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[0.4] [4k] Pyro Ward - Iron Ward Ignite Blood Mage - Path of Exile 2

PoE2 0.4 · The Last of the DruidsBlood MageIron WardSimulacrumMapping

6 months ago123

by BaumiSubscribe

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1.71M

DPS

22.39K

Effective HP

3.54K

Life

22

Energy Shield

Overview

[0.4] [4k] Pyro Ward - Iron Ward Ignite Blood Mage - Path of Exile 2 is a Path of Exile 2 Blood Mage build by Baumi, made for the The Last of the Druids league (0.4). It is centered on Iron Ward and plays as a strength, buff, persistent, area archetype. In Path of Building it reaches 1.71M DPS with 22.39K effective HP, 3.54K life. Suited for: Simulacrum, Mapping. Key uniques include The Hollow Mask, The Rat Cage, Birth of Fury, Blackflame, Fireflower.

Build Video

Baumi's Notes

↓---- TIMESTAMPS ----↓ 0:00 Showcase 0:57 Intro 1:01 Narration 9:25 Outro

CHECK OUT THE UPDATED VERSION: https://youtu.be/WTfZrBuGOo0 https://youtu.be/5PWLZCaNmxw https://youtu.be/0-xtwq-Gzq4 PoB template (updated): https://poe.ninja/poe2/pob/18eaf

I'd like to thank these artists for allowing me to use their music for free. Videos such as this would otherwise not be possible for me to make. Thank you so much! Absolutely awesome stuff!

https://pixabay.com/users/vasilyatsevich-601514/ https://pixabay.com/users/ebunny-22480773/ https://pixabay.com/users/white_records-32584949/

This level 92 Blood Mage builds up stacks of Iron Ward and then ignites enemies to trigger a chain reaction with Living Bomb via Cast on Elemental Ailment. This creates a fascinating firework of explosions that can clear several screens at once.

All of this is achieved by using a feedback loop with Ignited Ground, enabled by Birth of Fury and Fireflower paired with The Rat Cage to turn Fire Damage taken when igniting enemies into Physical Damage taken to fuel the Iron Ward. Once full stacks are reached, you press the button and the screen of monsters evaporates.

Damage taken is prevented via Blood Mage and its Grasping Wounds passive, paired with the Amanamu's Sacrifice of Flesh keystone, all of which is then sustained via Life Recoup and Recoup Speed, Life Leech from Vitality Siphon, Life Remnants from Sanguimancy, and damage mitigation from The Hollowed Mask and other sources of flat Physical Damage Reduction and Armour.

Avatar of Fire is used to convert the Physical base damage into Fire. Some of the damage is lost here and you can't make use of Blood Mage's strong Sanguine Tides passive, but I could not find another way of making this work reliably.

Blackflame is used to make enemies take Chaos Damage from Ignite instead, bypassing a lot of annoying Elemental map mods and resistances. To amplify the Chaos Damage they take, I use Withering Presence to apply stacks of Wither. The Despair curse is also used to debuff them further, which is then made even stronger with the Blood Mage's Whispers of the Flesh passive.

Wildfire is used to make the Ignites spread while I'm still charging, which also has the extremely positive effect of automatically refilling my Iron Ward stacks very quickly as new enemies spawn or get reignited. Very neat interaction I found.

I also did not swap in the next best damage support gem in this video because I was too lazy to do so. So, yeah, the actual damage can be a lot higher than shown, as I'm also still using a level 18 Spirit Gem in this video.

Stacking Ignite duration is of importance to make them last long enough for Wildfire to spread, and because it can take some time when fighting bosses to reach full Iron Ward charges again.

I reflect the Ignites back on myself via the Self Immolation passive, which then grants me increased Armour and Fire Damage via the Molten Carapace passive. For this to work properly without melting myself with my own Ignites, I specced into passives that grant "reduced Magnitude of Ignite on You" to reach at least 100%. This also enables the use of the Commiserate support gem for more ailment damage. Coupled with a nice Megalomaniac I aquired, I can gain more or less practical immunity to Bleed and Poison as long as I keep myself ignited (this is optional min-maxing).

