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[0.5.5] Giga Bonk Martial Artist - Falling Thunder Monk - League Starter to Endgame

presentationMonk
presentationMartial Artist
End Game
Starter
0.5.5 FR
Beginner
Verified
By FGKorbyn21
Updated on Oct 26, 2026
Oct 26, 2026

Build Overview

Here's my guide for my Giga Bonk League Starter and Endgame Build for Patch 0.5.5! This is a Work in Progress so expect rapid changes early on! I've included Leveling Variants and Budget Variants, just scroll through the Variants!

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🚨Work in Progress, be sure to come by the Twitch Stream for the Newest Skill Tree and Gems as I'm changing it to test new things!🚨

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🚨I've included a League Starter Leveling Guide, Early Mapping Guide, and Endgame Guide to cover your run on Monk from Start to Finish. Click the appropriate Tab for Gear and the Passive Tree🚨

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New Power Charge Tech Here

In the Endgame, we'll use Shattering Palm + Living Lightning II + Culmination II + Ailith's Chimes to generate TONS of Power Charges on Hit! We'll hit a target with Shattering Palm, this will trigger Living Lightning II minions which will expend built Combo when h itting targets thanks to the Martial Master node. This combo is then consumed by Ailith's Chimes for Power Charges. Simply enter map, press Shattering Palm a couple times and you have Charges!

We'll use these Power Charges with Falling Thunder + Nova Projectiles II for 360° Clear! This will be our main Bossing and Mapping Skill. Bonk with Falling Thunder, then recharge your Charges with 1 press of Shattering Palm on enemies, then bonk again!

The new Way of the Stonefist Ascendancy Node will allow our Gloves to be transformed into new and stronger versions of themselves! This will provide things like Explode Corpses for Damage, Onslaught on Hit, +% to Crit Chance, and More!

We'll also use Martial Adept + Martial Master to build up Combo from ALL our hits and twice as fast. For every 1 Combo we consume, we reduce our Energy Shield Recharge Rate by 0.2 seconds, so 10 combo consumed = -2 seconds before ES Recharge starts. We spam Combo skill so CONSTANT ES recharge!

Our Defenses were Buffed in 0.5 with Deflection and Evasion getting some MASSIVE improvements. We'll be around 6K Energy Shield, 77% Evasion, and 95% Deflect on top of Chaos Immunity with Chaos Inoculation and Instant ES recovery with Shavronne's Satchel + Ultimate Life Flask with Instant Recovery. We'll also have a Companion with Spirit Vessel from the Forgotten Warden Body Armor. This Companion will eat 10% of Damage taken and 15% of Deflected Hit Damage for a massive Damage Reduction!

Filter's I use (Shoutout Mr9Lives) - Here

Act 1 Regex - "i.+mov|^ad.*ph.*da|^\d.*ph.*da|^\+.*ills$|lacquered|studded|co.+res"

Act 2 Regex - "li.+res|^\+.*ills$|i.+mov|nymph's|o-wisp's|sylph's|\d [cfl].+da"

Act 3 Regex - "i.+mov|resi|^\+.*ills$|\d [cfl].+da|nymph's|sylph's|cherub's"

Act 4 Regex - "i.+mov|resi|^\+.*ills$|\d [cfl].+da|^\d.*ph.*da|^ad.*ph.*da|nymph's|sylph's|cherub's"

Strengths and Weaknesses

  • Nuke Bosses
  • Insane Clear Speed
  • Curse and Crit Immune
  • Super Tanky (Deflection OP)
  • Very Fast
  • Tougher League Start
  • Riskier Playstyle (Skill Diff, just lock in)
  • Kinda Squishy until CI

Build Variants

Please Read, Monk is not a braindead 1 Button Build for the most part. Lack of reading will make this a painful experience.....

See my in-depth Campaign Guide for a zone by zone walkthrough!

This variant will use Quarterstaff Strike / Wind Blast , Falling Thunder, and Killing Palm / Wing Blast to get the build up and running.

You'll use Killing Palm to Cull enemies for Power Charges and Wing Blast to Heavy Stun enemies for Power Charges. These Charges will fuel Falling Thunder for MASSIVE burst DPS. Rend can also be used for Gain 50% of Damage as Lightning before using Falling Thunder. This can be dropped if you don't want another button.

