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PoE 3.29·Allflame·Juggernaut

This will be MY LEAGUESTARTER! - Boneshatter Juggernaut Build [PoE1 3.30]

by Zizaran1 hour ago185Subscribe

DPS
9.65M
Effective HP
71.29K
Life
5.89K
Level
99
Min budget

Overview

This will be MY LEAGUESTARTER! - Boneshatter Juggernaut Build [PoE1 3.30] is a Path of Exile Juggernaut build by Zizaran, made for the Allflame league (3.29). It is centered on Boneshatter of Complex Trauma and plays as a strength, attack, melee, strike archetype. In Path of Building it reaches 9.65M DPS with 71.29K effective HP, 5.89K life. Suited for: Bossing. Key uniques include +2 Endurance Kaom's Sign, Ryslatha's Coil.

Build Video

Zizaran's Notes

> 3.30 CHANGES < - Recombinating changed, but we don't have exact numbers. This might make creating a good weapon more difficult. - Soul cores(previously known as coins) can imbue a "bad"(GGG's words) support onto Boneshatter, depending on which supports are available this might be worth using - Added some better tips on how to get a corrupted Kaom's Sign - Apothecary Gloves are useful if you happen to get a pair early on now, this also gives some Energy Shield for Divine Shield. - We don't know all Wickerman mods yet, but stuff like Strike Range and Explosions have been teased, these should be great for Boneshatter > Can I use this really good Talisman I found? < Talismans have good implicits, at the cost of not being anointable. Think about: maximum life, increased AoE, +1 maximum endurance charge, action speed and damage over time multiplier. While the anoint on this build is REALLY good, it's not required, and it requires a prismatic oil which you might not have yet. So for early/mid game I'd say: go for it! > What Bloodlines ascendancy? < Dropping Unrelenting for "That didn't happen!" from the Delirious Bloodline is great to get VERY tanky, at the cost of some damage you'd get from your jewels otherwise. With the amount of recovery we have you'll almost always recover back the 40% of your hit before it actually applies. > Leveling < We level with the tried-and-tested Sunder all the way to Merciless lab. For weapon upgrades you can vendor a Rare Rustic Sash with a Blacksmith's Whetstone and a 2H Axe of any rarity to get a Magic Axe back with 50-64% increased Physical Damage. If you're someone who wants to swap to their endgame skill early, don't do so before picking up either "Unflinching" on your ascendancy or "Inexorable" on the tree. You likely want to run Determination as well to mitigate the self-damage. > Corrupted Rings < You always want at least +1 endurance charges on your ring. In 3.29 new corruptions got introduced that include +1 to Maximum Endurance Charges, this is a pretty rare outcome though Generally, the order of ring power is like this, from weakest to strongest: - Regular Kaom's Sign - Kaom's Sign with non-endurance charge corruption - Rare ring with bad mods and an endurance charge corruption - Rare ring with good mods and an endurance charge corruption - Kaom's Sign with endurance charge corruption(+2 maximum endurance charges) - GG Ring with an endurance charge corruption(think T1 life, DoT Multiplier, good resists), might be most useful when combined with a +2 Endurance Kaom's Sign To get a Kaom's Sign with a +1 Endurance Charge implicit, pick up every Coral Ring of itemlevel 75 and above. You can corrupt these with regular Vaal Orbs. If you hit +1 Endurance Charge use a Tainted Mythic Orb for a decent chance at a +2 Kaom's Sign. Also corrupt every Kaom's Sign you find, even those with an itemlevel below 75, you don't need the +1 Endurance implicit instantly. Don't forget that Kalandra's Touch exists, if this is relatively available you might only need to get 1 GG ring. > What map mods should I avoid? < - Avoid bleed - Monsters cannot be stunned(EASY TO MISS, DESTROYS YOUR CLEAR) - Monsters steal charges on hit There are some other mods that are annoying, but you can deal with them. Above mods will completely brick your build. Make sure that on eater altars you don't click "players have -% physical damage reduction" either, since the self-damage from Boneshatter will kill you if you do that. Regex: "!er,|tun|f ph|on," > Tincture stuff < Your Tincture is very important for your damage. By not rolling increased effect and by taking the "10% of damage taken recouped as mana" mastery we can sustain this for a long time compared to some other builds. If you don't mind pressing it more often you can roll increased effect on it for even more damage. > Getting 100% chance to bleed < The tree in this build is very lenient on getting you chance to bleed, so getting to 100% shouldn't be a problem. That being said: if you get some other sources of chance to bleed you can replace nodes on the tree for more damage(usually by just pathing around the other side of a wheel). Other sources of bleed chance: - Veiled prefix on axes for %phys and 25% chance to bleed - Jewel suffix for 5% chance to bleed - Eater of Worlds glove implicit for bleed chance(likely not really worth it over the consistency of getting more aggravate chance) > What's Forbidden Rite doing in the links? < Casting Forbidden Rite means you hit yourself, which triggers the "Unflinching" Ascendancy to give you Endurance Charges. You can use this before fighting something like Shaper to make sure you start the fight on full Endurance Charges. > Divine Shield < Basically: if you have ANY energy shield: take Divine Shield. If you have none: don't take it. Easiest place to get some ES is by using a Crystal Belt before you use Ryslatha's Coil. Alternatively: before you have good eldritch implicits on your gloves you can use Apothecary's Gloves. > Dealing with mana < - The 10% damage taken recouped as mana mastery will give you a lot of mana regeneration because we constantly hit ourselves - If you get a 6-link early on, you can link Lifetap as your 6th link to prevent having to rush mana nodes or crafting -mana cost on jewellery - Having a source of physical damage leeched as mana is great, on the tree we take Spirit of War, but you could drop that and get it on gear or a jewel instead - -mana cost on rings and amulet helps a lot, but later on we want to ideally replace our rings with Kaom's Sign(or a corrupted +1 endurance charge ring if you're rich), so don't come to rely on this too much. - Picking up the increased mana cost efficiency of skills mastery at the Spirit of War notable on the tree will help with mana issues too > Pride or Determination? < If you have half-decent gear you don't really need the armor Determination provides, so you might as well use Pride. If you ever feel like your mitigation is lacking somewhat, feel free to swap in Determination instead of Pride though, since Pride doesn't add enough damage to justify potentially dying for. > Can I add explosions? < While you can technically add Haemophilia, this likely doesn't add as much clear as you might think, especially since it means you miss out on 1 (or potentially 2) additional strikes. If you want more clearspeed I'd recommend getting +2 strike gloves, onslaught on boots and then anointing Sione's Ambition. > Spell suppress? < Technically you could fit Spell Suppress in builds like this by picking up Entrench(with Iron Reflexes along the way), using hybrid armour/evasion gear with suppress on it and a small suppress cluster jewel. With the changes to suppress in 3.27 I wouldn't really recommend this though, since it's a lot of investment and this build is already plenty tanky without it.

