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This is a Shockwave Totem Titan build for the Warrior Class in Path of Exile 2 (PoE 2). Check out the Shockwave Totem Titan build, including its gear, skills, passives, and playstyle!
List of Contents
The Shockwave Totem Titan build aims to make the Warrior capable of dispatching enemies on any map with just totems. The build can melt away a boss' health bar and eliminate groups of enemies easily by using four shockwave totems that send large and deadly shockwaves and aftershocks.
This Warrior build starts by using totems as supportive objects, as it uses other skills as its primary source of damage. However, later on, the build solely relies on totems for clearing, especially with the Titan's passives, allowing players to survive better and receive more significant buffs from small nodes.
Date | Changes |
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02-2-2025 | ・Revised Passive Skill Tree ・Added new Jewel under Socketables ・Added the Phyiscal Mastery support gem on Shockwave Totem |
01-31-2025 | ・Created and Published the Build |
FAQs |
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Item, Jewel, or Gem | Effect and Modifier |
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Two Handed Mace | ・+7 Melee Skill Levels |
Amulet | ・+3 Melee Skill Levels (Explicit) ・+1 All Skill Levels (Corrupted Implicit Modifier) |
Gloves | ・+2 Melee Skill Levels (Explicit) ・+1 Melee Skill Levels (Corrupted Implicit Modifier) |
Shockwave Totem Skill Gem | ・Level 20 Skill Level (Max) ・+1 Gem Skill Level (Corrupted Implicit Modifier) ・+1 Physical Skill Levels (Physical Mastery Support Gem) |
Prism of Belief Diamond | ・+3 Shockwave Totem/Melee Skill Level |
With this build, the highest possible skill level for Shockwave Totem is 39. This is achieved through the breakdown table above.
Damage modifiers tied to your weapon, such as Increased Physical Damage, will not affect Totem damage. The only important modifier to get is increased Melee skills levels since totem damage scales with its skill level.
On-HitPassives?
Passives that grant effects On-hit
do not work with totems since it requires actual players to be the ones hitting the enemy. As such, passives like Rage on Hit, Bloodletting, and other are useless in this build. On this note, it is still unconfirmed whether skills with tags like hits against
work with totems.
The main reason is because it is more economical and powerful than a two handed hammer that adds more melee skills. More melee skills result in higher skill costs, significantly draining the player's life. This hammer helps make totems less costly while maximizing damage, given guaranteed Aftershocks and the build's ability to get Shockwave Totem up to level 39 without another +7 melee level mace.
Jump to a Section | |
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Equipment | Socketables |
Gear | Modifiers | |
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Helm | ・Added Maximum Life
・Increased Resistances ・Added Strength Attribute ・Increased Armor ・Added Armor |
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Expert Steel Plate (Body Armor) | ・Regenerate % Life per Second ・Added Maximum Life ・Increased Resistances ・Added Spirit ・Added Strength Attribute ・Increased Armor ・Added Armor As an alternative, players can get Morior Invictus Grand Regalia, as this would significantly increase their maximum life. They should acquire one that provides increased Attributes and Maximum Life. | |
Gloves | ・Increase to Melee Skills Level
・Increased Attack Speed ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute |
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Utility Belt | ・20% of Flask Recovery applied Instantly ・Added Maximum Life ・Increased Resistances ・Added Strength Attribute Players may also use an Ingenuity Belt if their rings are high quality. With good rings, the belt can free other equipment for other useful modifers and buff the build immensely. |
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Boots | ・Increased Movement Speed (at least 25%)
・Added Maximum life ・Increased Resistances ・Added Strength |
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Ring 1 & 2 | ・Increased Resistances
・Added Strength Attribute ・Added Maximum Life |
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Amulet | ・Increase to Melee Skills Level
・Increased Maximum Life ・Increased Resistances ・Added Strength Attribute ・Added Maximum Life ・Initiative Notable Passive Skill |
|
Two Handed Mace (Weapon Swap I) | ・Increase to Melee Skills levels (Aim for +7)
・Added Strength ・Increased Stun Buildup |
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Hrimnor's Hymn Oak Greathammer (Weapon Swap I) | ・Increased Stun Buildup ・Increased Physical Damage ・Added Strength ・Gain Life per Enemy Killed ・Slam skills you use yourself cause Aftershocks |
|
Two Handed Mace #1 (Weapon Swap II) | ・Increased Physical Damage
・Added Physical Damage ・Increase to Melee Skills levels (Aim for +7) ・Increased Strength Attribute ・Increased Attack Speed |
|
Two Handed Mace #1 (Weapon Swap II) | ・Increased Physical Damage
・Added Physical Damage ・Increase to Melee Skills levels (Aim for +7) ・Increased Strength Attribute ・Increased Attack Speed |
Since Totems do not scale with physical attack damage or most weapon modifiers, focus on increasing Melee Skills Levels on the weapons, amulet, and gloves to scale totem damage. For the gloves, also aim to get a high attack speed modifier.
Then, focus the other equipment modifiers on survivability stats, including maximum life, elemental resistances, and chaos resistance. For the Amulet, use Distilled Emotions to instill it with the Initiative notable passive skill.
The modifiers listed below are arranged according to priority.
