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PoE 3.29·Allflame·Necromancer

3.30 League Starter for ALL CONTENT | Poison Ranged Animate Weapon

by Sleepy Cat2 hours ago217

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DPS
108.64
Effective HP
1.58K
Min budget

Build Video

Sleepy Cat's Notes

============================================================== POISON RANGED ANIMATE WEAPON (PrAW) NECROMANCER SLEEPYCAT'S VERSION ============================================================== Nothing here is strict. If you find a better item or a link that feels good, use it. ============================================================== HOW TO USE THIS PoB ============================================================== Pick a loadout in the Loadouts dropdown (top, next to the ascendancy box). It switches tree, gear, gems and config together. Each STEP below matches one or more loadouts. Find your step, read it, follow its Priority list. STEP 1 Leveling with SRS ..................... loadouts 1-5 STEP 2 Entering maps: the PrAW swap ........... loadout 6 STEP 3 100% poison transition ................. loadout 7 STEP 4 Covenant swap .......................... loadout 8 STEP 5 Mid: Ashes + large cluster ............. loadout 9 STEP 6 Late: endgame wand + top Shaper shield . loadout 10 STEP 7 Spell suppression (high budget) ........ loadout 11 STEP 8 Mageblood + suppression ................ loadout 12 STEP 9 Mageblood min-max (no budget) .......... loadout 13 Gear is "aim for these mods", not exact items. The INFORMATION part after the steps explains flasks, spectres, the Guardian, config and more. ============================================================== GEM SHOPPING LIST: BUY EARLY, LEVEL FOR ENDGAME ============================================================== Every vendor gem the endgame setups use, by the act you can first buy it in (as a Witch). Level them in your weapon swap or any spare socket as soon as you can. Lab / trade-only gems and Vaal versions are not listed. Missed one? Lilly Roth (Act 6 town and later) sells every gem. Colours match the gem: Strength, Dexterity, Intelligence. Act 1 (Nessa): Raise Zombie, Shield Charge, Faster Attacks, Void Manipulation, Minion Damage, Unbound Ailments, Flame Dash, Bone Offering Act 2 (Yeena): Desecrate, Minion Life Act 3 (Clarissa, then Siosa in the Library): Steelskin, Pierce, Automation, Despair, Purity of Elements, Animate Guardian, Raise Spectre, Feeding Frenzy, Convocation Act 4 (Petarus and Vanja): Greater Multiple Projectiles, Unleash Act 6 (Lilly Roth): Eternal Blessing, Vile Toxins ============================================================== STEP 1 . LEVELING WITH SRS (loadouts 1-5) ============================================================== SRS is the main skill the whole way. Absolution is in every act as a disabled (ALT) group if you prefer it. Act 1 - Before SRS: drop Holy Flame Totem and let it kill things for you. Flame Wall in front of packs adds damage to everything passing through. - Once you have SRS: SRS + Added Lightning + Minion Damage for bosses. Swap Added Lightning for Melee Splash to clear. - Take Chance to Poison as your Mercy Mission reward (Nessa). Witch vendors don't sell it until Siosa in Act 3. Act 2 - SRS gets Chance to Poison for bosses so the gem levels up. You'll want it high later. - Holy Flame Totem stays for extra damage: link it with Combustion and keep it for bosses. - Movement: Shield Charge with Faster Attacks and/or Momentum, and Frostblink. Act 3 - Bosses: SRS + Added Chaos + Minion Damage + Minion Speed. Added Lightning is done once Added Chaos is in. - Zombies + Feeding Frenzy from level 31. Act 4-10 / level 70 - SRS + Unleash + Added Chaos + Minion Damage, Multistrike once you have the links. - You'll still swap Melee Splash in constantly to clear: take out Multistrike (or Minion Damage) for it, and put it back for bosses. - Start levelling Animate Guardian, Raise Spectre and Chance to Poison in your weapon swap (see the Gem Shopping List). Gear - Life, res and movement speed boots. A tower shield the whole way. A minion wand with minion damage / attack speed / cast speed is a nice bonus. - Cheap res: sell an Iron Ring with a red, green or blue gem to get a Ruby, Topaz or Sapphire ring (a Sapphire helps a lot vs Merveil). The bench adds a res to any item, even white ones, for 1 Orb of Transmutation. Ascendancy First lab: pick one. - Mistress of Sacrifice: your Offerings affect you too, so Flesh Offering makes you move, attack and cast