PoeMap.live.

While you're running around your atlas franticly completeing all maps you will eventually face one of 4 conquerors. After defeating the first conqueror and obtaining your first watchstone I want you to put it in the top left inner region.

This will allow this region to start dropping higher tier maps within that specific zone when you're running maps there. As you're progressing you will continue to acquire more watchstones and I want you to continue placing them in the inner regions in a clockwise fashion. After doing a full rotation of 4 conquerors your atlas should look like this.

Once you've finished your first rotation of conquerors I want you to finish ALL white maps that you haven't completed. I don't mean that you should just do all white maps you've got, I'm talking about completing every single white map needed for your atlas completion. Unfortunately, you won't have found all the required maps yet which leads us to the next step.


Step II: Finish all whitemaps
The reason we want to finish all white maps as early as possible is to drastically improve our map sustain. We'll be doing this by utilizing the map pool you've already garnered during your first conqueror rotation in trade your already completed maps for uncompleted ones.

To do this smoothly, use the site Poemap.live and simply fill in all tier 1 to tier 5 maps that you lack and have. This will allow us to get 88/164 maps early on which skyrocket your map sustain to the moon and help us prepare entering into the yellow maps.


Step III: Fill the Inner Regions
Once you've finished all whitemaps it's time to fill out the inner regions and obtain all watchstones we can in there. To do that, we keep doing the same rotation. We do this until we've obtained finished all inner regions.
I always start my atlas progression in the upper left region.

Keep adding watchstones in these inner regions and kill conquerors as they spawn. Everytime you add a add a watchstone to one region your goal always is to play the next region in line.
This means, that if I've just acquired Watchstone #5 and socketed it into Tirn's End(Top left inner region), my goal should be to play maps in Lex Proxima(Top right inner region) until I spawn and kill the conqueror there.
Once you've obtained watchstone #6, put it into the zone you just ran and start playing maps in Valdo's Rest(Bottom right inner region).

The reason we're doing it like this is to make sure that we're building a map pool as we progress. As we put in a watchstone in a region, this opens up for higher tier maps of already completed maps to start drop in there. By consecutively moving to the next zone we will have done a full cycle of conquerors when we get back to the zone we originally put this watchstone in. This will have given us enough time to build up a map pool for this upgraded zone so we actually can progress it when we get back.

Do this until you've got 4 completely filled watchstones in the inner regions, meaning you've got 16/32 watchstones in total. All inner regions, meaning Tirn's End, Lex Proxima, Valdo's Rest and Glennarch Cairnes should have 4/4 watchstones socketed and you shoul've obtained 3/4 watchstones from each one of them. (Remember that the 4 first watchstones you obtain are from the outer regions)

Your atlas should look like this:


Step IV: Finish the inner Regions
Our next goal is to completely finish our inner regions and get 4/4 conqueror defeated in all 4 inner zones. Socket all 4 new watchstones you get into the upper top region, Haework Hamlet. At this point you should've obtained 20/32 watchstones.
Once finished with step 4, your atlas should look like this:


Step V: Finish all Yellow tier and tier 11-13 red maps
Our next step is to drastically bump up our atlas progression and unlock all maps in the outer zones. Since we've only been focusing on the inner regions for now we haven't been able to unlock any new maps in the outer zones. This completely prevents us from dropping maps in these zones which stops our progression.

To combat this, we'll use our massive amount of maps gathered from all cycles in the inner regions. We'll use these maps and trade them for the maps we need in the outer region on Poemap.live

Baiscally, take some time of your mapping progression and start trading for ALL uncompleted yellow and tier 11-13 red maps. Once you got them all, run them and powerlevel your atlas progression.


Step VI: Finish all unique Maps you've acquired
During your playtime you've probably gotten alot of unique maps. If you haven't already run them, now is the time to run them all.
I want you to also buy all unique maps you haven't gotten yet that have a price at ~3 chaos orbs or below.


Step VII: Start finishing the outer regions
Once you've completed all white, yellow and tier 11-13 red maps aswell as all unique maps below 3 chaos in price by utilizing PoEs trade site and Poemaps.live it's time to finish the rest of the conquerors.

We'll start by first using our inner watchstones and socket them ALL into the outer regions. This is how I want you to setup your Atlas next:

The reason we put stones in the outer regions is to make sure that higher tier of maps can drop from there. We've already completed majority of red tier 11-13 maps aswell which will enable us to get higher tier maps in all outer zones. What I want you to do now is focus on finishing each zone one by one.
This means we'll be running one zone at a time until we've obtained all 4 watchstones from that zone, then we move on to the next zone. The reason why we put 1/4 stones in all the inner regions is to make sure that we can't spawn conquerors in the inner regions and that we can't obtain maps from there. The inner regions will be restricted to level 6 maps since we only have 1 watchstone there. This makes sure that higher tier maps that drop when we play will ALWAYS be from one of the outer regions where we haven't completed the Atlas yet.

For the sake of Simplicity, start in the upper left corner and play the Haework Hamlet region. After defeating your first conqueror in this region and having amounted a total of 2/4 watchstones I want you to keep doing maps in this zone to spawn a new conqueror. Do this process until you've acquired all four watchstones in this zone. Use the new watchstones you obtain and socket into the inner regions
The general rule of always doing your highest tier maps still apply.
If you ever run out of high level maps that progress your atlas in a region, move to the next one and finish it as far as you can. After some time you should've gotten some new maps in the previous region enabling you to go back there and continue your progress.

Once you've completed Haework Hamlet, move on in a clockwork rotation to the next region. As you're obtaining new watchstones, immediately socket them into the inner region and fill them out in the same way as you did in step #3, meaning, start in the top left inner region and fill them out in a clockwise rotation.

If you follow this strategy you should easily be able to obtain all 32 watchstones very quickly unlocking Awakening level 8.


Step VIII: Finish all Red maps
Now that we've acquired all watchstones it's time to ultimately finish the actual atlas. Once again, use the service provided by Poemap.live to trade maps you've already completed for the ones you're missing.
If you can't find a map to trade, don't hestitate on buying the map of trade just to get it completed. Just get it over with as fast as you can.

Once you've finished all maps for the regular atlas progression this opens up for the possibility of favoriting 2 maps in each zone which is what will helps us finish the Awakening atlas progression.


Step IX: Finish your Awakening Bonus
Finishing the awakening bonus of a map requires you to run the highest tier possible for a specific map. As an example, if we assume Burial Chambers is a T1 map, that means it's highest tier when you've got 4 socketed watchstones in will be tier 14. Only when you finish a T14 burial Chambers with all watchstones socketed will you get the Awakening Bonus.

To finish the awakening bonus you want to continue doing what you've done previously, simply try to always run the highest tier maps you can find and prioritize doing those where your awakening bonus is uncompleted.

You will certainly lack certain maps for finishing the completion. I want you to use the Atlas favorite system and ONLY favorite maps where you haven't completed the Awakening bonus yet.
Remember that if you're only lacking a single map in one zone you can use both favorite slots for the same map to double the likelyhood of finding that map in particular.


Step X: Finish all unique maps you can afford
The last and final step to completeing the Atlas is to finish both the normal completion and Atlas completion of the unique maps you haven't run. Look through your map collection and pick out all unique maps that are uncompleted.
Make sure to run the higher tier of unique maps to finish the awakening bonus too. For all uncompleted maps I want you to buy every single one you can afford.

Some unique maps are usually in the 30 chaos range and certain maps are upwards several exalted orbs. Feel free to finish these maps later on in the league if you like.


The intermediate level of mapping starts when you're consistently doing t14+ maps and you're frequently investing into your them with Chisels, Vaal Orbs, scarabs, sextants and using the available Zana map modifiers. Anything prior to this is what I would consider early mapping where you basically alch'n go.
It's when we start doing intermediate mapping that the currency really start to roll in. Intermediate mapping strategies however, is heavily predicated on you actually investing for real. This means that you don't hoard your currency or save up for some big item. You're supposed to actually use what your exalted and chaos orbs to buy bulk supplies of Scarabs, Chisels, Sextants et.c. so you consistently can run every map to it's highest potential. Some maps will be luckier than others while others might be unlucky.

