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PoE2 · Early Access · Return of the Ancients 0.5.4

Warrior · Boneshatter / Warcries

Melee · Slam-Kombo · Schnellster Melee-Clear (Boneshatter-Explosionen) inkl. Leap-Slam-Cancel und Hammer of the Gods-Bursts.
Aktualisiert: June 8, 2026 Build: Boneshatter / Warcries Quelle: Maxroll-Guide ↗
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

  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).
  2. BoneshatterS [C] - bread-and-butter clear; large AoE explosion when used on a monster that is Primed for Stun; requires priming first.
  3. Rolling SlamS [M] - first hit primes enemies for stun; replaced by Leap SlamS once you get it.
  4. 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.
  5. EarthquakeS [ST] - "Cast Infernal CryS before using EarthquakeS for additional damage"; leaves Jagged Ground that erupts when the Shockwave TotemS slams.
  6. 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

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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)

  1. 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.
  2. Scavenged PlatingB [B] - sizeable Armour boost; maintained with Shattering BlowP and Splinter+.

Additional support gems mentioned in prose:

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):

  1. 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.
  2. 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).
  3. If anything survives the BoneshatterS clear, blow up EarthshatterS spikes with warcries.
  4. Weapon swap rule: ONLY weapon swap if you have 2 extra maces similar to your main weapon - otherwise skip the swap entirely.
  5. 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.
  6. 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.
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.
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.

KlasseBuildArchetyp
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WitchEssence Drain / ContagionSpell · DoT