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PoE builds
DPS
19.04M
Effective HP
Life
5.24K
Level
96
Min budget

Overview

[PoE 3.29] Bannerman Showcase is a Path of Exile Champion build by Smaxy, made for the Allflame league (3.29). It is centered on Earthshatter and plays as a strength, attack, area, melee archetype. In Path of Building it reaches 19.04M DPS with ∞ effective HP, 5.24K life. Suited for: Delirium, Mapping, Bossing, T17, Expedition, Essence, Heist, Abyss. Key uniques include Wideswing, Stormblood, Foulborn Uul-Netol's Kiss, Marylene's Fallacy.

Build Video

Smaxy's Notes

Bottled Faith + lom phys Progen A lot of this is from the previous guide with updates in the form of ( cont. ) now that I've had time to play 3.28 Mapping Modifiers cont. updated list below and added regex for 3.28. With how maps work now (all t16s are the same, all nightmares ect) you can have a pretty strict regex and still have plenty to buy You can run all modifiers except reflect. Skip "cannot be taunted" modifier with Worthy Foe as it is all your accuracy Be wary of modifiers such as less armour, less defence, steal charges, or less recovery as these can make Echoes of Creation damage much more impactful Wither on Hit will make you take extra from elemental and chaos damage when using Divine Flesh "!ry ra|% less ar|er,|o al|f ph|hered|eche|tal d|non|gen|taun" "m q.*(9[5-9]|\d..)%" - generic 8 mod "!efl|% less ar|ry ra|ced e|ra c|net|er,|wni|o al|vola|eche|acl|gen|rune|^au|taun" "m q.*(9[5-9]|\d..)%" - nightmare map You can cut some points to fit in the Brinkmanship Notable wheel to gain access to two important masteries 5% IAS per nearby enemy will greatly improve your swing speed while mapping Enemies cannot block is a great flex option whenever the modifier appears in t16.5/t17 mapping or expedition content Fortification Stacking Celestial Brace is a nice defensive option since fortification is always activate and has very few modifiers that bypass it (works in -suppression, -max, ect) It also provides a large amount of attack speed that is desirable. Unstoppable Hero is the main payoff for these gloves I don't personally want to go much further than this piece of gear as we don't benefit from double damage from madness boots and frenzy stacking for replica badge + masterful form is quite a heavy investment although strong If you really want to go crazy with it overcapped armour or evasion stacking + Unstoppable Hero is incredibly strong with the banner res but not really at full potential in this setup Elemental Conversion and Emnity's Embrace As long as your damage is base melee physical and converted you can use war banner scaling This allows a number of strong elemental slams to be an option if you prefer them over earthshatter It also allows you to combine Emnity's Embrace with banners that provide a lot of resistances to more easily reach that 200% breakpoint since a lot of slams are fire based I don't think there is much of a reason to go down this route as pure physical scales quite high but it is an option some may consider cont. Given the usefulness of tinctures in mirage league I think using the Sap of the Seasons low mana tech for massive elemental pen is superior to Emnity in 3.28 If you're doing dedicated bossing setups Emnity is still better since it has little ramp comparatively Flasks Quartz for phasing even when running past monsters for t17 boss rush or hive fortresses Quicksilver is auto include Bismuth can be good for some insurance if you completely skip resistance on gear and want to rely just on banners Granite, Elemental (ruby, sapphire, topaz), or Gold Flask as a flex 4th choice You can run a tincture with mana recoup but not recommended unless you want to go crit with slayer node cont. Mirage has Screams of the Desiciated(?) shrine belt which rewards you with powerful buffs at the cost of non-instant flasks. I would highly recommend going this route and starting with a simple massive shrine and upgrading from there Diamond is best damage Massive Gloom is best clear Accel is fastest but provide little damage in the end game since slams over consume exerts, gen cry gains no benefit from action speed, nor does rage vortex of berserking could be fun going cyclone or something Why Resolute Technique? You get a huge boost of accuracy from war banner + precision which allows easy access to Precise Technique Taking Resolute Technique makes it so you don't need any other accuracy to function while war banner isn't placed even in less accuracy/blind situations for mapping qol cont. Easy access to crit in 3.28 makes RT/PT setups budget options for early progression and no longer something to plan for end game Endurance Charges or naw? Endurance charges are incredible defensively however there are multiple modifiers (map and monster) that can nullify them so I opt for leaning into other sources of survival such as life or fortification Take the duelist/mara charges if you feel safer with them or run a lot of content where endurance charges aren't at risk such as most bossing cont. The tree swinging more from right side (PT) to left side brings you closer to templar endurance charges making it a more appealing defensive option than before Banner Breakpoints Banner Quality gives duration which can be qol during bossing encounters with multiple phases