Ultimate 3.27 Guide — Top 8 Broken Path of Exile Builds You Must Try
Path of Exile 3.27 reshaped the meta with powerful skill buffs, new item interactions, and quality-of-life changes that pushed several builds into “league-destroying” territory. This guide picks the Top 8 league-destroying builds for 3.27, explains why they’re so strong, and gives actionable, original, and focused advice you can use to plan, level, and endgame-proof your character. Each build section includes concept, core mechanics, leveling tips, gearing priorities, passive tree highlights, key uniques, and practical playstyle notes. At the end you’ll find a consolidated FAQ and tuning tips so you can pick the right broken build for your playstyle.
How to use this guide
Read the short overview of each build to match mechanics to your preferred playstyle.
Use the “Leveling & Early Gear” and “Endgame Gearing” subsections to map a smooth transition from act progression to mapping.
Consult the “Why it’s broken in 3.27” notes to understand meta strengths and anticipate patch risks.
Use FAQ for quick questions about survivability, atlas shaping, and party play.
Build selection criteria
Clear speed and map sustain: builds must reliably clear tier 16 maps and handle common map mods.
Accessible gearing: a path from cheap league starter to expensive endgame exists.
Resilient defenses: acceptable survivability without extreme min-maxing.
Synergy with 3.27 changes: uses buffs, nerf-resistant mechanics, or new item synergies introduced in 3.27.
1. Tornado Shot + Mirage Archer (Ranged) — Speed Clear & Boss Kiting
Why this build tops the list
Tornado Shot combined with Mirage Archer and the right quiver/ascendancy choices delivers unmatched clear speed and boss kiting. In 3.27, projectile and bow quality improvements plus certain support gem interactions push Tornado Shot into a sustained burst-clear role with exceptional safety.
Core mechanics
Primary damage from Tornado Shot projectiles and secondary hits from Mirage Archer minion replicating shots.
Kiting with phase/dash utilities and strong mobility.
Unity of projectile ricochet and chain interactions for dense map clear.
Leveling & early gear
Start with a basic bow that increases projectile speed and elemental damage.
Use Tornado Shot linked with Greater Multiple Projectiles (GMP) and Arcane Surge or Ruthless early for boss damage.
Aim for Quiver with increased attack speed or added elemental damage to projectiles.
Use movement gems: Dash or Blink Arrow for survivability.
Endgame gearing priorities
Quiver: Increased physical or elemental projectile damage; attack speed; critical chance.
Bow: Life and attack modifiers; consider high base physical DPS with crit if using crit tree.
Helmet/Body: Resistances; life; sockets for defensive auras (Determination, Grace).
Gloves/Boots: Movement speed, life, and accuracy.
Jewelry: Increased projectile damage, attack speed, and global critical modifiers if crit-based.
Ascendancy & Passive tree
Pathfinder or Deadeye are typical picks. Deadeye gives projectile damage and extra chains, while Pathfinder focuses on flask efficiency and utility.
Tree focuses on projectile damage nodes, attack speed, life, and accuracy or crit depending on variant.
Playstyle tips
Keep safe distance; let Mirage Archer and projectiles deal damage while you kite.
Use decoy totems or movement to bypass crowded mechanics.
For bosses, use single-target supports like Vicious Projectiles or Ruthless.
Why it’s broken in 3.27
Projectile support tweaks and quality improvements increased density-clearing power.
Mirage Archer interactions became more reliable with certain item synergies.
2. Bladefall + Spell Cascade (Caster) — Burst AoE With Scale
Why this build tops the list
Bladefall got potent multipliers and synergy with echo/stacking mechanics in 3.27. With the right supports, Bladefall can one-shot entire map packs while also scaling into single-target bosses through stacking cast multipliers and burst supports.
Core mechanics
High-area Bladefall placement using Spell Cascade and Efficacy for massive AoE density.
Pair with Heralds and Vaal variants for boss windows.
Leverage cast speed and cast-on-hit/crit interactions for rapid burst windows.
Leveling & early gear
Use a spell caster staff or wand with +spell damage and cast speed.
Gem links: Bladefall — Spell Cascade — Efficacy — Controlled Destruction — Rapid Decay (or Swift Affliction).
Use Cloak of Defiance early for resist and energy shield support if using low-life ES variant.
Endgame gearing priorities
Weapon: High spell damage and cast speed; consider wands that add spell crit.
Chest: Energy shield with life hybrid or ES stacking if low-life.
Accessories: Increased area of effect, cast speed, and crit or critical multi depending on crit path.
Unique options: Certain wands and body armors that convert physical to spell or add damage per cast.
Ascendancy & Passive tree
Occultist or Elementalist depending on desired defensive/offensive balance. Occultist for curses and chaos conversions; Elementalist for elemental damage and shattering impacts.
Passive focuses on spell damage, area, cast speed, and survivability via life or ES.
Playstyle tips
Position Bladefall to maximize overlapping AoE and use movement skill to reposition safely.
Keep defensive layers like Enfeeble or Curses for boss encounters.
Why it’s broken in 3.27
Support tuning favored multiple-cast interactions and the cascade behavior increased overlapping AoE efficiency.
Items that amplify cast multiplicity and damage per cast became more accessible, elevating burst potential.
3. Summon Skeletons + Desecrate (Minion) — Cheap League-Start, Scales Wildly
Why this build tops the list
Summon Skeletons remains a reliable, economical starter that scales into a high-end minion army. 3.27’s minion enhancements and niche uniques mean skeletons can clear safely while you kite, and gearing is straightforward and cheap at league start.
Core mechanics
Use Desecrate for mass corpses and Minion Instability and damage supports to boost minion DPS.
Passive tree emphasizes minion survivability, minion damage, and minion life.
Minion movement and AI improvements make mapping smoother.
Leveling & early gear
Early strategy: use Raise Zombie or Spectres while investing minimal currency.
Link Summon Skeletons with Minion Damage, Melee Physical Damage (if skeletons use melee), and Spell Echo for higher summon cadence (if gem interactions allow).
Use Victario's Influence-style gloves if available for minion bonuses.
Endgame gearing priorities
Helmet: +1 to socketed minion gems or minion movement bonuses.
Body: Life and minion offensive/defensive stats.
Shield/Weapon: Wands or sceptres that add minion modifiers; certain unique staves give massive minion bonuses.
Rings/Amulet: Minion life and damage, curse application for enemies.
Ascendancy & Passive tree
Necromancer is the obvious pick, with ascendancy nodes boosting minion damage, speed, and survivability.
Passives focus on minion damage, minion speed, life, and support gem level increases.
Playstyle tips
Set skeletons to engage while you handle movement and map mechanics. Use decoy skills to preserve minion attention where necessary.
For boss fights, use movement to isolate mechanics then return for sustained minion damage.
Why it’s broken in 3.27
Minion buffs and synergies with new items reduced early currency needs while offering linear scaling for endgame.
Desecrate + corpses interactions reduce downtime and increase early map efficiency.
4. Spore Burst / Blight Hybrid (Delve/Map Sustain) — Map Clear + Stripping
Why this build tops the list
Spore Burst + Blight-style skill hybrids use DoT stacking and ground effects to zone maps and enable complete control of pack movement. In 3.27, improvements to poison/DoT multi-source stacking turned these hybrids into unstoppable sustain engines.
Core mechanics
Place mines/ground clouds that apply powerful DoT stacks; combine direct hits and ground to strip map packs.
Combine with movement and traps for safe triggering.
Strong synergy with chaos or elemental DoT scaling gear.
Leveling & early gear
Use cheap spell + projectile or trap early setups until core uniques are affordable.
Prioritize damage over survivability at first, then pivot to life and resistances once map sustain increases.
Endgame gearing priorities
Primary: Items that amplify DoT, increase duration, or add chaos damage over time.
Accessories: Damage over time increases, chaos penetration, area effects.
Unique: Key uniques that convert spells to DoT forms or increase cloud duration.