faster. The fast option. - Mindless Aggression: more minion damage and speed, the chill option. It also gets you to Unnatural Strength (+2 minion gems) a lab earlier, if you want those gem levels sooner. - You end up with both, plus Unnatural Strength and Bone Barrier. Commander of Darkness (early damage + ele res) is another 1st lab option, but you'll respec it later. How it plays - Run in, cast SRS on packs and let the spirits clear. Drop Holy Flame Totem at bosses and keep SRS going on top. - Shield Charge / Frostblink to move. Keep Flesh Offering up for the speed once you have Mistress. ============================================================== STEP 2 . ENTERING MAPS: THE PrAW SWAP (loadout 6) ============================================================== Swap once you have BOTH Animate Weapon of Ranged Arms and Bladefall of Trarthus, on a 4-link or (better) a 5-link. - Until then, keep running SRS in early maps. - Ranged Arms is a transfigured gem: lab or trade. Bladefall of Trarthus is harder: farm Mercenaries or buy it in trade. - Quality on Ranged Arms = more weapons (+1 per 10%). Your first Gemcutter's Prisms go into this gem. REQUIRED: Bladefall of Trarthus. Do not swap to PrAW without it. Without it the build is clunky and very hard to get online. Offerings - Cast Flesh Offering + Desecrate by hand at first (Offerings eat a corpse). - Swap to Bone Offering sooner rather than later once damage feels good. With Mistress of Sacrifice and a tower shield it gives YOU block, and our 75% block depends on it. Maps get rippy without it. Notes - Chaos res is low here and that's normal. Cap elemental res first. - Chance to Poison gives +40%. Keep it in until jewels alone reach 100% (Step 3). - The minion Area of Effect mastery was only for SRS. It becomes 20% increased effect of Offerings. - Spare points? An early small minion cluster beats the minion damage nodes past Redemption / Righteous Army. Priority 1. Poison Ghastly Eye jewels. 100% poison is the biggest damage step in the build. 2. Carnage Chieftain + Hulking Miscreation spectres. 3. Early Animate Guardian gear (Leer Cast, Dying Breath...). Tick its group in the Config tab. 4. Proper defensive flasks (Granite, a res flask if needed, see Flasks) and start crafting them toward automatic use ASAP. 5. Trigger wand ("Trigger a Socketed Spell when you Use a Skill" bench craft) with +1 minion gems, to automate your Offering. The craft unlocks from a hidden grate in Act 9's The Refinery. Grab it on the way through. 6. Amulet anoint: Death Attunement (+1 spectre). Only take it once you have a 3rd spectre worth using and can afford to buy one or get it yourself. Minion res, chaos res or block anoints (e.g. Decay Ward) are fine until then. Don't put much currency into your belt or chest. The belt becomes Darkness Enthroned, and later the chest becomes The Covenant. A good chest helps, but don't spend a ton on it. How it plays - Bladefall of Trarthus: cast it once and it keeps triggering blades over and over, and your minions are summoned from those blades. That's how the build automates summoning, and why it beats regular Bladefall: you don't keep pressing it. - PrAW does the killing: weapons shoot and poison everything. Move through the map and they follow. - Trigger wand: every skill you use casts the wand's spells for you: your Offering, Desecrate (corpses for the Offering), and either your curse (Despair) or Stone Golem. Golem in the wand keeps it permanently alive. Pick whichever you prefer. - Until you have the wand, cast Offering + Desecrate by hand before packs and bosses. ============================================================== BEFORE YOU BUY ANYTHING: CHECK YOUR STATS ============================================================== Every gear set here has capped elemental res and meets all attribute requirements. Keep it that way: - Fire / Cold / Lightning at 75% (bottom-left of PoB). Chaos: positive early, 75% from Step 3 on. - Overcap elemental res by ~15% once you can. Exposure and enemy curses take res off you mid-fight. - A gem requirement in red means you're short on that attribute. Dexterity is the one people miss most on this build. Animate Weapon of Ranged Arms is a Dex gem and +levels push it past 110. The Witch starts far from Dex, so it comes from gear (gloves, rings, amulet). Check it on every swap. - Paste an item into PoB (Items tab) before you buy it. If it uncaps a res or an attribute, fix that first. ============================================================== STEP 3 . 