

Pantheon powers can be upgraded by using Divine Vessel in the Map Device while you are activating the particular Map that contains the boss you need. If you have nothing else to do at some point, sure, why not, but it shouldn’t be something you focus on or spend a lot of time on.
#Carrion golem upgrade#
Whilst upgrading your Pantheons never hurts you, it’s not that important for this character (besides the Upgrade for Soul of Lunaris that grants you Chain Immunity). Therefore, getting some mitigation versus Damage over Time might come in handy. I would recommend Soul of Shakari here as we are fairly tanky against Physical and Elemental Damage. You really want to get the Chain immunity here. After defeating the correct map boss, you’ll be getting a filled Divine Vessel in your map device which you can trade in to Sin in the Epilogue for your upgrade. However, it’s recommend that you upgrade this Pantheon by putting a Divine Vessel in the map device. Soul of Lunaris is probably your best pick. You require none of their benefits so we should be killing all three of them for additional skill points off of Eramir.

With the simple cast of the occasional Ball Lightning, you will be chilling entire screens reducing their Action Speed by a lot! Very strong last notable to round out the Ascendancy. Reducing, mainly bosses’, Action Speed by 15% is incredibly valuable when you’re playing something that can so easily dodge as a Minion, Totem or Brand build. Because of that Curse-aura you’d normally lose the Defensive aspect of Skitterbots which is fairly big! Shaper of Winter gets us back that juicy chill and even adds some more effectiveness to it. Shaper of Winter enables the Curse Aura your Chilling Skitterbots are applying. Therefore, I think this node is +excellent to make the build even more tanky than it already was! Shaper of Winter Bastion of Elements grants you a – 3500 Shield (based on how many notables you have allocated) versus Elemental Damage with a fairly high up-time. Bastion of Elementsīastion of Elements is a very nice addition to Elementalist’s Defenses as you generally lack Elemental Mitigation on Golemancers! Since you’re running Armour and a Chaos Golem, your Physical Damage Reduction is fairly high already.

On top of that, this makes your Character immune to Chill, Freeze, Ignite, and Shock through the Elemental Ailment Avoidance per Golem.

With the combination of that, even more Buff Effect and another extra maximum Golem, this notable was already amazing. Giving Golems Elemental Damage Immunity, in the knowledge that they have a ton of Physical Damage reduction, makes them almost immortal. Now, I don’t think this ever helps at all but it’s a little bit of a QoL Upgrade! This notable also gives you an extra maximum Golem, which is obviously a necessity, as well as extra Golem Buff Effect, which you’re stacking to gain the most out of the Chaos & Stone Golems. This notable got hit a little bit in 3.13, as it no longer gives you Golem Damage per Summoned Golem but it now does make it so your Golems get automatically re-summoned when die.
