Leveling L1–68
- Act 1: run Freezing PulseBuy Freezing Pulse from Nessa after killing Hillock — it's the strongest Witch leveling spell through Act 1. Link a low-level Arcane Surge Support (keep it at level 7) for the cast speed buff on every few casts. Onslaught Support from the Brutus quest reward rounds out the 3-link. Grab Summon Skeletons on the way out of Act 1 — the skeletons tank for you from here until you become self-sufficient.
- Act 2: run Freezing PulsePick up Herald of Ice from Yeena and Frostbite as your main single-target curse. Added Cold Damage Support slots in once you have a 4-link. Flame Dash is a Witch quest reward in Act 3 but you can buy it from Yeena in Act 2 if you want mobility earlier. Take the "Oak" bandit reward? No — kill all bandits for +2 passives, which this build wants more than any of the specific bandit powers.
- Act 3: run Freezing PulseControlled Destruction Support and Hypothermia Support become available from the Library quest and crater your mobs through the rest of the campaign. Slot a low-level Cast when Damage Taken Support + Steelskin for panic defense. Run Clarity at level 1 for the mana regen without the reservation cost spiralling. Lab 1 in the Crypt — take Mindless Aggression so your leveling skeletons attack more aggressively.
- Act 5–6: run Freezing PulseAdd Frost Bomb as a cold-exposure applicator for single target — drop it on the boss, then pulse. The campaign is still comfortably cleared with Freezing Pulse. Visit Lilly Roth in Act 6 and grab Kinetic Blast of Clustering, but keep it in your secondary weapon slot levelling up until you have a wand and 4-link free for it. Lab 2 in Act 6 — Unnatural Strength for a flat +2 levels to minion gems, which also boosts your leveling skeletons.
- Act 7+: run Kinetic Blast of ClusteringThe transition zone. Swap to a white wand with added cold/lightning/fire damage rolled via vendor recipe (magic wand + topaz/sapphire/ruby ring + Blacksmith's Whetstone). Kinetic Blast of Clustering wants Pierce Support for clear and Inspiration Support for mana sustain + the crit buff. Hatred replaces mana room freed up by Clarity being pushed down (keep Clarity at level 1). Damage feels weak for half an act, then comes together. Lab 3 in Act 9 — Commander of Darkness. You want this notable badly because it backfills all the res / attack speed / damage you lose from dropping spell scaling.
- Act 10: run Kinetic Blast of ClusteringAdd Greater Multiple Projectiles Support once you have a 5-link — the build's clear speed scales on projectile count because Kinetic Blast of Clustering's tight overlap means every extra projectile means more explosion density. Pick up Discipline for the ES pool that Mind over Matter eventually wants to draw from. Still running Clarity at low level — it's cheap enough to leave on.
How leveling works
Kinetic Blast of Clustering is a transfigured wand attack that tightens the standard Kinetic Blast explosion pattern into a dense overlap near the primary target. It scales with projectile damage, attack speed, wand damage, and area of effect — but you cannot reasonably attack-level a Witch with it. The leveling path is spell-first (Freezing Pulse into Frost Bomb) and pivots into the wand attack around Act 6 once Kinetic Blast of Clustering is purchasable from Lilly Roth and you have a decent white-wand base to slap on.
As a Necromancer, your leveling skeletons and zombies act as permanent meatshields through the campaign, buying you the time to cast Freezing Pulse from range without getting pressured. The ascendancy points you grab in the Labs are Mindless Aggression → Unnatural Strength → Commander of Darkness → Mistress of Sacrifice. Commander of Darkness is the sleeper pick: it turns your minion auras into a personal minion aura that grants you resistances, damage, and cast/attack speed — huge for the KB transition when your own gear is still junky.
The endgame defensive identity is Mind over Matter plus Mistwall for reliable block, often fed by Voices small cluster jewels for cheap notable density. None of that is relevant during leveling — don't buy Voices until you have the passive tree and jewel sockets to host them properly. Through the campaign you just want life, resists, and a 4-link that can host Kinetic Blast of Clustering after the Act 6 swap.
Gear while leveling
- · Weapon: use vendor-recipe wands (magic wand + topaz/sapphire/ruby ring + Blacksmith's Whetstone → guaranteed added elemental damage) from the Act 6 pivot onward. A shield/quiver offhand for leveling is fine — you're not dual-wielding.
