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This is a leveling build for the Warrior in Path of Exile 2 (PoE 2)'s The Third Edict Update that uses Rolling Slam and fissures to deal massive AoE damage. Check out this Warrior leveling build, including its progression, equipment, socketables, skills, and playstyle!
Attention! |
The build is updated for Act 3 of Patch 0.3.0: The Third Edict. Sign in and select under the page's title to be notified of any updates! |
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The Slam Fissure warrior leveling build gives players high AoE damage through the combination of Rolling Slam and fissures to quickly deal with groups of enemies, all while offering good survivability. With the recent addition of sprinting, the class' primary weakness was solved, and they can now clear enemies faster than ever before!
| Date | Changes Made |
|---|---|
| 08/31/2025 | ・ Leveling Build Updated for 0.3 Act 2. |
| 08/30/2025 | ・ Leveling Build Updated for 0.3 Act 1. |
| 04/04/2025 | ・Strike Warrior 0.2 Leveling Build Act 1-3 Created. |
※ The affixes shown below are arranged based on descending priority.
| Gear | Affixes |
|---|---|
Temple Maul Temple Maul Stats:
Damage - 35-72 Critical Chance - 5.00% Attacks Per Second - 1.20 Requirements: Level - 28 Strength - 52 |
・Added Physical Damage
・Increased Physical Damage ・+ Melee Skills ・Attack Speed |
Guarded Helm Guarded Helm Stats:
Armor - 34 Evasion - 28 Requirements: Level - 11 Strength - 11 Dexterity - 11 |
・+ Maximum Life
・Any Resistances ・Strength ・Armor |
Fur Plate Fur Plate Stats:
Armor - 60 Requirements: Strength - 10 |
・+ Maximum Life
・Any Resistances ・Strength ・Armor |
Riveted Mitts Riveted Mitts Stats:
Armor - 31 Requirements: Level - 11 Strength - 16 |
・Attack Speed
・+ Maximum Life ・Any Resistances ・Strength |
Iron Greaves Iron Greaves Stats:
Armor - 47 Requirements: Level - 11 Strength - 17 |
・Movement Speed
・+ Maximum Life ・Any Resistances ・Strength |
Rawhide Belt Rawhide Belt Requirements:
None Implicit:20-30% increased Life Recovery from Flasks |
・Any Resistances
・+ Maximum Life ・+ Maximum Mana |
Amber Amulet Amber Amulet Requirements:
Level - 8 Implicit:+10-15 to Strength |
・+ Strength
・Any Resistances ・+ Maximum Life |
Iron Ring Iron Ring Requirements:
None Implicit:Adds 1 to 4 Physical Damage to Attacks |
・+ Maximum Life
・+ Maximum Mana ・+ Strength ・Any Resistances |
Lazuli Ring Lazuli Ring Requirements:
None Implicit:+20-30 to Maximum Mana |
・+ Maximum Mana
・+ Maximum Life ・+ Strength ・Any Resistances |
Greater Life Flask Greater Life Flask Stats:
Flask Type - Life Recovered Life - 150 Charge Per Use - 10 Total Charges - 70 Duration - 4 sec. |
・Increased Amount Recovered
・Increased Charges |
Greater Mana Flask Greater Mana Flask Stats:
Flask Type - Mana Recovered Mana - 90 Charge Per Use - 10 Total Charges - 70 Duration - 2.5 sec. |
・Increased Amount Recovered
・Increased Charges |
For your weapons, you want to use a two-handed mace to deal as much damage as you can. This will allow you to blitz through the campaign areas and bosses, especially in later acts.
If you're struggling to survive, you can instead equip a one-handed mace and shield. While this setup greatly reduces your clear speed, it offers a much safer and more comfortable experience. It's particularly recommended for Act 1, but be aware that your clear speed will noticeably drop in Act II unless you manage to find a particularly strong one-hander.
For your armor pieces, just keep on replacing them as you get higher stats. Aim to get as much elemental resistance as you can, while also looking out for Strength and Maximum Life. The most important modifier for leveling would be the movement speed that you can get from your boots, which will drastically improve your speed on top of sprinting.
