
[] Cold Carrion Golem & Spectre Summoner | Build guides for all budgets
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.
![[] Cold Carrion Golem & Spectre Summoner | Build guides for all budgets](https://www.coder.rip/wp-content/uploads//07/__Cold-Carrion-Golem-amp-Spectre-Summoner-Build-guides.png)
AoE Clearing:
Secondary scaling is done through the use of Syndicate Operative spectres linked in a 6-link classic spectre chest. Their primary role is to offscreen everything on the screen that your golems can't reach. Keep in mind that Syndicate operatives have a shotgun mechanic applied to their triggered spell which allows for Greater Multipile Projectile style support gems to to ensure that targets consistently are hit by additional projectiles. This means that the spectres alone also do an insane amounts of single target damage when positioned correctly. Truth is, I could entirely remove the Carrion Golems from my build and I wouldn't notice much difference while mapping. The spectres alone are able of killing bosses of at a respectable rate.
Here we see a single spectre kill Minotaur alone.
It seems like half the spectre community seem to be under the impression that only a maximum of 3 projectiles (The 3 original triggered by Secret Police Dagger) are able to hit one target, meaning GMP style support gems effectively do nothing to increase our dps. Other content creators believe their testing shows that GMP does indeed shotgun which vastly increases our spectres damage. Here I will show you my testing to see what I've concluded.
https://www.youtube.com/watch?v=YMHofgd5IHc
My spectres rock a PoB dps of 7 million dps per spectre which which is extremely high. As a comparison, Ghazzy's pure spectre build from this league are currently doing million dps per spectre (Unless I've butchered his PoB). To be fair though, he's running Feeding Frenzy on his spectres and much less Eye jewels than me. If he actually minmaxed the damage of his build his spectre dps would easily surpass mine.
You also have to keep in mind that the dps done by the Syndicate Operative spectres isn't reflected properly in PoB. The actual dps of the operatives is a product combination of how hard they hit, the trigger rate of their spell Secret Police Dagger and how many projectiles actually hit the enemy through the use of Greater Multipile Projectiles. For now, some who have tested the spectres seem to be in agreement that a maximum of 3 projectiles can hit the same target and this is based on the Secret Police Dagger spell which originally, fires 3 projectiles.
Basically it's a multiplication formula of Actual Dps = a*b*c
Where:
a = Average damage
b = trigger rate
c = Actual amount of projectiles hitting.
In my PoB my spectres have an average damage of k and a trigger rate of projectiles per second. Awakened GMP provides their attacks with 5 additional projectiles which results in a total of 14 projectiles per attack.
In theory, this would mean that my Spectres deal:
DPS = a * b * c = * * C
Where C represents the number of projetiles hit. If we assume that a total of 3 projectiles hit the boss my spectres do a total of million dps per spectre. This is under the assumption that 3 projectiles hit the target though. But since GMP actually does shotgun it allows us to hit a target with more than 3 Projectiles. But due to the spread of all 14 projectiles, only a few concentrated in a tight angle are actually able to hit the boss.
In theory, with large enough enemy hitboxes we could theoretically hit a target with all 14 of our projectiles which is why Syndicate Operative dps against large bosses is so high.
Other Minions:
We also run Zombies and a Stone golem in the build to provide our primary dps minions with Feeding Frenzy buffs, additional minions for our Carrion Golem multiplier and health regeneration. These minions and their damage is completely overshadowed by the spectres and the carrion golem but it's far from nothing. Our unlinked Stone Golem actually trucks an impressive million dps and our Zombies deal k dps per Zombie totalling in million dps.
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 % 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 % 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 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.
Curses:
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.
Elemental Equilibrium:
Elemental Equilibrium is a keystone passive which causes all elemental damage you deal to reduce the resistance of an enemy by 50% based on which type of elemental he was struck by. Basically how it works:
If you hit an enemy with any type of Fire Damage -> Fire resistance is increased by 25% but Cold and Lightning resistance is decreased by %.
This is a massive damage multiplier and again, we utilize Blade Vortex to apply this debuff. This is done through the use of Ring Bench crafts.
By crafting Lightning and Fire damage to spells it causes our BV ability to deal those elements when it hits. This in turn allows us to apply negative 50% cold resistance to all enemies which exponentially increases our damage done.
Actual Bossing DPS:
Unfortunately the numbers stated by PoB aren't entirely true in my case.
My build utilizes alot of Eye Jewels that provide 8% attack speed if my minions have killed recently and I don't have desecrate in my link setup so against bosses that don't spawn adds, like Sirus, Flesh Offering won't be up at all.
This means that actual Sirus dps for the build is:
Carrion Golems 65 million Sirus dps per golem.
Syndicate Operatives million PoB Sirus Dps per Spectre. If we assume that the spectres are able to hit with ~4 of their attacks per trigger that means our spectres deal 15 million per spectre.
Using 3 Carrion Golems and 5 spectres in the build this nets us a total dps of ~ million with a huge variance based on how many projectiles actually are shotgunned. In reality the dps could be anything between million (Only 1 projectiles per spectre hits the target) and an insane unrealistic number if all projectiles fired hit the target and Syndicate Operatives actually do properly shotgun.
Keep in mind that this also assumes the target is on Concecrated Ground, affected by all our BV debuffs, affected by Frost Bomb and Vaal Haste is active.
All Guide Pages
- The Incredible Golemancer
- Passive Skill Tree & Gem Links
- Ascendancy, Pantheons & Bandits
- Gear, Jewels and Flasks
Table Of Contents of this Page
- Scourge League Update & Disclaimers
- Introduction
- Build Summary
- Playstyle, Mechanics & Strengths
- Passive Skill Tree, PoB, and Gem Links
- Ascendancy, Bandits, and Pantheons
- Gear Summary / TL;DR
- Questions & Support
- Leveling
Scourge League Update & Disclaimers
I .. actually .. think were back? If you an average amount of investing into this build, given the availability of items in nowadays PoE I want to say that getting well north of 11M DPS on Golems is not an issue anymore. This means that this build is back to where it used to be. Huge Damage and acceptable survivability on a fair budget. Between some of the changes to the tree, the change to The Brass Dome, hopefully availability to a lot more power in corruptions and ridiculous buffs to Awakened gems, this build is going to feel super nice in Scourge! The only thing that remains is for me to wish you luck & hoping youll enjoy the blast!
Introduction
A Golemancer is something I felt like we really needed to cover and have in our arsenal of guides for you. Especially after the release of Summon Carrion Golem in Blight League it pushed up the effectiveness of Golems by a decent chunk.
Going from having to make a choice between either clear speed with Summon Flame Golems or Boss Damage with
Summon Stone Golems before made Golems almost always a one-dimensional build. Carrion Golems offered a way out of that. While Flame Golems still will be clearing better and Stone Golems can definitely compete for Single Target Damage, the
Summon Carrion Golem does both of them really well making it a really well-versed all around build!
This is the main reason why the build went from rarely encountered to a top tier meta pick in Delirium League and ever since.
Build Summary
