Bringer of Flame Minion Infernalist

Early T16 Map (0.1.0D)

https://youtu.be/RtV4F8h8Erw

Easily possible to play the build better than I do here but this is what SRS version looks like with good starter gear and level 19, 20% quality gems. SRS is 6 link and the other skills 5 link if relevant.

Passive Tree



Ascension Order
1. Loyal Hellhound
2. Altered Flesh and re-spec Loyal Hellhound into Beidat's Will
3. Loyal Hellhound
4. Pyromantic Pact and re-spec Loyal Hellhound into Bringer of Flame

Gems for Final Build Variations

1. Raging Spirits (Feels good. Not the strongest minion build but fun)

Spoiler


Raging Spirits - Purpose: Primary Damage
Heft
Heavy Swing
Feeding Frenzy
Fire Infusion
Fire Penetraion / Martial Tempo / Persistence

Ember Fusillade - Purpose: Summon RS / Manage Infernal Flame
Unleash
Scattershot
Fast Forward
Mobility

Note: a lot of people choose to use Flame Wall instead of Ember Fusillade to summon Raging Spirits. That's fine, mathematically better even, but it's mostly personal preference as far as what fire skill feels best to use for you. I like Ember Fusillade because you can accurately send them off screen. Flame wall is faster activation and will slightly buff frost mage damage.

Skeletal Frost Mage (2+) - Purpose: Freeze and AoE/Burst Damage
Cold Penetration
Cold Exposure
Bidding
Spell Echo
Concentrated Effect / Cold Mastery

Skeletal Warrior (Sceptre) - Purpose: Support
Infernal Legion
Fire Exposure
Strip Away
Fiery Death
Culling Strike

Pain Offering - Purpose: Support
Expanse
Ablation
Danse Macabre
Inspiration
Font of Rage

Skeletal Storm Mage (1) - Purpose: Shock
Lightning Penetration
Stormfire
Overcharge
Conduction
Coursing Current

Skeletal Cleric (2) - Purpose: Support
Arcane Tempo
Ingenuity
Last Gasp
Minion Mastery
Elemental Army

Blasphemy - Purpose: Support
Vulnerability
Flammability/Enfeeble (Enfeeble is a big damage reduction if you feel squishy)
Magnified Effect
Heightened Curse
*don't add more to this link because it's not worth the spirit cost*


2. Spectres SoonTM

3. Skeletal Reavers (Not good currently mostly because of poor minion control/AI. Will revisit in a later patch)

Spoiler
Skeletal Reaver (3+) - Purpose: Primary Damage
Heft
Heavy Swing
Feeding Frenzy
Fire Infusion
Fire Penetration / Martial Tempo

Vulnerability - Purpose: Support / Manage Infernal Flame
Focused Curse
Mobility
Physical mastery

Skeletal Frost Mage (2) - Purpose: Freeze and AoE/Burst Damage
Cold Penetration
Cold Exposure
Bidding
Spell Echo
Concentrated Effect / Cold Mastery

Skeletal Warrior (Sceptre) - Purpose: Support
Infernal Legion
Fire Exposure
Strip Away
Fiery Death
Culling Strike

Pain Offering - Purpose: Support
Expanse
Ablation
Danse Macabre
Inspiration
Font of Rage

Skeletal Storm Mage (1) - Purpose: Shock
Lightning Penetration
Stormfire
Overcharge
Conduction
Coursing Current

Skeletal Cleric (1 or 2) - Purpose: Support
Arcane Tempo
Ingenuity
Last Gasp
Minion Mastery
Elemental Army

Blasphemy - Purpose: Support
Flammability/Enfeeble
Magnified Effect
Heightened Curse
*don't add more to this link because it's not worth the spirit cost*


Gear

Rare

Note: These are just mods to look out for roughly in order of priority; you don't need everything and a couple worthless mods is expected on starter items. Same goes for the bases; these are just best in slot if all else is equal. Better mods on a worse base is still generally better.