As for your accessories, aim to solve your mana issues first by getting mana modifiers. After getting stable mana regeneration, you can aim for more resistances or other defensive stats for even more survivability.
| List of Rings | List of Amulets |
| List of Armors | |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor | • Elemental Resistance Runes |
Runes are not a priority in Acts 1 - 3 since you will most likely switch around equipment often and would not be able to fully benefit from them. However, you may consider using Runes if you find yourself stuck in a certain area.
For your weapon, you can use two Iron Runes to get physical damage boost. As for your Armor Runes, slot in Body Runes for more health or any of the runes that provide elemental resistances.
| List of Runes | List of Soul Cores |
Sapphire Charm |
・Increased Duration
・Increased Charges ・Recover Life when Used |
|---|---|
Topaz Charm |
・Increased Duration
・Increased Charges ・Recover Life when Used |
Antidote Charm |
・Increased Duration
・Increased Charges ・Recover Life when Used |
We recommend equipping the Rawhide Belt to get more HP out of your life flask, but you can equip anything that will give you high resistance modifiers and more Maximum Life or Strength.
As for the Charms, for Act 1, use a Sapphire Charm for Cold Resistance to help with defeating Count Geonor. On Act 2, you can swap to the Topaz Charm when fighting Jamanra, the Abomination. For Act 3, you can opt to equip the Antidote Charm to ignore poison dealt by enemies or when fighting one the act's harder bosses, Viper Napuatzi.
※ The Support Gems' priority are arranged in a descending order. The first one being the most important and the last being the least crucial.
| Skill | Support Gems |
|---|---|
Mace Strike Mace Strike |
Rapid Attacks I Supports Attacks, causing them to Attack faster.
Rage I Supports Melee Attacks, causing them to grant Rage on Hit.
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Rolling Slam 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.
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Rapid Attacks I Supports Attacks, causing them to Attack faster.
Aftershock I Supports Slams you use yourself, giving them a chance to create an Aftershock.
Fist of War II Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
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Boneshatter 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.
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Rapid Attacks I Supports Attacks, causing them to Attack faster.
Impact Shockwave Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
Magnified Area I Supports any skill with an area of effect, making it larger.
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Volcanic Fissure Volcanic Fissure Slam the ground, creating a fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an aftershock, which spreads to all connected fissures.
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Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
Upheaval I Supports Melee Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed.
Note: This skill will be replaced by Forged Hammer when you get to Act 3. |
Forge Hammer Forge Hammer Hurl a fiery hammer that slams into the ground and lodges there. While the hammer is lodged in the ground, reusing the Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
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Branching Fissures I Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Fist of War II Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
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Infernal Cry 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.
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Tireless Supports Warcry Skills. Attacks Empowered by supported skills have a chance not to lower the Empowerment count of supported skills when they are used.
Corrupting Cry I Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
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Leap Slam 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.
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Herald of Ash 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.
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Magnified Area I Supports any skill with an area of effect, making it larger.
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Time of Need Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
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Compressed Duration II Supports any skill that has a duration, making that duration shorter.
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The primary skills you would be using are Rolling Slam and Boneshatter. Rolling Slam will prime enemies for stun, allowing you to use Boneshatter to finish them off. During Act I, you can temporarily use Brutality I on your Rolling Slam until you get access to level 2 or higher support gems. Aftershock I will be a better option later on as you unlock Volcanic Fissures and Forge Hammer, which will significantly boost your boss clears.
The last skill you want to equip is Leap Slam. There is no offensive use for this skill, and its primary purpose is to get you out in case you get stuck in the middle of a horde.
For spirit skills, you want to equip Herald of Ash for faster mob clearing and Time of Need for survivability. You can replace the latter with Overwhelming Presence for easier stuns or War Banner for huge boost of damage against bosses.
For your skill tree, you would want to go down and grab the Skill Speed and Rage on Hit Nodes to make your rotations smoother and ensure that you always have Rage active, as it is a very powerful multiplier. Once you've acquired those nodes, prioritize reaching Aftershock nodes as soon as possible. It not only boosts the damage of all your skills but also enhances the synergy between Rolling Slam and fissures.
Once you have your Aftershock nodes, aim for the Resolute Technique Keystone. This guarantees that your attacks always hit in exchange for losing Critical Strike Chance, which is a worthwhile trade. You can also then aim for the Prism Guard Notable to get more survivability against the toughest boss in Act 2, which uses lightning attacks. After those, your goal is just to get more damage through specific passives, such as the Attack Area Damage and Ancestrally Boosted nodes.
