Skills (Gems)
Skill progression steps (Act blocks; planner minLevel = the level at which that set is used. Each gem is listed with its linked support gems in the planner). Animal form usage: Bear = main damaging form (slams, bossing, clear); Werewolf = mobility (PounceS), Mark + wolf companions, out-of-combat run speed; Human form = spell setup (VolcanoS, Flame WallS, Frost BombS, curses). The build cycles through all three.
Act 1 (minLevel 1)
- MaulS — [C] Bear basic attack, main early Rage+ generator — linked: Rage+, Martial Tempo+
- Furious SlamS — [C]/[ST] Bear slam empowered by Rage+ — linked: Fist of War+, Fire Infusion+
- VolcanoS — [U] place-and-slam sustained fire spell, "first gem you get" — linked: Controlled Destruction+, Persistence+ (guide: Overabundance+ I for a 2nd VolcanoS, Prolonged Duration I for comfort)
- PounceS — [M]/[ST] Werewolf leap, applies Mark (increased damage taken, auto-targets highest rarity, summons Wolf companions), enables mana leech — linked: Martial Tempo+, Mark of Siphoning+ (lvl 1)
- Shockwave TotemS — [U] pulses Fissures/VolcanoS, holds enemies, can be placed in Bear form — linked: Martial Tempo+
- Frost BombS — [U] strips enemy resistances, drops later — linked: Persistence+, Magnified Effect+
- Savage FuryS — [B] spirit buff charged by shapeshift melee damage (speed + damage) — linked: Persistence+
- Flame WallS — [U] place on VolcanoS to empower projectiles with fire damage — linked: Persistence+, Magnified Effect+
- Spirit gems: "Act 1 — Either Savage FuryS OR Herald of AshS" (first Spirit Gem pick).
- Furious SlamS is the most important gem in Act 1.
Act 2 (minLevel 14)
- MaulS — [C] — linked: Rage+, Martial Tempo+
- Fury of the MountainS — [C] replaces MaulS as main Rage+/damage, leaves fiery Fissures pulsed by Shockwave TotemS — linked: Martial Tempo+, Primal Armament+ II (lvl 1), Rage+
- Furious SlamS — [C]/[ST] — linked: Fist of War+ II, Fire Infusion+
- VolcanoS — [U] — linked: Controlled Destruction+, Persistence+
- PounceS — [M]/[ST] — linked: Martial Tempo+, Mark of Siphoning+ (lvl 1)
- Shockwave TotemS — [U] — linked: Martial Tempo+, Ancestral Urgency+ (lvl 1)
- Savage FuryS — [B] — linked: Persistence+
- Flame WallS — [U] — linked: Persistence+, Magnified Effect+
- Ferocious RoarS — [B]/[U] generates Rage+; when fully charged triggers Ancestral CryS = "Avatar of Kaom" in Bear form — linked: Infernal CryS, Lifetap+
- Planner note: "Act II — Drop Frost BombS".
