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☆ NEW: 0.1.1 Patch Notes
★ HOT: List of All Builds
☆ New to PoE? See our Beginner's Guide
★ Classes | Best Classes
☆ Walkthrough | Quests | Bosses
★ Uniques | Gems | Items
This is a list of best Builds for all classes in Path of Exile 2 (PoE 2). Check out the best builds and full list of builds for all classes and ascendancies for endgame and leveling!
All Class Guides | ||
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All Classes | List of Builds | Class Tier List |
List of Contents
Rank | Class |
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The best builds in Path of Exile 2 are the Minion Infernalist Witch, Bleed Bow Witchhunter, and Magnetic Salvo Deadeye. These builds can comfortably tear through Tier 15 maps, allowing them to farm currency items and gear more efficiently than others.
The builds in the A tier are also formiddable builds that can tackle high-tier maps in the endgame. However, these builds fall short in their damage outputs compared to S-tier builds.
The builds in the B tier are builds that require perfect gear setups to reach high-tier maps. Although these builds can clear Tiers 1 to 5, their damage and survivability falls short when pushing for higher tiers.
Damage | Determines how effective the build's overall damage is in high-tier maps, allowing it to be more effective against harder enemies. |
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Survivability | Takes into account the build's tankiness and survivability, allowing the build to avoid death and map failure. |
Investment | Investment is a criteria that judges builds based on their gear. Builds that do not require too many specific modifers are favored over builds that specifically require uniques or modifiers. |
Mercenary | Monk | Witch |
Sorceress | Warrior | Ranger |
Bleed Bow Witchhunter | Barrage Ready a volley of arrows, Empowering your next Bow Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Rain of Arrows Fire arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Spiral Volley Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Combat Frenzy While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occur once every few seconds.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
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Focus: Leveling, Endgame, DoT, Burst Damage, Bossing, Mobbing | |
Summary: This Bleed Bow Witchhunter maximizes your damage with Combo Frenzy and unleashing huge burst damage with Rain of Arrows and Spiraling Volley that are great for clearing mobs and taking on Bosses. |
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Fire Grenade Witchhunter | Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt.
Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Incendiary Shot Loads your Crossbow with flaming bolts that fragment in flight, damaging and igniting enemies on hit and in a small cone behind their final target.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Explosive Shot Loads your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
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Focus: Leveling, Endgame, DoT, AoE, Mobbing | |
Summary: The Fire Grenade Witchhunter makes use of igniting your enemies with the Oil Grenade + Explosive Shot combo to clear large packs of mobs easily. |
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Gunslinger Gemling Legionnaire | Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Fragmentation Rounds Loads your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a frozen enemy consume the Freeze and cause an explosion of Shrapnel. Bolts that hit an Ice Crystal cause it to explode.
High Velocity Rounds Loads your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
Herald of Plague While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
Attrition While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Emergency Reload Instantly relaods your active Crossbow Ammunition and Empowers the loaded bolts to deal more damage.
Galvanic Shards Loads your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
Withering Presence While active, periodically Withers enemies in your Presence.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
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Focus: Leveling, Endgame, DoT, Crowd Control, Bossing | |
Summary: This Gunslinger Gemling Legionnaire build focuses on applying Poison and Bleeding ailments to deal consistent damage, while also Freezing and Armour Breaking your enemies for crowd control and dealing huge burst damage. |
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Grenadier Gemling Legionnaire | Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Attrition While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Cluster Grenade Fires a bouncing Grenade That explodes when it's fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
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Focus: Leveling, Endgame, AoE, Burst Damage, Crowd Control | |
Summary: This Grenadier Gemling Legionnaire makes use of Grenades and triggers Gas Cloud explosions against ignited enemies to easily clear large mobs and deal huge burst damage. |
Lightning Tempest Invoker | Killing Palm Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Tempest Flurry Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth performs a Final strike that calls down a powerful Shocking bolt.
Tempest Bell Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Storm Wave Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
Lingering Illusion Creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
Flicker Strike Teleport to an enemy and Strike them. Consumes Power Charges to perform additional teleporting strikes on nearby enemies.
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Focus: Leveling, Endgame, DPS, Crowd Control | |
Summary: This Lightning Tempest Invoker uses Charged Staff, Tempest Flurry and Tempest Bell to burst down mobs and delete bosses fast. |
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Lightning Wave Invoker | Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Combat Frenzy While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occur once every few seconds.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Storm Wave Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Elemental Expression Creates a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
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Focus: Leveling, Endgame, DPS, Burst Damage, Bossing / Mobbing | |
Summary: The Lightning Wave Invoker uses Storm Wave with Cast on Shock to summon Comets for a constant burst against enemy mobs and bosses. |
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Ice Lightning Chayula | Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Tempest Bell Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Combat Frenzy While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occur once every few seconds.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Storm Wave Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped.