Ascendancy & Passive tree
Trickster or Occultist are common: Trickster gives recovery and spell suppression; Occultist boosts chaos/DoT penetration.
Tree builds around DoT damage, chaos scaling, and survivability or energy shield.
Playstyle tips
Cast and lay zones before pulling. Use movement skills to stay out of melee reach and let DoT handle mobs.
Prioritize map layout and avoid large gaps between clouds where mobs can slip through.
Why it’s broken in 3.27
DoT stacking reworks and stronger ground interaction mechanics in 3.27 increased durability and consistent damage output across maps.
Improved durations and item synergies reduce downtime between clears.
5. Totem Juggernaut (Tanky Minion Hybrid) — Boss-Slayer With Zero Risk
Why this build tops the list
Juggernaut Totem builds combine obscene defenses with explosive single-target damage. In 3.27, new defensive modifiers and totem scaling traits let you place invulnerable sources of damage while your Juggernaut passively reduces incoming threats.
Core mechanics
Totems cast heavy-hitting spells (e.g., Ancestral Warchief analogs or totem-cast skills) while Juggernaut provides armor and recovery.
High life, end charges, and regen make this an unkillable mapper in many situations.
Totems remove player exposure to enemy mechanics.
Leveling & early gear
Use a hybrid leveling tactic: melee or totem early, switching to totem casting with additional links.
Gear emphasises life and totem placement speed.
Endgame gearing priorities
Weapon/Shield: High totem damage or increased cast speed for totems.
Chest: Maximum life and block chance.
Boots/Gloves: Movement speed and life; consider influence mods that buff totems.
Jewelry: Increased totem damage, life, and reduced mana cost for totem placement.
Ascendancy & Passive tree
Juggernaut ascendancy is essential for damage reduction and fortify improvements.
Passive tree emphasizes totem nodes, life, and regeneration.
Playstyle tips
Position totems before engaging maps; use totems to bait boss mechanics and maintain range.
Keep movement to reposition but avoid unnecessary engagements.
Why it’s broken in 3.27
Defensive buffs and totem scaling changes improved survivability with minimal player skill requirement.
Many totem-focused uniques became more easily obtainable or stronger in their damage multipliers.
6. Arc Trapper (Trap/Arc Hybrid) — Chain Utility and Single-Target
Why this build tops the list
The Arc Trapper combines chaining lightning arcs with trap delivery to produce extreme clear and boss damage. 3.27 buffed interaction between chaining skills and trap placement speed that made this hybrid both a league starter and endgame powerhouse.
Core mechanics
Lay traps that trigger Arc, which chains across multiple enemies for explosive distribution.
Use supports that increase chain count, lightning damage, and trap throw speed.
Mobility is achieved via trap-laying and repositioning rather than direct combat.
Leveling & early gear
Early weapon: a wand or dagger that increases spell damage/cast speed.
Link Arc with Trap Support, Increased Critical Strikes, and Lightning Penetration where appropriate.
Pick up early life and resist nodes to survive high-damage encounters.
Endgame gearing priorities
Main hand: Increased trap throwing speed and lightning damage.
Chest/Helm: Life and energy shield, depending on chosen defense.
Rings/Amulet: Increased lightning damage, cast speed, and trap effectiveness.
Ascendancy & Passive tree
Saboteur is ideal for traps, trap damage, and trap throwing speed.
The passive tree prioritizes trap ability, damage, and lightning scaling.
Playstyle tips
Pre-place traps for boss windows, then use lures or movement to keep enemies inside chain radii.
Adjust trap density for map types where mobs cluster or are widely spaced.
Why it’s broken in 3.27
Chain and trap interactions received scaling improvements that compounded damage across massed packs.
Trap throw speed increases reduced mechanical downtime between clears.
7. Cyclone Slayer (Melee) — Endless Sustain With High Damage
Why this build tops the list
Cyclone remains a fan favorite for a reason: constant uptime, mobility, and single-target scaling. 3.27 increased certain melee scaling nodes and life leech interactions, making Cyclone Slayer a both safe and fast choice for the current meta.
Core mechanics
Constant spinning with Cyclone, using Slayer ascendancy for leech, bleed immunity, and high damage windows.
Uses life leech, impale, and bleed in some variants for persistent single-target output.
Leveling & early gear
Weapon: prioritize high physical DPS weapons with life on hit.
Link Cyclone — Infused Channelling Support or Melee Splash early for clear.
Use Fortify and movement flasks to reduce incoming burst damage.
Endgame gearing priorities
Weapon: Increased physical damage and attack speed; certain uniques that grant stun immunity or extra leech are ideal.
Chest: High life and damage mitigation (armour/evasion).
Jewelry: Increased physical damage, attack speed, and life leech amplification.
Ascendancy & Passive tree
Slayer for its straightforward sustain and damage, or Champion if you prefer more utility and block.
Passives emphasize life, leech, and melee modifiers.
Playstyle tips
Maintain cycloning while watching for one-shot mechanics; use movement to navigate map features.
Use bleed/impale stacks on bosses for extra layered damage.
Why it’s broken in 3.27
Increased life leech and attack scaling synergies with Slayer make sustained confrontations trivial.
Weapon base buffs and flask synergy improvements increased consistent damage output.
8. Toxic Rain Templar (Hybrid DoT/Projectile) — Ranged DoT With Boss Pressure
Why this build tops the list
Toxic Rain is a DoT projectile that shapes large map zones into lethal ground cover. When combined with Templar ascendancy support for auras and life, the result is a durable, high-pressure ranged DoT build capable of melting bosses and packing huge clear speed.
Core mechanics
Launch Toxic Rain into packs to generate spore pods and extensive ground damage.
Use projectile and DoT supports to boost damage and duration.
Leverage Templar aura buffs for survivability and party play.
Leveling & early gear
Use bows that add chaos damage or increase projectile speed.
Link Toxic Rain — Vicious Projectiles — Swift Affliction — Efficacy early for stacking DoT.
Use movement to kite and apply pods to major choke points.
Endgame gearing priorities
Bow: Increased chaos damage, DoT multipliers, and attack speed.
Chest: Life and resistances; look for +gem levels for greater DoT scaling.
Boots/Gloves: Movement, life, and damage over time amplification.
Jewelry: Increased spell/attack damage for DoT, chaos multipliers.
Ascendancy & Passive tree
Inquisitor or Hierophant variants depending on desired supportive auras or raw DPS.
Tree focuses on projectile damage, chaos/DoT multipliers, and life.
Playstyle tips
Play as an overlord: lay Toxic Rain paths and kite enemies through them.
For boss fights, apply pods early and maintain distance while maximizing DoT uptime.
Why it’s broken in 3.27
DoT duration and potency improvements, plus projectile support tweaks, give Toxic Rain both sustain and burst windows that scale well with endgame investments.
How to choose the right broken build for you
If you like kiting and ranged safety: choose Tornado Shot or Toxic Rain.
If you prefer pushing charts and have good gear: choose Bladefall or Arc Trapper.
If you want budget-friendly scaling: choose Summon Skeletons or Toxic Rain starter paths.
If you prioritize absolute survivability: Juggernaut Totems or Cyclone Slayer.
Atlas, Mapping, and Endgame Transition (General Advice)
Prioritize maps that cater to your clear style (dense maps for AoE builds; open maps for single-target).
Start shaping with 16/17 maps your build clears well; run sextants/mods that enhance rewards without breaking survivability.
Invest in quality-of-life sextants and chisel/scarab usage once you can clear T14+ consistently.
Always aim for sustain: movement, defensive flasks, and escape mechanics reduce death costs and speed up progression.
Currency Efficient Leveling Checklist
Use vendor-crafting and cheap uniques early (Tabula for socket convenience; Goldrim for resist).
Reserve expensive uniques for the endgame; plan your passive tree to be flexible for later gear swaps.
Use craftable life/resist as primary stats on prioritized gear; secondary stats can be swapped later.