- · Body armour: a Tabula Rasa if affordable trivializes the 5-link and 6-link timeline. Otherwise a 4-link ES/hybrid chest with life and resists is plenty for the campaign.
- · Helmet/gloves/boots: life, ES, and all three elemental resists. Enter maps capped on all three — no shortcuts. Dexterity on gloves or boots helps hit the Greater Multiple Projectiles Support requirement.
- · Rings/amulet: life + resists first; a pair of Le Heup of All cover stat requirements cheaply during the campaign. Save the unique-ring slots for endgame.
- · Belt: Heavy Belt or Leather Belt with life and resists. No unique belt during leveling — the endgame slot commonly goes to a specific rare.
- · Flasks: mana flask with instant recovery (mandatory before Inspiration Support arrives), a life flask, a quicksilver with "of Adrenaline", a granite + Iron Skin, and a diamond flask once you can afford one.
Weapon progression
Campaign is one-handed caster weapon with added spell damage until Act 6. Vendor recipes using a magic sceptre or wand + elemental damage jewel (topaz/sapphire/ruby ring) + Whetstone keep you supplied cheaply. At the Kinetic Blast of Clustering swap (Act 6–7), switch to a wand base — vendor recipe the elemental mod on a white wand. By maps you want a rare wand with "attack speed", "added cold/lightning damage to attacks", and ideally a crit modifier; the endgame target is a pair of wands with these three mods plus a suffix like "+1 to level of all projectile gems". Don't chase a rare wand during leveling — the vendor-recipe white wand is good enough until maps.
Tree to aim for (by level 90)
Watch out for
- ! Don't buy Voices until you've actually unlocked and pathed to the jewel sockets that will host them — they're useless in your inventory and their value comes from converting a big notable slot into multiple small notables. Wasted currency if bought early.
- ! Mind over Matter is not a leveling keystone. It reduces your effective HP while your mana is low, and leveling mana pools are shallow. Spec into it only once you have Discipline, a decent ES pool, and mana sustain sorted — typically L75+.
- ! Kinetic Blast of Clustering's tightened pattern means single-target feels weaker than standard Kinetic Blast against isolated bosses until you have Greater Multiple Projectiles Support and good wand rolls. Use Frost Bomb + Frostbite as single-target setup for tough campaign bosses rather than expecting the main skill to burst them.
- ! The leveling skeletons are not endgame minions — they're temporary meatshields. Don't invest tree points into minion damage or minion life nodes during leveling; Unnatural Strength and the ascendancy auras are all the minion support you need until the wand attack takes over.
- ! Commander of Darkness requires you to have minion auras active on you. If you drop Hatred / Clarity / Discipline during a boss fight to free mana reservation, you also drop the Commander of Darkness buff on yourself. Keep at least one reservation aura up at all times.
Early Mapping L70–84
- Finish the ascendancy with Bone Sculptor — the minion-damage-per-consumed-corpse node stacks cleanly with Corpse Pact's Desecrate loop already running on Spellslinger
- Swap to Greater Fork (from base Fork) and add Returning Projectiles to the 6-link — doubles effective hit count on packs and triples on walls
Full gear (17 items)
All gem links (6 groups)
How this stage plays (mechanics, defences)
Kinetic Blast of Clustering Necromancer runs the wander archetype through a transfigured lens — the clustering variant trades Kinetic Blast's wide spray for a tighter explosion pattern that dumps more hits into a smaller footprint, which is exactly what the build wants because every hit is scaling off maximum mana via Whispers of Infinity. At this tier the main hand is already the correct chassis: a rare Kinetic Wand (Pain Weaver) with +147 to maximum Mana, 49% increased Spell Damage, 18% attack speed, 37% increased critical strike chance, and 4% of Non-Chaos Damage as extra Chaos Damage — the wand explicitly cannot roll caster mods, which is why the "Spell Damage" line still works (it buffs the Spellslinger link, not the wand's own attack). The 6-link sits in Twilight Regalia: Kinetic Blast of Clustering + Greater Fork + Void Manipulation + Increased Critical Damage + Power Charge On Critical + Damage on Full Life.
