[3.7] Molten Strike Juggernaut Build Guide – Path of Exile: Legion
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[3.7] Molten Strike Juggernaut Build Guide – Path of Exile: Legion

August 21, 2019

Hello and welcome to another Path of Exile
build guide! Do you like the idea of having over nine
thousand HP!? Facetanking everything the game can throw
at you and then some? Blitzing through maps like an unstoppable
train and melting everything in sweet, delicious, fire? Then I’ve got the perfect build for you,
The Molten Titan! A combination of two of the most popular and
well designed molten strike builds out there: “Hybrid’s take on jugg molten strike” and
“A.B.’s molten tank”. Here’s the high level breakdown of the build’s
capabilities: It is by far one of the most tanky builds
out there – you can reach over 9000 HP with a shield or 8500
while dual wielding. It also has a great deal of physical damage
mitigation and huge amounts of life leech and life regen, while also being immune to
stuns, freezing or any kind of slows. It is an exceptionally good Hardcore character
and you will die only if you completely ignore what’s happening on the screen. As such it is also amazing for new players
that want to learn the game mechanics and become familiar with the hardest content the
game has to offer. A good league starter, it can perform really
well with makeshift gear up to mid-tier maps, without investing more than a few chaos for
each piece. Once you get a few of the recommended uniques,
end-game content really opens up and everything is completely doable. There are however a few map modes that it
won’t be capable of doing or would otherwise cripple the build too much. Namely, avoid running elemental reflect, no
leech and no regen map rolls. So now that you know what you’re getting,
let’s see how exactly you can achieve all that! The guide is divided into seven main sections:
build overview, passive tree and leveling, ascendancy, pantheon, gems and links, gear
flasks and jewels and finally “pros & cons”. In the video description below you will find
a link for importing the entire build guide in the “Path Of Building” tool. It includes the passive tree broken down into
level brackets, example gear and a detailed “Notes” section on gearing, stats priorities
and gems. With that out of the way, it is time to lay
out the build overview. You will burn your way through the game by
using Molten Strike, one of the more interesting attack skills in the game. Each attack with this skill has two components
: a melee hit and a projectile attack which spreads magma balls that explode on impact
with a target and deal damage in a small area around it. In this particular build we will be focusing
only on the projectiles part and we won’t scale melee damage at all. Even though the magma balls are considered
projectiles, they are of a special type the so called ground-targeted (as opposed to an arrow-like projectile). As consequence they cannot chain, pierce or
fork and their speed cannot be modified. Point Blank however works fine with Molten
Strike and we are actually using it to significantly boost our damage. By default, molten strike converts 60% of
the physical damage into fire damage and afterwards either through “Xoph’s Blood” amulet or
“Avatar of Fire” passive, we convert the remaining 40% as well. In the end we will only be dealing fire damage
and nothing else. In terms of defenses this build has a lot of
things working together to make you almost un-killable. First there’s the obvious giant health pool
which we can obtain through smart gearing and many “increased max life %” passives. A direct consequence of having a large life
pool is a proportionally increased effectiveness of life regeneration as most such passives
or buffs are based on maximum life. The same goes for life leech whose cap is
based on max life as well. And since pretty much nothing can one-shot
you, these two will almost instantly get back to full HP after being hit by anything. We also end up with a large amount of armour,
both from passives as well as by converting all evasion rating into it through “Iron
Reflexes”. Then we add even more physical mitigation,through
endurance charges, which we are able to generate extremely fast thanks to our ascendancy. These also enable us to use a maxed out “Cast
when Damage Taken” and “Immortal Call” setup, but I’ll cover that a bit later in
the Gems section. The build is highly flexible in terms of gearing:
you can dual wield for more DPS, or you can go with 1 hand + shield for a more defensive
approach. You can even switch between them on the fly,
without having to change anything in the passive tree Lastly, I should mention that Molten Strike’s