Buy only core uniques that unlock your build’s identity; everything else can be substituted.
Common Pitfalls and How to Avoid Them
Overinvesting in crit early: crit items are expensive; opt for consistent scaling paths first.
Ignoring movement: builds that can’t reposition die faster than they kill—invest in movement flasks or skills.
Underestimating map mods: reflect, elemental weakness, and no regen mods can one-shot unprepared builds—carry a backup resist flask or alternate jewels.
Delaying defensive nodes: a few percent life nodes early prevent expensive deaths later.
Build tuning: budget → mid → endgame templates
Budget: aim for life, resist, and a single core unique. Don’t buy expensive helmet enchants until you can afford resilient jewels.
Mid: add quality gems, 1-2 expensive uniques, and improved flasks. Push into T12–T14 maps.
Endgame: swap to mirror-like items or high-priced uniques; optimize sockets and gem levels; finalize jewels and flask rolls.
Party play and utility (how each build behaves in a group)
Tornado Shot and Toxic Rain are excellent for party clear due to large AoE.
Totem Juggernaut and Summon Skeletons are safer in parties because they reduce direct exposure and can act as meat-shields.
Bladefall and Arc Trapper bring burst windows valuable for bosses and can be paired with support auras.
Cyclone Slayer benefits from party buffs to sustain longer boss fights.
Crafting and Trading tips for 3.27 meta
Use the trade market to buy missing core uniques and jewels rather than crafting them—cost-effective unless you control currency.
Target jewel templates that provide balanced life + damage multipliers; don’t overcap one stat early.
Craft flasks with instant recovery and resistance modifiers—these are high-value upgrades across all builds.
FAQ
What makes a build "league-destroying" in 3.27?
A league-destroying build combines extreme clear speed, reliable survivability, and straightforward gearing that scales with investment. In 3.27, this often means excellent DoT stacking, projectile chaining, or minion scaling supported by item synergies and ascendancy buffs.
Which of these is the best league starter on a tight budget?
Summon Skeletons and Toxic Rain variants are the most budget-friendly, offering cheap early gears and linear scaling that doesn’t require immediate expensive uniques.
Are these builds solo-only or viable in parties?
Most are viable in both contexts. Totem and minion builds offer the safest party play while projectile and DoT builds often provide superior group utility and AoE pressure.
How do I protect my build from one-shot map mods?
Invest in life, movement, and a panic defensive flask. Consider Granite, Basalt, and Quartz flavors; use defensive ascendancies or hybrid life/ES gear to add a buffer.
How quickly can I reach mapping with these builds?
With focused leveling, you can map comfortably by mid-late Act 3 to Act 4 (depending on experience and playstyle) and be fully mapping by the time you finish Acts 9–10 without major currency investments.
What if a patch nerfs my chosen build?
Build flexibility helps: keep alternate skill setups or swap core uniques for hybrid versions that favor defense. Track community builds and consider pivoting to closely-related mechanics (e.g., Toxic Rain → Mirage Archer variants).
Are any of these builds particularly ladder-friendly for speedruns or solo self-found?
Tornado Shot, Bladefall, and Cyclone Slayer are often ladder favorites for fast map pushing. Summon skeletons and totem juggernaut can shine in SSF because they rely on cheaper or easier-to-find items.
Final tuning checklist before going into T16
Confirm max resistances and life total meet your chosen threshold (aim for 5k+ life for melee, 3.5k+ for ranged/ES hybrids).
Ensure movement and escape options are comfortable; practice boss mechanics in lower-tier maps.
Finalize flask charges and flavored utility flasks for the toughest mods.
Set up a mapping loop: 1) charge maps, 2) run atlas preferred nodes, 3) use scarabs/chisels smartly, 4) repeat.
Closing notes and next steps
Pick one of these builds based on whether you value safety (Juggernaut Totems, Summon Skeletons), raw clearing power (Tornado Shot, Bladefall), or DoT and control (Toxic Rain, Spore/Blight). For a single-player experience that scales well into expensive endgame, I’d recommend starting with Toxic Rain or Summon Skeletons and transitioning into more gear-dependent variants as you earn currency.
Tornado Shot + Mirage Archer (Ranged)
Passive tree: step-by-step route
Start at Ranger (Duelist if hybrid crit) and immediately take life and accuracy nodes to survive early acts.
Run toward the Projectile Damage cluster (projectile speed / damage / area) and pick up the bow-specific nodes.
Grab Attack Speed and Physical Damage clusters; take Critical Strike Chance nodes only if you plan crit variant.
Head to Quiver/Projectile cluster near the Deadeye/Pathfinder starting area: take chain/greater projectile nodes.
Fill in Life and small resist clusters; pick up Evasion if using a dodge layer.
Late game: allocate to Pierce/Chain support nodes and jewel slots for +projectile damage, adding life jewels as needed.
Ascendancy: Deadeye for extra projectile nodes or Pathfinder for sustained flask and utility.
Recommended gear (priorities)
Bow: high physical DPS base; crit/attack speed for crit variant.
Quiver: increased projectile damage; attack speed.
Body: high life and resist; sockets for auras.
Helmet/Gloves/Boots: life, movement speed, and accuracy/multi.
Jewels: projectile damage, attack speed, life.
Flasks: Quicksilver, Bleed removal, Instant Life, Diamond if crit.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Tornado Shot — Greater Multiple Projectiles (GMP) — Weapon Elemental Damage — Added Lightning (or Added Fire) Act 4–6: Tornado Shot — GMP — Elemental Damage with Attacks — Ruthless (or WED) Act 7–10: Tornado Shot — GMP — Mirage Archer (minion setup on second weapon/gems) — Fork/Chain or Vicious Projectiles for higher single-target.
Bladefall + Spell Cascade (Caster)
Passive tree: step-by-step route
Start at Witch area; take spell damage and intelligence.
Push toward area of effect and cast speed clusters.
Grab spell critical nodes if using crit; otherwise invest in increased spell damage.
Unlock gem socket levels and take nearby life/ES nodes for survivability.
Reserve sockets for jewels that increase spell damage, cast speed, and area.
Finalize by filling life clusters and jewel sockets for burst windows.
Ascendancy: Elementalist (for shaper/minion scaling) or Occultist if you want curses/chaos conversion.
Recommended gear (priorities)
Wand/Staff: +Spell damage, cast speed, crit multi if crit.
Body: ES or hybrid life/ES with high energy shield recharge.
Helmet: +1 socketed gems if possible; life and resist.
Rings/Amulet: increased spell damage, cast speed, elemental penetration.
Jewels: Increased spell damage; cast speed; area.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Bladefall — Spell Cascade — Efficacy — Added Chaos/Lightning Act 4–6: Bladefall — Spell Cascade — Controlled Destruction — Increased Area or Rapid Decay Act 7–10: Bladefall — Spell Cascade — Efficacy — Controlled Destruction — Increased Critical Strikes (if crit) or Swift Affliction for DoT scaling.
Summon Skeletons + Desecrate (Minion)
Passive tree: step-by-step route
Begin at Witch (or Templar for hybrid) and immediately pick minion damage and minion life nodes.
Move to minion movement speed and aura effect clusters to support minion play.
Secure +1 to socketed minion gems nodes and minion casting speed where available.
Fill in life clusters and grab resist nodes.
Dedicate jewel sockets to minion damage/life jewels.
Late game: pick up minion-specific ascendancy keystones and allocate remaining life.
Ascendancy: Necromancer for minion damage, auras, and minion endurance.
Recommended gear (priorities)
Helmet: +1 to socketed minion gems or minion speed.
Body: life and minion bonuses; minion resist on gear if possible.
Shield/Weapon: sceptre/wand that provides minion modifiers.
Rings/Amulet: minion damage, minion life, curse on hit.
