PoE 3.23·Affliction·Juggernaut
A Tank Abomination: Double Strike of Momentum Trauma stacking Juggernaut
by Business_Ad84332 years ago9
- DPS
- 55.51M
- Effective HP
- 53.12K
- Life
- 3.12K
- Level
- 99
- Min budget
Overview
A Tank Abomination: Double Strike of Momentum Trauma stacking Juggernaut is a Path of Exile Juggernaut build by Business_Ad8433, made for the Affliction league (3.23). It is centered on Vaal Double Strike of Momentum and plays as a dexterity, attack, melee, strike archetype. In Path of Building it reaches 55.51M DPS with 53.12K effective HP, 3.12K life, 743 energy shield. Suited for: Abyss, Mapping, Breach. Key uniques include Brightbeak, Arn's Anguish, Bottled Faith, Ashes of the Stars, Kalandra's Touch.
Business_Ad8433's Notes
(DISCLAIMER: This is my first post here, if I'm breaching any etiquette, please let me know)
After I was lucky to drop a Mirror this league, I splurged half of it on an unnecessary expensive Poison Molten Strike of Zenith Slayer. Now, with the remaining half lying around, I wanted to try a build I've been sitting on for a while now (ever since I saw a video about The Flawed Refuge), which leads to this build. I got most of the gear ready, and the build already works while I am Lv 74 at the time of posting this. No showcase bc of my potato PC, but visually it should look like any Double Strike build; I took inspiration for some points in this build from the vids made by Mathilification on Youtube, if anyone wants to see gameplay.
The build I am aiming to finish is here: https://pobb.in/-H8gnZQc3Ng1
Investment so far: ~300d
Main Points of the Build
-Capping Attack Speed (Attack Rate of 30.30) by using the multipliers of Double Strike of Momentum and Blitz (grabbed from Forbidden Jewels) to stack up Trauma charges with speed; theoretically (Boss unmoving + all Buffs in effect) you can reach a maximum of 379 Trauma charges - I set 100 Charges to give an average I can keep up well vs bosses
-11 endurance charges, leading to 88% Physical Damage Reduction with a 100% uptime thanks to Enduring Cry with 52% increased Warcry Buff effect (So 55% from charges and Unrelenting Notable + 33% from Enduring Cry)
-multiple sources of less damage taken (Berserk, Doppelganger Sane buff, Artic Armour, Fortify)
-Near infinite Rage (even with Berserk active) thanks to Untiring Notable converting all the Trauma damage taken into Life Regen, which then gets converted into Rage Regen thanks to Kaom's Spirit
-a pseudo unbreakable Ward which is your Energy Shield, which is up pretty much all the time as long as you have something to hit thanks to Divine Shield keystone converting the Trauma damage taken to Energy Shield regeneration
-Instant Leech covers the lack of Life regeneration as long as you hit
-Some half-assed Strength/Accuracy and Impale stacking
Weaknesses (if anyone has ideas to fix them, let me know)
-weak Elemental Max Hit, even with Flawed Refuge directing 40% of it to Physical Damage taken
-vulnerable to DoT: the issue with Leech is that it stops if your Life is full, meaning if you get a moment where you eat a DoT and can't hit anything, you're going to fall over rather quickly
-Flask dependant: the current flask setup is bound to you critting (which you do a lot, even without capping the chance) to gain flask charges; you need to press them at the start of the map to not get one-tapped from an unlucky first hit, and if you can't hit anything for too long (boss invulnerability stages come to mind), your ele res will be down when you need them
-finger pain: unfortunately, Warcries aren't spells, so you can't automate Enduring Cry in a CWDT setup ; to keep it up, the most efficient solution is having it on leftclick and never let go (you can use the Double Strike button in between without disrupting your Warcry cycle), but that hurts after a while. It made me appreciate how often you actually let go of left click on regular builds.