Act 3 (minLevel 30) — also when Trial Ascendancy (ShamanP) is obtained
- Fury of the MountainS — [C] — linked: Martial Tempo+, Primal Armament+ II (lvl 1), Branching Fissures+ (lvl 1)
- RampageS — [C]/[ST] Bear ultimate; replaces Furious SlamS from Act 3; triggers Fissures/VolcanoS; great on stunned/large bosses — linked: Slam Aftershocks+ (lvl 1), Fire Infusion+
- VolcanoS — [U] — linked: Controlled Destruction+, Persistence+
- PounceS — [M]/[ST] — linked: Martial Tempo+, Mark of Siphoning+ (lvl 1)
- Shockwave TotemS — [U] — linked: Martial Tempo+, Ancestral Urgency+ II (lvl 1), Overabundance+ (lvl 1)
- Savage FuryS — [B] — linked: Persistence+, Clarity+, Vitality+
- Flame WallS — [U] — linked: Persistence+, Magnified Effect+
- Ferocious RoarS — [B]/[U] — linked: Raging Cry+ (lvl 1), Magnified Effect+
- ApocalypseS — [B]/[C] ShamanP Glory spell (Meteors/Ice shards/Lightning Strikes), Glory gained by Igniting — linked: Controlled Destruction+, Persistence+ II, Elemental Focus+
Act 4 (minLevel 42)
- Fury of the MountainS — [C] — linked: Primal Armament+ II (lvl 1), Martial Tempo+ II, Aftershock+ II (lvl 1), Rage+ II
- RampageS — [C]/[ST] — linked: Slam Aftershocks+ (lvl 1), Fire Infusion+, Burgeon+ II (lvl 1)
- VolcanoS — [U] — linked: Controlled Destruction+, Persistence+
- PounceS — [M]/[ST] — linked: Mark of Siphoning+ II (lvl 1), Martial Tempo+ II, Rage+ II
- Shockwave TotemS — [U] — linked: Martial Tempo+ II, Overabundance+ II (lvl 1), Ancestral Urgency+ III (lvl 1) ["Urgent Totems III" in guide text]
- Savage FuryS — [B] — linked: Persistence+, Clarity+, Persistence+ II
- Flame WallS — [U] — linked: Persistence+ II, Magnified Effect+ II
- Ferocious RoarS — [B]/[U] and Ancestral CryS — [B] — linked: Raging Cry+ (lvl 1), Ancestral CryS, Persistence+ II
- ApocalypseS — [B]/[C] — linked: Controlled Destruction+, Persistence+ II, Elemental Focus+
- Walking CalamityS — [C] ultimate Bear-form fire meteor storm; Glory gained by generating Rage+ at max Rage+ — linked: Persistence+ II, Primal Armament+ II (lvl 1), Blazing Critical+ (lvl 1)
Interludes (minLevel 60)
- Fury of the MountainS — [C] — linked: Primal Armament+ II (lvl 1), Martial Tempo+ II, Aftershock+ II (lvl 1), Rage+ III
- RampageS — [C]/[ST] — linked: Slam Aftershocks+ (lvl 1), Fire Infusion+, Hit and Run+ (lvl 1), Burgeon+ II (lvl 1)
- VolcanoS — [U] — linked: Retreat+ II (lvl 1), Persistence+ II, Wildshards+ II (lvl 1)
- PounceS — [M]/[ST] — linked: Holy Descent+ (lvl 1), Mark of Siphoning+ II (lvl 1), Martial Tempo+ II, Fist of War+ II
- Shockwave TotemS — [U] — linked: Overabundance+ II (lvl 1), Martial Tempo+ II, Ancestral Urgency+ III (lvl 1)
- Savage FuryS — [B] — linked: Clarity+, Vitality+, Persistence+ II
- Ferocious RoarS — [B]/[U] and Ancestral CryS — [B] — linked: Raging Cry+ (lvl 1), Ancestral CryS, Persistence+ II
- ApocalypseS — [B]/[C] — linked: Controlled Destruction+, Persistence+ II, Elemental Focus+, Magnified Effect+ II
- Herald of AshS — [B] added with ~100 total Spirit for area clear — linked: Magnified Effect+ II, Persistence+ II, Fire Mastery+
- Walking CalamityS — [C] — linked: Primal Armament+ II (lvl 1), Blazing Critical+ (lvl 1), Persistence+ II, Fire Infusion+
Endgame (Budget) (minLevel 65)
- Fury of the MountainS — [C] — linked: Primal Armament+ II (lvl 1), Martial Tempo+ II, Rage+ III, Kaom's Madness+ (lvl 1; place all 12 Fissures in 3 attacks; then drop the Splitting GroundP/Splitting Fissures cluster)
