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PoE2 0.3·Third Edict·Titan

PoE 2 0.3 - Bloodbarrier Titan bonk (2x T15)

by Taso Tei10 months ago5Subscribe

DPS
6.44K
Effective HP
46.51K
Life
7.52K
Spirit
145
Level
95
Min budget

Overview

PoE 2 0.3 - Bloodbarrier Titan bonk (2x T15) is a Path of Exile 2 Titan build by Taso Tei, made for the Third Edict league (0.3). It is centered on Boneshatter and plays as a strength, attack, area, melee archetype. In Path of Building it reaches 6.44K DPS with 46.51K effective HP, 7.52K life. Suited for: Mapping, Abyss, Essence, Ultimatum. Key uniques include Bloodbarrier, Defiance of Destiny, Arakaali's Gift, Veil of the Night.

Build Video

Taso Tei's Notes

Super comfy for most content, but especially does well in Ultimatum, since most mods are free. + 20% increased skill speed - pure upside, get hit more, proc CB faster, dps goes up + player resists & +monster resists are both free since Veil protects us from all forms of elemental resist fuckery and we only do phys dmg ~ all forms of turrets: lightning, fire, atzoatl spinny wave thing - tickle, can stand in them, can block their projectiles ~ storm circles: tier 1-2 pretty free, 3rd need to proactively set them off sometimes to ensure safe spot ~ doom donut - conditional avoid if low lvl / gear - I think you can parry them, despite it looking like aoe, but I'm not 100% on that. I don't take dmg from them now but I did eat dirt when I was lvl 40 (and petrified) lol. ~ volatiles - free after getting DoD, parryable otherwise ~ blood globules - low damage, free, can dodge easily - stun hearts - annoying but otherwise nonfactor unless combo'd with CB. The stun itself is very brief and the dmg tickles. - grasping vines - ew - petrify statues - annoying more than anything, but lethal in conjunction with CB beams or bird tornado - reduced recovery (1 tier is n2b, 2+ suck) -- corrupting blood beams in conjunction with other annoying mods - standalone it's not that bad since you can dodge roll under the beams but 10 stacks is spooky, particularly on tornado bird boss, in conjunction with stun hearts and reduced recovery * I usually try to avoid this mod and the 50% inc dmg taken mod the most -- 50% inc dmg taken - logarithmic armour scaling means this does more than 50% inc dmg to us - bigger spikes see less mitigation The more density there is the better the heralds do. There's currently a bug with Megalomaniacs and reservation efficiency - don't be tempted to get Fate Finding via Megalo over taking the 2 smalls lol. (your heralds will deactivate when zoning, requiring manual reactivation or weapon swaps) the timeless jewel numbers are per account now if you copy the one I have it will be different nodes it took me ~250 jewels to find this one lol The easiest way to do it imo, is buy up the cheap, uncorrupted or unid, medved and olroth check the jewel notables (at a glance, if not double red don't bother mousing over), then vaal the jewels. Jewels have a slightly different outcome than other uniques and I'm unsure if the %ages are normalized. i.e. if the default outcome is 33% nothing, 33% enchant, 33% reroll, or 25% nothing + 25% nothing (removed outcome), 25% enchant, 25% reroll (then 33% per conq) regardless, using the omen normalizes the outcome chances to 50% reroll vs 50% enchant. The notables are the same regardless of conqueror. The reroll outcome gives new numbers, so you can check the jewels again w/o needing to spend more gold. Gold is definitely the limiting factor. Depending on prices, it may be worth using the corruption omen. I had bought ~200 when they were 20 ex ea. They're 70ex ea today, just shy of 2 chaos. If you buy jewels at 6c and vaaling costs 2c, then min break even becomes 8c. This is not awful given that you'll vaal into Vorana (and make $), so its possibly worth the time, but it adds a lot of overhead that'll feel bad when you have 40 jewels in Ange's basket you can just as easily use regular rubies or path right 5 pts to a jewel node. There's also the option of using one of those radius jewels somewhere. The