Use Pounce for Movement Speed in Wolf Form and to jump gaps that you typically can't. Purely used for Movement, can drop if you don't want another button.

Take Herald of Thunder as your first Spirit Buff to help your clear speed. We'll eventually spec into Hollow Palm Technique which will provide us with INSANE Attack Speed and Critical Hit Chance until it falls off around Act 4 / Interludes.

Equipment

item
1
item
4
item
7
item
2
item
8
item
5
item
1
item
3
item
9
item
6
item
item
item
Equipment Priority
+10

Cold Resistance is really good in Act 1 to help in the Count Geonor Boss Fight. Try to get some on your gear pieces before fighting him!

Quarterstaff:

You'll start off with a Wrapped Quarterstaff but you'll want to upgrade to a Long Quarterstaff ASAP and use your Orb of Transmutation and Augmentation on it. This weapon will carry till your Level 11 Base Gothic Quarterstaff.

Go for any Added or Increased Damage that you can, Attack Speed and Life on Hit are also great for QoL here.

Talisman:

Take any Talisman that you can here as its important to use Wolf Form on Weapon Set 2 for Movement Speed. Wolf Form Passively gives 30% Movement Speed when not Sprinting which is great for Dodge Movement through zones.

Go for any Added or Increased Damage that you can, Attack Speed and Life on Hit are also great for QoL here. + Level of Melee Skills is nice but watch that Mana Consumption!

Body Armor:

I prefer Armor over Evasion or Energy Shield early on as this mitigates a lot of the damage we'll take since we're in everything's face. Eventually we'll swap but this feels the best in early Acts.

Take any Armor with Maximum Life and + / % Armor first, then start worrying about Resistances and Attributes. Cold Resistance early on is great for making the Count Geonor fight easier. Stun Threshold is also an underrated pick since avoiding stuns early on when smacking stuff is great.

Gloves:

Take any Gloves with Added Damage to Attacks, this will be one of our biggest DPS sources so any early on will make your Melee League Start experience a bit easier.

I'd prefer an Armor Base but take any Added Damage early on, Maximum Life and Attack Speed is also really nice. + Level of Melee Skills is nice but watch that Mana Consumption!

Helmet:

I'd prefer an Armor Base here, try to get Maximum Life alongside some Resistances and Attributes. Stun Threshold is also an underrated pick since avoiding stuns early on when smacking stuff is great.

Boots:

Take any Boots with Movement Speed as this will allow you to move through zones quicker and just make your QoL better.

I'd prefer an Armor Base here, try to get Maximum Life alongside some Resistances and Attributes. Stun Threshold is also an underrated pick since avoiding stuns early on when smacking stuff is great.

Amulet:

Take any Amulet that you get IF you get one this early. You'll get a guranteed one from the League Mechanic in the Tomb of the Consort.

I like getting Attributes here as managing our Strength, Dex, and Int early on can be a little tough. Any other stats are nice but I do like Maximum Life, Resistances, and possibly + Level of Melee Skills since we'll be going Hollow Palm Technique and this massively scales our DPS. Just gotta watch that Mana Consumption!

Rings:

Take any Rings with Added Damage to Attacks, this will be one of our biggest DPS sources so any early on will make your Melee League Start experience a bit easier.

Any extra Maximum Life, Resistances, Attributes, etc... are going to be helpful early on.

Belt:

Take any Belt early on IF you get one. I do prefer the Rawhide Belt to increase our Life Recovery from Flask but any is nice. Look for Maximum Life, Resistances, and Stun Threshold.

Flasks:

Overall Flask don't get a ton of attention, but early on they're very important and can make your Melee League Start SOOOO much easier.

If you have Extra Orbs of Transmutation or Augmentation, try to slam your Life Flask for something like Increased Amount Recovered, % of Recovery Applied Instantly, or Increased Recovery Rate. This will make those early fights feel a little less stressful.