- RampageS — [C]/[ST] — linked: Slam Aftershocks+ (lvl 1), Fire Infusion+, Hit and Run+ (lvl 1), Burgeon+ II (lvl 1), Momentum+ (lvl 1)
- VolcanoS — [U] — linked: Retreat+ II (lvl 1), Persistence+ II, Wildshards+ II (lvl 1)
- PounceS — [M]/[ST] — linked: Holy Descent+ (lvl 1), Mark of Siphoning+ II (lvl 1), Martial Tempo+ II, Fist of War+ II
- Shockwave TotemS — [U] — linked: Overabundance+ II (lvl 1), Martial Tempo+ II, Ancestral Urgency+ III (lvl 1), Fire Infusion+
- Savage FuryS — [B] — linked: Clarity+, Persistence+ II, Vitality II+, Cannibalism+
- Ferocious RoarS — [B]/[U] and Ancestral CryS — [B] — linked: Raging Cry+ (lvl 1), Ancestral CryS, Persistence+ II, Magnified Effect+ II
- ApocalypseS — [B]/[C] — linked: Persistence+ II, Magnified Effect+ II, Pinpoint Critical+ (lvl 1), Rising Tempest+ (lvl 1)
- Herald of AshS — [B] — linked: Magnified Effect+ II, Persistence+ II, Fire Mastery+
- Walking CalamityS — [C] — linked: Primal Armament+ II (lvl 1), Blazing Critical+ (lvl 1), Persistence+ II, Fire Infusion+
Endgame variants (from guide text)
- Whispering IceI + ThunderstormS swap (minLevel 70, optional for high-end bosses): like Budget but VolcanoS is dropped and Heart of IceS takes Weapon Set 1 (linked: Clarity II+, Encumbrance+, Cold Mastery+). More single-target via ThunderstormS + Shocking bosses (with Sigil of LightningP passive).
- Endgame (Higher Budget) (minLevel 80): as Budget plus Elemental WeaknessS curse (linked: Heightened Curse+, Cursed Ground+, Magnified Effect+ II, Persistence+ II).
Gem Engraving / Quality Priority
- Fury of the MountainS (most important overall)
- Furious SlamS (most important in Act 1)
- VolcanoS & Shockwave TotemS
- Walking CalamityS
- RampageS
- Spirit gems low priority for engraving.
- First Gemcutter's Prism Quality: RampageS (extends time before Rage+ is consumed) → Fury of the MountainS (+Rage+ per hit) → Walking CalamityS.
Rotation / Playstyle
Clearing (Act 1-2): MaulS (Act 1) or Fury of the MountainS (Act 2+) to generate Rage+; empowered Furious SlamS at 10+ Rage+ on packs/rares (Bear's back glows red when ready); pre-place VolcanoS + Shockwave TotemS for rares/dangerous packs; retreat to human-form spells for ranged DPS. Rage+/warcry pacing is the core loop: Rage+ fuels Furious SlamS early and RampageS later; Ferocious RoarS is the warcry that also feeds Walking CalamityS's Glory when at max Rage+.
Clearing (Act 3+): 1-2 Shockwave Totems + Fury of the MountainS repeatedly; Fury of the MountainS + Shockwave TotemS become main clear, so Furious SlamS is dropped; PounceS rares for Mark/leech/wolves; RampageS at full Rage+ for fast area clear.
Bosses — Act 1: Shockwave TotemS first (long duration, holds enemy) → VolcanoS + Flame WallS on top → Frost BombS on tougher bosses → PounceS for Mark + leech → MaulS 2x for Rage+ → Furious SlamS; repeat until totem/VolcanoS expire or boss forces movement.
Bosses — Act 2: pre-place Shockwave TotemS + VolcanoS + Flame Walls stacked on boss → PounceS → Fury of the MountainS 3x for Rage+ + fissures → Furious SlamS whenever Rage+ is full (red runes).
Bosses — Act 3+: pre-place VolcanoS + Flame WallS → two Shockwave Totems (Overabundance+ II) in the same area → repeat Fury of the MountainS for many Fissures → when stunned, RampageS in a tight circle around the boss (shockwaves + most bosses can't target you).
Savage FuryS: activate right before Fury of the MountainS or RampageS for speed/damage; also boosts Werewolf PounceS/sprint. Use ALL spells first — swapping to human form ends the buff.