int gems in the spear are there to meet the blue gem requirement for the notable. I'm using leap slam + boneshatter to initiate on packs, and leap slam = easy conc ground for ~1.2k regen. This isn't strictly necessary. You can use Guiding Palm of the Heart over a mace, which trivializes spirit, but requires you to adjust the skills a bit - use spear leap to apply conc ground instead of LS. The weap swap spear isn't necessary, I just had $ to burn. Any spear will work really, its main purpose is to proc Blood Hunt to speed up single target. The shield I have is leftover from another build, you don't need resists. It was only 2d before I yolo vaaled it. For setup, put bloodbarrier's parry tied to WS1 on rclick imo. That way when you swap off to spear stab something (WS2), you can easily revert by blocking, w/o needing to manually swap back. Tie shield charge to WS2. CRAFTING: it's important to understand the tools available: * greater essences: let you take a blue item and guarantee a rare mod * perfect essences: use on a rare item (-random, +specific mod), where the available number of affixes affect the result if the item has 6/6 mods (3 pre, 3 suff: "3p3s") then the essence will remove a mod at random from within its own pool. if the item has missing mods from the same subtype, the essence will remove a mod from the entire pool at random e.g. perfect abrasion (prefix), 3p3s, will only remove a prefix to add a prefix. e.g. perfect abrasion, 2p3s, will potentially remove a suffix as well * desecration is the opposite, kinda. if there's an empty slot, the desecrated mod will fill it before removing another mod. if 2p3s and you want a prefix, great, in it goes. 2p2s = random prefix or suffix filled. 3p3s = random prefix or suffix replaced. you can use omens (dextral or sinistral necromancy) to restrict it to only 1 or the other; they're fairly cheap use poe2db.tw to see the item modifiers (some armour slots don't have custom prefixes or are missing from the db) as such, you can use the behaviour of both perfect essences & desecration to gamble / pseudo annul bad affixes, which affects the order in which you use them, depending on the base item you can also use multiple essences on an item, given that they don't clash with an existing essence mod family on the item (again, use poe2db) e.g. perf battle can't replace perf battle, but perf haste might replace it (so you can chain them back and forth in an attempt to remove an undesirable affix) Weapon - relatively deterministic, just throw essences at bases until you get a few, then vaal them (use omen) for 33% socket outcome * we want a high phys weapon, with +4 attack, Strength, then whatever else. life leech is not ideal. * find base (or buy off trade) i prefer akoyan club bc then don't need to care abt accuracy, but uh looking at it now, apparently if you have This Much dexterity you have 100% accuracy rate? idk how that changes for evasive monsters. Options flexible at least. * if you find a rare base with natty %phys then you can desecrate a suffix instead * it needs to be exceptional with 2 sockets (vaaled into 3 afterwards) * options: * buy 2os base w/ T3+ hybrid -- if open suffix, slam perfect aug hoping for T1 str, invariably get leech * buy 2os base (white) -- most available option, just spammy -- perfect transmute / aug until usable prefix * buy 2os base (rare) -- ideally 2pXs with flat phys, hybrid phys, strength -- careful not to overspend, these weaps can be made for < 1 annul, but it'll take a few to hit the suffixes, keeping strength * blue base: greater ess of abrasion to add ~T3 flat phys * 2p1s rare (hybrid, flat phys): depending on what's cheaper, either * Dextral Exaltation (omen) x2 and greater exalt slam suffixes x2 so you have 2p3s, or * Sinistral Necromancy + Blackblooded (omens) + preserved jawbone to get 3p1s -- kurgal will always give %ed / -%ias under this circumstance, don't need reroll omen doing prefixes 1st means that if you get a minroll on the %ed and you're greedy, you can try to suffix essence it off (1/3 to 1/4) rather than greater exalting