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[POE2 0.1] Corrupting Cry Rolling Slam Totem Warbringer SSF Journey: Part 2 Full GUIDE

1 year ago17

by mas0ny1Subscribe

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11.81K

Effective HP

3.09K

Life

124

Energy Shield

Overview

[POE2 0.1] Corrupting Cry Rolling Slam Totem Warbringer SSF Journey: Part 2 Full GUIDE is a Path of Exile 2 Warbringer build by mas0ny1, made for the Early Access league (0.1). It is centered on Rolling Slam and plays as a strength, attack, area, melee archetype. Defensively it sits at 11.81K effective HP, 3.09K life, 124 energy shield. Suited for: Mapping, Sekhemas, Expedition, Ritual, Essence. Key uniques include Titanrot Cataphract.

Build Video

mas0ny1's Notes

Run Resolute Technique for Most the early game, you need around 1.5k - 1.6k accuracy to get to 100% hit chance against lvl 83 mobs This can be achieved generally with around 400 accuracy roll on jewelery (or more dex, you get 5 accuracy per dex), and precision in a aura. If you dont have the spirit you can put it into your weapon set 2 aura (berserk) and it will snapshot with your totems There might be something doable here with Maim and/or Blind to reduce the enemy evasion so that you dont need as much accuracy to hit Warbringer Advantages: (vs gemling) Super easy rage uptime Good clear (since we know heralds will get nerfed likely) Tanky (after getting 4th ascendancy), can randomly die to aoes before. Kinda squishy with 2.8k life. really want some more life but its pretty hard to get access to strength or life gear since SSF. Just have to keep praying About Bloodleting and the bleed chance nodes leading to it (on passive tree) I thought it gave 10% bleed magnitude, but it gives 15%. So the effective DPS is slightly higher than 16% (its probably what POB thinks it is) Asking Bing AI to do some calcs regarding the effective dps increase POB says its 30% more damage for those 3 nodes which seemed a bit too high so I'm getting BING AI to do some maths on them Totem Attack Rate: Each totem attacks once every 2 seconds, hitting twice per attack (one small hit and one big hit). Bleed Duration: Bleed lasts for 5 seconds, dealing 16.5% of the hit's damage every second. Bleed Reapplication: Since the totems attack every 2 seconds, the bleed may be reapplied before its full duration is completed. This means the bleed damage will not always get its full 5-second duration. To simplify, let's assume that the bleed is reapplied every 2 seconds, so the bleed damage will only last for 2 seconds before being refreshed. Adjusted Bleed Damage: If the big hit causes the bleed, the bleed will do 0.165 of atk damage every second for 2 seconds, resulting in a total bleed damage of 0.165 * 2 = 0.33 Chance to Bleed: There's a 48.8% chance that at least one of your totems will cause a bleed on their second big hit. 1 - (0.8 * 0.8 * 0.8) = 0.48% (1 minus chance to not bleed for all 3 totems on 2nd slam) Effective Damage Increase = 0.33 * 0.488 = 0.161 So, the effective damage increase from these skill tree nodes, considering the continuous attacks and bleed reapplication, is approximately 16.1%. Playtime: 1 day 11 hours Update Build is already capable of clearing t14 and t15 maps (assuming they arent super rippy). You want to avoid mods like "element pen", "elemental weakness", "more damage", "extra damage as elemental/chaos" etc. I'm mostly doing magic t14/t15 maps I've done some of the rippy mods but I havent died, however I am playing while dodging monster slam attacks/on death explosions and paying attention. Defensives wise the build is quite safe for mechanics like expedition and ritual, as soon as 1 mob dies to corrupting blood, the corpse pops wipe the rest of the screen. It has allowed me to do very rippy expeditions without any fear at all and thats really good for gear progression. Sesimic Cry pushing mobs back constantly is really good for safety. Increasing the range of the cry would help with pushing mobs back further, as a defensive mechanic. more str would help too but I believe that we need uniques for that. Single target dps is also pleasantly good, rolling slam totems are dunking on bosses and generally a map boss dies within 3-6 rolling slam attacks Im surprised because there are barely any changes from the initial 1 day POB to this one, mainly small gear changes (upgraded boots and different amulet, different runes to cap rez). The amulet gives int so it lets me take more strength on the tree (attribute nodes) and the int is needed cause the boots are 61 int requirement ones (they dropped with 30% ms so I'm using them, but because we arent running blasphemy, you want lower int requirement ones). I'm not running blasphemy because Im running berserk, overwhelming presence and scavanged plating. Its also cause I corrupted mine when it had 2 sockets, and I dont have any low level spirt gems to get a fresh blasphemy. And the int requirement for it is really high, I rather get strength travel nodes for more life. There is also some anti synergy for blasphemy, as your warcry will push the mob out of the blasphemy range. So it feels a little redudant, unless you're doing bosses. Mainly its a boss swap angle In regards to SSF gearing: - Expedition seems quite good at this stage cause gear is still pretty bad and expedition lets you see many options, giving u the best chance of finding strength/life + resistance gear. - Essences still seem pretty rare, I've specced to them on the tree. they seem good for crafting but its RNG. Elemental essences on armour gurantee the respective resistance type so thats useful. - I'm trying the local knowledge node on the atlas but i'll be honest, no clue how good or bad it is. It feels a bit meh - I'm still mainly doing map bosses, but I might start to focus on expedition for the svalin shield. And the expedition vendors do help with getting better gear Overall thoughts: Very Positive, with a bit more gem levels (lvl 19 totem, lvl 19 rolling slam, currently these are lvl 17) and some more life and strength on gear (mainly for max hit), I think the build will be able to start challenging the dificulty 0 bosses. I'm fairly confident I can already do trialmaster or zarokh but the boss fight might take a bit of time (like 1-2min) A 5 link would really help lmao pls ssf gods give me one. If I did get one, it would go on the rolling. and likely be Heft Support. I havent felt the need for inspiration but I'm using my health flask when I spawn the totems, so maybe thats a good support option as well. For your reference: Sesimic Cry: Cast time: 0.25 (4 casts per second max) Corrupting Blood Tooltip Damage: 978 per second (per stack) Aoe size: 4.1m (Bit bigger would help) Ancestral Totem/Rolling Slam: Lvl 27 totem and Lvl 27 Rolling Slam. +10 from global modfiers, base is lvl 17 for both. +5 from mace, +4 from mace, +1 from gloves Rolling Slam First Slam: 16231 dmg Rolling Slam Second Slam: 32461 dmg Attack Time: 2.63 seconds Totem Duration: 9.38 seconds Use Time: 0.5 seconds Totem Life 6108 Bleed chance: 20% (from tree) Playtime: 1 day 12 hours: TITAN ROT DROPPED POG LOGIN Just dropped a 26% titanrot chestpiece, swapped my ring and amulet for more life, also finally annoited titanic onto my amulet. Currently I am taking prism guard (+1 max rez, +5 all res) on the tree to cap my resistances, once better gear is gotten, I will dropped those nodes and swap back to what I had before before, sturdy metal and brutal notables (near start of warrior tree) Ive got like 580 strength or so, and corrupting blood is 1.2k per stack (20% more dmg pog)
Loadouts