The damage identity is chaos-per-mana, not ailment stacking. Whispers of Infinity's 7 to 21 Added Attack Chaos Damage per 100 Maximum Mana plus Shavronne's Revelation's +250 to maximum Mana and 40 Mana per Second regeneration feed the wand's conversion line directly; Healthy Mind's "Life in Radius is Transformed to Mana at 200% of their value" pivots a Scion life cluster into a pure mana bank. The secondary trigger layer runs in the boots — Volatile Dead of Seething + Desecrate + Spellslinger + Spell Cascade — so every wand attack also lobs three corpse-detonations on autopilot. Ascendancy is still mid-construction, but Plaguebringer, Corpse Pact, and Mistress of Sacrifice are already allocated: Corpse Pact chain-consumes the Desecrate corpses for power charges and cast speed, and Mistress of Sacrifice extends Bone Offering's block buff to the player.
The tree is a wander crit ladder with heavy mana scaling — Wandslinger, Fusillade, Infused, Instability, Arcane Will, Deep Thoughts, Quick Recovery — plus a Elegant Hubris timeless jewel (Cadiro, 93360 coins) in the Scion cluster and a Healthy Mind converting the Witch life wheel into more mana. A large cluster (Cataclysm Creed) adds 35% increased effect on small passives for raw ES and attributes, and a medium cluster (Apocalypse Cut) carries Overwhelming Malice + Pressure Points for the crit stack. Sheet DPS reads 2.5M at L83, which is unusually high for the tier — the reference character is notably over-geared (including a Headhunter).
Defence is pure energy shield, not hybrid. Chaos Inoculation + Ghost Reaver is already live: life is locked to 1, chaos damage does literally nothing, and ES recharges as if it were life on leech. That combination is the Necromancer wander's defining defensive pivot — the build has a meaningful chaos weakness from Whispers of Infinity's implicit and from scaling chaos damage, and CI deletes that problem entirely. ES sits at 5.6k with 338 ES regen per second from Shavronne's Revelation's right-slot line alone. Block is already the full wander stack at 75% attack block / 75% spell block via the rare spirit shield's 75% increased chance to block + Rumi's Concoction + Tempest Shield, and Anointed Flesh shaves 8% elemental ailment effect off everything that slips through.
Resistances cap cleanly (75/75/76) with decent overcap on fire and cold, though chaos is irrelevant under CI. Crown of the Inward Eye provides 20% increased maximum Life, Mana and Global Energy Shield plus all three Transfiguration lines, turning the CI+mana-scaling identity into a triple-stat multiplier. Headhunter + Mark On Hit → Assassin's Mark provide rare-mod theft and power charges, and the off-weapon Bone Offering + Mistress of Sacrifice link means every desecrated corpse also spikes block recovery.
Point-and-click wander combat with a corpse-detonation afterburn. Kinetic Blast of Clustering fires a tight cone from the wand; Greater Fork + Returning Projectiles (added at endgame) makes the explosion count multiply off walls and pack edges, and every attack simultaneously triggers Spellslinger-linked Volatile Dead of Seething which throws extra orbs at whatever Desecrate just spawned. Flame Dash + Shield Charge cover mobility. The rhythm is unusual for a wander — you're not just plinking, you're also eating corpses every attack and stacking Power Charges via Corpse Pact. Headhunter procs on every rare kill turn mapping into a stat-buff chain where each pack makes the next pack easier.
Passive tree (124 points)
The desktop app shows this tier's full tree on an interactive canvas.
Endgame L85–94
- The ascendancy is complete, Greater Fork + Returning Projectiles replace Void Manipulation + Power Charge On Critical in the 6-link, and Summon Sacred Wisps is added as a permanent minion-aura damage multiplier. Watcher's Eye and a Megalomaniac medium cluster enter the jewel slots, Rumi's stays but flask slots rotate in Cinderswallow Urn and Oriath's End, and resistance overcaps improve dramatically as rare slots hit full investment.