Loadouts

Gear

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Endgame Axe
Endgame Helmet
Endgame Chest
Endgame Amulet
+2 Endurance Kaom's Sign
Random Corrupted +1 Endurance Ring
Endgame Gloves
Ryslatha's Coil
Endgame Boots
Persevering Blood Sap Tincture of Dissolution
Jewel
The Light of Meaning
Jewel
Jewel

Skills

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Body Armour

  • Boneshatter of Complex TraumaBoneshatter of Complex Trauma20/20WMain
  • VolatilityVolatility20/20W
  • Melee Physical DamageMelee Physical Damage20/20W
  • BrutalityBrutality20/20W
  • RuthlessRuthless20/20W
  • Endurance Charge on Melee StunEndurance Charge on Melee Stun20/20W

Weapon 1

  • AutoexertionAutoexertion20/20W
  • Battlemage's CryBattlemage's Cry20/20W
  • VulnerabilityVulnerability20/20W
  • Ancestral CryAncestral Cry20/20W

Boots

  • Leap SlamLeap Slam20/20W
  • Blood RageBlood Rage10/20W
  • Faster AttacksFaster Attacks19/20W
  • MomentumMomentum20/20W

Helmet

  • Vaal Molten ShellVaal Molten Shell7/20W
  • Cast when Damage TakenCast when Damage Taken1/20W
  • LifetapLifetap20/20W
  • More DurationMore Duration20/20W

Gloves

  • FrostblinkFrostblink8/20W
  • Forbidden RiteForbidden Rite1/20W

Weapon 1

  • PridePride20/20W

Ring 1

  • Enduring CryEnduring Cry10W

Passive Tree

Passive tree 3.29
scroll to zoom
Juggernaut
Juggernaut
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Lunaris, Soul of Garukhan

Character Stats

Level
99

Damage

Full DPS
0
Combined DPS
9.65M
Hit DPS
963.66K
With Poison DPS
963.66K
With Ignite DPS
963.66K
With Bleed DPS
9.65M
Damage over Time
8.69M
Bleed DPS
8.69M
Culling DPS
0
Reservation DPS
0
Average Damage
530.83K
Burst Damage
530.83K

Attack & Crit

Attack/Cast Rate
1.82/s
Hit Chance
100%
Accuracy
576
Crit Chance
0%
Crit Multiplier
0%
Mana Cost
5
Life Cost
2

Defence

Effective Hit Pool
71.29K
Life
5.89K
Energy Shield
0
Mana
66
Ward
0
Armour
33.72K
Evasion
27
Phys Damage Reduction
90%

Mitigation & Avoidance

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

Resistances

Fire Resistance
84% (+36%)
Cold Resistance
82% (+27%)
Lightning Resistance
83% (+14%)
Chaos Resistance
76% (+1%)

Max Hit Taken

Physical
34.42K
Fire
83.49K
Cold
75.54K
Lightning
79.32K
Chaos
31.07K

Recovery

Life Regen
1.15K/s
Net Life Regen
1.04K/s
ES Regen
0/s
ES Recharge
0/s
Mana Regen
11.6/s
Life Leech
1.07K/s
ES Leech
0/s
Mana Leech
120.36/s
Total Degen
101.31/s

Attributes & Utility

Strength
387
Intelligence
70
Dexterity
110
Movement Speed
50%
Endurance Charges
10
Frenzy Charges
3
Power Charges
3
Rage
0
Devotion
0