skill tooltip is unfortunately only showing the DPS for the melee component as it is practically
impossible to pre-calculate the actual damage dealt by the magma balls – you can have
several projectiles hitting the same target or a single projectile hitting multiple targets
at once. Basically the game has no way of determining
these scenarios ahead of time. Having covered the build overview, it’s time
to start talking about the passive tree and leveling. The points from Act 1 are spent mostly on
life and armour nodes, a solid base to keep you alive as you progress through the story. In Act 2 we balance it out a bit by picking
up a few damage nodes as well as some of the quality of life passives, for example removing
the movement speed penalties from armour with the help of “Art of the Gladiator”. In this act you’ll also have to deal with
the bandits quest and for this build the best option is to kill all of them and get the
2 passive points. Oak would have been tempting if we would be
scaling physical damage, but since we’re focusing on fire damage instead, the two passive points
are more valuable. In acts 3 and 4 we get the life and mana leech
nodes to help with both survivability as well as mana sustain as molten strike becomes more
expensive with additional support gems. At about this point it is also possible to
obtain the first jewel socket and ideally you should use “Wildfire” for the 2 extra
projectiles. This should be relatively cheap if you’re
not right at the beginning of a league. If not, just postpone getting the socket until
you have a useful jewel to put in it. Towards the end of act 4 you should also grab
the “Iron Grip” keystone which will apply the damage bonus of strength attribute to
projectiles as well. In acts 5 and 6 the passives are an even split
between offense and defense as we invest in notable passives such as “Blade Master”,
“Barbarism” and “Devotion”. On top of that we get a second jewel socket
and by this point you should have at least some of them from quest rewards. While leveling through acts 7 and 8, we get
two more Keystones, namely “Avatar of Fire” and “Elemental Overload”. “Avatar of fire” is a key element of this
build as it helps us to completely convert the physical damage into fire damage, on top
of the conversion already applied by Molten Strike itself. As for cold and lightning damage, these get
a 50% conversion which means that 10 points of added cold damage would turn into 5 points
of fire damage, before any other multipliers are applied. This is a very poor rate so avoid having cold
or lightning damage affixes on your gear and instead look for fire or at the very least
physical damage. Avatar of Fire also nullifies any chaos damage
you would deal and does not convert any of it into fire, so it is absolutely useless
from this point onward. The 2nd keystone, Elemental Overload, is a
very solid damage boost for this build. As this is not a crit build, we have very
little crit. multiplier so the downside is practically inexistent. And while our crit. chance is quite small
as well we make up with a very high attack speed so in practice we end up with an almost
permanent uptime of this buff. In act 9 we go through the awesome Templar
starting area which is full of great notable passives such as “Holy Dominion”, “Divine
Fervor” and “Discipline and Training”. They grant us large amounts of damage through
accuracy, elemental penetration and elemental damage as well as a sizable chunk of HP. As we finish Act 10 and the campaign we get
two more jewel sockets that should help with patching up any resistance holes or simply
for the damage boost. We also finish up with the Templar area by
grabbing “Retribution” and “Precision”. By about level 80 you should be able to grab
the last jewel socket as well as the “Berserking” wheel for additional attack speed. At this point, up to level 90, get the “Celestial
Judgement” notable passive for additional fire penetration and then start working your
way through the Scion “wheel of life” cluster As you get to level 95, there are several
viable options, depending on what you feel you’re lacking: either damage or defenses. Personally, I go with “Celestial Punishment”
notable passive which I combine with a more advanced gearing and gemming option
that I will describe a bit later in the guide. I also take the “Versatility” node that
helps with some much needed attributes. Finally, as this is definitely the kind of
build with which you can get to level 100, you can pick up a few more armour and life
nodes along with some chaos resistance. And that’s about it for the passive tree and
leveling. Up next I’ll be covering the Ascendancy class