Gear

Agony Ram
Honour Wing
Doom Horn (Cold Rune)
Titanrot Cataphract
Horror Collar
Viper Finger
Agony Knuckle
Tempest Vise (Cold Rune)
Phoenix Cord
Fate Span
Substantial Ultimate Life Flask of the Verdant
Bright Thawing Charm of the Mixologist
Vivid Star
Chimeric Sliver
Rapture Shine
Loath Hope
Soul Ember

Skills

  • Ancestral Warrior TotemAncestral Warrior Totem17/15W
  • Rolling SlamRolling Slam17WMain
  • Heavy SwingHeavy Swing1W
  • Concentrated Effect1W
  • Seismic CrySeismic Cry11/20W
  • Corrupting Cry1W
  • Brutality1W
  • Swift Affliction1W
  • Infernal CryInfernal Cry9W
  • Dazing CryDazing Cry1W
  • Raging CryRaging Cry1W
  • MobilityMobility1W
  • Scavenged PlatingScavenged Plating16W
  • Cannibalism1W
  • Herbalism1W
  • Vitality1W
  • Shield ChargeShield Charge20W
  • Overpower1W
  • Ingenuity1W
  • Leap SlamLeap Slam14W
  • Martial Tempo1W
  • Holy DescentHoly Descent1W
  • Time of NeedTime of Need17W
  • Fast Forward1W
  • Overwhelming PresenceOverwhelming Presence16W
  • Precision1W
  • BerserkBerserk17W

Passive Tree

Passive tree 0.4
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Warbringer
Warbringer

Character Stats

Defence

Effective Hit Pool
11.81K
Life
3.09K
Energy Shield
124
Mana
1
Phys Max Hit Taken
3.39K
Armour
1.86K
Evasion
238

Resistances

Fire Resistance
76%
Cold Resistance
76%
Lightning Resistance
78%
Chaos Resistance
38%

Offence

Rage
30

Attributes & Utility

Strength
575
Intelligence
86
Dexterity
44
Movement Speed
22%