**Defensive Scaling:**
- Armor. Armor is our main base defensive layer, adding physical damage reduction. Also, just the physical damage reduction stat works. It's not that easy to get endurance charges into the build, but once you can, that's a lot of extra defences.
- Block. Using the ascendancy node Bastion of Hope, it's fairly easy to get block capped. Although it requires you to shield charge every 4 seconds. That's usually not a problem when mapping
- Maximum resistances. We get 80% max res using the passive tree and eldritch implicits.
- Physical damage taken as. We convert around 16% of physical damage into other elements or chaos damage, using eldritch implicits, which helps mitigate physical damage.
- Increased defences, from the stone golem, 20%, and the Umbral army ascendancy, at least 36%, and for every extra spectre, another 10%.
- Minions blind on hit, reducing enemies' accuracy
- Minions taunt on hit, making enemies deal 10% less damage
- Minions can block incoming projectiles. However, minions can also attract unwanted attention, so there's a counter argument as well
- Enemies are chilled, thanks to skitterbots
- Corrupted blood immunity, on the passive tree at first, and later using a corrupted implicit on an abyss jewel
- Elemental ailment immunity, thanks to purity of elements
- in late game, once you have good Armor / ES gear, you can combine Mind Over Matter plus Wicked Ward plus Divine Shield for massive extra hitpool. As you're blocking and mitigating so much damage, ES regen shouldn't be an issue, and Eldritch Battery should remain operational. You will need all Armor / ES gear pieces though, plus the mastery for 100% increased armor and ES on body armour, or you probably won't have enough to sustain. Just be mindful of constant DoT damage (like 600 chaos damage altar) as that messes up this layer of defense.
**Offensive Scaling:**
- The flat damage of minions. This is scaled by their level, which is one of the main reasons why minion levels are so important. It's also scaled by buffs such as hatred and wrath, by the carrion golem, and by flat damage on ghastly eye jewels. This flat damage is used as the basis for all other scaling, so it's very important.
- The increased damage scaling, which includes all sources of increased minion damage, for example on the passive tree, your wand and shield, but also stats like increased minion attack speed, and that sort of thing.
- The multiplicative damage scaling, which mostly comes from support gems which have more multipliers on them. A buff like hatred which adds I think around 30% of physical damage as extra cold damage, I also consider a more multiplier although I'm not 100% sure that's technically correct. It's the only source that provides the extra damage, however.
- Again, technically maybe not correct, but the 4th category are damage scaling factors that don't directly increase your damage output, but increase the damage received by enemies.
- PunishmentFlammabilityElemental WeaknessintimidateCovered in AshScorch (from Legacy of Fury on the Animate Guardian)penetrating resistancesshock from Summon Skitterbots
- Punishment
- Flammability
- Elemental Weakness
- intimidate
- Covered in Ash
- Scorch (from Legacy of Fury on the Animate Guardian)
- penetrating resistances
- shock from Summon Skitterbots
- Finally, after all is said and done, you can scale the number of minions you have. With SRS, the cap is 20, and you will reach that, using Unleash Support. The new support gem that gives 38% more minions is bait, for this build. I wouldn't use it.
**Trigger craft**
One of the first things you should do in endgame, is get a minion wand with an open suffix, and bench craft the trigger craft. The way this works, is that it automatically triggers any skill that's socketed in the wand, starting at the top socket, and working its way down. That means it's important to first socket in desecrate, level 1, at the top, so it first creates corpses, and then below the desecrate gem, you slot in flesh offering, so it offers those corpses. The third socket is optional. I've put in a curse. You could put in convocation, if you like, or an aura, which wouldn't be triggered, but just be in the wand. Desecrate and flesh offering are the most important.
Be very careful when managing spectre corpses that you don’t trigger the wand and blow up their corpse.
**How to Get Which Gear (WIP)**
**+2 Minion Helmet**
- Rog Crafting - Rog may offer a +1 minion helmet, and once you start crafting on that, there's a common step in Rog-crafting which upgrades one or even all affixes by one tier. If that hits the +1 minion affix, it upgrades into +2 minions.
- Map runners & Ritual - I've had Kingsmarch map runners bring me back several +2 minion helmets. Also Ritual tends to offer these helmets.
- Ground Loot - A final result is just to get lucky with ground loot and pick up a lot of helmets.
- Harvest Crafting - There's a new harvest minion reroll, which has a 1 in 11 chance for +2 minion helmet. You require 3 rancours which you get from Harvests in Mirages.
