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PoE 2 Build

Woolie's Armor Break Warbringer **WEAPON SETS**

presentationWarrior
presentationWarbringer
Starter
Verified
Updated on Jan 6, 2025
Jan 6, 2025

Build Overview

// VERY IMPORTANT INFO //

--12/20 UPDATE--

GGG "fixed a bug" (lol) where could trigger itself.

THE BUILD STILL WORKS PERFECTLY FINE BUT YOU ABSOLUTELY NEED TO RUN A MACE IF YOU'RE USING !

otherwise, just run

more info in the "HOW ARMOR EXPLOSION WORKS" section.

Use the "Build Variants" section to find all the relevant info for each part of a playthrough:

1) Acts 1 & 2

2) Rest of Campaign (Act 3 + all of Cruel difficulty)

3) Endgame (pre- )

4) Endgame w/

5) Endgame w/ Weapon Sets + (my exact character)

EACH BUILD VARIANT CONTAINS DIFFERENT SKILLS & OTHER VARIOUS INFO SO PLEASE READ CAREFULLY AND ADJUST YOUR SETUP ACCORDINGLY!

// SKILL ROTATION //

1) Use for general clearing

Your Warbringer Ascendancy node plus various "Armor Break" passives will make it so that every hit fully breaks enemy armor, letting + clear things for you.

once you find a rare enemy:

2) drop (linked with ) near them and let it "Fully Break" their armor (1 or 2 hits), then + for a guaranteed crit.

repeat step 2 until dead - you can obviously weave in some while you wait for or drop if you're feeling extra frisky.

however, if the enemy looks especially tanky and/or is a boss (unique enemy) you should OPEN WITH -> (instead of )

// LEVELING //

Acts 1&2: +

Rest of campaign: (REQUIRES ) + &

level with + instead of if no

USE THE "Build Variants" TAB BELOW FOR MUCH MORE INFO!

IF YOU ARE STUCK WHILE LEVELING

get a better 2h mace

that's all there is to it. I guarantee you can buy one for 1-2ex that straight-up doubles or even triples your overall damage. make sure that you limit the level requirement to your current level (under the "Requirements" tab)

you are looking for as high of a PHYSICAL DAMAGE roll as possible (NOT pDPS "physical damage per second") because slams prefer higher-damage, slower hits rather than smaller, faster ones.

Build Variants

My current version of the build - REQUIRES 3 (total) STRONG 2H MACES!

ENDGAME (Weapon Sets + Giant's Blood) Variant

Select another Variant

Equipment

item
item
item
item
item
item
item
item
item
item
item

REFER TO THE "Build Variants" TAB FOR LEVELING!

The gear you see above is my exact character as of 12/30.

YOU ABSOLUTELY NEED A AS YOUR MACE IN ORDER FOR TO CLEAR THE SCREEN!

if you run a different basetype, you should use as your clearing skill, instead.

+ + + + (if ) / (if not)

// WEAPON SETS //

the build planner does not work with - you are looking for TWO mauls with similar stats to the in "Weapon Set 2"

these will cost a pretty penny (5-10div each, likely) but, once you have the $$ for them, you will likely TRIPLE your overall single target damage, using them + the new weapon set passive points.

for skills, toggle , and for Weapon Set II (ONLY) and keep everything else normal.

If you have 90+ dex, you can also put and on Weapon Set I (ONLY) and add to Set II (ONLY)

now, you will automatically swap to Set II when using your single-target skills but you will need to manually switch back to Set I as soon as you are done attacking, as you won't be able to block at all until you're back in Set I! I recommend using , as its cast time is very short.

