Detonate Dead with
Fire Spell on Hit is really insane for clear and Smith of Kitava has some really interesting defensive layers to go along with it. The character is really fun but
Flicker Strike is by no means a perfect skill, try
Falling Thunder for single target and see which skill you prefer!
Boneshatter has a perfect synergy with Minion Pact II +
Wolf Pack +
Cast on Minion Death to cast very consistent
Profane Ritual which feed our Power Charge +
Flicker Strike interaction.
Charge Regulation lets us benefit from constant up-time of all 3 charge types and makes the character significantly faster and tankier.
[0.4] THE FLICKER STRIKE SMITH OF KITAVA (w/ Boneshatter Movement)
Build Overview
Strengths and Weaknesses
- Ridiculous Clear
- Uses the most fun skill in the game
- Tanky
- Very very fast
- Weird Gearing process
- Needs a Vorana Timeless Diamond
- Spotty Single Target
Skill Gems
Support Gem Requirements:
Str 70
Dex 90
Int 95
Quarterstaff Strike
Level 20
Fire Spell on Hit
Level 20
Charge Regulation
Level 21
Wolf Pack
Set 1
Cast on Critical
Level 17
•
Set 2
Killing Palm
Level 20
•
Set 2
Boneshatter
Level 1
•
Set 1
Herald of Thunder
Level 20
•
Set 2
Spark
Level 1
•
Set 1
Frost Bomb
Level 1
•
Set 1
Flicker Strike
Set 2
Cast on Minion Death
Set 1
Herald of Ash
Set 2






















































Lineage support gem priority is Garukhan's Resolve, Rigwald's Ferocity, Atalui's Bloodletting, Uul-Netol's Embrace OR Rakiata's Flow, Dialla's Desire with
Solus Ipse Equip Tech, and Uhtred's Omen if you have the currency.
In the tooltip of your skills you can pop out a carrot on the right side and manually bind their Weapon Set Slots (it looks like this >)
[Weapon Set I]
Boneshatter [Weapon Set I] this moves very fast with Rigwald's Ferocity, enables our
Cast on Minion Death engine with Minion Pact II and
Wolf Pack so that we can generate infinite Power Charges with
Profane Ritual AND is our primary source of movement!
Wolf Pack [Weapon Set I] this MUST MUST MUST only be on [Weapon Set I] because they can avoid their respawn death timer with Weapon Swapping to
Boneshatter.
Cast on Minion Death [Weapon Set I] this MUST MUST MUST only be on [Weapon Set I] and it has inherent synergy with our
Boneshatter + Minion Pact II and
Wolf Pack + Minion Instability combo!
Frost Bomb [Weapon Set I] is used to generate Cold Infusions, these Cold Infusions are then consumed by
Spark to generate Power Charges with
Infusion of Power. This is exclusively used in a Boss Room Single Target Environment!
Spark [Weapon Set I] is used to consume the Cold Infusions created with
Frost Bomb so that we can generate Power Charges in our Boss Room with
Infusion of Power.
[Weapon Set II]
Flicker Strike [Weapon Set II] consumes Power Charges to destroy everything! We have multiple Power Charge generators and a Weapon Swap engine designed specifically to service the Power Charge demands so we can Spam this skill as often as possible. After a
Flicker Strike use let off the button for a half second and maybe mix in a
Killing Palm because while its being USED you cannot GAIN more Power Charges.
Killing Palm [Weapon Set II] is used in-between
Flicker Strike and also generates Power Charges itself. I press my
Flicker Strike and immediately start holding the
Killing Palm and it procs the second the
Flicker Strike is done. By the time this Attack concludes you'll be ready for another
Flicker Strike.
Cast on Critical [Weapon Set II] is basically just
Profane Ritual automation for 90 Spirit!
Herald of Ash [Weapon Set II] BOOOOOOOM everything when it dies. Also destroys Abyss, Breach, and aids the clear alongside
Detonate Dead.
Herald of Thunder [Weapon Set II] because we shock enough to justify it, kind of a why not? No real logic behind not taking a little extra damage for 30 Spirit
[BOTH Weapon Sets]
Fire Spell on Hit has a socketed
Detonate Dead and is our Endurance Charge Generator via Armour Break III. This has insane Area of Effect and does % based Damage from the Maximum Life of the Monster Corpse it Detonates, helping the clear for our character out a ton. This is the primary reason we play Smith of Kitava!
Charge Regulation gives us a permanent % more Defenses, occasionally % more to Critical Hit Chance, and an increase to our Skill Speed
Passive Tree
Heroic Tragedy needs a VORANA modifier and should be socketed next to what is usually
Chaos Inoculation, you are looking for as many increased Energy Shield notables as possible. Your Strength will turn into increased Energy Shield with Black Scythe Training. Good seeds for the jewel are 3610, 1295, 4366, and 7276.
From Nothing is either passives in radius of
Conduit or
Chaos Inoculation, whichever gives you the most Energy Shield nodes from your
Heroic Tragedy
Controlled Metamorphosis has a MASSIVE radius and as little -% Elemental Resistance roll as you can afford.
Heart of the Well takes a Gain As Extra Prefix, % of Leech is Instant or another Extra Prefix, and in a perfect world Increased Critical Hit Chance and % increased Critical Damage Bonus or Attack Speed.
Megalomaniac should only take
Infusion of Power or
Overflowing Power. Whichever is not anointed on your
Solar Amulet!
Flesh Crucible takes
Blood Magic, make sure to get Less Movement Speed as the other mod. We don't need Movement Speed because we use
Boneshatter to move (Attack Speed). This saves you a support in every gear slot so you don't need to take Lifetap.
Sapphire should have increased Maximum Energy Shield, increased Critical Hit Chance, Increased Critical Damage Bonus, or 2% Recover Maximum Life on Kill. The rest of the mods are whatever you like!
The Chosen Nodes in our
Smith's Masterwork are
Heatproofing,
Tribute to Utula,
Support Straps,
Tantalum Alloy,
Kitavan Engraving, and
Leather Bindings.
Make sure you immediately socket
Detonate Dead in your
Fire Spell on Hit from your ascendancy
Heat of the Forge or you'll get this weird Spirit reservation bug.
How it Plays
Path of Building Code
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