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・Increased Life Regeneration
・Increased Skill Effect Duration (at least 10%) ・Increased Maximum Fire Resistance Optional: ・Increased Stun Build Up ・Increased Melee Damage ・Increased Totem Damage ・Increased Area of Effect ・Increased Global Physical Damage ・Increased Damage from Empowered Attacks ・Increased Damage against Enemies with Fully Broken Armour |
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・Increased Maximum Life per Small Node
・Increased Strength per Notable Node Optional: ・Increased Maximum Lightning Resistance per Notable Node ・Increased Maximum Fire Resistance per Notable Node ・Increased Maximum Chaos Resistance per Notable Node |
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・Increased Maximum Life per socketed Grand Spectrum |
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・Only affects passives in Medium-small ring
・Passives in Radius can be Allocated without being connected to your tree ・Decreased Elemental Resistances ・Decreased Chaos Resistance |
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・Adds the Supportive Ancestors Notable Passive Skill
Optional: ・Adds the Deep Trance Notable Passive Skill ・Adds the Ancestral Conduits Notable Passive Skill ・Adds the Heart Tissue Notable Passive Skill ・Adds the Initiative Notable Passive Skill ・Adds the Titanic Notable Passive Skill ・Adds the Acceleration Notable Passive Skill ・Adds the Pile On Notable Passive Skill ・Adds the Mass Rejuvination Notable Passive Skill |
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・Increase Levels to All Melee Skills |
Most of the Jewels, like the regular and Grand Spectrum Rubies and the unique Time-Lost Diamond, are focused on increasing the build's survivability and reducing life issues from high-leveled skills and the Blood Magic notable. Ensure at least 10% skill effect duration for extra totem attacks.
Meanwhile, the Megalomaniac and Prism of Belief Diamonds are for quality of life and damage improvements. The Controlled Metamorphosis Diamond helps save skill points and unlocks the Polymathy, Jack of all Trades, and Sand in the Eyes notable passives. Only use it if high resistances can be sustained despite the Jewel's effects.
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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 is the most detrimental status ailment for this build. However, players may use other charms depending on the circumstances.
Equipment | Sockets |
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Weapon | ![]() ![]() |
Armor |
Equip all Weapon Swap I maces with two Stone Runes to increase stun buildup from the totems' shockwaves. Meanwhile, both Weapon Swap II maces should have Iron Runes to increase physical damage.
Then, for Armor pieces, equip all sockets with Soul Core of Jiquanis or other runes or soul cores that increase needed resistances.
Jump to a Section | |
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Active Skills | Passive Skill Tree |
Skill | Support Gems |
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![]() 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.
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![]() Physical Mastery Supports Physical skills, granting them an additional level.
![]() Brutality Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types.
![]() Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits.
![]() Overabundance Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word “Limit”.
![]() Martial Tempo Supports Attacks, causing them to Attack faster.
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![]() 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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![]() Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
![]() 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.
![]() Rageforged Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
![]() Second Wind Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills.
![]() Exploit Weakness Supports any skill that hits enemies, causing them to deal more damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that consume Broken Armour.
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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.
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![]() Holy Descent Supports skills that leap into the air, causing them to create Consecrated ground when you land.
![]() Despoiler Supports skills that create Ground Surfaces, causing those surfaces to last longer.
![]() Unbreakable Supports any skill that you can use, making you harder to Stun while using it.
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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.
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![]() Raging Cry Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
![]() Dazing Cry Supports Warcries, causing them to Daze enemies on use.
![]() Corrupting Cry Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
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![]() 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.
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![]() 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.
![]() Murderous Intent Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.
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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.
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![]() 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.
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![]() Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
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![]() Fast Forward Supports any skill that has a duration, making that duration shorter.
![]() Vitality Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active.
![]() Herbalism Supports Persistent Buff skills, causing you to gain increased Life recovery from Flasks while the skill is active.
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![]() 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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![]() Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
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The listed skills serve as the build's end-game kit. Shockwave Totem is the primary damaging skill for mobbing and bosses. However, Hammer of the Gods also provides additional burst damage to defeat high-health bosses. All other skills and gems help buff damage and increase survivability and skill life-costs management, like Infernal Cry and Time of Need.
While leveling, as totems will not have sufficient damage, other skills like Boneshatter, Stampede, or Earthquake temporarily serve as the primary damaging skill, with totems providing support. Also, use Perfect Strike when Hammer of the Gods is not available.
Then, when Gemcutter's Prisms are available, use them on Shockwave Totem, Infernal Cry, and Time of Need. Finally, assign Shockwave Totem and Solar Orb to Weapon Swap I, then Infernal Cry to Weapon Swap II to make the skill rotations below work.
※ Legend: Yellow = Main | Red = Weapon Set I | Green = Weapon Set II.
Ascendancy Tree | |||
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Passive Nodes | |||
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The build's passive skill tree enables and buffs Totems, AoE Effects, Strength, Empowered Attacks, and Rage. While leveling, players can prioritize unlocking nodes for increased melee, physical, and attack damage, as totems still play a supportive role.
The initial priorities are Ancestral Artifice and Watchtowers to improve DPS from simultaneous totems. Skills like Devastation are also unlocked to increase the shockwaves' size and damage. Then, to further boost damage, Polymathy and Giant's Blood are unlocked to get more Melee Skill levels from another two handed mace.
To adapt to the increasing skill costs, Blood Magic is unlocked. Empowered Attack nodes like Bolstering Yell are also unlocked to help with Hammer of the Gods. Finally, the remaining points go to nodes like Prism Guard and Battle Trance for more survivability and Rage bonus damage.
Note that Weapon Set I is dedicated to AoE and Totems, while Weapon Set II is for Damage and Empowered Attacks. Additionally, if players do not yet have a fitting Controlled Metamorphosis Diamond, they can prioritize pathing towards Polymathy and Sand in the Eyes. To do this, they can deprioritize unlocking Initiative and Battle Trance.
The Shockwave Totem is used for mobbing. The rotation for mobbing is as follows:
The boss rotation integrates the skill rotation for Mobbing but with additional steps to use Hammer of the Gods. The 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 |
Base Class | |
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Ascendancies | |
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On the small nodes, are you just going for +5 strength in them all?
PoE 2 Shockwave Totem Titan Build
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Right lol I just started one 40 now.