10 months ago

Ascendancy ThumbnailLevel 97 Crit Tectonic Slam of Cataclysm Juggernaut3.23

Life: 4,675130%
ES: 131
Mana: 161
eHP:
112,374
Resistances: 77%/76%/76%/51%
Armour: 105,647
DPS: 22,021,218
Speed: 1.63
Hit Chance: 100%
Crit Chance: 96.62%
Crit Multi: 462%
Config:
Pinnacle, Covered in Ash, Frenzy, Power, Custom Mods
Bandit: Alira
Pantheon: Soul of Lunaris, Soul of Ryslatha

Gear

Terror MaulEchoes of CreationGlorious PlateGoliath GauntletsDeath's DoorAshes of the StarsAmethyst RingTwoStoneFLStygian Vise
Divine Life FlaskBottled FaithBasalt FlaskGranite FlaskDiamond Flask
Murderous Eye JewelLarge Cluster JewelMedium Cluster JewelMedium Cluster JewelForbidden FleshForbidden FlameBrutal RestraintCorvine CharmCorvine CharmCrimson JewelCrimson JewelUrsine CharmViridian Jewel

Gems

Tectonic Slam of Cataclysm
Awakened Elemental Damage with Attacks
Pulverise
Awakened Melee Physical Damage
Endurance Charge on Melee Stun
Awakened Fire Penetration
Herald of Ash
Enlighten
Blood and Sand
Precision
Determination
Blood Rage
Assassin's Mark
Faster Attacks
Mark On Hit
Leap Slam
Molten Shell
Vaal Ancestral Warchief
Cast when Damage Taken
Combustion
Seismic Cry
Intimidating Cry
Infernal Cry
Urgent Orders
EnemyExplode

Tree Preview

Might of the BearMight of the Bear
Accuracy MasteryAccuracy Mastery
  • +500 to Accuracy Rating
  • -2 to Accuracy Rating per Level
Armour MasteryArmour Mastery
  • +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
Critical MasteryCritical Mastery
  • +25% to Critical Strike Multiplier against Unique Enemies
Elemental MasteryElemental Mastery
  • Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
Fire MasteryFire Mastery
  • 40% of Physical Damage Converted to Fire Damage
Life MasteryLife Mastery
  • +50 to maximum Life
  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
Mana MasteryMana Mastery
  • 12% increased Mana Reservation Efficiency of Skills
Two Hand MasteryTwo Hand Mastery
  • 40% increased Damage with Hits against Rare and Unique Enemies
Warcry MasteryWarcry Mastery
  • Recover 15% of Life when you use a Warcry
  • Warcries cannot Exert Travel Skills

Notes

Not ticked in POB- :
-Vaal Ancestral Warchief (may not have enough vaal souls to activate)

Pros & Cons:
Pros
+ Very tanky
+ Instantenous damage
+ Huge AOE & clear
+ GIGA SLAM PLAYSTYLE!!

Cons
- DPS uptime inconsistent, can't stand and slam continuously (can feel bad if your hits misses / didn't crit.)
- Alot of character power locked behind late game items, 2 being Ashes of the Stars & Forbidden Flame/Flesh (abit of struggle to play early, but still doable)
- Momentary loss of endurance charge post-slam can be dangerous defensively
- Slam playstyle may not fit your taste


Offensive layers:
1. Tectonic Slam of Cataclysm + Endurance Charge Generation & Stacking + Herald of Ash & Infernal Cry  (clear)
Trans Tectonic Slam gives huge more damage & AOE multiplier, so the build stacks as many endurance charge & generation method as possible.
Mostly solved using Juggernaut's Unflinching Ascendancy

That's all, seriously. 

To elaborate:
Max endurance charge source:
3 from tree (Duelist, Marauder & Templar tree)
1 from Juggernaut Unflinching Ascendancy
1 from Death's Door boots
1 from boots corruption (late game)

Total of 9

Endurance charge generation:
Juggernaut's Unfliching gives us the most important effect (build usable once spec into this node), which is:
25% if you would gain end. charges, gain up to maximum instead
Above allows us for 1/4 chance to instantly refill our charge to maximum

Source of gain:
Unflinching - 30% to gain endurance charge when you are hit
Unflinching - Gain endurance change every second if hit recently (1 / s, up to 4)
!!!Echoes of Creation allows us to self-hit to trigger above effects!!!
Endurance Charge on melee stun - Gain charge on enemy stun (massive single hit allows this effect to almost always proc)
!!!note charge on stun only gain single charge per attack, regardless of no. of enemies hit!!!
Warning Call - Chance to gain end charge per power (some extra benefit occasionally when used to gain power & frenzy charge)


Defensive layers:
1. Armor + Unbreakable node + >75% res + Stun Immunity + Fortify 
%Armor
Armor from gear, Determination, Molten Shell, flasks.
!!!High molten shell uptime due to cooldown reduction + buff duration from skill tree & Ashes of the Stars quality!!!

Unbreakable allows a portion of armor to mitigate elemental damage.

