[3.2] Necro Tri-Ascended Minions - Dual: Phantoms, Golems, Auras and Curses
I want it all… and I want it now!
![]() Hungry Spectres, Melee Skeletons and Slamming Zombies with their Ascendancies. Dual: Dark Pact with Curses, Aura’s, Golems and Phantasms. Spell Echo'd SRS, and shared Victario's. This build takes the best parts of other minion builds and puts them all together. It really is easy mode and noob friendly.
Concept
- Minions: 5 link- 4 x Solar Guard Spectres with 10 x Phantasms, 4.5 link – 11 x Melee Skeletons with 10 x Phantasms, 12 x Zombies, 20 x Summon Raging Spirits, 2 x Fire Golems, 1 x Animate Guardian, 10 x Spectral Wolves and 1 Reflection. - Survivability: 4 link Immortal Call, Phase Run and CWDT setup. - Dual Curse: 4 link Dark Pact - Curse on hit of Punishment and Vulnerability. - Dual Aura: Discipline and Hatred or Anger (with Generosity). - Utility: 3 link Shield Charge, Spirit Offering, Desecrate Build concept is to maximise minion numbers and damage, through a variety of layers. It has been influenced by multiple other builds, but does have points of difference: All three Ascendancies; Skeleton / Spectre / Zombie 5L Spectres in a hungry ring with Phantasms 4-5L Dual Curse focusing on melee and physical damage Two separate Summon Phantasm gems linked to Skeletons and Spectres Zombies sharing Shield charge setup Dual Fire Golems Animate Guardian with Saqawals Reflection / Of the Grave minions Proof of Concept I have played POE on and off over several years, but have been a gamer all my life. I live in New Zealand with my young family and have a full time job and play when I can. I played this build in Beastiary to the 90's and easily cleared high Tier SC content. However, I in no way state it has been end game or HC tested. This guide has been written for experienced and noobs alike. Pro's and Con's Great at: - Maximised number of minions and increased / additional damage for minions from Aura’s / Curses / Items - Maximised number of gems - 8 additional gems; 6 ‘extra’ gems, 1 ‘supported by’ gem and 1 abyssal. Good at: - Synergy! Cold and Fire with Elemental Equilibrium, Chaos, Melee, Physical, Minion Buffs with curses and auras. - Survivability; physical damage reduction, personal life, life regen and energy shield. Also all your minions blind and taunt. - Auto casting skills; CWDT, Phantasms, Reflection. - No need for 5 link early, or really at all (6 link is helpful). - Boss and map clear speed when it gets on a roll. - It is relatively cheap to get going, but cost ramps a little for end game rares. Cons: - Difficult balance to get enough Dexterity, Max Elemental resists and use Jewels with +% Minion Damage, and +% Maximum life. - Screen can fill quickly and blur, making it hard to see what is going on. - Weak to Chaos Damage - Untested in Teir 15+. Handles Teir 14 easily.
My Gear
* As you can see, this is a work in progress but it's 99% complete. Gems should be 21/20 and there are a couple of gaps in my gear (no life in helm, of the grave on gloves, 6 link Vis Mortis), but it is the best I was able to find without spending Exalts.
Passives
https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAMDAAQHBLMHHgj0DeIRLRFQEZYUIBZvGDwYVhhqGmwbJRzcIvQkqij6KpgsnDLRNuk5CzpYOuE8LT38QYdFR0WdR4VIjklRSbFLrkyzTblN41BHU1JVxlgHWGNakV8_Z5to8mpDaqxr22wLbRl4L3yDfOV-WX_GgseDX4PMg9uFYIhAjM-PGpAzkyeVLpitmuCboaEvogCmV6aspyuofarErJiuPrc-uJO86r0nvoq_l8Bmxq7JPcy80B_Tj9P718_YvdkL2VvZXt-K42rkUekC6-7sg-yK7w7viO_r8B_w1fIe8kX2SPfX-Tf56PqA_gr-gf6P Collect the 5 Minion Circles first, collecting keystones along the way. Order: Lord of the Dead, Herd the Flock, Puppet Master (head to Sanctity), Gravepact then Grave Intentions (6th circle - Grab Death Attunement when you take Spectres). Then head to strength side to focus on Life nodes, Life Regen and Jewels. Then head towards Dex area, for Life / Energy Shields Circles. Finish with Dual Curse, Chaos/Life Circle. You will probably need to use and drop the +30 Str / Dex nodes and +10 - +15 all elemental resists throughout the build. Ascendancies ![]() Invoker-Bone Sculptor-Soul Weaver-Flesh binder Invoker – Minion: 20% Damage, 20% Life, 2% Life Regen and 50% Convocation recovery Need this to get to the other three. Bone Sculptor – Skeletons: 40% Damage, Summons 2 additional Skeletons per cast (3), 100% Move speed, +2 max skeletons, can’t be evaded. Bone Sculptor is critical to build, makes summoning skeletons smooth, spam 3 casts to get 11 skeletons and they can’t be evaded. Soul Weaver – Spectres: 100% life, damage. Makes your Solar Guards tough and can actually kill things. Important so they can trigger the phantasms. Flesh Binder – Zombies: You and all minions gain physical reduction for number of zombies (11%), AOE chaos on death, Slam Attack- AOE increased, cool down decreased, +2 Zombies. Alternatives: Commander of Darkness – You and Minions effected by Auras gain – 3% cast / attack speed, 30% Damage, 20% Elemental Resistance to you and minions. Good synergy with All our minions, as we have increased Aura’s. I levelled with this, but feel end game, Flesh Binders +2 Zombies and physical reduction to all minions is superior. Puppet Master: Minions- 20% Move speed, 30% duration, 12% attack / cast speed, 30% damage. Not as good compared to Commander of Darkness, good move speed boost, but no Elemental Resistance. Mistress of Sacrifice: Offerings- Effect you at 50%, 40% damage, 2% attack / cast speed per corpse consumed. Doesn’t boost minions, so no.
