PoE 2 Build
Warrior
Warbringer
[0.2 Changes] Skadoosh's Corrupting Cry Warbringer


Verified
0.2 DotH
HC
SSF
End Game
Starter
Build Overview
Changed in patch 0.2.0. Check Changelog, also new video courtesy of Mas0ny1
Apparently Seismic Cry can no longer be casted while walking AS FAST as before, so not as smooth Maybe use Mobility instead of Inspiration
You struggling to do ALL content? Is clear to slow? Are monsters always on top of you? Look no further, this build might be the one for you. With the press of a single button:
- Hit every monster on the screen
- Explode all corpses
- Perma stun everything
- Cast while moving (WASD)
- Knock everything away
- Hardcore viable
NO MANA or mana flask required!
Read the How it Works section for a detailed description of the build
Early Leveling (1 to 41)
- Please check out my Full Early Leveling Guide which has step by step sections to help gearing, selecting passives and new player tips
- Venoms(Quest reward): Chaos resistance and elemental ailment threshold
- Level 41 is required before you can start following the leveling variant of this build, since that's when Seismic Cry unlocks
Please read the guide and FAQ
If you have questions, @Skadoosh_C on twitch (DM) or Skadooosh in-game
Build Variants
Endgame
Starter
Leveling
Farming (Rarity)
Uber Endgame
This is a Endgame variation of the build, please check the Leveling and Starter variants if you are just starting out.
Endgame Variant
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Equipment













- Stat priority:
- Resistance (elemental minimum total 75%, chaos minimum 60-75%)
- Movement speed (on boots)
- Strength (on everything that can have it).
- Maximum life
- Armour
- Set 1 main hand is ANY sceptre so that we can fit in blasphemy enfeeble curse and other buffs. The intelligence on the sceptre counts for itself once it's equipped! Just make sure you have more than 97 Intelligence (temporarily) to use the sceptre and Cast on Block (via
Svalinn). Keep int gems low level and respec some strength to int on passive tree if you need. All attributes on
Stellar Amulet (20% attribute quality) will help
- Set 2 we are dual wielding due to Giant's Blood. This is purely for
Ancestral Warrior Totem scaling (they don't benefit from weapon damage). Only need + to melee skill gems and maybe increased stun buildup on main hand if you can get it
- Black Sun Crest should ideally have 14-15% increased strength. Then intelligence > dexterity stats are good too, but not as important
- Svalinn should be as close to -10% maximum block chance as possible
- All other items should follow the stat priority. Don't copy exactly what I have above, it is only example of good stats without resistance
- Ruby's with a total of 10% chance to bleed on hit, and capped block chance (65% with "low" roll svalinn). Can use this trade link
- Amulet annoint/distilled emotion: I recommend Titanic,
Deep Trance or
Parrying Motion
Endgame Variant
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Skill Gems
Support Gem Requirements:
Str 80
Dex 20
Int 25