Jewels: minion damage and minion life.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Summon Skeletons — Minion Damage — Melee Physical Damage — Fortify (if supports) Act 4–6: Summon Skeletons — Minion Damage — Melee Physical Damage — Added Fire/Cold or Feeding Frenzy (if available) Act 7–10: Summon Skeletons — Minion Damage — Fortify — Spell Echo (if skeleton variant benefits) — Use Desecrate + Corpse Generation utility gems throughout.
Spore Burst / Blight Hybrid (DoT)
Passive tree: step-by-step route
Start at Shadow or Witch depending on trap/spell leaning; take DoT multipliers and chaos/elemental nodes.
Move toward increased damage over time and duration nodes.
Invest in trap/mines support clusters if using trap variant.
Add life and stealthy survivability clusters (evasion or ES).
Reserve jewels for DoT/duration increases.
Endgame: fill chaos/DoT penetration and life.
Ascendancy: Occultist for chaos/DoT or Trickster for recovery and damage amplification.
Recommended gear (priorities)
Weapon/Offhand: add chaos damage over time or increase DoT multipliers.
Body: life and chaos resistance; possible +gem levels for DoT.
Helmet/Boots/Gloves: increased duration; movement speed.
Jewels: chaos damage over time; increased duration.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Spore/Blight skill — Efficacy — Swift Affliction — Vicious Projectiles (or Controlled Destruction depending on base) Act 4–6: Spore/Blight — Efficacy — Swift Affliction — Increased Duration Act 7–10: Spore/Blight — Swift Affliction — Efficacy — Controlled Destruction — Void Manipulation or WED for more front-loaded damage.
Totem Juggernaut (Tanky Minion Hybrid)
Passive tree: step-by-step route
Start at Marauder and grab life, armor, and fortify nodes.
Move to totem clusters, picking up increased totem damage and reduced cast time for totems.
Invest further into endurance charge generation and recovery nodes.
Add block/armour/evasion hybrid nodes depending on chosen defensive layer.
Slot jewels for life and totem damage.
Late game: fill remaining life and regen clusters.
Ascendancy: Juggernaut for endurance, fortify, and reduced stun.
Recommended gear (priorities)
Weapon/Shield: +totem damage or increased cast speed; life.
Body: major life pool and armour/block.
Helmet/Gloves/Boots: movement and life; +totem or mine modifiers if available.
Jewels: life, totem damage, reduced mana reservation.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Totem skill (e.g., totem-cast slam analog) — Greater Multiple Projectiles (if applicable) — Minion Damage — Melee Splash Act 4–6: Totem skill — Spell/Attack Support matching totem type — Increased Area or Concentrated Effect (bossing) Act 7–10: Totem skill — Reduced Mana support — Fortify — Increased Critical Strikes or Added Physical Damage depending on damage type.
Arc Trapper (Trap/Arc Hybrid)
Passive tree: step-by-step route
Start at Shadow for trap bonuses; take trap throwing speed and trap damage nodes.
Route to lightning/arc nodes for spell damage and chain bonuses.
Pick up life and cast speed nodes to keep trap uptime safe.
Reserve jewels for lightning damage and trap modifiers.
Fill out movement and resist nodes.
Finalize with trap-specific ascendancy nodes and extra life.
Ascendancy: Saboteur for trap damage, reduced enemy accuracy, and utility.
Recommended gear (priorities)
Main hand: wand/dagger with cast speed and lightning damage.
Body: life and resist; sockets for auras.
Rings/Amulet: lightning damage; trap modifiers.
Jewels: chain/arc damage and trap throw speed.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Arc — Trap Support — Increased Critical Strikes — Lightning Penetration Act 4–6: Arc — Trap Support — Increased Area or Chain — Faster Casting Act 7–10: Arc — Trap Support — Greater Multiple Projectiles/Chain — Lightning Penetration — Add Spell Echo only if synergy exists with trap timing.
Cyclone Slayer (Melee)
Passive tree: step-by-step route
Start at Duelist and take melee damage, life, and attack speed nodes.
Move to Cyclone specific clusters (if available) that increase area/circle damage and sustain.
Take leech and life on hit nodes; these synergize with Slayer’s life leech.
Allocate to stun threshold reduction and armor/evasion depending on defense choice.
Fill in life jewels and endgame physical damage nodes.
Reserve remaining points for impale or bleed multipliers if chosen.
Ascendancy: Slayer for life leech, leech caps removal, and rampage.
Recommended gear (priorities)
Weapon: high attack speed and physical DPS; consider two-handed for heavier hits.
Body: large life pool and physical mitigation.
Gloves/Boots: life, attack speed, movement.
Jewels: physical damage, area, life leech.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Cyclone — Melee Splash — Increased Area of Effect — Fortify (support) Act 4–6: Cyclone — Melee Phys — Brutality or Ruthless — Increased Attack Speed Act 7–10: Cyclone — Melee Phys — Infused Channelling or Fortify — Increased Area — Bloodlust/Leech support where applicable.
Toxic Rain Templar (Hybrid DoT/Projectile)
Passive tree: step-by-step route
Start at Templar; pick projectile nodes and chaos/DoT nodes.
Move toward area of effect and bow-specific nodes if using bow-based Toxic Rain.
Invest in life and resist clusters early.
Add nodes that increase damage over time and duration.
Slot jewels for chaos DoT and projectile damage.
Finish with aura reservation and remaining life.
Ascendancy: Inquisitor for penetration and damage amplification or Hierophant for totem/aura utility.
Recommended gear (priorities)
Bow: chaos damage or increased DoT multiplier.
Quiver: DoT increases, chaos damage, and attack speed.
Body: life and resist with possible +gem levels.
Rings/Amulet: increase chaos damage and DoT.
Jewels: DoT and projectile damage.
Leveling gem-link progression (Acts 1–10)
Act 1–3: Toxic Rain — Vicious Projectiles — Swift Affliction — Efficacy Act 4–6: Toxic Rain — Vicious Projectiles — Efficacy — Increased Duration Act 7–10: Toxic Rain — Vicious Projectiles — Swift Affliction — Efficacy — Increased Area or Mirage Archer for additional projectile mimicry.
Exact gem links and recommended gem levels — Budget / Mid / Endgame
Below are precise gem-link recommendations for each of the Top 8 league-destroying builds in 3.27. Each entry shows: primary skill link (core supports in order), recommended gem level target, and support alternates you can swap in depending on playstyle, budget, or gear. Use bold for core skills and italic for emphasized keywords.
Tornado Shot + Mirage Archer (Ranged)
Budget (early mapping)
Gem links
Tornado Shot — Greater Multiple Projectiles (GMP) — Added Lightning — Elemental Damage with Attacks
Movement: Dash or Blink Arrow
Recommended gem levels: 1–18 for Tornado Shot; aim for level 18 before mapping.
Support alternates: Mirage Archer (add separately when you have a second weapon/gem tab); replace Added Lightning with Added Fire or Weapon Elemental Damage if cheaper.
Mid (T12–T14)
Gem links
Tornado Shot — Greater Multiple Projectiles (GMP) — Vicious Projectiles — Ruthless — Mirage Archer (in separate weapon or 5-link)
Utility: Decoy Totem; Dash; Cast When Damage Taken (CWDT) — Immortal Call
Recommended gem levels: Tornado Shot lv20+; GMP lv20; Vicious/Ruthless lv20.
Support alternates: Chain or Fork (for dense maps); swap Ruthless for Brutality if non-elemental/physical focus.
Endgame (T15–T16, boss)
Gem links
Tornado Shot — Greater Multiple Projectiles (GMP) — Mirage Archer — Vicious Projectiles — Damage on Full Life / Ruthless
Single-target: Tornado Shot — Mirage Archer — Greater Multiple Projectiles — Vicious Projectiles — Concentrated Effect (or Less Duration for burst)
Utility: Herald of Ash / Herald of Thunder; Auras: Precision, Grace or Hatred depending on build.
Recommended gem levels: all core supports lv20; Mirage Archer lv20.
