6 weeks ago

Ascendancy ThumbnailLevel 14 Warrior0.1

Life: 2858%
Mana: 110
eHP:
220
Resistances: -40%/-40%/-40%/0%
DPS: 0
Speed: 1.20
Hit Chance: 16%
Config: None

Gear

Gems

No Skill Gems

Tree Preview

Notes

Major Credit to Lundburgerr at twitch.tv/lundburgerr lots of tech and the later build comes from him. You can find his end game build guide here: maxroll.gg/poe2/pob/du6bl0zq

Made by Angormus at twitch.tv/angormus

This guide is only meant to guide to towards an A6 League Start %

Relevant for PoE2 Patch 0.1, 0.2 depends on the patch notes.

Priority of Early Supports:

Conc Effect -> Impact Shockwaves -> Martial Tempo -> Magnified Effect -> Window of Opportunity -> Overpower -> Unbreakable

Skills: 
Mace Strike with Conc Effect / Martial Tempo, stops being useful outside of small hits to finish off a rare after level 14. Can slot in Culling Strike later.
Rolling Slam with Conc Effect / Overpower (to deal more stun buildup when needed) and Martial Tempo / Unbreakable for better clear. This is to prime Boneshatter procs.
Boneshatter with Impact Shockwaves & Magnified Effect, next link will be Armor Explosion after you've specced Shattering Blows, can use Fire Infusion with early 2nd 4 link.
Shield Charge for movement, can slot in Fire Infusion / Stomping Grounds for decent damage, but only impactful early with extra support gem drops.
Infernal Cry with Premeditation & Raging Cry.
Herald of Ash with Cannibalism when possible, Cannibalism is very good for sustain. Herbalism is also a good support.
Perfect Strike with Window of Opportunity & Conc Effect / Martial Tempo. Use Martial Tempo on bosses with small hitboxes or that move around a lot. 
Can use Fire Infusion / Primal Armament on bosses where you don't need Martial Tempo once it's 4 linked.
Scavenged Plating with Persistence after you've specced Shattering Blows, throw Cannibalism over here if you want to use it before Azak Bog A3 Cruel spirit quest reward.
Leap Slam with Martial Tempo & Unbreakable / Overpower used for movement and to prime Boneshatter procs. Later you can link it with Holy Descent and Maim.
Hammer of the Gods with Fist of War, Eternal Flame, & Searing Flame.

You'll want a Flammability Setup in your second weapon swap with a Hammer of the Gods spec (can use the same weapon/shield in Patch 0.2 for both). 
Link Heighted Curse, Arcane Tempo, and Focused Curse to Flammability.
Overwhelming Presence can also be good later.

Act 1:

Regex: "speed|o stre|s: tw|ed bl|ed.+rec"

Riverbank: Get 1 hander & shield to second weapon swap without holding shield. Position yourself in the "nook" after 1st stun on Miller.

1st Town: Level up after clicking Renly, grab skill gem, and open shop without clicking out or Renly does his slow walk.
Shop priority: 2Hander, dual 1Hander, and skill Frost Bomb if neither. 
Skill Boneshatter if 2 or 1 hander. 
Check for MS boots, you'll stay level 2 if there's some, or hit level 3 by Devourer kill if none.

Clearfell: If forced into Frost Bomb, grab level 1 skill gem from chest for Boneshatter. 
Grab Mud Burrow CP and fight Beira for +10% cold res, ideally drag in as many wolves as possible to Boneshatter against her. 
Grab Grelwood CP & enter Mud Burrow.

Mud Burrow: CP nearish to start has a resettable blue pack, hatchery has lots of white items / wisdoms if lucky. Skill gem level 2 = Boneshatter.
2nd Town: Support Gem from Renly for Conc Effect in Mace Strike.
Shop Priority: 2 Hander if none, MS boots, +str on anything to use Shield Charge at level 6, and then +dmg/IAS on gloves.

Grelwood: Leave town through Clearfell, CP over to Grelwood entrance. 
Search for Witch's Hut. Grab medium life/mana flasks and kill her for support gem. Can drag mobs over to her to Boneshatter.
Support gem = Impact Shockwaves on Boneshatter. 
Head NE from Witch's hut first to avoid the giga deadend WP bot right layout. 
Thinking with CPs, grab Grim Tangle & Grelwood WPs before entering The Red Vale.

