DJINN ORDER - Since it's a little bit weird in planner,
Kelari's Deception is our first skill, in combination with basic Kelari attack it creates our clear and boss combo.. just spam them...
Then to improve attack more in act 3 we get Muster support for more damage for every minion around us, i thought
Kelari's Malediction bugs will count, but they don't, so our choice here is to get
Kelari's Judgment as ULTIMATE FINISHER, and one more Djinn (doesnt matter what) for extra damage.. If you dont like windup time of
Kelari's Judgment then just add 2 Djinns instead...
DJINN's also minions, and scale with LVL to minion on your HELMET, AMULET, SCEPTER.
THATS BREAKPOINTS FOR UPGRADE to LEVEL MINIONS:
Scepter 2, 25, 55
Amulet 5, 41
Helmet 5, 41
This means when you reach lvl5 - visit shop every time you level up, and invest orb of augmentation/transmutation on every amulet,helmet,scepter you'll find on the ground untill you'll get +level to minion.. You can safely beat whole campaign and start maping in Act 1 gear if you get +3 levels total, but if its possible upgrade scepter after reaching 25 and then amu + helmet after reaching 41.
Now extras:
Act 1 start - get 1 skill gem from renly, one from abandoned camp in clearfell and go to MUD BURROW, defeat worm and get skill gem lvl2, and support gem.. another support will be from witch in witch hut in grellwood... So thats how you craft in same order -
Flame Wall to empower projectiles with fire, and thats what will improve
Spark(our starting skill) as well as archers. Then you got a choice, it's either
Frost Bombfor better bossing, or
Contagion for better basic mob clearing - I PREFER
Contagion at this point, since
Sparkis not stable, and we need more reliable way to clear packs.
After mud burrow you craft
Skeletal Sniper and use support gem Fire Attunement to make theyr command skill into detonator, add more projectiles with Multishot I and you're all SET for act 1.
However - after geting Red Vales boss skill gem 3, i recomend to craft
Essence Drain for easy clearing with
Contagion. And while you can just bombard act 1 boss with skeletal snipers, i like to add
Bonestorm at this point...
Act 2 - we switch to Djinns, and thats where you kinda dont need any spells, thats why take a look at passive tree, we need to invest ~2k gold into passive point respecialization.
Also create
Thunderstorm with Living Lightning for extra minions around you and more dmg. And to shock targets..
Act 3 - so thats where we start to escalate.. idea is to get as many different minions in party as possible, you want to look for spirit on your armor and amulet if possible, and if you want to improve damage even more Sacrificial Lamb I on
Skeletal Warrior +
Pain Offering before you start unleashing on boss is what we need :)
Also to save minions you can use Last Gasp on preety much ALL of them, but i was unlucky on support gems this run (character snapshoted from full run), and got no access to them..
EXTRA STYLE : If you want more laidback, accurate playstyle, you can use
Skeletal Storm Mage only instead of all other minions when you reach lvl41, or
Skeletal Frost Mage earlier.. You will see support gems for them if you want to use them as main dmg dealers. It will make basic route alot easier, they just melt enemies left and right, but you will reduce bossing damage with
Kelari's Judgment , you can change allocation of those minions before boss fight ofc, for best of booth worlds, but its up to you.
Don't know about PUPPET MASTER and UNDEAD ARCHON Nodes yet.. but will see! Probably try them!
UPDATED ENDGAME VARIANT
So we use
Alpha's Howl to increase presence area and dmg by geting EVERY SINGLE MINION POSSIBLE that also improves dmg with Muster and by geting loads of
Skeletal Frost Mage with
Bones of Ullr we can shatter screens with
Navira's Fracturing and reaply this everytime since we use Frost Nexus support gem inside... YEP ITS THAT POWERFULL! Pushed this build to beat pinacle bosses in campaign gear and just ~+3 lvl to all minion skills. Now getting more, and trying to see where we push nexxt!