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This is a Shieldmaster Smith of Kitava build for endgame in Path of Exile 2 (PoE 2)'s The Third Edict Update. Check out the Shieldmaster Smith of Kitava build, including its gear, socketables, skills, and playstyle!
List of Contents
The Shieldmaster Smith of Kitava Build is made by Allocates Beef. Linked above is an in-depth guide for the build, including explanations for the gear setup and skill rotations. Make sure to check out Allocates Beef's Youtube Channel and Twitch for more builds and content!
This build synergizes the Smith of Kitava's ability to stack elemental resistances along with numerous shield skills to clear endgame content. Utilize Resonating Shield and Fortifying Cry to take down enemy packs, then use Shield Wall to one-shot bosses.
| Date | Changes Made |
|---|---|
| 09/11//25 | ・ Added variation with Rakiata's Flow, Ambrosia, and Waistgate Heavy Belt under Skills section. |
| 09/10//25 | ・ Build Page Created |
| Gear | Modifiers |
|---|---|
Crown Mace Crown Mace Stats:
Damage - 43-89 Critical Chance - 5% Attacks Per Second - 1.40 Requirements: Level - 72 Strength - 193 (Weapon Set 1) |
・Gain an Additional Endurance Charge when you gain an Endurance Charge
・Increased Physical Damage ・+ Level of All Melee Skills ・Gain Life per Enemy Killed ・Increased Damage Against Enemies with Fully Broken Armour |
Nebuloch Execratus Hammer Nebuloch Execratus Hammer Stats:
Damage - 40-60 Critical Chance - 5.00% Attacks Per Second - 1.45 Requirements: Level - 55 Strength - 126 (Weapon Set 2) |
・Increased Physical Damage
・Increased Critical Damage Bonus |
Vaal Tower Shield Vaal Tower Shield Stats:
Armor - 182 Block Chance - 26% Requirements: Level - 75 Strength - 139 Implicit Skill: Raise Shield (Offhand Set 1 and 2) |
・Increased Armour
・Elemental Resistances ・+ Maximum Elemental Resistance ・Additional Physical Damage Reduction |
Constricting Command Viper Cap Constricting Command Viper Cap Stats:
Evasion - 136 Requirements: Level - 38 Fixed Modifiers: ・ (80–120) to maximum Life ・ (10–15) to all Attributes ・ (8–12) Life Regeneration per second ・ Pin Enemies which are Primed for Pinning (Helm) |
・Maximum Life
・Attributes ・+ Health Regeneration per Second |
Ornate Plate Ornate Plate Stats:
Armor - 445 Requirements: Level - 70 Strength - 157 Implicit : Regenerate 1.5-2.5% of maximum Life per second (Body Armor) |
・Exceptional Quality
・Normal Rarity ・Regenerate % of Maximum Life per Second ・Increased Maximum Life ・Physical Damage from Hits Taken as Fire Damage ・Elemental Resistances |
Vaal Mitts Vaal Mitts Stats:
Armor - 146 Requirements: Level - 75 Strength - 122 (Gloves) |
・Increased Armour
・Maximum Life ・Maximum Mana ・+ Level of All Melee Skills ・Leech Physical Attack Damage as Life ・Fire Resistance |
Noble Sabatons Noble Sabatons Stats:
Armor - 110 Evasion - 101 Requirements: Level - 70 Strength - 66 Dexterity - 66 (Boots) |
・Increased Movement Speed
・Maximum Life ・Maximum Mana ・Fire Resistance |
Gold Amulet Gold Amulet Requirements:
Level - 35 Implicit:12-20% increased Rarity of Items found (Amulet) |
・Allocates Guttural Roar
・Increased Armour ・Maximum Life ・Elemental Resistances ・+ Level of All Melee Skills ・Increased Rarity of Items Found |
Amethyst Ring Amethyst Ring Requirements:
Level - 20 Implicit:+7-13% to Chaos Resistance (Ring 1) |
・Maximum Life
・Maximum Mana ・Elemental Resistances ・Increased Rarity of Items Found |
Lazuli Ring Lazuli Ring Requirements:
None Implicit:+20-30 to Maximum Mana (Ring 2) |
・Maximum Life
・Maximum Mana ・Elemental Resistances ・Gain Life per Enemy Killed ・Leech % Physical Attack Damage as Mana |
Ultimate Life Flask Ultimate Life Flask Stats:
Flask Type - Life Recovered Life - 920 Charge Per Use - 10 Total Charges - 75 Duration - 3 sec. (Life Flask) |
・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. (Mana Flask) |
・Increased Recovery Rate
・Increased Charges |
This build uses two One-Handed Maces and a Shield on your offhand for both weapon sets. Though it is not necessary to have, the Nebuloch Execratus Hammer serves a key function in your skill rotation which allows you to hit massive single-target damage.
In general, you are looking for damage amplifiers on your other One-Handed Mace then defensive stats on your Shield.
Since this build uses the Smith of Kitava Ascendancy Class, you are looking for a lot of Fire Resistance and modifiers to Maximum Elemental Resistance. Other than that, Level of All Melee Skills, Armour, Maximum Mana and Maximum Life are all incredibly useful stats.
Looking for good Body Armor is also simpler since the Smith of Kitava only needs one with Normal Rarity. Look for Normal Rarity Body Armor with Exceptional Quality and 3 rune slots, which you can upgrade to 4 later on.
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
For your weapons, slot in Guatelitzi's Soul Core of Endurance on your non-Unique mace to reliably gain Endurance Charges after successful Perfect Strikes. Place Farrul's Rune of the Hunt on your Nebuloch for better damage against bosses.