Support alternates: Damage on Full Life → Critical Damage supports for crit builds; Hypothermia or WED for element conversions.
Bladefall + Spell Cascade (Caster)
Budget
Gem links
Bladefall — Spell Cascade — Efficacy — Controlled Destruction
Movement: Flame Dash or Shield Charge (hybrid)
Recommended gem levels: Bladefall lv1–18; aim for 18 before mapping.
Support alternates: Added Chaos or Added Lightning for cheap damage; Increased Area if you have room.
Mid
Gem links
Bladefall — Spell Cascade — Efficacy — Controlled Destruction — Rapid Decay (or Swift Affliction depending on DoT synergy)
Utility: Vaal Bladefall or Vaal Haste for burst windows; CWDT — Immortal Call — Increased Duration defensive layer.
Recommended gem levels: Bladefall lv20; Spell Cascade lv20.
Support alternates: Spell Echo (if you shift to fast-casting variant); Increased Critical Strikes if crit-Elementalist.
Endgame
Gem links
Bladefall — Spell Cascade — Efficacy — Controlled Destruction — Increased Critical Strikes / Void Manipulation (crit/non-crit variants)
Single-target / Boss: Bladefall — Spell Cascade — Efficacy — Concentrated Effect — Increased Critical Strikes
Recommended gem levels: all supports lv20+; Bladefall lv21 if using +level sources.
Support alternates: Spell Echo or Cast when Damage Taken combos for specific hybrid setups.
Summon Skeletons + Desecrate (Minion)
Budget
Gem links
Summon Skeletons — Minion Damage — Melee Physical Damage — Fortify (support for meatshield variants)
Utility: Desecrate; Raise Zombie as early filler; Convocation for positioning.
Recommended gem levels: Summon Skeletons lv1–20 (aim lv20).
Support alternates: Replace Melee Physical Damage with Added Fire or Spell Echo if using a spell-summon skeleton variant.
Mid
Gem links
Summon Skeletons — Minion Damage — Melee Physical Damage — Spell Echo — Multistrike (if skeletons scale with attack skills)
Utility: Desecrate — Raise Spectre (if you add spectres later) — Summon Raging Spirit optional.
Recommended gem levels: lv20 core plus minion-supports lv20.
Support alternates: Cruelty (for attack builds), Feeding Frenzy (if available), Empower for endgame minion scaling.
Endgame
Gem links
Summon Skeletons — Minion Damage — Melee Physical Damage — Fortify — Concentrated Effect / Brutality (if skeletons are physical)
Minion buffs: Sacrificial Garb-style supports: Convocation, Offering auras (if Necromancer).
Recommended gem levels: all supports lv20; Summon Skeletons lv20+ (plus +levels from gear).
Support alternates: Spell Echo → Multiple Totems Support if you convert to totem-minion hybrid; Primordial Might if using incantations/infernal minion conversions.
Spore Burst / Blight Hybrid (DoT)
Budget
Gem links
Spore Burst / Blight — Swift Affliction — Efficacy — Increased Duration
Utility: Desecrate or Blight zone management; movement skill Dash.
Recommended gem levels: core DoT skill lv1–18, aim for 18.
Support alternates: Vicious Projectiles for projectile DoT; Controlled Destruction if you lack duration synergy.
Mid
Gem links
Spore Burst / Blight — Swift Affliction — Efficacy — Vicious Projectiles — Increased Duration
Utility: Vaal Blight or Vaal Spore Burst for boss windows; CWDT — Immortal Call for defense.
Recommended gem levels: core lv20; supports lv20.
Support alternates: Void Manipulation (if chaos scaling); Controlled Destruction for more front-loaded burst.
Endgame
Gem links
Spore Burst / Blight — Swift Affliction — Efficacy — Vicious Projectiles — Controlled Destruction
Boss: Spore/Blight — Swift Affliction — Efficacy — Increased Duration — Conc. Effect (for focused windows)
Recommended gem levels: all supports lv20; skill lv21+ with +1 gear where possible.
Support alternates: Rapid Decay or Despair curse link (if you run curses for increased chaos damage).
Totem Juggernaut (Tanky Minion Hybrid)
Budget
Gem links
Primary Totem Skill (e.g., totem-cast slam/earthquake analog) — Spell/Attack support — Added Physical Damage — Melee Physical Damage (if physical)
Utility: Summon Stone Golem or Ancestral Protector (if you want more damage) — Enduring Cry for charges.
Recommended gem levels: totem skill lv1–18, aim for 18.
Support alternates: Increased Area or Conc. Effect depending on clear vs boss focus.
Mid
Gem links
Totem Skill — Fortify (support) — Melee Phys / Brutality — Increased Area
Utility: CWDT — Immortal Call — Increased Duration; Enduring Cry; Molten Shell (if hybrid).
Recommended gem levels: totem skill lv20; supports lv20.
Support alternates: Ruthless for big hits; Cast When Damage Taken to spawn defensive layers.
Endgame
Gem links
Totem Skill — Fortify — Ruthless — Melee Physical Damage — Concentrated Effect (boss setups change to Conc. Effect)
Utility: Ancestral Protector; Summon Stone Golem; Vaal Haste for burst phases.
Recommended gem levels: core + supports lv20; skill lv21+ if possible.
Support alternates: Vicious Projectiles if totem uses projectiles; Increased Critical Strikes if converted to crit totem.
Arc Trapper (Trap/Arc Hybrid)
Budget
Gem links
Arc — Trap Support — Lightning Penetration — Increased Critical Strikes (or Added Lightning)
Trap utility: Minefield Support not necessary early; use Trap core and Decoy Totem for safety.
Recommended gem levels: Arc lv1–18; Trap Support lv1–18.
Support alternates: Chain for early clear; Reduced Mana for QoL.
Mid
Gem links
Arc — Trap Support — Chain — Increased Area — Lightning Penetration
Utility: CWDT — Immortal Call; Vaal Arc for boss windows.
Recommended gem levels: Arc lv20; Trap Support lv20.
Support alternates: Spell Echo (if trap timing supports echo), Greater Multiple Projectiles (rare/only for projectile variants).
Endgame
Gem links
Arc — Trap Support — Chain — Lightning Penetration — Greater Multiple Projectiles / Vicious Projectiles (if using projectiles)
Boss: Arc — Trap Support — Increased Critical Strikes — Lightning Penetration — Conc. Effect
Recommended gem levels: all core supports lv20; Arc lv20+.
Support alternates: Cast on Critical Strike combos if you use crit stacking; WED for physical-augmenting items.
Cyclone Slayer (Melee)
Budget
Gem links
Cyclone — Melee Physical Damage — Increased Area of Effect — Fortify (support)
Leech: Life Gain on Hit or Vaal Pact alternative depending on ascendancy.
Recommended gem levels: Cyclone lv1–18; aim for 18 early.
Support alternates: Increased Attack Speed instead of AoE on tight budget.
Mid
Gem links
Cyclone — Melee Physical Damage — Brutality — Infused Channelling — Fortify
Utility: CWDT — Immortal Call; Ancestral Protector for team play; Blood Rage if desired.
Recommended gem levels: Cyclone lv20; core supports lv20.
Support alternates: Ruthless for more boss damage; Slower Projectiles rarely used.
Endgame
Gem links
Cyclone — Melee Physical Damage — Brutality — Ruthless — Concentrated Effect / Infused Channelling depending on desired AoE vs single-target
Single-target: Cyclone — Melee Physical Damage — Ruthless — Maim — Conc. Effect
Recommended gem levels: all lv20; Cyclone lv21+ with +1 sources.
Support alternates: Increased Critical Strikes and Might aura combos for heavy crit/impale setups.
Toxic Rain Templar (Hybrid DoT/Projectile)
Budget
Gem links
Toxic Rain — Vicious Projectiles — Swift Affliction — Efficacy
Utility: Dash or Shield Charge; Mirage Archer later for extra projectiles.
Recommended gem levels: Toxic Rain lv1–18; aim for 18 before mapping.
