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This is a Fire Explosion Warbringer build for the Warrior Class in Path of Exile 2 (PoE 2). Check out the Fire Explosion Warbringer build, including its gear, socketables, skills, and playstyle!
List of Contents
※ Switch tabs to view build progression: Leveling (Acts 1-2), Mid-Game (Act 3 to Cruel Mode), End Game (Atlas).
The Fire Explosion Warbringer build aims to make the Warrior an impressive AoE and DoT damage dealer from the early game to the end-game. It can quickly clear enemy hordes by using Leap Slam to stun prime enemies and Boneshatter to detonate them, resulting in fiery chain explosions.
This Warrior build starts with capitalizing on Boneshatter's shockwaves. Later on, the build will improve the capabilities and effects of Boneshatter and Hammer of the Gods by becoming a Warbringer and integrating fire damage, armor break, more explosion triggers, and shields, allowing the build to excel in mobbing, single-target damage, and survivability.
Date | Changes |
---|---|
1-17-2024 | ・Replaced Shield Charge with Flammability for more damage ・Made tweaks to rotations based on change above |
1-13-2024 | ・Polished and Improved the build for harder content ・Integrated Weapon Specialization, Weapon Swapping, and Block mechanics ・Changed Equipment and Skills section to better suit the new playstyle and rotation ・Added more information on recommended socketables |
1-8-2024 | ・Made minor tweaks and fixes to the end game build section |
12-19-2024 | ・Added end game version of the skillset and gear section |
12-17-2024 | ・Introduced more survivability and armor break capabilities into the build ・Socketed and changed more skill gems to active skills ・Added more passive group nodes under the passive skill tree segment to support the first point ・Added information about Jewel selection under socketables |
12-11-2024 | ・Socketed more skill gems to active skills ・Added more passive group nodes under the passive skill tree segment ・Respeced passive points to add Resolute Technique in the build |
12-10-2024 | ・Added Overwhelming Presence and Leaping Slam as skills ・Changed and added some tier one and two support gems for skills ・Added more passive group nodes, including the Ascendancy group node, under the Passive Skills section |
12-08-2024 | Updated the Build for Act 2 ・Changed the build name from "Bone Smashing Warrior" to "Fire Explosion Warbringer" ・Added Molten Blast, Perfect Strike, and Herald of Ash skills ・Added additional support gems for old and new skills ・Changed and added additional skill rotation content |
※ Switch tabs to view build progression: Leveling (Acts 1-2), Mid-Game (Act 3 to Cruel Mode), End Game (Atlas).
Gear | Modifiers | |
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Helm | ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute ・Increased Armor ・Added Armor | |
Expert Steel Plate (Body Armor) | ・Regenerate % Life per Second ・Increased Armor ・Added Armor ・Added Maximum Life ・Increased Resistances ・Added Spirit ・Added Strength Attribute | |
Gloves | ・Increased Attack Speed ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute ・Increased Armor | |
Utility Belt | ・20% of Flask Recovery applied Instantly ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute | |
Boots | ・Increased Movement Speed (at least 25%) ・Added Maximum life ・Increased Resistances ・Added Strength | |
Ring 1 & 2 | ・Increased Resistances ・Added Strength Attribute ・Added Maximum Life ・Increased Fire Damage | |
Xoph's Blood Amber Amulet | ・Added Strength ・Increased Maximum Life ・Increased Fire Resistance ・Enemies in your presence have Fire Exposure | |
Two Handed Mace (Weapon Swap I) | ・Increased Physical Damage ・Increased Elemental Damage with Attacks ・Added Physical Damage ・Increase to Melee Skills levels ・Increased Stun Duration | |
Svalinn Crucible Tower Shield (Weapon Swap I) | ・Grants Skill: Raise Shield ・Grants Skill: Cast on Block ・Increased Armor ・Reduced Maximum Block Chance ・Block Chance is Lucky | |
Two Handed Mace #1 (Weapon Swap II) | ・Increased Physical Damage ・Increased Elemental Damage with Attacks ・Increase to Melee Skills levels (Aim for +6) ・Increased Strength Attribute ・Increased Attack Speed | |
Two Handed Mace #2 (Weapon Swap II) | ・Increased Physical Damage ・Increased Elemental Damage with Attacks ・Increase to Melee Skills levels (Aim for +6) ・Increased Strength Attribute ・Increased Attack Speed |