**Abyss Jewels**
I typically just use alteration & augmentation orbs, then regal, then exalted orb slam. With the new currency buffs, you have plenty of those. Aim for:
- minion flat physical damage
- minion flat fire damage
- life
- one source of taunt
- one source of blind
- minion attack and cast speed
- minion damage when you used a minion skill recently
also not too shabby:
- minion flat cold or lightning damage
- stun avoidance
- bleed avoidance
**Rest of the Gear (WIP)**
- Rings / Amulet (Map Runners / Shipments / Rog crafting)
- Chest (Tree Crafting / Rog Crafting)
- Gloves (Tree Crafting)
- Boots (Tree Crafting)
- Wand (Fossil Crafting)
- Shield (Fossil Crafting)
- Darkness Enthroned (From Abyss Bosses in Abyssal Depth)
- Rumi's Concoction (random drop)
**Anoint**
Use a website like Blight Helper to put in the oils you possess, and then the website will list all possible anoints.
Early & cheap anoints:
- Practical Application
- Fangs of the Viper
- Testudo
These are nice because of the block, dexterity or resistances. My lvl 100 character still uses Testudo.
**Pantheon**
how to get divine vessels in SSF: trade 1 divine orb and 5 normal quality flasks to the vendor, and get 5 divine vessels, enough to get all the pentheon points you need.
Early Mapping
- Lunaris - physical damage mitigation
- Gruthkul - physical damage mitigation
Late Mapping
- Lunaris - physical damage mitigation
- Abberath - I run searing exarch maps, and burning ground is not fun.
**Spectres**
Spectres are buffed since 3.27: when they die, they don’t permanently disappear anymore. Spectres become little white blobs, but they return in a new zone. This is huge, and it means once you’ve found your spectres, you’re good to go.
- Carnage chieftain from act 2 - frenzy charges
- Host chieftain from act 6 - power charges
- Forest warrior from Ritual - any rarity provides Onslaught. A regular version provides culling too
Aspirational spectres (all from ritual), replace host chieftain first.
- Perfect guardian turtle - 5% physical damage reduction / determination aura.
- Perfect warlord - endurance charges / vitality
- Perfect primal thunderbird - grace
- Hulking miscreation - buffs your summon raging spirits with increased damage, attack speed, and cast speed, although this buff isn’t super consistent.
**Animate Guardian**
How it works:
for animate guardian to appear, you need to drop items on the ground, hover over an item, and hit the animate guardian skill. The animate guardian will then 'pick up' the item from the ground, if he is high enough level, and if he can wear the item. The animate guardian cannot wear bows, for example.
During campaign:
Just give him random rare gear. It's an extra free minion, he does some damage, it's not bad at all.
AG Gear starting options:
- Limbsplit for culling strike or any other culling weapon
- Thrillsteel for perma onslaught on the AG / Blood Price to reserve enemy hp
- Belly of the Beast / Zahndethus' Cassock / any decent unique chest
- Wake of Destruction (farmable with div cards - common drop)
- Lochtonial Caress which may provide a few charges, especially if the AG has culling
AG Gear to initially aim for, this set will buff your army significantly
- Dying Breath or Dreadarc / Victario's Charity or something similar (Dreadarc requires +1 curse on the AG or it will overwrite your curses)
- Leer Cast (random common drop)
- Cospri's Will / chest with +1 curse (hit a hunters influenced chest with harvest 'reroll caster' craft to guarantee a +1 curse)
- Asenath's Gentle Touch / Any gloves with curse on hit
- Legacy of Fury (from Maven) / Windscream (+1 curse - random drop)
Very aspirational / unattainable AG Gear
- Garb of the Ephemeral for crit and action speed debuff immunity
- Kingmaker which is GG but close to impossible in SSF to get
**Atlas Passive Trees**
For atlas passive trees, I heavily recommend you make a beeline towards ritual and use that to gear up your character, get spectres, and just have some fun. Ritual is amazing I feel for SRS guardian, you can easily run it, it provides a ton of player power, and early on, it never disappoints. You can get so many good rewards from it, it’s quite insane, in SSF, so I personally prioritize it over anything else, even over atlas progression.
A second tree is a bit more up to you. I opt for Abyss, to get good jewels, and farm for the Darkness Enthroned. There's some map progression in there as well, depending on if we actually need it.