suffixes you just use the essences directly. If wanting to protect prefixes, fill the suffixes up with greater exalts first. * suffixes use perfect essences of Battle and Haste: potentially 2 bad suffixes overwritten (but can also lose str) * if using a "nonstandard" base, or a rare item, it might already have flat % phys and flat phys. You can try desecrating for hybrid, but the more guaranteed option is to use perf Abrasion for Gain as Extra Phys * extra phys will also apply to other attack procs like WD, HoB, and MB It's cheap to play around with these and the easiest way to get a feel for it is to just do it. Helmet - buy a bunch and spam corrupt them * if targeting +- 1.22% corruption, the item's mods do not matter, the outcome will divine the mods first * if targeting 2nd socket, buy one with good attributes i think another build is using it bc I got mine for 1d and it is um.. more than that now. worst case, use a regular one. Gloves, Boots, Rings, Belt - there isn't very much suffix pressure thanks to Veil, but between all of these, we want to maximize str, dex, rarity, and chaos resist. My rings don't have str but I would like them to. But the cost of that means getting chaos resist on gloves or boots and {armor / armor to ele / life / chaos res} as a combo is super expensive compared to other options. But ideally each piece has str. As we need up to 157 dex (Wind Dancer levels), getting dex effectively means getting str back from the tree pathing. It's not feasible to cover all the edge cases, so just be mindful if your affix needs differ a bit. Rings - search trade for "Dragon's Unset Ring" and then put chaos res (or another stat) as a required mod: https://www.pathofexile.com/trade2/search/poe2/Rise%20of%20the%20Abyssal/OgLepjBgsE if not using the herald tech, if using Guiding Palm of the Heart, or if say not using <some skill> and you don't want a 2nd unset, can get a diff basetype, its the same process, and will be cheaper can also just forego ~24% rarity and get T1 life instead. * from 1p1s, use greater Opulence to guarantee T2 rarity suffix * Dextral Necromancy + Blackblooded + preserved collarbone to add desecrated suffix and fill suffixes * unveil timing: depends. I prefer to unveil after prefixes bc you want to use the reroll omen, but it's unnecessary cost if you don't hit prefixes. * otoh if you don't hit chaos resist in your 2 attempts (rare, but can happen), using perfect Mind ess can give you a 1/4 chance to unbrick it, since Omen of Light is like 4.5-5d a pop * apply Flesh (life) catalysts + use Catalysing Exaltation and attempt to greater exalt T1 life * if whiff into diff mod, go again * if whiff into T3/T2 life, attempt to essence it off with Perfect Mind and go again, or settle and upg later * use omen of Abyssal echoes before unveiling at the well Belt - ideally heavy belt with 2+ charm slots * search trade for T1 life, T2+ armor, T3+ stun threshold, T1 str ideally with open affixes, but omen desecrate your suffix on and echo reroll pray for resist for the last prefix, T1 phys thorns isn't awful bc we have scavenged plating and some thorns already, and you can pick up Spiked Armour via the RT From Nothing for 1 pt but Flask Life Recovery is super comfy and you can guarantee it with an omen of Homogenising Exaltation (+greater exalt). Boots - 35 movspd on this combo is crazy expensive (35-75d). You can settle for lower mov speed but imo the easiest way to do it is to gamba: * must be ilvl 82+ for 35% mov speed * buy bases that are T1 life, armor to ele, T1 str, rarity / chaos res / dex (hybrid base only), and then try to echoes + desecrate the movement speed on. * these were fairly cheap, like 10-50 ex, when I did mine, since few ppl want boots w/o movement speed Gloves - similarly, buy 4/6 or 5/6 bases and try to desecrate the missing mods on. * if using gold runes, can essence of horror the suffixes but other than that there's no useful essences in the toolkit for gloves. with many of these low-end ish crafts its often cheaper to just get a new base and go again than to try and salvage a craft