The name of the game is consistency. To prevent anomalies with spikes and trenches in your currency generation we want to look at the big picture. Don't juice up a map once and get dissapoinated in the results as it's most likely just an anomaly. Run 100 juiced maps in a row, all setup up with the investment you've chosen to run and I can guarantee that you'll walk away with dozens of Exalted orbs in profit by the end.
The iconic PoE player CuteDog_ describe it really well:
"If you're investing into your maps it's IMPOSSIBLE to lose money unless you literally are exalt slamming them."

One of the biggest reasons why alot of people get stuck in this game and can't seem to generate currency is for this specific reason: They are to adverse and don't invest in their maps. I don't understand why alot of players have this fascination with only running Alch'n go strategies. Besides for the convinence and lack of micro management with scarabs et.c., you're only hurting yourself and your currency generation. When we enter these intermediary stages of making currency I urge you to ALWAYS invest into your strategies.
This is how you go from a player who makes 10 exalted orbs in a league to a person who makes several hundreds, or even a couple of Mirrors. I know because I've been there.

I want to give everyone an example of how I earned my first mirror this league to finance my Helmet.

This mirror was actually farmed in 3 days straight during the third week of the league when mirrors were at 180 exalted each. I didn't do anything that required additional game knowledge like Crafting or Flipping items. I never engage in what the 0.1%ers do like Beast Splitting, Deep delving, Boosting or bossing. I just did one thing straight for 3 days: I farmed Legion monoliths in New Vastir.
I had basically acquired all the gear I needed to run these maps efficiently and ~30 exalted orbs to my name. And I invested every single Orb into buying Gilded Legion scarabs, rolling my watchstones and some other polished scarabs.
Doing this investment strategy I managed to generate over 200 exalted orbs in 3 days farming for ~10 hours a day on average.

This is a perfect example of how investments yield huge returns. The following weekends I did the same thing but only for a day and bought my Headhunter.
After that I'd pretty much burnt myself on Legion and wanted to try out different investment strategies.

With that out of the way, lets talk about how to actually roll our maps for maximum efficiency, how to roll our Sextants and about the different scarabs we have access to.

Sextant Rolling:

Sextants are one of the most important comsumables to a profitable mapping experience and the greatest source we can get for additional monster density.
These map consumables function like all other sources of additional juice and you always, especially in the end-game, want to be using sextants.
I personally barely bother with Simple and Prime sextans, I always run Awakened ones.

Early on in the league when you're reaching ~T11 maps I would suggest you start using your simple sextants. Once you reach T14 or higher, use your prime ones. The reason we're using them so late is because they're an excellent source of map sustain which usually is a problem when you start entering red maps. Sextants are also very rare in the beginning of the league and there's zero chance of you actually sustaining them. Later on in the league when you've finished your atlas and you're starting to target farm certain content, make sure to utilize the sextant vendor recipe. The vendor recipe allows you to sell x3 of one sextant for the x1 of the next tier of sextant (Elevated sextants excluded).

How do I roll my sextants:
My sextant reolling strategy is very simple. Without going into niche scenarios where you're targeting specific sextants for some 5Head strategy, this is my general sextant rolling routine.

a.) If I'm poor or don't have a huge excess of sextants, I will always just apply 1 of each sextant and go with it. I won't reroll anything.
b.) If I'm rich and awakened sextants are abundant I will keep all modifiers that increase pack size. There are a few modifiers that I will roll away:
- X amount Clusters and Mysterious barrels - Since we're running passive BV and a fairly low lifepool I find that I often kill myself to these containers without even knowing. Sometimes you're just cruising through the map and accidently run across 10 of these barrels that explode in my face and oneshot me. I hate these sextants.
- All Tormented spirit and ghost sextants: As a minion build, we can't really benefit from this sextant. Unfortunately, we can't control our minions and our clear speed is too fast. This makes it so the ghosts are unable to possess other mobs which is the entire purpose of the sextants. Basically our minions prevent Tormented Spirits from doing what they're supposed to do.
- Strongbox sextants: I hate strongboxes and have a vendetta against them. 80% of my deaths during a league is because I'm opening some type of strongbox and forget that it's a damn nuke inside it when I'm eagerly going in to loot it.
They don't add much monsters or anything either. I don't think I've ever gotten an exalted orb from a strongbox.
However, there's a strategy where you're farming Divine Orbs utilizing specific prophecies and these sextants. If you're eager to try this strategy, then roll for all strongbox sextants. Don't sleep on this strategy as it can easily allow you to farm 20-30 divine orbs per map when your Monstrous Treasure prophecy proccs.
- Metamorph: This sextant adds a rusted Metamorph to your map. I usually always run Polished Metamorph scarabs so I have zero use for this.

Important Sextant modifiers:
There are alot of amazing sextant modifiers but only a few of them that actually change my gameplan when I roll them.

- Nemesis3: This awakened sextant mod causes all monsters with a nemesis mod to drop 3 currency items. This is, hands down, the strongest sextant in the game. Playing this sextant correctly requires some setup though. First of all, you need to have a source of Nemesis on your map. You can either get this by rolling a map until it has the mod "Rare monsters each have a Nemesis mod" or pick up stored nemesis maps you have in your stashtabs.
The other option is to use a Nemesis Zana map mod if it's available.
- Legion: There's a legion sextant that causes all maps to contain an additional legion. Legion Scarabs have a special interaction where all monoliths in a map are based on the Scarab you use. By using a Gilded Legion Scarab all legions will contain 2 Leaders in your map.

- Harbigner: There's a harbinger sextant which causes harbingers to drop additional currency shards. If I get this sextant I make sure to always run atleast a Polished Harbinger Scarab.

Scarabs and other Fragments:
-We'll have to see how the actual Scarab meta is for 3.14 Ultimatium league-

Last edited by Deadandlivin on Jul 23, 2021, 5:00:52 AM


How to roll your maps:

Path of Exile is a game of efficiency. This means that the secret to making currency predominantly lies in how consistent and how efficient you are. You've probably heard the saying: "Your hideout is lava", which basically means that you want to avoid standing in your hideout as much as possible. Every second you stand in your hideout, pick out your map and rolling it is time lost.

One of the most common habits new players get stuck in when running their maps is how inefficient they are at actually preparing their maps. I know this because I did this myself too. I used to have this pattern where after every finished map, I would first identifiy and sell all rares I've picked up for Alteration Orbs. I would then carefully place my loot in the correct stash tab because I wanted everything to be tidy and organized.
Then I would pick up my next map so I went to the map tab, looked at what I had and picked out something I wanted to run.
I would then go to my currency tab, throw 4 chisels at it and alch it. I would then carefully read all the mods and scoure and re-alchemy it if I hit regen or reflect. When satisified I would corrupt it, carefully read the mods again and grab some fragments to juice it up a little. When everything was setup I'd hit the map device and run my map.

Do you have any idea how inefficient this was?
If you're like I was and you recognize this type of behaviour between your maps, I want you to read the following guide in how I roll my maps for this build. If you do it like me you will save alot of time which is time you instead can use to kill more monster and exponentially earn more currency.


Cleaning up and alching your maps:
First of all, grab all the maps you plan to run, whether it's to finish 30 maps for your atlas or you're gonna do a 100 maps long burial chambers farming session. Put all your maps into a free stash tab and we'll clean them up so we can roll them.

When you've put all maps into a dedicated stash tab. Fill your inventory with as many Chisels, Alchemies, Scourings and Vaal Orbs as you think you will need. If you don't have enough of them to roll your maps, then go buy some. All of these things will pay for themselves.

1. Unidentify all rare and magic maps in your tab. You can do this buy typing unid in the search box.

2. Search for normal and scoure all Magic and rare maps.

Once all your maps are white we're going to chisel them all.
3. Type: Quality: 20% and chisel every map until it's highlighted.

4. Type rare and use an Orb of Alchemy on every map. When every map is highlighted move on it means all your maps should be 20% quality and rare.
Move on to the next step where we will sort all maps.


In step 2 we will sort all our rare maps. We will be collecting valuable maps with good modifers and place them somwhere where we remember where we had them and we will reroll all maps with modifiers we don't like.

1. Type "Regen" in the search box. Use an orb of scouring on all maps that are highlighted.

2. Type "reflect" and scoure all.
3. Type "maximum" and scoure all.
4. You see the pattern. Do the same for reduced life recover and elemental weakness curse by searching for "less recovery" and "elemental weakness". Scoure all maps that are highlighted.