Gems
Summon Skeleton – Summon Phantasm on Kill Support – Melee Physical Damage Support – Multistrike Support – Minion Damage Support
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Rare Helm - Gems 4.5 link: 11 Melee Skeletons and 10 Phantasms (+2 Socketed minions – Supported by lvl 20 Minion Damage) Both the Skeletons and Phantasms are supported by all three skills. Minion Damage and Melee physical add raw damage and bleeds and poison from other added chaos damage. Multistrike means they hit faster and 2 additional times per strike. This is our primary source of damage for the build as it is augmented by our aura’s and curses. This build allows Skeletons and Phantasms to inflict additional Cold and Chaos, so we do not want to use Brutality Support. There are near maximum numbers of both skeletons in this build from passives and items. Skeletons have bad pathing, so I find I just spam cast them into battle, replacing those previously summoned. Their ascendancy boosts 40% Damage, Summons 2 additional Skeletons per cast (3), 100% Move speed, +2 max skeletons, can’t be evaded. Both do melee physical damage, so are buffed by all our aura’s and curses etc. Comparatively this setup is near maxed compared to other melee skele builds; with high numbers of fast moving, hard hitting augmented melee strikers. This set of phantasms are single target multi hitters. Anger - Generosity. Desecrate
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Claw – The Scourge - Gems 2+1 Link: Dual Aura –Anger with Generosity. Desecrate Link Anger with Generosity for the Aura boost to all minions fire damage for extra 83-138 to attacks and 69-110 to spells. This effects all our minions. Supposedly Hatred adds more to melee damage builds, however in our build, Anger boosts all minions, the Solar Guards too. We gain 20% cold to all minion damage from our Gloves Grip of the Council, so don’t ‘need’ the cold chill and freeze of Hatred. However, all minions deal fire damage and in turn Burn, is very nice. Both need 20% Quality to boost the area of effect to reach all our minions. Alternative: Link Hatred with Generosity for the Aura boost to all minions for extra 50% of physical damage as cold. All but Solar Guards and Flame Golems use this bonus. With EE, both cold and fire aura’s equally gain the -50% resist boost. I have two claws, one with Hatred, the other Anger, and swap between the two. Desecrate: First active to cast per fight. It lays a chaos aoe, which damages and triggers EE (added lightning to spells). Also makes 3 corpses available for follow up Flesh Offering. Cast desecrate on the ground to make 3 corpse’ appear and a small amount of aoe damage. You then cast Flesh Offering on it to make them explode and give the aoe buff. If you have time to set up before a boss, cast multiple times as each corpse adds to duration of offering. Btw; Desecrate can’t be exchanged with Dark Pact to deliver the Dual Curse as Desecrate does not hit. Animate Guardian
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Rare Unset Ring - Minion: Animate Guardian The Animated Guardian is our own personal aura-mancer, well kind of. Suggested items to consume: Helmet: Leer mask – Allies gain 15% increased damage Body: Saqawal’s Nest – Good stats, Evasion and ES. Aspect of Avian (boots) also grants Avian’s Might (10% chance to do 2x damage) and Avian’s Flight (10% movement speed) to nearby allies. Gloves: Southbound Soldier Gloves – 15% maximum life (AG has good base life so this is a big boost) Weapon: Dying Breath – 18% chance to block. Nearby enemies have 18% increased effect of curses, Nearby allies gain 18% damage. Boots:Saqawal’s Talon-Grants lvl 20 Aspect of the Avian , AG gains 30% move speed. I focus on maximising the bonuses to allies the Animate Guardian can provide and it having it’s own pets. Still working on confirming if the Avian’s buff actually works for allies, as it is really hard to see buffs for it. Alternatives: Weapon: 1 hand Rare with Spectral Spirits. Your AG gets its own personal 3 SRS skulls which are unkillable and don’t have a duration. Unfortunately, they do lowish damage, as AG doesn’t gain the benefits of support gems in the weapon (the Spirits do gain the benefit if you personally wield it). The essence costs around 25C though to make the weapon, which could get expensive to feed to the AG. Body:Ambu’s Charge – Good life, Armour, ES, all elemental resist, gain endurance charge when you take a critical strike. However, our minions are mostly maxed elemental resist and the shared endurance charges doesn’t work as minions are not party members. Body: Zahndethus’ Cassock – Create Consecrated Ground on block (6% life regen for allies). Works with the staff 18% or shield 24% chance to block. Boots: Victario’s Flight- 10% increased move speed for allies. Alternative: Animate Weapon: Great way to add more minions which last around a minute, Cast it on white or identified weapons on the ground. This one gem can add up to 50 weapons which have a 37 second duration. Weapons are consumed on use and need to be ‘identified’. Adds a fiddly component to the build. Dark Pack - Curse on hit –Vulnerability – Punishment. Discipline. Flesh Offering.