Spoiler

Sceptre: Rattling Sceptre
+ Level of all Minions
% Increased Spirit
Allies in Presence have increased Crit Chance
Allies in Presence have increased Attack Speed
Allies in Presence deal increased Damage
Allies in Presence deal additional Physical
Allies in Presence deal additional Fire
Allies in Presence have increasedd Crit Damage


Focus: Expert Plumed Focus
Cast Speed
Energy Shield
Resistances
Intelligence (for this build only get as much total INT/DEX as needed to meet gear and gem requirements. STR gives life so it's never bad)
+ Level of all Spells

Amulet: Solar Amulet / Bloodstone Amulet
+ Level of all Minions
Spirit
% Life
% Energy Shield
Life
Energy Shield
Resistances
Attributes
Damage Taken Recouped as Life
Rarity of Items Found

Rings: Breach Ring
Resistances
Attributes
Life
Cast Speed
Rarity of Items Found

Belt: Rawhide Belt
Charm Slots
Life
Resistances
Increased Flask Charges Gained
Charm Effect Duration
Reduced Flask Charges Used
Reduced Charm Charges Used

Helmet: Expert Feathered Tiara
+ Level of all Minions
Energy Shield
Life
Attributes
Resistances
Rarity of Items Found

Body: Expert Altar Robe
Spirit
Energy Shield
Life
Resistances
Attributes

Gloves: Expert Intricate Gloves
Energy Shield
Life
Resistances
Attributes
Rarity of Items Found

Boots: Expert Feathered Sandals
Movement Speed
Energy Shield
Life
Resistances
Attributes
Rarity of Items Found
Reduced Shock Duration

Jewels: Sapphire
Minion Crit Chance
Area of Effect
Minion Crit Damage
Minion Damage
Increased Maximum ES
Faster Start of ES Recharge
Minion Accuracy


Life Flask: Ultimate Life Flask
Instant Recovery, 50% Reduced Amount Recovered
Reduced Charges Per Use / Increased Charges

Mana Flask: Ultimate Mana Flask
% of Recovery Applied Instantly
Reduced Charges Per Use / Increased Charges

Note: Mana Flask does not currently do anything for Infernal Flame, but is sometimes helpful between ascendancies 3 and 4.



Optional Uniques

Carrion Call Focus - Cheap, frees up 10 passive tree points but requires good gear in other slots to cap resistances first:



Ventor's Gamble Ring - Potentially good source of resistances, life and spirit. Great rolls will be some of the most expensive items in the game though.

Doedre's Damning Ring - 3rd curse would allow for Vulnerability + Flammability + Enfeeble, but otherwise a pretty trash item and it'd be hard to meet other requirements while using it.

Ingenuity Belt - 40-80% increased bonuses from rings is huge if you have good rings. Very expensive.

What I am currently working on (level 88+)

Tried Reavers 5 linked and they felt awful. Not even because they don't do enough damage necessarily but because they get stuck on everything in the map, including each other, then you have to wait for them to despawn and revive (horrible design decision for minions in general). So I'm putting those aside for now and will revisit when some sort of changes inevitably happen. In the meantime I'll be using SRS

Current Gems

Spoiler
Skeletal Warrior (Sceptre)
Infernal Legion
Fire Exposure
Strip Away
Fiery Death

Raging Spirits 20%
Heavy Swing
Heft
Feeding Frenzy
Fire Infusion
Persistence

Ember Fusillade
Unleash
Scattershot
Fast Forward
Mobility

Skeletal Frost Mage (4) 20%
Cold Penetration
Cold Exposure
Bidding
Spell Echo
Concentrated Effect

Skeletal Storm Mage (1)
Lightning Penetration
Stormfire
Overcharge
Conduction

Skeletal Cleric (2)
Arcane Tempo
Ingenuity
Last Gasp

Pain Offering 20%
Expanse
Ablation
Danse Macabre
Inspiration

Blasphemy 20%
Vulnerability 20%
Flammability / Enfeeble 20%
Magnified Effect
Heightened Curse


Changelog

Spoiler
December 14

Spoiler
- Updated current progress and gems.
- Checked PoE2DB and updated gear section.
- Changed passive tree slightly


December 15

Spoiler
- Added Jewel mods
- Added second mod to Life Flask
- Added mods to Mana flask (at least to use until Infernal Flame)
- More passive tree optimization. I think it's pretty close now. Dropped Gravedigger because minions are not really dying in combat. The most common reason they respawn now is after getting stuck in a doorway.