// STATS TO LOOK FOR //

you will likely need a couple rolls of "+accuracy" to ensure your hit chance is 95%+, otherwise, you will miss your attacks (and cry)

thankfully, accuracy is a prefix mod on weapons, helmets, gloves and jewelry, so it won't be too hard to find.

other than that, here are other mods to look for:

--Weapons--

Prefixes

+phys, %phys, %phys/acc ("hybrid")

**PREFIXES ARE, BY FAR, THE MOST IMPORTANT STATS TO HAVE IN ORDER TO DEAL DAMAGE**

Suffixes

+lvl melee skills, %reduced attribute requirements (GREATLY helps with ), +str, %inc attack speed (PRIORITIZE HIGHEST FLAT DMG POSSIBLE - attack speed is just "icing on the cake"), %phys leech

--Armor & Shield--

Prefixes

+life, +spirit (body), +/%armor, %movespeed (boots)

Suffixes

%resistances, +str, %additional phys dmg reduction (shield), +lvl melee skills (gloves), %attack speed (gloves)

You do NOT need block chance on your shield!

The way works is that it essentially ignores your shield's block value and simply puts "40%" in its place.

--Jewelry--

Prefixes

+life, %life (amulet), +spirit (amulet), +accuracy

Suffixes

%resistances, +charm slots (belt), +str, +lvl melee skills (amulet), +all attributes

--Charms--

these don't really matter tbh - I just run a for more loot

// RUNES & SOUL CORES //

top priority is to CAP ELEMENTAL RESISTANCES, so simply socket any runes you need to achieve that goal.

however, it's better to cap ele res from the actual mods on the gear (rather than by socketing runes) so it'd be wise to spend a few more exalts on a piece of gear that has 10-20% more res than another, cheaper piece.

past ele res, chaos res & %life are the next best soul cores. try to fit in as many %life ones as possible while maintaining 50%+ chaos res.

for your weapon, Iron Runes (20% phys each) are almost always the correct choice but, for , you can also socket a "Soul Core of Cholotl" which turns 20% of the str req into dex, HOWEVER, the dex req WILL ALSO BE TRIPLED!

only do this if you know what you're doing!

// ONCE YOU HAVE A BIT OF $$ //

Once you have earned a bit of money AND HAVE ASCENDED AT LEAST 3 TIMES FOR (preferably 4 for ), I HIGHLY recommend that you purchase a

+ the Warbringer block nodes is just... CRAZY for defense.

puts the shield's block chance at 40% (aka, your BASE value that all other increases/decreases scales off of), which is FANTASTIC for , given that it only has 26%, normally.

Then, makes it so that you can block not-only strikes and projectiles but also AoE damage, which account for the vast majority of "scary" things.

Those big fat explodey dudes? Blocked.
Purple chaos orbs that chase you? Blocked.
Massive cold, lightning or fire AoE time bomb? Blocked.

All of that thanks to .

Finally, itself is insane due to its mod "Block Chance is Lucky." How this mod works is it that simply re-rolls your block chance if it fails.

For example:

You have 40% TOTAL block chance
You roll for a block and miss (60% miss chance)
rolls again, in hopes that it hits that 40%

To put in perspective how strong this is: the math in the above scenario equates to providing you a 64% chance to block instead of 40%

1 - (0.6 [chance to miss] x 0.6) = .64 or 64% effective block chance

Finally, the roll of the "-x% to maximum block chance" mod doesn't really matter, as, if you take all of the "block chance" nodes near your passive path, plus get 6-7% in all jewel sockets, you'll be sitting around 55% block anyway, which is the outcome of the literal WORST possible roll on a .

So, save your $$ and buy the cheapest , regardless of rolls!

You'll also, likely, need to upgrade some of your other gear to fit in the lack of other stats on - especially the loss of Strength - so be prepared to spend +/- another 20% of the price of a in additional upgrades!


ENDGAME (Weapon Sets + Giant's Blood) Variant

Select another Variant

Skill Gems

Support Gem Requirements:

Str 105

Dex 10

Int 30

Hammer of the Gods

Hammer of the Gods
supportchancetobleedplayer
supportexploitweaknessplayer
supportheftplayer
supportdeepcutsplayer

Sunder

Sunder
fistofwarsupportplayer
supporthourglassplayer
supportincreasedcriticaldamageplayer
supportconcentratedeffectplayer
supportaftershockchanceplayer

Infernal Cry

Infernal Cry
supportempowereddamageplayer
supportragingcryplayer
supportenragedwarcryplayer

