Skills (Gems)
The guide splits skills into "Act 1" and "Act 2 to Lategame" tabs, plus "Auras" and "Weapon Swap Mechanics" notes. Roles: [C]=clear, [ST]=single-target, [B]=buff/aura/herald, [M]=mobility, [U]=utility/debuff. Numeric level breakpoints exist only inside the embedded planner widget (not extractable - see note); the stages below are what the prose gives.
Act 1
- Mace StrikeS [ST] - default mace attack; single target and for anything that survives BoneshatterS (also used in the animation-cancel combo when nothing is primed).
- BoneshatterS [C] - bread-and-butter clear; large AoE explosion when used on a monster that is Primed for Stun; requires priming first.
- Rolling SlamS [M] - first hit primes enemies for stun; replaced by Leap SlamS once you get it.
- Shockwave TotemS [ST] - early-game single-target supplement; use on Bosses and strong Rares; place it behind the boss (boss mainly hits you); synergizes with EarthquakeS's Jagged Ground (it erupts every time the totem slams). Also used to proc Forge HammerS's Molten Fissures.
- EarthquakeS [ST] - "Cast Infernal CryS before using EarthquakeS for additional damage"; leaves Jagged Ground that erupts when the Shockwave TotemS slams.
- Perfect StrikeS [ST] - main single-target damage source during the campaign. Timing-critical: hold the button until the weapon flashes red, release at the flash to deal massively more damage; guaranteed ignite; long windup so use it during stun windows / safe moments.
Act 2 to Lategame
- Leap SlamS [M] - replaces Rolling SlamS for stun priming; movement skill with excellent stun buildup, best choice to prime targets while staying mobile. Keep the gem at LOW level so it does not kill monsters. Linked supports: Brink+ (prevents heavy-stunning, keeps monsters Primed for BoneshatterS), Overpower+ (lets even a low-level Leap SlamS build enough stun), Crater+ (lets Leap SlamS deal good damage just by leaping on enemies).
- EarthshatterS [U/ST] - spawns spikes which explode for massive damage when you use Seismic CryS or Infernal CryS. Pre-stack spikes while a boss is spawning / right before activating an essence for a big burst + instant stun. Against bosses: EarthshatterS until Heavy Stun, then warcries, then Hammer of the GodsS.
- Forge HammerS [U] - creates Molten Fissures when exploded by any Warcry; the Fissures erupt when hit by any Slam. Proc them with Shockwave TotemS and Leap SlamS.
- Hammer of the GodsS [ST] - the heavy hitter; empower it with Infernal CryS before dropping it on strong rares / bosses; best used on Heavy-Stunned bosses, ideally from the dual-mace weapon swap.
- Seismic CryS [B/U] - warcry; explodes EarthshatterS spikes and (with Infernal CryS) builds Heavy Stun. Set to Weapon Set 2. Do NOT level this gem (mana) unless comfortable.
- Infernal CryS [B] - warcry; empowers Hammer of the GodsS and hugely boosts EarthshatterS damage; low cooldown, use freely. Set to Weapon Set 2. Level only for Warcry Speed if mana is comfortable OR with a 5th socket + Lifetap+ support.
Auras (Act 2+ / spirit)
- Herald of AshS [B] - 30 Spirit aura; activate by opening the Skill Gem Menu and right-clicking the skill icon; active when Spirit shows 0/30 and the Herald icon swirls.
- Scavenged PlatingB [B] - sizeable Armour boost; maintained with Shattering BlowP and Splinter+.
Additional support gems mentioned in prose:
Leap SlamSlinks: Brink+ + Overpower+ (+ optional Crater+).Perfect StrikeSlinks: Window of Opportunity+ (substitute Fire Infusion+ if timing is an issue).Infernal CrySoptional 5th link: Lifetap+.- Shattering BlowP (passive node) + Splinter+ (gem) maintain Scavenged PlatingB.
Rotation / Playstyle
Clear (packs):
- Leap SlamS onto a monster -> it becomes Primed for Stun (glowing orb above its head) -> BoneshatterS -> huge pack-wide AoE explosion. Prefer using Infernal CryS so rare monsters die from the explosion.
- Animation cancelling (core to the build): Leap SlamS -> Dodge Roll -> BoneshatterS (primed mob) -> Dodge Roll. Roll out of the "heavy landing" by holding Dodge Roll just before you land; BoneshatterS hits very early in its swing so roll out early. If nothing got primed, Mace StrikeS -> Dodge Roll. This makes the build fluid, safe and fast.
Single target (bosses / rares):
- Pre-stack EarthshatterS spikes on the boss before it becomes targetable (or for essences), then explode them with Seismic CryS for a big burst + instant Heavy Stun.