- Swap the Megalomaniac for a hand-rolled medium cluster with Overwhelming Malice + Blowback + Devastator — deterministic roll gives +1 extra small passive over the unique's 4-passive ceiling
- Target a Watcher's Eye with a second Clarity mod (10% of Maximum Mana as Extra Maximum ES) rolled together with a Zealotry crit pen line — doubles both damage and defence layering per aura
- Pick up a pair of Forbidden Flame / Forbidden Flesh jewels allocating Vile Bastion — Necromancer's Witch-Duelist bloodline-synergy node is the highest-EV jewel pair available to the archetype
Full gear (24 items)
All gem links (11 groups)
How this stage plays (mechanics, defences)
The 6-link pivots to its final shape: Kinetic Blast of Clustering (L21) + Summon Sacred Wisps + Increased Critical Damage + Greater Fork + Damage on Full Life + Returning Projectiles. Summon Sacred Wisps is a minion aura skill — the wisps orbit the player and buff damage based on minion life scaling, which is exactly why Plaguebringer and the minion-health lines on the off-hand swap shield matter; they aren't there for pet DPS, they're there to buff the aura. Returning Projectiles doubles the effective hit count on every wall and door frame, and Greater Fork makes the transfigured Clustering variant's tight-cone explosion pattern blanket entire packs — every projectile forks twice, so one attack dumps nine-plus explosions onto a narrow strip of ground.
The chaos-per-mana stack peaks here. Whispers of Infinity's amulet line climbs to 7 to 30 Added Attack Chaos Damage per 100 Maximum Mana and Shavronne's Revelation's mana roll climbs to +297 to maximum Mana with 47.6 mana regen per second. The rare wand (Rift Goad) stays near-identical to the early-mapping version — the archetype doesn't want expensive wand upgrades because the damage is entirely in the mana pool, not the weapon's local rolls. Instead, investment goes into amulet tier, Healthy Mind's radius placement, and the Watcher's Eye which supplies Critical Strikes Penetrate 9% of Enemy Elemental Resistances while affected by Zealotry, Gain 10% of Maximum Mana as Extra Maximum ES while affected by Clarity, and 14% faster ailments while affected by Malevolence. The Megalomaniac medium cluster hits three jackpot notables — Blowback, Devastator, Overwhelming Malice — replacing four generic passives with stacked crit-and-AoE scaling. On the tree, Disciple of the Forbidden, Soul Thief, and Written in Blood add ES-from-leech and life-as-mana multipliers; the ascendancy now runs the full Plaguebringer / Corpse Pact / Mistress of Sacrifice / Bone Sculptor suite.
EHP climbs to 152k with every wander defensive layer at its natural ceiling. Chaos Inoculation + Ghost Reaver hold (97% / 96% pick rates in the tier confirm this is non-negotiable), ES pool reaches 10.4k, and 70% spell suppression now layers on top from the Warlock boots + Warlock gloves + tree nodes — the tier's ~72k median EHP makes the reference character's 152k significantly over-tanked, but the p75 is around 92k so full-investment characters do get here. 75% attack block / 74% spell block stays via the upgraded rare spirit shield (Sol Weaver, 81% increased block chance, "Sap Enemies when you Block their Damage," 5% of Energy Shield Recovered when you Block) + Rumi's Concoction + Tempest Shield.
The Plaguebringer ascendancy node is doing more defensive work than it looks — the AoE plague cloud on minion-death is wither-adjacent and debuffs incoming mob damage, not just their defence. Cinderswallow Urn + 68% overcap on cold resist + 60% chance to avoid shock on boots neutralise the ailment floor. 3 endurance charges from the Twilight Regalia's "Gain an Endurance Charge every 14 seconds" line carry physical damage reduction to 29% — modest, but with 10.4k ES and 70% suppress the physical mitigation is a floor, not the main layer.
Wander-corpse-detonation at full tempo. 4.13 attacks per second with every swing triggering Spellslinger-linked Volatile Dead of Seething + Desecrate means the screen is permanently full of corpse-orb explosions layered over Kinetic Blast clusters. Summon Sacred Wisps orbit the player and pulse damage; Corpse Pact keeps power-charge uptime at 100% in combat. Oriath's End (kill-explosion on random element) chains clear across packs, Cinderswallow Urn refunds ES on kill, and Headhunter stat-buffs stack through rare-heavy content. Single-target is handled by the same tool — the transfigured tight-cone pattern dumps its full hit count onto a stationary boss instead of scattering, so bossing looks identical to clearing, just with the wander standing still. Block recovery via Bone Offering + Mistress of Sacrifice keeps the 75/74 block-stack live through telegraphed slams.
Passive tree (128 points)
The desktop app shows this tier's full tree on an interactive canvas.