Ancestral Warrior Totem

Ancestral Warrior Totem
armourbreakerplayer
supportragefountainplayer
supportarmourbreakplayer

Herald of Ash

Herald of Ash
supportfiremasteryplayer

Time of Need

Time of Need
lessdurationsupportplayer
supportvitalityplayer
supportprecisionplayer
supportcannibalismplayer

Scavenged Plating

Scavenged Plating
moredurationsupportplayer
supportphysicalmasteryplayer

Mace Strike

Mace Strike
supportarmourexplosionplayer
supportaddedfiredamageplayer
supportincreasedareaofeffectplayer
supportfirepenetrationplayer
supportweaponelementaldamageplayer

Leap Slam

Leap Slam
supportfasterattackplayer
supportholydescentplayer
supportrageplayer

Attrition

Attrition

IF YOU ARE IN THE CAMPAIGN OR ENDGAME BUT HAVEN'T SPEC'D YET:
please select your respective "Build Variant" for the relevant skill loadout to your current point of progression!

**YOU ABSOLUTELY NEED A AS YOUR MACE IN ORDER FOR TO CLEAR THE SCREEN!

if you run a different basetype, you should use as your clearing skill, instead.

+ + + + +

--AURAS--

aura priority:

> >

when you complete the campaign, you should have 100 max spirit without any "+Spirit" modifiers on gear, so you can only add for the time being.

once you reach a total of 135 Spirit (body armor and/or amulet mods) you can add the remaining supports: + (try to put them on in prep for Weapon Sets)

also, once you get even more extra Dex & Int (more max supports), add to and to

finally, once you get Weapon Sets up and going, move and over to Set I and add to Set II. Make sure your supports (, and ) are all socketed in , so that they apply when you're in either Weapon Set!

--GEM QUALITY--

priority order:

1)

2)

3)

4)

do the rest as you see fit

ENDGAME (Weapon Sets + Giant's Blood) Variant

Select another Variant

Passive Tree

main:
32
123
set 1:
-4
20
set 2:
-4
20

REFER TO THE "Build Variants" TAB FOR LEVELING TREES!

do NOT spec until you have TWO ADDITIONAL STRONG 2h maces (weapon set II) ready to go!

we have to run because our ability costs literally become more than our entire mana pool with two "+lvl of melee skills" maces lmfao

Refer to the "WEAPON SETS" header under the "Equipment" section for more info.

--JEWELS--

mods in priority order:

%bleed on hit (most important),
%block chance,
+rage when hit by enemy (only need one of these),
+rage on melee hit (and unspec out of the passive point going into ),
%dmg against fully broken armor,
+%maximum res,
%warcry cooldown recovery
%stun threshold

all other stats don't really make a difference

How it Plays

1) break armor

2) shout

3) slam

How it Works

// HOW ARMOR EXPLOSION WORKS //

+ the mace basetype allows the implicit AoE explosion from the hammer + support and various "Area of Effect" passive nodes (+ support) to explode the screen.

after testing, I don't think the 's AoE is bugged whatsoever... the implicit AoE splash has the "Unscalable Value" tag but I've had comments from others saying that the tag is talking about LOCAL modifiers, not GLOBAL, so the radius can being scaled via "%inc area" passives on the tree is totally normal.

however, due to the implicit AoE providing our clear, this means that using a is REQUIRED TO HAVE POP YOUR SCREEN! if you have a good mace that is NOT the correct basetype, you can try instead.

+ + + + +

regardless, / is for clearing only.

for tanky enemies, once their armor is broken, we and either toss a quick in OR, if it's a boss or an especially tanky rare, slap down a nice good 'ol for its insane damage% plus the chance for a nice big bleed on top of it.

other than that, literally just everything to death and toss in a quick when you find a tanky foe (remember to break their armor first for a guaranteed crit!)

is to safely armor break scary / hard-to-reach enemies, plus rage regen due to .

for movement + regen

that's all there is to it!

break armor -> shout -> slam -> repeat

Changelog

12/20 - another MASSIVE change! is back but REQUIRES using a as your weapon

12/30 - added a new Variant for weapon sets. this will probably final big change to the guide

Video Guide

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