Into the Breach A Flame of Chayula manifests nearby every X seconds;Flames of Chayula fade after 25 seconds if not picked up
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Focus: Leveling, Endgame, Crowd Control, DPS, Burst Damage | |
Summary: The Ice Lightning Chayula uses Shattering Palm, Herald of Ice, Tempest Flurry and Storm Wavel to clear mobs and freeze bosses fast for DPS. |
Minion Infernalist | Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
Skeletal Arsonist Summons bomb-throwing, reviving Skeletal Arsonists that can detonate other minions on command.
Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
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Focus: Leveling, Endgame, Minions, Crowd Control, DoT | |
Summary: The Minion Infernalist lets you command an army of skeletal minions, summon Raging Spirits with Flame Wall, and empower them with curses and buffs. |
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Bonestorm Blood Mage | Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Bone Cage Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
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Focus: Leveling, Endgame, High Single Target Damage | |
Summary: This Bonestorm Blood Mage build focuses on maximizing critical hits and explosive shrapnel damage of the Bonestorm spell, offering massive single-target damage and great sustain, making it perfect for Bossing. |
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Demon Form Infernalist | Arctic Armour Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
Flameblast Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you channelled for.
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
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Focus: Leveling, Endgame, Fast Clear, AoE | |
Summary: The Demon Form Infernalist lets you transform into Demon Form and obliterate enemies with Flameblast and Solar Orb, making it perfect for both mob clearing and boss fights. |
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Detonate Dead Blood Mage | Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Soul Offering Impales a Skeleton on a bone spike, granting you a powerful Spell Damage Buff as long as the spike remains. Does not affect your minions. The bone spike itself is a Minion. If it dies, the effect ends immediately.
Sacrifice While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
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Focus: Endgame, High Damage, Fast Clear, Minions | |
Summary: The Detonate Dead Blood Mage build uses explosive corpse damage for mob clearing, while Skeletal Brutes with high HP amplify damage, shredding even bosses. |
Fire Sorceress | Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
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Focus: Leveling, DoT, Mobbing | |
Summary: The Fire Sorceress uses Fireball for DPS, Flame Wall for damage amplification and sustained DPS, and Flammability to take down high HP targets. |
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Cold Warp Stormweaver | Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain.
Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
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Focus: Leveling, Endgame, Burst Damage, Crowd Control | |
Summary: This Cold Warp build deals high CC and AoE clear by freezing enemies with continuous Cold damage using Frostbolt and Frost Wall to spawn Ball Lightning with the Cast on Freeze Persistent Buff Skill. Lightning Warp is then used to cull low HP enemies or teleport to Ball Lightning projectiles. |
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Spark Stormweaver | Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Archmage While Active, causes your Non-Channelling Spells to cost additional mana and deal extra lightning damage, both based on your maximum mana.
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Focus: Leveling, Endgame, Burst Damage, Mobbing | |
Summary: This Spark Stormweaver outputs high AoE damage and clear with continuous Shock damage using Spark and enhancing it with other skills such as Flame Wall, Mana Tempest, and Archmage. |
Fire Explosion Warbringer | Boneshatter Attacks enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Infernal Cry Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt.
Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
Shield Charge Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Earthshatter Slam the ground, sending out a fissure that deals area damage to enemies it passess under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
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Focus: Leveling, Endgame, Burst, AoE, DoT, Stun | |
Summary: The Fire Explosions Warbringer specializes in setting up fiery chain explosions that leave any remaining enemies burning. |
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Slam Bleed Titan | Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Shockwave Totem Raises a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
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Focus: Leveling, Endgame, Aftershocks, Stun, Bleed | |
Summary: The Slam Bleed Titan is a pure physical build that utilizes Slam skills to deal Aftershocks and high Bleeding DoT. |
Poison Pathfinder | Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
Barrage Ready a volley of arrows, Empowering your next Bow Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Gas Arrow Fires a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Tornado Shot Fires a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
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Focus: Leveling, Endgame, Mobbing, DoT, Curse Damage | |
Summary: This Poison Pathfinder build combines both Poison and Curses for the initial stages, then attempts to integrate Fire spells later to have better overall DPS. |
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Grenade Deadeye | Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires
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Focus: Leveling, Endgame, AoE, Grenades, Burst | |
Summary: This Grenade Deadeye fully utilizes the Endless Munitions Ascendancy Skill to fill the screen with various grenades while staying relatively tanky! |
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Lightning Salvo Deadeye | Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode.
Escape Shot Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Voltaic Mark Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Magnetic Salvo Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
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Focus: Leveling, Endgame, Burst Damage, Lightning, Energy Shield | |
Summary: The Lightning Salvo Deadeye is designed to set up Magnetic Salvo with Shock, Bonestorm, and Critical Hits to heavily burst down any foe; perfectly capable of reaching 3,000,000 damage! |
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Shattering Concoction Pathfinder | Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Escape Shot Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Shattering Concoction X Added Cold Damage;+7% to Critical Hit Chance;Consumes 5 Charges from your Mana Flask;Inflicts Cold Exposure on Hit;Explosion radius is 1.5 metres
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Focus: Leveling, Endgame, Burst Damage, Cold, Concoction | |
Summary: The Cold Pathfinder makes full use of Shattering Concoction with Shock and Critical Hits to heavily burst down any foe while freezing them in place! |
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