The Red Vale: Ideal level on enter is 4 with full medium flasks. 8 layout tells, 16 layouts, can know which one from entrance tile. Collecting big packs + open Refined/Rusted arms for chances at an Oak Greathammer.
White Felled Greatclub = Need Conc Effect in Rolling Slam to prime Boneshatter.
White Oak Hammer = Rolling Slam no supports.
Hit level 5-5.5 by Rust King kill. Drag over mobs to start off with a big Boneshatter, same with his add phase. 
Level 3 skill gem = Shield Charge

3rd/4th Town: Grab Spikes from Renly. WP to Grelwood, dodge roll after each spike placement, and portal out. 
Must talk to Una in town, buy wisdoms.
Shop Priority: Great Oak Hammer with + dmg, ms boots, +str on anything, +dmg/ias on gloves. Dex on gear can be really good to keep chance to hit at 100% pre-RT.

Grim Tangle: Click Una after summoning her and reset at checkpoint to skip her song. Solutions based off entrance direction, side of the WP, & early zone tells.
Path to Druid, support gem = Martial Tempo, keep in Rolling Slam for clear, and Mace Strike for single target.
Hit level 6-6.5 by Cemetery enter.

Shield Charging: There is landing lag at the end of each Shield Charge, and when you hit monsters. 
You want to dodge roll or tap Raise Shield at the end of each use, or dodge roll right before you would hit a monster to get past.

You want to get a slim mace (best APS base 1 hander mace) for your shield charge / leap slam setup.

Cemetery: Enter Draven's area first, exit, then enter Consort's area for level 9 zone.
Create new instance when entering Draven's area to also get a level 9 zone, previously entered instance will only be level 8. 
This gives you two chances for level 11 loot/weapons (Forge Maul).
Enter first secondary zone after hitting level 7. Search for ring along wall meanwhile.
Support Gem in Consort area = Premeditation on Infernal Cry

5th Town & Lachlann: TP out of 2nd fight -> WP to Cemetery to be at Lachlann after vendoring.
Shop Priority: Great Oak Hammer with + dmg or ms boots if none still.
Hit level 8-9 before Lachlann fight.
Do not pick up the Count's Ring.
Level 3 skill gem = Infernal Cry, extra skill gem drops are Boneshatter then Rolling Slam.

Hunting Grounds: Hit all checkpoints, save Crowbell for later (level 11 with Forge Maul or post-Una's Lute). 
Support = Magnified Effect (+5 int on first stat node) in Boneshatter.

Farmlands 1.0: Lute rush -> TP back, want to be level 10 here. Fish for Greater Life Flask.

Freythorn: Fish for Forge Maul / Greater Life Flask at 11/12. When you find the boss ritual, dark swirls indicate the direction of the rituals.
Take Herald of Ash.

Farmlands 2.0: WP in, CP to Una's Hut. Crop circle if found = level 4 skill gem for Rolling Slam.

Village: Path to the Executioner indicates where the Smithing Tools are.
Chest in Smithy contains a damage rune.
Talk to Leitus after Executioner fight for level 5 skill gem in town = Perfect Strike.
Support Gem = Overpower in Rolling Slam, might not use right away.

Ramparts: Hanged Man Support Gem = Window of Opportunity in Perfect Strike
Want to be level 13 before Manor enter.

Manor: Find Candlemass WP on 1st floor. Then head towards Count, enter boss arena at level 14. Get a free Perfect Strike off on both phases.
TP out after Count fight, WP to Manor, CP to Candlemass, get free Perfect Strike off, CP back to Count for loot + use same portal out. 
This skips waiting for the 45 second Count post-death YAP, done fast you're back as the loot drops.

Act 2: More flexibility for returning to town to insure a minimum amount of damage on weapon / resistance gear. 20%+ fire/lightning is good enough, 40%+ either is amazing.
Cold res is not a priority at all.

Regex: "(fi|li).+res|speed|s: tw|ed bl|um li|ed.+rec"

Outskirts: Good zone for exping, hug a wall till Rathbreaker alley. Be level 15-16.
1st Town: Check for good Studded Greatclub, 40% idp is plenty good. A good Forge Maul is also plenty for now.

Halani Gates 1.0: Can go back as soon as quest state pops up on screen, don't need to talk to Asala. Portal out

Mawdun Quarry: Group together big packs of mobs in 2 open areas. Cross bridges at CPs. Be level 16-17.

Mawdun Mines: Boss arena always at the Northmost point in the zone. Good time to fish for Studded Greatclub
There is a resettable champ pack, but it's not consistently good, depends on instance. Bad packs are 2-3 blue monsters, and good packs are always 5+ blue monsters.