Gear | Modifiers | |
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Helm | ・Increased Armor ・Increased Resistances ・Added Armor ・Maximum Life | |
Armor | ・Increased Armor ・Added Armor ・Increased Resistances ・Maximum Life ・Life Regeneration | |
Gloves | ・Increased Armor ・Added Armor ・Increased Resistances ・Gain Life per Kill | |
Belt | ・Increased Life Flask Recovery ・Increased Life Flask Gain ・Increased Resistances | |
Boots | ・Added Strength Attribute ・Movement Speed ・Life Regeneration | |
Ring | ・Gain Mana per kill ・Added Strength Attribute ・Increased Resistances | |
Amulet | ・Added Strength Attribute ・Life Regeneration | |
Ring | ・Increased Armor ・Maximum Mana ・Increase to Melee Skills levels ・Increased Resistances | |
Two-Handed Mace | ・Increased Physical Damage ・Gain Life per Kill ・Gain Mana per Kill ・Increase to Melee Skills levels ・Added Fire Damage |
Gear | Modifiers | |
---|---|---|
Helm | ・Increased Armor ・Increased Resistances | |
Armor | ・Increased Armor ・Maximum Life ・Life Regeneration | |
Gloves | ・Increased Armor ・Increased Resistances | |
Belt | ・Increased Flask Life Recovery ・Increased Life Flask Gain | |
Boots | ・Increased Strength Attribute ・Movement Speed | |
Ring | ・Gain Mana per kill ・Increased Strength Attribute | |
Amulet | ・Increased Strength Attribute ・Life Regeneration | |
Ring | ・Increased Armor ・Increase to Melee Skills levels | |
Two-Handed Mace | ・Increased Physical Damage ・Gain Life per Kill ・Increase to Melee Skills levels |
For Equipment, prioritize capping out all resistances and getting maximum life to at least 3,000 for the end-game. Doing so significantly increases survival when playing higher-tiered maps on the Atlas. Also, focus on getting added Strength modifiers to comply with Giant's Blood's requirement.
If players are still struggling with getting enough strength by the end game, where shields are more necessary, they may use two-handed maces with reduced attribute requirements or attribute conversion soul cores. Additionally, if players do not have access to the Svallin Tower Shield or the Turtle Charm ascendancy skill, they may temporarily use a regular shield with a 75% increased block chance modifier.
The modifiers listed below are arranged according to priority.
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・Increased Ignite Magnitude
・Increased Fire Damage ・Increased Fire Resistance Penetration Optional: ・Increased Stun Build Up ・Increased Stun Duration ・Increased Global Physical Damage ・Increased Damage with Maces ・Increased Damage from Empowered Attacks |
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・Increased Ignite Magnitude
・Increased Fire Damage ・Increased Fire Resistance Penetration ・Gain % Life on Kill Optional: ・Gain % Mana on Kill ・Increased Elemental Damage ・Increased Duration of Damaging Ailments |
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・Increased Life per Small Node
Optional: ・Increased Mana per Small Node ・Increased Maximum Lightning Resistance per Notable Node ・Increased Maximum Fire Resistance per Notable Node ・Increased Maximum Chaos Resistance per Notable Node |
Equip Rubies and Sapphires that increase elemental damage and Ignite or ailment magnitude and duration on four jewel sockets. Also, equip an Against the Darkness Time-Lost Diamond to boost survivability stats, particularly maximum life.
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・Increased Duration
・Increased Charges ・Recover Life when Used |
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The Thawing Charm is the build's primary charm, as getting frozen often leads to death during the end game. However, players may use any charm depending on their situation and circumstances.
Equipment | Sockets |
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Weapon | ![]() ![]() ![]() |
Armor | ![]() ![]() |
Equip all two-handed maces with an Iron Rune and Soul Core of Citaqualotl to increase physical and elemental damage, and the shield with a Soul Core of Jiquani for increased maximum life.
For armor pieces, equip another two Iron Runes on the Body Armor for increased Armor and three Soul Core of Jiquanis on the other pieces. Players can also use Soul Core of Citaqualotls if lacking in elemental resistances.
※ Switch tabs to view build progression: Leveling (Acts 1-2), Mid-Game (Act 3 to Cruel Mode), End Game (Atlas).