For the stat nodes, you can choose between Agility and Strength, depending on your gem requirements, as you will be equipping multiple Rapid Attack Support Gems. If you have met your Agility gem requirements, then just focus solely on Strength.

In Act I, it is highly recommended to focus first on getting melee damage in the starting nodes. This will ensure that you can prime enemies using the first hit of Rolling Slam and finish them off with Boneshatter. Only swap them out if you have enough skill points to replace the damage that you will be losing from those nodes.
Passive Skill Tree Guide and List of Passives
Titan
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• Earthbreaker for more Aftershocks (best synergy for this leveling build) • Later replaced with Colossal Capacity and Hulking Form for more damage. |
The Slam Fissure leveling build works best with the Titan ascendancy to get more Aftershock procs, which will also trigger Volcanic Fissures. Once you get your second set of ascendacy points, you can replace Earthbreaker and go for Hulking Form for more damage in general. Note that you can always respec ascendancies later if you are going for another build.
| Jump to an Act! | ||
|---|---|---|
| Act 1 | Act 2 | Act 3 |
To progress through Act 1 and beat Count Geonor using the Slam Fissure leveling build, follow these steps:
| # | Step by Step Guide to Act 1 Leveling |
|---|---|
| 1 | Equip
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| 2 | Head for the Mysterious Campsite at Clearfell to get a Level 1
|
| 3 | Defeat
|
| 4 | |
| 5 | Proceed to Grelwood and defeat
to get another Level 1 Uncut Support Gem for another
Note: Make sure to loot the Witch Hut to get Medium Flasks. |
| 6 | Defeat
|
| 7 | Progress to The Grim Tangle and defeat
|
| 8 | Look for the Haunted Treasure Inside the Tomb of the Consort and defeat the rare enemy to acquire a Level 1 Uncut Support Gem and slot in
Note: Once you find a Level 3 Uncut Skill Gem, use it to level up your damage skills. |
| 9 | Defeat
|
| 10 | Search and complete your first Ritual in the same area to get a Level 1 Uncut Support Gem and use this to get
on your Mace Strike.
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| 11 | Start looking for the Dryadic Ritual in the same area to get an extra Level 1 Uncut Support Gem . Use it to slot in
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| 12 | Enter Freythorn to defeat
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| 13 | Complete The Lost Lute at the Ogham Farmlands to obtain a Book of Specialisation for more passive points.
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| 14 | Search for the Crop Circle in the same area to defeat
and obtain a Level 4 Uncut Skill Gem and use it to upgrade Boneshatter.
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| 15 | Proceed to Ogham Village and defeat
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| 16 | Head for The Manor Ramparts and look for The Gallows to get a free Level 1 Uncut Support Gem you can use to get
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| 17 | Search and defeat the
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| 18 | Continue and defeat
Note: Make sure you have Medium Flasks since this boss fight has 2 Phases so you will be spending a good amount of time learning and surviving the mechanics. |
To progress through Act 2 and beat Jamanra, the Abomination using the Warrior leveling build, follow these steps:
| # | Steps |
|---|---|
| 1 | |
| 2 | Defeat
Ascendancy: You can attempt to finish the Sekhema's Trial to get your first Ascendancy Skill: |
| 3 | Clear Mobs in Keth until you get the
|
| 4 | Defeat
|
| 5 | Defeat
in the Galleria for a random Jewel. |
| 6 | Open the Guarded Sarcophagus for an
|
| 7 | Three Elemental Offering Ring choices: Ruby Ring, Sapphire Ring, and Topaz Ring for flame, cold, and lightning resistance respectively. It is recommended to choose the Topaz Ring to prepare for
|
| 8 | Clear The City of Seven Waters for an Uncut Support Gem 2. You can use this to get
|
| 9 | Destroy the Effigy located in the Shrine of Bones for an Uncut Support Gem Level 2. You can use this to get
|
| 10 | Clear Mobs in The Bone Pits until you get the
|
| 11 | Complete A Theft of Ivory quest for an Uncut Support Gem Level 2. You can use this for any missing support gems in the build. |
| 12 | Place both Relics in the Valley of Titans to complete the Ancient Vows quest. Choose the Sun Clan Relic for more Mana Flask Recovery.