which makes this build truly shine. As you probably figured out from the title,
the Ascendancy of choice is the amazing “Juggernaut”. Not only does it sound awesome but it does
exactly what it says on the tin: an unstoppable force, trampling everything in its path. First points are going in the “Unstoppable”
node, likely one of the best passives in the entire game. Apart from the obvious movement speed bonus
you also get stun immunity. Stuns are probably the number #1 reason for
dying in harder boss fights. This is especially true for inexperienced
players so having this safety net in place is priceless. Then there are the two additional bonuses
which seem a bit redundant with each other, so I’ll explain exactly what each of them
does. The first one, “action speed cannot be modified
to below base value”, is referring to your character’s animation speed and this is what
gets slowed down with effects such as Chill, Freeze or Temporal Chains curse. Action speed however doesn’t have anything
to do with attack speed, cast speed or movement speed which is why the 2nd line of the passive
was necessary. I know it’s a bit confusing but that’s the
wording distinction that the game designers chose to use. What you should take from this bonus is that
in effect you become immune to Chill, Freeze and Temporal chains which is a huge deal,
especially for mapping or several of the hardest boss fights in the game. The 2nd ascendancy passive you should take
is “Undeniable”. This will basically take care of all your accuracy problems for the
rest of the game and thus freeing up gear affixes for better DPS stats. After completing the Merciless Labyrinth grab
“Unflinching” for some amazing buffs to generating endurance charges. An Endurance charge is a stackable buff that,
by default, lasts for 10 seconds and its duration is reset every time you gain a new charge. Each endurance charge provides 4% physical
damage reduction as well as all elemental resistances With this passive you will practically have
4 charges up almost permanently. The final ascendancy passive is “Unbreakable”,
which will double the armour value you get from the chest piece, along with a very large
amount of life regen. With the ascendancy out of the way, we can
take a quick look at the Pantheon choices. Generally speaking Pantheon choices are situational
and there isn’t a “best” pair that will outperform all others in any situation. However, there are certain options that complement
specific builds quite well in a wide range of situations. For this particular case, here are my recommendations: For the major god: Soul of Arakaali, mainly
for the excellent life recovery buff which affects life regen, life leech and even life
flasks. This pantheon has a great synergy with a Cast
when Damage Taken + Immortal Call and Bloodrage gem setup which I will describe in greater
detail in the Gems sections. For the minor god: Soul of Tukohama to further
boost life regen and additional physical damage mitigation. A good alternative minor god is Soul of Shakari
for poison immunity as well as chaos resistance. Having covered the pantheon choices, we can
now focus on one of the most important aspects of any build: gems and links. Before outlining the actual gem choices, I
first need to point out that when it comes to the damage dealing gems, I’m always listing
them from highest DPS option to lowest, so in case you can only get 4 or 5 links instead
of 6, just omit the the last support gem or gems in the chain. I’ll start off with the main setup, Molten
Strike and its support gems. First in line is Multistrike, which will immediately
repeat your attacks two additional times after they have fired, making it a great support
gem for builds which already have high attack speed. The second support gem, Ancestral Call, is
a bit of an oddball and might require a bit of practice to use it at its full potential. At first glance it seems somewhat similar
to Multistrike – two more attacks launched at two additional nearby targets. However the thing that makes Ancestral Call
so powerful is its interaction with large targets such as bosses. Normally, this support gem should not work
against single targets as there are no additional enemies around. However, as bosses generally have increased
hit boxes, with proper positioning and attacking in place, Ancestral Call will target them
as well and spawn additional projectiles from behind the target. Here’s a slow-motion bit from an Elder fight
to better visualize that. As you can see, initially I manage to spawn
Ancestral Calls’ extra magma balls but then I get too close to the boss and you should
be able to notice fewer projectiles. In order to obtain this effect you need to