5. Once all unwanted mods are gone, search for "rare" again and use an orb of alchemy on every map that isn't highlighted.

I want you to repeat this process until none of your maps contain the mods:
No regen, reflect, -maximum resistance, Curse with Elemental Weakness and reduced recovery rate. Once all your maps are at maximum quality, rare and cleaned up from all mods we want to avoid, move on to sorting the maps.


We know want to sort our maps for valuable mods. The map mods we're looking for are "Beyond", "Nemesis" and "Bloodline".

1. Search for Nemesis. Put all your Nemesis map in the bottom corner of your stashtab.

2. Search for beyond. Put all your Beyond maps in the upper corner of your stashtab.
3. Search for Bloodline. Put all bloodline maps between your Beyond and Nemesis maps.


Our next step is to Vaal all of our maps.
Simply type "Corrupt" and vaal every single one of your maps.

1. After you've corrupted all of your maps it's time to sort them. We will be removing all "bricked" maps from the stash tab. This includes all maps that changed or added modifiers we don't want. If your plan was to run Burial Chambers, then search for Burial Chambers in your search bar and remove all maps that changed.
2. Search for "Regen" in your search bar. These maps, I would consider bricked and either sell them or delete them.
3. Search for "reflect". Collect all Elemental reflect maps and gather them together somewhere in your tab. We can ignore physical reflect as we only do elemental damage. Save these maps for when you roll the Reflect Immunity sextant.

4. Search for "Maximum", put all -max ress maps in the bottom left corner of your stash tab. We can still run these but these maps re exceptionally dangeorus.

5. Type "elemental weakness" and place them above your maximum resistance maps, followed by less recovery.
6. Collect all your unidentified maps that are on the LEFT side of your stash tab and group them together. Run these unidentified maps when you get the additional quantitiy on UnID'd maps sextant.
Unidentified maps on the right side of your stash still contain the valuable Nemesis and Beyond mods. We don't want to move them and lose them in the pool of other maps.
7. Sort all good maps one last time:
Search for Nemesis and place all new Nemesis maps in the top left corner. Remove all Nemesis maps from earlier that rerolled and place them in the other pool of maps. Make sure you don't touch the unidentified nemesis maps.
Do the same for Beyond and Bloodline.

In the end, you want your finished stash tab to look something like this:


XV. Currency Farming Strategies:

This section of the guide focuses on helping players, new ones especially with a condensed guide on how to farm currency. In this guide I will outline my favorite currency making strategies and general tips on what you can do to passively increase your income. Keep in mind that these are my favorite strategies and the systems I find worth engaging with. There are alot of advanced currency making strategies like high-end profitcrafting and flipping that I simply don't engage with. I prefer to kill monsters and bosses so most of what you'll see here will be based on different type of mapping and bossing.

As you should already know before reading this buildguide, fitlers are an integeral part to this game. This game is literally unplayable without a wellmade filter. In here you will find the filters I personally make for myself when I play the game and when to upgrade your filter.

Initial Filter:
I personally use the standard filterblade filter from level 1 all the way into red maps. When I get into red maps I start modifying my filters

Early Filter:
This is the early filter I use this league.
I started using it as soon as I hit maps.
It hides all blue items, all white items, majority of rare items, ID scrolls and garbage currency shards. High Ilvl T1 bases are not hidden and T1 rare bases are not hidden.


Medium Filter:
I will be installing this filter when I finish my Atlas.
The strictness of the filter increases and majority of rares will are hidden. I also start hiding sacrifice fragments, bad incubators, all essences below Screaming, jewels and uniques or Divination cards worth less than ~1 chaos


Late Filter:
The next tier of filter hides non valuable splinters, basically all rare items except those with special mods, 6 socket items, all non valuable influened bases, currency orbs like Blessed, Chromatic and Augmentation.
You will feel when yourself when you need to use this filter. When you notice yourself ignoring to pick up certain items like the ones listed, upgrade to this.


Final Filter:
My endgame filter is always extremely strict. Here I basically hide anything under 1 chaos Orb. This is only recommended for the absolute highest tier of farming like 100% delirius.


Early currency farming:

Alot of people have trouble getting the currency machine going when the first enter maps. In the early currency farming section I will be going through specific things I believe you should do to turbocharge your chaos/hour statistics. I believe most of these methods to be exceptionally strong and they all help me to gather dozen of Exalted Orbs during the first days of the league.

Chaos Recipe:

Whether to utilize the Chaos Recipe is always a hot topic in this game. Some people absolutely live by it while others disregard it completely and think the additional micromanagement is a waste of time.
I'm one of those who always religiously perform the Chaos Orb recipe which allows me to produce several hundreds of extra Chaos Orbs as soon as I hit maps. The secret to properly use the Chaos Orb recipe is by making it as efficient as possible. This is done through an Overlay third party program known as the Chaos Recipe Enhancer.

What is the Chaos Recipe?
Path of Exile has several hidden vendor recipes in the game that we players can utilize to help us progress each league. The Chaos Recipe is performced by vendoring a complete set of Ilvl 65-75 unidentified rare items at the same time. When doing this, you gain x2 Chaos Orbs back.
Some notes:
- When vendoring the weapon slot you can either choose to vendor a 2-hand item, a bow, 2 one-handers or a one-hander and a shield.
- If you're vendoring 9 items above Ilvl 75 but one of your items is in the Chaos recipe range you will still be awarded Chaos Orbs.
- If any item you're vendoring is identified you will recieve x1 Chaos Orb instead of 2. (Don't identify your items, it's more efficient to just vendor most items)

What is the Chaos Recipe Tool:
Some incredible content creators have managed to create an overlay program that we're able to use to improve the efficiency when doing the Chaos Recipe. Despite being a third party program, this tool is completely legal since it doesn't interfere with the game in anyway. Without going to technical on you, the program highlights which items to pick out from your stashtabs and in what order. It also tracks your stash tabs and hides rare items from your filter once you're starting to accumilate too much of one armour or wepaon type.

Path of Matths video explains the program much better than I ever will. I highly suggest anyone who's struggling to make currency early on to watch it.

For the rest of this section I will help you setup the tool:

1. Start by downloading and installing the tool.
You can download it here: https://github.com/kosace/EnhancePoEApp/releases
Make sure to download the ChaosRecipeEnhancerSetup.msi file.

2. Open Chaos Recipe Enhancer program on your computer and fill in the information in the general tab.

Account Name: Fill in your account name here.
PoesessionID: Here you will have to find your session ID from your browser. This is how the program is able to find information about your stashtabs since your stash tabs are public on the Path of Exile website.

How to find sessionID:
This is on google chrome, if you're using another browser, look it up on google.

1. Log into pathofexile.com, make sure you're logged in on your account.
2. Press F12
3. Press on the >> Symbol and click on Applications
4. On the left side, open up the Cookies list and press on the htttps://www.pathofexile.com cookie list that appears.
5. Find SESSIONID in the name list and double click on the Value to copypaste it.
6. Paste it into your Chaos Recipe tool.

League: Write the current League you want to use the tool for, example: Ultimatium.
Full Set Threshold: Here you decide how many sets you want to collect before a certain item type isn't highlighted any longer. As an example, if you choose 10, once you find 10 rare helmets and put them in your stash -> Your filter will hide all helmets until you need them again.
Stashtab Mode: Put in prefix.
Stashtab Prefix: What you put into this box well tell your program which stash tab to look for. If you have a stash tab named "Chaos Recipe", you can simply write "Chaos" in this box. Just make sure no other tab is has the word Chaos in it.
Logfile: For the program to work it requires your PoE logfile, you can find this in your PoE folder.
This is how my setup looks:

3. Overlays:
I suggest that you experiment with this tab yourself. This is how my settings look.

4. Lootfilter:
In the lootfilter tab, make sure the lootfilter manipulation box is ticked.
For lootfilter location, specify the current filter you're running.
Everything else is just customization options.
This is how my Lootfilter tab looks.

The Chaos recipe is an extremely useful tool for us early on to make sure we're able to consistently generate currency. I personally use this tool as soon as I get to Act10 where Ilvl 60 items start dropping all the way into early red maps usually. By utilizing the Chaos Recipe Enhancer we're able to almost completely automate the process.
The program tells you what to click on and what to pickup allowing us to completely turn our brain of while mapping and doing the actual recipe. This tool will literally save you hours as you don't have to organize your tabs or try to remember what items you need for each turn in while killing monsters.
Having the added benefit of the program to also hide what you don't on your filter is extremely high quality of life.