>75% res from Tree

Stun Immunity from Unstoppable

Fortification from Eater of World body armor implict / charms 

2. Chill & Freeze immune, Slow immune
From Unstoppable ascendancy (technically not immune, but prevents you from getting slowed below base value)

3. Huge life regen + Bleed Immune
From Untiring Ascendancy + passive tree nodes + Consecrated ground on Bottled Faith
Bleed immune from Death's Door boots


Mastery, Ascendancy, Bandits & Pantheon 
Important Mastery :
1. Fire mastery (Phys converted to Fire)
2. Armor mastery (All max res)
3. Mana mastery (Reservation Efficiency)
4. Warcry Mastery (Can't exert travel nodes)
5. Warcry Mastery (Recover life on warcry)

Ascendancy :
1. Unflinching (End. charge mechanics, pick this if you want to play the skill straight away)
2. Unstoppable (MS + stun & slow immune)
3. Unbreakable (Tank node)
4. Untiring (Tank node)

Bandits :
Alira (Crit multi + res + mana regen, otherwise difficult to cap resists & have some chaos res)

Pantheon :
Soul of Lunaris / Arakaali (if chaos res not capped)  Lunaris for general tankyness, Arakaali if chaos res not capped
Soul of Ryslatha / Yugul / Garukhan (life flasks, or Yugul for reduced curse effectiveness during cursed maps,  reduced shock effect)


Gem setup:
Main Skill (Tectonic Slam of Cataclysm):
Tectonic Slam of Cataclysm + End. charge on Stun + Pulverise + Elem. damage with Attacks + Melee Phys Dmage + Fire Pen
Main skill, high single hit damage allows for stunning hit even without reduced enemy stun threshold.

Warcries
Intimidating Cry + Seismic Cry + Infernal Cry + Urgent Orders
Intimidating Cry for double damage, Seismic for AOE, Infernal for Cover in Ash & clear.
!!!Slot into helmet for +1 use!!!
!!!Seismic & Infernal lasts for many exerted attacks, so you mostly need to pay attention on Intimidating Cry!!!

Assasin's Mark
Assasin's Mark + Mark On Hit
Highest DPS for crit based curse

Leap Slam
Leap slam + Faster Attacks
Standard leap slam setup.

CWDT
CWDT + Molten Shell 
Standard guard skill setup

Aura
Determination + Precision + Herald of Ash + Blood & Sand + Enlighten
Aura setup. Good to have quality on Herald of Ash for higher explosion from overkill damage
Enlighten not really necessary, but nice to have since build do not have mana leech. Level 2 is good enough

Utility (Slot whereever free)
Vaal Ancestral Warchief + Combustion, Blood rage
Blood rage on LMB click.  Vaal Ancestral warchief / normal ver. whenever you need.


My Gear + Explanation:
High phys 2-handed Mace
High PDPS phys weapon w. high base crit chance w. low attack speed. Important stat is the base damage number up top . 
Assuming same PDPS, high attack speed means lower base damage. Usually 2handed Mace is the best.


Helmet:
Rares > Echoes of Creation 
Echoes of Creation is BIS because it gives more attack damage / warcry, allows for self-hit for end. charge generation & gives +1 use to socketed warcry. 
!!!!Aim for 15% rolls of  more damage!!!!

Body Armour:
5L rare > 6L Rare > 6L Searing Exarch&Eater implicit
Get resistances & as high armor roll as you can. Craft phys taken as elem. if possible
!!!Best implicits: !!!
Eater = Melee hits fortify / Determination aura effect (if can get fortify elsewhere)
Exarch = Inc. effect of non-curse aura / flasks gain charge / max res / whatever

Gloves:
Rares > Rares with Sear Ex. & Eater implicit
Life, attack speed, resists.
Implict : Fire exposure & intimidate on hit

Boots:
Rares > Death's Door > Corrupted Death's Door (+1 end charge)
Death's Door give us +1 max endurance charge, MS,some ele resists & bleed immunity.

Belt:
Rares > Rare Stygian Vise
Life + Resists. Hunter influenced Stygian for endgame. Use abyss jewel with life + accuracy.

Rings:
Double Rares 
Life + resistances (and some intelligence for Assasin's Mark). Craft -mana cost on atleast one of them.

Amulet:
Carnage Heart > Ashes of the Stars
Early game use Carnage Heart for massive attributes & ele. resists. Endgame use Ashes w. high quality rolls for damage.
Best anoint: Blacksmith Clout if using mace / Heart of Flame for general purpose

Jewels:
- Large cluster with Martial Prowess + Life leech node. 
- 2 Medium cluster jewel with following notable : Warning Call (armor), Mob Mentality (charge generation), Lead by Example (Onslaught)
- Lethal Pride at Duelist jewel location is MASSIVE for dex stats, aim for 1 Alchemist Genius and DPS for the rest.
- Watchers Eye w. Determination (+armor / phys reduction) + Precision (DPS)
- Forbidden Flame & Flesh for War Bringer for massive damage.
- Jewel with %life, crit multi & reduced curse / shock effects in remaining slots
- Abyss jewel (if stygian belt) with life + accuracy

Flasks:
1.Bleed life flask
2.Granite Flask (curse effect)
3.Basalt Flask (armor)
4.Diamond Flask (crit chance)
5.-Flexible- (Amethyst Flask / Lion's Roar / Bottled Faith for endgame)