Id be surprised if you played Heist League and never encountered a guy running around with Golems in your or their hideout when trading. The build is all over the place and rightfully so. There are two variants of the build, the Low-Life one which relies on a lot of Energy Shield Regen to out regenerate most of the incoming damage and the one we are covering which is an Elementalist Life based version. Since the other variant is a Necromancer, it doesnt allow for extra Golems over the Carrions they use to do Damage. This means it is missing out on bonusses from Stone and Chaos Golem which are amplified through the Golem Jewels. These are what makes the build feel incredibly tanky and nice to play. Both of these, in an ideal setup, offer you about Life Per Second and 24% Flat Physical Damage Reduction (which otherwise rarely exists on items as it is incredibly strong as a Defensive mechanic).
Obviously, depending on popularity in a League, flavor of the month builds do come at a little step-up in entry cost. Golem builds generally rely on The Anima Stone to gain an extra 2 Golems to get their maximum Golems up. Since you are using 2 utility Golems, additional sources of Golems are really big for you and you really want one of these as soon as possible. They, however, are not insanely cheap. You can circumvent this when you are still farming up currency by running double
Clayshapers over the endgame options in
Cold Iron Point. The issue there is that Cold Iron Points are your main source of Damage and you wont feel as overpowered until you have those in your setup. Getting all of your Primordial Jewels is definitely a major upgrade and should be considered something you want to get as soon as possible!
Pros and Cons
Pros
+ Clears the early-game content very reliably on a budget
+ Whenever you upgrade it to medium budget it becomes insanely overpowered
+ Incredibly tanky & reliable for end-game bossing
+ Can be played in SSF, as the Primordial Jewels can be farmed through cards
Cons
Requires you to drop a lot of damage to circumvent the lack of Primordial Jewels
Whereas the clear is very respectable, it is still a minion build and so is not as fast as some other builds
Map Modifiers to be Avoided
The only thing the build cannot run is Physical Reflect, as your minions will kill themselves.
Playstyle, Mechanics & Strengths
The way any Golemancer, and thus also our Summon Carrion Golem build plays, is very similar. You summon all of your Golems (4x Carrion, 1x Stone, 1x Chaos) and youre ready to go! Additionally, you want to use an
Animate Guardian setup to offer your Minions Fortify, Critical Strike Multiplier and Culling Strike. On top of that, an Animate Guardian can also provide a 9% More Physical Damage dealt through its helmet, which equates to an insane amount of damage buffs. Be careful when using this though, as you need to equip it with enough defensive items to make sure it doesnt die. Should your Animate Guardian die, you lose all its items which can add up rather quickly!
Next up, youre using Raise Spectres to summon Carnage and Host Chieftains, which cast a buff that gives all of your Minions Frenzy and Power Charges, which again amplifies their damage by a lot.
While all of that is big for your damage, one of the biggest things that buffed Golems to a tremendous extent were Cluster Jewels added in Delirium League. Now, dont you worry, we dont require insane Cluster Jewels or anything to make this build do what it does best: . First of all, the addition of the Renewal notable on Cluster Jewels is absolutely insane for any type of Golem Builds.
Golems innately scale very well to really high base damages anyway, so getting them to deal double damage is really strong. Besides this notable, theres a couple of other notables you wouldnt mind having, but if youre just stacking these, youll do fine and you dont have to worry about getting super expensive jewels.
In addition to Renewal being absolutely insane for Golems, it also made sockets more available and since this build wants to run as many Primordial Jewels as possible, it used to path all around the world to find as many sockets in the tree as possible. With Cluster Jewels giving you an extra socket per Cluster, it made it so efficient to pick up Clusters that basically everything else on them was free.
Passive Skill Tree, PoB, and Gem Links
You can find an optimized Path of Building here here. Every build I release will use the community fork of Path of Building, which is maintained and updated in a much more regular fashion than the original one. You can find PoB’s Fork, by LocalIdentity, here.
If you are not comfortable with Path of Building, we also have a Tree for you. Do note that PoEs website does not support Cluster Jewels and some specific unique jewels and it is highly recommended you install Path of Building to follow builds most optimally.
More information about the Passive Skill Tree, as well as all the Gem Links can be found on our dedicated page.
Passive Skill Tree, PoB & Gem Links
Ascendancy, Bandits, and Pantheons
Our Ascendancy, Bandit, and Pantheon Power page goes into detail about all the choices you need to make in these regards.
Ascendancy, Bandits, and Pantheon Page
Gear Summary / TL;DR
A lot of this is explained more in depth in the Gear Page, however we will provide you with a basic idea of what gear youre looking for in this short summary.
Gear Page
Questions & Support
I made it a habit to check all comments in my guides on a daily basis. Obviously, there might be occurrences where getting a reply might take longer but I really do try to get back to you as soon as possible. I prefer you making remarks, suggestions or asking questions that way as it allows others to read through the comments, providing them with a potential answer to their question, without having to wait for me again. If I have somehow missed your question, you can try reaching me on our Discord.
If you enjoy my content to such an extent that youd like to support me and my work, I have a Patreon you can check out. At no point should you feel pressured to contribute, but if you do, your support means more to me than you will ever imagine.
Leveling
Since we are very adamant about trying to give you a leveling experience that lies as close to your endgame playstyle as possible, we will be providing you a way to level up with Summon Carrion Golem. If you are looking for the most optimal way to level a character to maps, we refer you to the following guides.
In order to level this build as a Summon Carrion Golem build, you need to make your way to level 34 to be able to use the gem.
Getting to Brutus & Merveil
For starters, create a Witch in whichever league you want to start.
You will want to start out by buying an extra wand from the vendor. On top of that, pick up a Explosive Trap as a quest reward. After youve run the Mud Flats, youll proceed to kill Hailrake in the Tidal Island with Traps.
From there on, youll be able to pick up your first Quicksilver Flask and an
Summon Raging Spirit from your quest rewards and start summoning Raging Spirits as your Minions.
After killing Brutus, you will be adding an Infernal Legion Support and a
Minion Damage Support to your
Summon Raging Spirit link.
Summon Raging Spirit
Infernal Legion Support
Minion Damage Support
Level 12 and Onwards Setup
Assuming you have more sockets available now, you can add a Summon Skeletons setup so you can also spawn some skeletons if you so wish.
Summon Skeletons
Minion Damage Support
Melee Physical Damage Support
In Act II you also want to start running a Summon Skitterbots to amplify the damage your minions are dealing. Make sure youre picking up a
Flame Dash and a
Flesh Offering too for a movement skill and some DPS buff for your minions.
Post Act II
Youre going to want to add in a Desecrate in your setup so you can guarantee corpses to cast Flesh Offering on. If you want to spend a little
Orb of Regret you can pick up the Sacrifice node in the tree to make your
Summon Raging Spirit last a little longer which will make them more reliable. Should you be getting a 4-Linked item somehow, you can add in
Elemental Focus Support to make them deal even more Damage.
Post Act IV Setting up Golems
This is your setup for when you have acquired your Golems at the end of act IV.
Summon Raging Spirit
Infernal Legion Support
Minion Damage Support
Elemental Focus Support
Summon Chaos Golem
Summon Stone Golem
Feeding Frenzy Support
Summon Carrion Golem
Minion Damage Support
Melee Physical Damage Support
Melee Splash Support
Desecrate
Flesh Offering
Flame Dash
Purity of Elements
Make sure you pick up the Instability Notable as it provides you a really big boost to SRSDPS for as long as youre using it
Updated for Scourge
Fixed small typo.
Build added.
Notes