Vendor Recipe Flipping:

A safe and early option for making some quick currency during the early league is to engage with vendor flipping. Certain items in this game can only be acquired by selling a combination of other items to a vendor. We can utilize this by buying all the required items to obtain the end goal item. The process of buying everything and selling it to a vendor usually has a ~15-20 chaos profit on it alone as alot of players are either lazy or oblivious to how the item is acquired.

A very good example is the Anima Stone Jewel.
By buying all 3 other Primordial Jewels and selling them you will obtain an Anima Stone. If you then sell this item on trade, you will be able gain a ~15 chaos orb profit for the service of creating the item. These items also sell extremely fast. This is a very powerful tool to instantly turn ~100 chaos into half a dozen Exalted Orbs in an hour if you're efficient. It's extremely boring and you're unfortunately not progressing your atlas while doing these type of things though. But I highly suggest you trying this out and you'll see for yourself how you're able to magically turn 100 chaos orbs into 120 chaos orbs every 2-3 minutes. It doesn't really matter how much the components of the flipped item cost. The only thing that matters when doing vendor flips is how much the between difference of the components and the result are and how many flips you can do per hour.

Another very good vendor flip is the Kingmaker where you're able to turn a non corrupted Soultaker, a Heartbreaker and an orb of fusing into a Kingmaker for ~15 chaos profit.

Remember though, as with everything economy related in this game: The more people who do something, the less profitable it will be. If literally 100 people are doing the same flip the profit margins will decrease drastically, as with anything.

Prophecy Flipping:

Prophecy Flipping basically works in the same way as Vendor Flipping. This uses the system of Fated uniques which are unique items that can be upgraded by using a specific prophecy and completeing a task or a map.
To do these flips you're required to have the base unique item, the required prophecy and the specific map you need to run.

You have the unupgraded item in your inventory, use the prophecy and then finish the map boss to uprade the item.
The profit of Fated uniques wary alot and can be anywhere between 20-50 chaos for the more early profitable ones.

A very good example of a Prophecy flip is the Windshriek boots.
To do this flip you need a pair of Windscream boots, a Darktongue's Shriek prophecy and a Sepulcher map. Kill the map boss and you'll be awarded a pair of boots that usually cost ~40 chaos more than the original components to create them.

There are many more examples of easy to perform prophecy flips as I believe there's around 50 fated unique items in the game. Remember not to put all your eggs in the same basket though. If you literally put out 40 of the same item on trade it'll probably take a long time to sell them.

Intermediate currency farming:

Atlas Strategies:

Atlas strategies are some of the primary currency making strategies once you've finished your Atlas and want to start investing into your mapping. As of 3.14 Ultimatum league, the amount of Atlas Strategies are pretty limited and the currency generation is less than in the past, but they still remain powerful strategies. In these strategies I'll try to keep them more grind oriented and less craft oriented.

Uncharted Realms:
When mapping I focus on juicing up my maps with the juice of Sextants and watchstones primarily. I also include Sirus cycles during the farm for some nice spikes in currency gain. For this reason I prefer to run 6/6 Sirus Nodes, 2/2 Sextant Nodes, 2/2 Watchstone Nodes and either then additional atlas mission node or the increased Guardian Map node. There's alot of flexibility with these nodes and you're free to pick whatever you like. I would argue that the Secrets of the Stones and Enduring Influence are mandatory for any welldeveloped mapping strategy though.

Lira Arthain:

Lira Arthain focuses on three profitable mechanics:
Blight, Heist and Breach.
This allows us to utilize two different strategies for money making where Blight always is a central mechanic. We either go with a Blight & Heist strategy or a Blight & Breach strategy. Personally, I prefer Heist over breach for faster maps and I like running the Heist content I get from this zone as Heist definitely is S-tier currency this league.

I prefer to run 3 different maps in this zone:
- Racecourse
- Estuary
- Shipyard

Favorite your prefered map. If you prefer something else, run that instead.
For all maps, always run them at 20% quality and rare. If the price of maps is high and they're scarce I don't vaal orb them.

I always run my highest sextant. If prices are high, don't roll them, run with what you get. It's always worth it to run sextants with sextants. Noteable sextants include: 2 Breaches, 1 extra Smugglers Cash, Nemesis and beyond.

Blight & Hest:

When running this strategy your goal is predominantly to farm Blighted Maps, Heist Contracts and Blueprints. Running this strategy puts 4/4 point into the Heist nodes and 6/6 into the Blighted nodes.

The main moneymakers are the Inside Job and Epidemiology nodes.
Inside job provides us with 100% more blueprints and a 10% chance for these blueprints to be fully revealed. A fully revealed blueprints is worth at minimum, 1 exalted orb, usually more if it's a good blueprint with good rooms or an Unusual Gems type. You're also able to bulk contracts for 3-4 chaos per contract, aswell as your rogue markers for 1 exalted orb per 50 000 coins.
Personally, I prefer to run my Heist content rather than selling them and I suggest you do so aswell by reading the Heist guide. To force Heist onto your map, you run the Heist Zana mod which ensures 2 Smugglers stashes onto your map for 6 chaos.

The secondary moneymaker running this strategy comes from farming blight encounters by forcing blight onto your map. This is done, either by running a map Enchanted with the blight encounter or using a blighted scarab.

TIP: You can use your Orb of Horizonz on maps enchanted with Blight to force Lira Arthain on those maps. Keep in mind that you can't do that on T16 maps though because there's no natural T16 maps in Lira Arthain so horizon orb won't work on T16 maps. It works for everything else though.

Blighted maps sell for alot (Ultimatum League) and you'll consistently be getting them. As with the Heist content you get, I personally prefer to run the Blighted Maps aswell after I have enough bulk of them.

When running this strategy I prefer to run Platinum watchstones for more blueprints. Your aim is to go for 4 Thorough Watchstones with ~10% increased blueprint droprate. This gets affected by the Secrets of the Stone node for 25% more powerful watchstones resulting in a 50% increased chance of obtaining Blueprints.

Optional: You can also run an Exotic watchstone for 20% increased chance of getting Blighted Maps if you prefer that rather than getting blueprints

For fragments we're running Sacrificial Frags and Cartography scarabs.
If we're not running a Blight Enchanted map, we're also using a Blighted Scarab.

If no Blight Enchanted Map:

Zana Mapmod:
Heist: Adds 2 Smugglers cashes for 6 chaos.

Blight & Breach:

A popular alternative to running Heist, is to instead run Breach in this area.
The blight mechanic from earlier stays identical but instead of focusing on Inside Job to hyperspawn blueprints we're directing our attention to the Flash Breach node. This node adds 10 rare breach monsters to every breach we open which is key for making currency. The reason is because rare monsters have a 100% chance of dropping splinters.

When running Breach in Lira Arthain our goal is to use watchstones that juice up breach content as much as possible. Our aim here is to use x4 Platinum Breachstones to boost the probability of getting Chayula Breaches. The reason is because a set of x100 splinters forums a Chayula Breachstone which's very valuable.

To ensure we get maximum value of breachfarming we want to utilize stones with a minimum of 90% increased chance of getting Chayula to appear. Paired with Secrets of the Stone this increases the spawn rate by ~500%.

The fragments of choice is running Gilded Breach Scarabs combined with Cartopgrahy Scarabs and Sacrificial Fragments.

Zana mod:
We're running the Breach zana mod for 1 additional breach. This mapmod costs 2 chaos per map.

Valdo's Rest:

Valdos Rest focuses on running Harbingers and Jun missions. For additional juice we also specc 4 points into either blight or Metamorph. Personally, I'm running 4/4 Harbinger, 2/4 Betrayal and 4/6 blighted.

The primary juice nodes here is the Diplomatic Escort and Test of Loyalty nodes. Diplomatic Escort supply us with a 30% chance of turning all harbingers into King Harbingers. These mobs generally drop currency shards and alot of Map drops. Test of Loyalty allows us to reach level 3 on all Betrayal members consistently which allows us to farm betrayal safehouses or Catharina for alot of additional currency.
Personally, I only run Valdo's Rest when I have Jun Atlas misions available.
You can read more about how to setup Betrayal in the betrayal section of this guide.