- Keep the boss Heavy-Stunned: EarthshatterS -> explode with Seismic CryS + Infernal CryS -> weapon-swap to dual maces -> drop Hammer of the GodsS (empowered by Infernal CryS).
- If anything survives the BoneshatterS clear, blow up EarthshatterS spikes with warcries.
- Weapon swap rule: ONLY weapon swap if you have 2 extra maces similar to your main weapon - otherwise skip the swap entirely.
- Micro-optimization: you often start boss fights with enough Glory to drop Hammer of the GodsS immediately - do so, and lay spikes while the hammer falls. A Heavy-Stunning Hammer does NOT generate Glory, so afterwards explode spikes to re-Heavy-Stun the boss and refill Glory for another Hammer.
- Use Perfect StrikeS during stun windows / when telegraphed attacks will not hit you.
Warcry usage: Infernal CryS before EarthquakeS, before HotG drops, and to boost EarthshatterS; Seismic CryS explodes EarthshatterS spikes and (with Infernal CryS) builds Heavy Stun. Keep warcries on Weapon Set 2.
Weapon & Base Breakpoints
- 2-handed Mace: continuously upgrade (vendors / trade / crafting / identified drops). Upgrade roughly every ~10 levels.
- Base priority when choosing the mace: highest physical damage on the base weapon type -> % increased Physical Damage -> Adds # to # Physical Damage -> % increased Attack Speed -> Adds # to # Fire/Cold/Lightning Damage.
- Highest-tier 2H maces require Giant's BloodP (high Strength). Until you have the Strength, a well-rolled mid-tier mace is fine.
- A mace with "X% reduced attribute requirements" lets you massively drop Strength in order to run the full endgame tree / higher-tier weapons.
- Shield: used off-hand together with the 2H mace after allocating Giant's BloodP (block is the biggest defensive layer while mapping).
- Weapon swap set 2: dual-wield two 2-handed maces purely to drop Hammer of the GodsS (massive boss-damage increase) - only if you own 2 good extra maces.
- No named weapon bases or numeric base-level thresholds appear in the prose; the guide only states the "upgrade every ~10 levels" rule.
Gear Priorities
Campaign (defences first):
- Cap all Resistances at 75% (total across all gear, per the guide's Resistances note).
- +# to Maximum Life on everything.
- Meet attribute requirements (Strength for mace/shield, plus enough Int/Dex for gem & support gem requirements).
- Socket Runes to temporarily fix attribute / resistance gaps.
- Body Armour: the highest Armour value you can get - the majority of your Physical Damage Reduction comes from it while leveling.
- Weapon slots: socket Iron RunesI in empty sockets.
Weapon DPS (ordered importance): high phys base -> % increased Physical Damage -> Adds #-# Physical Damage -> % increased Attack Speed -> Adds #-# Fire/Cold/Lightning Damage.
- Mana leech on Weapon / Gloves / Rings (one roll solves all mana issues).
- Lightning damage to attacks on Rings or Gloves so Hammer of the GodsS inflicts a big shock.
Maps / post-campaign (on top of the above):
- Prioritize max Armour on Helmet, Body Armour, Gloves, and Boots (Boots must also have high movement speed).
- Shield after Giant's BloodP (block-capped makes you nearly unkillable in large packs).
- Build the dual-mace weapon swap for Hammer of the GodsS.
- Attack Speed on Gloves and Weapons (clear speed + feel).
- Upgrade Life / Resistance rolls; acquire the "relatively common" Unique the build uses (ThrillsteelI).
- Notable uniques: Chernobog's PillarI, Defiance of DestinyI, HeadhunterI; TrampletoeI (with sufficient damage) causes chaining explosions; The SurrenderI is a great mapping shield.
- Artificer's Orbs / Salvage Bench: not referenced in the prose; rune socketing (Iron RunesI) and vendor/trade/crafting are the socket/gear advice given.
Offensive scaling sources: % Melee Damage, % Global Physical Damage, % increased Damage, % Increased Damage with Maces, % Area Damage, % Damage with Two Handed Weapons, % Attack Damage.
Defensive scaling: Fire/Cold/Lightning Resist (to 75% cap) > +# Maximum Life > +# Strength (more life) > a solid Shield (block is the biggest mapping defensive layer).
Passive Tree
- Rush: Strength-heavy travel. Take only enough Intelligence and Dexterity to meet gear/gem requirements; put the rest into Strength (more life + enables Giant's BloodP).
- Giant's BloodP is the enabling keystone (2H mace + shield; later dual 2H maces on the weapon swap).
- Path toward the PolymathyP cluster - a good chunk of extra Strength plus small Reduced Attribute RequirementsP passives that cut the Strength needed for high-tier maces.
