LEVELING PROGRESSION:
The passive tree progression for this build starts by focusing heavily on minion damage nodes (light blue nodes) to maximize early clear speed.
Once core damage nodes such as Power of the Dead, Restless Dead, and Growing Swarm are secured, path into minion life clusters such as Crystalline Flesh, Living Death, Gravedigger, and Necrotized Flesh, as well as the light blue damage nodes just past these life nodes.
We will fill out the tree with Lord of Horrors as well as the Silent Guardian branch.
You can grab the skill effect buff from Chronomancy at any point in time if your damage feels good enough. This is a very underrated 3 point branch. Skill effect duration increases the lifespan of our
Raging Spirits as well as our
Flame Wall, helping to reduce the button presses.
The energy shield nodes are there to tank us up as we enter maps. If you have somewhat decent ES gear in the campaign and feel you would want more survivability, you can opt to take some of them earlier. This is more of a personal preference based decision, and I personally will only be taking them as I start to enter maps.
ACT 3 FREE LESSER JEWELLER ORB
The very first zone in act 3 (before the encampment) has a guaranteed lesser jeweller orb that we should use on our skeletal snipers. In order to get this reward, you need to clear the Orok Campsite and open the rare chest, which will drop the jeweller orb!
QUEST REWARDS:
venom crypts: 30% increased elemental ailment threshold
venom crypts cruel: 10% chaos res
ASCENDANCY PROGRESSION:
1. Necromantic Conduit
2. Soulless Form
3. Eternal Life
4. Crystalline Phylactery
(details explained in "How it Works" section)
ENDGAME TREE CHANGES:
As we move deeper into endgame maps and get better gear, it will be worth it to drop the unique
Trenchtimbre and main-hand our sceptre, so we can offhand a rare shield. We will supplement the shield with 6 passive points around Wide Barrier on the left of our passive tree, picking up all the 5% block chance nodes. This will drastically improve survivability when we need it the most; in difficult endgame maps.