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Body – Vis Mortis - Gems 4 link – 6 socket: Dark Pact - Dual Curse – Vulnerability and Punishment. Discipline. Flesh Offering. We use Dark Pact to deliver the dual curses, doing chaos damage based on 6% of the skeletons life. Vulnerability and Punishment has a massive impact on melee physical damage, which the majority of our minions inflict. Phantasms cast projectiles so can’t use the melee damage but can use other physical curse effects. Our curses do almost nothing for Solar Guards and Flame Golems. Explanation: Raise Skeletons at the mobs feet. Cast Dark Pact on them, it chains twice, effecting 3 skeletons. The skeletons then take 6% of their health damage and you inflict that damage as chaos in an AOE, damaging all mobs surrounding the 6 skeletons. As we use ‘add’s Lightning damage to spells’, we do additional lightning damage to the aoe, triggering the Elemental Equilibrium. Our two curses then effect all mobs hit: Vulnerability and Punishment. This grants minions a total of plus 80% melee damage, 25% attack speed, 20% chance to maim (take +15% extra damage on future strikes), 30% chance to bleed, 30% extra Damage over Time. Our melee minions then slice and dice, all for the cost of a single cast of Dark Pact! Just keep spamming it on your summoned skeletons and keep all mobs permanently dual cursed and effected by EE. Alternative: In 6-link, move Spell Echo and SRS from shield to Vis Mortis, having Dark Pact and SRS sharing the Spell Echo. Move flesh offering to shield, this frees up a socket for Vaal Skeletons in shield. Unfortunately Flame Golems lose spell echo, so change to Chaos Golems for synergy with melee Curses. Discipline: We keep the Discipline aura separate from Generosity in Claw, as we need the +217 Energy Shield for both us and our minions. Make sure to get 20% Quality for Area of Effect. Flesh Offering: Massive boost to minion attack, cast and movement speed. Cast this at the same location, just after your Desecrate. Alternative: Spirit Offering: Minions gain 29% of the physical damage as extra Chaos Damage, 2% of their life as Energy Shield for each corpse consumed, and it Max’s Minions Elemental Resists. Raise Spectres - Summon Phantasm on Kill Support - Greater Multiple Projectiles Support - Minion Damage Support - Spell Echo Support
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Hungry Loop - Gems 5 Link: 4 Spectres and 10 Phantasms Solar Guards cast fire based spells, spell echo casts it twice, greater multiple projectiles fires 4 additional projectiles and Minion Damage boosts damage. This creates a very satisfying 4 sets of cones of projectiles, that fills the screen. Spectres are augmented by Elemental Equilibrium and their Ascendancy (100% damage and life), making them decent ranged damage support. Phantasms are minions that cast a spell which is a melee projectile, which all 3 supports work for. Phantasms are augmented by all physical curse / aura boosts but not melee. This set of Phantasms, fire a cone of projectiles, much like the Solar Guards, which are great for clearing maps. Linked gems can be any you prefer, but this is fairly standard for Solar Guards, minus the elemental focus. However, the synergy of the Phantasms with the support gems is key to this set up. Remember to make the Raise Spectre gem 20% Quality, but not the others. This setup is near maxed when compared to other Solar Guard builds, missing some buffed elemental supports. However, we do have 4 x 5-linked Solar Guards with their ascendancy and EE though. Alternative: Use Cold Elementals instead of Solar Guards for greater control and still has synergy with other cold damage. Cons: makes your screen look like a strobe light as the glowing white missiles fill the screen. Imo, better for the build, worse for your health. Seriously if you are epileptic, don’t use them. Or use melee physical mobs as Spectres for maximum build synergy and change gems from GMP and Spell Echo to Melee Physical and Multi strike. Pros: Spectres have great synergy with rest of build. Cons: No one rates melee physical for Spectres as they are slow and do no where near the clear damage. Also we lose synergy for Phantasms with projectiles and spells. Spell Echo Support - Summon Raging Spirit -Summon Flame Golem
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Shield – Victario’s Charity - Gems 3 link: 20 Summon Raging Spirits and 2 Flame Golems Summon Raging Spirit (SRS) summons flying skulls, which run at enemies and hit in melee (so are affected by both curses) and convert half their physical damage to fire. It has synergy with EE, and linked to Spell Echo they cast like a machine gun. Very powerful damage boost, when you have the time to stand still and cast. Dual Fire Golems are possible by use of The Anima Stone – Jewel, which allows +1 additional Golem. We use Fire Golems for the synergy to ranged spell fire damage, and cast twice with spell echo. Also, Flame Golems give a slight bonus damage to us. Alternative: Chaos Golem: Nice 4% physical damage reduction, aoe chaos and melee damage. Earth Golems: for the taunt and life regeneration. Fire Golems: it’s like 2 more Solar Guards, works with EE. Adds damage to us. Ice Golems: Good for chill and freeze, works with EE. Alternative: Vaal Skeletons: SRS can be easily hot swapped out for Vaal Skeletons if you prefer. This gives more precise timing of the dps boost, but adds an active button to push. Cast When Damage Taken (CWDT) – Immortal Call - Increased Duration – Phase Run must be last in chain.