Blood Magic is used to convert the Mana Cost, and because I was getting fed up when fighting enemies that had the Mana Siphon aura. I initially tried a version with Damage taken from Mana before Life paired with some passives and Midnight Braid, but it wasn't enough to deal with that annoying aura. As they say: Out of sight, out of mind.

I highly recommend to invest into Stun Threshold early on, as your Charm might not be enough to save you in certain situations. This can later be replaced once you've reached enough sustain and damage mitigation where you are harder to kill.

In some instances, you might just accidentally kill yourself when you hit too many enemies with your skill at once. Despite a 2% Life on Kill on my jewel, I occasionally still have this happen, though it's fairly rare.

Thunderstorm is used with Shock Conduction II to apply Shock, and it can then vacuum enemies together via the Electromagnetism support gem.

That said, I ran some pretty rippy endgame maps with this build, even Less Recovery ones, and I survived just fine. In general, I try to avoid extra Fire and Less Recovery map mods, so I advise you do the same. Absolute no-go is any form of Armour Break. If you get your armour broken, you will die. You have been warned.

Let me know your thoughts! I hope you enjoy this build.

Thanks for watching!

#pathofexile2 #ignitebuild #bloodmage #pyroward #oppenheimer

Gear

Honour Charm
Plague Emblem
The Hollow Mask
The Rat Cage
Fireflower
Pain Finger
Blackflame
Plague Paw
Beast Locket
Birth of Fury
Hearty Ultimate Life Flask of the Sylvan
Sunburst Silver Charm of the Sylvan
Vibrant Thawing Charm of the Mixologist
Lustrous Stone Charm of the Verdant
Megalomaniac
Undying Hate
Prism of Belief
Heart of the Well

Skills

  • Iron WardIron Ward21/20WMain
  • Searing Flame IISearing Flame II1W
  • CommiserateCommiserate1W
  • Ignite IIIIgnite III1W
  • DeliberationDeliberation1W
  • Eternal Flame IIEternal Flame II1W
  • WildfireWildfire1W
  • Efficiency IIEfficiency II1W
  • Heightened CurseHeightened Curse1W
  • Hex BloomHex Bloom1W
  • DespairDespair17/20W
  • Magnified Area IIMagnified Area II1W
  • Prolonged Duration IIProlonged Duration II1W
  • Cast on Elemental AilmentCast on Elemental Ailment18W
  • Living BombLiving Bomb18W
  • Fire ExposureFire Exposure1W
  • Boundless Energy IIBoundless Energy II1W
  • Efficiency IIEfficiency II1W
  • Overabundance IIOverabundance II1W
  • ThunderstormThunderstorm20W
  • Shock Conduction IIShock Conduction II1W
  • Efficiency IIEfficiency II1W
  • Magnified Area IIMagnified Area II1W
  • ElectromagnetismElectromagnetism1W
  • Harmonic Remnants IIHarmonic Remnants II1W
  • Remnant Potency IRemnant Potency I1W
  • Life RemnantsLife Remnants1W

Weapon 1

  • Volatile DeadVolatile Dead18W
  • Withering PresenceWithering Presence18/20W

Weapon 2

  • Raise ShieldRaise Shield1W

Passive Tree

Passive tree 0.4
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Blood Mage
Blood Mage

Character Stats

Defence

Effective Hit Pool
22.39K
Life
3.54K
Energy Shield
22
Mana
0
Phys Max Hit Taken
9.37K
Armour
3.09K
Evasion
522

Resistances

Fire Resistance
71%
Cold Resistance
75%
Lightning Resistance
75%
Chaos Resistance
75%

Offence

Total DPS
1.71M
Crit Chance
0%
Crit Multiplier
200%

Attributes & Utility

Strength
157
Intelligence
141
Dexterity
42
Movement Speed
13%
Item Rarity
12%