Aspirational L95–100
- The jewel slots are the upgrade target, not the gear. Forbidden Flame + Forbidden Flesh allocate Vile Bastion for the ES-on-kill and stun-immunity loop, and Impossible Escape unlocks a Pain Attunement-radius pathing shortcut. Dying Sun joins the flask rotation for +2 additional projectiles during effect — Kinetic Blast's projectile count is the damage variable that matters most now. An Elegant Hubris in the Scion-start cluster (77040 coins, Cadiro) converts passives into conquered nodes for raw crit and ES multipliers.
Full gear (21 items)
All gem links (12 groups)
How this stage plays (mechanics, defences)
At full power the identity is unchanged — still Kinetic Blast of Clustering off wand attacks, still Whispers of Infinity converting the mana pool into chaos damage — but every lever is maxed. Sheet DPS reads 459k on the reference character, under the tier median of 1.3M; the p75 sits around 2.2M. The rare wand (Apocalypse Spire) is the same mana + attack speed + crit + chaos-pen template as earlier tiers, confirming that wand investment plateaus early and the build scales through jewels and clusters instead. The 6-link finalises as Kinetic Blast of Clustering + Summon Sacred Wisps + Greater Fork + Increased Critical Damage + Damage on Full Life + Item Rarity — rarity is in the main link because Headhunter + high-rarity gear are the aspirational currency-scaling pivot.
The jewel stack is where this tier separates from endgame. Watcher's Eye contributes +34% Critical Strike Multiplier while affected by Anger + 10% of Maximum Mana as Extra Maximum ES while affected by Clarity. Large clusters pick up Dark Ideation, Unholy Grace, and stacked Overwhelming Malice copies for compounding crit chance. Two Impossible Escape jewels path into otherwise-unreachable keystone clusters — at this tier the 69% Impossible Escape pick rate indicates most aspirational builds run it. Elegant Hubris conquers the Scion life wheel into whatever Cadiro's 77040-coin legacy rolls (typically additional crit multi or ES%). The tree adds Melding, Nimbleness, Multishot, Tolerance, and a fourth ascendancy node (the reference shows a Sinner Saint scion-ascendancy crossover, but pure Necromancer aspirational characters land on Unnatural Strength for +2 to level of all minion skill gems, which scales Summon Sacred Wisps directly).
EHP 121k on the reference — below the tier median of 130k but within the normal band, and the p75 reaches 152k. Chaos Inoculation + Ghost Reaver remain 100% pick rates in the tier — no aspirational wander runs anything else. ES climbs to 12.2k, 66% attack block / 75% spell block via the rare Titanium Spirit Shield (Entropy Ward, 80% increased block chance, 5% ES Recovered when you Block), and 830 ES regen/sec from Shavronne's Revelation plus Zealotry-scaling. Tolerance adds +1% to all maximum Resistances, which stacks with Purity of Elements at this tier to reach 80% fire resist and ailment immunity layering.
Forbidden Flame + Forbidden Flesh allocating Vile Bastion provide the signature aspirational defence: stun immunity while on full ES + ES-on-kill. Combined with Plaguebringer's AoE debuff cloud and 98% Tempest Shield + 98% Precision aura pickrates, the character has no single weak layer. Phys DR drops to 2% on this reference because endurance charges are absent (0 shown) — but that's because the reference character is a Scion crossover, not a pure Necromancer. Mainline aspirational Necromancers keep the Twilight Regalia endurance-charge-gen roll for 3 charges at all times.
The apex wander feel: point, click, screen dissolves. 3.84 attacks per second feels slower than the endgame tier's 4.13, but Returning Projectiles + Greater Fork + Dying Sun's +2 projectiles + Kinetic Blast of Clustering's tight pattern mean every single attack produces 15-20 overlapping explosions on a rare pack. Summon Sacred Wisps orbit the character permanently; Spellslinger-linked Volatile Dead of Seething dumps corpse orbs on every swing; Corpse Pact + Bone Sculptor + Desecrate keep the corpse-consumption loop refreshing power charges and minion buffs continuously. Headhunter stat-stacking through map-density content turns each pack into an exponential clear-speed amplifier. Pinnacle bosses fall in seconds — Kinetic Blast of Clustering is projectile-multistrike on demand against a stationary target, and the chaos-per-mana conversion bypasses elemental resistances entirely via 16% chaos penetration on the wand + 75% chaos resist cap on the boss (compared to ~90% elemental caps on endgame fights).
Passive tree (134 points)
The desktop app shows this tier's full tree on an interactive canvas.