December 16

Spoiler
- Updated current progress
- Added note to mana flask
- Changed passive tree and gear to remove Necromantic Talisman. I tried it with a pretty good amulet (https://imgur.com/a/OgIDKmQ) and it felt about the same as a +1 amulet without NT. +2 is probably better and +3 definitely is.
- Added T16 map video.


December 17

Spoiler
- Adjusted supports for SRS build.
- Changed thread title to more specifically describe the build.
- Updated current progress and gems.
- Changed planned second Reaver curse to Vulnerability.
- Replaced Considered Casting with Bidding on Frost Mages.


December 18

Spoiler
- Added optional uniques.
- Added Enfeeble curse as a defensive option.
- Replaced Supercritical support with Heavy Swing and adjusted support priority.
- Removed the campaign section. Eventually I will make a smooth leveling path but this one was a little sloppy due to experimentation.


December 19

Spoiler
- Carrion Call passive tree optimization.
- Base passive tree optimization.
- Updated current progress and gems.


December 20

Spoiler
-Replaced Glaciation and Deep Freeze with Cold Exposure and Cold Mastery on Frost Mages


December 22

Spoiler
- Added Concentrated Effect as an option for Frost Mages
- Added Danse Macabre to Pain Offering and moved Persistence as an option for SRS
- Updated current gems
Last edited by Anomaly33#2899 on Dec 22, 2024, 11:52:58 AM
Last bumped on Dec 22, 2024, 1:02:23 AM
I see you go into the defense and offense tree which seems to be recommneded (First time ever play POE so questions are just curious...I know nothing )

- You touch crit but do avoid the "fire" up in the tree despite this being an ignite build...Is ignite not fire?
- we have a node that pays mana before life and some node which raise life/life reg ...is this just to traverse to aura nodes?

You are far far ahead of me...i just know i want a with with minions and this leaned into fire damage for me...so why do you want to focus on crit?
"
groxval#1202 wrote:
You touch crit but do avoid the "fire" up in the tree despite this being an ignite build...Is ignite not fire?
The idea is for the player to mostly afk, just using skills to keep Infernal Flame high while minions carry most of the damage. To my understanding things like "fire damage" or "spell damage" will not help minions. Could be wrong for sure.

"
groxval#1202 wrote:
we have a node that pays mana before life and some node which raise life/life reg ...is this just to traverse to aura nodes?
The node that pays mana before life should translate to Infernal Flame. It could be that this will brick the build and I'll need to change it but in my head it sounds like it will be a really nice defensive layer with minimal downside. The 20% life regen/ 5% recoup node towards the bottom may be better spent elsewhere; I'm sure the tree will have a couple minor changes like that by/in endgame. But yes the aura nodes are mandatory IMO. Very strong for only having to travel that far.

"
groxval#1202 wrote:
why do you want to focus on crit?
Crits = bigger hit = bigger ignite should be the case.
Last edited by Anomaly33#2899 on Dec 6, 2024, 1:36:30 PM
looks decent, also curious about the fire cluster at the top but we will need to get there before we can know, I guess.
what I am most curious about is strength stacking, how if at all it effects our ascendency's life drain. If the life drain is a flat amount then it could be extremely beneficial to str stack.
This looks great, can you just tell me, for the nodes with +5 all attributes, what do you have selected? In general, I chose intelligence all the time, but I saw that some support skills require strength, so if you don't mind explaining to me if you have it somewhere, where and how much?
Tree seems nice . Which gems will you use and support gems?
The tree looks great, can you also let me know what skills you using please, and also the support gems.
Added temporary skills to the OP
Thank you .
Last edited by ReconeMarine#4418 on Dec 7, 2024, 4:11:29 PM
Whats ascendancy points did you go in first?

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