PoE 3.22·Ancestor·Necromancer
ZSkele endgame showcase - Melee Skeletons scale incredibly well!
by Grymvild3 years ago6
- DPS
- 111.44M
- Effective HP
- 244.47K
- Life
- 3.7K
- Level
- 99
- Min budget
Overview
ZSkele endgame showcase - Melee Skeletons scale incredibly well! is a Path of Exile Necromancer build by Grymvild, made for the Ancestor league (3.22). It is centered on Vaal Summon Skeletons and plays as a intelligence, spell, minion, duration archetype. In Path of Building it reaches 111.44M DPS with 244.47K effective HP, 3.7K life, 394 energy shield. Suited for: Delve, Mapping, Simulacrum, Delirium. Key uniques include Darkness Enthroned, Forbidden Taste, Ashes of the Stars, Taste of Hate, The Hungry Loop.
Build Video
Grymvild's Notes
Hello everyone,
I've been making posts about my build since league start and I wanted to give a proper high investment endgame post for this build. You can find my posts here:
It's taken me a while to get here, been experimenting with what I can do with the build and tweaking it here and there. Overall, very happy with the build. It's not a "facetank ubers" build by any stretch, but I'm durable enough where I don't have to care about anything in maps at this point. I'm running deli mirror shaper guardian invitations for profit and it's all really smooth.
So let's dive into it
=¤Showcase¤==========
A quick and dirty video of me killing regular Maven and regular Eater of Worlds to showcase DPS and a random Atoll map to showcase clear speed.
And here is a a showcase of me killing Uber Eater before my latest upgrades (about 15-20% less DPS here) and I die once in the video because I'm a mechanical genius frostblinking into tentacles so yay me..
=¤The PoB¤==========
This PoB is set up with a couple of things in mind. Firstly, I have spectre buffs set ON because they are guaranteed to be up on the initial portion of a boss fight as all spectres use their big buff ability right away as soon as the boss becomes targetable. This together with the fact that we use Fresh Meat in the links I feel like this makes sense. These are all temporary, unreliable buffs, but when a boss phase gets killed before the buffs wear off I think it counts as "realistic" for that purpose. So in the text config you'll find both the 40% attack speed from Arena Master, 30% increased Physical damage taken from Demon Harpy, and in config I've given all my minions 1 power and 1 frenzy charge.
Now of course this also means I've set Pride to be on initial effect instead of max effect because it will never be at max effect initially. Though this also gimps our DPS by quite a lot, since the buff effect grows every 1 second and we have a good 3 seconds of high DPS with the build which means we'll be having a decent bit more towards the end of that burst window.
On top I assume Brittle Ground is turned on, which it should be very shortly after boss activates. The way I do it is I spam my Assassin's Mark and Predator mark until they get casted and then immediately move. I do lose at minimum the Assassin's Mark cast time, but with me also losing the added value of Pride towards the end of the burst window, I feel this is a fair tradeoff for a realistic DPS value.
So with the default settings you get on the link, I'm at 111.4m DPS.
If I turn off charges, brittle ground and spectres, I'm at 64m DPS.
Assuming no spectres, 3/3 charges and Brittle Ground with max effect of Pride, my Zombies do 23.2m DPS by themselves where as the default settings leave them at 14.5m DPS by themselves. So there's a lot of variance in how long the fight's been going just because Zombies give me a lot of value.
Suffice to say, the build is sitting over 100m DPS against most bosses, probably a bit less in most mapping scenarios where bosses die before spectres get to do their thing.
=¤New tech and discoveries¤==========
One of the biggest improvements I have made to the build is adding an Aggressive wand. My wand is pretty mediocre, a significant DPS loss compared to the one I made for my week 2 showcase, but the aggro wand is like magic. It made clearing a whole lot better and it made Skeleton uptime significantly better as well. While it was around 16% less DPS compared to my old wand at the time of swapping, it made the build feel and play a lot better, and in many situations it made me kill bosses faster too since it gives the dash to Skeletons.