Skill Gems

Support Gem Requirements:

Str 20

Dex 0

Int 15

1

Wind Blast

Level 5

supportrageplayer
supportbrinkplayer
2

Wing Blast

Level 5

impactshockwavesupportplayer
supportmagnifiedareaplayer
3

Falling Thunder

Level 5

supportelementalarmamentplayer
supportperpetualchargeplayer
4

Killing Palm

Level 5

5

Pounce

Level 3

6

Rend

Level 5

supportperpetualchargeplayer
7

Frost Bomb

Level 2

8

Entangle

Level 1

9

Herald of Thunder

Level 4

Gem Priority
+7

Use Quarterstaff Strike until you unlock Wind Blast for Rage / Stun Buildup!

Skill Gem Order -

Rend is granted by being in Wyvern form by default, no need for a skill gem.

Your 1st LvL 1 Uncut Skill Gem from Renly after killing The Miller will be Entangle and then pick up your 2nd LvL 1 Uncut Skill Gem from the Abandoned Stash in Clearfell for Killing Palm.

You'll use either Entangle on packs of monsters to help manage clear speed early on. You'll drop this once we get Wing Blast.

You'll then a LvL 2 Uncut Skill Gem from completing the League Mechanic in The Red Vale. Use this on Frost Bomb as this applies Elemental Exposure which lowers the targets Resistances for More Damage from Falling Thunder.

You'll also get a LvL 3 Uncut Skill Gem from killing The Rust King in The Red Vale. Use this on Wing Blast for the next variant. If you're Level 6 and can equip this, proceed to the next variant.

You'll get a LvL 3 Uncut Skill Gem from the League Mechanic in The Grim Tangle, use this on Pouncefor the next variant. If you're Level 6 and can equip this, proceed to the next variant.

How to Play -

Mapping:

You should try to use Entangle on a pack of monsters which will help clear these packs alongside your Falling Thunder.

When an enemy is low HP a Blue Orb is going to appear on them, this means if you hit them with Killing Palm they'll instantly die and grant you Power Charges. Normal / Magic Enemies will give 1, Rare's will give 2, Unique's will give 3 Charges.

Use Wolf Form from our Talisman to move around quickly, dodge roll while in Wolf Form to safely move through zones much faster than you would normally on foot.

Bossing:

Build up Stun on the Boss using Quarterstaff Strike / Wind Blast which will also grant us stacks of Rage. Once the Boss is Primed for Stun (Around 75% Stun Bar) use Wing Blast which has a 15% Surpassing Chance to grant to grant a Power Charge on Heavy Stun per Monster Power. Bosses have 20 Power so we're guaranteed 3 Power Charges on Heavy Stun with this skill.

Try your best to carry Power Charges into Boss fights like Beira of the Rotten Pack. You can Cull Enemies before entering the arena with Killing Palm. DO NOT FORGET Bosses have a massive Damage Reduction for the first 5 seconds of the Boss Fight! GGG put this in place to keep us from instantly nuking bosses so try to not dump any carried Power Charges within the first 5 seconds of fighting. Use this down time to build up Rage, apply Shock, or apply Elemental Exposure.

Use Frost Bomb to apply Elemental Exposure to lower the targets Resistances to increase our Damage with Falling Thunder. Try to drop this whenever its off cooldown. Whenever you're without Power Charges, use Wind Blast to build up Rage / Stun and beat the Boss down. Eventually we'll have another skill to combo to give us Power Charges in Boss Fights.

Passive Tree

main:
123
123
set 1:
20
20
set 2:
20
20

Path towards Flow Like Water BUT you can take the +5 Attribute Node for Strength early on if you need it for the Nettle Talisman or Fur Plate. Take Flow Like Water and Essence of the Storm, then take any needed Attributes as we travel towards Concussive Attack.