Traitor's Passage 1.0: Unless you get an early Six Sisters layout, Balbala and Halani Gates entrance will be after the Six Sisters CP.
Notes on the wall indicates which way Balbala is, go to fight Jamanra first, then you'll return to fight Balbala.
Good zone for exp.
Notes on the wall

Halani Gates 2.0: Need to clear all monsters near each gate mechanism for Asala to turn it. 
Can leave her as soon as the 1st door opens if you reset at CP near the Forward Command Camp to get her back next to you.
Kill rare for a 100% chance drop of a rare weapon.
After 2nd bridge, there's a CP and a pack of statues that gives 9%-10% exp at level 18/19. Reset in mass here to hit level 20 if not caught up.
Jamanra drops no loot.
CP to WP's CP, enter Traitor's Passage again.

Traitor's Passage 2.0: CP to Six Sisters CP, go down area with notes on the wall to search for Balbala. Important to fight her at level 20 because she is evasive, and you allocate Resolute Technique at level 20.

Zone Levels in Act 2: Similar to the cemetery zone trick to do both at level 9, you can use a similar trick to fight act 2 bosses at a lower level. 
The goal is to fight the duo boss in The Bone Pits at level 24, Zalmarath, The Colossus at level 25, and Azarian at level 27.

Optimal Pathing: Keth -> The Lost City -> Buried Shrines WP
Grab +2 points from Kabala in Keth
Mastodon Badlands -> The Bone Pits WP, you will be returning to this instance after grabbing the second titan zone WP.
Valley of the Titans -> The Titan Grotto WP, you will be returning to this instance after the duo bonezone bosses.
The Bone Pits boss fight -> The Titan Grotto boss fight -> Buried Shrines, hugging North wall for free resistance ring, and boss fight. 
Azarian does not fight back for a while, be sure to not damage him with anything, but a Perfect Strike for first tick of damage against him.

Relics drop from hyenas in the bone zones, and snakes in the Keth line, turn them in at the WP in Valley of the Titans. 
If they don't drop on the way, might need to reset at CP to farm a couple mobs.

Level Targets: 22 by Buried Shrines WP, 23 by The Titan Grotto WP. Skip killing after level 23 outside of relic farming.

Skill Gems: Level Perfect Strike first, Boneshatter gets next levels if more skill gems drop.
Support gems, get Unbreakable, first for Rolling Slam, and then Leap Slam when Overpower isn't needed to prime Boneshatter procs.
1st Level 7 skill gem = Leap Slam, socket in Martial Tempo and Unbreakable / Overpower when needed. Keep Leap Slam at level 7 
If you need to level Leap Slam up for increased stun buildup, hold onto the level 7 version, you will need it later.

Leap Slamming: Leap Slam in weapon swap 1 is used with your 2 hander to prime Boneshatter. 
Manually swap between 2 hander setup to prime Boneshatter and 1 hander setup to leap through zones. Tap Raise Shield at the end of leap slam to cancel the landing lag.
Until you can handle Giant's Blood to leap slam 2 hander with a shield, you must roll out of every leap slam to deal with the landing lag.

Best APS 1 hander is the Slim Mace base.

Horn Crafted: Travel to Halani Gates with the caravan to blow the horn, unlocks Deshar on the map.

Deshar: The Final Letter (corpse for +2 skill points) will spawn on the south side of any building. Exit has unique lanterns next to it along far wall.
Good zone for exp, be level 24-25 on zone exit.

Path of the Mourning: Bad zone for exp, leap through, kill big packs as they come through.

Spires of Deshar: Good zone for exp, look for +10% lightning res onroute to boss, can search other side of zone after grabbing boss CP.

Dreadnought: Zoom through towards final CP near the double blue pack. Which packs can spawn are based upon instance. 
Worst packs are casters with small bugs, and big bugs. The best instances give juicy Faridun & crawler packs all the time.
Farm to 31/32 here, check vendor every level to shore up gear if needed. 
Goal is 30%+ fire/lightning resist, Steel Plate chest, Temple Maul with + dmg (40-60% ipd or 1 good flat dmg roll is plenty). Plate Belts are wicked good.
A Collosal Life Flask with increased amount recovered is incredibly good.
Do not throw this Temple Maul away when you upgrade, you will need it handy at level 33 weapon upgrade if it's too good.
A Shield with increased block chance + resistance is ideal on a blue item.

Go back to finish Trial of The Sekemas now if you haven't done so already.

Dreadnought Vanguard: Zoom through to Jamanra with shield setup.

Act 3:

SandSwept Marshes: Kill the twin rares alongside Town Entrance wall across a bridge. Chest is lootable upon 1 of them being killed. 
Hanging Tree drops a random Magic Ring, but not the best bases (Ruby/Topaz).