CorruptedA mind as quick as lightning,
fists as hard as stone,
a heart that burns with fury,
and eyes that chill to the bone.




Alternative Quality:+19%Moribund, he gazed upon the journey taken as blood trickled down his chin. His eye closed on the city ahead that he would never call home.


Item drops after killing # monstersQuality GemRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.




- Ezomyte Proverb




Quality:+20%To own a piece of the Nightmare, you must first belong to the Nightmare.




CorruptedThe mighty warriors traded in blows, the nimble archers in arrows, yet it was the brazen thaumaturgists who would bring catastrophe to all.




Quality:+20%"I swore to use my position to help the people. What good is power when it just accumulates on the already-powerful?" - Erasmus, Imperial Gemcutter





BoneGolemMultiAttack | 30 | TargetNear |
BoneGolemMultiAttack | 10 | TargetMediumNear |
BoneGolemMultiAttack 3 | ||
BoneGolemMultiAttack | TargetMediumNear IAmPastComboIndex=0 OnlyLastTarget | |
BoneGolemMultiAttack | -1 | IAmPastComboIndex=1 TargetMediumNear OnlyLastTarget |
BoneGolemCascade | 10 | TargetNotFar |
BoneGolemCascade | 60 | TargetNotFar OnlyLastTarget |
BoneGolemCascade 10 | ||
LeapSlam | 40 | TargetNotMediumNear TargetNotFar ForceTargetLocationInFrontEnemy |
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { basic_action = "Emerge" slow_animations_go_to_idle = false } Life { corpse_usable = false } Animated { on_end_golem_death_submerge_01 = "Delete();" }Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Render { //turn_duration = fade_arrows = true }monster no drops or experience [1]
Mod Id | MonsterNoDropsOrExperience |
---|---|
Group | MonsterNoDropsOrExperience |
Domains | Monster (3) |
GenerationType | Unique (3) |
Req. level | 1 |
Stats |
Life Regen
Mod Id | SummonedGolemLifeRegeneration |
---|---|
Group | LifeRegenerationRatePercentage |
Domains | Monster (3) |
GenerationType | Unique (3) |
Req. level | 1 |
Stats | |
Craft Tags | resourcelife |
ModType Tags | resourcelife |
Exile path carrion golem of
[] Cold Carrion Golem & Spectre Summoner | Build guides for all budgets |
This is the third league in a row that I have been trying to perfect my own summoner archetype and Ive 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 Strandto onetapping the hardest content in the game with a mirror tier build.