Quest Rewards

Check which quests you’ve completed on your character
Clearfell — Beira of the Rotten Pack
+10% to Cold Resistance
Hunting Grounds — The Crowbell
Grants Two Weapon Set Passive Skill Points
Freythorn — The King in the Mists
+30 to Spirit
Ogham Farmlands — Una's Hut
Grants Two Weapon Set Passive Skill Points
Ogham Manor — Candlemass, the Living Rite
+20 to maximum Life
Keth — Kabala, Constrictor Queen
Grants Two Weapon Set Passive Skill Points
Valley of the Titans — Medallion
30% increased Charm Effect Duration
+1 Charm Slot
Deshar — Final Letter
Grants Two Weapon Set Passive Skill Points
The Spires of Deshar — Sisters of Garukhan
+10% to Lightning Resistance
Jungle Ruins — Mighty Silverfist
Grants Two Weapon Set Passive Skill Points
The Venom Crypts — Venom Draught
25% increased Stun Threshold
Jiquani's Machinarium — Blackjaw, the Remnant
+10% to Fire Resistance
The Azak Bog — Ignagduk, the Bog Witch
+30 to Spirit
The Molten Vault — The Molten Vault
Reforging Bench
Aggorat — Blood Sacrifice
Grants Two Weapon Set Passive Skill Points
Journey's End — Captain Hartlin
Two Weapon Set Passive Skill Points
Skill Gem(Lv 13)
Delirium Drop
Whakapanu Island — Great White One
+15% of Armour also applies to Elemental Damage
Gain Deflection Rating equal to 12% of Evasion Rating
+12% faster start of Energy Shield Recharge
Eye of Hinekora — Navali's Rest
5% increased Maximum Mana
Halls of the Dead — Yama The White
Grants Two Weapon Set Passive Skill Points
Halls of the Dead — Tawhoa's Test
+5% to Lightning Resistance
Abandoned Prison — Goddess of Justice
30% increased Mana Recovery from Flasks
Halls of the Dead — Tasalio's Test
+5% to Cold Resistance
Halls of the Dead — Ngamahu's Test
+5% to Fire Resistance
Halls of the Dead — Tribal Medicine
+15% of Armour also applies to Elemental Damage
Gain Deflection Rating equal to 12% of Evasion Rating
+12% faster start of Energy Shield Recharge
Wolvenhold — Oswin, the Dread Warden
Grants Two Weapon Set Passive Skill Points
The Khari Crossing — Akthi and Anundr
Two Weapon Set Passive Skill Points
The Khari Crossing — Molten Shrine
5% increased Maximum Life
Qimah — Tabana's Pillar
15% increased Armour, Evasion and Energy Shield
Kriar Village — Lythara, the Wayward Spear
+40 to Spirit
Howling Caves — The Abominable Yeti
Grants Two Weapon Set Passive Skill Points

How it Plays

See YT Videos!

How it Works

FAQ

How to Scale my Crit Chance and how much is enough?

Your Base Critical Hit Chance is the most important thing to improve. The Sinister Quarterstaff has a Base Crit Chance of 12%, which is the highest of any Quarterstaff Base. This Base + the mod " +% to Crit Chance) can provide up to a 17% Base Critical Hit Chance.

The Way of the Stonefist converts the Critical Damage Bonus mod to "+% to Crit Chance) as well, meaning we can get an additional 3% to Base Critical Hit Chance. Otherwise things like the Time-Lost Sapphire with Crit Chance, other Jewels, Passive Tree Nodes, etc.... will be your other sources of Crit. You can also utilize the Diamond Flask on Mageblood or Pinpoint Critical in place of Blindside if absoluetly necessary.

The Blindside support will provide 15% More Critical Hit Chance against blinded enemies, which is why we run Blind II in Herald of Ice and Charged Staff. This will ensure most targets we hit will be blinded and give us the bonus. However, this 15% More does not show up in our Tooltip since its Conditional. Same applies for our Daze Effects like Stupefy and Dizzying Hits. The minumum Crit Chance on tooltip in hideout with 0 buffs we should want to achieve is around 65%. Our buffs mentioned above and Charge Regulation will get us to 100% against a Blinded and Dazed Target.

Why Herald of Ice and when to swap to it?

Herald of Ice has a higher damage ceiling and better AoE than Herald of Thunder, but is harder to get to work since you have to be Freezing the targets to proc it. This is why early on, we use Herald of Thunder until you can get enough sources of Cold Damage and Freeze Buildup.

You can get these sources of Cold Damage and Freeze Buildup from your Quarterstaff with Added Cold Damage + Increased Elemental Damage with Attacks, Added Cold on Rings, Gain % Cold Damage from Heart of the Well, and Freeze Buildup on Passive Tree if needed (Thin Ice, Heavy Frost, One with the River). Breath of Aldur is also an option but it is socket bound meaning you can't change the rune once placed, only use if absolutely necessary.