Rolling your maps is the same for all zones, you're always going to chisel them to 20% and use an alchemy orb. Vaal Orb if maps are abundant and cheap, the extra pack size will bolster your profits. If maps are expensive or you you got very few of them, don't vaal your maps due to the risk of bricking them.

Maps I run in this zone include:
- Canyon
- Promenade
- Ashen Wood
- City Square
- Arid Lake

I prefer to Favorite Canyon x3 in Valdos rest.

I always run my highest sextant. If prices are high, don't roll them, run with what you get. It's always worth it to run maps with sextants. Noteable sextants include: Area Contains Jun, Harbingers drops more Currency, Nemesis and Beyond.

Our watchstone strategy is entirely based around harbingers in this zone.
Running this strategy without proper watchstones won't feel very good.
We're running x1 Auspicious stone which buffs the quality of the Harbinger shards we get. For the other 3 we're running x3 Harbingers watchstones which increases the chance of getting an additional harbinger by 15%. This in total leads to 45 * 1.25 = 56% chance to get one extra Harbinger every map you run.

I prefer to run for the extra Harbinger while others suggest running x3 Laiden watchstones which gives all harbingers a 15% chance to drop an additional currency shard. Generally, Laiden's grow in power the more Harbingers your map has, meaning they're stronger if you're running Gilded Harbinger Scrabs. If you're running rusted, Harbingers watchstones are more powerful.
The main currency we're getting is from the king Harbingers, normal harbingers drop pretty lackluster loot. This is the reason why I prefer running watchstones which increases our Harbinger count in the map, as it yields more Kings in the end.

Fragments and Scarabs:
For fragments we're running Harbinger Scarabs, Cartopgraher, blighted scarabs and sacrificial fragments.

Due to the prices of harbinger scarabs during Ultimatum league I don't think it's worth running polished or gilded harbinger scarabs. Rusted should always be profitable though.

Zana mod:
For Zana we're running the harbinger mod which adds 2 additional harbingers to our map for 4 chaos orbs.

New Vastir:

The New vastir zone is all about Legion farming. In this zone we combine the Legion atlas nodes with the Rogue exile nodes. The bulk of your money will come from clearing the legions, predominantly from the Emblems themselves which you're able to sell for huge margins at a bulk. The Rogue exiles don't really contribute much to your profits, but they're a nice minor bonus.

In this zone we're speccing 6/6 Legion and 4/4 Rogue exiles.

Rolling your maps is the same for all zones, you're always going to chisel them to 20% and use an alchemy orb. Vaal Orb if maps are abundant and cheap, the extra pack size will bolster your profits. If maps are expensive or you you got very few of them, don't vaal your maps due to the risk of bricking them.

Maps I run in this zone include:
- Dunes
- Desert
- Siege

Dunes is by far the best map so make sure to favorite it x3.

I always run my highest sextant. If prices are high, don't roll them, run with what you get. It's always worth it to run maps with sextants. Noteable sextants include: Legion, Nemesis and Beyond.

For watchstones we're focusing on Platnium stones that increase the chance to spawn either Templar or Maraketh armies. These stones should be 90% or higher. Personally I'm running x3 Maraketh watchstones and x1 Templar watchstones for 375% increased chance of Maraketh and 125% increased chance of Templar spawning.

Fragments and Scarabs:
Legion Scarabs is the name of the game in this zone and we utilize Gilded Legions together with cartography scarabs and sacrificial fragments.

You will earn alot more money running gilded scarabs in this zone as they guarantee 2 Legion bosses and an additional War Hoard.

The reason is because the bulk of our money comes from the Emblematic Node which gives each splinter dropped a 1% chance to drop as a full emblem. War Hoards and Legion bosses drastically increase the amount of splinters you get from one Legion which is why Gilded Legion Scarabs are optimal. Rusted Legion scarabs don't feel very good so I advice you not to run them.

Zana mod:
We're not running any Zana mod in this zone. If you want to run one, Hest for 2 additional Smugglers Cashes is probably the best one.

Haework Hamlet:

In Haework Hamlet we focus on generating profits by speedfarming Essences and Rituals. This zone is a little more technical than the other zones as you will need how to effectively use Remnants of Corruptions and how to defer items in the ritual encounter.

In Haework Hamlet we're running 4/4 Essences, 4/4 ritual and 2/6 Betrayal.
Amplified allows us consistently farm Shrieking Essences which are T2 essences. Paid in Blood increases the quality of the items we get from rituals substantially. We're also running focused investigations for a 10% chance to get a Jun mission from every map we do. This is the best thing we can take and synergises well with running Betrayal in Valdo's Rest once the missions start stacking up.

Farming essences require some preperation to be worth your time. Primarily through the use of Remnants of Corruption. A bulk of your money will come from upgrading Shrieking Essences to Deafening Essences and by changing purple essences to Corrupted Essences. There are 4 different corrupted essences and all of them are worth a big chunk of money, especially in bulk.

To get access to corrupted essences the requirement is to use a Remnant of Corruption on anyone of the 4 purple essences. This includes any Essence of Misery, Dread, Envy or Scorn.

As a rule, any time you see a purple essence, you want to use a Remnant of Corruption on it.

When upgrading shrieking essences to Deafening, I only use one remnant if the essence has 3 Shrieking Essences contained or more. Otherwise I save my Remnants due to the price of them.

The general strategy for rituals is to reroll your rituals for high end loot. To manage this, we're abusing the fact that we can defer items to save tribute points. When playing the ritual tabs, try to defer everything valuable. Personally, I ignore any item that's less than 5 chaos orbs.
Once defered, you reroll the tab and continue the strategy.

As a rule - Never reroll if you have less than 5000 tribute ready to be spent. This will ensure that you have ~3000 tribute for the last page. This is important because the most expensive items like Headhunters and Mirrors usually take ~2500 tribute points to defer.

Rolling your maps is the same for all zones, you're always going to chisel them to 20% and use an alchemy orb. Vaal Orb if maps are abundant and cheap, the extra pack size will bolster your profits. If maps are expensive or you you got very few of them, don't vaal your maps due to the risk of bricking them.

Maps I run in this zone include:
- Atoll
- Caldera
- Ramparts

Personally, I'm favoriting Caldera in this zone because I like the layout the most.

I always run my highest sextant. If prices are high, don't roll them, run with what you get. It's always worth it to run maps with sextants. Noteable sextants include: +2 Essences, Ritual, Nemesis and Beyond.

We're using 1 Meticulous Watchstone to juice up our rituals and x3 Essential Chromium stones. The Meticulous Watchstone makes all rituals contain 4 altars. This is further increased by the Secret of the Stones Uncharted Realms node resulting in a total of 5 ritual altars everytime you get a ritual encounter.
This is absolutely massive for ritual farming.
The 3 other stones causes essences to to have a 15% chance to contain 1 additional essence per watchstone.

Fragments and Scarabs:
Most scarabs are just a straight moneyloss in this zone since they don't synergise with the ascendancy nodes. For this reason, I only use a cartography scarab and try to speedfarm the maps.

Zana mod:
Every map should use the Essence Zana mod which ensures 2 trapped essence monsters every map you run. This costs 2 chaos orbs per map.

Blighted Farming:

Blighted Maps farming is a very popular and strong way of making currency, especially amongst minion builds due to the relaxed playstyle. At certain breakpoints minions builds are even able to run blighted maps afk which enables very efficient way for making currency for even the laziest of Exiles. This does however, require very heavy investment into your build as the current blight farming meta is central around running juiced and corrupted blighted maps.

How to obtain Blighted Maps:
Blighted maps drop from Blight encounters inside regular maps. When clearing blight encounters, the yellow blight sacks with a blight rewards.

The best way to farm Blighted Maps is to run Blight encounters in Lira Arthain coupled with Blighted Scarabs as this zone inherently has a 100% more Blighted Maps modifier attatched to it's Atlas Ascendancy.

How to Roll your Maps:
Before we roll any maps we want to add proper oils to it to maximize our profits. Maps dropped from Lira Arthain comes pre anointed so make sure to look what they have before you add anything to them.

Blighted Maps below T13:

For lower tier Blighted Maps I choose to run tripple Azure Oils for 12 lucky chests every map.

Blighted Maps at T13 or Above:

For these maps I choose to run with 2 Crimson Oils and 1 Black Oil. This gives us 20 lucky chests per map and a 6% chance for all chests to contain additional rewards.