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Gloves – Grip of the Council - Gems 4 link: Survivability - Immortal Call CWDT setup CWDT will trigger and autocast Immortal call and Phase Run. Immortal Call makes you invulnerable to physical damage for a short time, with duration augmented by increased Duration Support, lasting around 1 second. Phase Run is also cast, making you 80% harder to see, phased and boosts your move speed. Also, your Ghastly Jewel allows Minions to blind and taunt on hit. So the Combo; you take a chunk of damage, CWDT kicks in, Immortal Call stops the next physical hit, and Phase Run makes you real hard to see. If the enemy is still attacking you, simply walk away through your minions at high speed and then your minions further blind and taunt the enemy off you. This may not seem important, but can be critical in boss fights, giving you the split second to spam life flasks and survive. Phase run’s ‘phased’ bonus lasts around 3 seconds (augmented by Increased duration too), but ends immediately if you use another skill. This is why it must be last in the chain so that nothing autocasts after it, but also why you must ‘walk’ away or stand still, otherwise it drops. I.e. don’t shield charge away or you will lose phase run. Make sure to keep both Immortal call and Phase Run under the level of Cast when Damage taken, otherwise they do not trigger. Also, Phase run is a dex gem, so don’t level it beyond level 9 which requires 113 dex. I try to keep Cast when damage taken’s life trigger around half your hit points, as it feels right. That means not levelling IC and CWDT past lvl 16 (2394 damage), lower if you prefer. Alternative: Swap phase run for- Convocation: Summons your minions to you and gives them a regen effect. A very valid option, which I did like. Enduring Warcry: My old chestnut. Unfortunately, I need all the other actives, so we don’t get to gain endurance charges for Immortal Call. Also, it has an aoe taunt component, which is great for my Righteous Fire Tank, the exact opposite of what is needed in this build. Molten Shell: Love the shield, but does aoe fire, which stuffs up our EE. Shield Charge – Faster Attacks – Fortify Support - Raise Zombie
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Boots - Bones of Ullr - Gems 4 link: Movement – Shield Charge and Minion - Raise Zombie Shield Charge: My go to movement skill for most my characters. Is quick and responsive getting me in and out of trouble. Shield Charge is based on attack speed, not movement speed. Raise Zombie: are supported by their ascendancy, which increases their slam attack, +2 Zombies, AOE chaos on death. They follow you around the map. They also share Fortify and Faster Attacks, for a nice attack damage and survivability boost. Alternative: Charged dash: Swap Shield charge for Charged Dash for a very clever off screen alternative by Torchbearer, if you don’t want to be in the same room with doom mobs.
Items
Rare Items priority:
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Life > Dexterity (till 113) > Elemental Resist (till maxed) > adds Lightning damage to spells > Minions taunt on hit > Minions blind on hit > Energy Shield Try to have life in all rare items. Dexterity is key as it is difficult to gain and your claw needs 113 (you will learn to hate that number). Elemental resists until maxed. Flat Energy Shield is important to make use of the huge +% ES. You need a single mod of adds lightning, minions taunt, minions blind. We use a lot of Uniques in this build, due to rares not being able to duplicate specific mods. Ie. Hungry ring 4 supports, Vis Mortis +1 spectre, Boots Of Ullr +1 Spectre and Zombie, The Scourge Wolves and 70% damage, Grip of Council 20% cold damage and Victario’s Charity for minions charges. I eventually ended up maxed using 4 rares (unset ring, helm, amulet and belt), but it is much easier to max stats with 5-6 rares. We need to have adds Lightning damage to spells (Dark Pact). This adds Lightning damage to our Dark Pact, to trigger Elemental Equilibrium (enemies hit have -50% Cold and Fire resist), for us and all our minions. Minions cold and fire damage cannot trigger EE, but they can gain the benefit. Therefore it is critical that we do not have any ‘adds fire or cold to spells or attacks’ on any of our gear. Also Chaos and physical doesn’t trigger EE as it isn’t elemental. Alternative: Adds lightning to spells and attacks, to have Shield Charge trigger EE as well.
