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[POE2 0.1] Corrupting Cry Rolling Slam Totem Warbringer SSF Journey: Part 3 Juiced T15+

1 year ago14

by mas0ny1Subscribe

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11.51K

Effective HP

3.53K

Life

61

Energy Shield

Overview

[POE2 0.1] Corrupting Cry Rolling Slam Totem Warbringer SSF Journey: Part 3 Juiced T15+ 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 11.51K effective HP, 3.53K life. Suited for: T17, Mapping, Breach, Expedition, Sekhemas, Ritual, Essence.

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 Use Stun Charm for "increased stun buildup" maps Heavily Stun Mechanics: Unsure if stun duration on maces is local or affects totems. I dont think they do. After you stun the boss, they gets around 10 seconds of I think its 75% less stun buildup (it is around 60-80% estimate). It starts when the boss stun bar resets fully to zero. and boss stun buildup goes back to normal after the stun resistance is gone. You can see when the boss has resistance because their stun bar will be brighter orange colour 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) Something to Investigate: The Wailing Wall Effigial Tower Shield looks to be a better turtle charm... (until you get svalin). It seems kinda op tbh. But its got 10% reduced ms yikes T15 bosses u need around lvl 27+ totem (i could kill easily) Next goal: try and get capped rez without shield, currently very dangerous while placing totems Playtime 1 day 20 hours: Zarokh Cleared - Lvl 86 This fight took around 5 minutes (like the zarokh fight lol), mainly because titanrot stops my hp from regenning and placing the totem costs life. So i had to rely on my life flask to regen life to place totems. I've taken off titanrot and went back to my 2% life regen implicit chestpiece after this, but it was also that I wanted to play very safely since I only had 1 entry key (I just did it as soon as I got my 4 floor key). I didnt wanna place too many totems and run out of life flask so that was the main concern. I had 79% honour resistance (tooltip said) and around 3k life but relics that boosted it to 4.2k in the trials. and around 6k honour, but it was pretty easy, just slow since I had like 10% ms and the boss fight took ages mainly cause I was concerned about my flasks The upgrades I had were the following: - Shield - +6 Mace In total my totem level was lvl 30 and I also ran inspiration. Regarding my tree I took the shattering blow notable, and that was for scavenged plating stacks in maps. It didnt help at all for bosses but i believe with 100%+ increases armour break and that notable, you can guranteed armour break on bosses when they get heavy stunned. Idk how much damage that provided. Due to this I have swapped off titanrot and back to what I had before (2% life regen chest)
Loadouts

Gear

Agony Ram
Skull Rock
Damnation Ward
Golem Mantle
Horror Collar
Viper Finger
Agony Knuckle
Oblivion Vise
Phoenix Cord
Fate Span
Depleting Ultimate Life Flask of the Verdant
Clinician's Stone Charm of the Bottomless
Soul Ember
Loath Ruin
Chimeric Sliver
Eagle Desire
Glyph Flame

Skills

  • Ancestral Warrior TotemAncestral Warrior Totem19/20W
  • Rolling SlamRolling Slam19WMain
  • Heavy SwingHeavy Swing1W
  • Concentrated Effect1W
  • Inspiration1W
  • Seismic CrySeismic Cry11/20W
  • Corrupting Cry1W
  • Brutality1W
  • Swift Affliction1W
  • Magnified Effect1W
  • Infernal CryInfernal Cry9W
  • Dazing CryDazing Cry1W
  • Raging CryRaging Cry1W
  • MobilityMobility1W
  • Shield ChargeShield Charge19/15W
  • Ingenuity1W
  • MomentumMomentum1W
  • Close Combat1W
  • Time of NeedTime of Need18W
  • Fast Forward1W
  • Cannibalism1W
  • Vitality1W
  • BlasphemyBlasphemy8W
  • EnfeebleEnfeeble8W
  • Ritualistic CurseRitualistic Curse1W
  • Heightened CurseHeightened Curse1W
  • War BannerWar Banner9W
  • Persistence1W
  • ExpanseExpanse1W
  • Overwhelming PresenceOverwhelming Presence18W
  • Herbalism1W
  • BerserkBerserk18/20W

Passive Tree

Passive tree 0.4
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Warbringer
Warbringer

Character Stats

Defence

Effective Hit Pool
11.51K
Life
3.53K
Energy Shield
61
Mana
1
Phys Max Hit Taken
3.82K
Armour
2.45K
Evasion
254

Resistances

Fire Resistance
75%
Cold Resistance
75%
Lightning Resistance
75%
Chaos Resistance
33%

Offence

Rage
30

Attributes & Utility

Strength
532
Intelligence
78
Dexterity
48
Movement Speed
20%
Item Rarity
21%