- Weapon-set specific passives: red markers = Weapon Set 1 (2H + Shield) allocation, green markers = Weapon Set 2 (dual 2H maces); allocate via the "Weapon Set 1 / 2" arrows top-right of the tree; uncolored nodes are normal allocations.
- Respec freely (Gold at the Hooded One / Doryani) to fix attributes when gear or skills change.
- Attribute notes: a mace with "% reduced attribute requirements" lets you min-max by dropping Strength to run the full tree.
- Ascendancy (Titan): first point -> Stone SkinP (massively increases defenses). After unlocking the second point, respec Stone SkinP into Colossal CapacityP + Hulking FormP. Later take Mysterious LineageP for a respectable Life boost.
- NEVER allocate Crushing ImpactsP - it removes your ability to prime enemies for stun entirely (breaks Leap SlamS -> BoneshatterS). If you took it, unspec immediately at the Hooded One with Gold.
- The guide is Titan-only; it does not mention/compare Warbringer.
Act Progression
The guide has no per-act walkthrough section; what is derivable from its prose, FAQ and links:
- Act 1: run the Act 1 skill suite (Mace StrikeS, BoneshatterS, Rolling SlamS, Shockwave TotemS, EarthquakeS, Perfect StrikeS). Prime with Rolling SlamS, use Shockwave TotemS behind bosses.
- Act 2: switch Rolling SlamS -> Leap SlamS (Brink+ + Overpower+ supports) the moment you get it. Take the Ascendancy (Titan) via the trials - the guide links: Ascension ("Trials of Ascendancy"), Trialmaster boss guide, and Zarohk (the Temporal) boss guide. The recommended relic bonuses to pick in Act 2 are shown in an embedded planner widget (values not extractable; the guide notes these bonuses are minor).
- Act 3: take the Venom Draught bonus (recommended choice is in the same embedded quest-mods widget; the guide notes these bonuses are minor and not to worry if you picked something different).
- Boss handling (all acts): Shockwave TotemS behind the boss; Perfect StrikeS in stun/safe windows; bosses get the EarthshatterS pre-stack -> Seismic CryS/Infernal CryS -> (weapon swap) -> Hammer of the GodsS rotation. Do the weapon swap only with 2 good extra maces.
- Permanent buffs: the exact suggested relic and Venom Draught picks are data-driven (see extraction note); the guide's only text guidance is that they are minor.
Recommended Campaign Buffs
- Not directly in the prose. The FAQ "What bonuses should I choose from relics in Act 2 and venom drought in Act 3?" exists, but its answer is a client-side
questModsplanner widget (data-poe2-profile="v1p5a0qc", typequestMods) that could not be scraped (planner app returns 404). Only the caveat is text: "These bonuses are minor, if you picked something different for the Venom Draught, don't worry too much!"
Tips
- Keep Leap SlamS gem at low level; link Brink+ (so you prime instead of heavy-stun) and Overpower+ (stun buildup on a low-level Leap SlamS).
- Animation cancel constantly: Leap SlamS -> Dodge Roll -> BoneshatterS -> Dodge Roll. Hold Dodge Roll shortly before landing to roll out of the heavy landing; BoneshatterS hits early in its swing.
- Perfect StrikeS must be released at the red flash on the backswing or it deals almost no damage; if you still struggle, swap Window of Opportunity+ for Fire Infusion+.
- Mana: one Mana Leech roll on a Ring or Glove fixes everything. Do NOT level Leap SlamS, Infernal CryS or Seismic CryS gems (level Infernal CryS only for Warcry Speed if mana is comfortable OR you have a 5th socket for Lifetap+).
- Herald of AshS: activate in the Skill Gem Menu; confirm active by Spirit 0/30 and the swirling icon.
- Chestpiece = most of your Physical Damage Reduction; always get the highest Armour body armour you can.
- Weapon swap for Hammer of the GodsS only if you own 2 extra maces comparable to your main weapon.
- Dying after leap slamming into packs: roll right after landing so mobs swing and miss, then BoneshatterS after your Dodge Roll.
- In high density, fight tough Rares / Essences inside big packs so BoneshatterS's AoE obliterates them.
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
Support-Gems
Passives/Notables
Items/Bases
Buffs/Auras
Querverweise · andere Klassen-Guides
Warrior ist der langsamste der Gruppe, aber mit Leap-Slam-Roll-Cancel + Boneshatter dennoch solide. Twink-Keys: Horns/Wings of Caelyn, Frostbreath, Hrimnor's Hymn.
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|---|---|---|
| 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 |
| Druid | Shapeshift (Bear/Wolf) | Melee/Spell · Fire |
| Ranger | Lightning Arrow / Rod | Ranged · Lightning |
| Witch | Essence Drain / Contagion | Spell · DoT |