Awakened9 Sirus
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IMPORTANT: Read this below in preperation of Most of the build guide is outdated right now and will need a massive overhaul.
During , 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. Ive had to completely redesign my buildguide to keep this summoner build playable for the next league start. In particular, were combating the Syndicate Operative nerf by adding Phantasms to the build. This actually looks like its stronger than the version for both clearing and single target so Im excited for you guys to try it out.
Below you can find 5 PoBs Ive 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 youll have a great leaguestart!
0. Scourge League build update and PoBs:
ScourgeContent
[] Build update:
Ive 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 (Hyrris 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 arent there.
Reason #2:
Their attack speed is the primary reason why were using these continuing using these spectres. One of the key changes Im making to the build this league is adding Phantasms linked to the spectres. Ive 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 weve unfortunately been forced to drop Vicious Bite and Elemental Damage with attacks support but Ive 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 Hyrrs 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 Hyrrs Watch.
Lowbudget footage for league start:
Ive done alot of testing with a low budget build mainly running items worth a couple of chaos. Heres 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:
https://www.youtube.com/watch?v=YlwE41c9RKQ&t=s&ab_channel=HenrikSwanstr%C3%B6m
These are the current iterations Ive come up with:
Leveling
Leveling Build:
This league Ive 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 theyre lategame spectres.
Ive revamped the leveling PoB and were moving away from running pure Phys scaling damage through pride and impale. Instead, were 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 Assassinspectres which are incredibly strong early game spectres. They are acquired from Heist and can be found in Smugglers DenHeist 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 dont 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 theyre a centerpiece of the build. You just use Artless Assassins 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 youre 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:
Leveling PoB:https://pastebin.com/EssTWv6g
LowBudget
Low Budget PoBs:
Ive gone ahead and created 2 different low budget PoBs. Both of these PoBs are higher budget in the past.
The biggest change is that Ive included Primordial Jewels very early this time. Its 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 chaos. Golem jewels might be + chaos again this league, we just dont know yet. If theyre expensive, then simply skip them and get them later.
The two different builds Ive 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. Ive 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 dont mind having lower dps and clearing things slower but want to be extremely tanky early on, then go for this version.
MediumBudget
Medium Budget:
This is the new version of a medium budget build.
Im 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 dont know whether Hyrris Watch + Phantasm can outcarry the old Syndicate Operatives.
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IMPRTANT: For Scourge league information, read the spoiler ABOVE
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______________________________________________________________________________
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
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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. Its literally the Blade vortex build version of summoners and the fastest minion build Ive ever played, both in terms of mapclear and bossing. The basics of the build is based around Ghazzys pure spectre build and how to scale minions through converting pure physical damage to cold with the use of Triad grip gloves.
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II. Pros and Cons
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PROS:
Pros
-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 dont 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, youre never done with the build.
CONS:
Cons
-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 youve 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 Dex requirement and all resistances while keeping your EHP and damage modifiers high enough. Its 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. Its not a requirement though.
-Endless scaling, youre never done with the build.
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III. Videos and all PoBs
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Videos
Mirror Tier Budget Videos:
Videos
Drox, Al Hezmin, Veritania, Baran and Sirus:
https://www.youtube.com/watch?v=A3ZtCpwmeEg
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:
https://www.youtube.com/watch?v=NScVsVMk-J0
Bosskilling compilation of all Maven witnesses required for doing the Feared ending with doing the invitation itself.
% quantity The Feared Invitation:

T16 % Delirius Burial Chamber:
https://www.youtube.com/watch?v=kKJcsosPYXc
Showcasing % 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. Doesnt stop me from clearing the map fast though.
T15 Legion Farming:
https://www.youtube.com/watch?v=XFzJwMf24rQ
Just showcasing T15 Legion Farming. This was one of my primary methods for farming currency at a rate of ~ 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
https://www.youtube.com/watch?v=4bRKko0g5do
All 4 Shaper Guardian Maps:
https://www.youtube.com/watch?v=5Uhd3vSg78Q&t=s
Showing a realistic clip of how the gameplay looks chaining all 4 Shaper Guardian maps after one another.
The Formed:
https://www.youtube.com/watch?v=AU5s22DAMyY
Insta deleting 80% quantity The Formed Shaper guardians.
Monsterjuiced % Delirius Canyon:
https://www.youtube.com/watch?v=3L_N_nUWRn8&t=10s
Hardest maps you can do in ritual, mainly because of the performance issues. This is % 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:
Low budget Videos:
Ultimatum Videos:
All Path of Buildings:
PoB
[] My minmaxed PoB:
- Ritual Mirrorbudget:https://pastebin.com/tvFZk
[] Complete buildguide PoB, leveling to high budget:
- Full PoB:https://pastebin.com/ewTsjg4Q
Spoiler
[] How to read the PoB:
This comprehensive PoB contain presets for all budgets and all facets of the game. In it Ive 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 Ill 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 budgetversion of the guide youre 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.
[] Partial PoBs that constitute the complete buildeguide:
If you dont have Path of Building community fork on your computer, download it here: https://pathofbuilding.community/
Beginner instructions to PoB:
https://www.youtube.com/watch?v=UPGs1jkHatE
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IV. General Build Mechanics
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Mechanics
Offensive capabilities, mechanics and scaling:
Offence
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
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 Ive been able to reach 84% crit chance on my Carrion Golems and 52% on the spectres. The build also manages to scrap together % 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 % increase effect of Charges. Thats 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 charges always be up on your minions while in combat.
Since we dont have room to run support spectres we instead use the Noteable Keystone Necromantic Aegiswhich 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 wasnt 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.