Skill | Support Gems |
---|---|
![]() | ![]() Rage Supports Melee Attacks, causing them to grant Rage on Hit. ![]() Demolisher Supports any skill, causing Armour Break it inflicts to be stronger. ![]() Discombobulate Supports Attacks, causing them to build up Daze based ona aportion of Physical Damage dealt. ![]() Ruthless Supports Attacks, causing repeated uses to be more effective at Stunning enemies. |
![]() 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. | ![]() Concentrated Effect Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. ![]() Searing Flame Supports any skill that hits enemies, causing inflicted Ignites to deal more damage but its hits to deal less damage. ![]() Eternal Flame Supports any skill that hits enemies, causing its ignites to be inflicted less often but last longer. ![]() Fire Infusion Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. ![]() Eternal Flame Supports any skill that hits enemies, causing its ignites to be inflicted less often but last longer. |
![]() 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. | ![]() Magnified Effect Supports any skill with an area of effect, making it larger. ![]() Devastate Supports any skill that hits enemies, causing them to apply Broken Armour to enemies causing a Heavy Stun to enemies. ![]() Armour Explosion Supports attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour. ![]() Martial Tempo Supports Attacks, causing them to Attack faster. ![]() Close Combat Supports Attacks, causing them to deal more damage to enemies based on how close they are to you. |
![]() 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. | ![]() Holy Descent Supports skills that leap into the air, causing them to create Consecrated ground when you land. ![]() Momentum Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled. ![]() Maim Supports Attacks causing them to Maim enemies. |
![]() 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. | ![]() Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. ![]() Enraged Warcry Supports Warcries, causing them to consume Rage to further boost Empowered Attacks. |
![]() 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. | ![]() Dazing Cry Supports Warcries, causing them to Daze enemies on use. ![]() Overpower Supports any skill that hits enemies, causing it to build up Stun more quickly. |
![]() 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. | ![]() Font of Rage Supported Skills which create stationary objects. Objects created by supported Skills generate a Font of Rage, creating an Aura which grants Rage over time, as well as preventing Rage loss. ![]() Font of Blood Supports skills which create stationary objects. Objects created by supported skills generate a Font of Blood, creating an Aura which grants Life regeneration. ![]() Persistence Supports any skill that has a duration, making that duration longer. |
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. (Level 7) | ![]() Cursed Ground Supports Curse skills. supported skills no longer have an activation delay, instead creating areas which Curse enemies so long as they are within them. ![]() Heightened Curse Supports curse skills, magnifying their power. ![]() Strip Away Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. |
![]() 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. | ![]() Cannibalism Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active. ![]() Vitality Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active. |
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon. | - |
Skill | Support Gems |
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![]() | ![]() Rage Supports Melee Attacks, causing them to grant Rage on Hit. ![]() Demolisher Supports any skill, causing Armour Break it inflicts to be stronger. ![]() Discombobulate Supports Attacks, causing them to build up Daze based ona aportion of Physical Damage dealt. ![]() Ruthless Supports Attacks, causing repeated uses to be more effective at Stunning enemies. |
![]() 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. | ![]() Fast Forward Supports any skill that has a duration, making that duration shorter. ![]() Concentrated Effect Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. ![]() Searing Flame Supports any skill that hits enemies, causing inflicted Ignites to deal more damage but its hits to deal less damage. |
![]() 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. | ![]() Magnified Effect Supports any skill with an area of effect, making it larger. ![]() Devastate Supports any skill that hits enemies, causing them to apply Broken Armour to enemies causing a Heavy Stun to enemies. ![]() Armour Explosion Supports attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour. |
![]() 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. | ![]() Holy Descent Supports skills that leap into the air, causing them to create Consecrated ground when you land. ![]() Momentum Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled. ![]() Maim Supports Attacks causing them to Maim enemies. |
![]() 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. | ![]() Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. ![]() Enraged Warcry Supports Warcries, causing them to consume Rage to further boost Empowered Attacks. |
![]() 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. | ![]() Dazing Cry Supports Warcries, causing them to Daze enemies on use. ![]() Overpower Supports any skill that hits enemies, causing it to build up Stun more quickly. |
![]() 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. | ![]() Font of Rage Supported Skills which create stationary objects. Objects created by supported Skills generate a Font of Rage, creating an Aura which grants Rage over time, as well as preventing Rage loss. ![]() Font of Blood Supports skills which create stationary objects. Objects created by supported skills generate a Font of Blood, creating an Aura which grants Life regeneration. ![]() Persistence Supports any skill that has a duration, making that duration longer. |