100% POISON TRANSITION (loadout 7) ============================================================== Once jewels give your minions 100% poison chance, drop Chance to Poison for a real damage support. - Poison comes from Ghastly Eye jewels in your tree and in a Darkness Enthroned belt (the belt boosts its jewels). - Get a Darkness Enthroned early, even a cheap low roll. Use the chart below to pick the right one for your jewels. - No Darkness Enthroned yet? A life belt plus more poison jewels in the tree works, it just takes more sockets. - Shield: block + armour tower shield from here on. With Bone Offering this caps your block at 75%. - Wand (up to Step 4): +1 minion wand with the trigger craft, plus minion damage and/or attack speed. Darkness Enthroned breakpoints (minion poison chance per belt jewel) Belt jewel value = jewel % x (1 + belt effect), rounded DOWN. Find your jewel's row, then the highest belt roll at or below yours. Example: 13% jewel on a 69% belt -> 67% step -> 21%. 10% jewel: 50%>15 | 60%>16 | 70%>17 | 80%>18 | 90%>19 | 100%>20 11% jewel: 50%>16 | 55%>17 | 64%>18 | 73%>19 | 82%>20 | 91%>21 | 100%>22 12% jewel: 50%>18 | 59%>19 | 67%>20 | 75%>21 | 84%>22 | 92%>23 | 100%>24 13% jewel: 50%>19 | 54%>20 | 62%>21 | 70%>22 | 77%>23 | 85%>24 | 93%>25 | 100%>26 14% jewel: 50%>21 | 58%>22 | 65%>23 | 72%>24 | 79%>25 | 86%>26 | 93%>27 | 100%>28 15% jewel: 50%>22 | 54%>23 | 60%>24 | 67%>25 | 74%>26 | 80%>27 | 87%>28 | 94%>29 | 100%>30 Chance to Poison support = +40%. Drop it once jewels alone reach 100%. Ghastly Eye stats (mostly for later: poison chance is the only thing that matters until you hit 100%) After 100%, in order: 1. Added Physical Damage (better than chaos) 2. Life 3. Minion Attack and Cast Speed 4. Added Chaos Damage - Taunt: one jewel with minion taunt chance is enough. Taunted enemies chase your minions and hit you for 10% less. - High-tier flat damage is a big part of the damage in this PoB. Every weapon gets it, and Darkness Enthroned boosts belt jewels further. - The jewels in this PoB ramp up: low tiers here, mid tiers at Step 5, T1 from Step 6. Keep a few life ones, upgrade one at a time. Priority: 1. 75% block and 75% chaos res 2. A 6-link body armour (it becomes The Covenant next) 3. Spare chaos res on boots / belt / ring before Covenant goes in How it plays - Same loop as Step 2, with real damage now that Chance to Poison is gone. Bone Offering keeps your block at 75%. ============================================================== STEP 4 . COVENANT SWAP (loadout 8) ============================================================== The Covenant gives your links Added Chaos and makes skills cost life. Covenant has no resistances at all. Whatever res your old chest had, you lose. Have spare res (chaos especially) on other slots first. - Good time for an entry Shaper shield: life, block, "Recover % of Life when you Block". - Shaper shields are cheap: buy a decent base and use Harvest's Life reforge to chase mods. - Base item level: 77+ for the top block / spell block rolls, 86 for the very best block roll. The top flat life roll on shields only needs 73. If you plan the Step 6 shield, buy 83+ now (see there). How it plays - Same loop. Skills now cost life, so keep an eye on your life when you're spamming movement. ============================================================== STEP 5 . MID: ASHES + LARGE CLUSTER (loadout 9) ============================================================== Ashes of the Stars, a large minion cluster, a +2 minion helmet and a better Shaper shield (block, spell block, life on block). - Wand: budget +1 minion / +1 spell. Both count for Raise Spectre and Animate Weapon (+2 levels each). Your 4th spectre: Raise Spectre gives a 3rd at gem level 25. Plus the Death Attunement anoint = 4. - Corrupted 21 Raise Spectre + the +1/+1 wand = 23. A +2 minion helmet takes it to 25 (the piece people forget). Ashes adds +1 more. - Lineup: Hulking Miscreation, Carnage Chieftain, Arena Master, Perfect Forest Warrior. How it plays - Same loop with 4 spectres. Resummon Hulking Miscreation when its buff drops (see Spectres). ============================================================== STEP 6 . LATE: ENDGAME WAND + TOP SHAPER SHIELD (loadout 10) ============================================================== - Top shield: Shaper + Elder (Awakener's Orb). The Elder suffix "(3-5)% additional Physical Damage Reduction" needs item level 83+. Keep life, % block and spell block as prefixes; recover on block (Shaper), phys reduction (Elder) and one open suffix. - Endgame wand: +1 minion, +1 spell, trigger craft, minion damage and minion attack speed. - Late Animate Guardian gear (Kingmaker, Crown of the Tyrant). - More damage from here: T1 Ghastly Eyes, gem levels, corruptions. Late is the last "normal" step. Steps 7-9 are for big budgets. How it plays - Same loop. Bosses melt, and the shield + Bone Offering block most physical hits. ============================================================== STEP 7 . SPELL SUPPRESSION (loadout 11, high budget) ============================================================== Same tower shield and 75% block, plus 100% spell suppression. Needs a respec to a more central tree. - About half the 100% comes from gear (shield, helmet, gloves, boots incl. a 10% Eater gloves implicit), half from the tree: Reflexes, Evasion / Suppression nodes, a suppression tattoo, and The Green Nightmare (cold / all-res nodes near it count at 70%). Craft suppression on your shield. The bench adds +8-10% to ANY shield with an open suffix, tower shields included. That lets the helmet be a pure armour base with a small crafted roll. Gloves and boots still need rolls (Chimerascale bases). - Foulborn Covenant (Blood Magic built in) skips the Blood Magic keystone. - Wand on a Convening base: Convoking needs 242 Int, which this tree doesn't have. - Granite instead of Rumi's: block is capped without it. - Gear + tree give 105% suppression without the Quartz flask, so you stay capped when it's down. Keep Quartz for the phasing. Magebane (optional): 1 point, +1% suppression per 15 Dex (about +7-9%), but Dex stops giving evasion. Only if your gear is short. Suppression only really pays off near 100%. Chasing it earlier is possible but costs a lot. How it plays - Same loop. Spell suppression means caster-heavy maps and bosses stop being scary. ============================================================== STEP 8 . MAGEBLOOD + SUPPRESSION (loadout 12) ============================================================== Step 7 plus Mageblood. Same tree, Foulborn Covenant and 100% suppression, so nothing goes backwards. - Darkness Enthroned is gone: 4 more poison Ghastly Eyes replace Amanamu's Gaze, Sublime Vision, Watcher's Eye and a small cluster. - Flasks: Progenesis, Ruby, Sapphire, Topaz, Granite. The res flasks raise MAX res (about 88%), most of the extra EHP. - Damage stays about the same. PoB already counts flasks as always on, so Mageblood shows up as defence. How it plays - Same loop, no flask pressing: Mageblood keeps everything up. ============================================================== STEP 9 . MAGEBLOOD MIN-MAX (loadout 13, no budget) ============================================================== - Elegant Hubris gives Supreme Ostentation: no attribute requirements, so no gear wastes mods on Dex or Int. - Thread of Hope and Impossible Escape reach far notables. Two large clusters, 11+ poison Ghastly Eyes, 21/20% corrupted gems. - Same tower shield (block 75% with room to spare, so Strength tattoos go into armour), same 6-link, spectres and late Guardian. - Flasks: Progenesis, Ruby, Sapphire, Topaz, Quartz (for suppression). Quartz is safe here: Mageblood keeps it up all the time. Suppression is exactly 100% thanks to the crafted shield roll. Don't lose any suppression roll when you upgrade. How it plays - Same loop as Step 8, just with far more damage and defence. ============================================================== INFORMATION ============================================================== Background on the systems the steps use. Read it once, then come back when a step points here. -- CHAOS RES AND ELDRITCH IMPLICITS -- - Boots: Exarch "+% to Chaos Resistance" implicit (up to ~17%). Free chaos res. - Gloves: Exarch "Minions deal % increased Damage" (up to ~29%). Suppression gloves add Eater "+% to Suppress" (up to 10%) on the same pair. - Rolled chaos res on belt / body / ring / boots, or Fire-and-Chaos hybrid mods. - Short? An Amethyst Ring or a couple of nearby chaos nodes cover 10-15%. -- FLASKS -- - Fill all 5 slots. Granite from Step 2 on: armour against phys hits. - The Gold flask is optional: swap it for a Ruby / Sapphire / Topaz if a res is short, or an Amethyst for chaos (Covenant!). - Rumi's (Steps 5-6) adds block. Once block is capped without it, a strong Granite does more. - Mageblood steps use res flasks + Progenesis. - Bleed immunity on every life flask from day one (Staunching / Sealing and higher suffixes, or the Menagerie craft). Mageblood