Marodeur - [3.19] Boneshatter Recoup Juggernaut - Forum - Path of Exile (2024)

Cross posted from my reddit post: https://www.reddit.com/r/PathOfExileBuilds/comments/z343u9/boneshatter_recoup_juggernaut/

I recommend reading it there until I fix the formatting here.

Hi everyone, in Lake of Kalandra I played a variant on the Boneshatter Juggernaut formula that I found worked extremely well.

To begin with, here is my Path of building: https://pastebin.com/w04jhucM My account is public, with the account name Razekal. This character is "HinekoraSaidKnockYouOut"

The 400 to 1100 custom affix is there to represent Mantra of Flames scaling 100 buffs from Fortify and/or Boneshatter, making it actually conservative an estimation at the 80 trauma stacks you'll be in for most of gameplay.

The concept is that by stacking life recoup, Petrified Blood, Divine Shield, and a Replica Soul Tether (later upgrading to Mageblood/HH + Glorious Vanity) we are able to turn all of the Juggernaut's life regeneration from mitigating damage into rage recovery through the Kaom's Spirit gloves.

At 80 trauma stacks, we're mitigating 143,000 physical damage per second, which is 17,160 ES regen per second (~1500 before our next swing, mind you). It also becomes ~214-300 rage generation per second. (stuff standing still for 4 seconds is more common than stuff standing still for 10)

Pros:

Damage from physical hits gives us more HP than we lose
Massive armour and armour affecting resistances means we have effectively +8% to all max resistances against hits of 5800, becoming even more effective against smaller hits
Reflect immune
You can face tank a lot of things that should be suicide, but aren't because of the massive sustain and less damage taken buffs
Can ditch the life flask for another utility flask if you want, I mostly used mine because I was too lazy to get corrupting blood/bleed immunity more than anything
Cons:

Build does NOT function without enough recoup! Trying to switch in Kaom's Spirit without adequate recoup was a miserable experience.
We are vulnerable to dots before we ramp up our sustain. Shaper beams annihilated me if I wasnt able to ramp up before they went off.
League mechanics with forced downtime can be clunky. Harvest was the biggest offender, with mentions to Incursion and Metamorph.
Life recovery, mana recovery, armour, and aura map mods are either impossible or extremely painful, depending on other rolls.
Effectiveness vs various league contents:

S Tier: Delve (~220 depth as a casual delver), Bestiary, Heist, Blight Ravaged maps, Ritual, Harbinger, Beyond
A Tier: Betrayal (transportation and research can be annoying, but the fights are cakewalks), Legion, Expedition, Blighted Maps, Abyss, Essence, spec'd Incursion
B Tier: Harvest (can't chain plots, mobs take too long to spawn), Breach (no pops means you really only have time to assassinate a breachlord and leave too many still standing for my taste), Blight events with a single bottleneck. Metamorph
C Tier: Torment, Blight events with multiple bottlenecks, Wrath of the Cosmos, Rogue Exiles - Ruckus (presumed, I never tried it but I also just assume I'd get boom headshot by some ED exile before I ramp), unspec'd Incursion
Some of the key components were:

Replica Wings of Entropy: Gives both a high attack speed (good for trauma stacking) while also giving a strong crit floor. The 6 link also makes it easier to set up a utility link later. I considered dual Brightbeaks in tandem with the next item, but I valued the higher damage floor of the Wings. Also I will admit to being extremely biased, I always loved Wings of Entropy ever since it first came out because I think its such an interestingly designed unique.

Mantra of Flames: This is actually busted. So each time you hit something and get stacks of Fortify, its a separate buff with a .1 second cooldown between hits. You also get a separate buff from Trauma. Each hit, therefore, gives us 8 to 22 fire damage for the next 9 seconds. Once you break past 10 attacks per second only every other swing gives fortify, but at that point you've got enough damage that it no longer matters.

Petrified Blood: Because we reserve 49% of life, we never reach full life and therefore always count as leeching. This means as soon as we take damage we can recover before our recoup hits critical mass.

Life Recoup: The build requires as much recoup as can be reasonably attained. I ended up with ~99% of physical damage recouped, and 87% of all other types. The first 30% is immediately eaten by petrified blood's downside, so the remainder is what actually goes into our life pool.

Arctic Armour: Gives less phys damage taken while stationary. Using Boneshatter is stationary. Also we have half a life bar to reserve with and Arctic Armour is the best 25% ability for us imo.

Replica Soul Tether: Gives us a chunk of ES, then lets half damage go to ES and half goes to life. Damage that the ES mitigates is still recouped as life, and with Divine Shield we recover the entire ES pool between swings. Had I not burned myself out I would have eventually replaced this with a Mageblood + Glorious Vanity combo, which would have unlocked gem quality stacking for an even higher top end of damage.

Blitz Forbidden Jewels: Takes advantage of our fantastic crit scaling to now scale our attack speed quickly, which speeds up Trauma building. Less ramp means more bonk bonk

Berserk: With a 30% Berserk Buff effect enchant, and 214+ rage generated per second, Berserk never falls off. Berserk was never balanced around never falling off.

As an aside we also unironically use Frenzy in a 1-3 link (I messed around with onslaught and culling). Tapping Frenzy for not even half a second caps you on Frenzy charges.

Totems are really only ever used at the start of fights in order to counter the low damage we have at the beginning of the fight.

Marodeur - [3.19] Boneshatter Recoup Juggernaut - Forum - Path of Exile (2024)
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