attack in place and target the ground a slight distance away from the target. It does take a bit of practice and in very
hectic battles it might be quite difficult to pull off. In case this seems a bit too gimmicky
for you, replace this gem with the “Fire Penetration” support The next support gem down the chain is “Elemental
Damage with Attacks”, a very simple and straight-forward gem providing pure extra
damage, no strings attached. Fourth support gem is “Concentrated Effect”. As I mentioned in the build overview, the
magma projectiles are dealing their damage in an area around the target they hit. Since this area is quite small to begin with,
further lowering it by a third doesn’t really affect it much, so it is a good trade-off
for a significant damage increase. In the last slot we use “Elemental Focus”
which grants a large amount of damage but disables Molten Strike’s ability to ignite
the targets. That’s not really a concern as we weren’t
relying on ignite damage or the actual presence of ignite on targets. There is also an alternative setup that was
designed by Hybrid in his version of the build, which makes use of an Elder helmet with “Socketed Gems are supported by …Immolate” and “…Concentrated Effect” We then add Molten Strike, Multistrike, Ancestral
Call and Combustion, turning this into a proper 6-link setup. We use Combustion instead of “Elemental
Focus” as in this setup we actually need to ignite mobs for the damage bonus provided
by Immolate. While this variant has slightly lower DPS,
we no longer need a 6-link chest piece and we can use Kaom’s Heart, greatly increasing
our health pool. I will cover this more in the Gearing section
so you can eventually make an informed decision on which setup to use. We then make use of a standard 4-link “Cast
when Damage Taken” setup. Since we have such a large health pool and
we can generate endurance charges really fast, it makes sense to have all the gems in this
chain at level 20. The first triggered gem is “Blood Rage”
– a great buff that increases our attack speed and life leech and also generates Frenzy charges
which further boost our damage. The buff has a base duration of 10 seconds
and is refreshed every time you kill an enemy so its uptime is pretty much permanent. It does have a downside, a physical damage
over time debuff, but its effect is completely mitigated by our high regeneration rate. Level up Blood Rage as much
as your DEX allows you to. The 2nd triggered gem is Immortal Call. This skill will make you invulnerable to physical
damage for a short period of time and it is crucial for many situations where you would
receive a sudden burst of massive damage. Since we are actually generating a lot of
endurance charges, the buff duration is quite significant. As I mentioned a bit earlier, this cast when
damage taken setup has a very interesting interaction with Soul of Arakaali pantheon
choice. Its second power says that we gain 50% increased
life recovery rate if we stopped taking damage over time recently. You might already suspect how this trick is
going to work: we take enough damage for “Cast when Damage Taken” to trigger the next gems;
Blood Rage goes UP and we get the physical DOT. Immediately after, Immortal Call fires and
the physical immunity prevents this DOT from doing damage. Thus, we have all the conditions to trigger
Arakaali’s life recovery buff. However, the gems must be in this exact order:
“Cast when Damage Taken”, Blood Rage and then Immortal Call. This is because they are fired sequentially
and it would make no sense to trigger Blood Rage after Immortal Call. This is in fact one of the very few instances
in the whole game where the order of gems matters The final gem in this setup is flexible: you
can use Lightning Golem for some extra damage, Molten Shell or a curse such as Flammability
or Warlord’s Mark. If you are using a 6-link chest for Molten
Strike instead of the Elder helmet plus Kaom’s armour, then you should have an additional
4-link available. There you can put a second “Cast when Damage
Taken” setup, with lower level gems. My recommendation is something as following: The mobility skill of choice is “Whirling
Blades” which is insanely fast with the high attack speed that this build has. Link that with “Fortify support” gem for
an additional buff of 20% damage reduction from hits. The last gem should be “Blood Magic” as
we don’t have a large enough mana pool to afford spamming whirling blades. The build also makes use of two auras: first
is Anger, a pretty obvious choice for any fire damage dealer. For the second aura we can choose between
“Herald of Ash”, for a decent fire damage boost or my recommendation, Vitality, for
