Woolie's Armor Break Warbringer **WEAPON SETS**
Build Overview
// VERY IMPORTANT INFO //
--12/20 UPDATE--
GGG "fixed a bug" (lol) where Armour Explosion could trigger itself.
THE BUILD STILL WORKS PERFECTLY FINE BUT YOU ABSOLUTELY NEED TO RUN A Cultist Greathammer MACE IF YOU'RE USING Mace Strike!
otherwise, just run Stampede
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- Giant's Blood)
4) Endgame w/ Giant's Blood
5) Endgame w/ Weapon Sets + Giant's Blood (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 Mace Strike for general clearing
Your Warbringer Ascendancy node Anvil's Weight plus various "Armor Break" passives will make it so that every hit fully breaks enemy armor, letting Armour Explosion +Herald of Ash clear things for you.
once you find a rare enemy:
2) drop Ancestral Warrior Totem (linked with Armour Breaker) near them and let it "Fully Break" their armor (1 or 2 hits), then Infernal Cry + Sunder for a guaranteed crit.
repeat step 2 until dead - you can obviously weave in some Stampede while you wait for Sunder or drop Hammer of the Gods if you're feeling extra frisky.
however, if the enemy looks especially tanky and/or is a boss (unique enemy) you should OPEN WITH Infernal Cry -> Hammer of the Gods (instead of Sunder)
// LEVELING //
Acts 1&2: Mace Strike + Earthquake
Rest of campaign: Mace Strike (REQUIRES Cultist Greathammer) + Sunder & Hammer of the Gods
level with Leap Slam + Boneshatter instead of Mace Strike if no Cultist Greathammer
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!
Select another Variant
Equipment
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 Cultist Greathammer AS YOUR MACE IN ORDER FOR Mace Strike TO CLEAR THE SCREEN!
if you run a different basetype, you should use Stampede as your clearing skill, instead.
Stampede + Armour Explosion + Fire Infusion + Magnified Effect + Stomping Ground (if Giant's Blood) / Aftershock (if not)
// WEAPON SETS //
the build planner does not work with Giant's Blood - you are looking for TWO mauls with similar stats to the Expert Forge Maul 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 Infernal Cry, Hammer of the Gods and Sunder for Weapon Set II (ONLY) and keep everything else normal.
If you have 90+ dex, you can also put Herald of Ash and Scavenged Plating on Weapon Set I (ONLY) and add Attrition 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 Raise Shield, 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 Giant's Blood), +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 Renly's Training 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 Golden Charm 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 Giant's Blood, 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 Renly's Training (preferably 4 for Turtle Charm), I HIGHLY recommend that you purchase a Svalinn
Svalinn + the Warbringer block nodes is just... CRAZY for defense.
Renly's Training puts the shield's block chance at 40% (aka, your BASE value that all other increases/decreases scales off of), which is FANTASTIC for Svalinn, given that it only has 26%, normally.
Then, Turtle Charm 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 Turtle Charm.
Finally, Svalinn 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)
Svalinn 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 Svalinn 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 Svalinn.
So, save your $$ and buy the cheapest Svalinn, regardless of rolls!
You'll also, likely, need to upgrade some of your other gear to fit in the lack of other stats on Svalinn - especially the loss of Strength - so be prepared to spend +/- another 20% of the price of a Svalinn in additional upgrades!
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Skill Gems
Support Gem Requirements:
Str 105
Dex 10
Int 30
Hammer of the Gods
Sunder
Infernal Cry
Ancestral Warrior Totem
Herald of Ash
Time of Need
Scavenged Plating
Mace Strike
Leap Slam
Attrition
IF YOU ARE IN THE CAMPAIGN OR ENDGAME BUT HAVEN'T SPEC'DGiant's Blood YET:
please select your respective "Build Variant" for the relevant skill loadout to your current point of progression!
**YOU ABSOLUTELY NEED A Cultist Greathammer AS YOUR MACE IN ORDER FOR Mace Strike TO CLEAR THE SCREEN!
if you run a different basetype, you should use Stampede as your clearing skill, instead.
Stampede + Armour Explosion + Fire Infusion + Magnified Effect + Aftershock + Primal Armament
--AURAS--
aura priority:
Herald of Ash > Time of Need > Scavenged Plating
when you complete the campaign, you should have 100 max spirit without any "+Spirit" modifiers on gear, so you can only add Precision for the time being.
once you reach a total of 135 Spirit (body armor and/or amulet mods) you can add the remaining supports: Cannibalism + Vitality (try to put them on Time of Need in prep for Weapon Sets)
also, once you get even more extra Dex & Int (more max supports), add Physical Mastery to Scavenged Plating and Fire Mastery to Herald of Ash
finally, once you get Weapon Sets up and going, move Herald of Ash and Scavenged Plating over to Set I and add Attrition to Set II. Make sure your supports (Precision, Vitality and Cannibalism) are all socketed in Time of Need, so that they apply when you're in either Weapon Set!
--GEM QUALITY--
priority order:
1) Infernal Cry
2) Hammer of the Gods
3) Scavenged Plating
4) Sunder
do the rest as you see fit
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Passive Tree
REFER TO THE "Build Variants" TAB FOR LEVELING TREES!
do NOT spec Blood Magic until you have TWO ADDITIONAL STRONG 2h maces (weapon set II) ready to go!
we have to run Blood Magic 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 Prolonged Fury),
%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 //
Mace Strike + the Cultist Greathammer mace basetype allows the implicit AoE explosion from the hammer + Armour Explosion support and various "Area of Effect" passive nodes (+ Magnified Effect support) to explode the screen.
after testing, I don't think the Cultist Greathammer'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 Cultist Greathammer is REQUIRED TO HAVE Mace Strike POP YOUR SCREEN! if you have a good mace that is NOT the correct basetype, you can try Stampede instead.
Stampede + Armour Explosion + Fire Infusion + Magnified Effect + Aftershock + Primal Armament
regardless, Mace Strike / Stampede is for clearing only.
for tanky enemies, once their armor is broken, we Infernal Cry and either toss a quick Sunder in OR, if it's a boss or an especially tanky rare, slap down a nice good 'ol Hammer of the Gods for its insane damage% plus the chance for a nice big bleed on top of it.
other than that, literally just Mace Strike everything to death and toss in a quickSunder when you find a tanky foe (remember to break their armor first for a guaranteed crit!)
Ancestral Warrior Totem is to safely armor break scary / hard-to-reach enemies, plus rage regen due to Font of Rage.
Leap Slam for movement + regen
that's all there is to it!
break armor -> shout -> slam -> repeat
Changelog
12/20 - another MASSIVE change! Mace Strike is back but REQUIRES using a Cultist Greathammer as your weapon
12/30 - added a new Variant for weapon sets. this will probably final big change to the guide