Support alternates: Added Chaos vs Swift Affliction swap if you lack duration synergy.
Mid
Gem links
Toxic Rain — Vicious Projectiles — Swift Affliction — Increased Duration — Mirage Archer (optional)
Utility: CWDT — Immortal Call; Herald of Agony if you hybrid minion.
Recommended gem levels: Toxic Rain lv20; supports lv20.
Support alternates: Greater Multiple Projectiles replaced by Mirage Archer or Chain for specific map types.
Endgame
Gem links
Toxic Rain — Vicious Projectiles — Swift Affliction — Efficacy — Concentrated Effect (boss window)
Single-target: Toxic Rain — Swift Affliction — Efficacy — Concentrated Effect — Mirage Archer
Recommended gem levels: all supports lv20; Toxic Rain lv21+ with +1s.
Support alternates: Vicious Projectiles ↔ Damage on Full Life or Brutality depending on projectile/physical conversions; Void Manipulation if heavy chaos scaling.
How to apply these links quickly
Use a 5-link chest as your mapping core for budget and mid setups; upgrade to 6-link for endgame where indicated.
Hold movement and defensive gems in separate 3–4 link setups (e.g., Dash + Second Wind or Dash + Faster Attacks for some hybrid builds).
Reserve one socket for utility (CWDT setups, movement, convocation) that never competes with core DPS.
Prioritized shopping lists — Budget → Mid → End (currency‑efficient upgrades)
Below are currency‑efficient, prioritized shopping lists for each of the Top 8 builds. Each list is organized into three tiers: Budget (starter), Mid (comfortable mapping), and End (push/boss-meta). For each tier I show the highest‑impact purchases first, plus the most valuable gem‑level and support swaps to progress cheaply and predictably. Use these lists to trade confidently and avoid wasteful purchases while scaling your Path of Exile 3.27 builds.
Tornado Shot + Mirage Archer (Deadeye / Pathfinder)
Budget priorities (get mapping fast, minimal currency)
5‑link body (Tabula or cheap white 5L) — instantly improves DPS and lets you run core links.
Cheap bow base with high physical DPS — prioritize DPS over perfect rolls.
Quiver with attack speed or flat projectile damage — modest price, huge payoff.
Movement/defense flasks — Quicksilver, Sulphur/Basalt for safety.
Gem levels: push Tornado Shot and GMP to level 18 (using +1 gems or cheap levelers).
Support swap: use Added Lightning or Added Fire early instead of expensive Vicious/Ruthless.
Why buy this first: core socketed damage and mobility accelerate mapping and currency generation.
Mid priorities (stable T12–T14 clears)
6‑link chest (cheap 6L bases are fine if affordable) or craft a 5L->6L via fusings/scour method.
Decent rare bow with life and attack modifiers (crit if you chose crit path) — aim for 200–400 chaos budget.
Better quiver with +projectile damage or crit chance (if crit build).
Mirage Archer gem and a second weapon/tab for mirror shot synergy or place in main 6L if possible.
Jewels: 1–2 life + projectile damage jewels (abyssal or skill jewels) — cheap and impactful.
Gem levels: push all core supports to level 20 where affordable (GMP, Vicious/Ruthless).
Support swap: replace Added Lightning with Vicious Projectiles; consider Chain for dense maps.
Why buy this next: adds sustain, quality of life, and multiplicative damage to clear higher maps without fragility.
End priorities (T15–T16, boss tuning)
Perfect bow base (High physical or hybrid with crafted mods) or legacy/unique if pushing leaderboards.
High‑tier quiver with multiple projectiles, crit multi, or unique quiver if meta requires it.
Five+ carved or crafted jewels with projectile or attack modifiers; consider Abyss jewels with good mods.
Flasks with tier‑1 mods (instant life recovery, bleed removal, “mod” suffixes like immunity if needed).
Full 6L optimized chest with good sockets for auras and core 5–6 links.
Gem levels: Tornado Shot and its supports to level 21 if you have +1 to gems; Mirage Archer lv20.
Support swap: slot Damage on Full Life / Concentrated Effect for single target; use Brutality for physical builds.
Why buy this last: multiplicative purchases that maximize late‑game single‑target and clear while preserving survivability.
Bladefall + Spell Cascade (Elementalist / Occultist)
Budget priorities
5‑link Tabula or cheap 5L to run Bladefall + Cascade + Efficacy + Controlled Destruction.
Wand/staff with spell damage & cast speed — any rare with +spell damage.
Life helm or cheap rare chest with life and resist.
Gem levels: Bladefall and Spell Cascade to lv18 (fast return on investment).
Support swap: use Added Lightning/Chaos or Increased Area early rather than expensive crit supports.
Why buy this first: core AoE output with minimal investment drives quick mapping.
Mid priorities
6‑link item for full Bladefall 5–6 link with Rapid Decay or Swift Affliction.
Wand/Staff upgrade with +1 to level or cast speed if mid budget allows (significant DPS bump).
One or two good jewels: +spell damage / area or cast speed — cost‑effective compared to high ends.
Gem levels: push Bladefall and Efficacy to lv20; Controlled Destruction lv20.
Support swap: replace Controlled Destruction with Spell Echo if switching to fast-cast variant.
Why buy this next: adds burst and consistency for higher-tier maps and tougher bosses.
End priorities
+1 to socketed gems staff/wand or helmet — increases effective skill level heavily.
Optimized 6L with high quality gems (20%+) — gem quality scales many damage supports.
High‑value jewels with +% spell damage, cast speed, or +levels (impactful).
Flasks with high-tier rolls (instant recovery, curse removal, etc.).
Gem levels: target lv21+ Bladefall with +1 sources and all supports lv20+.
Support swap: use Void Manipulation or Increased Critical Strikes for endgame crit builds.
Why buy this last: top‑end items that multiply existing power and let you clear the most dangerous content.
Summon Skeletons + Desecrate (Necromancer)
Budget priorities
Desecrate + Summon Skeletons setup on a 3–4 link inside a cheap 5L.
Helmet with +1 to socketed minion gems (if affordable) — massive early boost but not mandatory.
Cheap minion‑boost jewels or life jewels.
Gem levels: Summon Skeletons to lv20 if possible (minions scale a lot with levels).
Support swap: use Minion Damage + Melee Physical Damage; avoid expensive +minion level uniques early.
Why buy this first: minion scaling is heavily level and link dependent; priority on sockets and +levels.
Mid priorities
Rare body with life and resist — minion builds can leverage player survivability more.
Helmet with +1 to minion gems (if not purchased earlier) or an offhand that benefits minions.
Two or three good minion jewels (minion life/damage) — these are high ROI.
Gem levels: push all minion supports to lv20.
Support swap: add Spell Echo for summon rate if skeleton variant supports echo interactions.
Why buy this next: minion survivability and damage scale mostly from sockets and jewels rather than costly unique bases.
End priorities
Top‑tier minion jewels (corruption/enhanced mods) and best rare helmet with +1 minion gems.
Unique staff/sceptre that grants big minion bonuses if your budget allows.
High‑quality 6L for minion-supports (if you convert to spectre hybrid or other minions).
Gem levels: Summon Skeletons lv20+ with Gem Quality where relevant; supports lv20.
Support swap: replace physical supports with Brutality/Concentrated Effect if skeletons convert to spell or projectile.
Why buy this last: minion builds get largest marginal gains from +levels, jewels, and the occasional unique.
Spore Burst / Blight Hybrid (Occultist / Trickster)
Budget priorities
3–4 link to run core DoT supports: Swift Affliction + Efficacy + Increased Duration is a cheap, effective combo.
Weapon that adds chaos or increases projectile damage — don’t overspend early.
Movement and survivability flasks to survive early map mods.
Gem levels: push core DoT skill to lv18; duration supports to lv18.
Support swap: use Vicious Projectiles or Controlled Destruction depending on your DPS profile and budget.