as to not make you place banners as often (do continue to maintain charges with Defiant Stand however) Banner Levels have breakpoints at level 19, level 23, and level 27 for banner effect per valour. This can be achieved through a combination of implicits (aoe, duration, aura tags), empower gem, and/or level 21 corruption cont. +2 veiled modifier in helmet can be used to replace +2 aoe/dura helmet corruption, new eclipse gem can be used to push levels as well but require solving attributes (280 each) Autoexertion prevent us from getting benefit from warcry levels so don't worry about getting high level warcries and just focus on quality If you opt for manual use of Rallying Cry for the damage bonus (with cwdt summons, tigers, or herald of purity) you will want to level it for warcry speed Offset your warcry cooldowns through quality to stagger the earthshatter pops. This is primarily used for CDR reduction maps. Keep Intimidating Cry (lowest # of exerts) and Infernal Cry (tagged mobs explode) as fast as possible, use any of the others to offset by keeping their quality to 0, 5, 10, 15 roughly cont. I would recommend offsetting your warcries even without earthshatter as it will increase the likelihood that monsters are always taunted even as you run 400 ms through a map Impale Great way to scale damage but opens up another map modifier that can impact clear (Avoid Impale) I do recommend using this as a scaling axis but just don't fully commit to it outside of the graft and one wheel to get impale mastery to ignore PDR (this is different than hits ignore PDR) I don't recommend using the impale support gem even if you lose out on a bit of efficiency when not met with avoidance cont. Two major points going into 3.28. 1. You no longer have the overattributed impale graft pushing you towards scaling impale so I wouldn't be as big on it as in the past. Still a great option but passive tree pressure makes it difficult to scale efficiently compared to other options. Really want an Impale coin on your main skill for 60% chance 2. Crit is far easier to setup than ever before due to crit helmet and diamond belt. This opens up another avenue than impale for scaling although it does leave you more vulnerable to crit resistance rares Timeless Jewel Choices Glorious Vanity (Xibaqua) for bossing and being stronger against difficult t17 modifiers. Brutal Restraint is going to be generically be better with aura effect stacking and point efficiency Lethal Pride is going to be ok and mostly just to fit in a few bonuses with strength. Great for fortification stacking. Rakiata can be a stronger alternative to Xibaqua for most bossing Vaal Jewels are typically less ssf friendly for getting strong notables but the keystones are the focus Lethal Pride/Brutal Restraint are used mostly for notables so feel free to replace with other jewel choices if missing good options cont. I've updated to using caspiro (elegant hubris) to offset attribute requirements for easier gearing as well as to be able to more easily use new gems Rakiata/Xibaqua setups are still superior for defenses where Brutal Restraint/Hubris are better for pushing aura Lethal Pride Karui Jewel Keystones Rakiata has value against shaper pen as well as synergy with defiance banner Jewel Locations Duelist (Iron Reflexes) Search for : Melee Damage, Physical Damage, Life, Reduced Damage from Crits, Intimidate, and Fortification Glorious Vanity Vaal Jewel Keystones Doryani - Useful with Divine Shield Xibaqua - Useful against Elemental Pen and Chaos Damage, lowers the value of endurance charges and weak to wither increases value of defiance banner flat reduction Ahuana - Useful as Overleech and Everlasting Sacrifice enabler Jewel Locations Point Blank, Elemental Equilibrium, or Eternal Youth Search for : Life, Aura Effect, Max Chaos, Physical Damage, Physical Damage Reduction Brutal Restraint Maraketh Jewel Keystones Balbala - Useful for flask uptime against bosses, most encounters are too short for this to matter Jewel Locations Duelist (Iron Reflexes) Search for : Aura Effect, Alchemist's Genius, Onslaught on Kill Elegant Hubris - cont. Eternal Empire Jewel Keystones Caspiro - Ignores attributes for easy gearing and tattoos everywhere Jewel Locations Between Templar/Mara (Eternal Youth) Search For: Aura effect, crit, crit dmg, life, melee phys, phys, mana reserve, chaos res Everlasting Sacrifice You can opt for the cobalt jewel synth tech or an abyss jewel cobalt has better access to modifiers and works in no regen situations, requires something to hit abyss jewel functions without having to hit and is ssf friendly but disabled by no regen alternatively you can just use divine shield keystone along with echoes and any source of es (also disabled by no regen) cont. Everlasting belt was fun and all but shrine belts exist now so I wouldn't recommend this anymore Ancestral Vision vs Stormshroud for Avoidance Comes down to having a consistent source of avoidance at the cost of more affixes with stormshroud or relying on non-foulborn ancestral vision and defiance banner for avoidance Your choice. I prefer stormshroud as it allows you to use foulborn ancestral vision for big armor while always being active Forbidden Jewels First to Strike, Last to Fall for adrenaline (personally like this one best although you could setup adrenaline