1st Town: Check for Leaden Greathammers, this is the all in weapon. A good Leaden Greathammer will be fine until t5+ maps. 200 phys top end is plenty, IAS will be ideal.
Vendor fish every level.

Jungle Ruins: Jungle Grave reward includes a Rare Rawhide Belt.
Mighty SilverFist guards the exit.

The Venom Crypts: Take the increased Stun Threshold.

Infested Barrens: Want to find WP (along the wall with water).
Find Azak Bog and Chimeral Wetlands, enter both to get WP and then travel back to Azak Bog.

Azak Bog: At the CP in the middle of the zone with the effigies to burn, you can reset at mass here. You'll often get a blue & a rare pack. 
Farm up to level 37 at most here while fishing for items from vendor.
The goal will be to end act 3 around level 39-40. Waterways & Goliath farming should be enough with minimal exping along the rest of the way.

Ignagduk's arena is always in the NE of the zone.

A South East \ North West facing entrance means her arena points inwards.
A North East / South West facing entrance means her arena points outwards.

Slot in Cannibalism to Herald of Ash or whichever aura you're using, it is huge for sustain.

Chimeral Wetlands: Wall hug to The Trial of Chaos/Chimera, CP back to WP CP to hug other way to the other. Be sure to grab The Trial of Chaos WP.

Soul Core Mechanics: Soul cores are visible on explored parts of your map from quite a bit away. Their locations change each time you reset at checkpoint.
All soul cores respawn upon reset, even if one of them has been "used". This is most useful in Jiquani's Sanctum.

Jiquani's Machinarium: Explore down a side, reset at checkpoint to avoid back tracking and look in areas where we now soul cores aren't. 
It is possible for no soul cores to spawn in 1st area, hence the resetting.
Need to pick up 2 soul cores after activating the 1st stone altar. 1 for exit and 1 to fight Blackjaw. Open exit first to grab CP. Can reset for cores if needed.
Blackjaw will be in the far end of the zone alongside the same wall as the exit.

Jiquani's Sanctum: Paquate's Mechanism is between the two generators if you have a corruption candidate.
Optimal pathing is to rush 1 CP at a generator, portal out, doing /hideout (pre-type while portaling) take WP back to the sanctum.
Doing so avoids the layouts where the middle doesn't connect up.
Then you'll rush the other CP at the 2nd generator.
In the case where you get a soul core on the way to 1st generator, you'll slot it in and reset at checkpoint to spawn both soul cores again, before portaling out.
Explore the map around the checkpoint and then mass reset for the soul core to spawn visible on your map. After you put the 2nd one in, reset at checkpoint.
This reset at checkpoint sends the generator energy all the way to Zicoatl, allowing you to skip the waiting period. Do the same portal out -> /hideout -> WP routine.


The Matlan Waterways: 13 levers, kill packs with 2hander leap slam + boneshatter, swap to shield setup when pulling levers. 
1k+ armour builds can get away with not killing most packs and just tanking, but the exp is good and safer.

The Drowned City: Zone follows reliable generation rules, zoom through to Apex of Filth, make sure to grab WP.

Apex of Filth: Follow inside wall to The Queen of Filth.

Temple of Kopec: 1st floor door can be in any corner. Can jump over certain broken sections of walls.
2nd floor cross full gap from center to wall to door.
You can portal out the second Alva says, "Wait," to skip the animation of the platform rising up.

Uztaal: Follows predictable
Dangerous zone, some cold res can feel good here to avoid eating random freezes. Atleast kill packs with Vaal Goliaths as you try to get Sacrificial Heart.

Aggorat: Predictable layout. Find WP near exit, than CP near Sacrificial Altar.
Farm Goliaths as needed

The Black Chambers: Predictable layout, essentially symmetrical down the middle.
Rush to Doryani and beware the lasers from the middle.
Phase him quickly to avoid the lasers shooting out of the middle phase.

Act 1 Cruel: Kill Beira onroute to The Red Vale.

Red Vale Farming: Obelisks spawn only blue monsters, it appears as the 1st obelisk spawns the most amount of blue monsters.
The ideal way to farm is to kill nearly all the blue monsters, and then reset at checkpoint in mass for exp. 
This is a good opportunity to shore up resistances where needed by vendor fishing.
You can farm up to level 47-48 here.
Once you leave here, you can just finish the rest of campaign without stopping to farm again, just kill as you go and head straight to maps.
Prioritize fire & lightning resistance and keep cold resistance shored up atleast. 30% all will be fine, but you'll want them fixed by maps.

Go back to finish The Trial of Chaos if you haven't already.

You can also farm Azak Bog in act 3 cruel and skip killing anything the entire way there so long you hit level 51-52.