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Helm – Elder (Rare) Summon Skeletons and Phantasms The helm should be: +1-2 Socketed minion gems, Supported by lvl 16-20 Minion Damage, Minions gain 15-23% damage. If able, look to grab Supported by lvl 16-20 Minion life and Minions gain 15-23% life. You will need Dexterity, Life, and Resists too though. Labrynth Enchant: Skeleton damage > additional skeleton Warrior > Spectres have increased damage > Spectres cast speed
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Neck – Rare (Elder) The key mod is +1 to maximum number of Zombies. Alternative: *Sidhebreathe Paua Amulet (Unique)- Minions + life, move speed, damage and cast cost. Great minion boosts, but no life or resists. Levelled all the way with this amulet and this is the hardest item to leave out of the build. We must take a hit somewhere however and this unique’s mods can be mostly replaced elsewhere.
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Weapon – The Scourge – Terror Claw (Unique) Anger and Desecrate It’s the ‘+70% minion damage when you have hit recently’ (i.e. triggered by Dark Pact in last 4 seconds) that is just doom. This is almost certain to proc each time you spam Dark Pact. Also, the ‘Increases to minion damage also effect you’ (i.e. the 70% plus all other + minion damage) is a huge boost to your Dark Pact damage output. The 10 Spectral Wolves that are summoned on kill (10% chance when your Dark Pact kills something) is dinky for your army growing and looking more cool, but really isn’t a game changer as you normally only get 0-5 at a time. Alternative: United in Dream:The synergy for the level 15 envy skill (plus chaos damage to all minions melee attacks in aura) and the 60% minion poison would be awesome. Pity they sell for 4.5 exalted. Rare - with Spectral Spirits: Use an Essence of Insanity (around 25C) on a weapon and hope for good mods. A permanent 3 SRS, but I have tested and unless you put serious support gems in a 5-6 link which effects the spirits, it doesn’t seem that good.
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Ring - Unset (Rare) Animate Guardian 1 slot > Life > adds lightning to spell damage (if not in ghastly gem) > Dexterity > Elemental Resists > +1-3 of socketed gem + to socketed gem is great for minions. Unset rings are easy ways to move gems around you gear as you level up, as it usually takes only 1-2 chromatic to change the one slots colour.
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Body – Vis Mortis (Unique) 4-6 Link Dual Curse. Discipline. Flesh Offering. Pro’s: High Energy Shield, +1 Spectre, Minions gain +15% damage and Unholy Might (30% of physical damage as extra chaos damage). Great damage boost and synergy with build. Cons: Hit to our and our Minions survivability, which is offset by minion life elsewhere. 6 sockets is fairly important, but 5 link doesn’t really add much. However, if you get a 6 link, then move spell echo and SRS to Vis Mortis, gaining a socket. Alternative: Belly of the Beast (Unique) Pro’s: Huge Armour, Life, all elemental resists and Flask life effect (synergy Karui flask). Great for survivability. Cons: Lose + 1 Spectre ☹ and minion damage. As Belly is a Strength / Dexterity based item, it rolls Red and Green sockets commonly. Can be easier to swap the 3-4 red Immortal Call with 2 blue dual curse set up , from gloves to body.
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Ring - The Hungry Loop – Unset Ring (Unique) Spectre and Phantasms This one ring allows a 5 link setup in a single ring. You need to level 4 support gems to 20, then the hungry loop consumes them. The lack of stats in the ring hurts, but who can say no to 5 link Solar Guards for the price of a single ring!
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Off hand weapon – Victario’s Charity (Unique) Summon Flame Golems – Summon Raging Spirit -Spell Echo Victario’s Charity- We use the passive Necromantic Aegis which gives our shields mods to all our minions. Therefor they get life, some elemental resist all. But it is the chance to grant; power charge on kill, and frenzy on hit to all allies, which is key. Once the minions start whacking enemies, this just goes nuts and each minion has a chance on each hit to other allies. Charges have a much larger effect on minions so this is a massive boost. Also, we count as an ally too. Alternative: Magna Eclipsis: Plays a dual role, +2 socket has a large impact for minion gems, boosting their base life and damage, which in turn is augmented. Survivability in 25% block, 1500 armour, +100 life, energy shield and evasion, 200% armour and the lvl 20 elemental Aegis. The Aegis is triggered on wearing, and is a bubble which takes 1000 elemental damage before refreshing. I leveled with this, not using the Necromatic Aegis, but everything gets slow.