Gear

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Brimstone Ruin
Veil of the Night
Corpse Salvation
Defiance of Destiny
Hypnotic Grip
Sorrow Coil
Victory Knuckle
Damnation Girdle
Gloom Pace
Bloodbarrier
Saturated Ultimate Life Flask of the Brewer
Substantial Ultimate Mana Flask of the Bottomless
Arakaali's Gift
Analyst's Thawing Charm of the Doctor
Dawnlit Grounding Charm of the Plentiful
From Nothing
Heroic Tragedy
Megalomaniac
Sol Bliss

Skills

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  • BoneshatterBoneshatter20/20WMain
  • Impact ShockwaveImpact Shockwave4W
  • Rapid Attacks IIRapid Attacks II1W
  • HeftHeft1W
  • Close Combat IIClose Combat II1W
  • Bleed IIIBleed III1W
  • Mace StrikeMace Strike20W
  • Uruk's SmeltingUruk's Smelting1W
  • Rage IIIRage III1W
  • Rapid Attacks IIRapid Attacks II1W
  • Armour ExplosionArmour Explosion1W
  • ImpaleImpale1W
  • Wind DancerWind Dancer19/20W
  • Bleed IIIBleed III1W
  • Bursting PlagueBursting Plague1W
  • Poison IIIPoison III1W
  • Escalating PoisonEscalating Poison1W
  • CorrosionCorrosion1W
  • Infernal CryInfernal Cry19/20W
  • Magnified Area IMagnified Area I1W
  • Corrupting Cry IICorrupting Cry II1W
  • Enraged Warcry IIEnraged Warcry II1W
  • BattershoutBattershout1W
  • LifetapLifetap1W
  • Shield ChargeShield Charge19W
  • Rapid Attacks IIRapid Attacks II1W
  • Brink IIBrink II1W
  • Stomping GroundStomping Ground1W
  • Vanguard IIVanguard II1W
  • Bleed IIIBleed III1W
  • Blood HuntBlood Hunt19/20W
  • Physical MasteryPhysical Mastery1W
  • Brutality IIIBrutality III1W
  • HeftHeft1W
  • Rageforged IIRageforged II1W
  • Bleed IVBleed IV1W
  • Herald of BloodHerald of Blood19/20W
  • Bleed IIIBleed III1W
  • Bursting PlagueBursting Plague1W
  • Poison IIIPoison III1W
  • Escalating PoisonEscalating Poison1W
  • Deadly Poison IIDeadly Poison II1W
  • Magma BarrierMagma Barrier19/20W
  • Charge Profusion IICharge Profusion II1W
  • Elemental Armament IIElemental Armament II1W
  • Ignite IIIIgnite III1W
  • Fire ExposureFire Exposure1W
  • Close Combat IIClose Combat II1W
  • Leap SlamLeap Slam19/20W
  • Holy DescentHoly Descent1W
  • Persistent Ground IIIPersistent Ground III1W
  • Fist of War IIFist of War II1W
  • Stun IIIStun III1W
  • Brink IIBrink II1W
  • Seismic CrySeismic Cry19/20W
  • Magnified Area IMagnified Area I1W
  • Corrupting Cry IICorrupting Cry II1W
  • Deep Cuts IIDeep Cuts II1W
  • Cooldown Recovery IICooldown Recovery II1W
  • Bleed IIIBleed III1W
  • ParryParry1W
  • Steadfast IISteadfast II1W
  • Blind IIBlind II1W
  • Crackling BarrierCrackling Barrier1W
  • Culling Strike IICulling Strike II1W
  • Spear StabSpear Stab20W
  • Cold AttunementCold Attunement1W
  • EmbitterEmbitter1W
  • Magnified Area IMagnified Area I1W
  • Spear ThrowSpear Throw20W
  • Cold ExposureCold Exposure1W
  • Fiery DeathFiery Death1W
  • Living Lightning IILiving Lightning II1W
  • Scavenged PlatingScavenged Plating19/20W
  • Physical MasteryPhysical Mastery1W
  • Prolonged Duration IIProlonged Duration II1W
  • Herald of PlagueHerald of Plague18/20W
  • Uhtred's ExodusUhtred's Exodus1W
  • Raise ShieldRaise Shield1W

Weapon 2

  • ParryParry1W

Passive Tree

Passive tree 0.4
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Titan
Titan

Character Stats

Level
95

Damage

Full DPS
0
Combined DPS
6.44K
Hit DPS
5.21K
With Poison DPS
5.21K
With Ignite DPS
5.21K
With Bleed DPS
6.44K
Damage over Time
1.23K
Bleed DPS
1.23K
Culling DPS
0
Reservation DPS
0
Average Damage
4.7K
Burst Damage
4.7K

Attack & Crit

Attack/Cast Rate
1.11/s
Hit Chance
100%
Accuracy
1.58K
Crit Chance
5%
Crit Multiplier
200%
Mana Cost
118
Life Cost
0
Spirit Reserved
0

Defence

Effective Hit Pool
46.51K
Life
7.52K
Energy Shield
25
Mana
668
Spirit
3
Darkness
0
Armour
29.82K
Evasion
422
Phys Damage Reduction
75%

Mitigation & Avoidance

Block
5%
Spell Block
0%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Evade (Spell)
0%
Deflect
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
0%
Cold Resistance
0%
Lightning Resistance
0%
Chaos Resistance
75%

Max Hit Taken

Physical
9.83K
Fire
12.42K
Cold
11.83K
Lightning
11.83K
Chaos
30.13K

Recovery

Life Regen
286.1/s
ES Regen
0/s
ES Recharge
25/s
Mana Regen
44.6/s
Life Leech
412.82/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
705
Intelligence
63
Dexterity
144
Movement Speed
33%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Rage
0
Devotion
0
Presence Radius
4 m
Item Rarity
106%