-Melee clear speed: with Ancestral Call and Melee Splash (both Awakened versions are very cheap), your clear becomes decent, but incomparable to any Mapper builds. And yes, there is no better Strike skill to clear while making use of Trauma Support; Boneshatter doesn't work because it's clear relies on your first (and most of the time final) hit to be strong enough to Stun, which this build can't do.
The helmet (already crafted) isn't done yet, and I have yet to get the ring to PoB status; if anyone wants to know, I can tell how I crafted and/or plan to craft them.
Possible improvements
-Impale: wether it's getting charms for more impales or getting to 100% with a double Pride Watcher's Eye (get your flasks to gain charges on crit), scaling Impale will improve your damage by quite a lot
-Crit: wether it's chance or multiplier, this is an obvious one
-a better helmet: getting increased Warcry buff effect on top of the current helmet would allow you to swap Lethal Pride with a Xibaqua Glorious Vanity providing Divine Flesh, which gives multiple benefits: some damage bypasses ES so your Leech gains more value, half your Elemental damage (including DoT) gets converted to Chaos (which then also caps at 80%) and benefit from the less damage taken from Doppelganger Guise. This is a pain in the ass to craft though, I'll tell you the method for anyone interested, because I definitely won't be able to afford it with my remaining budget.
I'm having a blast with this build and wanted to share it with anyone like me, who (maybe from a lucky mirror, maybe after a week of Abyss Spire farming) has enough Divines and is looking for a Melee build which works a bit differently. If you do try this, let me know how it fares. Good luck, exiles!
Gear
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Skills
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Passive Tree



- Bandits
- Eramir (1 Passive Skill Point)
Character Stats
- Level
- 99
Damage
- Full DPS
- 55.51M
- Combined DPS
- 49.8M
- Hit DPS
- 22.16M
- With Poison DPS
- 22.16M
- With Ignite DPS
- 22.16M
- With Bleed DPS
- 22.16M
- With Impale DPS
- 49.8M
- Damage over Time
- 0
- Impale DPS
- 27.64M
- Culling DPS
- 0
- Reservation DPS
- 0
- Average Damage
- 365.71K
- Burst Damage
- 365.71K
Attack & Crit
- Attack/Cast Rate
- 30.3/s
- Hit Chance
- 100%
- Crit Chance
- 68%
- Crit Multiplier
- 326%
- Totem Limit
- 1
- Mana Cost
- 0
- Life Cost
- 0
Defence
- Effective Hit Pool
- 53.12K
- Life
- 3.12K
- Energy Shield
- 743
- Mana
- 16
- Ward
- 0
- Armour
- 2.41K
- Evasion
- 1.48K
- Phys Damage Reduction
- 90%
Mitigation & Avoidance
- Block
- 39%
- Spell Block
- 0%
- Spell Suppression
- 0%
- Evade (Melee)
- 13%
- Evade (Projectile)
- 13%
- Attack Dodge
- 0%
- Spell Dodge
- 0%
Resistances
- Fire Resistance
- 75% (+108%)
- Cold Resistance
- 75% (+28%)
- Lightning Resistance
- 75% (+33%)
- Chaos Resistance
- 75% (+24%)
Max Hit Taken
- Physical
- 87.92K
- Fire
- 33.84K
- Cold
- 33.84K
- Lightning
- 33.84K
- Chaos
- 32.54K
Recovery
- Life Regen
- 0/s
- Net Life Regen
- -9.81/s
- ES Regen
- 0/s
- ES Recharge
- 743/s
- Mana Regen
- 16.2/s
- Life Leech
- 2.94K/s
- ES Leech
- 0/s
- Mana Leech
- 747.22/s
- Total Degen
- 9.81/s
Attributes & Utility
- Strength
- 1.1K
- Intelligence
- 142
- Dexterity
- 176
- Movement Speed
- 169%
- Endurance Charges
- 11
- Frenzy Charges
- 3
- Power Charges
- 3
- Rage
- 60
- Devotion
- 0