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Gloves – Grip of the Council – Immortal Call CWDT Phase Run It’s the ‘Minions gain 20% of Physical Damage as Cold Damage’ that is key here. Stats are average otherwise, life 30-40 life + strength life, Minions cold resist is useful. Cons: Minions 10% reduced minion speed, but our setup boosts them so much anyways. *Labrynth Enchant – Reflection: Summons a copy of you when you are hit. It strikes with you weapon. Useful for phase run, hard to see synergy. Alternative: Labrynth- of the grave – when we or our minions kill, summon 3 icy skull minions for 4 seconds. Try to get Commandment but they are very expensive. It’s like a free, automatic, SRS! Rare:Much easier to find one with ‘of the grave’ or ‘reflection’ than a Grip of the Council. Good boosts to stats and resists. Allows the Masters Mod; ‘increased minion life 15%’ to offset the Vis Mortis 20% drop or up to 75% increased armour and energy shield.
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Belt – Stygian Vise (Rare) 1 Abyssal Socket – Ghastly Eye Jewel As we are stat starved we really can’t afford to go 2 socket slot for belt. Although the plus 50% bonus is very nice, the 1 socket Stygian belts stats are just too good and they are rare, so can have a Masters mod.
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Boots – Bones of Ullr (Unique) – Shield Charge – Chaos Golem +1 Spectre, +1 Zombie is key. Rest of stats are kind of bad, which hurts but extra zombies and Spectres are worth it. This is where the build takes the stat hit. Alternative: *Rare Elder Boots: Socketed gems are supported by Fortify – free fortify for Shield Charge and Zombies freeing up a socket. Rare Boots with Essence - Minion Life.
Flasks
*Blood of the Karui – Big heal and full life, very important. Rumi’s Concoction - +3000 armour, block boost and can block spells Basalt Flask –of Staunching (immune to bleeds) 15% physical damage reduction and reflects melee physical. Life Flask – either Instant or of Animation (up to 60% life recovery to minions) Either: Quicksilver Flask of Adrenaline – Big move speed boost, but doesn’t effect shield charge. As I jump around almost all the time, I don’t find I use this much, especially as we get a lot of other move speed boosts from aura’s etc. or Divination Distillate – Large Hybrid Flask – Boost for items found, life and mana boost and +4 max elemental resist. I use when clearing maps for items boost and in mana doesn’t recharge maps.
Jewels
5 x Jewels (1 Belt- 4 Passives) Ghastly (Belt) Look for: + 30+ to Max life > adds lightning damage to spells (if not in ring) > Minions have a % chance to blind on hit > Minions have a % chance to Taunt on hit > +40 Energy Shield > Elemental Resists Blind and taunt are great for all minion’s crowd control of enemies and having one of each is critical for the build. Non-Eye Jewel: Dexterity (till maxed) > Elemental resist (till maxed) > % Increased maximum life > % Minion Damage > % Minion Life > Energy Shield Note + % max life gems are very expensive, but +max life Eye Jewels are not as much. However, you can’t have % minion damage, it needs to be ‘adds 5-25 damage’ or ‘minions taunt / blind’ etc. 1 x The Anima Stone – Prismatic Jewel Summon +1 Golem. Takes a Jewel slot, but well worth it. Btw; don’t buy the Anima stone on POE Trade, buy the 3 parts and sell it to a vendor as a recipe to combine. At the time of writing this Anima stones are 70 chaos, but the 3 ‘Primordial’ Jewels cost me Eminence 1C + Harmony 3C + Might 22C = 25 Chaos. Alternative: To Dust: Are good, but the minion damage is around 5 less, and we have a lot of plus skeleton attack / cast / move speed from elsewhere. Also, note skeleton, not minion. Violent Dead: Further boost our Zombies, +15% minion Damage and boosts Zombie slam attack cooldown and damage bonus. We have this in ascendancy. Survival Instincts:20 Dexterity, 6 all elemental resistance, if you are Dex / Res short. Fluid Motion : +20-24 Dexterity and converts Strength to Dexterity. Gives us +70-74 Dexterity, -50 Strength when placed North West of the 8 step life wheel. Used this for levelling to get the needed Dexterity. Watcher’s Eye: Especially if it has – Energy Shield gained for each enemy hit while affected by Discipline Or Chance to block spells while affected by Discipline.
Bandits and Mythology
Kill all and your choice.