Our goal is to get as much quantity as possible on our blighted map since the quantity is funneled into the chests we get. Use x4 Chisels, x1 Alchemy Orb and keep rolling the map until you get a minimum of 80% quantity. Once setup, Vaal Orb your map. Use a Vaal orb not only increases the quantity of our maps on average, but it also allows for our maps to drop Tainted Oils which are an additional profitable oil.

Once your map is prepared, you finally want to include x4 Sacrifical fragments into the map device together with your map. Each fragment increases the quantity of drops by an additional 5% per fragment.

Ring Anointments and Towers:
For Ring Anointments I prefer to either run 50% increased Range on Scout Towers or 50% increased Range on Temporal Towers.

I find that Scout Towers are very strong when you're undergeared and need additional fire power to get through the map. Temporal Towers are stronger once you get to the level where you consistnetly can AFK farm the blighted maps. These towers spawn a huge zone that slows the movement speed of all monsters as they travel through it. Having two of them covering choke points close to your pump will help you to not be overwhelmed.

Scout Tower Aniontment:

Temporal Tower Anointment:

The strategy for build towers is very simple. Always stay close to the Pump and build as many Scout Towers(Final Upgrade of Minion Towers) as possible close to it.
Include some Temporal Towers(Final upgrade of Stun towers) at choke points further away from the pump.

AFK Blight Setup:

I haven't been able to make our do afk blights so far this league. The reason is because we're always max juicing the blights which compared to the past where we ran them white. This makes them significantly harder as it seems we need more than 100 million dps to kill certain blight bosses before they reach the pump and oneshot it.

The other reason is because the absence of Beast splitting and Harvest crafting has made it very hard to cap out our Chaos resistance. Certain blight bosses will do long range artillery attacks that do pure Chaos damage that absolutely oneshot us. I've been able to do some maps afk but absolutely not consistently due to these Chaos attacking monsters. I will continue to try and find a way to afk the juiciest of blighted maps, but it seems like this will only be in the future when we're wearing gear worth hundreds of exalted orbs.

Heist Guide:

-Coming Soon-

Maven Invitation Farming:

Betrayal Guide:

-Coming Soon-

Alva Temple Guide:

-Coming Soon-

Last edited by Deadandlivin on May 18, 2021, 11:57:01 AM
What fossils do you use for the medium helm craft? I cant find a combination of fossils where the craft costs below 1k exa on average.

XVI. Additional Information:

[3.14] Ultimatum Update:

[3.14] Ultimatum update:
Hi everyone, hope you're all having a good league start!

I figured I would write an ultimatum update, how my progress has been going and how your upgrade paths should look like. Lets start talking about the league mechanic and how this build fares.

Ultimatum is one of the funniest league mechanics we've gotten in quite some time. It's also a very overtuned mechanic compared to the rest of the game. But this is probably all intentional. Once you get to level 10 Ultimatums in T16 maps the encounter actually gets extremely hard and rare mobs in them get tankier than conquerors. Most people aross the whole PoE playerbase can't seem to grasp this difficulty and are preplexed when they fail late Ultimatums. With that being said, I urge you to not expect being able to clear all ultimatums in high tier red maps without proper investment. Ultimatums are HARD.

I can tell you though, that many other builds seem to struggle with ultimatums far more compared to us. Our build is actually a very strong build for ultimatumm from my experience thus far. I'm able to consistently clear all waves without much trouble. The ninth wave is the hardest wave because the mobs are ridiculously tanky. I've defeated the level 10 boss every time I've faced him, he's literally oneshot by my 3 ex budget which was a disapointment. Certain ultimatums are harder than other thoughs, and layouts play a very important role in how well we can push them.

How to play ultimatums:

Our playstyle is very straight forward and extremely effective against Ultimatums. We simply focus on constantly running in a circle along the outer edges until we're done. Do this while keeping 100% uptime on flasks and Phase Run. If you're not BV yet, cast Storm Brand in the middle every now and then.
Doing this strategy we're basically never getting hit by a fatal blow and with proper gear for the map difficulty our minions will keep clearing everything in the middle preventing us from being overrun. Cast Flame Dash/Dash whenever there's a large cluster of mobs ahead of you and make sure to convocate your minions after the blink.


Ultimatum Layouts are a huge factor in how far you can push the league mechanic. Open layouts play to our advantage, closed of layouts with alot of doors/walls and things blocking our kiting possibilities make ultimatums hard for us. You should be taking 99% of your ultimatums in open layouts all the way if you play properly and don't do mistakes like blinking in the middle of a pack. Obstructed layouts where you have to kite through doors and can't kite the mobs effectively will be harder unless you kill everything so don't expect to always hit max waves on these ones.

Types of Ultimatums:

There are 4 different types of ultimatums we can do. 3 of them are easy, 1 is annoying and will be the result of majority of our rips.
The survive, kill and protect the middle thing are all played exactly the same and they're very easy. Just run around in a large circle and collect the loot in the end. You should have no problems with these unless you're severely undergeared meaning you get overrun by the monsters.

The Stone circles thing however, can be extremely hard, especially if you're running map tiers above your gear level. The problem with this mechanic is that our survival is predicated on constantly running like headless chickens. The stonecircles prevent us from exploiting this strategy as it forces us to kite the mobs in enclosed areas of the circles.
The proper way to do this mechanic is by filling up each circle a little bit, 30-50% everytime. If you stand still in one circle from 0-100% there's a big risk that you're gonna get overrun.
So what you want to do is:

- Move to the circles furthest away with very few mobs in it. Convocate your minions and stand in the circles until mobs start spawning close to it.
Make constant small movements inside the circle to avoid getting hit.
If you can fill out the entire bar to 100%, great! If all mobs are starting to congregate close to the circle -> Move to a second one.

Rinse and repeat until you've succesfully cleared the encounter.
The hardest part are the circles in the middle of the encounter area, especially during later levels of the ultimatum. These stone circles will usually be extremely overcrowded with monsters you can't clear fast enough. To fill out this circle you will have to fill it out with extremely small increments each time. You do this by phase running into the circle, filling it 10-20% and then dashing out. Keep doing this until the circle is full.
That being said, these are still the hardest ones to do and if you're going to fail any Ultimatums it's definitely these ones.


Most ultimatum mods don't affect our gameplay at all.
Your strategy against these mods is to always pick the easiest one and take it to level 3 before moving on with another mod.
Good mods:
- Miasma Cload: Always take this to level 3, just run around in a circle.
Avoid getting this mod on stone circles, it can actually be dangerous then.
- Cold thing: I don't know what this mod does. I just pick it everytime and never notice it.
- Reduced buff effect: Doesn't affect us.
- Random Projectile direction: Doesn't effect us.
- Unlucky crits: Doesn't affect us.
- Reduced encounter area: Doesn't affect us.
- Mana -> Lightning dmg taken: Doesn't effect us.
- Ruin: Doesn't effect us because we're kiting everything. Be careful on stonecircles though.
- Less range and AoE: Doesn't effect us.
- Power/Frenzy/Endurance charge thing: Doesn't effect us too much.
- AoE slow on the ground: Doesn't effect us.

Medium mods:
- 2 second Impotence: The 2 second where we can't do damage one is annoying but still playable. If you're overgeared it's easy and will clear everything eitherway. If you're undergeared you will be overrun and end up sad.
- Storm Circles: This mod spawns red circles on the ground that charges up when you stand or move in them. Each new wave, the chargeup of the rings reset. Usually this mod isn't much of a factor as we just run around in circles and try to avoid charging them up. However, as you put more into this the quantity of rings increases which will make the ultimatum harder. At maximum level there's barely anywhere to stand so try to avoid this.
Only picking this once barely affects us however.

Bad Mods:
- Flame Skulls: I hate these ones. Sometimes I'm moving too fast when running around and accidently run into one of the casts. I always avoid this.
- All monster buff effects: The monsters in Ultimatums are extremely overtuned, don't make them harder than they already are.
- Reduced Recovery: I've always found stuff like this annoying and avoid it.
- All Flask things: Flask stuff will kill you, NEVER pick the flask mods. They're build destroying to almost all characters. The slow one might not be a problem to most builds, but to us it's very dangerous as we're predicated on kiting.
- Aura thing: Never picked it, sounds too dangerous.
- Chaos dmg conversion: Never picked it, sounds extremely dangerous. Especially as we've got negative Chaos resistance during league start.