ApocalypseS / Calamity / Warcries: use ApocalypseS + Walking CalamityS whenever charged on bosses (alternate while clearing to keep one active; use both before a long RampageS). Walking CalamityS charges by generating Rage+ at max Rage+ (Fury of the MountainS, Ferocious RoarS). Ferocious RoarS charged by Igniting targets → triggers Ancestral CryS "Avatar of Kaom"; ideal timing is right before a RampageS or during Fury of the MountainS on a boss. Use the hidden/combo binding set — lots of buttons.
Weapon & Base Breakpoints
- Talisman (two-handed, Weapon Set 2) is the most important item — upgrade via gambling, crafting and Runes. High Physical/Fire DPS + attack speed (weapon DPS = (min+max)/2 × attacks per second). Trade filter: exclude added Cold/Lightning, sort by total DPS. +skill levels to attacks = large DPS gain but needs high raw damage (mana strain otherwise).
- Staff (Weapon Set 1, spellcaster): +skill levels to Fire skills, increased fire & spell damage; cast speed / Flammability magnitude are nice-to-have.
- Arms: 10% movement speed boots by Act 1 → ≥20% by later Acts → 30% at endgame.
- Belt: unique GoregirdleI available from Level 25 (cheap, optional, very strong here): "Defend with 200% of Armour" applies to Physical AND Elemental (via Bear Form / "Armour Also Applies to Elemental"); penalty only on Physical mitigation. Alternative: Cloak of FlameI (Phys→Fire conversion).
- From Act 3 onward ensure Mana Leech on at least one piece (Ring/Gloves/Talisman).
- No explicit numeric weapon-base-per-level chart beyond the above; upgrade Talisman every chance you get.
Gear Priorities
Offence: Staff +Fire skill levels / increased fire+spell damage; Talisman max Physical/Fire DPS + attack speed; Rings/Gloves flat added damage (Fire/Physical first); attack speed & +skill levels elsewhere; one Mana Leech affix (Ring/Gloves/Weapon). Defence: cap Fire/Cold/Lightning Res (later bank extra Fire Res over 75% for Max Fire Res buffs); max Life & Strength; Armour + "Armour applies to elemental damage"; Energy Shield; keep upgrading Life Flask every tier (recovery speed, charge generation) and craft it with Orb of Transmutation + Orb of Augmentation; drop Mana flasks that drain Life; add Chaos Res at endgame. Runes used (from example gear): Fire Runes (RuneFireLesser/RuneFireGreater), Enhance Runes (RuneEnhanceLesser/RuneEnhance/RuneEnhanceGreater), Life Runes (RuneLife/RuneLifeGreater); endgame sockets include special soul cores. Jewels (endgame, two needed): 1-2% Mana on Kill (best single mod), 1-2% Life on Kill, 5-15% Increased Elemental/Fire Damage (>10% worthwhile), Gain 1 Rage+ on Melee Hit, 5-10% Increased Skill Effect Duration, 10-20% increased Armour, 2-4% Skill Speed while Shapeshifted. Charms: Act 1 Cold Resistance Charm for Count Ogham; afterwards Stun/Freeze/slow resistance charms.
Passive Tree
- Attributes: enough Strength and Intelligence for gear/gem/support requirements, rest into Strength (for Life); may need 2-3 Dexterity travel nodes for support gems. Respec Attributes with Gold at The Hooded One or Doryani.
- Rush Bestial RageP (+Rage+ on hit), then Mystical RageP (spell damage scaling).
- Weapon-set passives: Splitting GroundP (with its Attack AreaP minors — actually generic AoE, take on regular passives) on the Talisman (Shapeshift/attack/melee) set as soon as possible for DPS + Rage+; Lasting IncantationsP and Wasting CastsP on the spellcaster set (Staff, Weapon Set 1) — duration/debuff effects are high priority. Keep default setup: Set 1 Staff (spells), Set 2 Talisman.
- Optional mana: Sturdy MindP near Druid area until a Mana-on-Kill Jewel.