Leveling
You have two choices: either level as another build until you start mapping (chose another guide) or slowly build items and change your setup as gems unlock. I like to learn as I go, so will be discussing the later option. If you are trying this from scratch in a new league, you will have issues with buying the gems from vendors and uniques can be more expensive. Zombies work form the start and you just raise more if they die. Skeletons are a little more annoying to get to work as they have to be continually re-summoned, one at time. I took a ‘From Dust Cobalt Jewel’ early to summon 3 at a time, until I unlocked summon additional skeleton. Summon Raging Spirit is a great damage boost, helps to summon phantasms and can be used until you have your solar guards up and running. Put gems in your second weapon slot ‘II’, to level them early (especially the 0% quality gems for the Hungry Loop). You may be socket short at start, focus on at least having Zombies and SRS until you can get more sockets. Gems Start: Raise Zombie can be just in +2 socket, or linked to lvl 1 Ruthless Support, lvl 8: Melee Splash Support, Level 8 Minion Damage Support. Swap Ruthless to lvl 18 Melee Physical Damage Support and Melee Splash to lvl 38 MultiStrike. Lvl 4: Summon Raging Spirit – Link to lvl 1 Onslaught Support, lvl 4 Summon Phantasm on Kill Support, Lvl 8 Minion Damage Support and lvl 8 Melee Splash, Swap Onslaught to lvl 18 melee physical Damage Support, lvl 38 Spell Echo. Lvl 10: Skeletons, and Vaal Skeletons can put in +2 socket, or share support gems with Zombies. Lvl 12: Flesh Offering – great boost for minions speed at low levels. Lvl 16: Desecrate – to power the Offering. Lvl 24: Hatred – Aura for damage. If you are having mana issues, you may have to wait a while. Lvl 24: Vaal Haste Lvl 28: Spectres – try and find something spell shooty :) Link to lvl 8 Minion Damage – and whatever works; Lvl 18 Elemental Focus, Lvl 8 added cold damage, lvl 8 lesser multiple projectile support. When Solar Guards are available, swap to lvl 38 Greater Multiple Projectiles, Lvl 38 Spell Echo – lvl 4 Summon Phantasm on Kill Support (minion damage if 5 link). Items Start:Key Items: Dual Abysal Stygian Vise – 2 cheap Ghastly Jewels 50% effect, Sidehbreath, Tabula Rasa – Can be expensive, but allows 6l from start. Great to throw Skeles, Zombies and buffs from start Good to have: Araku Tiki, Wanderlust, Goldrim, Lochtonial Caress, Thousand Ribbons Simple Robe Level 16 Shapers Seed, Perandus Blazon Movement, either- Flame Dash Level 19 – Lifesprig Driftwood Wand and Level 24 Reverberation Rod (good for SRS) or Shield Charge Level 20 – Brightbeak (attack speed) / Aurumvorax (resists) and Level 23 - Matua Tapana +2 socket Level 20 – Astramentis – solves Dex problems, but can be expensive Level 22 – Praxis Ring – great for mana Level 26 – The Baron Level 36 – Skullhead Secutor Helm
Handy Hints
Actives for this build Shield Charge – Summon Skeletons – Desecrate - Dark Pact - Flesh Offering – SRS - Summon Zombies All others actives can be hot swapped out after casting them: Spectres, Animated Guardian, Anger, Discipline, and Dual Golems. Spectres will stay even if you log out, all the rest needs to be re-summoned / activated. Is it better to 5-link or 6-link Skeletons and Phantasms? 5-Link: We actually lose by doing this. We already have a 4.5 link in head, we would lose a socket overall and the +2 socketed minions. 6-Link (4 Blue, 2 Red): helm to body, body to gloves (unset ring & boots), gloves to shield, shield to helm. Body Vis Mortis- Summon Skeletons - Summon Phantasms on Kill - Raise Zombie - Minion Damage - Melee Phsyical Damage - Multistrike Support We gain a socket for the skeleton-phantasm link adding in Zombies to share the melee supports. We have to use an actual Minion Damage gem, but it can have quality, so we gain +10% damage. However, we lose the +2 socket to minions for both Summon Skeletons and Phantasms, but Zombies get a huge boost to damage. Also Zombie kills also summon phantasms. Gloves Grip of the council - Dark pact - Curse on hit - Punishment - Vulnerability. Same. Shield Vicatrios Charity - CWDT - Immortal Call - Increased Duration. We lose Phase Run, not great but only kicks in now and then. Helm Rare - SRS - Flame Golem - Animate Guardian - Spell Echo. Huge damage boost to all minions from +2 socket and in built minion damage. Unset Ring & Boots Discipline and Flesh Offering. Pros: Damage boost for Zombies, SRS, Flame Golems, Animate Guardian. Increased raised phantasms. Cons: Slight Damage loss for Skeletons. Lose phase run. 6-links are very expensive. Alternative: 3 blue, 3 red: True Skeleton/Zombie Melee: swap Phantasms for Maim. Gain big damage boost, but lose 2nd set of phantasms. True Skeleton Melee: drop Phantasms and keep Zombies in Boots. Pick up Maim and Minion Speed. Pro: Makes Skeleton Melee as good as any other melee skeleton build. Con: You would need to drop another gem somewhere. Zombies not as good. Using Spectres, or how do I get these Solar Guard guys? Head to Act 2 part 8, Solaris Concourse. Desecrate the ground till you get the humanoid gold body with