9 days ago
Level 98 Boneshatter of Complex Trauma Juggernaut3.26
Life: 5,646166%
Mana: 41
eHP:
55,960
Resistances: 84%/82%/83%/57%
Armour: 32,779
DPS: 9,206,081
Speed: 1.82
Hit Chance: 100%
Config: None
Bandit: Kill All
Pantheon: Soul of Lunaris, Soul of Garukhan
Gear


















Gems
Boneshatter of Complex Trauma
Volatility
Melee Physical Damage
Brutality
Ruthless
Endurance Charge on Melee Stun
Autoexertion
Battlemage's Cry
Vulnerability
Ancestral Cry
Pride
Flesh and Stone
Leap Slam
Faster Attacks
Momentum
Blood Rage
Cast when Damage Taken
Vaal Molten Shell
Lifetap
More Duration
Frostblink
Forbidden Rite
Enduring Cry
Enduring Cry
Tree Preview
- +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
- 8% increased Evasion Rating per Frenzy Charge
- 8% increased Armour per Endurance Charge
- Bleeding you inflict deals Damage 15% faster
- 25% chance to Aggravate Bleeding on targets you Hit with Exerted Attacks
- +3% to Damage over Time Multiplier for Bleeding per Endurance Charge
- 100% increased Charge Duration
- Melee Hits Fortify
- -3 to maximum Fortification
- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
- 12% increased Mana Reservation Efficiency of Skills
- 10% of Damage taken Recouped as Mana
- 10% more Maximum Physical Attack Damage
Notes
> What Bloodlines ascendancy? < Dropping Unrelenting for Schizophrenic Dissociation from the Delirious Bloodline seems like it could be a great option before you have good jewels, and potentially even afterwards if you feel like your damage is high enough. With the amount of recovery we have you'll almost always recover back the 40% of your hit before it actually applies. Drop Unrelenting for this. > 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. > What map mods should I avoid? < - Phys reflect - 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) > Kaom's Sign < Kaom's Sign provides a lot of power for this build for a very common unique. While ideally you use a Synthesis Implicit +1 Endurance Charge ring in the endgame, these are so rare I wouldn't really consider it an option. The advantage of Kaom's Sign being this common is that you can vaal them(or even double corrupt). A list of some useful corruptions, approximately in order of usefulness: - Bleeding cannot be inflicted on you - 14-16% to all Elemental Resistances - 15-25% increased Global Physical Damage - 20-30% increased Rarity of Items Found(great for finding Gold) - 8-10% increased Attack Speed - Cannot be Poisoned > 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. > Dealing with mana < - 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 Synthesis Implicit +1 endurance charge ring if you're rich), so don't come to rely on this too much. > 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.