steps: put "Immunity to Bleeding and Corrupted Blood during Effect" on a utility flask instead (permanent with Mageblood). Automating flasks (before Mageblood): aim for the enchant "Used when Charges reach full". - Get it with Instilling Orbs, or the bench craft (5 Instilling Orbs + 5 Glassblower's Baubles). - Pair it with the Flagellant's prefix (gain charges when hit). You get hit a lot, so the flasks fire on their own. -- WATCHER'S EYE -- - Purity of Elements: +max elemental res, +chaos res, "% of Physical Damage from Hits taken as" an element (great vs phys). - Determination: additional phys damage reduction, armour, +1 max endurance charge. A Perfect Guardian Turtle spectre gives you Determination, and that counts for the Watcher's Eye. -- DEFENCE: PHYS IS WHAT KILLS YOU -- - % additional Physical Damage Reduction on the shield. - Mystic Bulwark + Quick Recovery: a few points, a big jump in max phys hit. - Granite / Basalt before Mageblood. Turtle spectre once damage allows. Pantheon: Lunaris + Gruthkul. - Keep chaos res capped. Covenant is what usually breaks it. - Overcap elemental res by ~15% against exposure. -- AURAS, CURSE, UTILITY -- - Early: Determination + Clarity + Purity of Elements. Later: Purity of Elements with Eternal Blessing. - Trigger wand: Bone Offering + Desecrate + either Despair or Stone Golem of Safeguarding (golem in the wand = always alive). - Feeding Frenzy with your zombies. Steelskin + Automation + Convocation + Bladefall of Trarthus in the boots. -- ANIMATE GUARDIAN -- Cheap early and a big damage buff. Three gear sets in the item sets dropdown: early (to Step 5), late (Step 6 on), explode. - Early: Leer Cast (+50% ally damage), Dying Breath (+18% damage, +18% curse effect), Windscream, Temporal Chains-on-hit gloves. - Late: Kingmaker (Culling Strike, +50% crit multi, +10 Fortification for you), Crown of the Tyrant (-10% enemy res incl. chaos), Cospri's Will, Asenath's Gentle Touch. - Explode: Cane of Kulemak with the explode unveiled mod instead of Kingmaker. Better clear, loses Kingmaker's buffs (untick those lines in the Config group if you run it). PoB doesn't pass Guardian buffs to your other minions. They're in the Config tab as Custom Modifier groups instead. -- SPECTRES -- One Raise Spectre gem: 2 spectres at level 13, 3 at level 25, +1 from Death Attunement. 3 from Step 2, 4 from Step 5. Raising a new spectre: take Bone Offering off the trigger wand first (Offerings eat corpses). - Cast Desecrate, then hold A with Raise Spectre selected to see corpse names, and click the one you want. - Already raised one? Desecrate can spawn it again later. Priority (tested in PoB): 1. Hulking Miscreation: animated weapons are constructs, so +100% damage, +30% speed. Counted at half strength (uptime, see Config). Get it: corpse item (trade). 2. Carnage Chieftain: frenzy charges for your minions. Get it: free, Act 2 (The Old Fields / Broken Bridge) or Act 7 (Ashen Fields). 3. Arena Master: damage + speed. Get it: Warlord-influenced maps (Desecrate there). 4. Perfect Forest Warrior: Onslaught. Get it: corpse item (Ritual rewards or trade). Defensive swaps: - Perfect Guardian Turtle: Determination + 5% phys reduction. About -5% damage for +25% max phys hit. Corpse item (Ritual / trade). - Perfect Warlord: Vitality, Enduring Cry, Immortal Call. Comfortable once Covenant makes skills cost life. Corpse item (Ritual / trade). -- MAP MODS -- This build can run every map mod. Nothing is a hard no, but these feel bad: - Reduced recovery - No regeneration - Reduced chance to block - Monsters avoid poison / bleeding -- CONFIG -- The Config tab follows the loadout. Custom Modifier groups (bottom of the tab) each have a tick box: - Step 2: Guardian groups OFF. Tick "Early Animate Guardian" once yours is out. - Steps 3-5: early Guardian ON. Tick the late PREVIEW group to see what late gear adds. - Steps 6-9: late Guardian ON, plus +10 Fortification from Kingmaker. - Miscreation uptime group: -50% minion damage, -15% speed, so the buff counts at about half. Untick for the "always up" number. - Spectre buffs are calculated by PoB. Only Carnage Chieftain's 2 frenzy charges are set in the config. - Showcase: 10 poison stacks, 15 Withered, Feeding Frenzy, Lunaris + Gruthkul. Flasks on in mapping sets. - Each PrAW / Guardian gem has its own item set box under Main Skill, already set per loadout. Re-check it if you add item sets. - The animated weapon count matches each loadout's real maximum (hover the gem). Update it if your gear changes it.