Curses:
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 Assassins Mark for obscene single target damage. All curses are applied automatically to monsters close to you through blade vortex.
Defensive capabilities:
Defenses
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 were 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 ~k health. The more you can get the better. Ive personally found that k 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. Its 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:
Avoidance
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.
Evasion:
Were using 2 sources of Evasion to help aid us against Physical hits. This includes a Jade Flask for additional Evasion and the Vaal Grace Aura. Stacking these together and adding the % global defense modifier from Skin of the Lords allows us to get 50% Evasion for a very low investment.
Dodge:
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:
Block:
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 %, 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 Rumis 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.
Headhunter:
This is one of those builds were Headhunter actually is one of our primary layers of defense. Due to the insane clearspeed were 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 % delirius content like its 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 its just a stat stick that provides some attributes and lifepoints.
Mobillity:
Spoiler
In patch 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, were 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 Dash and Second Wind was nerfed severely. To counteract this were running Dash linked with a level 4 Enhance Support aswell. It wont feel as good as before, but simply means well 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.

Footage
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V. Skill Point Allocations and Other
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Tree&Points
Skilltree and Point Allocation:
Ascendancy, Bandits, Annointments and Pantheon:
Ascendancy
Ascendancy:

#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 cant stress enough how important additional skill level is to minion builds. Its 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 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 % delirium content without this ascendancy allocated.
After patch 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.
Alternatively:
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 youre interested in farming Harvests faster et.c.
After patch the Trigger Wandwas 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.
Bandits
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.
Annointments:

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

Generally I always use one primary setup overall. might swap points potentially.
Major Pantheon:
- Soul of Lunaris: I use this % 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 theres alot of burning grounds in the map that are annoying to you. Usually not an issue but can be dangerous if youre 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 dont care about +6% movement speed. To be completely honest, I havent used this once the entire league and I dont 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, , PM
Last bumped on Oct 25, , PM
VI. Skillgems and Support Links
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Gems and Links
Spoiler
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 youre 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:Theres alot of debate regarding which multipile projectile support is the best, Ill cut it short and say its 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 youre on a budget, get 21/0 Raise spectre and simply 20/20 of the non awakened versions of the gem.
Alternative support gems:
Alternatives
Anomalous Feeding Frenzy:
Some people prefer to use feeding frenzy for their spectres. I personally dont see why its 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:
Ive experimented some with Awakened Fork for better clear. When I run it I swap out Hypothermia. Its 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 cant 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 its 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 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 % uptime on Blade Vortex. Frost Bomb, which we used previously was nerfed down to 15% exposure from 25% so the DPS loss is minor. Well 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:Its 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:
Interaction
Reading these two skills its very hard to understand how they interact and how our damage actually is increased. Ill 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.
https://pathofexile.fandom.com/wiki/Summon_Skitterbots
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 Ive provided it tells us that My personal skitterbots provide +% 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 * = = 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 * = = 21% chill effect. Now this doesnt 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 Second Wind was rendered useless. Instead, were 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 dont 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 its 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?
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 youre poor, start of with normal generosity.
- Raise Zombies:Basically only there to buff up our Carrion Golems to 50% more damage. Theyre also linked to Feeding Frenzy. Having all 9 zombies linked to Feeding Frenzy allows up to have a % 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 % delirius content though. Most bosses flop instantly so theyre not able to kill the zombies. Theyre 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 cant leech effectively.
- Anomalous Feeding Frenzy:Simply the best feeding frenzy as it gives linked minions some additional leech. Ususally very overpriced though and doesnt 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 Ive 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 dont have the money, settle with a 21/20 normal Stone Golem gem. If youre literally poor, a 20/20 normal one is enough.
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VII. Gearing and Item Acquisition
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Gear and Equipment:
Equipment
My current Minmaxed Gear:
As Ive mentioned earlier: This is a minmaxed version of the build. Getting to this point will require several mirrors.
[] My Heist Gear:
Helm:
Helm
The Helm is our most important equipment slot as its 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 were 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 wont 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 were 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 exalted orbs. The basic premise here is to obtain a 7-link helm The stats youre 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 weve 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 exalted orbs. It was an extremely unpleasent experience and I wont 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 its awesome.
Body Armour:
Body
In our chest slot were looking to link and power up our spectres as much as possible.
Hobo budget:
When youre poor, start of with a tabula or any 6link with some life and resistances if possible.
https://pathofexile.fandom.com/wiki/Tabula_Rasa
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.
Youre 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 were 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 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 isnt around. Were looking for a +1 Raise Spectre and +1 Curse chest predominantly. Were also looking for High Life and High resistances.
Weapon:
Weapon
Low budget:
During league start were 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, dont 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.
Shield:
Shield
Poor budget:
As soon as we hit level 51 we want to get our hands on a Victarios Charity. This shield provides our minions with 3 Power and 3 Frenzy charges almost all the time. Unfortunately we dont 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. Well be using this shield for a LONG time.
https://pathofexile.fandom.com/wiki/Victario%27s_Charity
Medium budget:
Were still using a Victarios Charity during medium budget.
Intermediate:
Youll 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 Victarios Charity.
Baller budget:
Basically a harvest exclusive item. I dont think well ever see shields like these again which is a shame. Well be resorting to woke and praying which is a shame. In future leagues were better of Mirroring GG shields of endgame crafters.
Gloves:
Gloves
Low budget:
Fortunately our gloves are pretty cheap. Youre looking for 4 socket green Triad Grips. People are usually pumping thee out on the market for 30 chaos early on which isnt too bad. Get one of them asap as its build defining.
Make sure its 4 green sockets, otherwise the gloves are unuseable.
https://pathofexile.fandom.com/wiki/Triad_Grip
High budget:
Were 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 exalted orbs.
Boots:
Boots
For boots were 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.
https://pathofexile.fandom.com/wiki/Bones_of_Ullr
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. Wont be harvest exclusive but will be extremely expensive to craft next leauge. Well basically be forced to spam reforge keep suffixes after a succesfull maven orb until we get high life, high MS and an open prefix.
Belt:
Belt
Low budget:
Our low budget approach uses any cheap leather belt with High resistances and High life.