its arms and legs ripped off. Hold down the ‘A’ key (target) and hover near the body until it highlights. This is kinda fiddly as sometimes you can be quite a fair distance away from the model for it to highlight. Make sure it is a Solar Guard not Solar Elemental, as they use the same model. Cast raise spectre. Head to your hideout and open the highest map you have. Enter the map and cast desecrate and raise Solar Guards three times, replacing the one you original summoned as it will be a lower level. Run around and have them fill the map with fiery doom. Animated Guardians Go into a map area, place the identified items on the ground. Cast animate guardian and it consumes the item. Rinse repeat. Your guardian is really hard to kill and you wont ‘lose’ the guardian until it dies. If it does, you will need to feed it a whole new set of items. However, when you log or swap gems, the guardian disappears, but can be re-summoned with all items it was fed. Also, be careful that you don’t click the AG button while an identified item is on the ground, as it will over rite what you have previously consumed. The Hungry Loop is... hungry. The ring works by consuming a level 20 gem, just as it levels from 19 to 20. The ring does not take quality into account, so we just level gems with 0% quality. Two ways to do this are: to buy 4 level 1 gems from vendor and put them in your ‘II’ weapon slot and level them in the background as you level up. Or, buy level 19 gems (preferably 80% + to level 20) and finish them off in the ‘II’ weapon slot . When the gems hit 20, don’t level them up! Take them out of the ‘II’ weapon, put them in the ring, wear it, then level it up to 20. Rinse repeat for all 4 gems. Off colour sockets, don’t do what I did and sink 400 chromatics!!! To get 4 red sockets (strength) in pure Intelligence (blue) items, it is really hard to do with chromatics. This is because there is a much higher chance of getting a blue socket than red or green in an intelligence item. In turn, red sockets easier in strength etc. When you use a chromatic on an item, it randomises every socket colour, each time. But with sockets on Vorici Master, the key is that when you add an additional socket, the new socket has its colour randomised, but it doesn’t randomise the colour of the sockets already there. i.e. the first two sockets are red (top left, top right), they stay red while you add and remove the third socket etc. Example: 4 linking - 4 red sockets in a pure Intelligence item. Vorici master : Craft 2 sockets (1 Jewellers). Craft at least 2 red sockets (25 Chromatics). Craft 3 sockets (3 Jewellers). If 3rd socket is not red, craft back down to 2 sockets (the 1 Jewellers one). Craft back up to 3 sockets until you get a red. Once three red, then, Craft 4 sockets (10 Jewellers). If red, keep, if not craft back down to 3 sockets. Repeat until the 4th socket is red. Once all four sockets are red, use fusing to 4 link them. 5 link – 5 red Sockets in a pure intelligence item. As for four link. This gets more expensive as 5 sockets costs 70 jewellers, go up and down till red. Then pay 150 fusing’s to 5 link it. 6 link – Vorici costs 350 Jewelers to 6 socket. 1500 fusing to 6 link it. Best option is to either buy it on POE trade already coloured, or buy the 6 link, and throw chromatics at it, praying to the RNG gods. To try and get 6 off colours would take thousands of Chromatics. Vendor Recipes You will need a bunch of orbs, sell at any vendor- 1 Chromatic Orb – any item with all three; blue, green and red socket. 7 Jewellers Orbs – any 6 socketed item 2 Chaos Orbs – One full set of lvl 40 + un-identified items. Helm, Body, Gloves, Boots, 2 rings, amulet, 2 hdr weapons or 1 2 hdr weapon or 1 weapon and shield. Full set of 76 lvl + creates 2 Regals instead, which are sadly worth less than Chaos. Just add a single item under 76 to get Chaos instead. always pick up all rare rings and amulets as they are always the items you wont have enough of for a set. Rare Items Master Enchants All rare items can have a mod added by Masters tables at your hideout (Gloves, Rings, Belts, Amulets, Helm). If you don’t like a masters mod, then you can pay a scouring orb at a lvl 7 master to remove it. Be careful when buying items on POE trade to make sure an item can have a masters mod though, maximum 3 prefix and 3 suffix. Check on POE affix for the type of Mods it currently has and what you could replace it with. Which gems are linked When you hover over a gem in an item, a circle around the gem glows white. Any gem linked to it that supports it also glows white. This is great to make sure the setup is working as intended.
Video
https://youtu.be/VKtTv3-QOgY Teir 11 https://youtu.be/_O2wn8AJ9Zg Teir 14 (some how lost sound... sigh) :) https://youtu.be/eChpP6X6wA4 Atziri, I'm more a mechanic than a driver. Last edited by 13Alandis#6978 on May 25, 2018, 5:03:48 PM Last bumped on May 19, 2018, 3:43:16 AM
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Video is up.
Fixed gear links. Revised 6-link option. Last edited by 13Alandis#6978 on May 25, 2018, 2:30:07 PM
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