Seismic Cry






Ancestral Warrior Totem






Infernal Cry





Shield Charge




Leap Slam



Scavenged Plating




Overwhelming Presence




Time of Need




Cast on Block






Blasphemy





IMPORTANT!
- Set 1 skills: Seismic Cry,
Infernal Cry,
Blasphemy
- Set 2 skills: Ancestral Warrior Totem,
Leap Slam
Tips
- Add the new Battershout support gem to Infernal Cry! Requires
Shattering Blow on passive tree and 100% total increased armour break
- Infernal Cry should be kept at lvl 3 if possible, the lower the cost, the better, we don't want to warcry ourselves to death, only the monster. Use Infernal cry to get rage with Raging Cry and apply daze with Dazing Cry
- Bloodlust support only works once we get a source of bleed on hit. I recommend Ruby's with it
- Cast on Block comes from
Svalinn
- Time of Need is a bonus spirit gem for when we get extra spirit with sceptre (Currently bugged with weapon swap, resets timer)
- Blasphemy and
Enfeeble need to be low level to keep the int req low
- Quality priority: Scavenged Plating >
Seismic Cry >
Overwhelming Presence. Rest is preference
Endgame Variant
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Passive Tree
main:
34
123
set 1:
-4
20
set 2:
-4
20
Red lines are weapon set 1
Green lines weapon set 2
How it Plays
Frequently Asked Questions
- I can't use my weapon set passive points, why?
You first need normal passive points before you can split them with the weapon set points. So to apply the max 24 weapon points for each set, you first need 24 normal passive points available to use.
- How come I can't move while using Seismic Cry?
This is most likely due to the fact that you are using click to move controls instead of WASD controls. You cannot have seismic cry on left click if you use the same button to move your character.
- Seismic Cry goes on cooldown "randomly", why is that?
Seismic Cry can bypass it's own cooldown as long as it does not hit a stunned enemy and empower your next attack. It says so in the skill gem. There are two ways to circumvent this:
Greatwolf's Howl, our 2nd ascendancy, or if you don't have that yet then Pin support. Pin prevents
Seismic Cry from stunning, which means it won't go on cooldown.
- Why are my Ancestral Warrior Totem's not doing good damage?
Ancestral Warrior Totem and the linked skill
Earthshatter scale massively with + to melee skill levels. This means that you always want to use any higher level uncut skill gems to upgrade both of them. Weapon Set 2 also contributes a massive boost to this, as with dual wielding two-handers can give a total +14 to melee skill levels.
Earthshatter requires that you detonate the spikes with your
Seismic Cry or
Infernal Cry. Also Bloodlust support only works once we get a source of bleed on hit. I recommend jewels with it.
- My block chance won't go above X% even though I socket a jewel, why?
This is because the unique shield Svalinn has a stat on it that reads "-10% to maximum block chance". Normally the hard cap for block chance is 75%, but this will reduce that hard cap down to 65% (at best). So we cannot get anymore block chance after hitting that new cap, even if we add more increases via jewels or the passive tree.
- Is it ok to keep Seismic Cry low level?
Higher level means more hit damage, and more hit damage means more stun. The stun component is important for making sure Devastate works before enemies die. Splinter also scales with the damage that Seismic Cry does.
- How do I socket Upheaval or X gem into Ancestral Warrior Totem?
The first thing you socket into Ancestral Warrior Totem is the
Earthshatter skill gem. After that all the other supports should be socketable.
How it Works
This build is built around the support gem Corrupting Cry. It can be linked to warcries such as Seismic Cry and
Infernal Cry. Every time a warcry that is supported by Corrupting Cry affects and enemy, it apply's one stack of corrupted blood.
Corrupted blood does 25% of our total strength as physical damage per second for 5 seconds. Corrupted blood can stack to a max of 10 on one enemy, meaning a total 250% of strength per second. Each additional stack refreshes all previous stacks. Often confused with bleed due to it's similarity, it is NOT bleed, and won't scale with any bleed related effects.
Seismic Cry and
Infernal Cry have a base cooldown of 8 seconds. Which means it would take a long time before we could stack corrupting blood with Corrupting Cry to 10.
Seismic Cry can bypass it's own cooldown as long as it never hits a stunned enemy when used. So this would work up until a point, but
Seismic Cry has a high stun chance and would go on cooldown quite consistently. That's where our ascendancy comes in with
Greatwolf's Howl, as it allows us to ignore the cooldown entirely.
The reason we use Seismic Cry instead of
Infernal Cry with Corrupting Cry is because it has: Lower cost, faster, stuns enemies, does damage, knocks back and eventually breaks armour via Splinter, Devastate or temporarily via
Anvil's Weight.
Once we get several sources of warcry speed it becomes easy to apply several stacks with Corrupting Cry. But, we also start draining our mana like crazy as warcrys have very high mana costs. To circumvent this issue we get Urgent Call and
Blood Magic on the passive tree. As well as reducing the warcry cost with Inspiration support. Due to strength inherently giving 2 life per point, it means the relative life cost stays manageable as we level up.
Corrupting Cry starts to fall off in single-target fights as we reach the endgame. That's where Ancestral Warrior Totem and weapon swapping gets into the picture. By using all our weapon set points, we can take passives that relate to warcrys and shields on set 1, and passives related to totems on set 2. Also due to the fact that we scale a lot of strength, we can bypass the downside of
Giant's Blood quite easily. Therefore, allowing us to use 2 two-handers on set 2, to scale our totems via + to level of melee skills.
Ancestral Warrior Totem has a base duration of 8 seconds, that can be further scaled with duration passives such as
Protraction. This means that we can automatically weapon swap when putting down
Ancestral Warrior Totem's, and weapon swap back via
Seismic Cry to the safety of our shield. Essentially getting the full benefit of 2 two-handers without the downside of losing our defenses as our totems will be active even after we swap back to our shield.
Ancestral Warrior Totem requires a mace skill linked that it will use when it attacks, a synergistic one for us is
Earthshatter.
Earthshatter explodes when a warcry is used near it. So when we use
Seismic Cry and
Infernal Cry while in Set 1, it will activate the
Earthshatter spikes that
Ancestral Warrior Totem put down.
Patch 0.2.0 changes:
Turtle Charm is now 25% less block (was 35%, so we now have MORE block chance)
Warcaller's Bellow scales with warcry stats now (Bigger POPS)
- 20% more physical hit damage against fully broken armour
Polymathy now gives 7% (was 10%) attributes
- Mana cost of all warcries/attacks reduced
Seismic Cry lost up to 38% warcry speed
- Brutality nerfed to 25% more damage (was 35%)
- Swift Affliction nerfed to 30% more damage (was 35%)
Against the Darkness changed to medium radius (was large), 3% strength per notable is now max (was 4%). Medium means we won't get or
Morior Invictus no longer gives max life or attributes, so not useful
- Sceptres now grant the aura it gives to allies, such as
Purity of Lightning (free resistance)
Cast on Block now 10 times better at triggering spells (from
Svalinn)
- Overcharge not worth using (50% less shock effect)
Changelog
- Added Endgame version of build as well as full overview video (15.12.2024)
- PoB link added to Build Overview. Damage might not calculating correctly (26.01.2025)
- Added a new player leveling guide for levels 1 to 41 (05.02.2025)
- Patch 0.2.0 changes: added to bottom of How it Works section above ^ (03.04.2025)
- Incremental changes to ALL variants of the build to allow for new Battershout support to be socketed inside Infernal Cry. Idea is to boost the stun of
Seismic Cry to then break armour of all enemies it hits via
Shattering Blow and 100% increased armour break. Then use
Infernal Cry to explode all armour broken enemies with Battershout (04.04.02025)
- Added Greater Rune of Alacrity to Set 2 weapons (8% global skill speed) (11.04.2025)
- Morior Invictus stats updated in Uber Endgame (11.04.2025)
- Another final updated video by Mas0ny1, please check it out for a Uber Endgame setup in patch 0.2 (21.04.2025)