a sizable chunk of life regeneration. This also becomes extremely potent when paired
with a Watcher’s Eye Jewel with the “X life gained for each enemy hit while affected by
Vitality”. Then link these two auras with Enlighten which
is a special kind of gem that lowers the mana cost of supported gems once it reaches level 2 You should however aim to have at least a
level 3 one, for a noticeable effect. Finally, depending on whether or not you are
using Tombfist gloves you might have another 2, 3 or 4 gem sockets available. Here I generally go for “Leap Slam” linked
with Blood magic, as Whirling Blades cannot bypass obstacles and I’m too lazy to go around
stuff. In any additional socket I squeeze in Vaal
Haste – while there isn’t enough mana to keep the aura active, you can use just the Vaal
part of it for a massive DPS burst. To wrap up this section, here are the gems
you should aim to have at 20% quality: Gearing up for this build isn’t too difficult
and you can easily farm mid-tier maps with an investment of about 50 chaos. Of course, you cannot reasonably expect to
kill Uber Elder with that kind of gear, but the more currency you spend, the better you
will perform. Starting off with the weapons: while leveling
use any 1-handed sword with high fire or physical damage and a fast attack speed. A very good intermediary unique is the Ichimonji
which should be affordable even early in the league and should carry you for quite a while. Once you start farming tier 7 or 8 maps, you
should really start looking for a “Grelwood Shank”, which is practically the best in
slot option. Literally everything on this sword is amazing
for this build. First, it provides increased armour while
stationary which totally fits Molten Strike’s playstyle. Then, it gives us 2 additional projectiles
if we’ve been hit recently which is a huge DPS boost as you should always be in the middle
of a pack spreading fiery goodness. Lastly, it provides not one, but two keystone
passives: “Point Blank” and “Iron Reflexes”. Point Blank greatly increases the damage of
the magma balls at close range but they get weaker as they travel further. The breaking point is at 35 distance units; past that the projectiles deal less damage with Point Blank then they did without. But since we are always in melee range this
is a net buff for us. Iron Reflexes converts all our evasion rating
into armour which is then boosted by the many increased armour passives we’ve taken up to
that point. For the second weapon slot, you can go with
another Grelwood Shank for 2 additional projectiles or, what is in my opinion a much better option,
the lesser known “Beltimber Blade”. With this, the 2 additional projectiles are
granted if you have used a movement skill in the past 4 seconds. This might sound like a short timeframe, but
I really cannot think of any fight where you would stand still for more than 4 seconds;
trash mobs die much faster than that and the bosses aren’t just punching bags. You constantly need to reposition or dodge
various mechanics, so you use a movement skill. However the reason why I recommend this is for
the “Far Shot” keystone passive that it provides. Earlier, I said that the past 35 distance
units Point Blank lowers our damage, but with Far Shot this is extended to 60 distance units. On top of that it even further increases the
damage in the 0-60 range. Here’s a great visual aid to better understand
all that, thanks to a fellow Path of Exile player. You can also choose to go with the 1 handed
+ shield route, in which case I recommend either “Lioneye’s Remorse”, focusing on
defenses or “Surrender” which is more of a hybrid option. I also think that Surrender is by far the
best looking shield in the game! I mean, just look at it! For the helmet we have broadly two options:
a standard rare helmet with life, elemental resistances and some accuracy or missing attributes
such as dexterity or intelligence. This should be then paired with a 6-link chest
where the Molten Strike setup would go. For lower budgets a rare one with some life,
resistances and increased armour or evasion will do just fine until you can afford the best in slot:
a 6-link Loreweave. On that the most important stat to look for
is “maximum resistances are 80%”, anything lower than that is suboptimal. Also, most of the other stats on this unique
are great for this build and you should aim for high values when possible. Going back to the second helmet option, as
I briefly mentioned in the gems sections you can also go for an Elder helmet with “Socketed
Gems are supported by Immolate” and “Concentrated Effect”. Try to get one with Immolate level 20 or at