Once you've gotten a large amount of Added Cold Damage, you can try swapping to Herald of Ice. If you notice you're not Freezing stuff and activating Herald of Ice, then you need some more Cold Damage or Freeze Buildup.

How to Increase Energy Shield?

The biggest sources of Energy Shield is going to come from your Body Armor (Forgotten Warden), Pure ES Helmet, and Gloves (Way of the Stonefist Mods).

Once you have a solid base Energy Shield amount, you need to get sources of Increased and More Energy Shield. These can come from the Time-Lost Sapphire and other Jewels, Amulet Mods (% Increased ES / Global Defenses), Rite of Passage (Owl Spirit), Charge Regulation (20% More ES), Passive Tree Nodes, Runes (Rune of Foundations / Perfect Iron Rune), and more.

Way of the Stonefist will convert popular Defensive mods like % Increased EV / ES / AR into % More Global Evasion and Energy Shield which is extremely potent. I would try to always have this mod on your Gloves if possible.

I can't put Ailith's Chimes / Culmination II / Charge Profusion II in Shattering Palm?

The order of the Support Gems is extremely important! You need to first equip Culmination II as it allows Shattering Palm to build combo. Now that the skill has combo associated with it, you can then slot in Ailith's Chimes since this support revolves around combo. Now that you have Ailith's Chimes which grants Power Charges, you can now equip Charge Profusion II since this support revolves around charges.

Where's Flicker Strike?

This isn't really a Flicker Strike build at this point, I've found myself barely using it and its quite finicky and expensive to feel worth using. Can still be used in place of Pounce if wanted with these supports: Concentrated Area, Perpetual Charge, Hit and Run, Blindside, Elemental Armament II

Why not run both Herald of Thunder and Herald of Ice?

Its a bit overkill in my opinion to run both Heralds, especially since I get the Explode Mods on my Gloves from the Katla's Gloom Mod Pool. I find the 30 Spirit better spent on things like Mana Remnants for Mana Sustain and Ghost Dance for ES sustain.

How do I mitigate Slows, especially in Grand Expedition?

The expensive but full proof method is the Legacy of Wanderlust which will solve all your problems, but is usually quite expensive.

The cheaper method is to stack "Reduced Potency of Slowing Debuffs". This can come from things like the Soul Core of Quipolatl, Cyclonic Alloy Body Armor Mod, and Passive Tree Nodes (Freedom of Movement, Unhindered, Lasting Boons, Unyielding, etc...).

There's also the Commiserate support which can be slotted into one of your skills like Shattering Palm to remove the Chill debuff from yourself briefly. This is a bootleg way, but better than nothing. Silver Charm can also help but will likely run out of charges fast in Grand Expeditions.

Why Forgotten Warden over a Rare Body Armor?

The Companion from the Spirit Vessel Skill granted by the Body Armor can eat up to 15% of Deflected Damage for us. Since we cap our Deflection at 95%, this means most of the time we'll take 40% Less Damage, then the Companion will eat up to 15% of Deflected Damage. This gives us an additional 15% Damage Reduction.

We also can use the Loyalty support which is an extra 10% Damage Reduction and other cool supports like Catha's Brilliance and Amanamu's Tithe.

The Base Defenses on this Body Armor are also extremely high for how easy / cheap this can be. Not to mention the tons of Deflection Rating you'll get on top of it. This Body Armor will be better than most up until you start getting into 2K+ EV 600+ ES Body Armors which will be very expensive.

Can I use Duality as a budget Quarterstaff?

No, the Finality Buff from this Quarterstaff prevents us from gaining Combo. This will brick the Power Charge generation from Ailith's Chimes!

Is Shavronne's Satchel really that good and why isn't it healing my ES on use?

YES, its absolutely insane for survivability. Spam your Flask if you trip, get swarmed, or just get low and you'll be saved. If you have a really good flask then you'll really notice how powerful this belt is.

The only requirement is to have an Instant Recovery or % of Recovery is Instant Life Flask. For some reason, when using Chaos Inoculation you have to be running one of these mods to get any recovery. Otherwise the belt is useless.