|
| 13 | Complete A Crown of Stone quest for an Uncut Support Gem Level 2. You can use this for any missing support gems in the build. |
| 14 | Complete the Tradition's Toll quest to get a
|
| 15 | Defeat the
for a
|
| 16 | Activate the
in Deshar to get a permanent 10% Lightning Resistance. |
To progress through Act 3 and beat Doryani using the Warrior leveling build, follow these steps:
| # | Steps |
|---|---|
| 1 |
Defeat
|
| 2 |
Loot the basket found in the Orok Campfire to get a
|
| 3 |
Defeat the
|
| 4 |
Complete The Slithering Dead to get the
|
| 5 |
Interact with the Ravaged Corpse in the Jungle Grave to get a rare Belt. Take the Rawhide Belt for more Life Recovery Flasks. |
| 6 |
Defeat
|
| 7 |
Submit the Tribal Vengeance to get a charm. Choose the
|
| 8 | Complete the Trial of Chaos for more Ascendancy Points.
┗
|
| 9 | |
| 10 |
Obtain an
|
| 11 | |
| 12 |
Use the
|
Be wary of using sprint, as you can stumble when attacked by enemies. One useful trick is to immediately cast Rolling Slam as soon as you see an enemy nearby. The rotation is as follows:
The bossing rotation is very simple, with your only goal is to rotate between Forge Hammer, Warcy, and Rolling Slam. Make sure to always have multiple fissures on the ground as you spam Rolling Slam. The rotation is as follows:

| Rank | Build |
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| - | - |
| List of Builds by Class | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Huntress |
Mercenary |
Monk |
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Witch |
Sorceress |
Warrior |
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Ranger |
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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
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.
Focus: Burst, AoE, DoT, Stun |
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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.
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.
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 |
|
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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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.
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.
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.
Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
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.
Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
Fire Spell on Hit Gains X Energy per Power of enemies you Hit with Melee Attacks, modified by the percentage of the enemy's Ailment;Threshold the Hit will deal X% increased Energy gain;Can only socket Fire Spells;Triggers all socketed Spells and loses all Energy on reaching maximum Energy
Focus: AoE, High Single Target Damage, Physical, Tank |
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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.
Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
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.
Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
Focus: AoE, Ignite, Stun |
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Ancestral Warrior Totem Raises a Totem that uses socketed Mace skills.
Scavenged Plating Uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you a stack of Scavenged Plating for a duration, and you gain Armour and Thorns per stack.
Enfeeble Curses all targets in an area after a short delay, making them deal less damage.
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.
Armour Breaker Strike with a forceful blow, knocking enemies back and weakening their Armour.
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.
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.
Herald of Blood While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse in the process. The explosion also has a chance to aggravate Bleeding.
Focus: Thorns, Critical Hit, Physical Damage |
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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.
Scavenged Plating Uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you a stack of Scavenged Plating for a duration, and you gain Armour and Thorns per stack.
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.
Vaulting Impact Leaps forward and Slams the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
Wind Blast Strike enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
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: Armour Break, Physical Damage, Burst Damage |
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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.
Scavenged Plating Uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you a stack of Scavenged Plating for a duration, and you gain Armour and Thorns per stack.
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.
Volcanic Fissure Slam the ground, creating a fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an aftershock, which spreads to all connected fissures.
Forge Hammer Hurl a fiery hammer that slams into the ground and lodges there. While the hammer is lodged in the ground, reusing the Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Ancestral Cry Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiement of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Focus: Totem, Fissure, Fire |
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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.
Scavenged Plating Uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you a stack of Scavenged Plating for a duration, and you gain Armour and Thorns per stack.
Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
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.
Armour Breaker Strike with a forceful blow, knocking enemies back and weakening their Armour.
Shield Wall Ram you Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Fortifying Cry Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. The Skill's cooldown can be bypassed by expending an Endurance Charge.
Focus: Armour, Physical Damage, Burst Damage |
|
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.
Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
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.
Resonating Shield Repeatedly strike your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your shield is raised and you will Block all incoming Blockable hits.
Shield Wall Ram you Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
Sunder Slams the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies.
Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Fortifying Cry Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. The Skill's cooldown can be bypassed by expending an Endurance Charge.
Focus: Shield, Single-Target Burst, Physical Damage |
| Base Class | ||
|---|---|---|
| Ascendancies | ||
PoE 2 0.3 Warrior Leveling Build - Slam Fissure

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