Loadouts

Gear

Tap an item to open trade or craft it.

Leveling: minion wand
Leveling: helmet
Leveling: 4L body (SRS)
Leveling: amulet
Leveling: ring
Leveling: ring
Leveling: gloves
Leveling: belt
Leveling: boots (movement speed!)
Leveling: life + res shield

Skills

Tap a skill to open trade.

  • Summon Raging SpiritSummon Raging Spirit3WMain
  • Added Lightning DamageAdded Lightning Damage3W
  • Minion DamageMinion Damage3W
  • Raise ZombieRaise Zombie1W
  • Summon PhantasmSummon Phantasm1W
  • VitalityVitality1W
  • ClarityClarity1W
  • Shield ChargeShield Charge1W
  • Faster AttacksFaster Attacks1W
  • Holy Flame TotemHoly Flame Totem6W
  • Flame WallFlame Wall1W
  • Flame DashFlame Dash1W
  • Flesh OfferingFlesh Offering1W

Passive Tree

Passive tree 3.29
scroll to zoom
Necromancer
Necromancer
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Lunaris, Soul of Gruthkul

Character Stats

Level
12

Damage

Full DPS
108.64
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
2.3/s
Hit Chance
100%
Crit Multiplier
150%
Totem Limit
1
Minion Limit
20
Mana Cost
8
Life Cost
0

Defence

Effective Hit Pool
1.58K
Life
605
Energy Shield
38
Mana
148
Ward
0
Armour
512
Evasion
166
Phys Damage Reduction
8%

Mitigation & Avoidance

Block
24%
Spell Block
0%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+1%)
Cold Resistance
75% (+8%)
Lightning Resistance
75% (+7%)
Chaos Resistance
0%

Max Hit Taken

Physical
763
Fire
2.44K
Cold
2.44K
Lightning
2.44K
Chaos
605

Recovery

Life Regen
10/s
ES Regen
0/s
ES Recharge
38/s
Mana Regen
6.6/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
69
Intelligence
94
Dexterity
34
Movement Speed
11%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0