- Self-ignite strategy (only once you have 100% "reduced ignite magnitude on you", easiest by anointing HeatproofP on the Amulet): Self ImmolationP + Molten CarapaceP + HeatproofP give Ignite immunity, +2% max Fire Res, 50% increased Armour & Fire damage.
- Endgame swap: Whispering IceI + ThunderstormS variant — swap STR nodes to INT for the staff; Sigil of LightningP helps Shocking bosses.
- Ascendancy: ShamanP is the leveling choice (respec to OracleP at endgame if changing builds).
Ascendancy Order (ShamanP)
- Turning of the SeasonsP — big elemental damage boost + applies Exposure (lowers enemy resists); after this node you can drop Frost BombS.
- Bringer of the ApocalypseP — grants the ApocalypseS Glory spell.
- Druidic ChampionP (+ minor node before it) — Rage+ investment now applies to spells.
- Reactive GrowthP — one of the strongest elemental defensive layers (flat elemental damage reduction incl. DoT + reactive layer).
- Complements: Molten BeingP (elemental mitigation applies to some physical), Prism GuardP (elemental Armour support).
- Do your first 2 Ascensions via Trial of the Sekhemas and Trial of Chaos (Ascension Guide).
Act Progression
- Act 1: get movement boots (10% move speed), Cold Resistance Charm for Count Ogham; start are-focused passives and Splitting GroundP; unlock MaulS/Furious SlamS/VolcanoS/PounceS/Shockwave TotemS/Frost BombS/Savage FuryS/Flame WallS timeline; MaulS+Slam combo.
- Act 2: Fury of the MountainS (Act 2+), Ferocious RoarS + Infernal CryS; drop Frost BombS; pre-status for Trial of Sekhemas; Valley of the Titans Medallion permanent buff (quest reward, selected in planner).
- Act 3: RampageS replaces Furious SlamS; two Shockwave Totems (Overabundance+ II); Herald of AshS becomes affordable with ~100 Spirit; Venom Crypts Venom Draught permanent buff (selected in planner); Mana Leech gear from Act 3 onward. This is the earliest Ascendancy point (Trial of the Sekhemas, first 2 Ascensions).
- Act 4: Walking CalamityS (minLevel 42); Guardian/Test quests (Goddess of Justice / Halls of the Dead tests left at 0 in planner); running ShamanP nodes fully online.
- Interludes: Herald of AshS added, Savage FuryS fully supported (minLevel 60); Qimah's Seven Pillars reward left at 0 in planner.
- Ascendancy timing: the guide links the Ascension Guide for Trial of the Sekhemas (first 2 Ascensions) and Trial of Chaos; in practice you take ShamanP as soon as the trials open (Act 3).
Recommended Campaign Buffs
From the guide FAQ/story-rewards (exact suggested permanent buffs in the planner "Story Rewards"):
- Act 2 – Valley of the Titans Medallion: take it (quest reward selected = 1).
- Act 3 – Venom Crypts Venom Draught: take it (selected = 2).
- Act 4 – Abandoned Prison Goddess of Justice: 0 (not selected).
- Act 4 – Halls of the Dead tests (Tawhoa's Test, Tasalio's Test, Ngamahu's Test): 0 (not selected).
- Interludes – Qimah's Seven Pillars: 0 (not selected).
Tips
- Run around out of combat in Werewolf form (passive move speed); PounceS is your movement skill; PounceS + dodge roll + sprint to the next pack.
- Use VolcanoS + Flame WallS on top of each other to empower all projectiles with fire damage.
- Overabundance+ I gives two Volcanos you can both slam; Prolonged Duration I = less placing, more slamming.
- Shockwave TotemS can be placed while in Bear form; its attacks pulse Fury of the MountainS's Fissures (and thus also trigger Volcanoes).
- MaulS → Slam keeps the bear stood up for a faster Slam while sustaining Rage+; use dodge roll in Bear form to reposition (initially slow windups).
- With Kaom's Madness+ on Fury of the MountainS, drop the Splitting GroundP/Splitting Fissures passive cluster (you place all 12 Fissures in 3 attacks).
- RampageS in a tight circle around bosses — most bosses have trouble targeting you.