in other ways) Worthy Cause (you take this to be able to click First to Strike, Last to Fall), you lose a stronger minor node going this route but it is cheaper Bane of Legends (great damage, physical reflect immunity helps you run a loose regex) More than Skill (powerful but way too costly for what we get from it) Headsman ("high" damage but loses a lot of value if you pick up culling anywhere and doesn't help you skip boss abilities in most situations) Brutal Fervour (good defensive option, allows for "while leeching" offensive notables and gear options) Masterful Form (amazing option if you fully commit into fortification/charge stacking otherwise skip) Unstoppable Hero (Fort Stacking for Armour/Eva and a ton of attack speed that is needed) cont. I like headsman best for 3.28 although late game unstoppable hero is probably ideal headsman loses value in diamond belt setups since Marylene's has culling Which Bloodline? cont. Farrul tigers are great for rallying cry synergy on top of crit/IAS Oshabi isn't useful anymore given how strong rage vortex of berserking is for every setup. Could see some use for heist setups Nameless +1 ring is great synergy with shrine belt but need strong rings to really justify Skipping a bloodline and taking adren in champ is pretty strong but requires you to self-proc to be useful and gem socket pressure is already high RAGE VORTEX OF BERSERKING AND YOU The ability has some snapshotting functions that I recommend just reading https://www.poewiki.net/wiki/Rage_Vortex_of_Berserking That being said for this build snapshot yes : tincture, sockets, exerts (pre-rallying cry), use weapon swap with extra supported skills and ideally later shaper/elder weapon with squire blood and sand (sand) ambush gem snapshot no : war banner (global effect), blood and sand (blood stance) CRAFTING I really recommend watching the video part since it showcases step by step but I'll try to write it out You want to isolate the modifier that you desire Crit helmet is a suffix so we'll start here You want that modifier to be the only suffix on the helmet If you have 1 other suffix modifier (so 2 suffix total and the item doesn't have a split tag) you can clean and isolate this item You will use eldritch currency if needed to open a prefix slot You will then craft suffixes cannot be changed You will then scour to remove the prefixes You should now have a 2 modifier item (the desired suffix crit and another) You can now split the item using a plagued fenumal arachnid You now have 2 helmets with 1 modifier each Take the one with the desired modifier and this is part of your recombinator * [ IF YOU MISSED THE FRACTURE YOU'RE HERE AGAIN, THE CRIT SUFFIX IS ISOLATED STILL SO YOU CAN MOVE IT TO A NEW BASE FOLLOW THE STEPS AGAIN We now need to make target base (one which you want to move the good modifier crit onto) Giantslayer was the base I went with so I went and bought 100% perfection (ideally overqual if cheap enough) bases You now need a proper affix (has a name and doesn't say "essence") that cannot naturally appear on the desired base In my case I used Screaming Essence of Sorrow as dex is not a stat that can be rolled naturally on the helmets (be mindful that it is something that cannot be rolled on your crit helmet as well) You now want to use sorrows until you have isolated dex suffix (as in it is the only suffix on the item, prefixes can be whatever) You can use a lot of essences, use annuls, or use beasts to move suffixes to prefix to accomplish this You should now have 1 helmet (the crit helmet with just crit modifier as suffix) and 1 other helmet (the desired base, in this case Giantslayer with dex as the only suffix) You can now recombinate this items together as the only outcomes are the currently helmet keeps the crit mod or the crit mod moves over and replaces the dex mod Repeat this process until you move the crit mod over to the desired base You should now have 1 helmet that is the desired base with the desired modifier as the only suffix You will now use eldritch currency to fill the PREFIXES keeping the suffix crit mod as the only suffix Your item should now be 3 random prefix and 1 crit suffix modifier You can now fracture the item If you hit crit, great, craft the item using loathing for reservation or however you see fit If you missed and fractured a prefix unlucky but you can keep the crit mod Follow again from steps above * For the banner chest steps are similar as above however you are working with a prefix modifier so flip everything to keep the prefix mod as the isolated side For most generic gear I ideally started from life % regeneration rate and spammed chaos essence, zeal essence, or shock avoid essence depending on slot Most things can just be bought for fairly cheap at this point though so keep that in mind and just shop around Jewels are crafted with fractured multi crit modifier (18% 2h, 15% melee crit multi, 12% multi crit) I tend to choose viridians as they have the highest chance on a life reforge to get maximum life reforge until another crit multi mod and life%, or whatever other mods you desire chaos res, stats (if not caspiro), max res, attack speed are all great alternatives a source of mana gain on hit allows you to run no leech + no regen maps as rage vortex of berserking is always life cost and it fuels the rest

