A quickie recording of running a T16 beach map. Will record a full showcase from more mapping to bossing to some ubers when the build is closer to completion.
Use the Loadouts in PoB to see where the build was at on different progression points and how it's changed over time.
Week 1 of my league starter Earthshatter Chieftain 18div spent so far. Physical Crit impale 2H Staff, the only way I've ever built a Fist of War slow slammer. No idea how this fares against the current melee climate of Resolute Technique 2H Axes. Still plenty of upgrades to make, but I think it's settled into what I want it to do - consistency in subsequent fist of war slam cadence, instead of stacking everything into 1 singular hit while playing Bach's Prelude in C Major.
Battlemage/Rallying cry (Autoexertion Intimidating, Infernal, Seismic), Slam (Vulnerability Curse Trigger, CWDT Skeletons/Molten Shell, Rallying Cry (3 Allies), Battlemage Cry, Vengeful Cry, War Banner, Berserk, Slam, repeat while Frostblinking in and out for positioning.
DPS windows are about 4s long at max power and then things rotate and fall off as an encounter goes on.
Autoexertion - automating 3 warcries instead of using Pride. Considerably less piano and less thinking for more unga bunga slam positioning. Using different quality levels to desync them to have them upkeep rage at near max. Super QoL and even detonates Earthshatter spikes for you at times.
Vengeful Cry - Self-savage hit with Echoes of Creation, Chieftain + Warcry buff effect/duration nodes = 80 Rage for 5.5sec. Enabled through Echoes of Creation with a higher self-damage roll to savage hit myself with 5 total warcries through 35K Armour, 20% Fortify, and 3 Endurance Charges. Took a bit of iterations to find a good balance to not chunk myself too hard every slam. The rage regen at infinite power sustains rage at max even with Berserk active. When Molten Shell is active, the self damage won't savage hit anymore for its 4.5s duration. Also, +1 cooldown use allows retaliations usages to still open while at least 1 charge is in the bank for good uptime and consistency.
Battlemage Cry - gives huge +4% base crit buff so I want the yellow vomit effect on my character at all times. Rather than path all the way north to the 2H crit staff nodes, I opted to invest more south with Rage and Banner.
Phase Run - dropped this time around since Autoexertions upkeep Frenzy Charges quite well so I'll take the consistent 12% more over manually managing 30% more every 2 hits especially with delayed Earthshatter spike explosions.
War Banner - after their rework, Valor on Warcry mastery is perfect as a more damage button to press and to commit to an area which I'm not used to when slamming since I would usually just blink out a mile away at any danger.
Skeleton Mages - With alt quality gone, getting 5 allies with 1 single cwdt slam no longer possible, but still nice. I don't have space for Herald of Purity. Mages don't have to worry about accuracy and they help contribute to popping Impales at a safe distance.
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