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This is an endgame build for the Warbringer ascension class in Path of Exile 2 (PoE 2). Check out the Fissure Totem Warbringer endgame build, including its gear, socketables, skills, and playstyle!
This is an endgame Warbringer build is made by P4wnyhof. Make sure to check out P4wnyhof's Youtube Channel for more builds and content!
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The Fissure Totem Warbringer build revolves around using Shockwave Totems to generate continuous waves of damage by triggering fissures created with Volcanic Fissure and Forge Hammer. This build delivers high damage while maintaining strong survivability thanks to the Ancestral Spirits Ascendancy skill. Traverse through maps with the constant booms of exploding fissures in your wake.
| Date | Changes Made |
|---|---|
| 09/15//25 | ・ Updated Passive Skill Tree with images |
| 09/04//25 | ・ Build Created |
| Gear | Modifiers |
|---|---|
Ironwood Greathammer Ironwood Greathammer Stats:
Damage - 94-174 Critical Chance - 5.00% Attacks Per Second - 1.05 Requirements: Level - 77 Strength - 163 Implicit Skill: Causes 30-50% increased Stun Buildup |
・Increased Physical Damage
・+ Level of All Attack Skills ・Grant Life per Enemy Hit |
Warrior Greathelm Warrior Greathelm Stats:
Armor - 146 Requirements: Level - 36 Strength - 52 |
・Maximum Life
・Increased Armour ・Armour also applies to Elemental Damage ・Elemental Resistances ・Attributes |
Soldier Cuirass Soldier Cuirass Stats:
Armor - 534 Requirements: Level - 65 Strength - 121 |
・Maximum Life
・Increased Armour ・Elemental Resistances ・Armour also applies to Elemental Damage |
Feathered Mitts Feathered Mitts Stats:
Armor - 111 Requirements: Level - 59 Strength - 73 |
・Maximum Life
・Increased Armour ・Elemental Resistances ・Armour also applies to Elemental Damage |
Vaal Greaves Vaal Greaves Stats:
Armor - 219 Requirements: Level - 75 Strength - 101 |
・Increased Movement Speed
・Maximum Life ・Increased Armour ・Elemental Resistances ・Armour also applies to Elemental Damage |
Topaz Ring Topaz Ring Requirements:
Level - 16 Implicit:+20-30% to Lightning Resistance |
・Elemental Resistances
・Maximum Life ・Attributes |
Topaz Ring Topaz Ring Requirements:
Level - 16 Implicit:+20-30% to Lightning Resistance |
・Elemental Resistances
・Maximum Life ・Attributes |
Stellar Amulet Stellar Amulet Requirements:
Level - 24 Implicit:+5-7 to all Attributes |
・Elemental Resistances
・Maximum Life ・Attributes |
Ultimate Life Flask Ultimate Life Flask Stats:
Flask Type - Life Recovered Life - 920 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・Increased Recovery Rate
・Increased charges |
Ultimate Mana Flask Ultimate Mana Flask Stats:
Flask Type - Mana Recovered Mana - 310 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. |
・Increased Recovery Rate
・Increased charges |
For your weapon, focus on getting a lot of additional Physical damage, which serves as a great base. From there, you can craft using a Greater Essence of Abrasion and Perfect Essence of Battle to get the other stats you need.
For the rest of your armor pieces, your top priority to improve survivability would be to look for as much Armour, Maximum Life, Elemental Resistance, and the new modifier that applies part of your Armour to Elemental Damage.
| List of Armors | List of Accessories |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
For your Armor, use runes that boost Armour or Elemental Resistances you lack, then slot in Greater Iron Runes on your weapon to further improve Physical damage.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Heavy Belt Heavy Belt Requirements:
Level - 50 Implicit:1-2 Charm slots;20-30% increased Stun Threshold` |
・+ Armour
・+ Maximum Life ・Increased Armour ・All Elemental Resistances |
||||
| Charm Options | |||||
Amethyst Charm |
Thawing Charm |
Antidote Charm |
|||
This build does not require any specific charm, so adjust what you use based on whatever elemental resistance you lack. The Amethyst Charm is a great source of Chaos Resistance.
Thawing Charm is helpful to avoid getting frozen. Lastly, the Antidote Charm is incredibly useful since many enemies can apply poison in maps.
| Skill | Support Gems |
|---|---|
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.
|
Rage III Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
Branching Fissures II 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.
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.
|
Shockwave Totem 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.
|
Rapid Attacks II Supports Attacks, causing them to Attack faster.
Urgent Totems III Supports Skills which create Totems, causing those Skills to place Totems much more quickly. Totems created by Supported Skills have increased Attack and Cast Speed.
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.
Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits.
|
Earthquake 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.
|
Prolonged Duration I Supports any skill that has a duration, making that duration longer.
Rapid Attacks II Supports Attacks, causing them to Attack faster.
Persistent Ground I Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer.
|
Ancestral Spirits Ancestral Spirits Modifiers to Totem Life also affects Minions from this Skill
|
Infernal Legion III Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Meat Shield II Supports skills which create Minions, granting them less damage taken but making them deal less damage.
Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Fire Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Fire Exposure when it Ignites an enemy.
|
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.
|
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
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.
|
Ancestral Cry 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.
|
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
Rage I Supports Melee Attacks, causing them to grant Rage on Hit.
|
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.
|
Raging Cry Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
|
Scavenged Plating 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.
|
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
|
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.
|
- |
Berserk Berserk While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
|
- |
This build focuses on using Shockwave Totems and Fissures as your main source of damage. You push your totems to the max by synergizing with the Warbringer's Ancestral Spirits. All other active skills are used to further boost the damage that comes from the constant waves of damage from your totems and fissures.
Your persistent skills do not need as much investment, but you do need them for better survivability and bonus damage.
| Ascendency Passive Nodes | |||
|---|---|---|---|
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| Passive Nodes | |||
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16. | - |
| Screenshots taken from Path of Building | |||
※ Legend: Red = Weapon Set I | Green = Weapon Set II
For your totems, you will need to invest in Ancestral Reach, Supportive Ancestors, Carved Earth, Hardened Wood, Watchtowers, and lastly Ancestral Artifice along with its surrounding totem passives. All of these notable passives significantly increase your totem damage and sustainability in higher tiered maps.
For your fissures, invest in Burn Away, Burning Strikes, Split the Earth, Overheating Blow, and Fulmination. These notable passives further boost your fissure and fire damage
Note that this build uses separate Weapon Sets for your Shockwave Totem skill and fissures.
Passive Skill Tree Guide and List of Passives
The Fissure Totem Warbringer build centers on spawning fissures using Volcanic Fissure and Forge Hammer, which is then activated through Shockwave Totems and Earthquakes. The skill rotation works as follows:

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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 | |||||||||
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.
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.
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.
Focus: High AoE Damage, Physical |
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 Build - Fissure Totem Warbringer

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