Gear

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Foulborn Uul-Netol's Kiss
Wrath Crown
Agony Mantle
Marylene's Fallacy
Empyrean Knuckle
Bramble Hold
Plague Fingers
Vengeance Tether
Bramble Tread
Astute Rosethorn Tincture of Ease
Foul Lens
Luminous Stinger
Foulborn The Red Dream
Pandemonium Spark
Ghoul Bliss
Armageddon Beam
Glorious Vanity
Stormshroud
Kraken Ruin
Glyph Heart
Glyph Vessel

Skills

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Weapon 1

  • EarthshatterEarthshatter20/20WMain
  • Melee Physical DamageMelee Physical Damage20/20W
  • Faster AttacksFaster Attacks20/12W
  • Void ShockwaveVoid Shockwave3/15W
  • PulverisePulverise20/16W
  • OverexertionOverexertion21/20W

Body Armour

  • Seismic CrySeismic Cry20/4W
  • Infernal CryInfernal Cry20/20W
  • Intimidating CryIntimidating Cry20/15W
  • General's CryGeneral's Cry20W
  • AutoexertionAutoexertion20/20W
  • EnlightenEnlighten4/20W

Helmet

  • War BannerWar Banner21/20W
  • Dread BannerDread Banner21/20W
  • Defiance BannerDefiance Banner21/20W
  • EmpowerEmpower3/6W

Gloves

  • Flesh and StoneFlesh and Stone20W
  • Blood and SandBlood and Sand6W
  • Rallying CryRallying Cry20/20W
  • EnlightenEnlighten3W

Boots

  • Blood RageBlood Rage13W
  • Battlemage's CryBattlemage's Cry20W
  • AutoexertionAutoexertion20/16W

Boots

  • FrostblinkFrostblink1W
  • Summon Spectral Tiger20W

Weapon 1

  • VulnerabilityVulnerability1W

Passive Tree

Passive tree 3.29
scroll to zoom
Champion
Champion
Farrul Bloodline
Farrul Bloodline
Bandits
Eramir (1 Passive Skill Point)
Runegraft
Runegraft of Rallying

Character Stats

Level
96

Damage

Full DPS
0
Combined DPS
19.04M
Hit DPS
16.52M
With Poison DPS
16.52M
With Ignite DPS
16.52M
With Bleed DPS
16.76M
With Impale DPS
16.91M
Damage over Time
233.98K
Bleed DPS
233.98K
Impale DPS
383.64K
Culling DPS
1.9M
Reservation DPS
0
Average Damage
8.9M
Burst Damage
8.9M

Attack & Crit

Attack/Cast Rate
1.86/s
Hit Chance
100%
Accuracy
2.82K
Crit Chance
100%
Crit Multiplier
541%
AoE Radius
3.2 m
Mana Cost
10
Life Cost
0

Defence

Effective Hit Pool
Life
5.24K
Energy Shield
0
Mana
47
Ward
0
Armour
20.71K
Evasion
232
Phys Damage Reduction
90%

Mitigation & Avoidance

Block
65%
Spell Block
65%
Spell Suppression
100%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
76% (+542%)
Cold Resistance
75% (+513%)
Lightning Resistance
80% (+541%)
Chaos Resistance
80% (+2%)

Max Hit Taken

Physical
15.17K
Fire
31.49K
Cold
30.89K
Lightning
34.12K
Chaos
32.73K

Recovery

Life Regen
878.1/s
Net Life Regen
725.18/s
ES Regen
0/s
ES Recharge
0/s
Mana Regen
15.2/s
Life Leech
971.99/s
ES Leech
0/s
Mana Leech
123.42/s
Total Degen
152.92/s

Attributes & Utility

Strength
323
Intelligence
110
Dexterity
126
Movement Speed
363%
Endurance Charges
5
Frenzy Charges
4
Power Charges
3
Rage
40
Devotion
0