My progression:
I've had a pretty slow league start so far and haven't been able to play as much as I would like. The first day of the league was a complete disaster and I quit trying after reaching act 2 which slowed me down.

I'm currently at T16 Red maps with 20/32 watchstones gathered. The map sustain has been heavily nerfed however and we I'm forced to be really efficient with how I run the t14+ maps I have.

I respecced from the pure phys leveling version of the build yesterday when I first got to ~T13 maps. Everything prior to maps was a complete cakewalk, but once I got to red maps I noticed that the 10 chaos investment wasn't going to cut it. Things started to die slowly and our lack of defensive layers really started to become apparent as mobs staying up meant we randomly get hit and oneshot at times. T13+ Ultimatums were really a struggle in leveling gear aswell. During the early mapping all the way to red maps I bought my primordial Jewels, that's it.

Once I leveled my gems to 20/20 allowing me to corrupt them I made the swap to Cold Conversion and Necromancer to boost minion survivability for Ultimatums.
Here I invested ~200 chaos in gear and another 150 chaos orbs in skill gem upgrades. I decided to buy 21/0 Carrion Golem for 40 chaos, 21/23 Animate Guardian for 100 chaos and 21/0 Stone Golem for 15 chaos just to get it over with. I also spent 90 chaos on AG gear. I was extremely lucky and managed to hit x3 21/20 Raise Spectres in my offhand gems.

My early leveling items from Act4 -> ~t13 maps:

Chest: Ambus Charge, 5-link, 3Red-2-blue
Head: Wraithlord, 4-link, 2blue-1Red-1Green (I used brutality instead of VP because unlucky chroms)

I litreally got these items right before Act5 and they carried me to red maps.

My Physical Gem Links:

Helm: Spectre - GMP - Brutality - Minion Dmg
Chest: Carrion Golem - Melee Phys - Multistrike - Brutality - Mininon Dmg - X
Gloves: Vurnability - Convocation - Flame Dash - Vitality
Boots: Raise Zombies - Feeding Frenzy - Stone Golem - X
Weapon: Phase Run - Increased Duration - Steelskin
Shield: Pride - Generosity - Dread Banner

X means you can use whatever you like there. I had a free green slot to level Vicious Porjectiles in my chest and a blue one in boots to level Hextouch support.

Items I bought during early mapping towards red maps:

Cold Conversion and Necro swap at T13 Red Maps:
Deep red maps started to become an issue because my damage was lacking and my minions started to die. So I decided to go full cold conversion and respecc to necro here because it allows for more consistent damage output as the damage isn't predicated on Frost Bomb any longer. And of course, it increases minion survivability by ~50% which makes sure we don't lose our army. (Zombies may die)

I decided to buy:

My gear is still pretty bad overall, I got ~30 exalted Orbs that I'm going to invest later on. I want to see how far I can push this budget itteration though. I'm currently clearing most Ultimatums all the way, even in T16 but I still fail them sometimes because of the ridiuclous scaling. I'm certain they will be an absolute cakewalk in the future though once we get our clusters and trigger setup. With Headhunter thrown into the mix we'll be literally immortal too.

Skin of the Loyal Pricing:

This has been an extremely slow league start overall and due to the nerf of 100% delirium farming there's no 0.1%ers flooding the market with early breachstones. This has made Chayula bossfarming scarce which is the reason why our Skin of the Loyal costs upwards 100 chaos orbs, which is very expensive in my opinion.

There's a solution to this though. You can buy a Skin of the Lords instead, like I have done. These chests are much less expensive I bought mine for 15 chaos.
However, they require you to only use Corrupted gems. This was one of the reasons I swapped to Cold Conversion so late, I needed all my gems to hit 20/20.
If you're buying the skin of the lords chest: MAKE SURE YOU WATCH WHICH KEYSTONE NODE YOU GET. I can't stress this enough, certain keystone nodes will completely brick the build. Things like Eternal Youth, Ancestral Bond, Supreme Ego et.c. destroys the build so be careful if you're browsing for these cheap alternatives.

Alternative Defensive Setup:

This is an alternative setup we can use to increase our survivability drastically. It's applicable to the low and medium budget versions of the guides as those versions uses a Skin of the Loyal or Skin of the Lords chestpiece. Higher budget versions won't need these things as its defenses are already carried by Headhunter. This setup introduces very minor changes in our flasks which drastically increases survivability at the cost of mobility.

Skin of the Lords and Skin of the Loyal:
These chests are one of our primary defensive layers as they contain the 100% increased global defense modifier. This mod actually affects our flasks which allows us to reach very high phys damage mitigation and high evasion without minor investments. To reach the ~40% evasion mark we're swapping out our Silver Flask for a Jade Flask instead. This reduces our movement speed while clearing while vastly increasing our Survivability. Depending on what content and budget you're running, feel free to swap between these flasks.

To beef us up further we make use of the Keystone Node Glancing Blows which can be accessed for 3 points if you want an additional defensive layer.
We're donating our shield to our minions through Necromantic Aegis but by utilizing Glancing Blows combined with a Rumis Concoction Flask we're able to get 40% block into the build that helps alot with sudden oneshot mechanics.

New Flask Setup:
This is the new flask setup the tankier version uses

If we want even more defensive layers we can swap out Flesh Offering for Bone Offering and specc into Mistress of Sacrifice which allows us to reach Block Cap and 60% spell block chance. I have personally not tried this yet but if anyone's interested to become even tankier, feel free to test this setup for medium budget versions of the build.

Skin of the Lords:
By utilizing the Skin of the Lord chestpiece we're able to access Glancing Blows without speccing into it.

The accessability to these specific chests are very scarce however and I was able to snag my own chest for 100 chaos. More of these chests should be arriving soon as the Chayula farmers pump more body armours into the market.

Alternative colors you can go for are:
2Red-2Blue-2Green: Swap Hypothermia for Damage on Full Life support
1Red-3Blue-2Green: Swap Hypothermia for Elemental Focus or Predator Support
1red-4Blue-1Green: Swap Hypothermia and Vicious Proj for Predator and Elemental Focus support
3blue-3Green: Swap EDWA for Predator or Elemental Focus support
4Red-2Blue: Carrion Golem - Minion Dmg - EDWA - Melee Phys - Multistrike - Ruthless

You should be able to figure out more color combinations than the ones listed above. The only 2 mandatory gems are Raise Spectre and Greater Multipile Projectile support. The standard colors of 3 green, 1 red and 2 blue will always remain optimal however as it's the combination with the least drawbacks.

Here's some gameplay footage of how it looks with the new setup:

x1 Primordial Might
x1 Anima Stone
x2 Primordial Eminence
x1 Primordial Harmony
Fortress Covenant
Quickening Covenant

No cluster jewels.
I'm currently not spending my currency on upgrades as I want to see how far I can push the build on a low budget.

When watching the videos, keep in mind that I'm actively trying to position myself poorly close to mobs to actually tank some hits so you can see the difference. When I wasn't running this setup, oneshots were common in Ultimatums, now they're very rare and usually a biproduct of incompetent dashes into huge packs when Convocation is on cooldown.
All the ultimatums in the gameplay footage were chain recorded in one go and I rarely die after the setup change.

Aul's Uprising:

An option for even more survivability is to use an Auls Uprising with 100% hatred reservation reduction. This amulet is usually pretty expensive though so it'll fit into an intermediate budget version.
Compared to running a +2 necklace, this reduces our dps by quite a bit put allows us to fit an entire additional aura.

Our Aura of choice in this case becomes Vaal Grace.

Due to running a Skin of the Loyal/Lords armour we get 100% more evasion from the aura which allows us to hit absurd evasion numbers just from a flask and the aura alone. We also get access to Vaal Grace which should be pressed on cooldown. This grants us 35% attack and spell dodge ontop of everything. With Phase Acrobatics on a Skin of the Lords and a 10% attack dodge Watchers Eye we're almost spell dodge capped and got close to 50% attack dodge ontop of +50% evasion, close to block cap numbers, 75% phys damage mitigation et.c.
You can watch my Ultimatum videos to see how it plays.