the very least 18. The level of Concentrated Effect doesn’t really impact
DPS that much, but it’s still ideal to aim for level 20. Apart from that, depending on your budget,
try to squeeze in as much health, resistances or attributes as possible. This helmet will then hold Molten Strike and
3 other support gems, basically turning it into a 6-link. This frees up the chest piece slot where we
can then make use of the excellent Kaom’s Heart which will provide an insane amount
of health, armour and some additional fire damage. Each of these options has certain advantages
and disadvantages: the normal helm + Loreweave setup has about 10% more damage and it provides
an easier way to cap your resistances and get the necessary DEX or INT. On the other hand you get around 1500 less
HP, lower physical damage reduction and it is overall more expensive, especially for
the 6-link Loreweave. When going with the Elder helm and Kaom’s,
you get better defenses but slightly lower DPS. It’s cheaper to buy these but it is also a
bit harder to gather resistances on the other pieces of gear. In the end it is a matter of taste and preference. Lastly, regardless of which helmet you choose,
the best enchant is “Molten Strike fires 2 additional projectiles” or its cheaper
version with only 1 projectile. Basic gloves should be used to fill any resistance
gaps or necessary attributes and ideally some attack speed and physical or fire damage to
attacks. For higher budgets you can try to get all
these on a “Gripped Gloves” base for the increased projectile damage implicit. The best in slot option is a pair of Tombfist
gloves with 2 abyssal sockets. Apart from the extra damage and health that
the jewels themselves will provide, thanks to those gloves you will apply Intimidate
and Maim debuffs on hit, increasing your damage against these targets and slowing them down. However, when using Tombfist it becomes even
more difficult to cap resistances and get enough DEX or INT, but it is not impossible. Entry-level boots should have a decent amount
of life, resistances and optionally DEX or INT that you might need. Movement speed is not hugely important as
you’ll generally move around using Whirling Blades. We continue our “belts-with-no-pants” dressing
policy and for the cheaper options you should aim for 70+ life, resistances and elemental
damage with attacks. The best in slot is a “Stygian Vise” belt
with a combination of fire damage, elemental damage and weapon elemental damage as well
as life and resistances. The amulet is generally a slot where we mostly
get damage – a good starting point should be one with added flat physical and fire damage,
life and resistances as well as attributes. The best in slot option is “Xoph’s Blood“
unique which grants the Avatar of Fire keystone passive along with a large amount of life
and fire resistance. On top of these, enemies that hit you will
get covered in ash, lowering their movement speed and increasing the fire damage they
take. Once you acquire this amulet make sure to
refund the point invested in “Avatar of Fire” passive. For the rings you should also focus on damage
but there is one particular affix that should be priority zero: “life gained for each
enemy hit by attacks”. This type of life restoration is instant and
between the two rings you should aim to have at least 20 to 25 in total. Considering the very high attack speed and
the large number of projectiles, this stat alone will keep you alive through huge amounts
of incoming damage. As much as possible, get other damage affixes
such as added fire or physical damage along with life and other missing resistances or
attributes. Unfortunately this kind of rings can be pretty
expensive, especially if you want other useful stats on them as well. A cheaper and more streamlined alternative
is to use a Watcher’s Eye jewel with “life gained for each enemy hit
while affected by Vitality” paired of course with Vitality aura. This will allow you to get much cheaper rings
with great DPS stats such as flat fire and physical damage, elemental damage as well
as life and resistances. And while we’re on the topic of jewels, we
have a total of 5 sockets in the passive tree, along with potentially 3 more with a Stygian
Vise belt and Tombfist gloves. As mentioned earlier, one of these should
be a Watcher’s Eye granting you life gain on hit. If you’re rich enough you can look for an
additional Anger mode such as increased fire damage or “fire resistance penetration while
affected by Anger”. A second socket should be taken by Wildfire
for an additional 2 Molten Strike projectiles. This jewel should be the very first one acquired