Tzamoto's Soul Core of Ferocity on your helmet further improves your damage, while the rest of the Soul Cores on your Armor help with survivability.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Mail Belt Mail Belt Requirements:
Level - 40 Implicit:1-2 Charm slots;10-15% reduced Flask Charges used |
・+X% to Maximum Fire Resistance
・+ to Maximum Endurance Charges ・+ Armour ・+ Maximum Life ・+ Elemental Resistance ・+ On Corruption, Item gains Two Enchantments |
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| Charm Options | |||||
Golden Charm |
Golden Charm |
Silver Charm |
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The best combo for its modifiers would be additional Maximum Fire Resistance and Maximum Endurance Charges. This can be achieved by using an Essence of Insanity on a belt. Aside from that, you are still looking for defensive stats such as Maximum Life, Armour, and Elemental Resistances.
For the Charms, this build uses two Golden Charms due to its increased item rarity and Guard modifier. This further improves sustainability since incoming damage with be absorbed by the Guard stat first before your HP. Lastly, Silver Charm is generally convenient since it can be lethal when getting slowed down by enemy packs.
| List of Belts | List of Charms |
| Skill | Support Gems |
|---|---|
Resonating Shield 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.
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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.
Armour Break III Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Rapid Attacks III Supports Attacks, causing them to Attack faster at the cost of Damage.
Bleed III Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
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Fortifying Cry 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.
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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.
Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Close Combat II Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Magnified Area I Supports any skill with an area of effect, making it larger.
Bleed IV Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
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Shield Wall 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.
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Close Combat II Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Heavy Swing Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Supercritical Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Atalui's Bloodletting Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
Rigwald's Ferocity Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
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Perfect Strike Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
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Perfected Endurance Supports Skills which have a benefit for Perfect Timing. Supported Skills grant at least one Endurance Charge when Hitting an enemy ith Perfect Timing.
Rapid Attacks III Supports Attacks, causing them to Attack faster at the cost of Damage.
Perfection Supports skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect Timing with Supported Skills, gain Perfection, which is a powerful damage buff. However, failing to execute any Perfect Timing (even with skills not supported by Perfection) will remove all Perfection on you.
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.
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Sunder 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.
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Rapid Attacks III Supports Attacks, causing them to Attack faster at the cost of Damage.
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.
[db_element:38486&title=Prolonged Duration II |
Shield Charge 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.
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Enduring Impact II Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Rapid Attacks III Supports Attacks, causing them to Attack faster at the cost of Damage.
Perfection Supports skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect Timing with Supported Skills, gain Perfection, which is a powerful damage buff. However, failing to execute any Perfect Timing (even with skills not supported by Perfection) will remove all Perfection on you.
Rigwald's Ferocity Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
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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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Raging Cry Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
Lifetap Supports any skill, turning a portion of its Mana cost into a Life cost. Does not support skills which reserve spirit.
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.
Perpetual Charge Supports skills that consume Power, Frenzy, or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of Consuming them.
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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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Swift Affliction II Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Fire Mastery Supports Fire skills, granting them an additional level.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
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Berserk 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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Vitality I Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active.
Precision II Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active.
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The highlight of this build relies on stacking debuffs, endurance charges, and crit to build up massive Shield Wall damage for single-target DPS. When clearing enemy packs, this build uses Shield Waves damage from Fortifying Cry and activating them with Resonating Shield.
Your passive skills Herald of Ash and Berserk are there for additional damage, which can make the endgame easier.
A stronger variation would be to use Rakiata's Flow and Ambrosia support gems. Combined with Waistgate Heavy Belt and 2 Mana Flasks, this variation increases DPS by around 30%. However, this is not necessary since the build can go through endgame content without them.
| Ascendency Passive Nodes | |||
|---|---|---|---|
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| Passive Nodes | |||
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| Screenshots taken from Path of Building | |||
※ Legend: Red = Weapon Set I | Green = Weapon Set II
In general, you will want to boost your warcry usability and melee damage while still maintaining decent Armour and high Elemental Resistances. Place your Nebuloch into Weapon Set 2, while Weapon Set 1 is meant for everything else, including clearing and shield skills.
The points you allot to Weapon Set 1 focus mainly on general damage and utility for every other skill other than Shield Wall. Meanwhile, Weapon Set 2 focuses solely on building damage for Shield Wall.
Passive Skill Tree Guide and List of Passives
Note: The modifiers listed are arranged according to priority.
| ・Small Passive Skills in Radius also grant Maximum Life
・Notable Passive Skills grant Maximum Fire Resistance |
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| ・+ Maximum Elemental Resistances
・+ Maximum Fire Resistance ・X% of Damage is taken from Mana before Life ・X% of Leech is Instant |
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・+ Maximum Fire Resistance
・Increased Warcry Speed ・+X% Increased Magnitude of Bleeding you Inflict ・+X% Damage against Enemie with Fully Broken Armour |
Place the Against the Darkness Time-Lost Diamond at the bottom-most Jewel Socket, near the Battle Trance Notable Passive. Next, place the Heart of the Well Diamond in the Jewel Socket in the middle of the tree, next to the Unbending Notable Passive. This positioning allows you to maximize the modifiers they give.
For the rest of the Jewel Sockets, look for Rubies that can further increase your Maximum Elemental Resistances or general damage.
List of Jewels
Clearing enemy packs with this build revolves around applying Shield Waves with Fortifying Cry then activating them using Resonating Shield. The rotation is as follows:
This build aims to boost Shield Wall Damage as much as possible. You need to produce Endurance Charges, break Enemy Armour, apply buffs/debuffs, then activate Shield Wall with Fortifying Cry. The rotation is as follows:

| Rank | Build |
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| List of Builds by Class | |||||||||||
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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 | |||||||||
UP |
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 |
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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 |
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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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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 |
NEW |
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 - Shieldmaster Smith of Kitava



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