![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. (Level 7) | ![]() Hex Bloom Supports Curses spreading their effects when a Cursed enemy dies. ![]() Heightened Curse Supports curse skills, magnifying their power. ![]() Strip Away Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. |
![]() 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. | ![]() Cannibalism Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active. ![]() Vitality Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active. |
![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon. | - |
Skill | Support Gems |
---|---|
![]() | ![]() Rage Supports Melee Attacks, causing them to grant Rage on Hit. ![]() Martial Tempo Supports Attacks, causing them to Attack faster. |
![]() Rolling Slam Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. holding down the skill input allows you to change direction as you move. | ![]() Fist of War Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds. ![]() Jagged Ground Supports Slam skills, granting them a chance to create patches of Jagged Ground. |
![]() 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. | ![]() Impact Shockwave Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy. |
![]() Molten Blast Gouges molten rock from the ground and flings it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it. | ![]() Overpower Supports any skill that hits enemies, causing it to build up Stun more quickly. ![]() Ignition Supports any skills that Hits enemies, making it more likely to Ignite. |
![]() 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. | ![]() Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage. ![]() Magnified Effect Supports any skill with an area of effect, making it larger. |
![]() Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire. | ![]() Window of Opportunity Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage if released with Perfect Timing but reducing the Perfect Timing window. ![]() Eternal Flame Supports any skill that hits enemies, causing its ignites to be inflicted less often but last longer. |
![]() 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. | - |
The end-game skillset allows the build to make clusters of enemies explode using Boneshatter and melt bosses using Hammer of the Gods on the highest-tiered Atlas maps. All the support gems and persistent skills listed help and let the player trigger chain explosions, effectively ignite and stun prime enemies, break their armor, and increase damage.
By the mid-game, the skillset already integrates the core foundation of the end-game build, making it possible to execute the build's main rotations. Meanwhile, while leveling, it focuses more on using Boneshatter's shockwave to deal physical and (slight) fire AoE damage for groups and Perfect Strike for high single-target damage on bosses.
To execute the skill rotation below, assign Leap Slam, Boneshatter, and Shield Charge to Weapon Swap I, Infernal Cry to Weapon Swap II, and all other skills to both.
※ Legend: Yellow = Main | Red = Weapon Set I | Green = Weapon Set II.
Ascendancy Tree | |||
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The build's passive skill tree enables and buffs Fire damage, Ignites, Armor Break, and Blocking. While leveling, skills like Brutal, Smash, and Reverberating Impact are unlocked to help with general damage and clearing. However, players will respecc these later on to follow the end-game pathing.
Singular Purpose and Bolstering Yell are unlocked afterward to increase damage and add empowering attacks for bosses. Once Avatar of Fire is unlocked, nodes like Fulmination and Burning Nature become the next priority to buff fire and ignition damage. Skills like Impact Force, Impact Area, and Pile On are also unlocked to help make chain explosions hit wider and harder using the Devastate support gem.
By the mid-game, Resolute Technique becomes necessary to avoid being killed by attacks missing. When starting the end game, shield skills like Defender's Resolve are unlocked to utilize the blocking mechanic for increased survivability. AoE and block nodes also get respecced and are dedicated to Weapon Set I. Finally, All remaining points unlock skill nodes that further buff Ignites, overall damage, jewel sockets, and survivability.
The Playstyle of this build revolves around priming enemies for stuns and then triggering Boneshatter to trigger chain explosions. The skill rotation is as follows:
For bosses, use Hammer of the Gods to deal high burst damage and inflict lethal Ignites. The skill rotation for bosses is as follows:
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![]() Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
![]() 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.
![]() 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.
Focus: Burst, AoE, DoT, Stun |
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![]() 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.
Focus: Aftershocks, Stun, Bleed |
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![]() Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
![]() 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.
![]() 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.
![]() 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.
![]() 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.
Focus: AoE, Mobbing, Stun, Fast Clear |
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Hi there! The build does not utilize cast on block since, as you've mentioned, the int requirement would be too high. The build mainly uses the Svalin shield since it makes block lucky. Hope this answers your question!
PoE 2 Fire Explosion Warbringer Warrior Build
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