- Use the hidden/alt binding set and rebind to easy keys; you can cut Frost BombS, Flame WallS, or even run "Herald of AshS first" and drop buff management if you prefer fewer buttons (costs boss DPS).
- Aim for +1-2% Mana on Kill jewels; Mark of Siphoning+ + PounceS solves boss mana.
- Keep flasks current, craft them, and never use Life-draining Mana flasks.
- GoregirdleI (lvl 25+) is a cheap, strong optional belt; consider Cloak of FlameI for physical mitigation.
Link-Index · alle Begriffe dieser Seite
Jeder Eintrag verlinkt auf poe2db.tw (Datenbank) und die offizielle poe2wiki.net. Badges im Fließtext: S=Skill, + =Support, I=Item, U=Unique, P=Passive, A=Ascendancy, B=Buff, C=Charm, R=Rune.
Skills
- Ancestral Cry wiki
- Apocalypse wiki
- Elemental Weakness wiki
- Ferocious Roar wiki
- Flame Wall wiki
- Frost Bomb wiki
- Furious Slam wiki
- Fury of the Mountain wiki
- Heart of Ice wiki
- Herald of Ash wiki
- Infernal Cry wiki
- Maul wiki
- Pounce wiki
- Rampage wiki
- Savage Fury wiki
- Shockwave Totem wiki
- Thunderstorm wiki
- Volcano wiki
- Walking Calamity wiki
Support-Gems
- Aftershock wiki
- Ancestral Urgency wiki
- Barkskin wiki
- Blazing Critical wiki
- Branching Fissures wiki
- Burgeon wiki
- Cannibalism wiki
- Clarity wiki
- Clarity II wiki
- Cold Mastery wiki
- Controlled Destruction wiki
- Cursed Ground wiki
- Elemental Focus wiki
- Encumbrance wiki
- Fire Infusion wiki
- Fire Mastery wiki
- Fist of War wiki
- Heightened Curse wiki
- Hit and Run wiki
- Holy Descent wiki
- Kaom's Madness wiki
- Lifetap wiki
- Magnified Effect wiki
- Mark of Siphoning wiki
- Martial Tempo wiki
- Momentum wiki
- Mysticism wiki
- Overabundance wiki
- Persistence wiki
- Pinpoint Critical wiki
- Primal Armament wiki
- Rage wiki
- Raging Cry wiki
- Retreat wiki
- Rising Tempest wiki
- Slam Aftershocks wiki
- Vitality wiki
- Vitality II wiki
- Wildshards wiki
Passives/Notables
- Attack Area wiki
- Bestial Rage wiki
- Bringer of the Apocalypse wiki
- Druidic Champion wiki
- Heatproof wiki
- Lasting Incantations wiki
- Molten Being wiki
- Molten Carapace wiki
- Mystical Rage wiki
- Oracle wiki
- Prism Guard wiki
- Reactive Growth wiki
- Self Immolation wiki
- Shaman wiki
- Sigil of Lightning wiki
- Splitting Ground wiki
- Sturdy Mind wiki
- Turning of the Seasons wiki
- Wasting Casts wiki
- Zealot's Oath wiki
Querverweise · andere Klassen-Guides
Druid twinkt über Amor Mandragora + Horns of Bynden (Rage = Skill Speed) und Goregirdle (L25). Die Shift-Formen haben eingebaute Mobility – einfach in Wolf-Form zwischen Packs sprinten.
| Klasse | Build | Archetyp |
|---|---|---|
| Warrior | Boneshatter / Warcries | Melee · Slam-Kombo |
| Huntress | Spear / Bleed (Rake) | Melee/Ranged · Bleed |
| Sorceress | Arc / Spark (Stormweaver) | Spell · Lightning |
| Mercenary | Explosive/Gas Grenade | Ranged · Crossbow |
| Monk | Storm Wave / Glacial Cascade | Melee · Cold |
| Ranger | Lightning Arrow / Rod | Ranged · Lightning |
| Witch | Essence Drain / Contagion | Spell · DoT |