– if you cannot buy it earlier, then you can obtain it as a quest reward in Act 5. The last mandatory jewel is a Viridian one
with “+2 mana gained for each enemy hit with an attack”, which should take care
of all your mana issues. Other stats to look for on this jewel are
attack speed, either regular or with swords, increased max life, resistances or attributes. For the other jewel slots the best options
are abyssal ones, especially the Murderous Eye type. My go-to stats are generally flat life along
with 2 flat fire damage or physical damage. Due to the large amount of “increased max
life %” nodes from the passive tree, an average roll of, let’s say 35, flat hp ends
up increasing our total life by around 120 so, try and get at least some of that on each
remaining abyss jewels. The flat fire and physical damage mods can
also roll quite large values on higher item-level jewels, drastically increasing your DPS. For the flasks we have some pretty straight-forward
choices. For the healing flask will be “Blood of
the Karui” as our health pool is simply too large for regular flasks. Up to about 6000 HP you can get away with
a normal Eternal Life flask, but I strongly recommend getting the unique one as soon as
possible. The second flask should be a Chemist’s or
Ample Sulphur one for a DPS boost – the suffix should be “… of Staunching” for bleeding
removal. Third one is a Chemist’s Silver flask for
the attack speed buff, with a Warding suffix for curse immunity. Make sure to roll a high enough prefix so
it consumes only 30 charges, thus allowing you to use it twice. Then we go for a classic Wise Oak, an excellent
2 in 1 defensive and offensive flask. You need to ensure that Fire resistance has
the highest uncapped value of all, so the damage bonus applies to fire damage. The last flask is one seems to have been designed
specifically for this build: the amazing Dying Sun which provides 2 additional projectiles
and increased area of effect. If you can’t afford a Dying Sun or you’re
closer to the beginning of a league then use either a Quicksilver flask for the movement
speed or Granite for a large chunk of extra armour. To wrap up the gearing section, here are some
excellent leveling uniques that will help you blitz through the campaign With the gearing out of the way, it is time to
take a final look at the pros and cons of the build so you can better understand if
it’s what you were looking for. Starting off with the Pros: It is one of the tankiest and most resilient
builds in the game. Generally you will only die if you make big
mistakes or when you’re completely ignoring fight mechanics in tough encounters. Excellent Hardcore build, especially when
using a shield and Kaom’s Heart. Very beginner-friendly, it allows new players
to experience content that would otherwise be inaccessible with other builds. It also doesn’t punish mistakes, making it
a great learning build. It can farm mid-tier maps with low investments
and then steadily scale up to red maps It can currently clear all content in the
game, including the toughest boss fights out there. Very flexible in terms of gearing and play
style – there are multiple available options that perform quite similarly, each offering
a different take on the build. One of the best Labyrinth farmers out there
– you can use it to carry friends or farm expensive enchants and get rich quick. Very mobile, able to blitz from pack to pack
and quickly clear maps or Delve runs. The cons list is significantly shorter It is not able to run a few map modes such
as elemental reflect, no leech or no regen. It’s DPS is not stellar as we traded some
of those capabilities for more defenses. You can however have over 1 million Shaper
or Elder DPS with good gear. Ancestral Call requires some practice for
it to be efficient. It can however be replaced with another support
gem for comparable performance. Learn anything new, exile? If you did, then you’ll probably be happy
to hear that there are more videos coming up in the near future with more exciting builds
to try. Make sure not to miss them by subscribing
to the channel so you get notified when that happens. And while you’re at it why not like this video
as well or drop a comment down below to let me know your thoughts. Thank you all for watching and see ya next

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  1. I've just finished setting up a nice Discord server for this community: https://discord.gg/9M6N6Wf

    This way we can communicate a bit more directly, get to know each other, bounce ideas for new builds, clarify things about the old ones and, of course, discuss and share stuff beyond PoE as well.

    So, drop by, say hi and stay awhile! 😉

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