Skin of the Lords colors:

One problem with running a skin of the loyal/lords is that it requires specific socket colors. Here I'll adress which Colors work with the build and the priority in which you should get them.
As for actual chest we can choose different versions to go:
Low budget: Skin of the Loyal
Medium budget: Skin of the Loyal corrupted with +1 to socketed gems. This is the best damage version we can get. If you do run this chest, make sure to fit an Empower support gem into the build as this effectively becomes a +5 gem due to the chest turning Empower into level 6 as it gains +2 levels.
Medium budget: Skin of the Lords with Phase Acrobatics or Glancing Blows.

This is a defensive option to run. The price on this chest varies ALOT, you can snipe them for 40 chaos or waste 3 exalted orbs on it.
Phase Acrobatics is by far, the best Keystone node we can get. All Glancing Blow does is save a skill point basically.

Color priority and support gems:

Priority #1: 1R - 3G - 2B

EDWA - Divergent Hypothermia - GMP - Vicious Projectiles - Raise Spectre - Minion Damage.

This is the best setup we can get. As for other setups, instead of writing all combinations, I'll supply you with the different support gems we're able to use. With the knowledge of this, it'll allow you to determine which support gems work with which chest.

Mandatory Gems:
There are only 2 MANDATORY gems for the setup, these will always need to be present.

Raise Spectre
Greater Multipile Projectiles

The rest of the support gems will be listed in priority and color.

Red Support Gems

Elemental Damage With Attacks > Damage on Full Life > Empower level 4

Green Support Gems

Greater Multipile Projectiles >>>> Vicious Bite > Divergent Hypothermia

Blue Support Gems:

Minion Damage > Elemental Army = Predator > Elemental Focus

For blue gems, elemental army provides 30% elemental damage and -10% cold res which always provides a bonus to damage. Predator is best for single target.
For this reason, run Elemental army when mapping and swap to predator for high single target fights like Sirus or Maven invitations.

Elemental Focus provides alot of damage but it removes the ability for our spectres to freeze targets which is a big down side.

Example of how to use this information:
2R - 2G - 2B

EDWA - Damage on Full Life - GMP - Vicious Projectiles - Raise Spectre - Minion Damage

0R - 3G - 3B

GMP - Vicious Bite - Hypothermia - Raise Spectre - Minion Damage - Elemental Army/Predator

You get the picture.

Weapon Swap Mechanics:

Alot of interesting minmaxing options are available to us players in this game and one such mechanic is the weapon swap. By swapping to our offhand items it allow us to do certain things with our builds that really shouldn't be possilbe. The downside of utilizing these type of mechanics is that it's a slightly mechanically annoying to perform and that it removes the option to level upp additional skillgems in our off-hands.

For this reason, I will only suggest you running this weaponswap setup if you feel like you need to the damage or when you're high budget enough that you don't care about leveling additional gems.

In 3.14 Ultimatium League some crucial changes were made to Blade Vortex and the Trigger Soceted Gems craft which has a effect on my build and how it plays. Basically, the nerfs cut down the uptime of Blade Vortex downt o 50% instead of 100%. To offset this nerf we'll be replacing Frost Bomb with Increased Duration instead. Since the triggerd spell cooldown was increased to 8 seconds it really made autocasted Frost Bombs very inconsistent to get up on a single target boss too.

We solve this by running our Frost Bomb in our Offhand weapons instead.
This mechanic probably isn't intended to work, but we take everything we can.
I'll also tell that this absolutely isn't necessary to do. This is only for the absolute minmaxers who want to squeeze out every point of throughput they can.

How does this work?
In our offhand we will be equipping another trigger wand and some sort of shield, could be a Replica Victario's Charity to get 3 easy Endurance Charges or something cool like that.

In the wand trigger we want to have:
Desecrate - Divergent Flesh Offering - Increased Duration, in that order.

In our shield we will want to have:
Phantasmal Frost Bomb - Spell Cascade - Summon Skitterbots

The reason we use Summon Skitterbots is to make sure that our skitterbots aura isn't turned of when we do the swap. We also use spell cascade to make 3 Frost Bombs to appear instead of 1 which massively increases our AoE. This also makes it a powerful tool for clearing high health monster packs aswell.

The mechanics are very simple once you've got everything setup:
1. Swap weapons
2. Press Frost Bomb -> This will trigger a desecrate on the ground under your Frost bombs aswell.
3. Dash to activate second trigger which gives us a 30 sec long Flesh Offering.
4. Swap back.

It's quick, simple and very effective for minmaxing.

Disclaimer: Again, this is a advanced minmax mechanic and not necessary for the build to function. Low level and medimum budget versions of this build shouldn't even bother with this.

Syndicate Operative Positioning:


The exact way their projectiles scale with multipile projectile support gems seem to follow a very weird pattern. It seems like the amount of projectiles is counted as:

#Projectiles = 2(1 + y) + (1 + y^0)
- Where Y = Additional projectiles from support gem

The formula seems weird but hear me out:
It seems like only 2 of the total 3 Secret police daggers fired by a syndicate operative can fully benefit from a support gem.
The third police dagger seems to cap out at 1 additional projectile, no matter which support gem we use.

As an example, if we use AGMP:
- 2 Projectiles get full benefit from the gem so they fire themself + 5 which gives us:
2(1 + (5)) = 12 projectiles
- The third projectile gets a benefit but caps out at one projectiles. The only way this is possible is if the amount of possible projectiles is raised by the power of 0.
(1 + 5^0) = 2
This gives us a total of 14 projectiles.

This seems to check out for all variations of support gems we choose to use.

No Support: 3 projectiles

Lesser Volley/LMP: 8 projectiles (Support gives 2 extra)

Greater Volley/GMP: 12 projectiles (Support gives 4 extra)

Awakened GMP: 14 projectiles (Support gives 5 extra).

Frequently asked Questions:

Why aren't we running any Primordial Harmonies?
We only run 2 golem types in this build which means each jewel only adds 40% Golem damage per jewel and not 60% as with builds including a Chaos Golem. We also don't need the CDR on golem abilities as it's mainly used for clear as it speeds up the recovery rate of Leap Slam and Cascade on the carrion. We don't want our golem to use these skills though as they slow down their single target dps. Remember, we use the golems for single target and spectres for clear speed. Purly focusing on Eminences gives higher PoB dps for the golems and grants us 30% buff effect which buffs our spectres more and gives us additional health regen from the stone golem.

How do I get Syndicate Operative Spectres?
The easiest way is to go type - /global 6666 which is the official spectre sharing channel in trade. Go there and ask someone if they can share their spectres politely. You could do that or whisper me in game @Otroligdojps.

If you're a solo self find player, the SO spectre is obtained in Syndicate safehouses. They're extremely hard to get though as you can't raise them with desecrate there. You have to locate them, kill them and immediately raise their corpse. The corpse despawns in less than 1 second so you need to be really quick. I highly suggest that you disable all minions if you want to raise one yourself as locating one before your minions kill it and then quickly raising it requires godlike reactions.

Why Skin of the Loyal(Lords)?
Skin of the Loyal is basically a glorified Tabula Rasa for our build.
The primary reason we get this armor early on is because it provides us with +1 for our spectres. This allows us to quickly respecc into necromancer and get our fourth spectre when we obtain a 21 spectre gem. (21 gem, +1 boots, +1 chest, +2 Ascendency)

The chest also provides 100% global defenses which is extremely strong for this build. This buff applies to our Granite Flask and allows us to get 80% phsycail damage mitigation which helps with our survivability.

HELP! I'm dying to Ultimatums, what do I do:
If you're having problem surviving high tier ultimatums, read the Alternative Defensive Setup section in XVI. Additional Information.

Can this build do afk blighted maps:
Yes, but requires some gem swapping and higher budget to do T16 AFK.

I have trouble surviving, what do I do?
Get more damage and never stand still. It may sound stupid but this is literally how you play this build. You want to avoid taking hits at any cost, Phase Run and high movement speed allows us to do this. Meanwhile, maximize your damage scaling and things will die before they're able to hit you.

How do you summon Golems to activate the Primordial Might effect:
You don't, that effect is for other types of builds. Since we're reserving mana and using two different types of golems we can't utilize this. We use Primordial might because it makes our Golems aggresive.

What am I supposed to upgrade next:
I've included upgrade priority orders in all PoBs.
Read the notes in the correct PoB your currently at.
Last edited by Deadandlivin on May 18, 2021, 6:13:39 AM
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Last edited by Deadandlivin on May 18, 2021, 11:57:26 AM

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