A Budget-Friendly Harbinger Scarab Farming Strategy in Path of Exile
Harbinger farming has always been one of those league mechanics that swing wildly between being incredibly rewarding and feeling strangely underwhelming. In most leagues, players use Harbingers primarily to generate currency shards-fracturing shards, ancient shards, and the occasional valuable orb that helps recoup map costs. But what if you could shift the purpose of Harbingers entirely and turn them into a reliable source of scarabs instead?
That's exactly the angle of this strategy: a budget-friendly, high-density Harbinger setup built specifically to generate scarabs by focusing on quantity over quality, leveraging map modifiers, altars, make POE currency and Harbinger boss spawns to maximize drops. If you enjoy smooth, fast mapping and want a consistent way to build up currency without relying on high-end investments, this method might be the perfect fit.
Below is a full breakdown of the setup, maps, atlas tree, costs, results, and why this strategy actually works despite Harbingers traditionally not dropping much outside of shards.
Why Scarab Farming Through Harbingers Works
Harbingers themselves typically don't drop a lot of raw items; they're more about shards. So scaling their monster quality-Nemesis mods, strongbox mods, or high-tier rare modifiers-normally doesn't accomplish much.
However, there's one modifier type that does benefit Harbinger spawns dramatically: map quantity.
Harbingers produce waves of rare monsters. More quantity means more drops from all those monsters, and with altars giving additional chances to duplicate scarabs or increase quantity further, the strategy compounds nicely. Instead of trying to make each monster worth more, this strategy bets on creating as many rare monsters as possible. High volume equals more shots at scarabs, and since scarabs scale so well with quantity and duplication, the profit becomes surprisingly solid.
Map Choice: Jungle Valley and Mausoleum
Map selection is crucial. You want layouts with:
No boss alters
Good density
Simple navigation
Strong altar synergy
Both Jungle Valley and Mausoleum fit those criteria perfectly.
Why no boss altar maps?
When you use altars-red or blue-you always get two choices. These choices can be:
Player bonus
Monster bonus
Boss bonus
If a map has no active boss on the main layout, you remove boss bonuses entirely from the pool. This means every altar you encounter will always be:
A player bonus (these can give scarab duplication or quantity)
A monster bonus (these can directly add scarab drops)
This dramatically increases your chance of hitting the valuable altar mods that fuel this entire strategy. In a standard map with boss alters, you'd often get worthless boss modifiers that don't help scarab farming at all. With Jungle Valley and Mausoleum, this never happens.
How the Setup Works
Map Rolling
Rolling maps is easy and cheap because the mechanic is not difficult and doesn't require min-maxing for survivability. The goal is:
100% more scarabs
5-6 modifiers
As much quantity as reasonably possible
Jungle Valley maps are inexpensive (around 10c), and because your build can handle most mods, you won't spend a fortune forcing ideal rolls.
Delirium Orb Choice
Use 1 Delirium Orb of Divination per map.
Why this orb?
Because it gives stacked decks, and the value of stacked decks almost always pays back the orb cost. It also increases monster count, which directly increases altar appearances and Harbinger density.
Scarab Selection
For scarabs, the strategy uses:
1 Harbinger Scarab of Regency
Gives a 50% chance for Harbingers to spawn as Harbinger bosses
Combined with atlas nodes, this becomes ~75% chance per map
3 Harbinger Scarabs
Simply adds more Harbingers to the map
This setup results in roughly 15-17 Harbingers per map, which is perfect for this type of strategy.
Atlas Passive Tree Breakdown
The atlas tree is straightforward and focuses entirely on:
Harbingers
All Harbinger nodes
Extra Harbinger chance
Chance for shard drops to upgrade into full currency
25% chance for Harbingers to upgrade into Harbinger bosses
This is extremely important because Harbinger bosses spawn many more monsters and drop more currency overall
Altars
Red and blue altars both work depending on your build.
Choose the one your character can survive reliably
If you can tank the downsides, you can always take every altar, maximizing quantity and duplication
Scarab Nodes
All scarab-related passive points are allocated:
Scarab duplication chance
Scarab drop chance
Increased quantity affecting scarabs
Combining these with altar bonuses results in noticeable improvements in drop quality.
This atlas tree is "all in" on scarabs while still supporting natural map sustain and currency generation from Harbingers.Strategy Results: What You Actually Earn
Scarab Drops
You get a healthy mix of:
Rusted, Polished, and Gilded Scarabs
Occasional Winged Scarabs (rare, but possible)
Enough quantity to be consistently profitable
The scarab drops aren't insane, but considering the low investment, they're very solid and reliable.
Currency
As expected from Harbinger content, you also get a large amount of:
Chaos orbs
Annulment shards
Fracturing shards
Raw fracturing orbs (thanks to atlas upgrades)
Combined with stacked decks and altar currency drops, your profit stays steady even on unlucky maps.
Map Drops
A surprising outcome of this strategy is the number of T7 map drops you get despite not investing any points into map nodes.
For players who want to add map sustain as a side profit, adding a few map passive nodes would only make this better.
Cost Breakdown
This strategy is budget-friendly and doesn't require heavy upfront investment.
Here's the approximate cost per map:
Jungle Valley T16 (10c)
Map rolling cost (~500 chaos for multiple maps)
Cheap because you only need 100% scarab mod + 5-6 modifiers
Harbinger Scarab (2c each)
Scarab of Regency (15-70c)
Pricier, but you only use one per map
1 Delirium Orb of Divination (11c)
Total cost per map: ~0.3 Divine Orbs
This puts it in the "affordable but not super cheap" category-perfect for mid-game and early endgame players.
Profit Per Hour & Map Speed
Profit is highly dependent on map clear speed. In testing:
Average map time: 4 minutes
Profit: 29 Divine Orbs per hour
If you drop to 4.5 minutes per map: 25-26 Div/hour
If you're faster (3.5 minutes): profit increases sharply
This strategy is designed for fast builds such as:
Kinetic Blast
Tornado Shot
Lightning Arrow
Tornado and similar high-speed skills
If your build can clear instantly and handle altar downsides, you'll make far more profit than slower builds.
Why This Strategy Feels So Good to Run
Extremely chill
You're not dodging dangerous mechanics or managing complex layers
High density
Great XP, particularly for level 98-100 pushing
Simple rules
Open map → Click Harbingers → Click alters → Profit
No rare, expensive items required
Easy to scale with any fast mapper
Consistent results
Even low-rolling maps still produce scarabs, chaos, and stacked decks
It's refreshing compared to more complex strategies like Delve, Simulacrums, or Expedition farming where planning and investment matter far more.
Final Thoughts
This Harbinger Scarab farming strategy proves that you don't always need top-tier investment or complicated workflows to earn respectable currency in Path of Exile. By picking the right maps, leveraging altars intelligently, and capitalizing on Harbinger boss density, you can create a low-stress, high-profit loop that also delivers great XP along the way.
Whether you're early into your endgame progression or simply looking for an alternative to the common high-investment farming strategies, make POE orbs, this method offers a fast, reliable, and enjoyable way to build wealth.