Medium budget:
At medium budgets were going for a Stygian Vise with high life and proper resistances to supplement our build.
Were also looking for a high life Ghastly Eye Jewel with Taunt and Blind.
If you can get additional physical or cold damage to minions thats even better.

High budget:
As a high budget belt we can use a Torrents 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 isnt 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:
Were using a Headhunter. Were even crafting the build specifically around using a headhunter for endgame mapping. This build ultimately aims to get this belt as its one of our defensive tools. Its 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 its a godtier belt during actual mapping.
Optimal Belt discussion:
Belts
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. Torrents Reclaimation
3. Headhunter
These are all excellent belts, but the thing is, theyre optmail for different situations. Lets look at what each belt provides us at face Value.
Darkness Enthroned:
DarknessEnthroned
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 from Darkness Enthroned were talking:
to life, 70% minion damage, 28% attack speed, 75 flat physical damage and 35% stun immunity which is alot of good stuff.
Torrents Reclaimation:
Torrents
This is and has been the new thing for Summoners since Harvest and for a good reason. Its 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 its 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 million dps if they stand in slipstream instead.
Dont 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. Its 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 its 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".
Headhunter:
Headhunter
And now ofcourse, the Big Boy, The Headhunter Leather Belt.
This belt provides us with:
life
~50 strength
~50 Dexterity
Lets begin with the stats alone and how important they are.
If you look at my PoB youll see that Ive minmaxed my build alot. Losing life isnt an option to me. Thats life in total, almost 7% of my builds entire effective health pool. Im also at Dexterity and I need 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 wouldnt 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 thats 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 youve 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, theres no bigger powerspike in the whole game.
Now the hot take - Headhunter is broken for minions too.
Ive 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 Torrents 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 were cursed by Elemental Weakness and dont 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 Id aruge that Headhunter is vastly superior to any other belt we can equip, both offensively and defensively.
This does however have the predicament that were 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: % life regen (stacks). Its an okay addition.
- Shimmering: % increased maximum Energy Shield. Massive survivability boost. Together with the Energy Shield Aura which grants us a flat ~k 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 mph.
- Massive: 25% increased life (stacks). Self explanatory.
- Steadfast: Cannot be stunned. A nice addition if you dont 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 were 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 youre 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.
Conclusion:
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 isnt as valuable. The Darkness enthroned also provides with a large chunk of life making it the ultimate minion belt for bossing.
Torrents 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, Torrents 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.
Amulet:
Amulet
The purpose of our Amulet Item slot is to provide Life, resistances, Dexterity and an annointment. With a higher budget were 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 were 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 were 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 youre looking to boost your defenses, were looking to use an Auls 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.
Were also pairing the Amulet with a Watchers 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 wont be craftable next league which is a shame.
Rings
Rings
The purpose of our ring slots are plentiful.
First of all were looking for 2 Unset Rings to provide us with additional sockets so we can use an Animate Guardian and a Stone Golem.
Secondly, theyre 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 attackswork. Blade Vortex is a spellso 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. Its 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. Were talking additional curses and increased minion damage et.c. Unfortunately I dont think well see these type of rings outside of Harvest Crafting.
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VIII. Jewelsockets and Clusters
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Jewels and Clusters:
Jewels
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 % stun Immunity, Corrupted blood immunity and 50% ignite immunity.
Primordial Jewels:
Spoiler
In early stages of the build when were 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. Were 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 dont run many Primordial Harmonies is because were not running enough different Golem typesfor 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:
Cluster Jewels:
Spoiler
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 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, theres only one that were using. Theres no high budget or low budget medium one. Were basically looking for a 4 or 5 point Aura Effect medium with Precise Commander and Vengeful Commander. These jewels arent 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, , PM
IX. Flask Setup
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Flasks:
______________________________________________________________________________
X. Animate Guardian Guide and Setup
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Animate Guardian Setup:
Spoiler
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 thats lying on the ground. Once youve used the actual skill on an item, your AG has been created and youll 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 youve 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 youre 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 dont 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 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 health, 1% life regeneration translates into 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 dont get affected by the Necromancer ascendency.
Animate Guardian Gear
Lets talk about the gear and our options for the Animate Guardian. Ill start by showing the type of items I use on my guardian.
My Gear:
Spoiler
(Disclaimer:I cant actually link my AGs ACTUAL gear so Ive decided to look up items on PoE trade that I would shop and fix with before equipping it to my Animate Guardian)
Helm:

Eye of Malice:
Im 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.
Weapon:

Kingmaker:
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.
Boots:

Rare Warlord Boots with Lab Enchant:
For the boots were looking for Warlord boots as they can roll % life regeneration. We also want the boots to grant Lightning Resistance and Chaos resistance if possible. Finally were looking to get the lab enchant that provides 2% additional life regeneration if hit recently (These boots dont have the enchant). If you have room for more mods, Life and movement speed are also very good.
Gloves:

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 % health regen per second which translates to ~ life/second. Were also running a Bottled Faith which grants us a huge Consecrated Effect. Were 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 % 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 health/second.
Eye of Malice - Whats that?:
This might be one of the most overlooked and broken items we can use on our animate guardian, and its a 1 chaos item. Lets compare it to its rivals:
EyeOfMalice
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 * = energy shield of which this helm would grant / = 18% life regeneration per second which is insane for survivability. Id argue that its overkill though. I havent 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 - % 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 Im using, the Eye of Malice.
Eye of Malice:
So how does this helm work?
The primary modifier were 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 were 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 * = 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 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) (Our curses and debuffs) * (Eye of Malice aura effect) = %cold resistance.
This is a % more damage multplier for all cold builds!
The Eye of Malice alone provides our build with % reduced cold resistance. Compare that to the Redeemer helm which only grants %.
Worst case scenario are mobs that have Cold Resistance built into their design. Lets take a monster thats capped on cold resistance and see how much our Eye of Malice provides.
Final Cold resistance = 75% - % * = ,5% cold resistance.
Our curses and debuffs puts the enemy at % cold resistance. That means that our Eye of Malice is providing ,5 - 79 = 39,5% reduction. Still way stronger than a Redemption Helm.
As a final argument Ill 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 million dps per golem increase for my build. Thats 93 million dps from one single item if you account for all 3 golems, and this doesnt even account for the spectres. One single item provides more dps to my build than another persons entire minmaxed build. Its ridiculous.
Alternative Body Armour:
Spoiler
Alternatively we can choose to use a Gruthkuls Peltbody 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 were no longer crit immune and slowing effects will be annoying again.
This does however, provide +5% additional Life Regeneration for Animate Guardian which grants %health regen per second (5% from chest, 2% from helm, % from boots and 6% from Bottled Faith)
This will almost guarantee that your Animate Guardian cant 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 isnt equipped.
Conclusion:
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 % life regeneration per second, % with Convocation buff active.
If we choose to go the more defensive route (Gruthkuls) our AG has upwards % life regeneration per second. Getting a Mask of the Stitched Demon isnt 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:~ chaos
Garb of the Ephemeral:~60 chaos
Rare Gloves: chaos
Rare Boots:Ilvl 73+ Warlord Boots with 2% life regen enchant - ~ chaos
Pristine + Abarrent Fossils and 2-socket resonators to craft % life regen and some Chaos Resistance.
This entire setup costs less than 2 exalted orbs which isnt 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, its not THATexpensive to get his gear back. It can be annoying though.
Budget Animate Guardian Setup:
Budget
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 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 youre progressing the Atlas though.
How to put Animate Guardian into your PoB:
Spoiler
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 Itemssection 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.
8.DONE
______________________________________________________________________________
XI. Medium budget approach and intermediate mapping.
______________________________________________________________________________
The medium budget version of the build is the intermediary stage youll reach as you start upgrading the low budget version. This version starts getting more expensive because were introducing high level 21 gems, expensive Primordial Jewels and finished Cluster Jewels into the mix. Were also focusing on getting some gear upgrades, although these usually arent too expensive. The medium budget version is trying to scale critical strikes together with the conversion of cold so were also handing a Kingmaker over to our Animate Guardian.
MediumBudget
Medium Budget PoB:
Point allocations and Skilltree:
Skillpoints
Passive Skilltree(Up to level 97):
https://poeplanner.com/b/dv9
Ascendancy:
Necromancer, same as the high budget version.

Bandits:
Kill all bandits for 2 additional skill points.
Pantheon:
Same as the high budget version.