The last tree is a maven boss rushing tree. You can either convert the second tree into this, which is what I typically do, or use the third tree. Maven Boss rushing is a classic, really, but you need this. You want the invitations, get a bunch of maps, and it's mandatory to get 4 voidstones in SSF, which this build has no issues in getting.
Atlas Passive Trees:Atlas Tree 1 - Ritual (57 points) - https://poeplanner.com/a/669TAtlas Tree 1 - Ritual & Searing Exarch (112 points) - https://poeplanner.com/a/669SAtlas Tree 2 - Map Progression (50 points) - https://poeplanner.com/a/669nAtlas Tree 2 - Map Progression and Abyss (108 points) - https://poeplanner.com/a/66O3 - run this until you get the Darkness Enthroned, after that you don't really need abyssAtlas Tree 2 - Maven Boss Rushing (107 points) - https://poeplanner.com/a/66bZ Atlas Tree 3 I would leave open until you know what you want to farm
**Mapping Progression**
In terms of overall endgame progression, I suggest you focus first on Ritual, get your character into a good place. You can run endgame all the way to yellow maps on a 4-link and crappy gear, but once you start pushing into red maps, you should get a 5-link. Ritual provides plenty of those, gambling works as well.
Once you have that, early red maps shouldn’t be an issue, you can also check the loadouts in the PoB to see what I had in terms of gear and gem levels. If you want to start Maven boss rushing to get a bunch of fragments, I advise you get a 6-link, so those bosses don’t take 3 minutes to kill. Again, Ritual tends to give those, you can farm divination cards if you please, you could do a bit of Legion for geomancer’s incubators, or set up a safehouse in Betrayal. I have a whole video on how to get a 6-link, but I think having a 6-link and swapping all your support gems so they have 20% quality, which is by selling a level 20 gem plus a gemcutter’s prism, is the starting point for you to take on tier 16 content.
Then once you have 4 voidstones, or once you’re working towards that goal, you can take a look at the endgame gearing loadout, the aspirational gear, which has a few more items to chase. Very manageable items, I feel.
**Flasks**
- life flask with bleeding immunity
- granite
- jade
- quicksilver
- quartz
focus on:
- charges on getting hit
- duration
- increased armor
- increased evasion
- reduced effect of curses
- movement speed
**Darkness Enthroned**
One item in specific you want to farm for, using abyss, is the Darkness Enthroned. This belt holds 2 abyss jewels, and can roll up to 100% effect of those jewels. Using this belt, you can gain a ton of flat minion damage, which is a hard stat to get otherwise. Also, depending on the suffixes you roll, you can get immunity to bleed, stun, or other very useful affixes. This belt provides significant power and is always a massive upgrade.
**Regex Strings**
Campaign Vendor lvl 1 - 30: "r-[rb]-b|b-[rb]-r|r-b-r|b-r-b|Runn|rint|ll g|movement speed"Campaign Vendor lvl 30+: "-\w-.-|(-\w){4}|ts:.+(?=(\S*r){1})(\S*b){3}|ll g"Highlight skill gems (not perfect, but useful): "Animate Guardian|me totem$|rit$|^flesh o|mpe|crate$|ld ch|^vit|^cla|ty of e|^autom|nvo|tre$|mabi|lsk|ne golem$|n golem$|^has|ots$"Rolling Maps T16: "!s rec|ur$|o al|f ph|tal d|non|gen" "y: r" !tifiedRolling Maps T16,5 / Nightmare: "!tanc|ce c|efl|fe a|r at|ur$|efe|vola|r li|tiles$|acl|non|gen|get" "y: r" !tifiedHighlighting 5 or 6-link when spamming fusings: (-\w){4}|(-\w){5}
**FAQ:**
Questions I got often from the streams or comments:
Q: What items to buy in trade if I don't play SSF?A: Check the scaling sections, if you understand those, you know what to buy. Check the Animate Guardian gear, you can buy all of those. And in PoB, there's a 'trade for these items' function, you can load my lvl 100 character and trade for all his gear.
Q: What are good support gems for the new coins / pseudo 7-links?A: use red or blue coins on the SRS. At the start of this guide, there's an overview of decent outcomes.
Q: why no zombies?A: zombies die early on and deal no damage. Later, you simply don't have the sockets for zombies, they're slow, and pretty useless all in all. So no zombies in this build.
Q: is the new congregation support (38% more minions) worth it?A: No, not in this build. You're better off with 20 minions that deal more damage.