kammie, tiltnkirby, thanks for the tips - didn't realize that I should leave Dominus 'til later. I started to clear a few maps without problems until I encountered the Museum boss.
In hindsight, I realize the 3-node fire cluster I took isn't all that great, even though it was a pretty nice boost at ~lev 20, but is there a better alternative to taking the fire nodes on the way NW from the Witch starting area? I'm also looking at some of the minion clusters you've mentioned - but at least from my current concept of what I'm doing, I'm only looking for minion life and resists, not damage, since that primarily comes from my fireball.
As for the "next 20 levels", I'm not even sure I want to play the character that far, given how long it takes to level now. However, I do have 5 unspent skillpoints, and all 18 of my refund points available. What changes would you suggest that I make with them? To be frank, I'm not really that attached to my minions now, since I've come to the conclusion that it's safer to have a tanky character than a tanky frontline which might or might not protect you.
Ah, sounds like you want summons to be a distraction instead of the main part of your build, if that's the case, a simple set-up of spell totem with summon skeletons and faster casting will work wonders for you to keep the enemies at bay long enough for you to finish off anything that may come your way. With a bit more tank, searings bonds will melt a lot of stuff so I think you can drop that incinerate totem, don't know what you can add for it to support it but giving it more HP/resists isn't a bad start, I believe increase burning damage gem works on searing bonds so maybe look into that to make sure it does, you already got a ton of +fire and element from the skill tree so I think that already should make bonds wreck face, look out for fire resist but you already know that since you got curses to help with that. I also think I saw a fire pen gem somewhere, you can always get another one for searing bonds and slap that on there if it's not killing everything that looks at it in 2-3 seconds.
As for where to take your build, I don't know, on one hand you got a lot of fire stuff going on and it seems to be working with zombies to act as a frontline buffer but with the totem slot being taken up by incinerate and maybe soon to be Searing Bond, you can't use a spell totem for summon skeleton fodder, leaving you to self cast skeletons that only last for 20 seconds each pair, instead of casting fireballs. That leaves you with only zombies and it looks like you also don't have spectres gem'd in as well, so zombies it is. Most of your minion passives are in fact there to max HP of the summons to act as meat shields so if you're happy with that we'll just leave it. Because you're not really a summoner, just using summons as a shield and maybe a land mine with instability, I think one of the first things that should be looked into is all the life nodes near by that can be gotta in a timely manner. Left of Templar (5 SP to finish) and the node by CI (9 SP to finish) are the closest ones, if both are taken will bump you up +70 str and to 208% hp, enough to be passable in later maps given you have more life on gear. Now the problem, I don't like going for both, as you leaves you stuck trying to go half way into both areas and getting nothing from it since you're already such a high level, so we'll need to decide which area to walk deeper into and what we get from it. It's 5:30am as I'm writing this so I'm not going to think this over too much so I'll leave that to you, instead copping out with a list of the pros and cons as I can see them now, add more as you like:
Going both CI HP node and templar nodes:
+ 14 SP to get up to 208% and 70 str will solve the problem in only 9 more levels.
+ You're right next to a +ele damage node by templar, more damage ain't bad.
- Once both are taken, you'll have about 5 more points to use before your build is "done" and any progress on the skill tree come to a standstill.
+ In 5 points you can get one of the other HP node clusters on the way to shadow for an extra 24%, bring you up to 232% HP.
= Any extra points can be used to pick up the other small HP cluster by shadow or work into getting crit/cast time/the hp nodes in the middle of shadow
Going deep into templar, forgoing shadow side:
+ 5 SP to get 24%hp and 20 str
- Going down Marauder will take you about 18 SP before you reach another +hp node. Ain't happenin'
- Slim pickin', nothing else to pick up besides small fire/ele damage nodes and ES.
Templar Side node into Scion:
+ 5 SP to get 24%hp and 20 str (Total 176%)
+ only 6 more SP after that to reach the Scion HP cluster, 8 nodes for 52%HP. 19 SP for 76% (Total 228%)
+ Right by Sentinel for more resist/armor/eva
= another HP cluster only 7 SP starting from the Scion HP cluster that passes through Sentinel.
- Build has long since been done, everything after the cluster is just gravy. With only HP to look forward to but a lot of it if taken to max level as you travel from Duelist to ranger.
+ Surprise upsides, dex travel nodes to help your massive lack of dex to level Lesser multi gems.
Deep into Shadow, forgoing templar:
= 4 SP to arrive at the CI area HP cluster, 5 more SP to finish. 9(10 if dex is taken)SP + 32% with 50 str and a nearby 30 dex node for gem leveling if needed.
+ Two more 3-node clusters of HP within 2 SP from last HP cluster if both are taken another 10 SP(19 total SP used) is required for an extra 48% hp. (Total 232%) Build is doner then well-burnt meat.
+ Next to shadow so you can grab the +fire notable or more HP in the middle of the tree, also some +crit rate or even +spell damage ([-]I don't think sear bonds takes from spell damage)
+ A cast speed node by the CI HP cluster is there, can always pick that up if you wanna go faster.
- You were so close to that templar ele damage node and life cluster, it'll haunt you for as long as you have this character. ([+]Could fix that by respecing a few points, like the +fire damage(immolation) cluster above witch start and the minion damage node by lord of the dead to start taking the templar area HP and elementist).
Anyway, hope you come up with something that you'll enjoy playing for a bit longer, I'm going back to sleep.