Amulet and Ring Annointments:
Neck:For our Neck were annointing Ravenous Horde

Rings:For our rings well 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:
Gems
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 its Increasedmodifiers and not moremodifiers. 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 youre 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 youre 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 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 % uptime on Blade Vortex.
In patch GGG decided to make triggered spells cost spells and they thought it was a good idea to make triggered wand crafts add an % 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 theyre 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
Dont get fooled by the alternate quality Feeding Frenzy Im using. Its 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. Youll be going for the cheap 20/20 ones here unless youre 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 Im using which are minmaxed 21/20 gems.
Youll 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 youll 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 doesnt die. If you dont want to invest into your AG a 20/20 normal gem is enough. Might have to rebuy items alot though.
Ive 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. Youll basically be going 21/0 normal gem into a 21/20 Divergent Animate Guardian when youre starting to get rich in the future.
Ring2 - Convocation:
Historically I used to run Stone Golem in my ring for additional HP regen. But Ive found that its 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:
Convocation
If you can find a cheap Anomalous Convocation its pretty a good addition to the build. It gives your minions 40% increased movement speed when you convocate which helps with clearspeed.
Equipment Guide:
Gear
My medium budget Gear:
Helm:
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 cant find any +3 one you can settle for a +2. Its hard to say what the price of these type of helms will be during league start but I wouldnt invest in a medium tier helm for more than 1 exalted. The helm Im using here was bought for 50 chaos. But this was bought during the end of the league so prices are not reliable.
Price: chaos
Chest:
For our chest were 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 % 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 cant 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 its 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 chaos during week 1.
Weapon:
In the primary weapon slot we want a onehand with +1 to all spell skill gemsand 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 its 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: ~ chaos
Shield:
Victarios Charity is king.
Provides our build with 3 Frenzy and Power Charges which is an incredible damage boost. Keep in mind that the shield doesnt provide charges for pure single target bosses.
Price: 1 chaos
Gloves
Were using 4-green Triad Grips here. Theres always people pushing these out on the market early for a fairly cheap price. If theyre expensive, make them yourself by abusing the benchcraft with Jeweller Orbs.
Price: chaos
Boots:
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 Im wearing for 10 chaos which defintely was a steal because its end of league.
Price: ~ chaos
Belt:
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
Amulet:
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: ~ chaos
Ring1:
For our first ring we want to get our curse going since were not running any curse skill gem in the build. Youll be looking for an Unset Ringwhich applies frostbite on attack. Secondary to that we want high life, resistances and dexterity if possible.
Price: ~ chaos
Ring2:
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, were looking for resistances and/or dexterity.
Price: 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 Damageon one of your rings which requires an open prefix slot. This is to make sure that all targets hit by our BV also gets % cold resistance from Elemental Equilibrium. On my medium budget version of the build I dont have this crafted because my Wandgrants +fire damage to spells so I didnt need the craft.
Jewel Guide
Jewels
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 ~ chaos in the beginning. I suggest getting 3 primordial Emminences and 2 primordial Harmonies. Were only using 2 Golem Types so the harmonies arent very powerful. Emminences boost the DPS of the spectres aswell as our own health regen which is a nice bonus.
That being said, I cant stress it enough how important it is to get your Primordial Might and Anima Stone as fast as you can. Dont 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 its peakprice and it starts to drop off.
Tip:Dont buy the Anima Stone. Create it by vendoring 1 of each primordial jewel to a vendor.
_____________________________________________________________________________
Prices:
Primordial Emminence: chaos
Primordial Harmony: chaos
Primordial Might: 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 chaos because I thought it was going to drop in price but it just kept rising.
Other Jewels:
Were 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 doesnt 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 wont 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 monsters theyll 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.
Prices:
Fortress Covenant: chaos
Quickening Covenant: chaos
Unending Hunger: 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 were looking for is 8-pointers, dont even bother buying one if its more than 8 points. We need all the skill points we can get.
The reason we want Vicious Bite, Renewal & Rotten Claws/Raze and Pillageis 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 were running Cold Conversion, Rotten Claw has zero effect on our build because we cant 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 % life leech for 4 points is pretty decent but you will have to sacrifice points elsewhere which might hurt your survivability.
Prices:
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 theyre a very high priority. Fortunately for us, these jewels are often pretty cheap early on in the league and theyre very easy to craft.
Youre looking at Aura effect cluster jewels with 4 or 5 points (Doesnt 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 cant equip them without the large ones.
Crafting the Jewels:
Path of Exile Summon Carrion Golem
Physical, Minion, Spell, Golem
Mana Cost: ()
Can Store 1 Use(s)
Cooldown Time: sec
Cast Time: secRequires Level 34Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.Per 1% Quality:
1% increased Minion Maximum Life
Minions deal 1% increased DamageMaximum 1 Summoned Golem
Golems grant () to () additional Physical Damage for Non-Golem Minions
Golems deal 8% more Damage per Non-Golem Minion near them, up to 80%
()% increased Minion Maximum Life
()% increased Character SizePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
TAGS: PoE Summon Carrion GolemPoE Skill GemsPath of Exile Summon Carrion GolemPath of Exile Skill Gems
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BoneGolemMultiAttack | 30 | TargetNear |
BoneGolemMultiAttack | 10 | TargetMediumNear |
BoneGolemMultiAttack 3 | ||
BoneGolemMultiAttack | TargetMediumNear IAmPastComboIndex=0 OnlyLastTarget | |
BoneGolemMultiAttack | -1 | IAmPastComboIndex=1 TargetMediumNear OnlyLastTarget |
BoneGolemCascade | 10 | TargetNotFar |
BoneGolemCascade | 60 | TargetNotFar OnlyLastTarget |
BoneGolemCascade 10 | ||
LeapSlam | 40 | TargetNotMediumNear TargetNotFar ForceTargetLocationInFrontEnemy |
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { basic_action = "Emerge" slow_animations_go_to_idle = false } Life { corpse_usable = false } Animated { on_end_golem_death_submerge_01 = "Delete();" }Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Render { //turn_duration = fade_arrows = true }monster no drops or experience [1]
Mod Id | MonsterNoDropsOrExperience |
---|---|
Group | MonsterNoDropsOrExperience |
Domains | Monster (3) |
GenerationType | Unique (3) |
Req. level | 1 |
Stats |
Life Regen
Mod Id | SummonedGolemLifeRegeneration |
---|---|
Group | LifeRegenerationRatePercentage |
Domains | Monster (3) |
GenerationType | Unique (3) |
Req. level | 1 |
Stats | |
Craft Tags | resourcelife |
ModType Tags | resourcelife |