More FAQ info to be added......

Changelog

9/30/26 - Added FAQ for troubleshooting, plenty more info to be added to it

9/26/26 - Updated all other Endgame Variants to match changes I made in 0.5.5. Please let me know if theres mistakes as this was a massive overhaul

9/25/26 - Updated Mirror Tier Variant, other variants will get updates soon

9/12/26 - Fixed Socketable mistake

9/10/26- Updated Atlas Tree

9/7/26 - Fixed issue with early leveling variant, added Atlas points to mirror variant

8/31/26 - Updated Leveling variant to feel a it smoother for league start. We'll utilize Hollow Form + Whirling Assault until we can drop / buy Ailith's Chimes since its kinda required to get our Endgame build up and running.

7/9/26 - Added Mirror Tier Investment Variant. This is a high skill and investment version of the build that is centered around farming the juiciest Expedition in the game. Can swap the Berserk tech for Legacy of Wanderlust if slow is too annoying.

6/27/26 - Added Tatto's since Mobalytics added support for it

6/23/26 - Updated ALL Endgame variants providing more clarity on what mods to prioritize. Updated to match Final Update changes with a video to come within a day or two.

6/20/26 - Updated descriptions, added Shark Fin Reward. Update video coming soon!

6/7/26 - Added link to new video, added new Body Armor Forgotten Warden (Cheap and OP). Updated descriptions further and corrected some typos.

6/7/26 - Added new Power Charge Tech which replaces Whirling Assault with Shattering Palm. Check the Tech out! Updated all Endgame variants to match. Added new info for Giga Invest variant revolving around Mageblood. Lots of other minor changes.

6/2/26 - Added new video going over New Power Charge Tech and the new Breachlord's Amalgam Lineage Gem. Updated Variants

6/2/26 - Did major updates to all variants to match the changes we've made due too the testing in 0.5. PoB file removed until I give it a full update, new YT video coming in a day or two to go over newest changes.

Comments

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HUMAN FIELD GOAL•16h ago

How do you get the fire to load up on Trinity I only can get lining and cold

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CoolKey•4d ago

mana remnants feels entirely useless in this build. never have mana problems

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ShinyMask•8d ago

Could you finish the build in case we swap for Morior Invictus (spirit)? What to do with leftover spirit ( its like 100+ spirit) Elemental conflux? Herald of thunder?

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ShinyStorm•5d ago

Bro left the chat

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Chinorri•14d ago

When switch to Mageblood. How do you deal with Energy Shield to heal it?

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El Tico•12d ago

You dont it will be pure regen, evasion, deflect and almost no damage.

2
E
El Tico•15d ago

Hey man how do you got enough Spirit? The reservation of Spirit goes to 156 due Kathlas Rejuvenation on Mana Remnants. Im wondering how to get the 6 points left to use all recommended skills.

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CoolSun•15d ago

Your spirit gems need to be 20% quality and high enough level for better reservation efficiency

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[deleted]•15d ago

This comment was deleted by its author.

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WorthyShield•15d ago

You slot whirling assault as a support gem on hollow form. That allows you to use the skill

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GrimCrown•16d ago

Hey Korbyn! First off, massive thanks for putting together such an incredible build and keeping it updated. I've been following your guide and absolutely loving it. It's easily one of the most enjoyable builds I've played!

I've recently switched to Morior Invictus for my chest armour, and I was wondering what changes you'd recommend to optimise the build around it.

Would you change any of the skill gems, support gems, Spirit setup, passive tree, or anything else compared to your current setup? I'm particularly interested in maximising damage without sacrificing too much survivability.

Really appreciate all the work you've put into the guide. Thanks again!

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BoldKey•16d ago

awsome built, no issue with clearing any content, but have you put any thought on the rune interaction in grand expeditions with shattering the corpses. It is specualted that it prevents reborn and that does not allow the full juice to build up.
I cannot get more than 3div a pop even with a full rune chain stack.
Do you have any solutions to this possible issue?
Thanks in advance.



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BoldKey•16d ago

the maps are t15 8 mod and 3x +2 mod and eff tablets.

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