Another huge change was changing over to Plaguebringer. It gives a lot of DPS and defense. Now of course, running Mistress of Sacrifice would be great still because it adds roughly a second to Fresh Meat duration, making the build have a significantly better long term DPS, but I'm killing things so fast this no longer matters much.
The tech I use to enable Plaguebringer via my trigger wand is very simple. Divergent Desecrate gives 3% chance to spawn an additional corpse per 1% of quality. With a 30% ashes and 20% quality on the gem, that means I have a 150% chance to spawn an additional corpse. Spirit Offering only ever eats 5 corpses at max, meaning there's always going to be one corpse left over allowing Plaguebringer to give me it's value.
And then finally, I did some PoB digging for the best enchant I could get and as it turned out that enchant was 30% Assassin's Mark effect, which made me realize I can get a lot of power via adding 3x tattoos that give 5% mark effect each and I've also fully decked myself out with proper tattoos finally. I also started using the glove implicit for Mark effect when a unique is nearby.
Lastly, I finally got around to adding Stormshroud to my build so that's nice.
=¤Closing Thoughts¤==========
As with all the previous posts, this build just keeps surprising me with how good it actually is. Feels fantastic to play, works everywhere I've tried playing with it so far (no deep delve or wave 30 Simulacrums) and I keep making discoveries for how to scale the DPS higher and higher. But at this point, I'm starting to hit some significant diminishing returns and as such I feel like this is finally the point where I will very likely stop grinding for DPS and instead really hone in on defenses. More than likely farming up a Mageblood.
This build blasted through the campaign, blasted through the early map progression, blasted through the early bosses and has kept blasting nonstop so far. Melee skeletons and Zombies are in a very good place right now.
Gear
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Skills
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Passive Tree


- Bandits
- Eramir (1 Passive Skill Point)
Character Stats
- Level
- 99
Damage
- Full DPS
- 111.44M
- Combined DPS
- 0
- Hit DPS
- 0
- With Poison DPS
- 0
- With Ignite DPS
- 0
- With Bleed DPS
- 0
- Damage over Time
- 0
- Culling DPS
- 0
- Reservation DPS
- 0
- Average Hit
- 0
- Burst Damage
- 0
Attack & Crit
- Attack/Cast Rate
- 3.54/s
- Hit Chance
- 100%
- Crit Chance
- 5%
- Crit Multiplier
- 241%
- Minion Limit
- 11
- Mana Cost
- 62
- Life Cost
- 27
Defence
- Effective Hit Pool
- 244.47K
- Life
- 3.7K
- Energy Shield
- 394
- Mana
- 3
- Ward
- 0
- Armour
- 36.09K
- Evasion
- 20.13K
- Phys Damage Reduction
- 90%
Mitigation & Avoidance
- Block
- 75%
- Spell Block
- 75%
- Spell Suppression
- 0%
- Evade (Melee)
- 80%
- Evade (Projectile)
- 80%
- Attack Dodge
- 0%
- Spell Dodge
- 0%
Resistances
- Fire Resistance
- 75% (+29%)
- Cold Resistance
- 75% (+61%)
- Lightning Resistance
- 75% (+14%)
- Chaos Resistance
- 75% (+5%)
Max Hit Taken
- Physical
- 20.08K
- Fire
- 23.46K
- Cold
- 29.32K
- Lightning
- 23.46K
- Chaos
- 26.28K
Recovery
- Life Regen
- 506.6/s
- ES Regen
- 0/s
- ES Recharge
- 394/s
- Mana Regen
- 22.1/s
- Life Leech
- 0/s
- ES Leech
- 0/s
- Mana Leech
- 0/s
Attributes & Utility
- Strength
- 50
- Intelligence
- 93
- Dexterity
- 30
- Movement Speed
- 118%
- Endurance Charges
- 3
- Frenzy Charges
- 3
- Power Charges
- 3
- Devotion
- 0