Why buy this first: DoT builds are heavily reliant on specific support types that are cheap and efficient.
Mid priorities
6‑link chest or solid 5L with better sockets for Swift Affliction chains.
One strong jewel with chaos DoT or duration boost.
Weapon upgrade with higher chaos DPS or +levels.
Gem levels: core skills and supports to lv20.
Support swap: add Vaal variants for boss windows if mapping becomes consistent.
Why buy this next: improves sustained map clear and stabilizes boss windows.
End priorities
High‑tier weapon with +1 to socketed gems or % chaos DoT — top damage bump.
Multiple expensive jewels focused on DoT multipliers and chaos penetration.
Perfect 6L with high gem quality (20%+).
Gem levels: push core DoT to lv21+ with +1 sources; supports lv20+.
Support swap: use Rapid Decay or Void Manipulation based on single-target vs sustained damage needs.
Why buy this last: DoT scaling multiplies heavily with jewels and +levels, which are expensive but highly effective.
Totem Juggernaut (Juggernaut)
Budget priorities
Totem skill in a 4–5 link: put core damage supports first (Added Phys / Melee Phys / Fortify).
Heavy life chest with good sockets — Juggernaut needs bulk.
Shield or weapon that supports totem damage or cast speed.
Gem levels: get core totem skill to lv18–20 quickly.
Support swap: use Increased Area early for clear, switch to Concentrated Effect for bosses later.
Why buy this first: survivability and totem uptime are the core of progression; socket priority matters more than item perfect rolls.
Mid priorities
6‑link for totem to run Fortify + Ruthless + Melee Phys + Conc Effect as needed.
Jewels for life and totem damage.
Improved weapon/shield with totem modifiers.
Gem levels: supports and core totem to lv20.
Support swap: pick Ruthless or Brutality for single-target.
Why buy this next: increases DPS while keeping tankiness high for dangerous map mods.
End priorities
High value shield/weapon with totem damage mods or a unique that amplifies totem output.
Top jewels maximizing life + totem damage + cast speed if applicable.
Best‑in‑slot flasks for mitigation.
Gem levels: core skill lv21+ with gem quality where it benefits damage or duration.
Support swap: fine‑tune with Conc. Effect and Ruthless combinations depending on boss profiles.
Why buy this last: large investments amplify both survival and damage for endgame bosses and guardians.
Arc Trapper (Saboteur)
Budget priorities
Core Arc + Trap Support in a 4–5 link: Arc — Trap Support — Lightning Penetration — Increased Critical Strikes/Added Lightning.
Cheap wand/dagger with spell damage and cast speed.
Trap tool: ensure you have multiple trap gems and a safe movement skill.
Gem levels: Arc and Trap Support to lv18.
Support swap: use Chain early for clear, replace with Lightning Penetration as you progress.
Why buy this first: traps are inexpensive to scale; a strong core link opens mapping quickly.
Mid priorities
6‑link or dedicated 5L for trap + arc + chain + penetration.
Jewels focusing on lightning and trap damage; 1–2 life jewels.
Better wand with +levels or cast speed.
Gem levels: Arc lv20 and Trap Support lv20.
Support swap: add Spell Echo when you adopt a faster trap‑reset playstyle.
Why buy this next: improves clear speed and reduces downtime between trap placements.
End priorities
High quality weapon with +1 to level or high cast speed.
Top jewels and possibly an expensive chest with good sockets for multi‑trap setups.
Flasks with mod tiers for survival and damage.
Gem levels: Arc lv21+ with all supports lv20.
Support swap: optimize for boss windows—Concentrated Effect / Increased Critical Strikes combos.
Why buy this last: high‑end gear multiplies chain and trap impact for guardians and Shaper/elder fights.
Cyclone Slayer (Slayer)
Budget priorities
Good weapon base with high physical DPS — this is the single most important purchase.
High life chest and decent boots/gloves for movement – survivability first.
Cyclone in 4–5 link with Melee Phys + AoE + Fortify.
Gem levels: Cyclone to lv18 and Fortify where applicable.
Support swap: early use Increased Attack Speed over expensive Brutality.
Why buy this first: Cyclone scales directly with weapon DPS; upgrading weapon early yields large returns.
Mid priorities
6‑link with optimized sockets for Cyclone + Brutality + Melee Phys + Infused Channelling + Fortify.
Jewels with physical damage and life.
Weapon upgrade to high‑tier rare or price‑efficient unique that increases leech or stun reduction.
Gem levels: Cyclone and core supports to lv20.
Support swap: switch to Ruthless for higher boss damage when comfortable.
Why buy this next: balances sustained clear with stronger boss killing.
End priorities
Top weapon (abyssal or shaped base with crafted mods) and high‑tier jewels for raw DPS.
Flasks optimized for life recovery and defensive mods.
Full armour optimization (enchants, elder/shaper bases) for survivability.
Gem levels: Cyclone lv21+ with any +level source and supports lv20.
Support swap: consider Increased Critical Strikes or hybrid crit supports for impale/crit builds.
Why buy this last: endgame investments push Cyclone to chart‑topping damage while preserving Slayer sustain.
Toxic Rain Templar (Inquisitor / Hierophant)
Budget priorities
Toxic Rain in a 4–5 link with Swift Affliction + Efficacy + Vicious Projectiles.
Cheap bow/quiver with chaos or added projectile damage.
Life chest and movement flask for mapping safety.
Gem levels: Toxic Rain to lv18; Swift Affliction and Efficacy to lv18.
Support swap: use Added Chaos or Increased Duration instead of Mirage Archer early.
Why buy this first: Toxic Rain requires a small number of well‑chosen supports to be highly effective early.
Mid priorities
6‑link chest or a dedicated 5L for Toxic Rain plus quality supports.
Quiver upgrade with DoT/chaos modifiers.
Jewels with chaos DoT multipliers and life.
Gem levels: Toxic Rain and core supports to lv20.
Support swap: add Mirage Archer or Greater Multiple Projectiles depending on preference and map density.
Why buy this next: improves DoT saturation and single-target windows for tougher maps.
End priorities
High quality bow with +levels or crafted DoT multipliers.
Several top jewels that focus on DoT and projectile scaling.
Top flasks and 6L optimized for best QoL and DPS.
Gem levels: Toxic Rain lv21+ with +1 sources; all supports lv20.
Support swap: Concentrated Effect for boss windows; Damage on Full Life for hybrid physical/projectile conversions.
Why buy this last: merges DoT saturation with raw projectile power to dominate endgame bosses.
Applying these lists efficiently
Start with items that give socketing and +gem level ROI first (5L/6L, +1 helmets) as they often provide the largest immediate power spike per chaos spent.
Prioritize socketed damage (weapon, chest sockets, and jewels) before vanity or rare stat improvements.
Use cheap jewel purchases early (1–2 chaos each) rather than trying to craft perfect jewels—target explicit mods like +% projectile damage or +% minion damage.
Trade for mid‑tier items as soon as your clear speed can farm currency reliably; avoid buying expensive endgame pieces until you’re sure the build fits your playstyle.
When in doubt, invest in flasks and life: survival is the single most cost‑effective way to save time and currency.
Tornado Shot Deadeye
Ascendancy: Deadeye
Start at Ranger and immediately path to Quickstep and nearby Life cluster.
Head east to pick up Bow Damage and Projectile Damage clusters (look for nodes labeled Projectile Speed; Projectile Damage; Bow Damage).
Move north to the Accuracy cluster and take nearby Attack Speed nodes.
Route toward the top‑right to secure Deadeye waypoint (projectile damage/chain nodes) via the Projectile Notables cluster.
Fill the path with life nodes: Large Life Wheel, Notable Life Jewel Sockets near the templar crossover.
Expand into Critical Strike (only if crit variant) via the Duelist cusp; otherwise pick more projectile/area nodes.
Finish by linking to the Quiver/Projectile cluster and place 2–3 jewels in the sockets between the ranger and witch areas (look for Projectile Damage; Attack Speed; Life).
Keystones to consider: Point Blank (avoid if purely ranged), Resolute Technique (only for non‑crit), Ghost Reaver rarely; prefer not to take keystones that negate core projectile synergies.
Important clusters: Projectile Damage; Bow Damage; Attack Speed; Accuracy; Large Life Wheel; Jewel Socket cluster near Witch cusp.
Bladefall Elementalist
Ascendancy: Elementalist
Start at Witch; pick immediate Spell Damage and Mana Reservation nodes for aura flexibility.
Push northeast to secure Cast Speed and Increased Area clusters (look for nodes labelled Spell Echo synergy and Area of Effect).
Move up to the Elemental Damage cluster and take Increased Spell Damage nodes along the route.
Route across to the Intelligence Wheel for extra ES nodes if using ES or hybrid gear.
Slot points to reach the Elementalist ascendancy region and allocate nodes that boost elemental proliferation and golem/minion bonuses sparingly.
Add life clusters via the leftward wheel between Witch and Shadow; take 1–2 medium life nodes early and a Large Life Wheel mid‑tree.
Reserve jewel sockets in the path between Elemental clusters and the Templar/Scion junction; use jewels for +spell damage, cast speed, and area.
Keystones to avoid or consider: Chaos Inoculation only for specific ES builds; Mind over Matter if using hybrid mana mechanics.
Important clusters: Cast Speed; Increased Area; Spell Damage; Intelligence/ES wheel; Large Life Wheel; Jewel Sockets near Templar cusp.
Summon Skeletons Necromancer
Ascendancy: Necromancer
Start at Witch and immediately take Minion Damage and Minion Life clusters (the small path nodes that explicitly grant +minion %).
Move east to reach the +1 to Socketed Minion Gems notable node or nearby cluster; prioritize any nodes that raise minion gem levels.
Route upward for Minion Movement Speed and Minion Attack/Cast Speed nodes to improve AI and clear time.
Head left to pick up the Large Life Wheel accessible via life clusters between Witch and Templar; secure at least two medium life nodes early.
Continue to the Ascendancy waypoint; allocate Necromancer nodes for increased minion damage, auras for minions, and Occult or offering bonuses depending on ascendancy subchoices.
Place 3 jewel sockets in the jewel sockets peppered between the Witch and Duelist borders (prioritize minion life/damage jewels).
Keystones to consider: Minion Instability interactions rely on playstyle—don’t take keystones that punish minions’ survivability.
Important clusters: +1 to socketed minion gems; Minion Damage nodes; Minion Life nodes; Minion Movement/Speed clusters; Large Life Wheel; Jewel sockets for minion mods.
Spore Burst Occultist
Ascendancy: Occultist
Begin at Witch; immediately pick up Chaos Damage over Time and Damage over Time clusters if present.
Route north to the Energy Shield / ES Regen nodes if planning a low‑life or hybrid ES approach; otherwise take life clusters south.
Move east toward Duration and DoT Multiplier clusters (look for Increased Duration and Damage over Time labeled notables).
Head toward the Occultist ascendancy area and allocate nodes that boost chaos effect, curse application, and increased DoT penetration.
Slot jewel sockets on the path between Witch and Shadow for chaos/DoT jewels; reserve at least two jewels for chaos penetration or increased DoT.
Secure life via the Large Life Wheel accessible by backtracking slightly to the Witch‑Templar crossover to keep mapping survivable.
Keystones: avoid keystones that reduce DoT efficiency like Zealot’s Oath unless planning specific regen benefits.
Important clusters: Damage over Time; Chaos Damage; Duration nodes; ES/Hybrid clusters (if low‑life); Occultist ascendancy nodes; Jewel sockets for DoT mods.
Totem Juggernaut
Ascendancy: Juggernaut
Start at Marauder; immediately take Life and Armour clusters to establish bulk.
Move north to pick up Totem Damage and Totem Placement Speed clusters (the nodes connecting Marauder to Duelist/Templar junction).
Route east toward Endurance Charge/Recovery nodes; grab fortify‑adjacent notables where available.
Push to the Juggernaut ascendancy area and allocate nodes that enhance endurance, stun recovery, and fortify effects.
Add block/armour wheel nodes if you plan a block hybrid for extra mitigation.
Place jewels along the heavy life path; prioritize life + totem damage jewels in sockets between Marauder and Templar.
Keystones: consider Unstoppable style nodes implicitly provided by Juggernaut; avoid keystones that reduce your effective fortify/armor synergy.
Important clusters: Totem Damage; Totem Placement Speed; Armour and Life Wheels; Endurance Charge nodes; Juggernaut ascendancy; Jewel sockets for totem mods.
Arc Trapper Saboteur
Ascendancy: Saboteur
Start at Shadow and take Trap Throwing Speed and Trap Damage clusters immediately.
Route north to capture Lightning/Spell clusters (Arc benefits from spell/lightning damage nodes along the path).
Move west to grab Cast Speed and Mana nodes so traps can be reused more quickly; pick mid‑tier life nodes en route.
Push toward the Saboteur ascendancy region and pick trap synergy nodes: increased trap damage, blind/avoidance effects, and recovery utilities.
Take the Chain/Arc adjacency nodes if available—these improve chaining and lightning penetration.
Place jewels in sockets between Shadow and Witch areas focused on lightning damage; at least one life jewel in the route.
Keystones: avoid Zealot’s Oath unless hybridizing with ES; keep keystone choices that preserve trap uptime and mana economy.
Important clusters: Trap Damage; Trap Speed; Lightning/Spell Damage clusters; Cast Speed; Saboteur ascendancy; Jewel sockets for lightning/trap mods.
Cyclone Slayer
Ascendancy: Slayer
Start at Duelist; immediately pick Melee Physical Damage and Attack Speed clusters to increase early clear.
Move northeast to pick up Life and Life Regeneration clusters; secure a Large Life Wheel early if possible.
Route north to Leech / Life on Hit nodes to synergize with Slayer leech bonuses.
Push east to the Slayer ascendancy area and allocate nodes that give life leech caps removal, increased damage, and Onslaught-style rampage effects.
Fill in stun threshold and armor nodes if using heavy armor; alternatively pick evasion if using hybrid defenses.
Place jewels in the cluster near the Duelist/Templar junction, favoring physical/area/life mods.
Keystones: Resolute Technique (if non‑crit) or Vaal Pact (only with careful planning) depending on chosen sustain; avoid keystones that cripple attack flow.
Important clusters: Melee Physical Damage; Attack Speed; Leech/Leech nodes; Large Life Wheel; Stun/Armor clusters; Slayer ascendancy nodes.
Toxic Rain Inquisitor
Ascendancy: Inquisitor
Start at Templar; secure Projectile Damage and Bow Damage clusters if using bow; otherwise take generic projectile/spell nodes.
Move to the right to pick up Chaos/DoT nodes and Damage over Time multipliers.
Route northward for Area of Effect and Duration nodes to increase pod coverage.
Head toward the Inquisitor ascendancy region and take nodes that provide penetration and increased hit damage (Righteous and Inevitable Judgment style nodes).
Fill life via the Large Life Wheel between Templar and Duelist, and take nearby resist clusters.
Place 2–3 jewels in the passage between Templar and Ranger; prioritize chaos DoT and projectile damage jewels.
Keystones: avoid keystones that punish over‑time builds like Elemental Overload unless you specifically stack crit.
Important clusters: Projectile/Bow Damage; Damage over Time; Duration/Area clusters; Chaos nodes; Inquisitor ascendancy; Jewel sockets for chaos/DoT mods.
How to use these routes
Aim to secure the listed waypoint clusters in the order shown; each step balances damage nodes with survivability wheels.
Place jewels in the mentioned sockets as early as you can afford them; they give large multiplicative gains.
Reserve 10–12 passive points for late‑game adjustments (more life, specific keystones, or jewel wheels).
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